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=== Attacking and Being Attacked === |
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Attacking is simple in Angband. If you move into a creature, you attack him. |
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You can attack from a distance by firing a missile or by magical means (such |
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as aiming a wand). Creatures attack in the same way. If they move into you, |
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they attack you. Some creatures can also cast spells from a distance, and |
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others can use various breath weapons (such as fire) on you from a distance. |
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Creatures in walls can not be attacked by wands or other magic attacks |
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normally stopped by walls, nor can they be shot at with bows and arrows. |
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Tunnelling into the wall (using the "tunnel" or "alter" command) will allow |
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you to attack any creature in the wall. This applies to creatures which |
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"pass through" walls: if they "bore through" walls, the wall is no longer |
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there, and the creature can be targetted normally. |
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If you are wielding a weapon, the damage for the weapon is used when you hit |
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a creature. Otherwise you get a single punch which does minimal damage. |
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You may "w"ield one weapon for melee combat, and also one missile launcher |
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(bow, crossbow or sling.) You may also wear one amulet (around the one and |
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only neck of the character), two rings (on the two "ring" fingers, i.e. the |
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third finger of each hand: a magic ring does not function when worn on any |
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other finger, nor may two be worn on the same finger), one light source, |
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and a full set of armor - body armor, shield, helmet, gloves, boots and a |
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cloak. Any or all of these items may provide powers to the character in |
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terms of bonuses to-hit, to-damage, to-armor class, or to other stats (in |
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the latter case, a single numerical bonus applies to all affected stats.) |
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Firing a missile (while wielding the appropriate launcher) is the only way to |
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get the "full" power out of the missile. You may of course throw an arrow at |
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a monster without shooting it, but you will find the effects will not be what |
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you had hoped. |
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Hits and misses are determined by ability to hit versus armor class. A hit |
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is a strike that does some damage; a miss may in fact reach a target, but |
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fails to do any damage. Higher armor classes make it harder to do damage, |
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and so lead to more misses; they also reduce the damage from a strike that |
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actually occurs. |
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=== Monster Memories === |
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There are hundreds of different creatures in the pits of Angband, many of |
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which have the same letter symbol and color on the screen. The exact species |
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of a creature can be discovered by looking at it. It is also very difficult |
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to keep track of the capabilities of various creatures. Luckily, Angband |
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automatically keeps track of your experiences with a particular creature. |
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This feature is called the monster memory. You monster memory recalls the |
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particular attacks of each creature (whether or not technically a monster) |
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which you have suffered, as well as recalling if you have observed them to |
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multiply or move erratically, or drop treasure, etc. Otherwise you would |
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simply have to take notes, which is an unnecessary bother. |
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If you have killed enough of a particular creature, or suffered enough |
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attacks, recalling the monster memory may also provide you with information |
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not otherwise available, such as a armor class or hit dice. These are not |
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explained, but may be useful to give the relative danger of each creature. |
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This memory can be passed on to a new character even after you die by means |
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of a reduced save file. (You must start the new character by "opening the |
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existing save file" of the dead character for this to happen: using the |
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"start new character" option will not give access to any monster memory.) |
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=== Your Weapon === |
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Carrying a weapon in your backpack does you no good. You must wield a weapon |
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before it can be used in a fight. A secondary weapon can be kept by keeping |
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it in the backpack, and switching it with the primary weapon when needed. This |
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is most often used when switching between a melee weapon and a digging tool, |
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or when carrying two weapons, each of which provides a rare power that the |
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character needs at two separate times. |
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Weapons have two main magical characteristics, their enchanted ability to hit |
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and their enchanted ability to do damage, expressed as `(+#,+#)'. A normal |
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weapon would be `(+0,+0)'. Many weapons in Angband have bonuses to hit |
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and/or do damage. Some weapons are cursed, and have penalties that hurt the |
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player. Cursed weapons cannot be unwielded until the curse is lifted. |
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Identifying a weapon will inform you of the magical bonuses and penalties |
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and whether or not it is cursed. |
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Angband assumes that your youth in the rough environment near the dungeons |
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has taught you the relative merits of different weapons, and displays as |
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part of their description the damage dice which define their capabilities. |
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Any damage enchantment is added to the dice roll for that weapon. The dice |
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used for a given weapon is displayed as "XdY". The number "X" indicates |
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how many dice to roll, and number "Y" indicates how many sides they have. A |
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"2d6" weapon will thus give damage from 2 to 12, plus any damage bonus. The |
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weight of a weapon is also a consideration. Heavy weapons may hit harder, |
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but they are also harder to use. Depending on your strength, dexterity, |
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character class, and weapon weight, you may get several attacks per turn: |
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high dexterity and strength and low weapon weight are the main factors. |
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Warriors may get up to a maximum of 6 attacks per turn: mages are limited |
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to only 4: other classes may get up to 5. |
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Missile booster weapons, such as bows, have their characteristics added to |
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those of the missile used, if the proper weapon/missile combination is used, |
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and the the launcher multiplier is applied to the total damage, making |
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missile weapons very powerful given the proper missiles, especially if they |
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are enchanted. |
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Although you receive any magical bonuses an unidentified weapon may possess |
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when you wield it, those bonuses will not be added in to the displayed |
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values of to-hit and to-dam on your character sheet. You must identify the |
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weapon before the displayed values reflect the real values used. |
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Finally, some rare weapons have special abilities. These are called ego |
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weapons, and are feared by great and meek. An ego weapon must be wielded |
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to receive the benefit of its abilities. It should be noted that some of |
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these items are considerably more powerful than others, and generally the |
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most powerful items are the rarest. Also important is the fact that not all |
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ego-items are nice... |
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Ego weapons are denoted by the following "names": |
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(Defender) |
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A magical weapon that actually helps the wielder defend himself, thus |
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increasing his/her armor class, and protecting him/her against damage |
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from fire, cold, acid, lightning, and falls. This weapon also will |
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increase your stealth, let you see invisible creatures, protect you |
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from paralyzation and some slowing attacks, and help you regenerate hit |
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points and mana faster. As a result of the regeneration ability, you |
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will use up food somewhat faster than normal while wielding such a |
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weapon. These powerful weapons also will sustain one stat, though this |
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stat will vary from weapon to weapon. |
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(Holy Avenger) |
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A Holy Avenger is one of the more powerful of weapons. A Holy Avenger |
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will increase your wisdom and your armour class. This weapon will do |
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extra damage when used against evil, demonic and undead creatures, and |
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will also give you the ability to see invisible creatures. These |
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weapons are basically extremely powerful versions of Blessed Blades |
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and can be wielded by priests with no penalty. These weapons, like |
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(Defender) weapons, also will sustain one random stat. |
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(Blessed) |
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A blessed blade will increase your wisdom. If you are a priest, |
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wielding a non-blessed sword or polearm causes a small penalty while |
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attacking and may infuriate your god, decreasing the chances that he |
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will accept your prayers: a blessed blade may be wielded without |
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this penalty. Blessed blades also have one extra, random, power. |
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Weapon of Westernesse. |
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A Weapon of Westernesse is one of the more powerful weapons. It slays |
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orcs, trolls, and giants, while increasing your strength, dexterity, |
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and constitution. It also lets you see invisible creatures and protects |
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from paralyzation and some slowing attacks. These blades were made by |
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the Dunedain. |
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Weapon of Extra Attacks. |
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A weapon of extra attacks will allow the wielder to deliver extra |
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attacks during each round. |
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Elemental Branded Weapons. |
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Each of the four elemental attacks has a corresponding weapon which |
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will do treble its base damage to creatures not resistant to that |
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element. (It should be noted that the magical damage bonus is not |
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affected by this: a weapon of Flame (2d6) (+5,+6) does 6d6+6 damage |
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per hit, not 6d6+18, against creatures which are not fire-resistant.) |
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There are weapons of Flame, Frost, Lightning, Acid and Poison brands. |
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Weapons of Slaying enemies. |
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These weapons do extra damage against creatures of a vulnerable type. |
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Weapons of Slay Evil and Slay Animal do double the base damage, while |
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weapons of Slay Orc, Troll, Giant, Dragon, Demon and Undead do triple |
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the base damage. As with elemental branded weapons, the magical damage |
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bonus is not affected. |
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Weapons of *Slaying* enemies. |
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These weapons, in addition to doing extra damage to your enemies, have |
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extra powers as well. In each case, one stat is increased. Weapons of |
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*Slay Dragon* are also more powerful against their opponents, doing |
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five times their base damage rather than the normal three. |
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Weapon of Morgul. |
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These blades are so foully cursed with evil, it is rumored that it is |
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nearly impossible to remove them without a special curse-removing spell, |
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much stronger than normal Remove Curse. |
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Shovels of Digging. |
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These powerful diggers will dig through granite as if it were mere wood, |
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and mineral veins as if they were butter. Permanent rock is still an |
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impassable obstacle. |
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Ego Missile Launchers and Ammo: |
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------------------------------- |
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Launchers of Accuracy. |
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These launchers have an unnaturally high to-hit number, making them |
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extremely accurate. |
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Launchers of Velocity. |
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These launchers do an unnaturally high amount of damage due to their |
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high to-hit number. |
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Launchers of Extra Shots. |
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These launchers allow the wielder to shoot more times per round than |
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normal. |
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Launchers of Extra Might. |
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These launchers have a higher base damage than normally made launchers |
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of their type. For instance, a Long Bow of Extra Might (x3)(+X,+Y)(+2) |
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is really a Long Bow (x5)(+X,+Y) where (+X,+Y) is the standard to-hit |
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and to-dam. As the damage multiplier with the bow affects *everything* |
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- the base arrow damage, the magical damage bonus on both the bow and |
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the arrow, and any bonuses for slaying or elemental-branded arrows - |
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this makes it a powerful weapon. |
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Ammo of Wounding. |
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This ammunition - whether it be pebbles, iron shots, arrows, bolts, |
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seeker arrows or seeker bolts - has big bonuses to-hit and to-damage. |
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Ammo of Elemental Brands, and Ammo of Slaying enemies. |
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This works in the same way as melee weapons of the same type: double |
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damage for slay evil and slay animal, triple damage for all other |
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slays and for all elemental brands. Unlike melee weapons, the slays |
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and elemental brands *do* affect the magical damage bonus for ammo. |
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Ammo of Backbiting. |
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This cursed ammunition will never hit what it is aimed at. Rumour has |
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it that it will curve round and hit the person who shot it in the |
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back: but so far, this rumour has proved unfounded, and is believed |
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to be false. |
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These are the most common types of ego-weapon: note that they are not the |
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ONLY ego-items available in the dungeon, there may be more. |
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Apart from these there are some very rare and well made weapons in the |
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dungeon with not necessarily any special abilities. These include Blades |
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of Chaos, Maces of Disruption, and Scythes of Slicing. They can also be |
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ego weapons like the ones above. For example, a Blade of Chaos (Holy |
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Avenger) is much more powerful than many artifact weapons! |
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=== Your Armor Class === |
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Your armor class (or AC) is a number that describes the amount and the |
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quality of armor being worn. Armor class will generally run from about 0 to |
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150, though exceptionally good armor can improve even on the latter figure. |
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The larger your armor class, the more protective it is. A negative armor |
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class would actually help get you hit. Armor protects you in three manners. |
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Firstly, it makes you harder to be hit for damage. A hit for no damage |
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counts as a miss, and is described as a miss. Secondly, good armor will |
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absorb some of the damage that your character would have taken from normal |
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attacks. Thirdly, acid damage is reduced by wearing body armor (but the |
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armor will be damaged instead). It is obvious that a high armor class is |
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vital for surviving the deeper levels of Angband. |
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Each piece of armour has a base armor value, which, like the damage from |
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weapons, is assumed known by the player, and a magic bonus, which will not |
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be displayed unless the armor has been identified or was bought in a store. |
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Armor class values are always displayed between a set of square brackets, |
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as "[#]" or "[#,+#]". The first value is the base armor class of the armor. |
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The second number is the magical bonus of the item, which is only displayed |
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if known, and will always have a sign preceding the value. Note that a few |
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rings, amulets, and weapons also have the "[+#]" notation, indicating that |
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they provide an armor bonus. Many pieces of heavy body armor will also have |
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a "(-#)" (in normal brackets) before the "[#,+#]", which indicates that the |
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weight of the armor decreases your chances of hitting monsters. This can |
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range from nonexistent for very light armor to (-8) for the heaviest armor! |
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Some pieces of armor will possess special abilities denoted by the following |
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names: |
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Ego Armors and Shields: |
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----------------------- |
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of Resist Acid, Lightning, Fire or Cold. |
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A character wearing armor or a shield with one such resistance will |
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take only 1/3 of normal damage from attacks involving the relevant |
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element of acid, lightning, fire or cold. Note that multiple |
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permanent sources of resistance are NOT cumulative: wearing two is |
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no better than wearing one. However, armor which provides resistance |
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to acid cannot itself be damaged by acid, and this is a good reason |
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to wear more than one such piece of armor. |
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of Resistance. |
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A character wearing armor with this ability will have resistance to |
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Acid, Cold, Fire, and Lightning as explained in each part above. |
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Armor of Elvenkind. |
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This is the same as Resistance armor, only generally better enchanted. |
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It will make you more stealthy. This armor also possesses an extra |
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resistance, at random from the following list: poison, light, dark, |
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blindness, confusion, nexus, fear, nether, chaos, disenchantment, |
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sound and shards. |
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Robes of Permanence. |
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These robes are designed especially for wizards. Just like Elvenkind |
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armor, they provide resistance to fire, cold, acid, and electricity and |
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cannot be damaged by acid. They sustain all of your stats and protect |
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you from a good deal of all experience draining. Also like Elvenkind |
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armor, they have one random resistance. |
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Dragon Scale Mails. |
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These extremely rare pieces of armour come in many different colors, |
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each protecting you against the relevant dragons. Naturally they are |
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all resistant to acid damage. They also occasionally allow you to |
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breathe as a dragon would! |
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Ego Helms: |
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---------- |
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Stat Boosting Helms. |
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There are magical helms found in the dungeon that have the ability |
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to boost the wearer's intelligence, wisdom, or charisma. Helms of |
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Beauty are the ones that boost charisma. In addition to boosting |
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the relevant stat these helms will also prevent that stat from being |
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drained. |
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Crown of the Magi. |
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This is the great crown of the wizards. The wearer will have an |
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increased (and sustained) intelligence, and will also be given |
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resistance against fire, frost, acid, and lightning. These valuable |
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helms also have an additional random power. |
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Crown of Might. |
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This is the crown of the warriors. The wearer will have an |
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increased and sustained strength, dexterity, and constitution, |
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and will also be immune to any foe's attempt to slow or paralyze |
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him or her. |
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Crown of Lordliness. |
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This is the great crown of the priests. The wearer will have an |
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increased and sustained wisdom and charisma. |
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Helm/Crown of Seeing. |
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This is the great helmet or crown of the rogues. The wearer will be |
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able to see invisible creatures, and will have an increased ability to |
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locate traps and secret doors. It is also rumored that the wearer of |
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such a helm will not be able to be blinded. |
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Helm of Infravision. |
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This helmet allows the character to see monsters even in total |
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darkness, with the ability to see heat. Note that spellbooks are the |
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| 333 |
same temperature as the surroundings, and so cannot be read unless |
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some real light is present. (Some monsters which are invisible to |
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normal vision can be seen under infravision.) |
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Helm of Light. |
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In addition to providing a permanent light source for the wearer, this |
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helm also provides resistance against light-based attacks. |
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Helm/Crown of Telepathy. |
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This helm or crown grants the wearer the power of telepathy. |
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Helm of Regeneration. |
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This helm will help you regenerate hit points and mana more quickly |
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than normal, allowing you to fight longer before needing to rest. You |
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will use food faster than normal while wearing this helm because of |
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the regenerative effects. |
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Helms of Teleportation. |
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This cursed helm will always keep the player on the hop, never sure |
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| 352 |
where he is and never able to stay in one place. |
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Crowns of Sickliness. |
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Ruling is such a drain on one's health... This crown will debilitate |
|---|
| 356 |
its wearer, reducing his strength, dexterity and constitution. |
|---|
| 357 |
|
|---|
| 358 |
Helms/Crowns of stat reducing. |
|---|
| 359 |
These helms can reduce your wisdom, intelligence or charisma. |
|---|
| 360 |
|
|---|
| 361 |
Ego Cloaks: |
|---|
| 362 |
----------- |
|---|
| 363 |
Cloak of Protection. |
|---|
| 364 |
This finely made cloak will come with an unnaturally high enchantment |
|---|
| 365 |
and is not affected by elemental based attacks. |
|---|
| 366 |
|
|---|
| 367 |
Cloak of Stealth. |
|---|
| 368 |
This cloak will increase the wearer's stealth, making the wearer less |
|---|
| 369 |
likely to wake up sleeping monsters. |
|---|
| 370 |
|
|---|
| 371 |
Cloak of Aman. |
|---|
| 372 |
These exceptionally rare cloaks provide great stealth, have a very |
|---|
| 373 |
high enchantment, and one random resistance. |
|---|
| 374 |
|
|---|
| 375 |
Cloak of Enveloping. |
|---|
| 376 |
This cloak gets in the way of everything you try to do. You can't seem |
|---|
| 377 |
to hit monsters without having to shove aside several folds of cloth, |
|---|
| 378 |
and yet more layers cushion the blow and reduce the damage you do. |
|---|
| 379 |
|
|---|
| 380 |
Cloak of Irritation. |
|---|
| 381 |
This cloak not only envelops its wearer but aggravates all who see it. |
|---|
| 382 |
|
|---|
| 383 |
Cloaks of Vulnerability. |
|---|
| 384 |
This severely cursed cloak appears to be powerful, but in fact lets |
|---|
| 385 |
through the full force of every attack directed at it. |
|---|
| 386 |
|
|---|
| 387 |
Ego Gloves: |
|---|
| 388 |
----------- |
|---|
| 389 |
Gloves of Free Action. |
|---|
| 390 |
The wearer of these gloves will find himself resistant to paralyzing |
|---|
| 391 |
attacks as well as some slowing attacks. Because of the special |
|---|
| 392 |
nature of these gloves, magic users may wear these gloves without |
|---|
| 393 |
incurring a mana penalty. |
|---|
| 394 |
|
|---|
| 395 |
Gloves of Slaying. |
|---|
| 396 |
These gloves will increase the wearer's fighting ability by boosting |
|---|
| 397 |
the wearer's to-hit and to-dam values. |
|---|
| 398 |
|
|---|
| 399 |
Gloves of Agility. |
|---|
| 400 |
These gloves will increase the wearer's dexterity. Because of the |
|---|
| 401 |
special nature of these gloves, magic users may wear these gloves |
|---|
| 402 |
without incurring a mana penalty. |
|---|
| 403 |
|
|---|
| 404 |
Gauntlets of Power. |
|---|
| 405 |
These spiked gauntlets will boost the wearer's strength as well as the |
|---|
| 406 |
wearer's to-hit and to-dam numbers. |
|---|
| 407 |
|
|---|
| 408 |
Gauntlets of Weakness. |
|---|
| 409 |
These gauntlets sap your strength. |
|---|
| 410 |
|
|---|
| 411 |
Gauntlets of Clumsiness. |
|---|
| 412 |
These gauntlets make you fumble. |
|---|
| 413 |
|
|---|
| 414 |
Ego Boots: |
|---|
| 415 |
---------- |
|---|
| 416 |
Boots of Slow Descent. |
|---|
| 417 |
These boots protect the wearer from the effects of small falls. |
|---|
| 418 |
|
|---|
| 419 |
Boots of Stealth. |
|---|
| 420 |
These boots increase the wearer's stealth, like a Cloak of Stealth. |
|---|
| 421 |
|
|---|
| 422 |
Boots of Free Action. |
|---|
| 423 |
The wearer of these boots will find himself resistant to paralyzing |
|---|
| 424 |
attacks as well as some slowing attacks. |
|---|
| 425 |
|
|---|
| 426 |
Boots of Speed. |
|---|
| 427 |
The wearer of these boots will become unnaturally fast. |
|---|
| 428 |
|
|---|
| 429 |
Boots of Noise. |
|---|
| 430 |
The wearer of these boots will make great echoing stamps as he walks |
|---|
| 431 |
around the dungeon, waking up and aggravating all monsters. |
|---|
| 432 |
|
|---|
| 433 |
Boots of Slowness. |
|---|
| 434 |
They seem to be stuck to the ground, and you can hardly move at all |
|---|
| 435 |
while wearing these things. |
|---|
| 436 |
|
|---|
| 437 |
Boots of Annoyance. |
|---|
| 438 |
These boots will both slow the player and aggravate monsters. |
|---|
| 439 |
|
|---|
| 440 |
Once again, these are not necessarily the ONLY ego-items in the dungeon, |
|---|
| 441 |
only the most common. |
|---|
| 442 |
|
|---|
| 443 |
Apart from these there are some very rare and well-made armours in the |
|---|
| 444 |
dungeon with not necessarily any special abilities. These include Shields of |
|---|
| 445 |
Deflection, Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain Mail, |
|---|
| 446 |
and Shadow Cloaks. The first four cannot be damaged by acid because of the |
|---|
| 447 |
quality metals they contain. |
|---|
| 448 |
|
|---|
| 449 |
There are rumors of unique "artifact" items in the dungeon - weapons and |
|---|
| 450 |
armor of all types. Many of these are more powerful than even the greatest |
|---|
| 451 |
ego-items: some are weak and have little more than a name to recommend them. |
|---|
| 452 |
In all cases, and indeed if the player desires to find out the powers of an |
|---|
| 453 |
ego-item with random powers, use of a scroll of *Identify* will reveal all |
|---|
| 454 |
the powers of any given item. |
|---|
| 455 |
|
|---|
| 456 |
=== Non-melee attacks and resistances === |
|---|
| 457 |
|
|---|
| 458 |
The player may at some time gain access to non-melee attacks, and many |
|---|
| 459 |
monsters also have them. Perhaps the most famous of this type of attack is |
|---|
| 460 |
dragon breath, but monsters may also cast spells at the player, and vice |
|---|
| 461 |
versa. This damage generally is not affected by armor class, and does not |
|---|
| 462 |
need a hit roll to hit the player or monster being aimed at. |
|---|
| 463 |
|
|---|
| 464 |
Some attacks are purely magical: attack spells which blind, confuse, slow, |
|---|
| 465 |
scare or paralyze the target. In some cases, a melee attack may also do |
|---|
| 466 |
this. These attacks are resisted by monsters of higher level (native to |
|---|
| 467 |
deeper dungeon depths) and characters with a high saving throw - saving |
|---|
| 468 |
throws being dependent on class, level and wisdom. There are also available |
|---|
| 469 |
resistances to fear, blindness and confusion, and the power of "free |
|---|
| 470 |
action" prevents magical paralysis and most slowing attacks (the player may |
|---|
| 471 |
still be paralyzed by being "knocked out" in melee or by a stunning attack, |
|---|
| 472 |
but this is very rare.) It should also be noticed that unique monsters |
|---|
| 473 |
automatically pass their saving throws, and some monsters are naturally |
|---|
| 474 |
resistant to confusion, fear and sleep-monster attacks. Monster spells |
|---|
| 475 |
to "cause wounds" are included in this category, of attacks which do no |
|---|
| 476 |
damage if a saving throw is made, or full damage if it is failed. |
|---|
| 477 |
|
|---|
| 478 |
Some melee attacks by monsters may drain a stat, as can some traps: this is |
|---|
| 479 |
prevented by having that stat sustained. |
|---|
| 480 |
|
|---|
| 481 |
Some monsters may cast spells that teleport the player character. To these, |
|---|
| 482 |
there is no saving throw, except to those that would actually teleport him |
|---|
| 483 |
up or down one dungeon level. Having resistance to nexus will also prevent |
|---|
| 484 |
being level-teleported, but not normal teleportation spell attacks. The |
|---|
| 485 |
player may teleport monsters in the same way, with a spell, wand or rod. |
|---|
| 486 |
|
|---|
| 487 |
Other attacks are usually elemental-based, including the aforementioned |
|---|
| 488 |
example of dragon breath. Many monsters can breathe various attacks or |
|---|
| 489 |
cast bolt or ball spells, and the player may also have access to bolt and |
|---|
| 490 |
ball spells (or breathe like a dragon, if he is wearing a dragon scale mail. |
|---|
| 491 |
The player, and the monsters, may be resistant to these forms of attack: |
|---|
| 492 |
and resistance is handled in different ways for the player and the monster, |
|---|
| 493 |
and for different attack forms. |
|---|
| 494 |
|
|---|
| 495 |
Bolt spells will hit the first monster (or the player) in the line of fire: |
|---|
| 496 |
ball spells and breaths may centre on a target which may be hiding behind |
|---|
| 497 |
other targets. Ball spells and breath weapons affect an area: other monsters |
|---|
| 498 |
caught in the blast take reduced damage depending on how close to the |
|---|
| 499 |
centre of the blast they are. Bolt and ball spells depend on the level of |
|---|
| 500 |
the monster or player: breath weapons are proportional to a fraction of the |
|---|
| 501 |
monster's current hit points, with a maximum cap on the damage (which is |
|---|
| 502 |
higher for the most common of such attacks, owing to the fact that the |
|---|
| 503 |
resistances are also easier to find.) |
|---|
| 504 |
|
|---|
| 505 |
In the case of fire, cold, lightning, acid and poison, if the monster has |
|---|
| 506 |
resistance to a player attack of this kind it will take almost no damage. |
|---|
| 507 |
If the player has one or more permanent sources of resistance, he will take |
|---|
| 508 |
1/3 of the damage he would normally take: if the player has a temporary |
|---|
| 509 |
source of resistance (whether from potion, spell or artifact), this will |
|---|
| 510 |
also reduce the damage to 1/3 of its normal level, allowing the character |
|---|
| 511 |
to take only 1/9 damage if he has both permanent and temporary resistance. |
|---|
| 512 |
Having more than one source of permanent resistance confers no extra bonus, |
|---|
| 513 |
and using more than one source of temporary resistance increases only the |
|---|
| 514 |
duration of the resistance: in both cases, either the resistance is present |
|---|
| 515 |
or it is not. But one permanent resistance and one temporary resistance are |
|---|
| 516 |
both effective simultaneously. |
|---|
| 517 |
|
|---|
| 518 |
The character may also gain immunity to fire, cold, lightning and acid if |
|---|
| 519 |
he is fortunate to find any of the two or three artifacts that provide |
|---|
| 520 |
these immunities: immunity means that no damage is taken, and the |
|---|
| 521 |
character's equipment is also totally protected. Immunities are EXTREMELY |
|---|
| 522 |
rare, and nothing else can protect the player's equipment or inventory |
|---|
| 523 |
from damage. So expect your armor to take damage from acid attacks even if |
|---|
| 524 |
you yourself are resistant - unless you are wearing armor which cannot be |
|---|
| 525 |
damaged by acid (which may not necessarily provide the resistance to the |
|---|
| 526 |
player, in the case of armor and shields made out of high-quality materials), |
|---|
| 527 |
and expect your staffs, scrolls, spellbooks and arrows to be damaged by fire, |
|---|
| 528 |
your potions by frost, your wands, rings and amulets in your inventory (but |
|---|
| 529 |
not worn or wielded rings or amulets) by lightning, and weapons and armor in |
|---|
| 530 |
the inventory may both be damaged or destroyed by acid and fire. |
|---|
| 531 |
|
|---|
| 532 |
Another attack that the player will come into contact with all too often |
|---|
| 533 |
is the soul-chilling nature of the undead, which can drain the character's |
|---|
| 534 |
life experience. Some monsters have a life-draining melee attack, others may |
|---|
| 535 |
cast ball or bolt spells or, in extreme cases, breathe the very force of the |
|---|
| 536 |
netherworld (shortened by the game to "nether".) There are two powers which |
|---|
| 537 |
are of assistance in this case: that of "hold life" will prevent 90% of all |
|---|
| 538 |
experience drains, and in the other 10% of cases, the amount of experience |
|---|
| 539 |
lost will be reduced by 90%. That of "resistance to nether forces" will |
|---|
| 540 |
provide resistance to nether bolts, balls and breaths, reducing the damage |
|---|
| 541 |
and preventing any experience drains from these attacks, but has no effect |
|---|
| 542 |
on melee "hits to drain experience". Monsters caught in the blast from a |
|---|
| 543 |
nether ball or breath will take damage proportional to distance from the |
|---|
| 544 |
centre of the attack, except for undead who are totally immune. The player |
|---|
| 545 |
may find wands or rods of Drain Life, which similarly are ineffective on |
|---|
| 546 |
those undead creatures which have no life to drain: however, the real |
|---|
| 547 |
player equivalent attack spell is the priest/paladin spell of "Orb of |
|---|
| 548 |
Draining", a ball spell which does damage to all monsters, double damage to |
|---|
| 549 |
evil monsters, and is resisted by none. |
|---|
| 550 |
|
|---|
| 551 |
Other attack forms are rarer, but may include: disenchantment (both in melee |
|---|
| 552 |
or by a monster breath), chaos (a monster breath only, which if unresisted |
|---|
| 553 |
will cause the player to hallucinate and be confused, and may drain life |
|---|
| 554 |
experience), nexus (which may teleport the player to the monster, away from |
|---|
| 555 |
the monster, up or down a level, or swap over two of the player's "internal" |
|---|
| 556 |
stats), confusion breath attack, light and darkness (which will blind a non- |
|---|
| 557 |
resistant character), sound (which will stun a non-resistant character and |
|---|
| 558 |
may destroy his potions), crystal shards (which will cut a non-resistant |
|---|
| 559 |
character and may destroy his potions), inertia (which will slow a character |
|---|
| 560 |
even if he has free action), gravity (which will blink a character, also |
|---|
| 561 |
stunning and slowing), force (which will stun the character), plasma (which |
|---|
| 562 |
will stun, and may destroy items which are vulnerable to either fire or |
|---|
| 563 |
lightning), time (which may drain experience regardless of hold life, or |
|---|
| 564 |
drain stats regardless of sustains), water bolts and balls (which may confuse |
|---|
| 565 |
and stun, and do considerable damage from high-level monsters), ice bolts |
|---|
| 566 |
(which may cut and stun, and damage potions), and mana bolts and balls (the |
|---|
| 567 |
latter usually known as Mana Storms.) Magic missiles are included in the |
|---|
| 568 |
"mana" category, whether cast by the monster or the player. |
|---|
| 569 |
|
|---|
| 570 |
There are resistances available to chaos, disenchantment, confusion, nexus, |
|---|
| 571 |
sound, shards, light and darkness: all of these will reduce the damage and |
|---|
| 572 |
prevent side-effects other than physical damage. With these resistances, as |
|---|
| 573 |
with nether resistance, damage is a random fraction: for light and dark, it |
|---|
| 574 |
is between 4/7 and 4/12, for sound and confusion it is between 5/7 and 5/12, |
|---|
| 575 |
and for chaos, disenchantment, nexus, shards and nether it is between 6/7 |
|---|
| 576 |
and 6/12. |
|---|
| 577 |
|
|---|
| 578 |
It should be noted that not all of these are actually vital to completing |
|---|
| 579 |
the game: indeed, of the above list, only fire, cold, acid, lightning, poison |
|---|
| 580 |
and confusion resists are regarded as truly vital, with blindness, chaos and |
|---|
| 581 |
nether the next most desirable. Some attack forms are not resistable, but |
|---|
| 582 |
thankfully these are rare: resist shards will prevent all other magical |
|---|
| 583 |
attacks which cut (namely ice bolts), and resist sound will prevent all |
|---|
| 584 |
magical stunning (force breath, water bolts and balls, ice bolts, gravity and |
|---|
| 585 |
plasma), and confusion resistance will prevent confusion by a water bolt or |
|---|
| 586 |
ball, but there is no resistance to the physical damage caused by these |
|---|
| 587 |
following attacks: inertia, force, gravity, plasma, time, ice, water, mana. |
|---|
| 588 |
There is no resistance to any of the side-effects of a time attack, or indeed |
|---|
| 589 |
to anything but the stunning effects of a gravity attack. |
|---|
| 590 |
|
|---|
| 591 |
|
|---|
| 592 |
=== A note on speed === |
|---|
| 593 |
|
|---|
| 594 |
Monsters which do not move at normal speed generally move "slowly" (-10 to |
|---|
| 595 |
speed), "fast" (+10), "very fast" (+20) or "incredibly fast" (+30). (It will |
|---|
| 596 |
surprise nobody that Morgoth is one of the few monsters in the last category.) |
|---|
| 597 |
This is further adjusted by the fact that any given individual monster may |
|---|
| 598 |
have a random adjustment from (-2) to (+2) to its own speed. |
|---|
| 599 |
|
|---|
| 600 |
Generally, (+10) is exactly double normal speed, and (-10) exactly half. |
|---|
| 601 |
(+20) is about three times normal speed, but after that there is less |
|---|
| 602 |
noticeable improvement as speed goes higher - for instance, (+30) is not |
|---|
| 603 |
quite four times normal speed, and higher values than this are largely |
|---|
| 604 |
irrelevant. The player may find items which can be worn or wielded that |
|---|
| 605 |
provide speed bonuses: these may include boots of speed, rings of speed |
|---|
| 606 |
and a few very rare artifacts. Boots will provide a random 1d10 to speed: |
|---|
| 607 |
rings of speed may be bigger than that - generally the best that the player |
|---|
| 608 |
will get is two just over (+10), but individual rings of up to (+22) speed |
|---|
| 609 |
have been known (although the record cursed one is much higher, at (-56): |
|---|
| 610 |
only one unsuccessful roll away from being a (+56) ring...) |
|---|
| 611 |
|
|---|
| 612 |
Separate from the question of permanent speed (as determined by the player's |
|---|
| 613 |
speed items and the monster's natural speed) is that of temporary speed. The |
|---|
| 614 |
player may cast a spell of haste-self, or use a potion, staff or rod of speed |
|---|
| 615 |
or use an artifact activation to speed him temporarily: or a monster may cast |
|---|
| 616 |
a haste-self spell, or be affected by another monster "shrieking for help" |
|---|
| 617 |
or the player reading a scroll of aggravate monster. In all cases, (+10) |
|---|
| 618 |
speed is added temporarily to the affected monster or player. Using two or |
|---|
| 619 |
more sources of temporary speed is cumulative only in duration - one cannot |
|---|
| 620 |
get from normal speed to (+20) using a potion and a spell of speed. Spells |
|---|
| 621 |
of temporary slowing (including monsters breathing inertia or gravity) are |
|---|
| 622 |
handled the same way, with exactly (-10) being subtracted from the player |
|---|
| 623 |
or monster's speed temporarily, for the duration of the spell or breath's |
|---|
| 624 |
effect. |
|---|
| 625 |
|
|---|
| 626 |
|
|---|