[net.games.rogue] Rogue 5.2 Info Addition ** SPOILER **

lmeck@sdcrdcf.UUCP (Loren Meck) (09/22/83)

A letter from Chip Hitchcock prompted me to do some additional
investigation on the subject of weapons thrown and wielded.  What I found
(most of my information comes from an assembly listing produced by running
adb on an unstripped binary) is that weapons have specific dice rolls for
wielding and throwing, and that a thrown weapon has the same dice roll no
matter what weapon is wielded.  However, when throwing, the damage and
dexterity attributes of the weapon wielded only count if it is the proper
type to throw with (bow + arrow, crossbow + bolt).  Thus, all wielding a
+1,+0 bow does is give 1 more dexterity point to the throw, increasing
slightly the probability that the arrow will hit.  The dice rolls for
wielding and throwing selected weapons are listed below.

   mace                 2d4 wielded, 1d3 thrown
   long sword           3d4 wielded, 1d2 thrown
   two handed sword     4d4 wielded, 1d2 thrown
   spear                2d3 wielded, 1d6 thrown
   arrow                1d1 wielded, 2d3 thrown
   dagger               1d6 wielded, 1d4 thrown
   dart                 1d1 wielded, 1d3 thrown
   crossbow bolt        1d2 wielded, 2d5 thrown

Chip also questioned the probabilities for occurrance of weapons.  As
nearly as I can determine, the code gives all weapons equal probability.
However, the vagaries of some UNIX "random" number generators have been
previously discussed in netnews; one person mentioned that two handed
swords never appeared in an early version of rogue due to deficiencies in
the random number generator.  This might still be a problem on some
systems.

I also forgot to mention that the dexterity attribute (only) is affected
by enchanting/cursing done when the weapon is created.

Slasher {ihnp4 hplabs cbosgd allegra decvax!trw-unix}!sdcrdcf!lmeck