ITEMS
These are the basic items found in Garth's
Equipment Shoppe in unlimited quantity:
Torch
Lamp
Broadsword
Short Sword
Dagger
War Axe
Halbard
Mace
Staff
Buckler
Tower Shield
Leather Armor
Chain Mail
Scale Armor
Plate Armor
Robes
Helm
Leather Gloves
Gauntlets
Mandolin, Harp, Flute
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--for light in dungeons
--longer duration than a torch
--most damaging non-magic
sword, only usable by fighters
--lighter sword, usable by all but
mages
--usable by all, not too effective
--a heavy, damaging weapon, not
usable by bards, rogues, or
magic users
--a combination battle axe and
pike, the most damaging
non-magical weapon
--the most powerful weapon a
rogue can use; an armor crusher
--a simple, non-magical cudgel
--a small round shield
--a larger shield
--the lightest armor, wearable by
all but magicians and conjurers
--light metal mesh armor, best
against light weapons
--better still, difficult to pierce
--strongest non-magical armor
--will dull old knives, but that's it
--covers the head and saves the
adventurer's good looks
--some protection for the hands
--metal gloves
--musical instruments for use
by Bards
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Item Abbreviations
FGN is an abbreviation for Figurine, a magical
statuette which can come to life.
MTHR is an abbreviation for Mithril, an elven metal
with magical qualities.
ADMT is an abbreviation for Adamant, another
magical metal.
DMND is an abbreviation for Diamond, one of the
hardest substances known to man or monster.
Tips from the Underground: Items
1. Generally, the more expensive the item is, the
better it works. Almost like real life.
2. There are no cursed or bad items, unlike real life.
3. Don't be stingy. Equip your fighters with the
best armor, weapon, shield, helmet and gauntlets
money can buy. After all, he can't take it with him.
4. Experiment with all items you find to determine
their capabilities. Magical items are key to success.
Remember that an item may only be magical for
certain characters and classes, so trade items
around if you have to.
5. Make sure some of your characters carry less
than 8 items, or else the party will never be able to
pick up new magical items in the dungeons.
6. Whenever your party captures an especially
interesting or powerful magic item, save the party as
soon as possible. That way, even if disaster strikes,
you will never lose that powerful armor, weapon,
talisman or whatever.
7. This manual is not protected by magic shields or
air armor. Don't let your dog eat it.
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