Now, rune-based ID. The basic plan is that every item property constitutes a "rune", which once learned, the player can always recognise. Properties include resists, slays, brands, protections, powers (like see invisible), sustains, stat modifiers, skill (like stealth) modifiers and probably curses. They also include magical to-hit, to-dam and to-ac. Some examples of how this works in practice:
- A starting warrior will have a Dagger (1d4). They might look in the weaponsmith's shop and see a Long Sword (2d5) for 100 gold, and another for 4500 gold, but not know the difference. When they find a weapon with + to-dam, and use it on something, their dagger will then appear as a Dagger (1d4)(+0,+0), and they'll recognise all plusses from there on.
- A character picks up a weapon, and recognises it as a Broad Sword (2d5)(+4,+6) [+3] with RAcid and RFire. Wielding it, they recognise it gives +2 to Stealth, so they learn the stealth rune. Inspecting it describes all this, adding "This item has unknown properties". After they get the RElec and RCold runes, they name it (Defender).
- A character picks up a Long Sword (4d5), and has it immediately identified as 'Ringil'. It is marked as having unknown properties until they collect all the relevant runes.
Points to note:
- There is no more pseudo-ID.
- There is no magical ID, except (probably) as a mage spell.
- The only mystical knowledge the player gets is that an item still has unknown properties.
- Ego types are identified when all their runes are known - think of it as the character saying "This fine hat gives me protection from fear, confusion and stunning, and resistance to sound. I name it Hat of Serenity."
- Artifacts are legendary objects that everyone has heard of, and that probably have their names stuck on with dymo tape. You wouldn't want to believe legends too closely though, so actual properties are identified in the usual way.
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