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This is a page where I make spoily notes about game mechanics. Feel free to move any of this to a Spoiler-subpage if it's useful and you intend to document it more properly, I probably won't.

Spoilers

scrolls of enchant foo

If the object to be enchanted is an artifact there's a flat 50% chance of failure.

If the object passes that test the chances of success depends on the current enchantment and whether or not you are trying to improve the pval of the object. It is harder to enchant more than one item at the same time. Also, missiles are much easier to enchant than other weapons.

Scroll of enchant armor/weapon tohit/todam

enchantment

chance of success

<=0

100%

1

99%

2

95%

3

90%

4

80%

5

70%

6

60%

7

50%

8

35%

9

20%

10

5%

11

1.3%

12

0.7%

13

0.5%

14

0.2%

The maximum AC, toHit and toDam bonuses reachable with scrolls of enchant foo is 15.

Scroll of craftsmanship

pval

chance of success

<=0

100%

1

95%

2

80%

3

60%

4

35%

5

5%

6

0.7%

The maximum pval reachable with scrolls of craftsmanship is 7.

Reference: enchant() in spells2.c

static int enchant_table[16] = 
{
        0, 10, 50, 100, 200,
        300, 400, 500, 650, 800,
        950, 987, 993, 995, 998,
        1000
};

symbiotic powers

as used by symbiants and possessors

breathe weapons

type

damage

radius

acid

CL*5

elec

CL*5

fire

CL*5

cold

CL*5

poison

CL*5

nether

CL*5

light

CL*8

darkness

CL*8

confusion

CL*8

sound

CL*8

chaos

CL*7

disenchantment

CL*7

nexus

CL*5

time

CL*3

inertia

CL*4

gravity

CL*4

shards

CL*8

plasma

CL*3

force

CL*4

mana

CL*5

nuke

CL*8

1+CL/20

disintegration

CL*5

1+CL/20

ball spells

type

damage

radius

nuke

CL*8

1+CL/20

chaos

CL*4

2

acid

1d(CL*6)+20

2

elec

1d(CL*3)+20

2

fire

1d(CL*7)+20

2

cold

1d(CL*3)+20

2

poison

12d2

2

nether

1d(CL*4)+20

2

water

1d(CL*4)+20

2

mana

1d(CL*3)+20

2

darkness

1d(CL*3)+20

2

bolt spells

type

damage

cause_1

3d8

cause_2

8d8

cause_3

10d15

cause_4

15d15

acid

7d8+CL/3

lightning

4d8+CL/3

fire

9d8+CL/3

cold

6d8+CL/3

poison

7d8+CL/3

nether

5d5+CL/3

water

10d10+CL/3

mana

3d8+CL/3

plasma

8d8+CL/3

ice

6d6+CL/3

magic missile

2d6+CL/3

spells

type

damage type

damage

scare

blind

confusion

1d8+CL/3

confusion

confusion

7d8+CL/3

..lots more.

/* 'Powerful' monsters have wider radii */ 
if (r_ptr->flags2 & RF2_POWERFUL)
{
    rad = 1 + (p_ptr->lev / 15);
}
else
{
    rad = 1 + (p_ptr->lev / 20);
}

Reference: use_symbiotic_power() in cmd5.c

symbiotes

silent watcher, 80d25 hp, level 35

death mold, 100d20 hp, level 47

possessor bodies

body

innates

powers

gwop

reflect, FA, res acid/elec/fire/cold/pois/conf/neth/nexus/disen, aura elec/fire, ff

anca

res acid/elec/fire/cold/pois/conf

ac

Monsters have a chance of missing the player as per:

       i = (power + (level * 3)); 
        if ((i > 0) && (randint(i - luck( -10, 10)) > ((ac * 3) / 4))) return (TRUE);

where level is the monster's level and power depends on the type of attack:

attack type

power

RBE_HURT

60

RBE_SANITY

60

RBE_SHATTER

60

RBE_ABOMINATION

30

RBE_UN_BONUS

20

RBE_UN_POWER

15

RBE_ELEC

10

RBE_FIRE

10

RBE_COLD

10

RBE_CONFUSE

10

RBE_TERRIFY

10

RBE_HALLU

10

RBE_PARASITE

5

RBE_POISON

5

RBE_EAT_GOLD

5

RBE_EAT_ITEM

5

RBE_EAT_FOOD

5

RBE_EAT_LITE

5

RBE_EXP_10

5

RBE_EXP_20

5

RBE_EXP_40

5

RBE_EXP_80

5

RBE_DISEASE

5

RBE_TIME

5

RBE_BLIND

2

RBE_PARALYZE

2

RBE_LOSE_ALL

2

RBE_ACID

0

RBE_LOSE_STR

0

RBE_LOSE_DEX

0

RBE_LOSE_CON

0

RBE_LOSE_INT

0

RBE_LOSE_WIS

0

RBE_LOSE_CHR

0

the different attacks also have different secondary properties. HURT attacks will do less damage with higher player AC, bite attacks can give you cuts etc.

speed

byte extract_energy[300] = 
{
        /* S-50 */     1,    1,    1,    1,    1,    1,    1,    1,    1,    1,
        /* S-40 */     2,    2,    2,    2,    2,    2,    2,    2,    2,    2,
        /* S-30 */     2,    2,    2,    2,    2,    2,    2,    3,    3,    3,
        /* S-20 */     3,    3,    3,    3,    3,    4,    4,    4,    4,    4,
        /* S-10 */     5,    5,    5,    5,    6,    6,    7,    7,    8,    9,
        /* Norm */    10,   11,   12,   13,   14,   15,   16,   17,   18,   19,
        /* F+10 */    20,   21,   22,   23,   24,   25,   26,   27,   28,   29,
        /* F+20 */    30,   31,   32,   33,   34,   35,   36,   36,   37,   37,
        /* F+30 */    38,   38,   39,   39,   40,   40,   40,   41,   41,   41,
        /* F+40 */    42,   42,   42,   43,   43,   43,   44,   44,   44,   44,
        /* F+50 */    45,   45,   45,   45,   45,   46,   46,   46,   46,   46,
        /* F+60 */    47,   47,   47,   47,   47,   48,   48,   48,   48,   48,
        /* F+70 */    49,   49,   49,   49,   49,   49,   49,   49,   49,   49,
};

Chatter

TheFalcon: What are the numbers after the RBE_FOO flags?

ScrawnyCat: The attack "power" level. Higher numbers hit more often. (added short explanation above)

ScrawnyCat/Notes (last edited 2005-09-02 02:50:17 by ScrawnyCat)