************************************************************
               Elders Scrolls IV: OBLIVION
                    Horadric Cube v2.3
                        by Isatin
                     January 12, 2008
************************************************************

CONTENTS

 1.  Description
 2.  Requirements
 3.  Installation
 4.  Deinstallation
 5.  Instructions
 6.  Cautions
 7.  Formulae
 8.  The Effects of Gems and Skulls
 9.  Compatibility
 10. Disclaimer
 11. Issues
 12. Revision
 13. Future Plans
 14. Editing Info
 15. Contact Info
 16. Credit


1. DESCRIPTION

This mod was inspired by Horadric Cube in the famous ARPG, Diablo II. 
There are six main features in this mod:
- You can upgrade gems, soul gems, arrows, and hundred types of potions 
and scrolls using Horadric Cube.
- You can transmute weapons, amulets, rings, and shields into random 
magic items.
- You can embed gems in weapons, staffs, armor, clothing, and shields 
to add additional magic effects.
- You can gamble for random magic weapons, armor, clothing, amulets, 
and rings. 
- You can get random magic weapons and charms from loot.
- You can get some Diablo-like items like Scroll of Town Portal and 
Rejuvenation Potion.

You can use Horadric Cube to create magic items with random effects. 
There are thousands of combinations that you'll never get the same 
items. Guess what you will get!

There's a chance that the weapons wielded by your enemies get random 
enchantments from this mod. Unlike vanilla Oblvion, it's not pre-defined 
enchantments and purely random. You can get these weapons from loot but 
prepare yourself because you have to taste them before you have chance 
to wield them in your hands.

In addition to the six types of gems in vanilla Oblivion, skulls are 
also introduced to add variety. Unlike Diablo II, you have to use awls 
or chisels, and a mallet to make sockets on items. Awls are for weapons, 
and chisels are for armor and clothing. You could get skulls, awls, and 
chisels from loot with chance. Hope you will have more fun while roaming 
in dungeons.

The cube and mallet are sold by Thoronir in The Copius Coinpurse in 
Imperial City Market District. You can get scrolls with gem effect 
descriptions and basic transmutation formulae and from Phintias in 
First Edition nearby. You can buy Scrolls of Town Portal from Calindil 
in Mystic Emporium or from Norbert Lelles in Lelles' Quality Mercandise 
in Anvil Dock. You can also buy the scrolls from Earil in his shop in 
Crucible, New Sheoth in Shivering Isles.

Gleed offers the gambling service when he is gambling in Imperial Arena. 
You could even get some items with unique magic effects with small 
chance. If you prefer the gear from other mods, you can even gamble for 
them with random magic effects. You have a pile of money and nowhere to 
spend it? Then now you have a new entertainment. Good luck!


2. REQUIREMENTS

Official patch v1.2.0416 or later
Oblivion Script Extender v0013a or later


3. INSTALLATION

Please install Oblivion Script Extender v0013a or later. The home page 
is at http://obse.silverlock.org. Note you have to use obse_loader.exe 
to run Oblivion.

To install this mod, please decompress the pack and put the files into 
your "Oblivion/Data" folder. Next activate "Horadric Cube.esm" and 
"Horadric Cube.esp" in your data file list. You have to activate or 
deactivate "Horadric Cube.SI.esp" according as you have installed the 
expansion of Shivering Isles or not. 

There are three plug-in files for embeddable gems.

"Horadric Cube.gems.swap.esp"
You can swap for embeddable gems with Gleed.

"Horadric Cube.gems.override.esp"
This plug-in replaces vanilla gems with embeddable versions.

"Horadric Cube.gems.lvlist.override.esp"
This plug-in replaces the vanilla gems in leveled lists with embeddable 
versions that you can get them from loot just like the vanilla gems.

- Update from Previous Versions

Please take off all the stuff gotten from the mod before update and save. 
After that, you can load the savefile with this version. I recommend you 
removing all the files from previous versions before update. It won't 
hurt if you don't do this though.

- Update from Versions before v2.1

Some items were moved to the master file from the main plug-in file. 
If you want to keep them, please use v2.1 and load the savefile you're 
going to update. The switch will be automatically done once these 
items are loaded. So you have to go your storage that these item will 
be switched. The items are as follows: embeddable gems, skulls, awls, 
chisels, Rejuvenation Potion and Full Rejuvenation Potion.

I used new functionality provided by OBSE v0013a to re-implement the 
weapon enchantments of Restoration per Kill. So if you had embedded 
diamonds or pearls on weapons, or skulls on staffs, you'd have to 
switch them using v2.1. Read the document in v2.1 for more information.


4. DEINSTALLATION

Deactivate and delete the files from the mod in your "Oblivion/Data".


5. INSTRUCTIONS

- Horadric Cube

To transmute items or upgrade stuff, simply open the cube in your 
inventory and put the items you are going to transmute. When you close 
the cube, the new items will be added into your inventory. You have to 
collect transmutation recipe from loot before you can use them. The 
complete transmutation formulae are listed in the section 7.

- Awls & Chisels

To make sockets on items, make sure you have a mallet in your inventory 
and use the awl or chisel. Then a container menu will show up, put the 
items you want to make sockets and close the container. Awls are for 
weapons, and chisels are for armor and clothing. Weapons and shields 
could have two sockets, while armor and clothing could only have one 
socket. But robes and outfits could have two sockets if they take 
more than one equipment slot. Staffs could have maximum four sockets. 
You need better awls or chisels to make additional sockets.

- Mallet

You can use a mallet to see how many sockets and gems in items. Simply 
use the mallet in your inventory and a container menu will show up. 
Put the item you want to see in the container. When you close it, the 
numbers of sockets and gems in the first item will be shown with a 
message.

- Gems & Skulls

To show the effects of the gems in inventory menu, sigil stone versions 
of the gems are introduced. The four effects on the gems represent the 
embedding effects on weapons, staffs, apparel, and shields, respectively. 
If you use "Horadric Cube.gems.override.esp" to replace the vanilla gems 
with embeddable ones, the effects won't be shown in inventory menu though 
but you can still embed gems.

To embed the gems and skulls in items, simply click them in inventory 
menu and put the item you want to embed in the showing-up container 
menu. The better a gem is, the more powerful the embedding effect is. 
The effects of gems and skulls are listed in the section 8.

While you're embedding the sigil stone versions of the gems, it also 
brings the sigil stone menu which will be closed automatically. However, 
sometimes the script doesn't work well and the sigil stone menu won't 
be closed. Please close the menu by yourself. Don't try to enchant an 
item with the gems in this case. It's really useless.

- Charms

Unlike Diablo II, you have to wear charms to get the benefit from them. 
They don't take any equipment slot though. Moreover, you can only wear 
one charm at the same time. They are designed to give the player only 
very few bonuses. You can ask Gleed to stop magic loot generation.

- Scroll of Town Portal

Using this scroll will open a portal to the last-visited city with a 
market. You have to activate "Horadric Cube.SI.esp" or the scroll 
doesn't work in Shivering Isles if the expansion installed.

- Enabling/Disabling Affixes

If you felt the names of magic items were too long to fit in your menu, 
you could ask Gleed to show only prefix or suffix. This only affects 
the items to be created afterwards and doesn't affect already created 
items. The default setting shows both affixes.

- Adding Items from Other Mods for Gambling

This mod provides functionality to add items from other mods for 
gambling. You need to put the items you want to add in a special box. 
To do this, talk to Gleed about "Add Weapon" or "Add Armor". Then a 
container menu will show up, please put the items you want to add and 
close the box. The items put in the box will be returned after that. 

There are eight ranks for weapons and six ranks for armor in vanilla 
Oblivion. I recommand you choosing the proper rank according to the 
statistics of items with respect to the ones in vanilla Oblivion to keep 
consistence and game blance. If you want to reset the template items to 
default, you can ask Gleed to do that.

You can find the statistics for vanilla weapons and armor at the 
following web pages:
http://www.uesp.net/wiki/Oblivion:Weapons 
http://www.uesp.net/wiki/Oblivion:Armor


- Template Clothing for Gambling
	
Most common clothing is grouped into lower, middle, and upper classes. 
If you perfer the clothing in a certain class, you can ask Gleed to 
enable or disable individual class.

Please do not disable all classes unless you have added some clothing. 
If this mod cannot find any template for the item type you are gambling 
for, you will simply get nothing.


6. CAUTIONS

Once the items are used to transmute, there's no way to get them back. 
So please check these items put in the cube before transmuting. If 
you change your mind, just take the items back before closing the cube.

Transmuting is like player-made items -- they will be saved in your 
savefiles. Socket making, gem embedding, gambling for items, and magic 
charms from loot also create new items in savefiles. If you do these 
things too much, they might significantly bloat your savefiles. To 
reduce this problem, please use player-made items, including those 
created by this mod, to transmute as much as possible. Thus the mod can 
reuse the form IDs of these items and doesn't need to create new ones. 

For example, if you transmute three rings into an amulet, the mod will 
see if there's any player-made ID in these rings and try to use it. If 
there's any remaining player-made item, its ID is stored and will be 
used if needed. Item gambling is liable to make a lot of item IDs in 
your savefiles, as if you're enchanting a lot of items. Gleed can reuse 
the IDs of these items if you sell them to him. The sold items will be 
recycled after next talk to Gleed. If you find the sold items disappear 
in his goods list, that means their IDs were recycled for the following 
item generation.

To prevent magic loot from bloating savefiles, a mechanism was built to 
recycle unused weapons and charms. If magic loot is left untouched on 
bodies, they will be recycled when new loot is about to be generated. 
So only taking away the weapons and charms you want to use is the best 
way to avoid this problem. You can also sell weapons and charms to 
Gleed and they'll be reused for future magic loot generation.

Embedding gems on items makes them become enchanted items. So you 
couldn't enchant them agian. I recommend you embedding gems after 
enchanting.

Scroll of Town Portal makes you able to travel in irregular ways, so 
please make sure you completely know consequences before using it, 
especially while doing quests. Your companions don't follow you through 
the portals, so be careful of this.

You might get some unique amulets and rings with small chance from 
gambling. Different amulets and rings require different levels to 
get them. The minimal level requirement is five for an unique ring, 
and seven for an unique amulet.


7. FORMULAE

Some formulae have level requirements. Your character level has to 
equal or exceed the requirements to use these formulae.

- 2 to 4 Potions of the same type and grade = 
  1 higher grade Potion of the same type *

- 2 to 7 Scrolls of the same type and grade = 
  1 higher grade Scroll of the same type *

- 3 Gems of the same type and grade = 
  1 higher grade Gem of the same type

- 3 Skulls of the same grade = 1 higher grade Skull

- 3 Soul Gems of the same grade = 1 higher grade Empty Soul Gem

- 3 Unenchanted Arrows of the same grade = 
  1 higher grade Unenchanted Arrow #

- 3 Health Potions + 3 Magicka Potions + 1 Flawed Gem = 
  1 Rejuvenation Potion **

- 3 Health Potions + 3 Magicka Potions + 1 Gem = 
  1 Full Rejuvenation Potion **
  
- 3 Rejuvenation Potion = 1 Full Rejuvenation Potion

- 1 Heal Potion + 1 Resist Disease Potion = Potion of Cure Disease
Health Potions are any drinkable potions with Restore Health effects. 
Resist Disease Potions are any drinkable potions with Resist Disease 
effects.

- 1 Heal Potion + 1 Paralysis Poison = Potion of Cure Paralysis
Health Potions are any drinkable potions with Restore Health effects. 
Paralysis Poisons are any undrinkable potions with Paralysis effects.

- 1 Heal Potion + 1 non-Paralysis Poison = Potion of Cure Poison
Health Potions are any drinkable potions with Restore Health effects. 
Non-Paralysis Poisons are any undrinkable potions without Paralysis 
effects. 

- 3 Awls of the same quality = 1 better quality Awl

- 3 Crude Chisels = 1 Chisel

- 3 Magic Rings = 1 Magic Amulet ***

- 3 Magic Amulets = 1 Magic Ring ***

- 6 Perfect Gems (1 of each type) + 1 Magic Amulet = Prismatic Amulet
  *** [Level requirement: 20]
Prismatic Amulet has effects of all the three elemental shields.

- 1 Magic Ring + 1 Perfect Ruby + 1 Fire Damage Poison = 
  1 Garnet Ring *** [Level requirement: 10]
Garnet Ring has an effect of Resist Fire. Fire Damage Poisons are 
any undrinkable potions with Fire Damage effects.

- 1 Magic Ring + 1 Perfect Sapphire + 1 Cure Paralysis Potion = 
  1 Cobalt Ring *** [Level requirement: 10]
Cobalt Ring has an effect of Resist Frost. Cure Paralysis Potions 
are any drinkable potions with Cure Paralysis effects.

- 1 Magic Ring + 1 Perfect Topaz + 1 Rejuvenation Potion = 
  1 Coral Ring *** [Level requirement: 10]
Coral Ring has an effect of Resist Shock. 

- 1 Magic Ring + 1 Perfect Emerald + 1 Cure Poison Potion = 
  1 Jade Ring *** [Level requirement: 10]
Jade Ring has an effect of Resist Poison. Cure Poison Potions are 
any drinkable potions with Cure Poison effects.

- 1 Magic Shield + 1 Club + 2 Skulls (any grade) = 
  Magic Shield of Spikes *** [Level requirement: 10]
Magic Shield of Spikes has an effect of Reflect Damage.

- 1 Magic Weapon + 4 Heal Potions + 1 Ruby (any grade) = 
  Magic Weapon of Leech *** [Level requirement: 10]
Magic Weapon of Leech has an effect of Absorb Health.


* Different types and grades may need different quantities to upgrade. 
There are more than one hundred formulae so I'm not enumerating them.

** Health Potions are any drinkable potions with Restore Health 
effects. Magicka Potions are any drinkable potions with Restore 
Magicka effects.

*** There's a chance you could get a second magic effect.

# The level requirement is as follows:
lv2  Steel Arrow
lv4  Silver Arrow
lv6  Dwarven Arrow
lv9  Elven Arrow
lv12 Glass Arrow
lv16 Ebony Arrow
lv20 Daedric Arrow


8. THE EFFECTS OF GEMS & SKULLS

- Pearl
Weapon: Drain Blade, Blunt, and Marksman
Staff: Burden
Armor and Clothing: Feather
Shield: Fortify Blade, Blunt, Marksman, and Hand-to-Hand

- Ruby
Weapon: Fire Damage
Staff: Weakness to Fire
Armor and Clothing: Fortify Health
Shield: Resist Fire

- Sapphire
Weapon: Frost Damage
Staff: Weakness to Frost
Armor and Clothing: Fortify Magicka
Shield: Resist Frost

- Topaz
Weapon: Shock Damage
Staff: Weakness to Shock
Armor and Clothing: Fortify Speed
Shield: Resist Shock

- Emerald
Weapon: Damage Health
Staff: Weakness to Magic
Armor and Clothing: Fortify Willpower
Shield: Resist Paralysis

- Diamond
Weapon: Weakness to Normal Weapons
Staff: Silence
Armor and Clothing: Fortify Light and Heavy Armor
Shield: Shield

- Skull
Weapon and Staff: Soul Trap
Armor and Clothing: Fortify Fatigue
Shield: Spell Absorption


9. COMPATIBILITY

"Horadric Cube.gem.override.esp" and "Horadric Cube.gem.lvlist.override.esp"
replace the vanilla gems that they conflict with other mods doing the 
same thing like OOO or MMM - Gem Dust. Although you can activate these 
two plug-ins with OOO or MMM - Gem Dust, the gems you're going to use 
depend on which plug-in is loaded the latest. So I recommend you not 
using them with OOO or MMM - Gem Dust.

You can make sockets and embed gems in any weapon or apparel from other 
mods. But it might not be compatible with some scripted items. For the  
scripts using form IDs to identify items, because the socketed items 
and the original ones have different IDs, they cannot be recognized. 
However, the embedded gems can still take effect.

You can also gamble for items from other mods with random magic effects. 
This requires that you add these items to a special box. Then you could 
get them with random magic effects from the rewards with a chance. The 
detailed steps are described in the section 5.

Although this mod adds new loot but doesn't modify any creatures' or 
NPCs' data. So don't worry about using it with mods overhauling actors' 
data like rebalance mods.


10. DISCLAIMER

The magic effects of the created items or gems might be changed for 
some reasons like balance in future verions. I cannot assure they won't 
be changed. The effect magnitudes or even the effect types might be 
changed. The already created items will remain even if the corresponding 
formulae are changed. So this may cause some inconsistence.


11. ISSUES

This mod is not for a cheat, it aims to provide items of more diversity. 
The effect magnitudes are set regarding to the items' settings in vanilla 
Oblivion. But it still grants you more powerful items than you can get 
in vanilla Oblivion, so I classified it as a god item.

Transmutation won't keep the statuses of created items like stolen, 
health, charges, and so on. The created items are like brand-new items 
made by players. There may be a way to remain some of these statuses, 
but I think it isn't so important to do this. 

There is a glitch about gem embedding. After the second embeding, the 
uses of the embedded item shown in the inventory menu are not correct. 
The number of uese is usually larger than the actual value. Once you 
reload the game, the number will be corrected.

The root names of the items created by this mod either come from the 
names of the source items or depend on their types. This mod first tries
to recognize a root name from the item name. If there is a recognizable 
word, the mod will use it to name the item. Otherwise, the mod will name 
the item according to its type. For example, a helmet will be named as 
"Helmet". The recognizable words are as follows:

Hoe, Rake, Spear, Halberd, Trident, Sword, Shortsword, Longsword, Saber, 
Sabre, Dagger, Knife, Katana, Cutlas(s), Rapier, Scimitar, Kukri, 
Claymore, Dai-Katana, Falchion, Scythe, Blunt, Club, Mace, Axe, Hammer, 
Frail, Morningstar, Warhammer, Staff, Wand, Rod, Bow, Crossbow, Ballista, 
and Sling.

Helmet, Cuirass, Breastplate, Plate, Chainmail, Mail, Hide, Greaves, 
Gauntlets, Bracers, Hands, Fists, Boots, Shield, Buckler, Armor, Shirt, 
Vest, Waistcoat, Doublet, Apron, Tunic, Blouse, Garment, Linens, Pants, 
Trousers, Breeches, Britches, Overalls, Jeans, Skirt, Miniskirt, Kilt,
Gloves, Bracelets, Shoes, Sandals, Slippers, Clogs, Moccasins, Waders,
Outfit, Suit, Costume, Robe, Cassock, Dress, Frock, Gown, Ring, Circlet, 
Bands, Amulet, Necklace, Medallion, Jewel, Periapt, Phylactery, Talisman, 
and Charm. If you need extra recognizable words, just tell me.

Some magic items could change the current wielding weapon. This is 
implemented by replacing the current weapon with a modified clone. 
This may cause problems if you have to use the original weapons in some 
situations like certain scripts only recognize the original ones. You
can get back the original weapons by taking off these magic items.

Some people asked me to make this mod compatible with MMM and OOO, 
which also attached scripts to the vanilla gems. However, because of 
Oblivion mod dependency mechanism, I cannot reference those new gems 
in other esp's. 

In Diablo II, Horadric Cube gives players eight extra slots to put items.
You might ask if you could use the cube in this mod as a backpack as you
did in Diablo II. Unfortunately, I'm not planning to add this feature. 
I think it's more reasonable to use weight as a capacity limitation in 
Oblivion, and in fact I've already made a mod providing this kind of 
bags. You could find that mod, Wondrous Items, at 
http://www.tesnexus.com/downloads/file.php?id=10115.

If you felt quite restricted that you can only embed gems in vanilla 
staffs, you might try another mod of mine -- Staffcraft, which enables 
you to make your own staffs like enchanting weapons. The web page is at 
http://www.tesnexus.com/downloads/file.php?id=10640.


12. REVISION

Version 2.3 released on January 12, 2008
- Could get random magic weapons from loot.
- Added affixes of actor detection for magic charms.
- Added an unique amulet and an unique ring for item gambling.

Version 2.2 released on December 22, 2007
- Could gamble for random magic weapons.
- Added affixes of item detection for magic amulets, rings, and charms.
- Added an unique amulet and an unique ring for item gambling.
- Fixed two bugs about the affixes of Extra Gold and Find Magic Item.

Version 2.1 released on December 8, 2007
- Could transmute items into random magic weapons.
- Added Perfect Gems and Skulls.
- Added two affixes of Extra Gold and Find Magic Items for magic charms 
for loot and magic trinkets for gambling.
- Added an unique amulet and an unique ring for item gambling.
- Embeddable gems could be used to transmute.
- Fixed a bug that the shown grades of gems embedded in items were wrong 
using a mallet.

Version 2.0 released on November 25, 2007
- Added magic charms with random effects for loot.
- Remade embeddable gems and skulls as sigil stones that their effects 
could be shown in the inventory menu.
- Added Rejuvenation Potion and Stamina Potion to some NPC's loot.
- You have to collect Horadric Cube formulae from loot to transmute items.
- Added dialog options on Gleed for the commands for item gambling.
- Could know which gem was embedded using the mallet.
- Added an unique amulet and an unique ring for item gambling.
- For some unique items adding extra magic effects on weapons, the cloned 
weapon was marked as a quest item to prevent it from being dropped.

Version 1.4 released on November 3, 2007
- Added Scroll of Town Portal.
- Could transmute into Potion of Cure Disease and Potion of Cure 
Paralysis.

Version 1.3 released on October 10, 2007
- Avoided conflicts problems with other mods modifying the vanilla gems
by adding another set of gems.

Version 1.2 released on September 15, 2007
- Could upgrade scrolls.
- Added three prefixes of Restore Health, Magicka, and Fatigue per Kill 
for magic apparel.
- Added three magic effects of Restore Health, Magicka, and Fatigue per 
Kill for gem embedding.

Version 1.1 released on September 8, 2007
- Added two scrolls describing transmuting formulae and gem effects.
- Could upgrade soul gems.
- Could upgrade unchanted arrows.

Version 1.0 released on June 2, 2007
- Naming the created items with both prefixes and suffixes
- Pristmatic Amulet, Garnet Ring, Cobalt Ring, Coral Ring, and Jade Ring 
  could have secondary magic effects.
- Robes and outfits could have two sockets.

Version 0.4 released on May 26, 2007
- Could make sockets on staffs with awls.
- Could embed gems and skulls in staffs.
- Could gamble for magic clothing.
- Could add items from other mods as the item templates for gambling.

Version 0.3.1 released on May 20, 2007
- Fixed the bug that embedding gems in unenchanted weapons should have
increased the maximum charges by 100 additionally as the former version.
- Fixed the bug that you could make more than one socket on armor and 
clothing.
- Fixed the two bugs about the unique amulets and rings.

Version 0.3 released on May 19, 2007
- Added a NPC offering gambling service for magic armor, amulets, and 
rings.
- Added more affixes.
- Improved the ID recycling mechanism for amulets, rings, and armors.

Version 0.2 released on May 12, 2007
- Could make sockets on weapons with awls.
- Could embed gems and skulls in weapons.
- Fixed the bug that the transmuted amulets or rings wouldn't appear 
when equipped if they were created with player made items.
- Fixed the bug that chisels couldn't be put in the cube to upgrade.
- Added a mechanism able to store unused cloned form IDs and use them
later when transmuting magic amulets or rings.
- Added a recolored icon for Rejuvenation Potions.

Version 0.1 released on May 5, 2007
- Initial release


13. FUTURE PLANS

- More random magic loot
- More unique magic items for item gambling
- More magic effects for item gambling
- Put the cube elsewhere.


14. EDITING INFO

You can use anything in this mod, but I would like a little credit. 
And Please tell me what you want to do with this mod and let me know 
once you release it. I will be glad to see it.


15. CONTACT INFO

My account name on TESNexus is Isatin. 
Or send email to isaac@ms92.url.com.tw.


16. CREDIT

Thanks to ianpatt, behippo, and scruggsywuggsy for their great work OBSE. 
And special thanks to Xilver for allowing me to use the Tornado in his 
great work, Midas Magic.

And thanks to other people replying to my questions on the forums. It 
would be too long to list, and I'm afraid missing someone, so I don't 
give the names. But I really appreciate you. Without your help, I'll 
be still struggling to find solutions.