Most equipment are randomly generated and can have almost any combination of attributes. A few, such as damage and hit bonus, can be changed through special means of changing the material. Some materials intrinsically grant resistances or bonus to stats that can be lost when changing the material. The other attributes are locked after the item is generated. Some are rare or may only be found on artifacts. Some will only appear on certain equipment types.
Numbers signs (up to [#####+]) sometimes appears next to the attribute. This represents how potent it is, and/or how often it occurs.
Any immunities to certain status effects which have been granted by equipment will be listed on the last page of "Feats and Traits" section of the character sheet (accessed with the key).
Each randomly generated attribute also has a rank associated with it (-1 to 3, or 99), which describes how often and how many different attributes of that rank will appear on one item. Ranks 0-3 are somewhat standard enchantments, while rank -1 denotes a curse attribute and rank 99 attributes tend to be rare or especially powerful. Note that certain attributes only appear on certain equipment types.
-No more than one rank 99 attribute will randomly generate on an item (including living weapons), except on Eternal force weapons, which can be generated with two. (grenade's invoke grenade does not count toward the limit)
-Living weapon level-ups and the black cat's lick ability can only add rank 0-3 attributes.
-Certain enchantments (+stat/skill/resistance, etc) have a random chance of multiplying their magnitude by -1 on generation. For cursed items, magnitude may be multiplied by -1.5 (rank 0,1,2 attributes) or -2.5 (rank 0 or 1 only).
-Rank -1 will only appear on cursed items.
For a list of spells that can be invoked by weapons, see invoke.
List of Attributes
|It weighs _s|
|It is made of (Material)|
|It is precious|
|cannot be stolen. cannot change the material. cannot be wished for except in wizard mode. cannot be inherited. cannot be sold at shops.|
|It is a stolen item|
|It is alive (level, exp)|
|weapons only. gains experience with attacks. must 'use' it to level it up once it has gained enough exp. gains new attributes on leveling. can gain negative attributes. material type can only be changed with material kits, not scrolls.|
|It is (fireproof/acidproof)|
|it cannot be damaged by fire or acid.|
|It can be wielded as a weapon (damage, pierce%)|
|It modifies hit bonus by _ and damage bonus by _|
|It is a (heavy/light) weapon|
|Non-light weapons incur huge to-hit penalties when dual wielded unless at least one shield is equipped.|
|Heavy weapons also incur huge to-hit penalties when riding or when equipped with a shield.|
|It modifies DV by _ and PV by _|
|It invokes (spell/special action) - Rank 99|
|It deals (special) damage - Rank 1|
|It maintains (stat) - Rank 0|
|Stat cannot be reduced by special means. The stat can still be raised. If the equipment is made edible and eaten, it increases the potential of the stat for 2000 turns or until you vomit.|
|It improves your/grants you knowledge of (skill) - Rank 0|
|While different skills have different types of flavor for this effect, the effect is the same.|
|It decreases your (skill) - Rank 0|
|It grants your resistance to (resistance type) - Rank 2|
|It weaken[sic] your resistance to (resistance type) - Rank 2|
|It increases your (stat) by _ - Rank 1|
|It decreases your (stat) by _ - Rank 1|
|If the equipment is made edible and eaten, it trains or abuses the stat.|
|It negates the effect of (status effect) - Rank 1 (Rank 2 paralysis and poison only)|
|may still be affected by the status effect when induced by certain means (ex. bad weather, insanity)|
|It can be loaded with (special ammo) - Rank 1|
|appears on ammo only|
|It it allows quick shooting. - Rank 1(?)|
|Appears only on ranged weapons. Allows the user to retaliate when shot. Damage is equal to the wielder's Marksman skill plus a random number between 1 and 10.|
|It floats you - Rank 1|
|immunity from certain ground hazards, such as acid puddles.|
|It protects you from mutation - Rank 3|
|protection is not immunity (80% chance to resist mutation).|
|It protects you from etherwind - Rank 3|
|protection is not immunity.|
|It protects from cursing words - Rank 99|
|protection is not immunity. includes curses from dreams.|
|It protects you from thieves - Rank 99|
|protects against the Malicious Hand special action/random event.|
|It prevents aliens from entering your body - Rank 1|
|prevents getting pregnant.|
|It prevents you from teleporting - Rank 1|
|cannot teleport by any means. overrides "causes random teleport". protects wearer from Draw Shadow special action, but wear can still use the Shadow Step special action and can still be brought to the player via being leashed|
|It causes random teleport - Rank -1|
|It speeds up the ether disease while equipped.|
|only comes associated with ether material.|
|It negates the effects of being stranded by bad weather - Rank 2|
|It allows you to see invisible creatures - Rank 2 (likely only on rings and helmets)|
|It disturbs your growth - Rank -1|
|occasional experience loss, both randomly (might not work, giving it instead), and after events that would increase experience. Cannot lose a level (go below 0 exp).|
|It speeds up your travel progress - Rank 3|
|on the worldmap, and adds speed.|
|It gives you a chance to throw an absolute piercing attak[sic] - Rank 99|
|attack ignores PV. Attacks which ignore PV are preceded with "*vopal*"|
|It increases your chance to deliver critical hits - Rank 99|
|It sometimes nullifies damage you take - Rank 2, shields|
|Has a chance of reducing damage from any source zero. See Nullify damage|
|It decreases physical damage you take - Rank 1, shields|
|It occasionally stops time - Rank 99|
|4% chance to stop time, duration is based on attribute power / 100 + 2, max of 6 turns.|
|It attracts monsters - Rank -1|
|monsters will appear out of nowhere near the wielder on local maps.|
|It enhances your spells - Rank 3, melee weapon only|
|Caps at 2x spell power (1500 enchant power), also effects rods.|
|It absorbs (stamina/MP) from an enemy - Rank 99|
|It allows you to digest rotten food. - Rank 99|
|It sucks blood of the wielder - Rank -1|
|It sucks the MP of the wielder - Rank -1|
|It diminishes bleeding - Rank 3, neck, waist|
|It combine fire and cold spells - Rank 99|
|It inflicts massive damage to (creature type) - Rank 2|
|It only applies to god, dragon and undead. No matter how many #, it still only inflicts 50% the original damage as an extra damage.|
|It catches signals from god - Rank 0|
|receive flavor text from chosen god. no effect if no god has been chosen (Eyth of Infidel).|
|It brings an end. - Rank 99|
|Only activated when attacking.
When triggered, it will set off a massive graphical explosion in your area with the flavor text: "lets Ragnarok!", set huge part of map on fire, summon many dragons and giants all over the map, and start Etherwind. Even through Ragnarok's Etherwind is significantly shorter than the tri-monthly one, its still relative: it can be as short as one hour or as long as two days. If you started Ragnarok, then any neutral NPCs in the area that were scorched by fires will turn hostile, since you are the one who takes the blame for it.
|It increases the quality of reward. - Rank 100|
|It increases the chance of extra melee attack - Rank 3, ring, neck|
|It increases the chance of extra ranged attack - Rank 3, ring, neck|
|It reveals religion - Rank 0|
|Reveals the religion of NPCs when you speak to them. No practical use.|
|the enemy dies|
|Invokes death sentence on attacked enemies. Has an extremely low chance of activation. it appears on every "eternal force" equipment. See Eternal force|
|It makes audience drunk with haunting tones. - Rank 100|
|Using the item inflicts the Drunk status effect on nearby NPCs. Appears on Gould's Piano.|
|It deals cut damage to the attacker. - Rank 3, shield, body|
|Cuts enemies that physically attack its wearer.
The "Maintains" attribute has been renamed to "Protects (item) from Weakening".
|It it has essential nutrients to heal your (stat).|
|Not randomly generated on items. Will have an effect only on food. Eating food with this will recover potential for said attribute by an amount dependent on the attribute strength.|
|It protects you from thieves - Rank 99|
|protects against the Malicious Hand special action/random event and protects against the Scavenge special action|
|It deals magic damage to the magic attacker. - Rank 3, back, shield|
|Deals magic damage to enemies that magically attack its wearer. - Rank 3|
|It makes possible to remote blow. - Rank 100, whip, chainsickle|
|Adds a Distant Attack action when equipped and enables you to fire a distant attack within the range of 4.|
|It decreases enemy chance to deliver critical hits. - Rank 99|
|It provides an interlocking shooting mechanism. - Rank 99, melee, feet, back|
|Causes a 2-turn evasion penalty to the opponent. Damage is based on your normal attack damage, your marksman skill, the enchantment strength that ignores PV.|
|It provides a proximity assist weapon. - Rank 99, ranged, feet, hand|
|Causes a 2-turn defense penalty to the opponent. Damage is based on normal attack damage, tactics skill, and enchantment strength that ignores PV.|
|It change mana to attack power. - Rank 100, Blood rod only|
|Consumes 5% of your current MP if you are above 20MP, and adds 0.5% of your MP to your attack dice (up to 200)|
|It sometimes nullifies damage you take - Rank 2, shields|
|Has a chance of reducing damage taken by up to 50%. See Nullify damage
Chance of extra melee/ranged attack in Elona+
The following is adapted from Ano's blog.
Calculation for chance of first extra melee/ranged attack:
Calculation for chance of second extra melee/ranged attack and onwards:
Calculated attribute strength = sum of extra melee/ranged attack equipment attribute strength across all equipment pieces / 15.
Number of hands = 0 if using martial arts without a shield. Is also 0 in Elona+ 1.62 and later when number of hands is 2 or fewer.
Able to better correctly see enchantment strength in detailed description window
Replaced the extremely ambiguous notation '#####+' with another system where if enchantment strength is '######' (6 number signs) it will be shortened to '+' instead. Note that values over 6 characters will not properly be displayed.
For example, if enchantment power is equal to '#################' (17), which would display as '#####+', you will see '++####' (16-17) instead.
Also, strength of "it occasionally stops time." enchantment should now behave correctly.
Translator's notes: the number of number signs # means the turns of the time stop.
NB: Only one assist attack can happen per turn, shared between all equipped proximity assist weapons and interlocking shooting mechanisms.