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# Content
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!