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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
- ATTKS: gaze for {fear, paralyze, drain STR, hallucination} MINOR: aggravate monster, confusion, paralyse, summon monster MAJOR: summon monsters
death mold, 100d20 hp, level 47
- ATTKS: spore for disenchant (7d7) x3, spore for exp drain [80d6+2%] (5d5)
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)
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