Legend List Mirrors

Legend:

List:

Prefixes:Suffixes:
Armors:
antimagical	no PP generation
auto-locking	autocurse
beautiful	+4 Ap
blue
charged		occasional shock damage to PC
gorgeous	+8 Ap
green		acid resistance
heavy		weighs 2x
light		weighs 50%
padded		+1 PV vs. melee? - stun?
red		fire resistance?
rotting		slow HP regeneration
shining		+Ap?
soft		+ damaged
trapped		removable only via destruction
ultra heavy	weighs 8x
vigilant	+4 Pe
vile		Ap = 1, Ch = 1
white		ice resistance
worm-ridden	+ sick
yellow		shock resistance
anger		tactics = Offensive
balance		-> N
carrying	+ carry capacity
chaos		-> C
damnation	dooms
defense		+4 PV
hate		monsters always hostile?
hunger		+ food consumption
leadership	+6 Ch
life		+20% HP
order		-> L
protection	+4 PV
rage		can be worn while true berserker
resilience	+6 To
sloth		-20 Sp
the sea		prevents drowning
travelling	halves food consumption in wilderness
Weapons:
ashen		
balanced	Z+4
barbaric	Z-4, XdY+4
barbed		XdY+3 or XdY+6, uncertain
brutal		(X+1)dY
corrupting	corrupts player
extra heavy	weighs 4x
fickle		never hit?
flaming		+2d6 fire damage
fragile		1/6 chance to break on each hit
frozen		+2d6 ice damage
green		acid resistance
hateful		+2d6 damage while Berserk
hefty		+20% weigh, +damage
holy		+1d8 damage to C
light		weighs 50%
masterwork	Z+4
mild		(XdY)/5
murderous	2x chance of criticals
nasty		Xd(Y+1)
poisonous	permanently poisoned
red		fire resistance
shining		+Ap?
swift		+5 Sp
ultra heavy	weighs 8x
unbalanced	+1d8 damage to N
unholy		+1d8 damage to L
unwieldy	Z-n
weeping		+ bleeding wounds
white		ice resistance
wicked		Xd(Y+3)
yellow		shock resistance
corruption	corrupts monsters
damnation	dooms
defense		+6 DV while (very) defensive or coward
devastation	(X+4)dY
fumbling	abuse Dx
hunting		+ corpses
lightning	+2d6 lightning damage
mayhem		(X+2)dY
might		+2 St, +2 To
penetration	bypass DV
poisoning	permanently poisoned, -> C
power		+Ma? +PP? +St?
surrendering	abuses Wi
slaughtering	+ damage?
the eagle	+5 Sp, +4 Pe
the sun		2(XdY) to undead
the void	chance to slaying hits or monsters flee?
thunder		+ stuns monsters
vampirism	-> C every hit, drains monster HP
weakness	abuses St
Missiles:
barbed		XdY+3 or XdY+6, uncertain
delicate	+ break
griffon-feathered	+4 range
penetrating	bypass PV
unbalanced	Z-8
unerring	hit always, never recoverable
weighted	XdY+4, half range
winged		3x range
darkness	+ blind target
hunting		+ corpses
slaying		slays *anything*
targetting	Z+6
thunder		+ stuns monsters

Mirrors:

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Corrections, comments and additions to JSuvanto <jsuvanto@neutech.fi>.