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<title>Crossfire Playerbook - Chapter 6</title> |
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<h1>Equipment</h1> |
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<p> |
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<h2><a name="6.1.0">Going to market..</h2> |
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<!--#include file="shop.html"--> |
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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 |
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<!--#include file="shopmat.html"--> |
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. The cost of the item will automatically be |
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deducted from your money |
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<!--#include file="money.html"--> |
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. 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 <samp>examine</samp> command, or the cursor and left button |
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of the mouse to examine the price of an item <em>before</em> you buy or sell. |
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<p> |
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<h3><a name="6.1.1">Some notes about shopping</h3> |
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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 <a href="chap2.html#table_pri_eff">primary stat effects</a>). |
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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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<p> |
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Some notable exceptions to the above:<p> |
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<ul> |
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<li> Gems will always be sold or bought 3% more or less their standard value. |
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<li> For magic stuff value is 3 *(<samp>magic</samp>)^3</samp> of standard value. |
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<li> Unidentified items value is 2/3 of standard. |
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</ul> |
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<p> |
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<h3><a name="6.1.2">Plundering shops</h3> |
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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.<p> |
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<h2><a name="6.2.0">Items</h2> |
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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 <em>Crossfire</em> |
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<p> |
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<strong>Books:</strong> |
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<!--#include file="books.html"--> |
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<p> |
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This is how players can obtain magical spells, sometimes a player can learn |
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the spell, other times they cannot. The chance depends on the type of spell, |
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either INT (incantations) or WIS (prayers) is used to help determine the |
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percentage chance that the spell might be learned (see section <a |
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href="chap4.html#4.10.0">learning a spell</a> for details).<p> |
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There are many, many different types of books out there, as well as being |
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spell books (grimores and prayerbooks), the following information can appear |
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in books generated in shops and/or monster treasure hoards: |
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<ul> |
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<li> Compendiums on monsters. Their powers/abilities are |
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described as in the <A href="../spoiler-html/spoiler.html">spoiler</a>. |
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<li> Compendiums of incantations/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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<li> ``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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<li> Compendiums explaining the powers of magic items. Higher |
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level texts have more items detailed. |
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<li> Alchemical Formulae. |
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<li> Other randomly generated information. |
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</ul> |
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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</em> specific.<p> |
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<strong>Scrolls and Potions:</strong> |
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<!--#include file="scrolls.html"--> |
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<!--#include file="potions.html"--> |
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<p> |
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Most of these items provide a one-shot use of a spell without making |
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the user expend either mana or grace. Scroll use depends on the |
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user's <samp>literacy</samp> skill and may fail. Potions always |
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work, but are more expensive to buy. Several kinds of items are |
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classed as "potions": balms, figurines, and dusts. Some potions |
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don't cast spells, but instead raise the drinker's stats. Beware |
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cursed potions. They can <em>lower</em> your stats instead! |
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<p> |
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<strong>Wands(Staves)/Rods/Horns:</strong> |
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<!--#include file="wands.html"--> |
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<!--#include file="rods.html"--> |
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<!--#include file="horns.html"--> |
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<p> |
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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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<p> |
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<strong>Rings:</strong> |
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<!--#include file="rings.html"--> |
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<p> |
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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. <p> |
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<strong>Food/Flesh:</strong> |
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<!--#include file="food.html"--> |
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<!--#include file="flesh.html"--> |
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<p> |
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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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<p> |
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<strong>Weapons/Armour: </strong><p> |
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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 <A |
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href="../spoiler-html/spoiler.html">spoiler</a> |
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to get an idea of how enchanted unidentified items are. <p> |
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<strong>Artifacts:</strong><p> |
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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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<p> |
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<h2><a name="6.3.0">Encumbrance</h2> |
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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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<p> |
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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 |
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the way more than they weigh down. Unfortunately, our only measure of |
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'getting in the way' was the weight.<p> |
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<h3><a name="6.3.1">How encumbrance is calculated</h3> |
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Encumbrance points are tallied only from <em>applied</em> 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.<p> |
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There's an allowance of encumbrance points which all players get before they |
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start losing incantations, this was about 35-45, not too much.<p> |
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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 |
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<samp>level</samp> - caster <samp>level</samp> - 35<p> |
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For example, lets say a 4th <samp>level</samp> wizard is casting a 5th |
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<samp>level</samp> incantation . The wizard is wearing plate mail (100 kg), |
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a 20 kg shield and wielding a 15 kg weapon. His encumbrance is 100 + 10 + 45 |
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= 155. Thus, his threshold for failure is 155 + 5 - 4 = 156 or just about |
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3/4 failure rate.<p> |
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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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<p> |
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<h2><a name="6.4.0">Enchantments</h2> |
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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</em> 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 run of the day items of its kind.<p> |
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<h3><a name="6.4.1">Enchanting armour</h3> |
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Enchantment of armour is achieved with the |
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<em>enchant armour</em> |
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<!--#include file="scrolls.html"--> |
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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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<p> |
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You may only add up to 1 + (overall <samp>level</samp>/10) (rounded down |
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like an integer) in pluses to any one piece of armour. How much armour value |
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you add to the item is also dependent on your overall <samp>level</samp>. |
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You may never enchant a piece of armour to have an armour rating greater |
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than their overall <samp>level</samp> or 99.<p> |
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<h3><a name="6.4.2">Enchanting weapons</h3> |
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This is done via a series of scrolls |
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<!--#include file="scrolls.html"--> |
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that you may find or buy in shops. The procedure is done in two steps. Use |
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the <em>prepare weapon</em> scroll to lay a magic matrix on your weapon. |
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Then use any of the other scrolls to add enchantments you want. Note that |
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some of these scrolls will also require a ``sacrifice'' to be made when they |
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are read. To sacrifice an object just stand over it when you read the weapon |
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scroll. Scrolls for weapon enchantment are: <p> |
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<strong>Prepare weapon</strong><p> |
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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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<p> |
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<strong>Improve damage</strong><p> |
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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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<p> |
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<strong>Lower (Improve) Weight</strong><p> |
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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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<p> |
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<strong>Enchant weapon</strong><p> |
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This does not require any sacrifices, and increases the magic by 1. |
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<p> |
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<strong>Improve Stat</strong> (ie, Strength, Dexterity, etc)<br> |
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The sacrifice is the potion |
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<!--#include file="potion.html"--> |
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of the same type |
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as the ability to be increased (ie, Improve Strength requires strength |
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potions). The number of potions needed is the sum of all the abilities |
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the weapon presently gives multiplied by 2. The ability will then be |
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increased by 1 point. Thus, if a sword is Int +2 and Str +2, then 8 |
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potions would be needed to raise any stat by one point. But if the |
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sword was Int +2, Str +2, and Wis -2, then only 4 potions. A minimum of |
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2 potions will be needed. |
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<p> |
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<strong>WARNING:</strong> something to keep in mind before you start |
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enchanting like crazy - you can only use a weapon that has 5 + 1 |
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enchantments for every 5 levels of <samp>physique</samp> experience you |
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possess. So, a character with 10th level in the <samp>physique</samp> |
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experience category may only be able to use a weapon with a maximum of 7 |
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enchantments!<p> |
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<a href="handbook.html"><img src="fig/book.gif">Back to table of contents</a><br> |
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<a href="chap5.html"><img src="fig/stairup.gif">Go to chapter 5</a><br> |
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<a href="chap7.html"><img src="fig/stairdown.gif">Go to chapter 7</a><br> |