--- deliantra/Deliantra/res/types.xml 2006/03/26 07:20:24 1.12 +++ deliantra/Deliantra/res/types.xml 2007/09/17 17:23:16 1.31 @@ -112,30 +112,30 @@ false CDATA #IMPLIED> + Which movement types automatically (as opposed to manually) activate this object. "> + Which movement types deactivate this object (e.g. button). "> + Determines which kinds of movement this object can use (e.g. for monsters) or grants (e.g. for amulets). "> + Objects using these movement types cannot move over this space. - + Objects using these movement types are allowed to move over this space. Takes precedence over 'blocked movements'. - + The types of movement that should by slowed down by the 'slow movement penalty'. @@ -158,6 +158,208 @@ every tick. "> + + Whether the teleporter should only be activated on push. + + + Whether the teleporter should only be activated on release. + + "> + + + + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + &resistances_flesh_desc; + + + "> + + + + + + + + + + + + + + + + + + + + + + + + "> + + + + + + + + &player_stat_desc; + + + &player_stat_desc; + + + &player_stat_desc; + + + &player_stat_desc; + + + &player_stat_desc; + + + &player_stat_desc; + + + &player_stat_desc; + + +
+ + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + + + &player_res_desc; + +
+ "> + ]> @@ -402,6 +604,7 @@ + @@ -451,6 +654,11 @@ The image-name defines what image is displayed for this object in-game. + + You can tag objects with an identifier. Tagged objects can be found quickly + from their tag, which makes them useful to tag exits and refer to those by + their name. + This value determines the number of objects in one stack (for example: 100 goldcoins => "number = 100"). You should set this at least to one, for @@ -463,9 +671,8 @@ never know ;) ). - Adds a certain value to the object: It will be worth that many times the - default value from it's archetype (E.g. "value = 3" means three times - worth the default value). Value for buying/selling will be + Determines the value of the object, in units of silver coins (one + platinum coin == 50 silver coins). Value for buying/selling will be further modified by various factors. Hence, testing values in-game is usually inevitable. @@ -500,6 +707,16 @@ a shop mat, paying the demanded price. Setting this flag makes sense only for pickable items inside shops.
+ + The sound this objects makes on a map. Enter either a sound alias from + arch/res/sound.conf.res or a path. If you enter <path> in this + field it will point to sound/<path>.ext + + + The sound this objects makes when it is destroyed. Enter either a sound alias from + arch/res/sound.conf.res or a path. If you enter <path> in this + field it will point to sound/<path>.ext + + + + + + + + This field describes which skill the player will be able to use wearing this item. + + &player_stat_resist_sections; + + -
- - This adds physical resistance to the item (= armour value). The number is - a percent-value in the range 0-100. Treat this with CARE. Look at other maps - and what they require to do for getting this-and-that artifact. - - - This adds magic resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds electricity resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds confusion resistance to the item. The number is a percent-value in - the range 0-100. Confusion resistance is not very effective - unless the value comes close to 100 (= perfect immunity). - - - This adds acid resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds draining resistance to the item. The number is a percent-value - in the range 0-100. Draining resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds weaponmagic resistance to the item. The number is a percent-value in - the range 0-100. Weaponmagic resistance generally should not exist on - equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) - are not meant to be easily resisted. - - - This adds ghosthit resistance to the item. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds poison resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fear resistance to the item. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds paralyze resistance to the item. The number is a percent-value in - the range 0-100. Paralyze resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds fear resistance to the item. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds depletion resistance to the item. The number is a percent-value - in the range 0-100. Depletion resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds death-attack resistance to the item. The number is a - percent-value in the range 0-100. Death-attack resistance is little - effective unless the value is 100 (= perfect immunity). - Generally, resistance to death-attack is not supposed to be - available to players! - - - This adds chaos resistance to the item. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - Note that chaos is not a stand-alone attacktype. Chaos "contains" a - combination of other attacktypes. - - - This adds blinding resistance to the item. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds holy power resistance to the item. The number is a percent-value - in the range 0-100. Holy power is the attacktype that holyword-type spells - use to hurt undead creatures. This kind of resistance is only reasonable - for undead players (wraith or devourer cult). - Generally, resistance to holy word should not be available for players. - -
-
- - The player's strentgh will rise/fall by the given value - while wearing this piece of equipment. - - - The player's dexterity will rise/fall by the given value - while wearing this piece of equipment. - - - The player's constitution will rise/fall by the given value - while wearing this piece of equipment. - - - The player's intelligence will rise/fall by the given value - while wearing this piece of equipment. - - - The player's power will rise/fall by the given value - while wearing this piece of equipment. - - - The player's wisdom will rise/fall by the given value while - wearing this piece of equipment. - - - The player's charisma will rise/fall by the given value - while wearing this piece of equipment. - -
+ &player_stat_resist_sections;
With positive luck bonus, the player is more likely to @@ -1070,6 +1172,31 @@ + + + + + + + + + &movement_types_terrain; + + + + @@ -1422,7 +1549,8 @@ + VERY useful for all kinds of map-mechanisms. They can even + periodically create things. ]]> + &activate_on; If <infinit uses> is set, the creator will work infinitely, regardless of the value in <number of uses>. + + When this field is set the creator will periodically create stuff + (and will still do so when the connection is triggered). + A value of 1 means roughly 8 times a second. + The creator can be triggered <number of uses> times, thus creating that many objects, before it dissappears. @@ -1726,6 +1860,10 @@ This entry determines what kind of traps will appear in the door. + + Set this flag to move treasure items created into the environment (map) + instead of putting them into the object. + @@ -1752,8 +1890,8 @@ loosing rate of 2/3 = 67%. ]]> - Only objects of matching archtype, lying ontop of the dublicator will be - dublicated, multiplied or removed. All other objects will be ignored. + Only objects of matching archtype, lying ontop of the duplicator will be + duplicated, multiplied or removed. All other objects will be ignored. The number of items in the target pile will be multiplied by the @@ -1765,6 +1903,7 @@ is able to trigger this duplicator. Be very careful that players cannot abuse it to create endless amounts of money or other valuable stuff! + &activate_on; @@ -1821,16 +1960,9 @@ dark cave you hear the sound of rustling dragonscales...". Well, my english is poor, but you get the point. =) - - This flag defines the destined map as "personal unique map". If set, - there will be a seperate version of that map for every player out there. - This feature is used for the permanent apartments - (in Scorn/Nuernberg/Caterham...). It should not be used for anything else - than apartments, since Crossfire is a *multi*player game. In such a permanent - apartment don't forget to set the unique-flag for all floor tiles too - (see floors). - An exit pointing outside of a personal unique map must have the - "unique destination"-flag unset. + + If set, then players using this exit will have their savebed position + set to the destination of the exit when passing through. @@ -1872,116 +2004,7 @@ A godgiven item vanishes as soon as the player drops it to the ground. -
- - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - RResistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - - - Resistances on flesh items make them more durable against spellcraft - of the appropriate kind. It also allows dragon players to eventually gain - resistance by eating it. Usually resistance should only be set for flesh - items in a monster's inventory. - -
+ &resistances_flesh_section; This text may describe the item. @@ -2109,6 +2132,9 @@ maps more complex than "one-way". ]]> + + The speed of the gate affects how fast it is closing/opening. + Whenever the inventory checker is triggered, all objects with identical <connection> value get activated. This only makes sense together with @@ -2336,7 +2362,7 @@ high or higher than this value. In that way, some altars can not be re-consecrated, while other altars, like those in dungeons, could be. - Altars located in temples should have at least <reconsecrate level> 100. + Altars located in temples should have at least <reconsecrate level> 120. Some characters might need those altars, they would be very unhappy to see them re-consecrated to another cult. @@ -2398,32 +2424,7 @@ -
- - - - - - - - - - - - - - - - - - - - - - - - -
+ &resistances_basic; @@ -2693,6 +2694,7 @@ it's spell. You should set <casting speed> to zero, or this won't have much visible effect.
+ &activate_on; The <casting speed> defines the spellcasting speed of the wall. You can fine-tune how long the duration between two casts shall @@ -2726,50 +2728,7 @@ to <weapon class>.
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+&resistances_basic;
@@ -2923,6 +2882,10 @@ inventory. Those will drop-at-kill just like the stuff from the <treasurelist>.
+ + Set this flag to move treasure items created into the environment (map) + instead of putting them into the object. + A monster's <level> is the most important attribute. <level> affects the power of a monster in various ways. @@ -2979,6 +2942,12 @@ value can be set to reflect the slowdown due to the carried weight. + + Set this flag to indicate that this monster is precious, i.e. + it should not be lightly destroyed. This is most useful on pets and + keeps the server from destroying them on destroy_pets/monster floors + and will try to save them when the player logs out. +
@@ -3205,51 +3174,7 @@ attacker.
- -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
+ &resistances_basic; @@ -3264,9 +3189,9 @@ - A grimreaper is a monster that vanishes after it did some number of - draining attacks. ]]> + draining attacks.
@@ -3484,6 +3409,7 @@ When a <connection> value is set, the pit can be opened/closed by activating the connection. + &activate_on; The pit will transport creatures (and items) randomly into a two-square radius of the destination coordinates. @@ -3548,124 +3474,7 @@ A godgiven item vanishes as soon as the player drops it to the ground. -
- - The player's strentgh will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's dexterity will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's constitution will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's intelligence will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's power will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's wisdom will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - - - The player's charisma will rise/fall by the given value for permanent - (of course there is an upper limit). Generally there shouldn't be stat - potions granting more than one stat. Cursed potions will subtract the - stats if positive. - -
-
- - The player's resistance to physical will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to magic will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to fire will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to electricity will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to cold will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to acid will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to confusion will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to weaponmagic will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to paralyze will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to draining will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to depletion will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - - - The player's resistance to poison will rise by this value in percent - (range -100 till +100). The effect is only temporare, and it does NOT - add on the values from the player's equipment. - Cursed potions will make negative resistance.. very nasty in combat! - -
+ &player_stat_resist_sections; @@ -3944,7 +3753,7 @@
  • Monsters must not be able to reach the savebeds under any circumstances!
  • If there are NPCs around, make sure they have the friendly-flag set. -
  • Insert a relyable exit! Make sure there is no possibility that +
  • Insert a reliable exit! Make sure there is no possibility that players get trapped in a savebed location.
  • If possible, mark the whole site as no-spell area (Insert this arch called "dungeon_magic" everywhere). This is not required, @@ -4009,7 +3818,7 @@ @@ -4239,6 +4048,7 @@ If activating your magic_mouth this way, the message will not only be printed to one player, but all players on the current map. + &activate_on; &move_on; If a counter-value is set (greater zero), the sign/magic_mouth can be applied @@ -4258,6 +4068,20 @@ + + + + + + + + + + The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on + the map that will be searched for unpaid items. + + + @@ -4620,6 +4444,7 @@ whenever the connection is triggered. To use this properly, <activation speed> must be zero. + &activate_on; If the <activation speed> is nonzero, the teleporter will automatically be activated in regular time-intervals. Hence, the @@ -4659,6 +4484,7 @@ <blocking passage> disabled. If unset, the gate opens automatically after some time. + &activate_on; The <position state> defines the position of the gate: Zero means completely open/down, the "number of animation-steps" (usually @@ -4699,11 +4525,11 @@ Traps hit any monster or person who steps on them for 'dam' damage in 'attacktype' attacktype and/or trigger a reaction.

    - Many traps are already defined in the archetypes. ]]> + Many traps are already defined in the archetypes.]]> + off your lightning wall and pit trap is usually a bad idea.]]> &move_on; @@ -4893,7 +4719,7 @@ - + @@ -5010,50 +4836,7 @@ Weak walls of high <armour class> are less likely to get hit. <armour class> can be considered the "counterpiece" to <weapon class>. -
    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    + &resistances_basic;
    @@ -5161,138 +4944,7 @@ A godgiven item vanishes as soon as the player drops it to the ground. -
    - - This adds physical resistance to the weapon (= armour value). The number is - a percent-value in the range 0-100. Treat this with CARE. Look at other maps - and what they require to do for getting this-and-that artifact. - - - This adds magic resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds electricity resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fire resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds confusion resistance to the weapon. The number is a percent-value in - the range 0-100. Confusion resistance is not very effective - unless the value comes close to 100 (= perfect immunity). - - - This adds acid resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds draining resistance to the weapon. The number is a percent-value - in the range 0-100. Draining resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds weaponmagic resistance to the weapon. The number is a percent-value in - the range 0-100. Weaponmagic resistance generally should not exist on - equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell) - are not meant to be easily resisted. - - - This adds ghosthit resistance to the weapon. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds poison resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds fear resistance to the weapon. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds paralyze resistance to the weapon. The number is a percent-value in - the range 0-100. Paralyze resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds fear resistance to the weapon. The number is a percent-value in - the range 0-100. Resistance to fear is pretty useless. - - - This adds depletion resistance to the weapon. The number is a percent-value - in the range 0-100. Depletion resistance is little effective - unless the value is 100 (= perfect immunity). - - - This adds death-attack resistance to the weapon. The number is a - percent-value in the range 0-100. Death-attack resistance is little - effective unless the value is 100 (= perfect immunity). - Generally, resistance to death-attack is not supposed to be - available to players! - - - This adds chaos resistance to the weapon. The number is a percent-value in - the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - Note that chaos is not a stand-alone attacktype. Chaos "contains" a - combination of other attacktypes. - - - This adds blinding resistance to the weapon. The number is a percent-value - in the range 0-100. Treat this with CARE. Look at other maps and what they - require to do for getting this-and-that artifact. - - - This adds holy power resistance to the weapon. The number is a percent-value - in the range 0-100. Holy power is the attacktype that holyword-type spells - use to hurt undead creatures. This kind of resistance is only reasonable - for undead players (wraith or devourer cult). - Generally, resistance to holy word should not be available for players. - -
    -
    - - The player's strentgh will rise/fall by the given value - while wearing this weapon. - - - The player's dexterity will rise/fall by the given value - while wearing this weapon. - - - The player's constitution will rise/fall by the given value - while wearing this weapon. - - - The player's intelligence will rise/fall by the given value - while wearing this weapon. - - - The player's power will rise/fall by the given value - while wearing this weapon. - - - The player's wisdom will rise/fall by the given value while - wearing this weapon. - - - The player's charisma will rise/fall by the given value - while wearing this weapon. - -
    + &player_stat_resist_sections;
    With positive luck bonus, the player is more likely to