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Avernum Annotated Maps

Item Stats

Understanding the Numbers: for weapon damage and armor blocking, there are two values. The first is a range of random values. The second is a modifier applied after the random value is determined. I do not know if there's a minimum value with respect to negative modifiers. So a weapon which does 2-12 +4 will result in 6 to 16 points of damage (before applying strength bonuses and whatever). 2-16 -2 will result in 0-14 or 1-14 depending on whether there's a minimum combat value. I did translate items with ranges of "1-1" to "1" because, clearly, only one random value could ever come up. I do not know if random ranges like 2-16 mean "2 random numbers from 1-8" (bell curve) or just "one random number from 2-16" (flat curve). I'd guess bell curve based on my experience with other role-playing games, though, which would make a weapon which does 2-8 more consistently damaging than a weapon which does 1-8, but less likely to score the maximum damage.

I purposefully omitted cursed items. They basically have a weight like their base item, some negative effect if used/worn, and usually a value of zero coins.

Typos in the Data File: I believe Icy Chain Mail and Radiant Robe are undervalued.

Weapons

The values under each type are modifications to base damage and base worth of the weapons. Except for ammo where the modification is only in the chance to hit.
For stone bolts and arrows, the item description says -1% to-hit, but the store description says -5%. I went with -5% on this list.

WeaponType HandsDamageWeight Bronze Iron Steel Blessed
LongswordMelee 12-2012 -140 -80 +2240 +4900
Flaming +31100 extra fire damage
Icy +31100 extra ice damage
GreatswordMelee 22-2620 -2160 -320 +11000 +34000
Demonslayer +36000 extra damage against demons
HalberdPole 22-3220 -2150 -300 +11000 +34000
Jade +36000 extra acid damage (makes this the most effective weapon in the game)
Stone Iron Steel Blessed
DaggerMelee 12-124 -15 -10 +230 +4120
Assassin's +4400 poisons target
Ceremonial +3100
Diamond +8400
ShortswordMelee 12-168 -120 -40 +2120 +4500
SpearPole 12-2010 -115 -30 +290 +4350
Ghoulbane +4700 extra damage to undead
Obsidian +4700
PikePole 22-2615 -140 -80 +2240 +4900
Smite +41400 extra damage to giants
JavelinThrown --2-244.5 -13 -6 +215 +460
ArrowBow Ammo ----1 -5%1 -2 +10%5 +20%20
Acid +20%20 acid damage
Arrows of Light +20%20 increased damage against demons
BoltXBow Ammo ----1 -5%2 -4 +10%10 +20%40
Acid +20%40 acid damage
Bolts of Life +20%40 increased damage against undead
Cavewood Ash Yew Blessed
BowBow 22-2010 -130 -65 +2150 +4500
CrossbowBow 22-3615 -170 -150 +2350 +41500
No Type
Slith SpearPole 12-2015 +170
Fine Slith SpearPole 12-2415 +4350
Alien BladeMelee 22-2825 +36000 poisons target
HammerMelee 11-109 -8
Kitchen KnifeMelee 12-81 -4
StickMelee 11-81 -1
RockThrown -1-83 -0
StaffPole 11-127 -4

Armor

The modification values are sometimes replacements of base damage absorption - those are in brackets.
Penalty: a reduction in your chance to hit (and dodge?)
Mage?: anyone can wear any armor, but most mage spells can't be cast while wearing some armor items (The first 6 can (Bolt of Fire through Slow), the last 12 cannot (Ice Lances on up)).

ArmorTypePenalty Mage?BlocksWeight Bronze Iron Steel Blessed
Plate MailArmor20% N1-1670 -2600 -1500 +25000 +510,000
Polished +37000 protects against things which turn you to stone
Metal HelmHelmet4% Y1-47 -125 -50 +1150 +2400
Poor No Type Fine Drakeskin
Leather ArmorArmor8% N1-415 -20 -150 +2400 +3700
Shadow +3700 no combat penalty; does not prevent casting high level mage spells
Rogue's +3700 only 4% penalty; increases chances of picking locks and disarming traps
Leather HelmHelmet-- Y1-24 -18 -15 +135 +2100
Wooden Iron Steel Blessed
BucklerShield-- Y1-35 -110 -20 +150 +2150
Small ShieldShield4% Y1-610 -120 -40 +1100 +3300
Crystal Shield +3700 protects against things which turn you to stone
Serendipity Shield +3700 increases bonuses from luck
Large ShieldShield8% Y1-818 -250 -120 +2250 +4750
Poor Iron Steel Mithral
Chain MailArmor16% N1-1245 -2220 -600 +22000 +45000
Icy +41200 protection from fire
Poor Iron Steel Blessed
Studded ArmorArmor12% N1-830 -160 -150 +2350 +4800
Mauling +41400 only 8% penalty; increases bonuses from strength
No Type Drakeskin
GlovesGloves-- Y12 -8 +280
Gauntlets of Might [1-2 +3]2000 greatly increases chances of hitting and damage
Nimble +1400 increases chances of picking locks and disarming traps
SandalsBoots-- Y12 -8 +280
BootsBoots-- Y1-24 -15 +2150
Boots of Speed +21500 4% combat penalty; more actions in combat
No Type Blessed
RobeArmor-- Y1-37 -10 [1-4 +2]300
Radiant [1-4]10 protection from magic
Robe of the Magi [1-6]2500 helps the wearer cast stronger mage spells
CloakCloak-- Y15 -7 +2150
Archer's [1-2]500 increases missile weapon accuracy
Dragonskin [1-2]500
PantsPants-- Y14 -4 n/a
Pants of Power [1-3]400
Shirt or TunicArmor-- Y1-22 -5 n/a
DressArmor-- Y16 -7 n/a

Armor Accessories

Rings weigh 0.2; magic necklaces, charms, and bracelets weigh 0.5; and 'pure treasure' necklaces and bracelets weigh 0.8. The 'pure treasure' items are repeated in the other items "misc non-stackable" list. This is intentional duplication.

RingsValueSpecial
Archer's 700 makes your missile weapons even more accurate
Armor 700 more protection from physical damage
Fletcher's 300 makes your missile weapons more accurate
Gold 200
Immunity 1300 more protection from fire, cold, other magical effects
Jeweled 400
Resistance 600 protection from fire, cold, other magical effects
Ring of Great Health 1400 increases rate at which you regain hit points even more
Ring of Health 600 increases rate at which you regain hit points
Ring of Skill 400 increases accuracy and damage in combat
Shield 300 protection from physical damage
Silver 90
Warrior's 1000 increases accuracy and damage in combat even more
BraceletsValueSpecial
Dexterity 500 increases bonuses from dexterity
Gold 300
Intelligence 500 increases bonuses from intelligence
Lucky 500 increases bonuses from luck
Mage's 600 increases strength of mage spells
Priest's 600 increases strength of priest spells
Silver 150
Strength 500 increases bonuses from strength
Necklaces/CharmsValueSpecial
Basic Charm 300 protection from acid
Chill Charm 600 protection from fire
Crystal Charm 400 protects against things which turn you to stone
Freedom Charm 500 protection from sleep and paralysis
Gold Necklace 300
Health Charm 500 increases rate at which you regain hit points
Knowledge Charm 500 increases the experience you gain
Shielding Charm 400 protection from magic
Silver Necklace 150
War Charm 500 increases accuracy and damage in combat
Warmth Charm 400 protection from cold

Other Items

Item WeightValueStacks? Special
Amber 0.580Y
Aranea Fang 0.25Y quest item; see index under 'sell cheap items'
Candle 12Y provides light
Bag of Sugar 0.3100N quest item
Emerald 0.5200Y
Fine First Aid Kit 515Y helps you use first aid skill
Fine Lockpicks 0.515Y
First Aid Kit 55Y helps you use first aid skill
Historical Scroll 0.530Y see index under 'sell cheap items'
Lamp 710Y provides light
Lockpicks 0.57Y
Magic Lockpicks 0.550Y
Mind Crystal 11000N using grants a special skill or ability
Orb of Thralni 0.55000N using lets you fly a few spaces outdoors
Ore 2530Y see index under 'sell cheap items'
Papyrus Sheet 0.510Y
Piercing Crystal 0.580Y casts dispel barrier
Recall Crystal 0.550Y use outdoors to teleport to near fort avernum
Ruby 0.5300Y
Sack of Meal 5020N see index under 'sell cheap items'
Scroll 1*N casts a spell (value varies with level of spell)
Torch 25Y provides light
Unshackling Crystal 0.570Y reduces paralysis
Wines
Alamaria Yellow '91 2120Y makes you tipsy
Cheap Wine 1010Y makes you tipsy; see index under 'sell cheap items'
Hardonnay '85 290Y makes you tipsy
Jug of Wine 1030Y makes you tipsy
Mushroom Merlot '91 280Y makes you tipsy
Potions
Balm of Life 0.5100Y required to cast Raise Dead (HH+EH+SH)
Curing Elixir 0.570Y cures stronger poision/disease (no recipe)
Curing Potion 0.530Y cures poision/disease (HH)
Energy Elixir 0.5140Y restores some more spell points (HH+EH+M)
Energy Potion 0.560Y restores some spell points (EH+SH)
Graymold Salve 0.5100Y quest item; cures disease (G)
Haste Elixir 0.5120Y speeds you up (more or longer?) (EH+SH)
Haste Potion 0.550Y speeds you up (EH)
Healing Elixir 0.590Y heals some more damage (HH+T)
Healing Potion 0.540Y heals some damage (HH)
Heroic Brew 0.5350Y (?) (G+M+EH+T)
Invulnerability Elixir 0.5350Y grants invulnerability longer (no recipe)
Invulnerability Potion 0.5150Y grants invulnerability (no recipe)
Knowledge Brew 0.5400Y adds five skill points (no recipe)
Protection Brew 0.5250Y protection from damage (SH+EH+M+T)
Resistance Elixir 0.5250Y (?) (no recipe)
Resistance Potion 0.5??Y (?) (no recipe)
Restoration Brew 0.5250Y heals some damage, cures poison and disease (M+G)
Strength Elixir 0.5120Y raises strength more (M+T)
Strength Potion 0.550Y raises strength (SH+T)
Potion Ingredients
Energetic Herbs 0.320Y used in making Balm of Life, Energy Potion, Energy Elixir, Heroic Brew, Haste Potion, Haste Elixir, and Protection Brew
Graymold 0.340Y used in making Graymold Salve, Heroic Brew, and Restoration Brew
Healing Herbs 0.310Y used in making Balm of Life, Curing Potion, Energy Elixir, Healing Potion, and Healing Elixir
Mandrake 0.380Y used in making Energy Elixir, Heroic Brew, Protection Brew, Restoration Brew, and Strength Elixir
Spiritual Herbs 0.320Y used in making Balm of Life, Energy Potion, Haste Elixir, Protection Brew, and Strength Potion
Toadstools 0.320Y used in making Healing Elixir, Heroic Brew, Protection Brew, Strength Potion, and Strength Elixir
Rods and Wands (weight and cost is per charge; they're essentially stacking scrolls)
Rod of Arcana 2200Y adds spell points to target
Rod of Illusions 2120Y casts create illusions
Rod of Major Call 2150Y casts summon aid
Rod of Minor Call 260Y casts call beast
Wand of Acid 1110Y casts spray acid
Wand of Binding 1110Y casts bind foes
Wand of Currunos 120Y casts strengthen target
Wand of Fire 1120Y casts fireblast
Wand of Ice 170Y casts ice lances
Wand of Lightning 190Y casts lightning spray
Wand of Slowing 150Y casts slow
Food
Bread 14Y
Deli Sandwich 1.58Y only available through character editor
Dried Meat 0.88Y
Fine Meal 1025N
Fish 13Y
Greens 0.63Y
Lizard Haunch 2.54Y
Mushrooms 13Y
Steak 0.88Y
Weird Meat 1.28Y
Miscellaneous Non-Stacking Items (sorted by value and weight)
Jeweled Ring 0.2400N
Gold Necklace 0.8300N
Gold Bracelet 0.8300N
Beautiful Fur 5250N
Bar of Silver 12250N
Gold Ring 0.2200N
Silver Necklace 0.8150N
Silver Bracelet 0.8150N
Torc 2100N
Gold Gobblet 4100N
Silver Ring 0.290N
Bar of Lead 1580N
Nice Fur 560N
Silver Drinking Cup 450N
Bar of Iron 1550N
Cloak Clasp 140N
Earrings 0.230N
Bar of Tin 1030N
Scalpel 0.315N
Poor Fur 515N
Flagon 210N
Spearhead 210N
Horn 510N
Bolt of Cloth 1510N
Whip 35N
Bucket 45N
Mortar and Pestle 65N
Bucket of Water 205N
Thread 13N
Jug 33N
Tongs 43N
Pot 203N
Pillow 62N
Dice 0.21N
Spoon 0.51N
Needle 11N
Pen and Ink 11N
Plate 21N
Bowl 21N
Trowel 21N
Pitcher 41N
Trash 40N
Skull 40N
Bones 70N

Feedback

You can write me at hasen@flash.net - let me know if I missed or misspelled anything.

Copyright and Authorship Info

Avernum is copyright 2000-2001 by Spiderweb Software, Inc. - http://www.spiderwebsoftware.com, All Rights Reserved.
"Avernum" and "Spiderweb Software" are trademarks of Spiderweb Software, Inc.
The annotated maps were made by silver Harloe

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