223 lines
9.9 KiB
TeX
223 lines
9.9 KiB
TeX
|
|
\chapter{Equipment}\label{chap:equip}
|
|
|
|
\section{Going to market..}\index{equipment, value}
|
|
\inputimage{shops}
|
|
|
|
You can find equipment for sale at easily recognizable buildings. To buy an
|
|
item just pick it up and walk out of the building by stepping on a
|
|
shop mat\inputimage{shopmat}. The cost of the item will auto-matically be
|
|
deducted from your money\inputimage{money}. To sell an item,
|
|
enter the shop and drop the item
|
|
on the shop floor. Money from the sale will auto-matically be placed in your
|
|
inventory. Use the {\tt examine} command, or the cursor and left button
|
|
of the mouse to examine the price of an item {\em before} you buy or sell.
|
|
|
|
\subsection{Some notes about shopping}
|
|
\index{shopping}
|
|
|
|
Most items will have a value based on their ``standard'' cost
|
|
multiplied by a factor based on your charisma (see table \ref{tab:pri_eff}).
|
|
You can never look good enough that you can buy stuff then sell
|
|
it at a profit. \\
|
|
|
|
\noindent{Some} notable exceptions to the above:
|
|
\begin{quote}
|
|
$\bullet$ Gems\index{gems}\inputimage{gems} will always be sold or bought 3\% more or less their standard value. \\
|
|
$\bullet$ For magic stuff value is 3$\times$({\tt magic})$^{3}$ of standard value. \\
|
|
$\bullet$ Unidentified items value is 2/3 of standard.
|
|
\end{quote}
|
|
|
|
\subsection{Plundering shops}
|
|
\index{stealing from shops}
|
|
|
|
It is not possible to steal from shops (sorry!). If you somehow make
|
|
it out of a shop with ``unpaid'' items, you will find that they will
|
|
be unusable until paid for. On another note, if you save yourself with
|
|
unpaid items in a shop, then crash the game and reload, you will
|
|
find that the unpaid items will not be saved.
|
|
|
|
\section{Items}
|
|
\label{sec:items}
|
|
|
|
In this section we detail some interesting properties of various
|
|
bits of equipment which may be found in \cf . \\
|
|
|
|
\indent{\bf Books:}\inputimage{books} \\
|
|
\index{books}
|
|
% \index{spells, how to learn}
|
|
This is how players can obtain magical spells, sometimes a player can
|
|
learn the spell, other times they cannot. The chance depends on the type
|
|
of spell, either INT (\incantation s) or WIS (prayers) is used to help
|
|
determine the percentage chance that the spell might be learned (see section
|
|
\ref{sec:spell_learn} for details).
|
|
|
|
There are many, many different types of books out there,
|
|
as well as being spell books (\wizbook s and prayerbooks), the
|
|
following information can
|
|
appear in books generated in shops and/or monster treasure hoards$-$
|
|
\begin{quote}
|
|
$\bullet$ Compendiums on monsters. Their powers/abilities are
|
|
described as in the \spoiler .
|
|
|
|
$\bullet$ Compendiums of \incantation s/prayers by spell Path. Higher
|
|
level texts are more complete in their description of
|
|
available spells.
|
|
|
|
$\bullet$ ``Bibles'': various aspects, properties, and characteristics
|
|
of a God/cult are described. Higher level texts
|
|
have more/better information.
|
|
|
|
$\bullet$ Compendiums explaining the powers of magic items. Higher
|
|
level texts have more items detailed.
|
|
|
|
$\bullet$ Alchemical Formulae.
|
|
|
|
$\bullet$ Other randomly generated information.
|
|
\end{quote}
|
|
Book level is assigned when the book is generated as treasure.
|
|
Level is based on the difficulty of the map the book is
|
|
generated on. All information is {\em server} specific. \\
|
|
|
|
{\bf Scrolls and Potions:}\inputimage{potions}\inputimage{scrolls}
|
|
\index{scrolls}\index{potions}\\
|
|
|
|
Most of these items provide a one-shot use of a spell without
|
|
making the user expend either mana or grace. Scroll use
|
|
depends on the user's {\tt literacy} skill and may fail. Potions
|
|
always work, but are more expensive to buy. Several kinds
|
|
of items are classed as "potions": balms, figurines, and
|
|
dusts. Some potions don't cast spells, but instead raise
|
|
the drinker's stats. Beware cursed potions. They can {\em lower}
|
|
your stats instead! \\
|
|
|
|
{\bf Wands(Staves)/Rods/Horns:}\inputimage{wands}\inputimage{rods}
|
|
\inputimage{horns}\index{wands}\index{rods}\index{horns} \\
|
|
These items provide use of spells. Wands have a limited
|
|
number of charges, while horns and rods will recharge
|
|
(but don't fire as much damage in a small amount of time).
|
|
Horns are used at the overall level of ability of the
|
|
user, while rods and wands cast spells at the item level.\\
|
|
|
|
{\bf Rings:}\inputimage{rings} \\ \index{rings}
|
|
Many different types, rings can be worn to add/remove different
|
|
immunities, gain/lose spell Paths and alter all types of stats. \\
|
|
|
|
{\bf Food/Flesh:}\inputimage{food}\inputimage{flesh}\index{food}\index{flesh} \\
|
|
These items provide sustenance. Food is generally more healthy
|
|
to eat, while some flesh items can be sold for good cash. Both
|
|
types may temporarily alter your stats, and/or be poisonous.
|
|
Many flesh items inherit the properties of the monster they
|
|
came from. For example, a ``poisonous'' monster will leave
|
|
behind poisonous flesh. Don't eat it if you know what's good
|
|
for you!!\\
|
|
|
|
{\bf Weapons/Armour: }\index{armour}\index{weapons}\\
|
|
Tons of items, it is up to you as the player to figure out which work
|
|
better then others. Take a look at weapon/armour weight in the \spoiler\
|
|
to get an idea of how enchanted unidentified items are. \\
|
|
|
|
{\bf Artifacts:}\index{artifacts}\\
|
|
These are the real treasures of the game. There are more than 20
|
|
artifacts out there, but they are very hard to come by. \\
|
|
|
|
\section{Encumbrance}\label{sec:encumberance}\index{equipment, encumbrance}\index{encumbrance}
|
|
Armour, weapons, shields will encumber a wizard and cause spell
|
|
failure. Light equipment causes no failure at all whereas heavy equipment
|
|
causes mondo failures.
|
|
|
|
The reasoning is that the bulkiness of objects, not their weight exactly, is
|
|
what causes failures. So the basic idea of encumbrance is that items get in the
|
|
way more than they weigh down. Unfortunately, our only measure of 'getting
|
|
in the way' was the weight.
|
|
|
|
\subsection{How encumbrance is calculated}
|
|
Encumbrance points are tallied only from {\em applied} objects. Weapons
|
|
give
|
|
3x their weight in kg in encumbrance points. Shields give 1/2 their weight
|
|
in kg in encumbrance points. Armour gives its weight in encumbrance points.
|
|
|
|
There's an allowance of encumbrance points which all players get before they
|
|
start losing \incantation s, this was about 35-45, not too much.
|
|
|
|
The formula works like this: You make a roll of 1-200. You compare it to a
|
|
failure threshold. This threshold is: encumbrance + \incantation\ {\tt level}
|
|
- caster {\tt level} - 35
|
|
|
|
For example, lets say a 4th {\tt level} wizard is casting a 5th {\tt level}
|
|
\incantation . The wizard is wearing plate mail (100 kg), a 20 kg shield and
|
|
wielding a 15 kg weapon. His encumbrance is 100 + 10 + 45 = 155. Thus, his
|
|
threshold for failure is 155 + 5 - 4 = 156 or just about 3/4 failure rate.
|
|
|
|
There is no special bonuses for using magical equipment, although, it is
|
|
clear that magical armour and weapons make things better through their weight.
|
|
|
|
\section{Enchantments}\label{sec:enchant}
|
|
\index{equipment, magic}
|
|
|
|
Some items will have numerical values such as +1, +2, +3, etc.
|
|
trailing their names. These {\em magic} values indicate that the item
|
|
is enchanted,
|
|
and in some way may be better or (if the value is negative) worse
|
|
than ordinary runaday items of its kind.
|
|
|
|
\subsection{Enchanting armour}\index{enchantment, armour}\index{armour}
|
|
|
|
Enchantment of armour is achieved with the
|
|
{\em enchant armour}\inputimage{scrolls}\ scrolls.
|
|
Each time you successfully use a scroll, you will
|
|
add a plus value, more armour to the piece of equipment and
|
|
some fractional amount of weight.
|
|
|
|
You may only add up to 1 + (overall {\tt level}/10) (rounded down like an
|
|
integer) in pluses to any one piece of armour. How much
|
|
armour value you add to the item is also dependent on your
|
|
overall {\tt level}. You may never enchant a piece of armour to
|
|
have an armour rating greater than their overall {\tt level} or 99.
|
|
|
|
\subsection{Enchanting weapons}\index{enchantment, weapons}
|
|
\index{weapons}
|
|
|
|
This is done via a series of scrolls\inputimage{scrolls} that you
|
|
may find or buy in
|
|
shops. The procedure is done in two steps. Use the {\em prepare weapon} scroll
|
|
to lay a magic matrix on your weapon. Then use any of the other
|
|
scrolls to add enchantments you want. Note that some of these scrolls will
|
|
also require a ``sacrifice'' to be made when they are read. To sacrifice
|
|
an object just stand over it when you read the weapon scroll. Scrolls
|
|
for weapon enchantment are: \\
|
|
|
|
{\bf Prepare weapon} \\
|
|
Diamonds are required for the sacrifice. The item
|
|
can be enchanted the square root of the number of diamonds sacrificed. Thus,
|
|
if 100 diamonds are sacrificed, the weapon can have 10 other enchant scrolls
|
|
read. \\
|
|
|
|
{\bf Improve damage} \\
|
|
There is no sacrifice. Each scroll read will increase the damage by 5
|
|
points, and the weight by 5 kilograms. \\
|
|
|
|
{\bf Lower (Improve) Weight} \\
|
|
There is no sacrifice. Each scroll read will reduce the weight by 20\%.
|
|
The minimum weight a weapon can have is 1 gram. \\
|
|
|
|
{\bf Enchant weapon} \\
|
|
This does not require any sacrifices, and increases the magic by 1. \\
|
|
|
|
{\bf Improve Stat} (ie, Strength, Dexterity, etc) \\
|
|
The sacrifice is the potion\inputimage{potion} of the same type
|
|
as the ability to be
|
|
increased (ie, Improve Strength requires strength potions). The number
|
|
of potions needed is the sum of all the abilities the weapon presently
|
|
gives multiplied by 2. The ability will then be increased by 1 point.
|
|
Thus, if a sword is Int +2 and Str +2, then 8 potions would be needed to
|
|
raise any stat by one point. But if the sword was Int +2, Str +2, and Wis -2,
|
|
then only 4 potions. A minimum of 2 potions will be needed. \\
|
|
|
|
{\bf WARNING:} something to keep in mind before you start enchanting
|
|
like crazy$-$you can only use a weapon that has 5 + 1 enchantments
|
|
for every 5 levels of
|
|
{\tt physique} experience you possess. So, a character with
|
|
10th level in the {\tt physique} experience category may only be able to
|
|
use a weapon with a maximum of 7 enchantments!
|