While looking at the effect for the Chalice, I stumbled over a couple of effects for the other items, too. The most intriguing, for me, was how the non-Clam items work, Fever Fetish and Blood Stone. The mechanics for them are:
The Blood Stone plain and simple generates one earth gem, as long as as the commander doesn't already carry the maximum of 30 gems in total. I do remember that a Blood Stone seems to have generated more than one earth gem for me on occasion, or failed to generate one when it should. Those seem to have been freak accidents during hosting (
) but the mechanic is simple, one gem.
The Fever Fetish only generates gems if it is being worn by a diseased unit. No disease, no gems. To generate gems, the following must apply:
- 10% chance for units with full HP (i.e. equipped the fetish for the first time)
- 25% chance for units with one HP less
- 50% chance for units with two HP less
- 100% chance for units with three or more HP less
Thus, one must have had the fetish equipped for four hostings to guarantee getting something out of it. Then there's a little bit of a convoluted mess of code. The gist of it: The Fever Fetish generates one fire gem, if the unit didn't already have 30 gems equipped.
Notes for modders / "code divers":
- The Blood Stone item has the value 3 for the Blood Stone's effect, 3 indicates Earth. Other values would generate exactly one gem for the other paths.
- The Clam of Pearls and other gem-producing items use an effect that is linked to the gem type that they generate (astral gems for the clam) and then specify how many gems they produce by their value. The Blood Stone is too cool to use that simple mechanic. But maybe it wasn't guaranteed to get a gem before or JK wanted to add more checks like in the fever fetish for it, no idea.
- The Fever Fetish's effect always produces fire gems. How many is specified by the Fever Fetish effect value. The item has the value 1.
More fun stuff:
- The Forbidden Light draws horrors to attack the wielder. The chance for an assassination attempt is 15%. Other items that induce assassination attempts have a 10% chance per turn.
Any other non-combat item effects you'd like to know about, ask.