Instructions for using the Item Name to find values:

Name the item something you can remember, search for that text string and start from:

11 left from First Letter is Item Effect 3
Up 1 Right 2 from Item Effect 3 is Item Effect 2
Up 1 Right 2 From Item Effect 2 is Item Effect 1

Not all items or weapons have 3 different effects, some might even have 4.
If you want 3 item effects, get something that already has 3 item effects)





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4 right(>) from Item Effect 1,2 or 3 is the coresponding Power Level = Level of power for Item Effects(Ex. Map Quadrant or whole Level) and what spell is casted using items.

100 is generally a decent number, unless you're looking for a specific effect, like monster summoning.





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The number directly to the Right of the item effect values are for the type of activation

4-When Weilded(For only some of the status effects, mapping levels won't work well with this)
12-When Weilded(For only some of the status effects, mapping levels won't work well with this)
16-When Activated(Should work for anything, such as learning spells, more resitant to X thing)
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Item activation capability:
1 item effect:
1 up, 2 left(<) from item effect 1, the item effect closest to the name of the object
2 item effects:
2 up from item effect 2, the item effect closest to the name of the object
3 item effects:
3 up, 2 right(>) from item effect 2, the item effect closest to the name of the object

This is a general system that works for most weapons and armor. I've found a ring that this value is simply 4 left(<) of the item effect. There must be additional, unused effects for some items, or some special effect that determines a property about all items of that type/genre.

(Also partially determined at 4 left from item effect, so it knows which one happens)
(This determines if the item can even be activated. Weapons tend to have a default value of 131.)

84-Potions/Scrolls, 1 Activation(Better to use rings for more fancy effects)
100-Wands/Staffs, Limited Activation(Makes it a 'Charged Object', which can't be named)


131=For status changing attributes.
134=Infinite item activations, including for wands/staffs/potions/scrolls

Alternate method of finding value:
Put 2 items in a pack, make the one you want to edit the second one.
Name them both, and at the last letter of the name of the first item
count 9 to the right, this tells weather it can be activated via the 
item activation chart.
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Items with 1 effect:
3 up, 3 left(<) from first letter in name.

possibly:
From item activation capability, 2 left(<), 1 up

0-Unidentified, normal
1-normal
2-Unidentified, enchanted
3-enchanted
4-Unidentified, cursed
5-cursed
6-Unidentified, Uncursed(Unused value, but still works)
7-Uncursed
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Spell Slot Modifier Values are used for changing spells with item effects 104 & 105
Create Traps, Haste Monster, Teleport Away and Clone Monster can be equipped to an item for
the ability to use the spell at will by wearing a belt, putting the item in it, and activating the item. This allows you to put many different effects, multiple effects, etcetera, for activation any time you want it.
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9 left 3 up from first letter= pack size
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Castle of the Winds 1 & 2 lists

Item Effects

Positive Effects
0-No effect
1-increases the character's chance to hit
   0-9: 'Increases', 10-14: Strongly, 15-?: Very Strongly
2-increases the character's damage
3-increases the character's armor value
4-increases the character's Strength
5-increases the character's Intelligence
6-increases the character's Constitution
7-increases the character's Dexterity
8-9: none
10-increases the characters hit points
11-increases the characters Level
12-34: none
35-Makes the character resistant to Fire
36-Makes the character resistant to Cold
37-Makes the character resistant to Lightning
38-Makes the character resistant to Acid
39-Makes the character resistant to Fear
40-Makes the character resistant to Drain Life
41-Makes the character resistant to Confusion
42-Makes the character resistant to Normal Damage
43-Makes the character resistant to poison
44-Makes the character resistant to disease
45-Makes the character resistant to magic
46-56: none
(57-Bad)
58=map Quadrant/Floor(If Item Power <> 1, Map Floor. Remember to set both 'Activate' vals)
59-none
60-Makes character Faster(Used with Boots of Speed)
61-none
62-Makes character Levitate
63-91: none
92-casts Detect Objects, when activated
93-casts Detect Monsters(when activated, permanant effect...perhaps, Detect Mons. Helm.)
94-none
95-casts Detect Traps, when activated
96-99: none
100-Casts 'Heal x Wounds', power level determines the amount healed. 
     Power Level: 0-20: Minor, 21-40: Medium, 41-60: Major, 61-99: 'Healing', 100: Heal All
101-102: none
103-Gain a level permanantly
104-Learn X Spell(Power Level affects what spell, used by Spellbooks)
105-Cast X Spell(Power Level affects what spell, used by Scolls)
106-109: none
110-Restores your Strength
111-Restores your Intelligence
112-Restores your Constitution
113-Restores your Dexterity
114-Restores X amount of Mana
     Power Level: 0-40: a Medium, 41-60: a Large, 61-99: a Very Large, 100: All
115-Restores temporarily drained statistics(Potion of Restoration)
116-119: none
120-Neutralize Poison
121-123: none
124-When activated, summons a monster(Summons monster of choice. Set val 2 right of item pow.)
125-When activated, summons an undead monster
126-When activated, creates a return field around the player(Rune of Return)
127-129: none
130-Enchanted Against Electrically Based Monsters(Power level "1")
131-Enchanted Against Magic Using Monsters(Power level "1")
132-Enchanted Against Giants(Power level "1")
133-Enchanted Against Dragons(Power level "1")
134-Enchanted Against Elementals(Power level "1")
135-150: none

Negative Effects
57-Makes the character much heavier

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Spell Slot Modifier Values(Also used for changing spells with item effect 104 & 105)
0-Heal Minor Wounds
1-Detect Objects
2-Light
3-Magic Arrow
4-Phase Door
5-Shield
6-Clairvoyance
7-Cold Bolt
8-Detect Monsters
9-Detect Traps
10-Identify
11-Levitation
12-Neutralize Poison
13-Cold Ball
14-Heal Medium Wounds
15-Fire Bolt
16-Lightning Bolt
17-Remove Curse
18-Resist Fire
19-Resist Cold
20-Resist Lightning
21-Resist Acid
22-Resist Fear
23-Sleep Monster
24-Slow Monster
25-Teleport
26-Rune of Return
27-Heal Major Wounds
28-Fireball
29-Ball Lightning
30-Healing
31-Transmogrify Monster
32-Create Traps(Must use UGE to get this spell on the spell menu before you can use it)
33-Haste Monster(Must use UGE to get this spell on the spell menu before you can use it)
34-Teleport Away(Must use UGE to get this spell on the spell menu before you can use it)
35-Clone Monster(Must use UGE to get this spell on the spell menu before you can use it)

