bug: Pages numbered correctly in books/core

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<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h2>W SHIELDS</h2>
<p>Shields must be equipped in a character's off-hand slot and further enhance defenses.</p>
<header>
<h1>WEAPONS</h1>
</header>
<p>Each shield entry uses the format below and contains a variety of information:</p>
<p>Weapons are divided into ten Categories: arcane, bow, brawling, dagger, firearm, flail, heavy, spear, sword, and thrown.</p>
<h2>Weapon Entry Format</h2>
<p>Each weapon entry uses the format below and contains a variety of information:</p>
<div role="description">
<strong>WEAPON COST ACCURACY DAMAGE</strong>
</div>
<p>Example: Rapier E 200 z 【DEX + INS】 +1 【HR + 6】 physical</p>
<p>One-handed w Melee w No Quality.</p>
<h3>Components Explained</h3>
<ul>
<li><strong>SHIELD COST DEFENSE M. DEFENSE INITIATIVE</strong></li>
<li>Runic Shield E 150 z +2 +2 -</li>
<li>The weapons name, and whether it is a martial weapon (E).</li>
<li>The weapons cost in zenit.</li>
<li>The Attributes and formula used for Accuracy Checks when performing attacks with the weapon.</li>
<li>The formula used to calculate damage dealt by the weapon, and the type of damage it deals — generally physical, but rare weapons might deal special types of damage such as fire or dark. Remember that HR stands for High Roll — the highest of the two dice you rolled during the Accuracy Check.</li>
<li>Whether the weapon requires one hand or two hands; if you can equip the weapon in one hand slot, you can use your other hand slot to equip another one-handed weapon or a shield.</li>
<li>Whether it is a melee weapon or a ranged weapon.</li>
<li>Any special abilities the item bestows while equipped.</li>
</ul>
<p>No Quality.</p>
<p>You do not have to keep track of ammunition for ranged weapons: once you purchase the item, you're simply assumed to have enough on your person to fight with.</p>
<h3>Understanding Shield Information</h3>
<ul>
<li>The shield's name, and whether it is a martial shield (E).</li>
<li>The shield's cost in zenit.</li>
<li>The increase to Defense and Magic Defense granted by the shield. This is in addition to any benefits granted by the armor you may have equipped.</li>
</ul>
<p>For a list of all the basic weapons available in the game, see the next page.</p>
<p>For a list of all the basic shields available in the game, see page 133.</p>
<h2>A NOTE ON UNARMED STRIKES</h2>
<p>Among the various weapons available in the game, one is the unarmed strike (see next page). These are the character's empty hands, and while they do count as one-handed weapons, they are automatically "equipped" whenever a hand slot is empty. Basically, an empty hand slot also counts as an unarmed strike.</p>
<h2>Armor Concepts</h2>
<p>Martial and non-martial armors influence a character's Defense and Magic Defense scores in different ways.</p>
<p>Remember that regardless of which armor you are wearing, shields always add to it — if you have a free slot, it's never a bad idea to equip a shield.</p>
<p>Legends tell of a sword capable of striking fear in the hearts of Dragons and Wyrms.</p>
<ul>
<li><strong>Lighter armors</strong> give you Defenses based on your current Dexterity and Insight die sizes plus a small bonus. They are great if your Attributes are already high, but can become less effective if you suffer status effects.</li>
<li><strong>Martial armors</strong> set your Defense score to a fixed value, regardless of your current Dexterity die size. They offer reliable protection, but also take a heavy toll on your Initiative.</li>
</ul>
<h2>ARMOR AND DEFENSES</h2>
<p>Philip Forlenza (Order #)</p>
<footer>
<p>Philip Forlenza (Order #)</p>
</footer>