109 lines
3.8 KiB
Plaintext
109 lines
3.8 KiB
Plaintext
/**
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@fn obj::magic
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@section Use
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<table>
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<tr>
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<th>Type(s)</th>
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<th>Description</th>
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</tr> <tr>
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<td>
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@ref page_type_99
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</td><td> <magic bonus> works just like ac, except that it can be improved by
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"scrolls of Enchant Armour" or reduced by acid. It is less useful
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than direct armor-class bonus on the boots.
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Important: <magic bonus> on boots has no effect if there is no
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<armor class> set. It only works in combination with <armor class>.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_104
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</td><td> <magic bonus> works just like ac, except that it can be improved by
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"scrolls of Enchant Armour" or reduced by acid. It is less useful
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than direct armor-class bonus on the bracers.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_16
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</td><td> <magic bonus> works just like ac, except that it can be improved by
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"scrolls of Enchant Armour" or reduced by acid. It is less useful
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than direct armor-class bonus on the armor.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_87
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</td><td> <magic bonus> works just like ac, except that it can be improved by
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"scrolls of Enchant Armour" or reduced by acid. It is less useful
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than direct armor-class bonus on the cloak.
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Important: <magic bonus> on cloaks has no effect if there is no
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<armor class> set. It only works in combination with <armor class>.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_158
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</td><td> <infection range> sets the range at which infection may occur.
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If positive, the <infection range> is level dependant - If negative,
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it is not:
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E.g. "<infection range> -6" means creatures can be infected in
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six square range, and <plaque level> doesn't modify that.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_113
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</td><td> <magic bonus> works just like ac, except that it can be improved by
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"scrolls of Enchant Armour" or reduced by acid. It is less useful
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than direct armor-class bonus on the helmet.
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Important: <magic bonus> on girdles has no effect if there is no
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<armor class> set. Girdles shouldn't have <armor class>, thus
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<magic bonus> is pointless here.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_100
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</td><td> If the gloves provide <armor class>, <magic bonus> will increase it.
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If the gloves have <weapon class> instead, then <magic bonus>
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will increase that.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_34
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</td><td> <magic bonus> works just like ac, except that it can be improved by
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"scrolls of Enchant Armour" or reduced by acid. It is less useful
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than direct armor-class bonus on the helmet.
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Important: <magic bonus> on helmets has no effect if there is no
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<armor class> set. It only works in combination with <armor class>.
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Crowns for instance typically provide no <amour class>.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_13
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</td><td> Magic bonus increases chance to hit and damage a little bit.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_33
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</td><td> <magic bonus> works just like ac, except that it can be improved by
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"scrolls of Enchant Armour" or reduced by acid. It is less useful
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than direct armor-class bonus on the shield.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_14
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</td><td> <Magic bonus> improves the quality of the shooting weapon.
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I'm not sure what exactly is increased - maybe weapon class?
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However, <magic bonus> seems to have a little bit of positive
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influence on your chance to hit.</td>
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</tr>
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<tr>
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<td>
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@ref page_type_15
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</td><td> For a weapon, magic bonus works just like weapon class, except that
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magic bonus can be improved by the gods or reduced by acid. Hence, it is
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less useful than direct weapon class value on a weapon.</td>
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</tr>
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*/
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