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# Content
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>