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<h1>DESIGNING ACCESSORIES</h1>
<p>
When you create an accessory, simply decide on which ability it will grant —
you can pick from the list below or come up with one that seems appropriate.
</p>
<p>
The price of the item is determined by its Quality. When creating accessories,
experiment with a variety of custom effects that reflect the item's nature and
origin. You will see that many of the sample accessories in the following
pages have unique abilities that are not present on the table below — that is
because the best accessories are the ones that give slightly quirky benefits
or encourage unconventional strategies.
</p>
<p><strong>QUALITY COST EFFECT</strong></p>
<h2>Defensive Qualities</h2>
<ul>
<li>
<strong>Antistatus:</strong> 500 z - You are immune to a single status
effect.
</li>
<li>
<strong>Resistance:</strong> 700 z - You gain Resistance to a single damage
type (not physical damage).
</li>
<li>
<strong>Amulet:</strong> 800 z - You gain a +1 bonus to Magic Defense.
</li>
<li><strong>Bulwark:</strong> 800 z - You gain a +1 bonus to Defense.</li>
<li>
<strong>Dual Resistance:</strong> 1000 z - You have Resistance to two damage
types (not physical damage).
</li>
<li>
<strong>Swordbreaker:</strong> 1000 z - You have Resistance to physical
damage.
</li>
<li>
<strong>Immunity:</strong> 1500 z - You have Immunity to a single damage
type (not physical damage).
</li>
<li>
<strong>Omnishield:</strong> 2000 z - You gain a +1 bonus to Defense and
Magic Defense.
</li>
<li>
<strong>Perfect Health:</strong> 2000 z - You are immune to all status
effects.
</li>
</ul>
<h2>Enhancement Qualities</h2>
<ul>
<li>
<strong>Damage Change:</strong> 300 z - All damage dealt by your weapons,
spells, and Skills becomes of a specific type.
</li>
<li>
<strong>Initiative Up:</strong> 500 z - If you have this item equipped at
the start of a conflict, you gain a +4 bonus to your Initiative modifier.
</li>
</ul>