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\chapter{Equipment}\label{chap:equip} |
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|
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\section{Going to market..}\index{equipment, value} |
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\inputimage{shops} |
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|
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You can find equipment for sale at easily recognizable buildings. To buy an |
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item just pick it up and walk out of the building by stepping on a |
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shop mat\inputimage{shopmat}. The cost of the item will auto-matically be |
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deducted from your money\inputimage{money}. To sell an item, |
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enter the shop and drop the item |
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on the shop floor. Money from the sale will auto-matically be placed in your |
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inventory. Use the {\tt examine} command, or the cursor and left button |
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of the mouse to examine the price of an item {\em before} you buy or sell. |
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|
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\subsection{Some notes about shopping} |
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\index{shopping} |
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|
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Most items will have a value based on their ``standard'' cost |
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multiplied by a factor based on your charisma (see table \ref{tab:pri_eff}). |
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You can never look good enough that you can buy stuff then sell |
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it at a profit. \\ |
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|
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\noindent{Some} notable exceptions to the above: |
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\begin{quote} |
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$\bullet$ Gems\index{gems}\inputimage{gems} will always be sold or bought 3\% more or less their standard value. \\ |
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$\bullet$ For magic stuff value is 3$\times$({\tt magic})$^{3}$ of standard value. \\ |
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$\bullet$ Unidentified items value is 2/3 of standard. |
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\end{quote} |
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|
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\subsection{Plundering shops} |
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\index{stealing from shops} |
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|
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It is not possible to steal from shops (sorry!). If you somehow make |
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it out of a shop with ``unpaid'' items, you will find that they will |
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be unusable until paid for. On another note, if you save yourself with |
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unpaid items in a shop, then crash the game and reload, you will |
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find that the unpaid items will not be saved. |
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|
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\section{Items} |
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\label{sec:items} |
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|
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In this section we detail some interesting properties of various |
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bits of equipment which may be found in \cf . \\ |
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|
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\indent{\bf Books:}\inputimage{books} \\ |
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\index{books} |
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% \index{spells, how to learn} |
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This is how players can obtain magical spells, sometimes a player can |
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learn the spell, other times they cannot. The chance depends on the type |
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of spell, either INT (\incantation s) or WIS (prayers) is used to help |
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determine the percentage chance that the spell might be learned (see section |
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\ref{sec:spell_learn} for details). |
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|
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There are many, many different types of books out there, |
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as well as being spell books (\wizbook s and prayerbooks), the |
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following information can |
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appear in books generated in shops and/or monster treasure hoards$-$ |
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\begin{quote} |
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$\bullet$ Compendiums on monsters. Their powers/abilities are |
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described as in the \spoiler . |
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|
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$\bullet$ Compendiums of \incantation s/prayers by spell Path. Higher |
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level texts are more complete in their description of |
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available spells. |
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|
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$\bullet$ ``Bibles'': various aspects, properties, and characteristics |
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of a God/cult are described. Higher level texts |
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have more/better information. |
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|
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$\bullet$ Compendiums explaining the powers of magic items. Higher |
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level texts have more items detailed. |
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|
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$\bullet$ Alchemical Formulae. |
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|
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$\bullet$ Other randomly generated information. |
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\end{quote} |
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Book level is assigned when the book is generated as treasure. |
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Level is based on the difficulty of the map the book is |
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generated on. All information is {\em server} specific. \\ |
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|
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{\bf Scrolls and Potions:}\inputimage{potions}\inputimage{scrolls} |
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\index{scrolls}\index{potions}\\ |
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|
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Most of these items provide a one-shot use of a spell without |
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making the user expend either mana or grace. Scroll use |
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depends on the user's {\tt literacy} skill and may fail. Potions |
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always work, but are more expensive to buy. Several kinds |
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of items are classed as "potions": balms, figurines, and |
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dusts. Some potions don't cast spells, but instead raise |
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the drinker's stats. Beware cursed potions. They can {\em lower} |
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your stats instead! \\ |
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|
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{\bf Wands(Staves)/Rods/Horns:}\inputimage{wands}\inputimage{rods} |
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\inputimage{horns}\index{wands}\index{rods}\index{horns} \\ |
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These items provide use of spells. Wands have a limited |
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number of charges, while horns and rods will recharge |
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(but don't fire as much damage in a small amount of time). |
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Horns are used at the overall level of ability of the |
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user, while rods and wands cast spells at the item level.\\ |
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|
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{\bf Rings:}\inputimage{rings} \\ \index{rings} |
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Many different types, rings can be worn to add/remove different |
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immunities, gain/lose spell Paths and alter all types of stats. \\ |
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|
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{\bf Food/Flesh:}\inputimage{food}\inputimage{flesh}\index{food}\index{flesh} \\ |
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These items provide sustenance. Food is generally more healthy |
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to eat, while some flesh items can be sold for good cash. Both |
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types may temporarily alter your stats, and/or be poisonous. |
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Many flesh items inherit the properties of the monster they |
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came from. For example, a ``poisonous'' monster will leave |
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behind poisonous flesh. Don't eat it if you know what's good |
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for you!!\\ |
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|
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{\bf Weapons/Armour: }\index{armour}\index{weapons}\\ |
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Tons of items, it is up to you as the player to figure out which work |
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better then others. Take a look at weapon/armour weight in the \spoiler\ |
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to get an idea of how enchanted unidentified items are. \\ |
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|
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{\bf Artifacts:}\index{artifacts}\\ |
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These are the real treasures of the game. There are more than 20 |
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artifacts out there, but they are very hard to come by. \\ |
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|
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\section{Encumbrance}\label{sec:encumberance}\index{equipment, encumbrance}\index{encumbrance} |
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Armour, weapons, shields will encumber a wizard and cause spell |
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failure. Light equipment causes no failure at all whereas heavy equipment |
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causes mondo failures. |
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|
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The reasoning is that the bulkiness of objects, not their weight exactly, is |
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what causes failures. So the basic idea of encumbrance is that items get in the |
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way more than they weigh down. Unfortunately, our only measure of 'getting |
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in the way' was the weight. |
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|
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\subsection{How encumbrance is calculated} |
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Encumbrance points are tallied only from {\em applied} objects. Weapons |
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give |
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3x their weight in kg in encumbrance points. Shields give 1/2 their weight |
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in kg in encumbrance points. Armour gives its weight in encumbrance points. |
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|
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There's an allowance of encumbrance points which all players get before they |
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start losing \incantation s, this was about 35-45, not too much. |
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|
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The formula works like this: You make a roll of 1-200. You compare it to a |
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failure threshold. This threshold is: encumbrance + \incantation\ {\tt level} |
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- caster {\tt level} - 35 |
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|
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For example, lets say a 4th {\tt level} wizard is casting a 5th {\tt level} |
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\incantation . The wizard is wearing plate mail (100 kg), a 20 kg shield and |
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wielding a 15 kg weapon. His encumbrance is 100 + 10 + 45 = 155. Thus, his |
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threshold for failure is 155 + 5 - 4 = 156 or just about 3/4 failure rate. |
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|
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There is no special bonuses for using magical equipment, although, it is |
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clear that magical armour and weapons make things better through their weight. |
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|
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\section{Enchantments}\label{sec:enchant} |
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\index{equipment, magic} |
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|
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Some items will have numerical values such as +1, +2, +3, etc. |
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trailing their names. These {\em magic} values indicate that the item |
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is enchanted, |
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and in some way may be better or (if the value is negative) worse |
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than ordinary runaday items of its kind. |
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|
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\subsection{Enchanting armour}\index{enchantment, armour}\index{armour} |
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|
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Enchantment of armour is achieved with the |
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{\em enchant armour}\inputimage{scrolls}\ scrolls. |
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Each time you successfully use a scroll, you will |
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add a plus value, more armour to the piece of equipment and |
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some fractional amount of weight. |
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|
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You may only add up to 1 + (overall {\tt level}/10) (rounded down like an |
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integer) in pluses to any one piece of armour. How much |
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armour value you add to the item is also dependent on your |
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overall {\tt level}. You may never enchant a piece of armour to |
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have an armour rating greater than their overall {\tt level} or 99. |
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|
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\subsection{Enchanting weapons}\index{enchantment, weapons} |
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\index{weapons} |
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|
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This is done via a series of scrolls\inputimage{scrolls} that you |
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may find or buy in |
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shops. The procedure is done in two steps. Use the {\em prepare weapon} scroll |
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to lay a magic matrix on your weapon. Then use any of the other |
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scrolls to add enchantments you want. Note that some of these scrolls will |
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also require a ``sacrifice'' to be made when they are read. To sacrifice |
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an object just stand over it when you read the weapon scroll. Scrolls |
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for weapon enchantment are: \\ |
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|
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{\bf Prepare weapon} \\ |
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Diamonds are required for the sacrifice. The item |
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can be enchanted the square root of the number of diamonds sacrificed. Thus, |
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if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls |
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read. \\ |
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|
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{\bf Improve damage} \\ |
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There is no sacrifice. Each scroll read will increase the damage by 5 |
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points, and the weight by 5 kilograms. \\ |
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{\bf Lower (Improve) Weight} \\ |
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There is no sacrifice. Each scroll read will reduce the weight by 20\%. |
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The minimum weight a weapon can have is 1 gram. \\ |
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{\bf Enchant weapon} \\ |
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This does not require any sacrifices, and increases the magic by 1. \\ |
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|
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{\bf Improve Stat} (ie, Strength, Dexterity, etc) \\ |
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The sacrifice is the potion\inputimage{potion} of the same type |
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as the ability to be |
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increased (ie, Improve Strength requires strength potions). The number |
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of potions needed is the sum of all the abilities the weapon presently |
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gives multiplied by 2. The ability will then be increased by 1 point. |
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Thus, if a sword is Int +2 and Str +2, then 8 potions would be needed to |
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raise any stat by one point. But if the sword was Int +2, Str +2, and Wis -2, |
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then only 4 potions. A minimum of 2 potions will be needed. \\ |
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|
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{\bf WARNING:} something to keep in mind before you start enchanting |
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like crazy$-$you can only use a weapon that has 5 + 1 enchantments |
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for every 5 levels of |
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{\tt physique} experience you possess. So, a character with |
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10th level in the {\tt physique} experience category may only be able to |
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use a weapon with a maximum of 7 enchantments! |