lmeck@sdcrdcf.UUCP (Loren Meck) (09/17/83)
To Carl Hoffman: Wow! You want a lot of info! You don't say what version you have, but here's what we have for version 5.2, unless otherwise noted. Slasher (sdcrdcf!lmeck) ---------- Armor: 20% leather armor 15% ring mail 15% studded leather armor 13% scale mail 12% chain mail 10% splint mail 10% banded mail 5% plate mail 20% of armor is cursed, 8% is enchanted, and the rest is normal. Enchanted/cursed armor will be + or - 1, 2, or 3 (equal probabilities). ---------- Rings: IDENTIFICATION (%)* CBV** EFFECT (Hunger***) teleportation (5) C teleports you randomly in time and space aggravate monster (10) C aggravates all monsters on the level protection (9) V Reduces effective armor class by ring's value. In 5.2, at least, it also: reduces probability of U confusing you, reduces average amount of gold L steals, increases avg amt of gold in pot when L is killed, and reduces probability of being hit by D flame. (Probabilities are relative to the ring's value.) (+1H) stealth (7) B lets you sneak by/up to sleeping monsters (no effect on wanderers) (+1H) see invisible (10) B renders Invisible Stalker visible (+1/5H) slow digestion (9) B you need less food (-1/2H) add strength (9) V increases your strength (+1H) regeneration (4) B hit points come back faster (+2H) dexterity (8) V your blows hit monsters more often (+1/3H) sustain strength (5) B Ants, darts & poison don't decrease strength (+1H) maintain armor (5) B protects your armor from rust monsters (5.2) (+1H) increase damage (8) V + ring increases damage to monster (+1/3H) adornment (1) B (null) just looks good searching (10) B allows traps and secret doors to be found in 1-2 turns usually (+1/3H) * Percent of total rings in version 5.2 ** C = cursed, B = beneficial, V = variable. Variable rings have values of -1, +1, or +2 determined by a 0..2 random number. 0 rings become -1, are cursed, and have the opposite of the usual effect of the ring (e.g., a -1 ring of add strength decreases your strength by 1). *** Increase/decrease in units of food consumed per turn while wearing ring. (One unit per turn is normally consumed; the increase/decrease reflects the probability that another unit will be subtracted/added on a turn). ---------- Potions: ACTION IDENTIFICATION (%)* EFFECT warm all over restor strngth (14) restores strength to max bulging muscles + strength (15) strength increments strength (only increases maximum if there) see gold sense gold (0) see location of all gold on level pull downward no gold left on this level see monsters sense monster (6) shows location of monsters on level (but not all of them) strange feeling no monsters left on this level see magic sense magic (6) shows location of magic on this level strange feeling (then passes - 5.2) no magic left on this level can't move paralysis (10) puts you to sleep for a few turns cloak of darkness blindness (4) puts out the lights for a long while (~750 turns). Healing and see inv potions cure. E won't transfix and U won't confuse when blind. feel better healing** (15) restores some hit points feel much better xtra healing** (5) restores many hit points huh? what? confusion (8) move in random directions for a while (20 to 40 turns) (try resting) feel more skillful raise level (2) increases experience level feel very sick poison (8) decreases strength by 1-3 points feel faster haste self (4) gives you twice # of hits as monsters for a few turns. two in a row causes fainting, then (3.6 only) permanent haste tastes very dull thirst quenching (1) no effect fruit juice see invisible (2) able to see invisilble stalker (20 turns) also cures blindness * Percent of total potions in version 5.2. ** Healing potions raise max hit points if player is already at/near max hit points. Only raises by one point so this may not be very useful. Extra healing raises by two points in 5.2. ---------- Scrolls: 8 % Monster Confusion 5 % Magic Mapping 3 % Hold Monster 5 % Sleep 8 % Enchant Armor 27 % Identify 4 % Scare Monster 4 % Gold Detection 7 % Teleportation 10 % Enchant Weapon 5 % Create Monster 8 % Remove Curse 4 % Aggravate Monsters 1 % Blank 1 % Genocide ---------- Staffs: 12 % Light 9 % Striking 3 % Lightning 3 % Fire 3 % Cold 15 % Polymorph 10 % Magic Missile 9 % Haste Monster 11 % Slow Monster 9 % Drain Life 1 % Nothing 5 % Teleport Away 5 % Teleport To 5 % Cancellation ---------- Monster Characteristics: 1. Monsters can be divided into two sets, as follows. a. Some monsters are created when the level is created or when a create monster scroll is read. These are drawn from the set of all monsters (for the level) and are initially sleeping in a room. b. Monsters created when the level is created may be standing on an item; in addition, some of these monsters may be carrying an item. The probability of a given monster carrying an item is a characteristic of the monster type. c. Other monsters (wanderers) are created as play progresses. These are drawn from a subset of the list of monsters and are initially awake. 2. If the player is not wearing a ring of stealth, each sleeping monster is "shaken" when the player moves next to it or when the player enters or exits the room it is in. Some types of monsters will not waken with shaking, except that all monsters in a jackpot room may waken. Monsters put to sleep with a hold monster scroll will not waken with shaking. All others have a 66% probability of waking each time they are shaken. 3. Each type of monster has a characteristic experience level, protection (armor) value, and damage. For each level after 26, the experience level and protection value of each monster is improved by one. Each individual monster starts with <experience>d8 hit points. 4. Table of monster characteristics -- monster item % exp protection wanderer? wakens? damage A 0 2 3 yes yes 1d6/1d6 B 0 1 3 yes no 1d2 C 15 4 4 yes no 1d6/1d6 D 100 10 -1 no yes 1d8/1d8/3d10 E 0 1 9 no no 0d0 F 0 8 3 no yes * G 10 1 5 yes no 1d6 H 0 1 5 yes yes 1d8 I 0 8 3 yes no 4d4 J 0 1 7 yes yes 1d2 K 0 1 7 yes yes 1d4 L 0 3 8 no no 1d1 M 30 7 7 no no 3d4 N 100 3 9 no no 0d0 O 15 1 6 yes no 1d8 P 70 15 6 yes no 2d12/2d4 Q 30 3 2 yes yes 1d2/1d2/2d4 R 0 5 2 yes yes 0d0/0d0 S 0 1 5 yes yes 1d3 T 50 6 4 yes yes 1d8/1d8/2d6 U 40 8 2 yes yes 3d4/3d4/2d5 V 20 8 1 yes yes 1d10 W 0 5 4 yes no 1d6 X 0 7 -2 yes yes 1d3/1d3/1d3/4d6 Y 30 4 6 yes no 1d6/1d6 Z 0 2 8 yes yes 1d8 * Whether it hits or misses, F seems to do damage equal to the number of times it previously hit. ---------- Dexterity, Protection, and Swing Computations: 1. The dexterity of the attacker is the sum of the following computations or zero if the sum is negative. a. The dexterity attribute of the weapon used. b. The attributes of all rings of dexterity being worn, but only if the weapon used is not thrown. c. The dexterity attribute of the weapon wielded, if it is used to throw the weapon used. d. 4 dexterity points added if the attackee is sleeping. e. Additional dexterity for strength, added according to the following table -- Strength Dexterity 0..6 str-7 7..16 0 17..20 1 21..30 2 31 3 2. Protection for a monster is the monster's protection value. Protection for the player is his armor class minus the total value of all rings of protection being worn. 3. The swing computation is as follows -- swing := attacker dexterity + random number from 0 thru 19. limit := 20 - attacker experience - attackee protection. if swing >= limit then attacker hits, else attacker misses. Thus, while you are awake, a monster with experience x will always miss you if your armor class is -x. (You are asleep when fainted, gas trapped, transfixed, etc.) 4. If a monster has multiple rolls, a swing is performed for each roll. If any swing hits, you are hit. The damage is the total damage for all swings. (Multiple roll monsters do less damage as your armor gets better, because some swings miss). ---------- Weapons and Damage Computations: All weapons have an equal probability of occurring. 10% are cursed, 5% are enchanted, and the rest are normal. Enchanted/cursed weapons will be + or - 1, 2, or 3 (equal probabilities). The amount of damage done to a monster by a weapon is the sum of the following computations or zero if the sum is negative. 1. A dice roll for the weapon used. 2. The damage attribute of the weapon used. 3. The attributes of all rings of increase damage being worn, but only if the weapon used is not thrown. 4. The damage attribute of the weapon wielded, if it is used to throw the weapon used. 5. Additional damage for strength, added according to the table below -- Strength Damage 0..6 str-7 7..15 0 16..17 1 18 2 19..20 3 21 4 22..30 5 31 6 The dice rolls for some weapons are listed below. (Dice rolls are specified as xdy, where x is the number of dice rolled and y is the maximum roll for each die.) mace 2d4 long sword 3d4 arrow 1d1 dagger (wielded) 1d6 dagger (thrown) 1d4 two handed sword 4d4 dart 1d1 spear (wielded) 2d3 spear (thrown) 1d6 bow + arrow 2d3 crossbow + bolt 2d5 ----------
shebs@utah-cs.UUCP (Stanley Shebs) (09/20/83)
Very interesting, though you can can figure most of that out (except for the probabilities, maybe) just by playing a lot. The only information left out is how to win! :-) s.t.l.h. utah-cs!shebs