# List of artifact modifiers # # Note: weight, last_sp, last_heal is in percent (200% would # be twice normal, 50% half of normal), while # damage and armour is in 10-percents - a value between 0 and 10 # would have lesser armour (value of 5 would be half as much armour # as usual, value of 20 would be twice as much armour as usual) # (these values, if negative, are negatively absolute) # The rest of the values are all absolute # # 'value' is a multiplier to the previous value (value 10 # means the object is worth 10 times normal) # # the 'material', 'slaying', and 'msg' elements will replace # exiting values. # # magic is the mininum magic for an item to become that artifact. # # This file has been changed around in 0.91.1 to allow better # control of probability and creation conditions. # # Allowed is followed with a comma seperated list of items that # that artifact is allowed for. a ! can precede the object name, # to mean that the object is allowed for all objects except those with # that name. The name will be matched to either the normal item # name, or the name of the archetype # # # After the 'Allowed ' field, a 'chance ' field # follows. This is how likely the item is to be created. It is relative # to other objects of the same type. What happens is that all of the # artifacts with the same type are put on 1 list, and their chance # field is summed together. Then, when an artifact is created, # a roll is made based on that sum, and the appropriate artifact # is chosen. If the item being transformed can not turn into that # artifact (magic bonus, difficulty (see below), or just now 'Allowed'), # it will be re-rolled, attempting to make an artifact again. The number # of re-rolls attempted is determined in the treasures file. IT is, # by default, 1. # # 'difficulty ' can also be included before the 'Object ' # field. If set, the difficulty must be greater or equal to that # value in order to the object to be created. This can make it so that # some items are never created on easy maps. # # Because of these changes, general artifact types are no longer allowed. # This is for a few reasons: 1) With no type, it would not be possible # to know what lists to put it on. If it put it on all lists # presently existing, then the order of this file would become relevant, # 2) Since chance is now a a field, and different items types have # different total chances, using a generic chance value could have # unexpected results. # # Various notes: # chance is meaningless if there is only 1 artifact of a certain # type. It will always be generated, no matter what the chance # is set to. As such, if adding an artifact for a new type, # make sure there are at least two, unless you always want # that specific one to be generated. # # running crossfire with -m3 creates a nice list of this # table. Good for debugging if you seem to have problems with # some entry. # # Helmets # Allowed !crown chance 10 Object Ilrya type 34 value 10 weight 80 end # Allowed !crown chance 5 Object Lythander type 34 value 20 luck 1 weight 90 end # Allowed !crown chance 20 Object Mass type 34 value 5 cursed 1 weight 400 end # Allowed !crown chance 2 Object Great Mass type 34 value 50 damned 1 weight 1000 end # Allowed all chance 6 Object Stupidity type 34 value 15 magic 1 Int -10 damned 1 end # Allowed crown chance 10 Object Lordliness magic 2 type 34 value 10 Cha 2 end # Allowed crown chance 6 Object Rulership type 34 value 15 magic 3 Cha 1 Wis 1 end # Allowed crown chance 4 Object Might type 34 value 25 magic 3 Con 1 Str 1 end # Allowed helmet chance 3 Object Concentration type 34 value 35 last_heal 20 sp 1 magic 1 end # Allowed full helmet,helmet chance 1 Object Might type 34 value 500 magic 2 Str 1 Con 1 Dex 1 end # Allowed full helmet chance 2 Object Lordliness type 34 value 50 magic 2 Wis 1 Cha 1 end # Allowed full helmet chance 4 Object Argoth type 34 value 25 magic 1 ac 1 Cha 1 protected 4 armour 12 msg Argoth was an ancient dwarven city in a mountain which was infested with dragons. The dwarves specialized in equipment which helped them survive their environment. endmsg end # Allowed all chance 5 Object Uriel type 34 value 20 ac 1 magic 1 armour 12 protected 8 end # Allowed all chance 3 Object Doom type 34 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Cha -5 value 30 magic 1 end # Allowed all chance 20 Object Woe type 34 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Cha -1 luck -1 value 5 end # # Weapons: # Allowed all chance 10 Object Ilrya type 15 value 10 weight 80 end # Allowed all chance 5 Object Lythander type 15 value 20 luck 1 weight 90 end # Allowed all chance 20 Object Mass type 15 value 5 cursed 1 weight 300 dam 15 wc -3 end # Allowed all chance 2 Object Great Mass type 15 value 50 damned 1 weight 600 dam 25 wc -5 end # Allowed all chance 6 Object Morgul type 15 value 15 magic 3 dam 20 wc -3 Str -2 Dex -2 Con -2 damned 1 end # Allowed all chance 5 Object Slay Ogre type 15 slaying ogre value 20 magic 1 end # Allowed all chance 3 Object Slay Demon type 15 slaying demon value 30 magic 2 end # Allowed all chance 1 Object Slay Dragon type 15 slaying dragon value 100 magic 3 end # Allowed all chance 1 Object Slay Beholder type 15 slaying beholder value 150 protected 2 magic 3 end # Allowed all chance 2 Object Slay Troll type 15 slaying troll value 50 magic 2 end # Allowed all chance 2 Object Slay Undead type 15 slaying undead value 50 magic 2 end # Allowed all chance 10 Object Sanwe type 15 value 10 dam 12 end # Allowed all chance 6 Object Zormola type 15 value 15 weight 80 wc 2 end # Allowed all chance 2 Object Gwormi type 15 value 50 hp 1 dam 11 magic 2 end # Allowed all chance 2 Object Kragi type 15 value 50 magic 3 Con 1 dam 11 end # Allowed all chance 2 Object Crolmi type 15 value 40 magic 3 Str 1 weight 110 end # Allowed all chance 1 Object Rhyz type 15 value 80 magic 4 Str 1 Dex 1 weight 90 end # Allowed all chance 1 Object Glamdri type 15 value 150 magic 4 protected 2 Int 1 end # Allowed all chance 3 Object Doom type 15 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Cha -5 value 30 magic 1 end # Allowed all chance 20 Object Woe type 15 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Cha -1 luck -1 value 5 end # # Shields # Allowed all chance 10 Object Ilrya type 33 value 10 weight 80 end # Allowed all chance 20 Object Mass type 33 value 5 cursed 1 weight 400 end # Allowed all chance 2 Object Great Mass type 33 value 50 damned 1 weight 1000 end # Allowed all chance 2 Object Deflection type 33 value 50 magic 2 ac 1 weight 120 msg This highly enchanted shield is craftfully made to give more protection than usual. endmsg end # Allowed all chance 1 Object Theodin type 33 value 80 magic 2 protected 4 end # Allowed all chance 8 Object Gnarg type 33 value 12 Cha -1 armour 18 end # Allowed all chance 3 Object Doom type 33 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Cha -5 value 30 magic 1 end # Allowed all chance 20 Object Woe type 33 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Cha -1 luck -1 value 5 end # # # Armour # Allowed all chance 10 Object Ilrya type 16 value 10 weight 80 msg This armour is made of lighter and more expensive material. endmsg end # Allowed all chance 20 Object Mass type 16 value 5 cursed 1 weight 300 end # Allowed all chance 2 Object Great Mass type 16 value 50 damned 1 weight 1000 end # Allowed all chance 6 Object Clumsiness type 16 value 15 Dex -1 cursed 1 end # Allowed all chance 6 Object Protection type 16 value 15 ac 1 armour 12 magic 3 msg The quality of this superb armour is extreme; it gives much more protection than any made today. It is very old, probably from some lost civilization who had much better skills, but it doesn't look worn at all. It is obviously highly enchanted. endmsg end # Allowed leather_armour,mithril_chainmail chance 10 Object Irial type 16 value 10 Cha 1 msg This armour, which is of elven origin, is beautifully decorated with ancient emblems. endmsg end # Allowed all chance 6 Object Berwean type 16 value 15 ac -1 armour 8 last_sp 150 exp 1 weight 70 msg This armour is made of very light and expensive material. As a result you can move much faster in it, but it gives a bit worse protection than normal armour. endmsg end # Allowed plate_mail chance 1 Object Power type 16 value 150 magic 4 Str 1 protected 4 weight 200 exp -1 armour 13 ac 1 msg This extremely unique platemail was made for the line of dwarven kings in one of the ancient northern kingdoms from which nothing has been heard of during the latter centuries. Due to magic, it will fit creatures of any size. It is highly enchanted, increasing the strength of the wearer and protecting against fire. Unfortunately it is also very heavy, limiting speed somewhat. endmsg end # Allowed all chance 3 Object Doom type 16 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Cha -5 value 30 magic 1 end # Allowed all chance 20 Object Woe type 16 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Cha -1 luck -1 value 5 end # # Rings # Allowed all chance 33 Object Ice face ring.117 color_fg light_blue type 70 value 30 protected 16 armour -20 msg This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, globe of warmth; which protects against cold. It also gives a fair protection against normal attacks. endmsg end # Allowed all chance 28 Object Fire face ring.117 color_fg red type 70 value 35 protected 4 armour -20 msg This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, globe of coolness; which protects against heat. It also gives a fair protection against normal attacks. endmsg end # Allowed all chance 40 Object Storm face ring.117 type 70 value 25 protected 8 armour -25 msg This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, grid of force; which protects against electricity. It also gives a fair protection against normal attacks. endmsg end # Allowed all chance 13 Object Magic face ring.117 type 70 value 80 sp 1 Int 1 protected 2 msg Most highlevel wizards receive one of these from their guild when they become its leader. endmsg end # Allowed all chance 7 Object Ancient Magic face ring.117 type 70 value 150 sp 2 Int 1 protected 2 end # Allowed all chance 4 Object High Magic face ring.117 type 70 value 250 sp 2 Int 2 protected 2 end # Allowed all chance 40 Object Acid face ring.117 type 70 value 25 protected 64 armour -20 msg This elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, globe of base liquid; which protects against acid. It also gives a fair protection against normal attacks. endmsg end # Allowed all chance 17 Object Free Action face ring.117 type 70 value 60 immune 6144 protected 16416 end # Allowed all chance 13 Object Life face ring.117 type 70 value 80 immune 65664 armour -20 msg This semi-elemental ring is one of those made at the Guild of Magicks by the powerful wizards who survived the ancient war of the elementals. The wielder is surrounded by a thin, almost invisible, globe of positive energy; which makes the wielder immune from life draining. It also gives a fair protection against normal attacks. endmsg end # Allowed all chance 50 Object Halvor face ring.117 type 70 value 20 Str 1 protected 4096 end # Allowed all chance 25 Object Yordan face ring.117 type 70 value 40 wc 2 Dex 1 end # Allowed all chance 25 Object Extremity face ring.117 type 70 value 40 wc 2 Str 2 Dex 2 Con -5 Int -5 damned 1 end # Allowed all chance 33 Object Doom face ring.117 type 70 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Cha -5 value 30 end # Allowed all chance 200 Object Woe type 70 face ring.117 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Cha -1 luck -1 value 5 end # # Horns: # Allowed all chance 17 Object Plenty face horn2.111 type 35 sp -36 hp -30 maxhp -30 value 6 end # Allowed all chance 10 Object Fire type 35 sp -82 hp -40 maxhp -40 value 10 end # Allowed all chance 10 Object Frost type 35 sp -83 hp -40 maxhp -40 value 10 end # Allowed all chance 33 Object Aggravation type 35 sp -81 hp -10 maxhp -10 value 3 cursed 1 end # Allowed all chance 20 Object Fools type 35 sp -81 hp -10 maxhp -10 value 5 luck -2 Int -2 damned 1 end # Allowed all chance 3 Object Eorlingas type 35 sp -82 hp -100 maxhp -100 value 40 Cha 1 end # # Cloaks # Allowed all chance 200 Object silk weight 80 type 87 value 5 material 128 end # Allowed all chance 250 Object leather weight 120 material 8 type 87 value 4 end # Allowed all chance 50 Object minor protection weight 120 type 87 value 20 ac 1 end # Allowed all chance 10 Object intermediate protection weight 125 type 87 value 100 ac 2 end # Allowed all chance 3 Object greater protection type 87 weight 130 value 300 ac 3 material 256 end # Allowed all chance 3 Object Protection from Fire type 87 weight 135 value 400 protected 4 material 256 end # Allowed all chance 3 Object Warmpth type 87 weight 140 value 350 protected 16 material 256 end # Allowed all chance 3 Object Insulation type 87 weight 140 value 350 protected 8 material 256 end # Allowed all chance 2 Object Acid Proofing type 87 value 500 weight 90 immune 64 material 256 end # Allowed all chance 1 Object the Underworld type 87 value 1000 immune 66240 protected 4192 weight 150 material 256 Cha -4 end # Allowed all chance 10 Object beguilement type 87 value 100 Cha 2 weight 110 end # Allowed all chance 33 Object Doom type 87 damned 1 Str -5 Con -5 Dex -5 Wis -5 Int -5 Cha -5 value 30 magic 1 end # Allowed all chance 200 Object Woe type 87 cursed 1 Str -1 Con -1 Dex -1 Wis -1 Int -1 Cha -1 luck -1 value 5 end #