meaning of archetype fields of weapons (object type 15): * weapontype decides what attackmessages are generated, see include/define.h * attacktype bitfield which decides the attacktype of the damage, see include/attackinc.h * dam amount of damage being done with the attacktype * item_power the itempower of this weapon. * name some checking whether the weapon was improved by someone else, dependend on 'level' field * last_eat seems to be the amount of improvements of a weapon, the formular for equipping a weapon seems to be (server/apply.C:check_weapon_power): ((who->level / 5) + 5) >= op->last_eat * last_sp the weapon speed (see magic description) * food addition to food regeneration * hp addition to health regeneration * sp addition to mana regeneration * grace addititon to grace regeneration * gen_sp_armour the players gen_sp_armour field (which is per default 10) is added the amount. gen_sp_armour seems to be a factor with which gen_sp in do_some_living() is multiplied: gen_sp *= 10/ meaning: values > 10 of gen_sp_armour limits the amout of regenerated spellpoints. generally this field on weapons is in ranges of 1-30 and decides the slowdown of the sp regeneration. * body_ the part of the body you need to use this weapon, possible values should be looked up in common/item.C at body_locations. * resist_ this is the factor with which the difference of the players resistancy and 100% is multiplied, something like this: additional_resistancy = (100 - current_resistanct) * (/100) if is negative it is added to the total vulnerabilities, and later the total resistance is decided by: 'total resistance = total protections - total vulnerabilities' see also common/living.C:fix_player * path_attuned, path_repelled, path_denied this field modifies the pathes the player is attuned to, see include/spells.h PATH_* for the pathes. * luck this luck is added to the players luck * move_type if the weapon has a move_type set the player inherits it's move_type * exp the added_speed and bonus_speed of the player is raised by /3. if < 0 then the added_speed is decreased by * weight the weight of the weapon * magic the magic field affects the amounts of the following fields: - wc : the players wc is adjusted by: player->wc -= (wc + magic) - ac : the players ac is lowered by (ac + magic) if (player->ac + magic) > 0 - dam: the players dam is adjusted by: player->dam += (dam + magic) - weapon speed (last_sp): weapon_speed is calculated by: (last_sp * 2 - magic) / 2 (minium is 0) * ac the amount of ac points the player's ac is decreased * wc the amount of wc points the player's ac is decreased - inherited flags from the weapon: FLAG_LIFESAVE, FLAG_REFL_SPELL, FLAG_REFL_MISSILE, FLAG_STEALTH, FLAG_XRAYS, FLAG_BLIND, FLAG_SEE_IN_DARK, FLAG_UNDEAD