Randomizer Posted February 28, 2011 Share Posted February 28, 2011 These lists are generally in order of being able to get the item. Most of them have a minimum attribute to use them: STR strength DEX dexterity INT intelligence HER Hostile Effects Resistance - to all non-physical damage res. resistance ARMORS armor is the percentage of physical damage blocked Tunics and Robes wearable by all classes Code: armor name bonus powers2% tunic 5% fine tunic 8% chirurgeon's tunic +5% to blessings/curses you cause, +10% to healing8% spidersilk tunic +1 dexterity, +5% energy res.5% robe 7% student's robe +1 to magical mastery12% Angevine's robe +8% to magical damage12% robe of the sorceress +1 intelligence, +2 firebolt, +2 to ward mastery Leather Armors wearable by all classes Code: armor name STR bonus powers15% leather jerkin 18% studded leather armor20% drakeskin leather armor 6 +15% fire res15% jerkin of the wild 6 +25% poison res., +10% chance to evade attacks20% vest of the shaman 6 shaman only, +1 intelligence, +2 to spirit claw,+2 to nature mastery15% quicksilver vest +10% energy res, +6% chance to parry20% Belda's jerkin +10% less time to recharge, +5% chance to parry, +10% to blessings/ Chainmail Armor wearable by Blademaster, Shadowwalker, and Shaman only Code: armor name STR bonus powers20% chainmail 22% deadeye chainmail 4 +8% to missile damage 24% fine chainmail 430% titansteel chainmail 425% ruined steel mesh 4 +20% to blessings/curses you cause25% resilient mesh 4 +5% HER 25% shyster chainmail 4 +10% cold res., +10% acid res.25% hammering mail 4 +5% to hit chance, +5% to melee damage28% shadowwalker's mesh 4 shadowwalker only, +1 dexterity, +2 to blade training, +2 to lightning discipline Breastplate wearable by Blademaster and Shadowwalker only Code: armor name STR bonus powers25% iron breastplate 630% steel breastplate 826% enduring breastplate 6 +1 endurance30% breastplate of the tower6 +10% less time to recharge, +5% chance to parry38% blademaster's bulwark 12 +1 strength, +3 to second wind, +1 to path of the shield30% resilient guard 8 +15% cold res., +15% curse res.40% titansteel breastplate 1038% dreadnought breastplate 12 +2 strength, +10% cold res.35% breastplate of the anvil12 +5% to melee damage, +5% to hit chance Shields [+5% to parry] Code: armor name STR bonus powers10% wooden shield 13% iron shield 16% steel shield 720% titansteel shield 12 +10% curse res.10% buckler of agility +1 dexterity14% rune-etched buckler +10% to blessings/curses you cause 12% tainted buckler +5% to magical damage16% shield of recovery +20% to healing. +1 endurance14% sheltering buckler +5% chance to evade attacks, +10% to healing18% bonecleaver shield 12 +1 strength, +25% to critical hit chance16% battle-worn shelter +5% to melee damage protection, +5% HER18% shock troop shield 15 +1 action points, +20% mind effects res.18% warrior's shelter 10 blademaster only, +1 strength, +4 to savage blow, +1 to path of the berserker Caps Code: armor name INT bonus power2% leather cap 5% etched leather cap +10% chance to evade attacks4% sage's tiara 7 +5% to magical damage6% shadow crest 7 +5% to evade attacks, 2% HER6% cap of the deep woods 7 shaman only, +2 to spirit claw, +1 to earthquake, +5% to healing Helms cannot be worn by Sorceress Code: armor name STR bonus power5% bronze helmet 27% steel helmet 87% trueblade crest 6 +5% to hit chance9% nightblade helm 6 +5% to melee damage7% helm of the wind 6 +10% curse res.9% dreadnought helm 12 +20% curse res., +20% energy res., +10% mind effects res. Belts Code: armor name STR bonus power2% leather belt 5% bronze girdle3% onyx studded belt +5% to parry5% scorched girdle +10% fire res., +5% to critical hit chance10% titansteel girdle 10 +3% HER, +5% chance to evade 7% deadeye belt 8 +10% to missile damage, +5% less time to recharge7% belt of battle 8 +5% to melee damage, +5% to curse res.armor name INT bonus power5% silk-woven cord 10 +15% mind effect res. and cold res.5% spellweaver sash 10 +5% to magical damage, +5% to healing Hands Code: armor name STR bonus power2% leather gloves 4% iron gauntlets 6% steel bracers 63% impskin gloves +3% to magical damage5% archer's gloves +12% missile damage5% runeweave gloves +8% to blessings/curse you cause6% ogrish gauntlets 8 +6% to melee damage6% bracers of the hawk +5% to hit chancecrude skin bracelet +5% melee damage protectionbracelet of truth +10% to healingtruefoot bracelet +1 dexterityenchanter's rings +8% to magical damagebracelet of opportunity +5% less time to recharge, +5% chance to riposte Legs all classes Code: armor name bonus power2% pants 4% wool pant +10% cold res.5% spider silk pants +5% to magical damage only leather type greaves can be used by Sorceress Code: armor name STR bonus power8% leather greaves 412% chain greaves 812% iron greaves 1216% steel greaves 1210% drakeskin greaves +10% energy res.12% smoky greaves 8 +5% chance to evade attacks, +10% curse res.14% avenger's greaves 8 +5% HER, +5% melee damage12% Belda's greaves 8 +15% less time to recharge. +20% curse res.16% corrupted greaves 14 +1 strength, +5% chance to riposte10% greaves of the vale +10% less time to recharge, +10% poison res.16% scorched greaves 12 +15% fire res., +10% to blessings/curses you cause16% greaves of the ramparts 14 +10% chance to evade, +15% to healing Cloaks Code: armor name bonus powers3% heavy cloak 5% fine cloak 6% soft leather cloak +1 dexterity6% drakeskin mantle +15% fire res.6% blademaster's mantle +5% to melee damage6% shadow shroud +5% to evade attacks6% focusing wrap +5% to magical damage6% spidersilk cloak +1 dexterity, +5% energy res.6% shroud of the depths +8% less time to recharge6% sharpshooter's mantle +10% to missile damage7% trueshield wrap +5% to evade attacks, +5% HER Footwear all classes Code: armor name bonus powers2% sandals 5% leather boots 5% blessed sandals 5% runesoled shoes +5% to blessings/curses you cause8% incantor's shoes +5% magical damage, +10% healing7% fleetfoot boots +1 action point cannot be used by Sorceress Code: armor name STR bonus powers7% chainmail boots 3 10% plate boots 910% stomping boots 9 +1% to melee damage7% lodestone chain boots 5 +1 strength10% titansteel boots 13 +5% less time to recharge9% dragonscale-lined boots 5 +5% HER7% bushstrider boots +25% poison res., +10% to healing9% shadowwalker's boots 5 shadowwalker only, +1 dexterity, +2 to razordisk training, +1 to flash powder Rings Code: armor name bonus powers2% ruby ring +15% to fire res.2% mica ring +15% energy res., +10% mind res.2% opal ring +15% cold res., +20% curse res.4% shadowstone ring +5% to magical damage, +5% less time to recharge2% sapphire ring +25% poison res., +25% acid res.4% farsighted band +8% to missile damage8% crusher's band +1 strength, +3% to melee damage4% greenspirit band +15% to healing4% ring of the lovelorn +2 intelligence5% corrupted circle +6% HER wizard's loop +8% to magical damage Necklaces Code: name bonus powertribal fetish +5% to critical hit chancefetish of the claw clan +10% to critical hit chanceradiant choker +8% HERcharm of power +1 strengthcharm of nimbleness +1 dexteritycharm of insight +1 intelligencecharm of endurance +1 endurancependant of power +2 strengthpendant of nimbleness +2 dexteritypendant of insight +2 intelligencependant of endurance +2 endurancenecklace o f vitality +8% melee damage protection, +15% to healing WEAPONS damage is base damage before attribute and skill bonuses MELEE for Blademasters and Shadowwalkers only Code: one-handed name damage STR bonus powerdagger 2-6steel dagger 4-12assassin's dirk 5-15 +10% chance to hit[+5% to melee damage]iron shortsword 4-16 2steel shortsword 6-24 4raider's cutlass 8-32 4 +5% chance to ripostetitansteel shortsword 10-40 4flametooth blade 8-32 4 +10% fire res., +10% chance to hitlightning shortsword 8-32 4 +5% to magical damageshadowwalker's blade 14-56 4 shadowwalker only, +2 to searing pot, +2 to earth discipline[+10% to melee damage]iron broadsword 10-40 6steel broadsword 12-48 6emerald saber 14-56 6 +15% poison res. +15% acid res.titansteel broadsword 20-80 6 truestroke broadsword 14-56 6 +10% chance to hitscimitar of subtly 16-64 6 +10% less time to rechargecorrupted broadsword 16-64 10 +3 strength, -1 dexterity, -1 intelligencebroadsword of the tower 18-72 10 +10% to evade attacks, +10% curse res.blademaster's steel 18-72 10 blademaster only, +3 to hamstring, +1 to path of the bladetwo-handed pole weaponsname damage str bonus power[+12% to melee damage]iron spear 6-24steel spear 9-36 3seeking lance 11-44 6 +10% to hit chancetitansteel spear 12-48 6veneth's spear 13-52 12 +1 action pointsbarbed trident 11-44 6 +5% chance to evade attacks[+15% to melee damage]shadowwalker's lance 13-52 12 shadowwalker only, +2 to shattering bow, +4 to shadowwalker's focus[+20% to melee damage]iron glaive 24-66 7rune-etched glaive 28-82 10 +10% to magical damagesteel halberd 27-78 10corrupted glaive 28-82 15 +20% curse res., +20% mind effect res.hero's halberd 30-90 15 +15% chance to hit, +10% to blessings//curses you cause,+5% less time to rechargejade halberd 30-90 15 +25% poison res., +25% acid res., +10% to blessing./curse you causetitansteel halberd 32-98 10 for Shamans and Sorceresses only damage - firebolt (fire) for Sorceress and spirit claw (magic) for Shaman one-handed Code: name damage INT bonus powersapprentice rod 7-11sage's rod 9-17ivy-entwined rod 17-41 10 +1 strength, +1 dexterity, +5% chance to parryrod of the elder oak 17-41 10 +20% curse res., +20% mind ressun's rod 17-41 10 +10% fire res., +8% to magical damage, +5% chance to parryrod of the deep woods 13-29 10 +20% poison res., +20% acid res. two-handed Code: [+5% to magical damage] name damage INT bonus powersmage staff 11-23 4wizard staff 18-44 4 +10% to blessings/curses you causestaff of recovery 18-44 4 +10% to healingsummoner's stave 18-44 8 +5% to magical damage, +3 to beast focusblack birch staff 19-47 8 +5% to magical damage, +10% less time to rechargesleetcaller's staff 18-44 8 +20% cold res.staff of the sorceress 21-53 12 +2 to ice storm, +2 to focus masteryshaman's stave 21-53 12 shaman only, +5 to nature mastery, +2 to call the winds MISSILE WEAPONS Blademasters and Sorceresses only: Code: name damage DEX bonus powersshort bow 4-16longbow 6-24 3black oak bow 6-24 6 +5% melee damage protectioncomposite bow 8-32 6sage's bow 10-48 8 +1 intelligenceincantor's bow 10-40 8 +5% to magical damagehunter's bow 10-40 8 +8% magical damagewizard's bow 18-72 7 7 STR req., sorceress only, +50% to missile damagetitan's longbow 18-72 10 12 STR req.,+10% energy res.bow of the tower12-48 10 +10% mind effects res., +10% cold res. Shamans only: Code: name damage DEXiron javelin 5-20steel javelin 8-32 4titansteel javelin 12-48 6 lightning javelin 15-60 8 Shadowwalkers only: Code: name damage DEXiron razordisk 5-20steel razordisk 8-32 5titansteel razordisk 12-48 10 Quote Link to comment Share on other sites More sharing options...
Tracer Bullet Posted March 1, 2011 Share Posted March 1, 2011 This should have a spoiler warning. Quote Link to comment Share on other sites More sharing options...
Erebus the Black Posted March 1, 2011 Share Posted March 1, 2011 Are these from in-game experience or from the obj. file? Quote Link to comment Share on other sites More sharing options...
Randomizer Posted March 1, 2011 Author Share Posted March 1, 2011 In game experience. If you aren't able to use the item, red warnings about why you can't equip the item appear in the description box giving class and minimum attribute requirements. Weapon damage in the in game item description changes to show the character's bonuses from attributes and skills if it can use it. Quote Link to comment Share on other sites More sharing options...
Zummi Posted March 1, 2011 Share Posted March 1, 2011 Wow. Jade Halberd is a staple. Quote Link to comment Share on other sites More sharing options...
jlsgaladriel Posted March 9, 2011 Share Posted March 9, 2011 Meaningful edit: Battle-worn Shelter adds 5% to melee damage protection, not to melee damage itself. Random picky edit: Helm of the Wind (singular.) Thanks, Randomizer, you're awesome. Quote Link to comment Share on other sites More sharing options...
RogueGypsy47 Posted March 10, 2011 Share Posted March 10, 2011 You seem to be missing the Fleetfoot Boots, seemingly wearable by everybody (I didn't check Blademaster), armor +7% and +1 action points. I only remember them because I spent a long while griping about having to choose between the Veneth Spear and Shock Troop Shield and still not being able to get myself to 10 AP for two attacks if I don't move. Quote Link to comment Share on other sites More sharing options...
Soul of Wit Posted March 10, 2011 Share Posted March 10, 2011 Great list for finding those class-specific items. Formatting fix needed: [b}Necklaces[/b] Quote Link to comment Share on other sites More sharing options...
A less presumptuous name. Posted March 10, 2011 Share Posted March 10, 2011 Originally Posted By: Soul of Wit Formatting fix needed: [b}Necklaces[/b] Irony. I actually am not looking at this until I finish my first playthrough. Likewise, I hated searching through scripts to find quest items that I missed because I didn't get the quest on time. Knowing too much about the game mechanics and all that jazz ruins the first immersion for me. Quote Link to comment Share on other sites More sharing options...
Kennedy Posted March 17, 2011 Share Posted March 17, 2011 You may want to link this in the "Strategy Central" thread. Quote Link to comment Share on other sites More sharing options...
Punctuation rains from the heavens Posted March 17, 2011 Share Posted March 17, 2011 It is linked there, and has been. Quote Link to comment Share on other sites More sharing options...
Kennedy Posted March 20, 2011 Share Posted March 20, 2011 Cool. Maybe add scarabs and charms to the list? Quote Link to comment Share on other sites More sharing options...
Superba Posted April 20, 2011 Share Posted April 20, 2011 Gee... it's embarassing I haven't found these items: ruined steel mesh shyster chainmail shock troop shield lodestone chain boots lightning javelin ... and totally forgot where I found these: flametooth blade hero's halberd Makes me think I should try again. PS: the Emerald Saber is my favourite weapon, comes early in the game and lasts very long, with some enhancement. Quote Link to comment Share on other sites More sharing options...
nikki. Posted April 21, 2011 Share Posted April 21, 2011 Originally Posted By: Superba hero's halberd Beloch the Scrouge. Quote: PS: the Emerald Saber is my favourite weapon, comes early in the game and lasts very long, with some enhancement. Yeah, I had that one equipped for the longest time. Only the corrupted sword (with its +3 STR) replaced it (and the emerald saber then went to Shima). Quote Link to comment Share on other sites More sharing options...
madrigan Posted April 21, 2011 Share Posted April 21, 2011 Do I need to be concerned with multipliers in Avadon the way I did in Avernum? Like the way a stick was the best weapon in Avernum 4? Or can I just look at the minimum and maximum damage? Quote Link to comment Share on other sites More sharing options...
Punctuation rains from the heavens Posted April 21, 2011 Share Posted April 21, 2011 Yes and no. There is still the same system for multipliers, but the multipliers now depend on action and class, rather than item. Thus, melee attacks are always 1-3, staff attacks are 1-2 for shaman and 1-3 for sorceress, and missile attacks are 1-3 for sorceress and 1-4 for everyone else. The multipliers for actions vary, sometimes in odd ways. The sorceress's AoE spells all have 1-3 or 1-4, while the shaman's range from 1-2 all the way up to 1-6. Quote Link to comment Share on other sites More sharing options...
madrigan Posted April 21, 2011 Share Posted April 21, 2011 So in summary, does that mean that when I am deciding which weapon to use for a particular character, I do not have to calculate the multiplier? Quote Link to comment Share on other sites More sharing options...
Punctuation rains from the heavens Posted April 21, 2011 Share Posted April 21, 2011 Oh -- here's a better answer. The damage range you see onscreen already has the multiplier factored in, as well as your character's main attack power for the weapon. (Damage may GROW at different rates, as you gain levels, depending on the multiplier.) However, what's NOT factored in to that damage range are any +X% damage abilities, including the ones built-in to most melee weapons! So you'll need to pay attention to those and to any damage-increasing skills you have. Quote Link to comment Share on other sites More sharing options...
madrigan Posted April 21, 2011 Share Posted April 21, 2011 Now I get it. Thanks! Quote Link to comment Share on other sites More sharing options...
Tracer Bullet Posted April 21, 2011 Share Posted April 21, 2011 Originally Posted By: madrigan Like the way a stick was the best weapon in Avernum 4? Are you serious? Quote Link to comment Share on other sites More sharing options...
Randomizer Posted April 21, 2011 Author Share Posted April 21, 2011 Originally Posted By: Fflewddur Fflam: Drunk on Coffee Originally Posted By: madrigan Like the way a stick was the best weapon in Avernum 4? Are you serious? Yes, if you improve the right skills and stats. Quote Link to comment Share on other sites More sharing options...
Dantius Posted April 22, 2011 Share Posted April 22, 2011 Originally Posted By: Fflewddur Fflam: Drunk on Coffee Originally Posted By: madrigan Like the way a stick was the best weapon in Avernum 4? Are you serious? All other weapons had damage caps save sticks and fists, which were uncapped. The stick had a slightly better damage die, though, and thus wound up doing the most damage of any single-target attack in the game. Quote Link to comment Share on other sites More sharing options...
Punctuation rains from the heavens Posted April 22, 2011 Share Posted April 22, 2011 A4 does not have a damage cap -- you are thinking of one or more of the original Avernum trilogy games (not sure which as I haven't played those much). A4 does have the difference in damage dice -- short swords were 1-2, broadswords were 1-3, and the stick was the only melee weapon with a 1-4. Its base level was very low, but if your melee skills were high enough it could outdamage the best swords. However, halberds were also 1-4 and had much better bonuses, to say nothing of the Heartstriker Bow which I believe was 1-7 in A4. Therefore, the statement that the stick did the most damage of any single-target attack in the game is patently false. Quote Link to comment Share on other sites More sharing options...
soulkeep Posted April 22, 2011 Share Posted April 22, 2011 lol I are spambot Quote Link to comment Share on other sites More sharing options...
madrigan Posted April 22, 2011 Share Posted April 22, 2011 Originally Posted By: CRISIS on INFINITE SLARTIES A4 does not have a damage cap -- you are thinking of one or more of the original Avernum trilogy games (not sure which as I haven't played those much). A4 does have the difference in damage dice -- short swords were 1-2, broadswords were 1-3, and the stick was the only melee weapon with a 1-4. Its base level was very low, but if your melee skills were high enough it could outdamage the best swords. However, halberds were also 1-4 and had much better bonuses, to say nothing of the Heartstriker Bow which I believe was 1-7 in A4. Therefore, the statement that the stick did the most damage of any single-target attack in the game is patently false. Yes, that's true, I suppose the Jade Halberd and Heartstriker were the best weapons in A4. Then again the stick was lighter and you could pick one up real cheap. I mentioned it as a strong example of how it was very important to pay attention to multipliers in A4-6. Quote Link to comment Share on other sites More sharing options...
Punctuation rains from the heavens Posted April 22, 2011 Share Posted April 22, 2011 *nod* I was responding in particular to Dantius's more particular assertion in the post right above mine ("The stick... wound up doing the most damage of any single-target attack in the game"). Quote Link to comment Share on other sites More sharing options...
Ceiling Durkheim Posted April 22, 2011 Share Posted April 22, 2011 The stick is also nice in that one can equip a shield with it, unlike the Jade Halberd. Quote Link to comment Share on other sites More sharing options...
madrigan Posted April 22, 2011 Share Posted April 22, 2011 Originally Posted By: FnordCola The stick is also nice in that one can equip a shield with it, unlike the Jade Halberd. It's too bad Jeff didn't throw the Radiant Leaf or something into that game so you could attack with the stick while defending with the leaf. "Tha trees be attackin'!" Quote Link to comment Share on other sites More sharing options...
Ceiling Durkheim Posted April 22, 2011 Share Posted April 22, 2011 I think you're barking up the wrong tree there. Quote Link to comment Share on other sites More sharing options...
Superba Posted May 3, 2011 Share Posted May 3, 2011 Beloch, sure, thanks to remind me. I also appreciated the Bucklet of Agility, for it's really lightweighted, when you add a Dexterity improvement Shima (or anybody else) can carry a light shield with +2 Dexterity and 10% protection, it's great. One thing I noticed is that wands are not signaled to be one hand or two and this is unconfortable when you have some of them to scroll in the inventory. After a while I noticed 5 lb wands are one hand and 6 to 8 wands are two hands but at first glance they look all the same, may be a good idea to write it somewhere. Quote Link to comment Share on other sites More sharing options...
Randomizer Posted May 3, 2011 Author Share Posted May 3, 2011 Wands are marked as one handed and staves are two handed. I never encountered a wand that needs two hands and I equipped them all. Quote Link to comment Share on other sites More sharing options...
Superba Posted May 3, 2011 Share Posted May 3, 2011 Understood. My fault I didn't know the difference of meaning between "wand" and "stave", but I guess some other non English mothertongue players don't, so perhaps it still may be a good idea to write somewhere "one hand" and "two hands"? Quote Link to comment Share on other sites More sharing options...
Randomizer Posted May 3, 2011 Author Share Posted May 3, 2011 I split the rods and staves into two separate boxes with one handed and two handed marked outside them. Quote Link to comment Share on other sites More sharing options...
Lilith Posted May 30, 2011 Share Posted May 30, 2011 One thing you missed: unlike all other rods, the Sun's Rod has an innate +8% to magical damage, which makes it even better than it already would be. Quote Link to comment Share on other sites More sharing options...
Wareazandreee07 Posted May 7, 2012 Share Posted May 7, 2012 Very simple (and maybe stupid question)- what ability should Shaman improve in order to have better attack with Primary weapon - sage's rod? Strength(due to Primary weapon but sage's rod is not a melee weapon) or Dexterity(is it magic missile attack?) or Intelligence(or is it simple magic attack regardless rod is used as primary weapon)? Quote Link to comment Share on other sites More sharing options...
Lilith Posted May 7, 2012 Share Posted May 7, 2012 It's a magical attack, and thus based on Intelligence. The sorceress's firebolt attack with a rod or staff works the same way. Quote Link to comment Share on other sites More sharing options...
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