Humans, Elves, Dark Elves, and Orcs can sell up to
three items when creating a private store. Dwarves can sell up to four
items in a private store. This number can be increased by acquiring
common skills, learned from Fisherman’s Guild Members in every port and
town.
Almost all weapons and armor can be safely enchanted to
+3, but beyond that, success is based on a pre-defined rate of
probability. One-piece type armor can be safely enchanted up to +4.
Armor sets that affect weight increase the amount at which your weight penalty is applied.
Weapons with enhancements cannot be used in the creation of dual swords.
Place
soulshots and spiritshots in the shortcut bar and right-click the
related shortcut to automatically use soulshots and spiritshots.
Right-click it again to turn off automatic use.
Scrolls of
Escape may be interrupted if you are hit while attempting to teleport.
If this happens you will not teleport and your scroll will be gone.
Use
/target [name] to target the player for resurrection with a spell or
scroll. The player must accept the resurrection attempt.
If you crystalize an enchanted item you will receive additional crystals according to the level of enchantment.
For example, if you crystalize an item enchanted +4 or higher, you will receive more bonus crystals than items
enchanted to +3 or less.
Combining swords of a certain grade can create dual swords of the next grade level.
Characters
can carry up to 80 items on their person; this includes equipped items,
quest items and items in your regular inventory. Dwarves can carry up
to 100 items.
When making dual swords, enchantments do not carry over from the original weapons.
If
you have three swords, one of which is enchanted, the blacksmith will
randomly combine any two of them when making dual swords.
When
you enchant items beyond +3, you run the risk of destroying the item
forever. When this occurs, you will receive a lesser amount of crystals
than if you had crystallized it.