-- The Unofficial Aethra Pages --

Items

"What does this item do?" "Which weapon is best?" Wonder no more, for this information is gleaned from the game's internal files, with much painstaking analysis.

Key:

Armor

Armor with "+" or "++" after the name gives an additional +10 or +20 defense, respectively. Other properties remain the same, with a few exceptions (possibly oversights) that I have noted below.

"Diff" is the difficulty of using the item. The more martial classes can use items of higher difficulty. Mages can equip only items with a difficulty of 2. Thieves, Ashikari and Bards can equip items of difficulty up to 6. Rangers and Rogues can equip items of difficulty up to 8. Clerics, Fighters and Paladins can equip items of any difficulty.

Coif (worn beneath helm)
IndexNameDefenseDiff
0Leather Coif+52
7Mail Coif+106

Head
IndexNameDefenseDiff
13Knight's Helm+157

Torso
IndexNameDefenseDiffProperties
1Leather Jacket+52 
2Leather Jerkin+52 
3Mail Shirt+104 
10Breast Plate+209-1 movement; -5 pick locks*; -5 disarm traps; -5 bows

* "-5 pick locks" doesn't apply to + or ++ versions of the Breast Plate.

Legs
IndexNameDefenseDiffProperties
8Mail Leggings+56-1 movement
11Greaves+107 

Arms
IndexNameDefenseDiff
9Mail Sleeves+56
12Gauntlets+106

Shield *
IndexNameDefenseDiff
14Small Shield+103
15Full Shield+203

* You cannot equip a shield if you wield a two-handed weapon.

Multiple Locations
IndexNameLocationsDefenseDiffProperties
6Sleeve Mail ShirtTorso and arms+155-5 Bows *
4Mail CoatTorso and legs+208-5 pick locks*; -5 disarm traps; -5 bows
5Sleeve Mail CoatTorso, arms and legs+258-1 movement; -5 pick locks*; -5 disarm traps; -5 bows

* "-5 pick locks" doesn't apply to + or ++ versions of the Mail Coat and Sleeve Mail Coat. The Sleeve Mail Shirt ++ incurs -5 to disarm traps.

Special Armor
IndexNameLocationDefenseProperties
105Crown of LoreHead+0+5 SP; +10 runes; +10 item ID; +25 mythic lore
98Leather Boots+Feet+5+1 fire and cold resistance
270War BraceletsArms+10Ashikari only; +5 movement; +10 SP; +30 HP; +20 unarmed; +3 swings
319Strength BeltWaist-10+25 unarmed; +25 handheld arms; -15 bows; +15 HP
317Gilded BeltWaist+10+2 movement; +10 unarmed; +10 handheld arms; +15 HP; +1 fire resistance
316Belt of SpeedWaist+15+5 movement; +10 unarmed; +10 handheld arms; +1 fire resistance
318Mystery BeltWaist+25Cursed; -40 unarmed; -40 handheld arms; -40 bows; +40 HP; +4 all resistances
325Cloak of ThievesTorso+45Thief only; +5 movement; +2 shots; +20 disarm traps; +20 deadly strike; +15 bows; +20 HP; +2 swings; +2 cold and water resistances; +1 mind resistance
324Chain of MagesTorso+50+10 SP; +10 mythic lore; +1 fire, cold and shock resistances
104Shield of RightShield+50Paladin only; +1 movement; +10 SP; +1 all resistances; Celestial Safeguard (125 uses)

Weapons

Weapons with "+" or "++" after the name give an additional +10 or +20, respectively, to the handheld arms skill (bows increase the bows skill instead), and +2 or +4, respectively, to damage. (e.g., a Warhammer++ has a damage range of 8-14.)

Normal One-Handed Weapons
IndexNameDamage
16Dagger1-4
18Hand Axe1-6
19Mace1-8
22Broadsword2-8
17Flail4-10
20Morning Star4-10
26Warhammer4-10

Normal Two-Handed Weapons
IndexNameDamage
21Quarter Staff2-8
23Two Handed Axe6-14
24Two Handed Sword6-15
25Two Handed Hammer6-16

Normal Bows
IndexNameDamageProperties
31Sling1-5 
30Short Bow1-6 
29Normal Bow1-8 
28Longbow2-8+5 bows
27Crossbow2-10+10 bows

Special One-Handed Weapons
IndexNameDamageArms*Properties
269Defender Blade2-14+10+2 movement; +30 defense
262Stealth Blade6-14+10+2 movement; +15 defense; +10 disarm traps; +10 detect traps
110Swift Killer8-14+20+4 movement; +2 swings
113Sword of Warning8-14+20+20 detect traps; +20 perception
263Frost Blade4-16+20-1 fire resistance; +2 cold resistance; Englaciating Globe (10 uses)
264Flame Blade4-16+20+2 fire resistance; -1 cold resistance; Pyrotechnics (10 uses)
265Swift Slayer4-16+20+5 movement; +15 defense; -35 bows; +3 swings
266Light Blade4-16+20+2 shock resistance; Magick Illumination (127 uses)
267Life Blade4-16+25+25 defense; +1 mind resistance; Faith Resurrection (10 uses)
112Ranger's Blade8-18+30+3 movement; +10 defense; +5 SP; +10 HP; +10 detect traps; +10 perception; +10 woods lore
103Sword of Right9-18+30Paladin only; +1 movement; +10 defense; +50 HP; +2 swings; +1 all resistances; Holy Strike (125 uses)
381Sword of Virtue15-25+30Paladin only; +10 defense; +50 HP; +1 fire, cold, water and shock resistances
363Elven Grey Sword15-25+40Elf or Half Elf only; +10 defense; +25 HP; +1 swing; +1 fire, cold, water and shock resistances
364Human Grey Sword15-25+40Human or Half Elf only; +10 defense; +25 HP; +1 swing
365Dwarf Grey Sword15-25+40Dwarf only; +10 defense; +25 HP; +1 swing; +1 fire, cold, water and shock resistances
420Champion Sword25-50+50+5 movement; +50 defense; +50 HP; +3 swings; +1 all resistances

* Bonus to handheld arms skill

Special Two-Handed Weapons
IndexNameDamageArms*Properties
114Staff of Flames8-16+25+5 SP; +2 fire resistance; -2 cold resistance; Pyrotechnics (20 uses)
116Staff of Elements9-18+25Elementalist only; +10 SP; +5 runes; +5 item ID; +10 mythic lore; +10 perception; Pass Through Stone (10 uses)
117Staff of Sorcery9-18+30Sorcerer only; +10 SP; +5 runes; +5 item ID; +10 mythic lore; +10 perception; Repeal Curse (10 uses)
119Staff of Conjure9-18+30Conjuror only; +10 SP; +5 runes; +5 item ID; +10 mythic lore; +10 perception; Conjure Causeway (50 uses)
118Staff of Minds9-18+30Mentalist only; +10 SP; +5 runes; +5 item ID; +10 mythic lore; +10 perception; Mass Domination (10 uses)
271Hammer of Dwarve10-35+35+4 movement; +15 defense; +25 HP; +2 swings; -1 cold resistance; +1 fire, mind and shock resistances; Way of the Bull (127 uses)
377Dwarf King Sword20-40+35Dwarf only;+3 movement; +35 defense; +25 HP; +2 swings; +20 mountaineering; +1 all resistances
109Hammer of Death10-30+40-10 defense; +25 HP

* Bonus to handheld arms skill

Special Bows
IndexNameDamageBows*Properties
111Elven Longbow8-14+25+3 shots
382Bow of Truth15-25+35+3 shots; +15 mythic lore; +25 detect traps; +25 perception
326Ranger's Bow10-24+40Ranger only; +3 movement; +2 shots; +15 defense; +20 spell points; +10 disarm traps; +20 HP; +10 woods lore; +2 cold and shock resistances; +1 mind resistance

* Bonus to bows skill

Other Equipment

These items do not occupy a particular body location, so you can equip as many of them as you like. (Yes, you could wear three overcoats if you wanted to.)

IndexNameProperties
96Cloak+1 cold resistance
97Jacket+1 cold resistance
99Overcoat+1 fire and cold resistance
102Lock Pick KitNone?!?
106Elven Ring+25 woods lore
107Dwarven Ring+10 defense; +25 mountaineering
108Amulet of Power+1 movement; +10 SP; +5 runes; +5 item ID; +10 HP; +1 fire, cold, water and shock resistances
115Symbol of FaithCleric only; +10 defense; +5 SP; +1 cold and mind resistance; Repulsions X (50 uses)
268Bard's FluteBard only; +20 defense; +10 SP; +10 disarm traps; +10 deadly strike; +10 trading; +10 runes; +10 handheld arms; +10 item ID; +10 HP; +10 mythic lore; +10 detect traps; +10 perception
286Ring of Fire+5 fire resistance
287Fire Ring+5 fire resistance; throw fire at one target (10 uses)
288Ring of Frost+1 cold resistance
289Ring of Light+1 shock resistance
290Ring of Water+1 water resistance
291Ring of Insomnia+1 mind resistance
292Ring of Elements+1 fire, cold, water and shock resistances
293Elemental Ring+3 fire, cold, water and shock resistances
294Protection Ring+10 defense; +3 all resistances
295Cold RingCursed; +1 fire resistance; -2 cold resistance
296Burning RingCursed; -2 fire resistance; +1 cold resistance
297Shocking RingCursed; -1 shock resistance
298Drowning RingCursed; +1 fire resistance; -2 water resistance
299Cursed RingCursed; -1 all resistances
300Ring of Speed+4 movement; +15 defense; +1 swing
301Ring of Luck+1 movement; +10 defense; +15 disarm traps; +15 deadly strike; +15 trading; +5 runes; +5 unarmed; +5 handheld arms; +5 bows; +10 item ID; +20 HP; +10 detect traps; +10 perception; +1 mind resistance
302Thieves' RingThief only; +2 movement; +10 defense; +15 disarm traps; +25 deadly strike; +10 trading; +20 maximum damage; +10 detect traps; +10 perception
303Stumbling RingCursed; -2 movement; -10 defense; -10 disarm traps; -10 unarmed; -20 handheld arms; -25 bows; -10 item ID; +4 fire, cold, water and shock resistances; +1 mind resistance
304Wand of Life+10 defense; +10 SP; +1 all resistances; Faith Resurrection (10 uses)
305Wand of Fire+1 fire resistance; -1 cold resistance; Pyrotechnics (10 uses)
306Wand of FearNumbing Fright (10 uses)
307Wand of Light-1 water resistance; +1 shock resistance; Magelight (100 uses)
308Wand of Ice-1 fire resistance; +1 cold resistance; Englaciating Globe (10 uses)
309Wand of Stone-1 fire resistance; +1 water resistance; Assault of Stones (30 uses)
310Fire Wand+2 fire resistance; Pyrotechnics (10 uses)
311Wand of Frost+2 cold resistance; Englaciating Globe (10 uses)
312 & 320Wand of DeathDeath Storm (10 uses)
313Wand of Healing+1 mind resistace; Faith Heal (20 uses)
321Wand of Healing+1 mind resistace; Faith Heal Minor (15 uses)
314Healing Wand+1 mind resistace; Faith Heal (25 uses)
315Ring of Power+10 shots; +10 defense; +20 SP; +10 HP; +1 fire and cold resistances
322Healing Wand+1 mind resistace; Faith Heal (20 uses)
323Power Ring+10 shots; +10 defense; +10 SP; +10 HP; +1 fire and cold resistances
327Amulet of BearRanger only; +10 defense; +10 woods lore; Assume Bear Form (50 uses)
328Amulet of WolfRanger only; +10 defense; +10 woods lore; Assume Wolf Form (50 uses)
370-373all Power GEMs+15 SP
378Key Talisman+3 all resistances
406Star of SunneCleric only; +10 SP; +25 HP; +1 all resistances; throw fire at one target (127 uses)
410Seal of Water+3 water resistance; Englaciating Globe (10 uses)
411Seal of Earth+3 fire resistance; Assault of Stones (10 uses)

Non-Wearable Items

These items can be used to invoke a spell effect, but cannot be worn.

IndexNameEffect
272Healing PotionFaith Heal
273Red PotionFaith Heal Minor
274Blue PotionFaith Heal Major
275Green Potionrestore 10 SP
276Yellow PotionStun Relief
277Orange PotionAccelerated Action
278Brown PotionTower of Strength
279Black PotionChangeling II
280Clear PotionChangeling I
281Copper PotionFaith Heal
282Silver PotionFaith Heal Major
283Gold PotionFaith Resurrection
284Mauve Potiondisease self
285Smelly Potionpoison self
261Swirling Potiondamage self
120Joshua's BridgeConjure Causeway (100 uses)
379Marsh Flowerinjure a demon
380Marsh FruitFaith Heal Major

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