Forgotten-Armament Updated Existing Item Changes
Melee Weapons
Battle Axes
Azuredge
No alignment restriction to use
Chill Axe +2
+1d4 cold damage (previously +1)
Frostreaver +3
+2 cold and +2 acid damage (previously +1 each)
Mauletar +2
Fear Immunity
Stonefire +3
+1d6 fire damage (previously +2)
Bastard Swords
Blade of Searing +3
+1d6 fire damage (previously +1)
Purifier +4
Remove +4 extra damage vs. chaotic evil
Cleanses and protects the wielder and all allies within 15 feet from level drain.
Purifier +5
Remove +5 extra damage vs. chaotic evil, Dispel Magic, and Mass Cure
Cleanses and protects the wielder and all allies within 15 feet from the following status effects: confusion, disease, feeblemindedness, fear, level drain, and poison.
Clubs
Blackblood +3
+1d6 acid damage (previously +3)
Bone Club
+5 enchantment vs Undead (previously +3) w/ +10 extra damage to Undead
Club of Detonation +3
Fire Resistance: +20%
Club of Detonation +5
Fire Resistance: +50%
10% chance per hit for fireball (previously 5%)
Daggers
Acid-Etched Dagger +2
+1d4 acid damage (previously +1)
Dagger of CHARNAME
Can memorize one extra 1st-level spell, one extra 2nd-level spell, and one extra 3rd-level spell
Magic Resistance: +20%
+2 weapon (previously +1 weapon)
Dagger of Troll-fighting +1
+1 fire damage (previously +1d4)
Flails
Flail of the Ages +5
Remove Magic Resistance and Free Action
The Thresher +2
+10% resistance to slashing, piercing, and crushing damage
Halberds
Cold Fury +2
+1d4 cold damage (previously +1d2)
Duskblade
+3 weapon (previously +2 weapon)
+1d6 cold damage per hit (previously 2 cold damage)
Dragon's Breath +4
1d10 +4 damage (previously just 1d10)
Suryris Blade
25% chance of kocking down an opponent with each successful attack (Save vs. Death negates)
Wave +4
50% chance of draining the victim of water (previously 15%)
Katanas
Crimson Dawn
+3 weapon (previously +2 weapon)
Hindo's Doom +3
2d10+6 vs Undead
Hindo's Doom +4
2d10+8 vs Undead
Undead must save vs. Death at -4 or be utterly destroyed
Long Swords
Angurvadal +4
+1d8 fire damage (previously +1)
Angurvadal +5
+2d4+1 fire damage (previously 1d4+1)
Blackrazor +4
Upgrade from Cespenar for Blackrazor +3, Balor's Claw, and 10,000 gold
+4 weapon (previously +3 weapon)
25% chance of proccing weapon's effects (previously 15%)
Daystar
+3 weapon (previously +2 weapon)
The Equalizer
+4 weapon (previously +3 weapon)
1d8+4 damage (previously variable based on enemy alignment)
Update Magic Resistance based on the user's alignment
True Neutral: +20% Magic Resistance
Chaotic Neutral, Lawful Neutral: +10% Magic Resistance
Neutral Good, Neutral Evil: +5% Magic Resistance
Damage bonus versus alignments:
vs. Chaotic Neutral, Lawful Neutral: +2 magic damage
vs. Neutral Good, Neutral Evil: +4 magic damage
vs. Other Alignments: +6 magic damage
Tongue of Acid +3
+1d6 acid damage (previously +1d3)
Maces
Ardulia's Fall
Save vs. hit -3 (previously +2 save vs hit)
+3 weapon (previously +1 weapon)
+2 Wisdom
Krotan's Skullcrusher
+5% crit chance with this weapon
Skullcrusher
+10% crit chance with this weapon
Storm Star +5
+2d4+1 electrical damage per hit (previously +1d6 electical)
10% chance of chain lightning (previously 5% chance)
Morning Stars
Blazing Glory +3
+1d6 fire damage (previously +1)
Ice Star +4
+1d8 cold damage (previously +1d4)
The Sleeper +2
-2 bonus to save (previously +4 bonus)
Ninja-Tos
Usuno's Blade +4
+1d8 electrical damage
Quarterstaves
Cleric's Staff +3
+2 Wisdom
Martial Staff +3
AC: +1 Bonus
Regenerate 1 Hit Point per round
Scimitars
Dervish Crescent +2
+1d4 fire damage (previously +1)
Rashad's Talon
+1d6 Slashing on Crit
Spectral Brand +4
+1d8 cold damage (previously 1d4)
Spectral Brand +5
Replace Piercing Strike with Critical Strike HLA
+2d4+1 cold damage (previously 1d6)
Water's Edge +3
+5% crit chance with this weapon
Short Swords
Cutthroat +4
Inflicts 2 points of bleeding damage per hit (one point per round)
Short Sword of Mask +4
Non-detectable by magical means such as Detect Invisibility and scrying
Short Sword of Mask +5
5% chance with every hit to activate the Assassination ability for one round (replaces level drain)
Non-detectable by magical means such as Detect Invisibility and scrying
The Shadow's Blade +3
Luck +1
Backstab Multiplier: +1 (Thieves only)
The Whistling Sword
Vocalize
Spears
Ixil's Spike +6
Removed Free Action
Save vs. Paralysis at -4 negates attack effect (previously no bonus to save)
Spear of Kuldahar +3
+20% resistance to slashing, piercing, and crushing damage
Spear of Withering +4
+1d8 poison damage (previously +4)
Two-Handed Swords
Carsomyr +5
+10% Magic Resistance (previously set to 50%)
Carsomyr +6
+25% Magic Resistance (previously set to 50%)
Dragon Blade +3
+1d6 cold (previously +1)
Gram the Sword of Grief +4
+4 weapon (previously +5)
Gram the Sword of Grief +5
Hit target loses 1 point of Strength per hit for 5 rounds (replaces level drain)
Greater Silver Sword
Upgrade from Cespenar for Silver Sword, Liquid Mercury, and 15,000 gold
+4 weapon (previously +3)
Immunity to confusion and all psionic attacks
Immunity to charm
25% chance per hit that target must save vs. Death at -4 or die (previously -2 save)
Ir'revrykal
Remove Dispel on Hit and Immunity to Charm
Each hit drains 5 Hit Points from the target and transfers them to the wielder. This will not heal beyond the wielder's maximum.
10% chance of decapitating opponent with each successful attack (Save vs. Death at -4 negates)
Joril's Dagger +3
+1d6 cold (previously +1)
The World's Edge +3
On a critical hit, the wielder gains +1 Strength bonus for 2 rounds (non-cumulative)
Wakizashis
Kachiko's Wakizashi +3
Increase duration of drain from one round to turns
Yamato +4
+1 APR Bonus
Warhammers
Ashideena +2
+1d4 electrical damage (previously +1)
Borok's Fist +2
+1d4 electrical damage (previously +1)
Hammer of Thunderbolts +3
+1d6 electrical damage
Ranged Weapons
Longbow
Elven Court Bow
+3 Thac0 (previously +4) and +3 Damage (missile)
Ripper +2
+4 missile Damage (previously +2)
Immunity to Charm and Confusion
Taralash +4
+4 Thac0 (previously +5) and +4 Damage (missile)
Taralash +5
When no arrows are equipped, the longbow fires missiles that are treated as +5 for the purposes of determining what enemies they can damage. The arrows receive +5 to hit and deal a total of 1d6+5 missile and 2 magic damage.
Shortbow
Protector of the Dryads +2
+10% to Detect Illusions and Find Traps
Armors
Robes
Adventurer's Robe
+5% resistance to slashing, piercing, and crushing damage
Knave's Robe
Each time the wearer is hit, there is a 10% chance of him/her turning invisible
While hidden or invisible, the wearer is non-detectable by magical means such as Detect Invisibility and scrying
Traveler's Robe
Remove all previous stats
+1 Bonus to AC
+5% Magic Resistance
Robes of the <Good/Neutral/Evil> Archmagi
+10% Magic Resistance (previously +5%)
Leather Armors
Armor of the Deep Night +4
Hide In Shadows: +10%
Move Silently: +10%
Backstab Multiplier: +1 (Thieves only)
Karajah's Life and Death +3
Movement rate increased by 2 (base is 9)
Studded Leather Armors
Shadow Armor +3
Move Silently: +15%
Shadow Dragon Scale
Acid Resistance: +40% (previously +50%)
Chain Mail Armors
Aslyferund Elven Chain +5
Remove immunity to normal weapons
Physical Damage Resistance: +10%
Saving Throws: +1
Bladesinger Chain +4
Saving Throws: +1
Elven Chain +1
Saving Throws: +1
Elven Chain Mail
Saving Throws: +1
Jester's Chain +4
Cold Resistance: +10%
Fire Resistance: +10%
Electrical Resistance: +10%
Melodic Chain +3
Vocalize
Bard song effects linger on for 2 additional rounds after the bard stops singing
Saving Throws: +1
Sylvan Chain +2
Movement rate increased by 2 (base is 9)
Improves casting speed by 1
Saving Throws: +1
Splint Mail Armors
Ashen Scales +2
Save vs. Paralyze/Poison/Death: +4
White Dragon Scale
Cold Resistance: +40% (previously +50%)
Plate Mail Armors
Delver's Plate +2
Saving Throws: +1
Doomplate +3
Luck: -1
Slashing Resistance: +10%
Fallorain's Plate +1
Immunity to poison
Red Dragon Plate
Fire Resistance: +40% (previously +50%)
Full Plate Mail Armors
Armor of the Hart +3
Immunity to fear
Blue Dragon Plate
Electrical Resistance: +40% (previously +90%)
Enkidu's Plate
Remove Magic Resistance and Immunity to Backstab
+10% resistance to slashing and piercing
Plate of Balduran
Remove Hit Point Bonus
Charisma: +3 (previously +1)
Regenerate 1 Hit Point per round
Plate of the Dark +1
Infravision up to 120 ft.
Cold Resistance: +15%
Pride of the Legion +2
Immunity to level drain
Shuruppak's Plate
Extra 1/2 attack per round
Luck: +1
Movement rate increased by 2 (base is 9)
Shields
Bucklers
Small Shields
Medium Shields
Large Shields
Shield of the Falling Stars +1
+10% resistance to missile damage
Accessories
Amulets
Boots
Bracers
Cloaks
Gauntlets
Helmets
Rings