Forgotten-Armament Updated Existing Item Changes
Melee Weapons
Battle Axes
Axe of the Unyielding
- A creature that successfully saves vs. Vorpal still receives 1d8 points of damage.
Azuredge
- No alignment restriction to use
Beruel's Retort +1
- Returns to the wielder's hand when thrown
Chill Axe +2
- +1d4 cold damage (previously +1)
Frostreaver +3
- +2 cold and +2 acid damage (previously +1 each)
Mauletar +2
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
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)
Ravager +6
- Creatures immune to vorpal attacks will receive 1d10 slashing damage.
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
Hindo's Doom +4
- 2d10+8 vs Undead
- Undead must save vs. Death at -4 or be utterly destroyed
- Immunity to disease and level drain
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, Baalor'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
Quarterstaves
Cleric's Staff +3
Martial Staff +3
- AC: +1 Bonus
- Regenerate 1 Hit Point per round
Staff of the Magi
- 25% chance to Dispel Magic at level 30 on each hit
Scimitars
Dervish Crescent +2
- +1d4 fire damage (previously +1)
Rashad's Talon
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
Spears
Ixil's Spike +6
- Removed Free Action
- 10% chance hit target is pinned for 3 rounds and takes an additional 1d6+5 piercing damage each round
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%)
- 10% chance to Dispel Magic at level 30 on each hit (this will bypass protections like PfMW if EEex is installed)
Carsomyr +6
- +25% Magic Resistance (previously set to 50%)
- 25% chance to Dispel Magic at level 30 whenever the sword strikes an opponent (this will bypass protections like PfMW if EEex is installed)
Dragon Blade +3
- +1d6 cold (previously +1)
Gram the Sword of Grief +6
- +6 weapon enchantment (previously +5)
- Hit target loses 1 point of Strength per hit for 2 rounds (replaces level drain)
Silver Sword
- A creature that successfully saves vs. Vorpal still receives 2d6 points of damage.
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). A creature that successfully saves still receives 2d6 points of damage.
Ir'revrykal
- Remove 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.
- 25% chance to Dispel Magic at level 30 whenever the sword strikes an opponent (this will bypass protections like PfMW if EEex is installed)
Joril's Dagger +3
- +1d6 cold (previously +1)
Soul Reaver +6 (Item Upgrades mod)
- Toned down Magic Resistance increase to +25% (Previously +50%) to better align with Carsomyr changes.
- 10% chance to Dispel Magic at level 30 whenever the sword strikes an opponent (this will bypass protections like PfMW if EEex is installed). This is to better align with the Carsomyr changes.
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
- Protects against critical hits
Warhammers
Ashideena +2
- +1d4 electrical damage (previously +1)
Borok's Fist +2
- +1d4 electrical damage (previously +1)
Hammer of Thunderbolts +3
Ranged Weapons
Longbow
Elven Court Bow
- Added Bless and +5% Crit Chance if Elf/Half-Elf
Ripper +2
- +4 missile Damage (previously +2)
- Immunity to Charm and Confusion
Taralash +4
- When no arrows are equipped, the longbow fires missiles that are treated as +4 for the purposes of determining what enemies they can damage. The arrows receive +4 to hit and deal a total of 1d6+4 missile and 2 magic damage.
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 1d6 magic damage.
- 20% chance of slowing target for 10 seconds
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
Shadow Dragon Scale
- Remove Acid Resistance
- Immunity to level drain
- Immunity to all forms of death magic
Chain Mail Armors
Aslyferund Elven Chain +5
- Remove immunity to normal weapons
- Physical Damage Resistance: +10%
- Saving Throws: +1
Bladesinger Chain +4
Crimson Chain +5
Drow Elven Chain +3
- Physical Damage Resistance: +10%
Drow Adamantine Chain +5
- Physical Damage Resistance: +10%
Drow Full Plate +5
- Physical Damage Resistance: +10%
Elven Chain +1
Elven Chain Mail
Jester's Chain +4
- Cold Resistance: +10%
- Fire Resistance: +10%
- Electrical Resistance: +10%
Mail of the Dead +2
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
Armor of Faith +3
Ashen Scales +2
- Save vs. Paralyze/Poison/Death: +4
White Dragon Scale
- Cold Resistance: +40% (previously +50%)
Plate Mail Armors
Ankheg Plate Mail
Delver's Plate +2
Doomplate +3
- Luck: -1
- Slashing Resistance: +20%
Fallorain's Plate +1
Red Dragon Plate
- Fire Resistance: +40% (previously +50%)
Full Plate Mail Armors
Armor of the Hart +3
- Immunity to fear
- Constitution: +2
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
- Immunity to level drain
Plate of the Dark +1
- Infravision up to 120 ft.
- Cold Resistance: +15%
Pride of the Legion +2
- Regenerate 1 Hit Point per round
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
Amulet of the Seldarine
- Magic Resistance: +25% (previously +10%)
Greenstone Amulet
- Becomes a once per day use item (previously vanished after charges expired)
Boots
Bracers
Bracers of Blinding Strike
- Improved Haste will now last for 1 turn instead of 20 seconds
- Grants the user an extra 1/2 attack per round
Cloaks
Gauntlets
Helmets
Rings
Ring of Gaxx
- Improved Haste will now last for 5 rounds instead of 10 seconds
Ring of Spell Turning
- Now casts Spell Turning instead of Minor Spell Turning