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(5.7) Qualitative classification, identifying & selling items ------------------------------------------------------------- Items are classified by -a basic item type -a simple magical enchantment (to hit-chance, to damage, to armour class) -an ego power (some items even have two ego powers at once), (some examples: resistances on armours, elemental brands on weapons, enhanced brightness on light sources. The item carries the names of its ego powers. For example an 'Acidic Long Sword of Gondolin' has been blessed with two ego powers: 'Acidic' and 'Gondolin'. For more information about ego powers see (8.4) Spoiler Files). In general, an item may have up to two ego powers: A prefix and a suffix. In the above example, "Acidic" is the prefix ego power and "of Gondolin" is the suffix ego power. Items with two ego powers are dubbed "double-egos". -sometimes you may find an artifact which can have quite a bunch of different powers combined! Artifacts can be recognized by them carrying a name. Example: The War Maul 'Turmil' or The Whip of Gothmog. There are two types of artifact, true (also called "static") artifacts which are unique-existant and time out after a while, and random artifacts which do not have such limitations. All true artifacts are predefined and listed in ~6. (See (5.9b) for more information about artifacts.) If you find an item, it's 'unidentified'. That means you see only the basic item type. Example: A Whip {+,?} (1d6) The ? indicates that you don't know yet which level is required to wield this item. You have to identify the item to find out more about it. (The (1d6) means that this weapon has one 6-sided die rolled to determine its damage afflicted to your target.) Assuming you identify it you could get one of the results below: Example 1: A Whip {+,1} (1d6) (+0,+3) This is a magical whip. Magical, because its damage is enchanted to +3. It doesn't possess any further special abilities. Example 2: A Fiery Whip of Gondolin {+,24} (1d6) (+8,+13) (+3) This is an ego-weapon ('of Gondolin') with a fire brand ('Fiery'). The base weapon type is a whip which makes it belong to the blunt weapons. Its to-hit and to-damage are magically enchanted to +8 and +13. Gondolin weapons increase strength and constitution (here +3). Ego-items or excellent magical items often have varying abilities. For example a Gondolin-weapon _can_ have HOLD_LIFE, a high resistance, or increase your dex. It doesn't _have to_, however. Some Gondolin-Weapons have different abilities than others. To find out the complete powers of an item it can be neccessary to *identify* it. *Identify* (same as *Perception*) reveals the complete ability list. You can check the complete list of any item listed in a store by pressing 'x' to 'Examine an item'. For items in your inventory or equipment it is the 'I' key instead. To get a full list of an items magical abilities outside of stores requires that you already *identified* the item or bought it from a shop. Items that are bought from a shop are always automatically *identified*. Some shops offer an *identify* service (see (4.5a)), for a fee, of course. Ego items (sometimes) and random artifacts (always) have powers that you cannot be certain about unless you *identify* the item. If you inspect (shift+i) the item when it might still have unknown powers, you will get a message at the bottom of the inspection screen, telling you so: "It may have hidden powers." In this case you should always go and *identify* it, not just to find out whether or not it turns out to indeed have further powers, but also because its selling value will also increase greatly in case it does! If you want to look up what certain special items can/cannot do, see the spoiler files section (8.4) or further explanations in (5.8) and (5.9). If you sell an item to a shop the offer you will receive depends on the following: Item is not identified at all -> the offered cash will equal the value of the basic item type, eg 300 Au for a long sword or 20 Au for an unknown potion. Item has been pseudo-identified -> shops won't buy items that have a bad pseudo-identification. 'average' items will sell for the value of the basic item type. good/excellent/special items will sell for their basic value too so you better identify them to get more money for them! Item has been identified -> the shop will pay you fully for all those boni that are either very obvious (like +STRength or Extra Attacks or Life/Mana) or which are always granted to this kind of ego item (for example 'weapons of *Slay Evil*' always give 'ESP evil'). However, the shop won't offer money for 'hidden' abilities like resistances or ESP which aren't obvious and which are randomly bestowed upon this type of ego item. (Most ego items have one or more random powers!) To make the shop pay for these unknown powers too you'll need to fully identify the item, this is called *identifying* (note the asterisks). To do this, there are scrolls of *Identify*, staves of *Perception* as well as the spell 'Greater Identify'. If your item turns out to lack any hidden powers you wasted the *Identify* scroll, but that's not a big deal. Item has been identified and is a true artifact -> the shop will pay a fixed price which is predefined for each true artifact. You don't need to *ID* it. Note that you can actually look up all true artifacts by pressing: ~ 6 Item has been identified and is a randart -> Shops will usually offer between 10,000 and 15,000 Au for unknown randarts, but never more than the item is really worth. You should _always_ *identify* your randarts to discover all their hidden abilities, so shopkeepers will pay a lot more. Item has been identified and is cursed -> the shops never buy cursed items. That might change if you uncurse it and if the item hasn't only bad (negative) boni on it. Shop prices in general may slightly vary depending on the shop owner's race and your character's race. Sometimes an item turns out to be an artifact! See (5.9b) for more information about artifacts. Pseudo-ID: ---------- If a player holds an unidentified item long enough in either inventory or equipment, he/she might get a 'feeling' about it, telling about its quality. This process is called 'pseudo-ID', short for 'pseudo-identification'. If a player pseudo-IDs an item, the 'feeling' will be appended in { } brackets to the item name. The feeling does not necessarily mean that the item is "good for the player's character" but simply refers to the value of the item ie when it's sold to shops or bought from them. So some 'good' items might even have undesired effects on the character. Example: A typical feeling is 'good'. Let's assume you are wielding an unidenified whip and suddenly pseudo-id kicks in randomly. The whip is actually enchanted, meaning it has some kind of positive +hit,+dam bonus, which makes it 'good'. You will then receive this message: "The Whip {+,?} you are attacking enemies with is good.". And the item in question will be auto-inscribed accordingly, provided it was not already inscribed, in which case it will not gain a pseudo-id inscription: A Whip {+,?} (1d6) {good} Since actively handling an item will make it more likely for you to discover its qualities, equipped items actually have a much higher chance to get pseudo- identified than items in your inventory. In general, training any of these four skills will make pseudo-id in that particular field happen faster ie more frequently, and at certain skill levels also make the results more distinguished so you receive additional, more fine-grained feelings: - Training 'Combat' will improve pseudo-id of weapons, armour, boomerangs, digging tools. It also has a (much smaller) chance of pseudo-id'ing ranged weapons and ammunition. Training it to at least 10 will result in more detailed pseudo-ID'ing, which distinguishes between 'good', 'excellent' and 'special', and also between 'cursed' and 'terrible'. Also you can pseudo-id unenchanted items as just 'average' now. When trained to 30 you will also be able to pseudo-id ranged weapons and ammunition as frequently as weapons and armour. When trained to 40 you can pseudo-id curses on any items. Combat skill is the most powerful skill regarding pseudo-identification, as it encompasses the widest range of items affected. - Training 'Archery' will improve pseudo-id of ranged weapons and ammunition. Training it to level 10 will allow the same distinguishment as for 'Combat': Instead of just 'good', ranged weapons and ammunition are now perceived as 'excellent', 'special', 'cursed' or 'terrible'. - Training 'Magic' improves pseudo-id of magic devices (wands, staves, rods), rings, amulets, mage staves, potions and scrolls: At level 10 you get more detailed feelings such as 'excellent' instead of just 'good', and sometimes 'average' or for items with negative effects outright 'bad'. - 'Trapping' improves pseudo-id of trap kits and ammunition. Training it to level 10 will allow the same distinguishment as for 'Combat': Instead of just 'good', ranged weapons and ammunition are now perceived as 'excellent', 'special', 'cursed' or 'terrible'. - 'Health' training will improve pseudo-id of food (mostly mushrooms). Training it to at least 10 will result in more detailed pseudo-ID'ing, which distinguishes between 'good', 'excellent' and 'special'. Items may display the following pseudo-ID tags: ----------------------------------------------- -Basic items, non-magical: {average} -Valuable / enchanted items {good} -Very valuable items (often ego) {excellent} -Artifacts (random & static) {special} -Cursed artifacts / Stormbringer {terrible} -Cursed items {cursed} -Harmful items (but not cursed) {bad} -Useless or very cheap items {worthless} 'Terrible' doesn't need to mean useless. Some cursed artifacts can be very powerful, rings of power dropped by Nazgul especially. Also, heavily cursed items, including artifacts (and excluding weapons of nothingness) will flip their negative values into positive ones when equipped by a true vampire (ie excluding mimicked ones) or hell knight (again excluding mimicry forms), or by a corrupted priest who has Blood Sacrifice active. Note that this flipping can sometimes fail for random artifacts though! Again - if you want to look up what certain special items can/cannot do, see the spoiler files section (8.4) or further explanations in (5.8) and (5.9).
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