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