223 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			TeX
		
	
	
			
		
		
	
	
			223 lines
		
	
	
		
			9.9 KiB
		
	
	
	
		
			TeX
		
	
	
| 
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| \chapter{Equipment}\label{chap:equip}
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| 
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| \section{Going to market..}\index{equipment, value}
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| \inputimage{shops}
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| 
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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\inputimage{shopmat}. The cost of the item will auto-matically be
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| deducted from your money\inputimage{money}. 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 {\tt examine} command, or the cursor and left button
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| of the mouse to examine the price of an item {\em before} you buy or sell. 
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|  
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| \subsection{Some notes about shopping}
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| \index{shopping}
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|  
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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 \ref{tab:pri_eff}). 
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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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| 
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| \noindent{Some} notable exceptions to the above:
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| \begin{quote} 
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|    $\bullet$ Gems\index{gems}\inputimage{gems} will always be sold or bought 3\% more or less their standard value. \\ 
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|    $\bullet$ For magic stuff value is 3$\times$({\tt magic})$^{3}$ of standard value. \\ 
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|    $\bullet$ Unidentified items value is 2/3 of standard. 
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| \end{quote}
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|  
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| \subsection{Plundering shops}
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| \index{stealing from shops}
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| 
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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.
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|  
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| \section{Items}
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| \label{sec:items}
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| 
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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 \cf . \\ 
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| 
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| \indent{\bf Books:}\inputimage{books} \\ 
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| \index{books}
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| % \index{spells, how to learn}
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| This is how players can obtain magical spells, sometimes a player can
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| learn the spell, other times they cannot. The chance depends on the type
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| of spell, either INT (\incantation s) or WIS (prayers) is used to help
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| determine the percentage chance that the spell might be learned (see section
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| \ref{sec:spell_learn} for details).
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| 
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| There are many, many different types of books out there,
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| as well as being spell books (\wizbook s and prayerbooks), the 
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| following information can 
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| appear in books generated in shops and/or monster treasure hoards$-$ 
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| \begin{quote}
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|         $\bullet$ Compendiums on monsters. Their powers/abilities are
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|             described as in the \spoiler . 
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| 
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|         $\bullet$ Compendiums of \incantation s/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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| 
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|         $\bullet$ ``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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| 
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|         $\bullet$ Compendiums explaining the powers of magic items. Higher
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|             level texts have more items detailed. 
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| 
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|         $\bullet$ Alchemical Formulae. 
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| 
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|         $\bullet$ Other randomly generated information.
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| \end{quote}
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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} specific. \\ 
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| 
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| {\bf Scrolls and Potions:}\inputimage{potions}\inputimage{scrolls}
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| \index{scrolls}\index{potions}\\ 
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| 
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| 	Most of these items provide a one-shot use of a spell without
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| 	making the user expend either mana or grace. Scroll use
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| 	depends on the user's {\tt literacy} skill and may fail. Potions 
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| 	always work, but are more expensive to buy. Several kinds
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| 	of items are classed as "potions": balms, figurines, and
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| 	dusts. Some potions don't cast spells, but instead raise
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| 	the drinker's stats. Beware cursed potions. They can {\em lower}
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| 	your stats instead! \\ 
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| 
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| {\bf Wands(Staves)/Rods/Horns:}\inputimage{wands}\inputimage{rods}
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| \inputimage{horns}\index{wands}\index{rods}\index{horns} \\ 
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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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| 
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| {\bf Rings:}\inputimage{rings} \\ \index{rings} 
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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. \\ 
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|  
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| {\bf Food/Flesh:}\inputimage{food}\inputimage{flesh}\index{food}\index{flesh} \\  
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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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| 
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| {\bf Weapons/Armour: }\index{armour}\index{weapons}\\ 
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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 \spoiler\ 
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| 	to get an idea of how enchanted unidentified items are. \\ 
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|  
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| {\bf Artifacts:}\index{artifacts}\\ 
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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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| 
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| \section{Encumbrance}\label{sec:encumberance}\index{equipment, encumbrance}\index{encumbrance}
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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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| 
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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 the 
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| way more than they weigh down. Unfortunately, our only measure of 'getting 
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| in the way' was the weight.
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|  
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| \subsection{How encumbrance is calculated}
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| Encumbrance points are tallied only from {\em applied} 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.
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|  
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| There's an allowance of encumbrance points which all players get before they
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| start losing \incantation s, this was about 35-45, not too much.
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|  
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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\ {\tt level}
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|  - caster {\tt level} - 35
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|  
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| For example, lets say a 4th {\tt level} wizard is casting a 5th {\tt level} 
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| \incantation . The wizard is wearing plate mail (100 kg), a 20 kg shield and 
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| wielding a 15 kg weapon. His encumbrance is 100 + 10 + 45 = 155. Thus, his
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| threshold for failure is 155 + 5 - 4 = 156 or just about 3/4 failure rate.
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|  
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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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| 
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| \section{Enchantments}\label{sec:enchant}
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| \index{equipment, magic}
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|  
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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} 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 runaday items of its kind.
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|  
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| \subsection{Enchanting armour}\index{enchantment, armour}\index{armour} 
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| 
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| Enchantment of armour is achieved with the 
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| {\em enchant armour}\inputimage{scrolls}\ 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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| 
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| You may only add up to 1 + (overall {\tt level}/10) (rounded down like an
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| integer) in pluses to any one piece of armour. How much 
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| armour value you add to the item is also dependent on your
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| overall {\tt level}. You may never enchant a piece of armour to 
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| have an armour rating greater than their overall {\tt level} or 99.
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|   
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| \subsection{Enchanting weapons}\index{enchantment, weapons}
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| \index{weapons}
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| 
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| This is done via a series of scrolls\inputimage{scrolls} that you 
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| may find or buy in
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| shops. The procedure is done in two steps. Use the {\em prepare weapon} scroll
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| to lay a magic matrix on your weapon. Then use any of the other
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| scrolls to add enchantments you want. Note that some of these scrolls will
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| also require a ``sacrifice'' to be made when they are read. To sacrifice
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| an object just stand over it when you read the weapon scroll. Scrolls 
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| for weapon enchantment are: \\
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| 
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| {\bf Prepare weapon} \\
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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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| 
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| {\bf Improve damage} \\ 
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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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| 
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| {\bf Lower (Improve) Weight} \\ 
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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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| 
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| {\bf Enchant weapon} \\ 
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|      This does not require any sacrifices, and increases the magic by 1. \\ 
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| 
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| {\bf Improve Stat} (ie, Strength, Dexterity, etc) \\ 
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|      The sacrifice is the potion\inputimage{potion} of the same type 
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| as the ability to be
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|      increased (ie, Improve Strength requires strength potions). The number
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|      of potions needed is the sum of all the abilities the weapon presently
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|      gives multiplied by 2. The ability will then be increased by 1 point.
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|      Thus, if a sword is Int +2 and Str +2, then 8 potions would be needed to
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|      raise any stat by one point. But if the sword was Int +2, Str +2, and Wis -2,
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|      then only 4 potions. A minimum of 2 potions will be needed. \\ 
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| 
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| {\bf WARNING:} something to keep in mind before you start enchanting 
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| like crazy$-$you can only use a weapon that has 5 + 1 enchantments 
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| for every 5 levels of 
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| {\tt physique} experience you possess. So, a character with 
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| 10th level in the {\tt physique} experience category may only be able to 
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| use a weapon with a maximum of 7 enchantments!
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