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Section I : Getting Started

Chapter 3: Equipping your party

Starting Party - Item Management

When you have just equipped your party, your characters will have a basic set of equipment. Mages will have some herbs and leather armour, Healers leather armour, Rangers. leather and a bow, Rogue. leather and a sword, Warriors. chain mail and an axe.

Maybe you'll want to buy some weapons to give to your other characters, maybe not. Items in cities tend to be very expensive and a lot higher then the prices you will (later) get for selling the same items. Probably there is something you can use, a shield perhaps or a melee weapon for one of your non-warriors. However the investment at this time may increase the survivability of your party a little.

Before purchasing new items you should understand how the Item Management functions. Clicking on the Item Management will give you a screen with several possible actions.

Firstly you can set sell or transfer orders of items that one of your characters currently possess (creating these cost 1 ap). These orders enable you to give swap pieces of equipment with other parties in the game either by agreement or through an open sale. Once this order is set up however the item will at some point disappear from your inventory once an interested party turns up. The order will also disappear if you move the item from one character to another.

There is the option to pool all your gold to one character (you'll only use this when doing great purchases, such as recruiting and building alliance halls). Next there is the option to share the gold equally between all your characters (you should consider doing this fairly often in the early days when the likelihood of a character dying is increased, so the gold loss will be lower if one of your character's dies). There is also an option to share spell components, this one will share all components equally amongst your magi (if you have one magus, you will actually pool them).

Then there is a possibility to pool several sorts of items to one of your characters: Monster Body Parts, Spell Components, Magic Identified, Magic Unidentified and non-Magic (i.e. all other items). This can be useful a little later in the game when you are selling booty and wish to avoid inadvertently selling magic items that have not been identified.

Now you will have a table with all your characters and actions you can do concerning their items.
  • Equipping/Unequipping Items: you can equip one melee weapon, one missile weapon, one shield (unless you are using a two handed weapon) and one armour. You can also equip any magic items that are not weapons (bracers, cloaks, belts etc).
  • Dropping/Transferring Items to other characters: you can drop any item you have or you can transfer to one of your other characters. You can also specify the amount. Note that the default for this entry is not another character but dropping it to the floor. Once this happens it is lost forever

  • All actions in the Item Management cost one AP.

    Melee Weapons

    There are five types of Melee Combat skills and four classes of Melee Weapons. How can this be, you'll ask. I'll explain you.
    Unarmed Quite clear, your character has no weapon equipped, so he'll try to kill with his bare hands. Try, I said. There are no common unarmed weapons but you may one day find yourself with Gloves or Gauntlets once worn by great heroes.
    Blade Dagger, Short Sword, Long Sword and 2-Hand Sword (the later, the more damage inflicted). These are effective weapons for good killing. Don't weigh much, good for your Rogue. Note that only the 2-Handed Sword precludes the use of shield.
    Axe Hand Axe, Battle Axe and 2-Hand Battle Axe: Rough but still sharp weapons, for Warriors. Note that only the 2-Handed Battle Axe precludes the use of a shield.
    Blunt Mace, Battle Mace, War Hammer and War Maul: Absolutely primitive weapons styled for heavy damage through impact. Healers and Rangers tend to be good at these. Note that only the War Maul precludes the use of a shield..
    Staff Short Staff, Long Staff and Quarter Staff: A Staff is a piece of wood your Mage will use to walk, maybe he'll even one day kill someone with (Imagine!). Only the Short Staff can be used with shields.

    Missile Weapons

    Missile Weapons can be equipped as well as Melee weapons. They are used during the missile phase in combat and luckily are deemed to have an unlimited supply of ammunition. There are three kinds of Missile Skills and Missile Weapons.
    Bow Short Bow, Long Bow and Composite Bow: a hard craft to learn, great archers can cause serious damage.
    X-Bow Light X-Bow, Medium X-Bow and Heavy X-Bow (X-Bow=Crossbow): Accuracy and force make it a deadly weapon, even in the most unexperienced hands. To get your X-Bow to do more damage than he does now, you'll have to train long and hard.
    Sling Sling and Warrior's sling: often linked to the Halfling people (as bows are linked with Elves), slings may not be very dangerous in the beginning but a well-trained slinger often turns out doing heavy damage. The other advantage is their light weight; even elves may choose this missile weapon to allow them to carry more of something else.

    Shield and Armour

    Shields Buckler, Shield and Tower Shield: Shields are used to protect the bearer in combat. They are heavy but when the shieldbearer is well trained he will be hit less often by enemies.
    Leather Armour Leather Vest, Leather Suit and Full Leather: Leather is the lightest armour in two ways: it weighs almost nothing but it is not very protective either. Full Leather is the heaviest and most protective of this armour.
    Chain Armour Chain Mail, Chain Suit and Full Chain: This is the armour in between, the minimum for a warrior but heavy and difficult to learn for other classes.
    Plate Armour Plate Mail, Plate Suit and Full Plate: The heaviest and the strongest but not for everyone. Warriors will get used to it quickly, but don't expect an Elven Magus to be able to move with it ever. The only thing he'll do is lose his breath and die.

    Herbs - Spell Components

    In Strive For Power, Mages need herbs for spells, Healers don't. There are eight different herbs: Hermic Root, Moonlight Moss, Mountain Grass, Demunga Flower, Sunshine Flower, Wizard Fungus, Mystic Mushroom and Bluetooth Stilk.