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# User Rev Content
1 root 1.1 <html>
2     <head>
3     <title>Crossfire Playerbook - Chapter 6</title>
4     </head>
5     <body>
6    
7     <h1>Equipment</h1>
8     <p>
9     <h2><a name="6.1.0">Going to market..</h2>
10     <!--#include file="shop.html"-->
11     You can find equipment for sale at easily recognizable buildings. To buy an
12     item just pick it up and walk out of the building by stepping on a
13     shop mat
14     <!--#include file="shopmat.html"-->
15     . The cost of the item will automatically be
16     deducted from your money
17     <!--#include file="money.html"-->
18     . To sell an item,
19     enter the shop and drop the item
20     on the shop floor. Money from the sale will auto-matically be placed in your
21     inventory. Use the <samp>examine</samp> command, or the cursor and left button
22     of the mouse to examine the price of an item <em>before</em> you buy or sell.
23     <p>
24     <h3><a name="6.1.1">Some notes about shopping</h3>
25    
26     Most items will have a value based on their ``standard'' cost
27     multiplied by a factor based on your charisma (see table <a href="chap2.html#table_pri_eff">primary stat effects</a>).
28     You can never look good enough that you can buy stuff then sell
29     it at a profit.
30     <p>
31     Some notable exceptions to the above:<p>
32     <ul>
33     <li> Gems will always be sold or bought 3% more or less their standard value.
34     <li> For magic stuff value is 3 *(<samp>magic</samp>)^3</samp> of standard value.
35     <li> Unidentified items value is 2/3 of standard.
36     </ul>
37     <p>
38     <h3><a name="6.1.2">Plundering shops</h3>
39    
40     It is not possible to steal from shops (sorry!). If you somehow make
41     it out of a shop with ``unpaid'' items, you will find that they will
42     be unusable until paid for. On another note, if you save yourself with
43     unpaid items in a shop, then crash the game and reload, you will
44     find that the unpaid items will not be saved.<p>
45    
46     <h2><a name="6.2.0">Items</h2>
47    
48     In this section we detail some interesting properties of various
49     bits of equipment which may be found in <em>Crossfire</em>
50     <p>
51    
52     <strong>Books:</strong>
53     <!--#include file="books.html"-->
54     <p>
55    
56     This is how players can obtain magical spells, sometimes a player can learn
57     the spell, other times they cannot. The chance depends on the type of spell,
58     either INT (incantations) or WIS (prayers) is used to help determine the
59     percentage chance that the spell might be learned (see section <a
60     href="chap4.html#4.10.0">learning a spell</a> for details).<p>
61    
62     There are many, many different types of books out there, as well as being
63     spell books (grimores and prayerbooks), the following information can appear
64     in books generated in shops and/or monster treasure hoards:
65    
66     <ul>
67     <li> Compendiums on monsters. Their powers/abilities are
68     described as in the <A href="../spoiler-html/spoiler.html">spoiler</a>.
69    
70     <li> Compendiums of incantations/prayers by spell Path. Higher
71     level texts are more complete in their description of
72     available spells.
73    
74     <li> ``Bibles'': various aspects, properties, and characteristics
75     of a God/cult are described. Higher level texts
76     have more/better information.
77    
78     <li> Compendiums explaining the powers of magic items. Higher
79     level texts have more items detailed.
80    
81     <li> Alchemical Formulae.
82    
83     <li> Other randomly generated information.
84     </ul>
85     Book level is assigned when the book is generated as treasure.
86     Level is based on the difficulty of the map the book is
87     generated on. All information is <em>server</em> specific.<p>
88    
89     <strong>Scrolls and Potions:</strong>
90     <!--#include file="scrolls.html"-->
91     <!--#include file="potions.html"-->
92     <p>
93    
94     Most of these items provide a one-shot use of a spell without making
95     the user expend either mana or grace. Scroll use depends on the
96     user's <samp>literacy</samp> skill and may fail. Potions always
97     work, but are more expensive to buy. Several kinds of items are
98     classed as "potions": balms, figurines, and dusts. Some potions
99     don't cast spells, but instead raise the drinker's stats. Beware
100     cursed potions. They can <em>lower</em> your stats instead!
101     <p>
102    
103     <strong>Wands(Staves)/Rods/Horns:</strong>
104     <!--#include file="wands.html"-->
105     <!--#include file="rods.html"-->
106     <!--#include file="horns.html"-->
107     <p>
108    
109     These items provide use of spells. Wands have a limited
110     number of charges, while horns and rods will recharge
111     (but don't fire as much damage in a small amount of time).
112     Horns are used at the overall level of ability of the
113     user, while rods and wands cast spells at the item level.
114     <p>
115    
116     <strong>Rings:</strong>
117     <!--#include file="rings.html"-->
118     <p>
119     Many different types, rings can be worn to add/remove different
120     immunities, gain/lose spell Paths and alter all types of stats. <p>
121    
122     <strong>Food/Flesh:</strong>
123     <!--#include file="food.html"-->
124     <!--#include file="flesh.html"-->
125     <p>
126     These items provide sustenance. Food is generally more healthy
127     to eat, while some flesh items can be sold for good cash. Both
128     types may temporarily alter your stats, and/or be poisonous.
129     Many flesh items inherit the properties of the monster they
130     came from. For example, a ``poisonous'' monster will leave
131     behind poisonous flesh. Don't eat it if you know what's good
132     for you!!
133     <p>
134     <strong>Weapons/Armour: </strong><p>
135     Tons of items, it is up to you as the player to figure out which work
136     better then others. Take a look at weapon/armour weight in the <A
137     href="../spoiler-html/spoiler.html">spoiler</a>
138     to get an idea of how enchanted unidentified items are. <p>
139    
140     <strong>Artifacts:</strong><p>
141     These are the real treasures of the game. There are more than 20
142     artifacts out there, but they are very hard to come by.
143     <p>
144     <h2><a name="6.3.0">Encumbrance</h2>
145    
146     Armour, weapons, shields will encumber a wizard and cause spell
147     failure. Light equipment causes no failure at all whereas heavy equipment
148     causes mondo failures.
149     <p>
150    
151     The reasoning is that the bulkiness of objects, not their weight exactly, is
152     what causes failures. So the basic idea of encumbrance is that items get in
153     the way more than they weigh down. Unfortunately, our only measure of
154     'getting in the way' was the weight.<p>
155    
156     <h3><a name="6.3.1">How encumbrance is calculated</h3>
157     Encumbrance points are tallied only from <em>applied</em> objects. Weapons
158     give
159     3x their weight in kg in encumbrance points. Shields give 1/2 their weight
160     in kg in encumbrance points. Armour gives its weight in encumbrance points.<p>
161    
162     There's an allowance of encumbrance points which all players get before they
163     start losing incantations, this was about 35-45, not too much.<p>
164    
165     The formula works like this: You make a roll of 1-200. You compare it to a
166     failure threshold. This threshold is: encumbrance + incantation
167     <samp>level</samp> - caster <samp>level</samp> - 35<p>
168    
169     For example, lets say a 4th <samp>level</samp> wizard is casting a 5th
170     <samp>level</samp> incantation . The wizard is wearing plate mail (100 kg),
171     a 20 kg shield and wielding a 15 kg weapon. His encumbrance is 100 + 10 + 45
172     = 155. Thus, his threshold for failure is 155 + 5 - 4 = 156 or just about
173     3/4 failure rate.<p>
174    
175     There is no special bonuses for using magical equipment, although, it is
176     clear that magical armour and weapons make things better through their weight.
177     <p>
178    
179     <h2><a name="6.4.0">Enchantments</h2>
180    
181    
182     Some items will have numerical values such as +1, +2, +3, etc.
183     trailing their names. These <em>magic</em> values indicate that the item
184     is enchanted,
185     and in some way may be better or (if the value is negative) worse
186     than ordinary run of the day items of its kind.<p>
187    
188     <h3><a name="6.4.1">Enchanting armour</h3>
189    
190     Enchantment of armour is achieved with the
191     <em>enchant armour</em>
192     <!--#include file="scrolls.html"-->
193     scrolls.
194     Each time you successfully use a scroll, you will
195     add a plus value, more armour to the piece of equipment and
196     some fractional amount of weight.
197     <p>
198    
199     You may only add up to 1 + (overall <samp>level</samp>/10) (rounded down
200     like an integer) in pluses to any one piece of armour. How much armour value
201     you add to the item is also dependent on your overall <samp>level</samp>.
202     You may never enchant a piece of armour to have an armour rating greater
203     than their overall <samp>level</samp> or 99.<p>
204    
205     <h3><a name="6.4.2">Enchanting weapons</h3>
206    
207     This is done via a series of scrolls
208     <!--#include file="scrolls.html"-->
209     that you may find or buy in shops. The procedure is done in two steps. Use
210     the <em>prepare weapon</em> scroll to lay a magic matrix on your weapon.
211     Then use any of the other scrolls to add enchantments you want. Note that
212     some of these scrolls will also require a ``sacrifice'' to be made when they
213     are read. To sacrifice an object just stand over it when you read the weapon
214     scroll. Scrolls for weapon enchantment are: <p>
215    
216     <strong>Prepare weapon</strong><p>
217     Diamonds are required for the sacrifice. The item
218     can be enchanted the square root of the number of diamonds sacrificed. Thus,
219     if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls
220     read.
221     <p>
222    
223     <strong>Improve damage</strong><p>
224     There is no sacrifice. Each scroll read will increase the damage by 5
225     points, and the weight by 5 kilograms.
226     <p>
227    
228     <strong>Lower (Improve) Weight</strong><p>
229     There is no sacrifice. Each scroll read will reduce the weight by 20%.
230     The minimum weight a weapon can have is 1 gram.
231     <p>
232    
233     <strong>Enchant weapon</strong><p>
234     This does not require any sacrifices, and increases the magic by 1.
235     <p>
236    
237     <strong>Improve Stat</strong> (ie, Strength, Dexterity, etc)<br>
238     The sacrifice is the potion
239     <!--#include file="potion.html"-->
240     of the same type
241     as the ability to be increased (ie, Improve Strength requires strength
242     potions). The number of potions needed is the sum of all the abilities
243     the weapon presently gives multiplied by 2. The ability will then be
244     increased by 1 point. Thus, if a sword is Int +2 and Str +2, then 8
245     potions would be needed to raise any stat by one point. But if the
246     sword was Int +2, Str +2, and Wis -2, then only 4 potions. A minimum of
247     2 potions will be needed.
248     <p>
249    
250     <strong>WARNING:</strong> something to keep in mind before you start
251     enchanting like crazy - you can only use a weapon that has 5 + 1
252     enchantments for every 5 levels of <samp>physique</samp> experience you
253     possess. So, a character with 10th level in the <samp>physique</samp>
254     experience category may only be able to use a weapon with a maximum of 7
255     enchantments!<p>
256    
257     <a href="handbook.html"><img src="fig/book.gif">Back to table of contents</a><br>
258     <a href="chap5.html"><img src="fig/stairup.gif">Go to chapter 5</a><br>
259     <a href="chap7.html"><img src="fig/stairdown.gif">Go to chapter 7</a><br>