260 lines
10 KiB
Plaintext
260 lines
10 KiB
Plaintext
<html>
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<head>
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<title>Crossfire Playerbook - Chapter 6</title>
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</head>
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<body>
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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>
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