Appendix B - Item Ability Types

Each item type can have a special ability. The types of abilities available range from shooting fireballs to weapons doing special damage to dragons to items being ingredients for alchemical recipes.

There are two types of item abilities: usable and inherent.

There are four different classes of item ability type, each with its own properties and varieties of items that can possess it. Three of these classes are inherent abilities. The categories are listed below:

As mentioned before, each item type has two acompanying extra data fields as well as the Magic Item Adjust setting. For each ability, these two fields have different ranges and different effects (the first field is usually Ability Strength), and their values will modify the effects of the item abilities in different ways. What each ability does and how the extra data fields and Magic Item Adjust affect it are described below.

Weapon Abilities (Inherent)

For each of these abilities, the Ability Strength is a number from 0 to 10, which represents the strength of the ability (0 is weakest, 10 is most powerful). The Magic Item Adjust field is ignored.

General Abilities (Inherent)

For each of these abilities (unless otherwise stated), the Ability Strength is a number from 0 to 10, which represents the strength of the ability (0 is weakest, 10 is most powerful). The Magic Item Adjust field is ignored.

Usable Abilities

Most of these item abilities affect a character's statistics (e.g. health, spell points) or status (e.g. poison, flying) when the item is used.

For each of these abilities, the Ability Strength is a number from 0 to 10, which represents the strength of the ability (0 is weakest, 10 is most powerful). The meaning of this changes depending on the ability affected. Sometimes, the number affects the duration, sometimes the damage done.

The Item Use Properties buttons affect whether using the item affects just the using character or the whole party, and whether the item helps or hurts the party.

Some of these abilities can only help (like Bliss) or only hurt (like Doom). For these abilities, the Magic Item Adjust values of 0 and 1 have the same effect, and the values 2 and 3 have the same effect. Also, some abilities only affect the whole party (like Light or Firewalk). For these abilities, setting the Magic Item Use type to affect a single PC will have the same effect as the equivalent Whole Party setting.


Example: Suppose you give an item the ability Dumbfound, set Ability Strength to 2, and Magic Item Adjust to 0. Then, when the item is used, the user's level of dumbfounding will go down a little bit. If Ability Strength is set instead to 10, the user will be totally cured of Dumbfounding.

Example: Suppose you give an item the ability Cause/Cure Acid, set Ability Strength to 5, and Magic Item Adjust to 3. When someone uses the item, the entire party gets 5 levels of acid (which means the acid lasts about 5 turns).

Reagents (Inherent)

To perform alchemy or cast certain spells, the alchemist/caster must have items with certain abilities in their inventory. For example, to make a Weak Poison potion, the maker must have an item with the Holly ability, or to cast a Magic Map spell, the caster must have an item with the Sapphire ability.

These items must have charges, representing the number of times they can be used. The Magic Item Adjust and Ability Strength fields are not used.

The name of each ability represents the ingredient/spell component that the item with that ability can substitute for. For example, a gem with the ability Smoky Crystal can be used to cast Mindduel.