When using a standard Scroll of Upgrade on a +N enchanted weapon, the weapon has a probability 1/N (1 if N=0) to keep its enchantment while becoming a +(N+1) weapon (still enchanted or not).
Consequently, using a standard Scroll of Upgrade:
a +0 or a +1 enchanted weapon will never lose its enchantment,
a +2 enchanted weapon has a 50% probability to lose its enchantment when becoming a +3 weapon,
a +3 enchanted weapon has a 66.66…% probability to lose its enchantment when becoming a +4 weapon,
etc.
In order to avoid this loss, use a Scroll of Weapon Upgrade.
If you are a Warrior still having your Short sword, you can use the reforging trick described below.
重铸(Reforge)与褪魔(Disenchant)
As a Warrior you can reforge your upgradedShort sword in order to upgrade (+1) another melee weapon (the Short sword will be destroyed).
You can safely upgrade an enchanted weapon by reforging an upgraded Short sword, the enchantment cannot be lost during that upgrade (but, in contrary to a Scroll of Weapon Upgrade, a new enchantment won’t be added to a non-enchanted weapon).
As a Mage you can disenchant your upgradedWand of Magic Missile in order to upgrade (+1) another wand (the Wand of Magic Missile will be destroyed).
If you plan to later reforge/disenchant your Short sword/Wand of Magic Missile, do not upgrade it above +1, as the melee weapon/wand you upgrade this way will only gain +1, and the additional levels of upgrade will be wasted.
Thrown to the enemy this flat curved wooden missile will return to the hands of its thrower
力量需求
精准系数
攻击耗时
购入价格
售出价格
攻击力范围
10
1
1
\
\
1+N~4+2N
飞斧 Tomahawk
This throwing axe is not that heavy, but it still requires significant strength to be used effectively. Bleeding
力量需求
精准系数
攻击耗时
捡得数量
售出价格
攻击力范围
17
1
1
5~12
不可售出
4~20
其它
镐 Pickaxe
This is a large and sturdy tool for breaking rocks. Probably it can be used as a weapon.
力量需求
精准系数
攻击耗时
获取途径
售出价格
攻击力范围
10-N
1
1
200*L
40*(1+L)
3~12
魔杖 Wand
只比匕首长几英寸的金属短剑。
力量需求
精准系数
攻击耗时
购入价格
售出价格
近战攻击力范围
10-N
1
1
\
50
(1+N)~(10+N)
武器的系统生成
Weapon generation follows three steps:
two weapons are created, their type being randomly and independently selected from the table at Weapon/probabilities,
each weapon is randomized according to its type:
a melee weapon has its level randomized following the table at Weapon/random, then acquires an enchantment with a Template:Code probability, following the table at Enchantment/probabilities,
a missile weapon has its quantity randomized,
the weapon which required strength is closest to Template:Code (theoretical Herostrength, except for Warriors) is selected and dropped on the floor (75Template:Pc), put in an unlocked chest (20Template:Pc) or hidden in skeletal remains (5Template:Pc).
In flooded vaults and rooms of traps, the generation is more complicated, as it involves armorgeneration too.