Setzer Gabbiani
10th of June, 2002, 15:49
*Note that these are unique, both origionally (Diablo 2) and here, so they are of major artifact status. Set items are minor artifacts (More than one, but not able to be duplicated by non-epic PCs). Due to the ultra-high numbers of exceptional/elite items, conversions are not quite as accurate at normal. This post is for normal unique armors (One of each type). I will post subsequent conversions later, because putting them all in one post will make this entirely too long.
Greyform:
+5 Padded armor (Max Dex bonus +13)
5% Life steal
DR 3/- vs magical damage
Cold resist 20
Fire resist 20
+10 Enhancement bonus to Dex
Blinkbat's Form:
+5 Leather armor
+5 Addional AC vs missile weapons
Haste for 10 rounds/day
Held weapon becomes flaming on command word (Does not stack with flaming/flaming burst)
Twitchthroe:
+5 Light fortification studded leather (Max Dex bonus +10)
+10 Enhancement bonus to Dex
+10 Enhancement bonus to Str
Hawkmail:
+5 Scale mail
Haste self 10 rounds/day
Cold resistance 15
Cannot be frozen
Venom Ward:
+5 Breastplate
Sheds magical light in a 20ft. radius
+9 Enhancement bonus to saves vs poison
Only has to make first save vs poison (The secondary damage does not effect the wearer, regardless of outcome of the first save)
Sparkling Mail:
+5 Chainmail
Electricity resistance 30
Attacker takes electricity damage 1 (DC 25)
Weapon becomes shocking upon command
Iceblink:
+5 Splint mail
Freezes target (DC 23)
Cold resistance 30
Magic DR 1/-
Sheds magical light in 40ft. radius
Boneflesh:
+5 Half plate
5% Life steal
25% Chance of successful attack becoming wounding (See wounding special ability)
+3 to attack rolls
Goldskin:
+5 Full plate
Sheds magical light 20ft.
Fire/sonic/cold/acid/electricity resistance 35
Attacker takes damage 1 (DC 28)
Index:
Life steal: % indicated is how much hp you will gain after a successful strike with a weapon (Not spell). These are permanent hp, counted as magical healing, and cannot add more hp than the normal maximum for the character.
DR x/x vs magical damage: Reduces amount of damage caused by spell attacks, such as magic missile or fireball. Damage can be reduced to 0, but not below. Saving throws and resistances are still allowed before DR is calculated.
+x AC vs missile/melee: magical AC bonus that only applies to ranged or melee attacks.
Cannot be frozen: Wearer is not subject to being slowed, held, stunned, or hampered in any way due to a secondary effect of any cold-based spell.
Attacker takes damage: Anyone who successfully strikes wearer with a melee weapon (Including touch spells) must make a reflex saving throw (DC included with description) or take noted damage.
Freezes target: When wearer successfully striket a target with a weapon or spell requiring an attack roll, victim must succede at a Fort save (DC given with item) or be held for 1 round.
Greyform:
+5 Padded armor (Max Dex bonus +13)
5% Life steal
DR 3/- vs magical damage
Cold resist 20
Fire resist 20
+10 Enhancement bonus to Dex
Blinkbat's Form:
+5 Leather armor
+5 Addional AC vs missile weapons
Haste for 10 rounds/day
Held weapon becomes flaming on command word (Does not stack with flaming/flaming burst)
Twitchthroe:
+5 Light fortification studded leather (Max Dex bonus +10)
+10 Enhancement bonus to Dex
+10 Enhancement bonus to Str
Hawkmail:
+5 Scale mail
Haste self 10 rounds/day
Cold resistance 15
Cannot be frozen
Venom Ward:
+5 Breastplate
Sheds magical light in a 20ft. radius
+9 Enhancement bonus to saves vs poison
Only has to make first save vs poison (The secondary damage does not effect the wearer, regardless of outcome of the first save)
Sparkling Mail:
+5 Chainmail
Electricity resistance 30
Attacker takes electricity damage 1 (DC 25)
Weapon becomes shocking upon command
Iceblink:
+5 Splint mail
Freezes target (DC 23)
Cold resistance 30
Magic DR 1/-
Sheds magical light in 40ft. radius
Boneflesh:
+5 Half plate
5% Life steal
25% Chance of successful attack becoming wounding (See wounding special ability)
+3 to attack rolls
Goldskin:
+5 Full plate
Sheds magical light 20ft.
Fire/sonic/cold/acid/electricity resistance 35
Attacker takes damage 1 (DC 28)
Index:
Life steal: % indicated is how much hp you will gain after a successful strike with a weapon (Not spell). These are permanent hp, counted as magical healing, and cannot add more hp than the normal maximum for the character.
DR x/x vs magical damage: Reduces amount of damage caused by spell attacks, such as magic missile or fireball. Damage can be reduced to 0, but not below. Saving throws and resistances are still allowed before DR is calculated.
+x AC vs missile/melee: magical AC bonus that only applies to ranged or melee attacks.
Cannot be frozen: Wearer is not subject to being slowed, held, stunned, or hampered in any way due to a secondary effect of any cold-based spell.
Attacker takes damage: Anyone who successfully strikes wearer with a melee weapon (Including touch spells) must make a reflex saving throw (DC included with description) or take noted damage.
Freezes target: When wearer successfully striket a target with a weapon or spell requiring an attack roll, victim must succede at a Fort save (DC given with item) or be held for 1 round.