Magic Item Status
Magic Potions:
general notes:
- All of the following potions simply implement existing spell effects,
with a random spellpower from 25-75. This range may need to be adjusted
for some potions.
- Potions have, for the most part, not yet been assigned an appropriate
value.
- The reveal spell should, in principle, identify these potions but I
haven't been able to get it to work yet.
- note that many of the potions are the same color and have the same
description, so as to necessitate either getting them identified or gambling
on it.
- None of the new potions have been placed for sale or as monster/quest
treasure.
specific notes:
- shadow form potion:
- functional (same as spell)
- anonymity potion:
- functional (same as spell)
- The Widow Qesino's Secret Sauce:
- functional (same as bait spell)
- pungent elixir:
- functional (same as nodeburst spell)
- note that this potion, unlike the others, should always be labelled.
- potion of deflection:
- potion of denial:
- functional
- looks like the healing flask and the poison flask.
- Karahol's accursed elixir
- potion of shielding
- functional (same as magic shield spell)
- feline vitreous humour
- functional (same as night vision spell)
- potion of haste
- potion of poison resistance
- potion of good detection
- functional
- enchantment starts, but good creatures don't flash... bug with potion,
or spell itself? Please test both.
- potion of evil detection
- potion of invisibility detection
- antifreeze
- functional (same as resist cold spell)
- succulent salve
- functional (same as resist fire spell)
- elixir of magic resistance
- potion of nonconductivity
- functional (same as resist shock spell)
- potion of super strength
- possum potion
- functional (same as feign death spell)
Magic Weapons:
- There is one new magic weapon itemattribute, which has a certain percentage
chance of enacting a particular spell effect on a target hit by the weapon.
- Such weapon attributes are generated randomly when monster treasure
is created, just like with other weapon attributes.
- When the attribute is first added to a weapon, a spell effect is randomly
chosen from a list of possible spell effects, and a power is chosen randomly
for the weapon.
- the power of the weapon ranges from 10 to 50.
- the percentage chance that a hit will enact the spell effect is (power/10).
- The spellpower of the resulting spell effect is (power).
- The weapon can enact the following spell effects upon its target:
- blind
- dement
- enfeeble
- vertigo
- purify
- swap
- invisibility
- forget
- evil twin
- mark of dishonor