I searched the forums and couldn't find this anywhere. It's not a show-stopping bug or anything, and its effect on gameplay is negligible, but it does exist so...
In the Training Grounds, there are 2 chests. One contains melee weapons, the other contains missile weapons.
1. Remove the weapons from the melee weapons chest and place them in the missile weapons chest.
2. Leave the Training Grounds.
3. Return to the Training Grounds.
4. The melee weapons chest will contain the melee weapons, as it should.
5. The missile weapons chest will contain both the melee weapons you put there, and the missile weapons that should be there!
6. Take the melee weapons from the melee weapons chest.
7. Take the duplicate melee weapons from the missile weapons chest.
8. Leave the Training Grounds.
9. In your inventory, one set of melee weapons will have disappeared, but the other set is still there!
10. Return to the Training Grounds.
11. Leave the Training Grounds.
12. The second set of melee weapons has disappeared from your inventory!
This bug can also duplicate missile weapons by placing them in the melee weapons chest. You can actually swap the entire inventory of both chests, and duplicate both simultaneously. And, you can repeat the process as often as you like, until the chest inventories are full.
A starting character could therefore walk out of the training grounds with an inventory nearly full of weapons.
BUT, exploiting this bug has limited gameplay disturbances. The weapons are all valued at "0" and so cannot be sold for money. If the character returns to the Training Grounds with these weapons in inventory, and leaves, one of each weapon will again be removed (though they are not removed from Marnid or Borcha's inventory). And by character level 2 or 3, a frugal player can save enough to buy better weapons--and probably will have found better weapons in some of the weapon types.
For a player who wants to exploit this bug, the biggest advantage is that NONE of the training grounds weapons have any prerequisites for use. So a Nun with starting strength of 4 can grab a Training Grounds "Battle Axe" without having to increase her strength. The other advantage is for odd character concepts to be playable at the very start. A Hunter normally starts with a one-handed weapon and a bow. If the Hunter wants to use Throwing weapons from day 1, he can duplicate and take 5 throwing knives out of the Training Grounds, let one disappear, and keep 4 in inventory for use. Or, a Hunter can duplicate the arrows for additional ammunition. Or, a character can arm Borcha and Marnid both with crossbows and 3 stacks of bolts each, for free.
I rather like exploiting this bug. Its effect on game balance is minimal--much less than the not-so-secret "strange" items a wiley player can also get on day 1. However, it is a bug and thus should be reported. And so, I have.
--Mydienon
In the Training Grounds, there are 2 chests. One contains melee weapons, the other contains missile weapons.
1. Remove the weapons from the melee weapons chest and place them in the missile weapons chest.
2. Leave the Training Grounds.
3. Return to the Training Grounds.
4. The melee weapons chest will contain the melee weapons, as it should.
5. The missile weapons chest will contain both the melee weapons you put there, and the missile weapons that should be there!
6. Take the melee weapons from the melee weapons chest.
7. Take the duplicate melee weapons from the missile weapons chest.
8. Leave the Training Grounds.
9. In your inventory, one set of melee weapons will have disappeared, but the other set is still there!
10. Return to the Training Grounds.
11. Leave the Training Grounds.
12. The second set of melee weapons has disappeared from your inventory!
This bug can also duplicate missile weapons by placing them in the melee weapons chest. You can actually swap the entire inventory of both chests, and duplicate both simultaneously. And, you can repeat the process as often as you like, until the chest inventories are full.
A starting character could therefore walk out of the training grounds with an inventory nearly full of weapons.
BUT, exploiting this bug has limited gameplay disturbances. The weapons are all valued at "0" and so cannot be sold for money. If the character returns to the Training Grounds with these weapons in inventory, and leaves, one of each weapon will again be removed (though they are not removed from Marnid or Borcha's inventory). And by character level 2 or 3, a frugal player can save enough to buy better weapons--and probably will have found better weapons in some of the weapon types.
For a player who wants to exploit this bug, the biggest advantage is that NONE of the training grounds weapons have any prerequisites for use. So a Nun with starting strength of 4 can grab a Training Grounds "Battle Axe" without having to increase her strength. The other advantage is for odd character concepts to be playable at the very start. A Hunter normally starts with a one-handed weapon and a bow. If the Hunter wants to use Throwing weapons from day 1, he can duplicate and take 5 throwing knives out of the Training Grounds, let one disappear, and keep 4 in inventory for use. Or, a Hunter can duplicate the arrows for additional ammunition. Or, a character can arm Borcha and Marnid both with crossbows and 3 stacks of bolts each, for free.
I rather like exploiting this bug. Its effect on game balance is minimal--much less than the not-so-secret "strange" items a wiley player can also get on day 1. However, it is a bug and thus should be reported. And so, I have.
--Mydienon
