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- === Battle (Chapter 8 from the old Manual) ===
-
-
- 8. Attacking and Being Attacked
-
- Attacking is simple in Angband. If you move into a creature, you
- attack him. You can attack from a distance by firing a missile,
- or by magical means such as aiming a wand. Creatures attack in
- the same way, if they move into you, they attack you. Some
- creatures can also cast spells from a distance, and others can
- breathe fire or worse on you from a distance.
-
- Creatures moving in walls can not be attacked by wands and other
- magic attacks normally stopped by walls. You can attack a
- creature in a wall normally though by trying to move into the
- wall space containing the creature. However, in order to attack
- an invisible creature in a wall, you must tunnel into the wall
- containing the creature. If you just try to move into the wall,
- you will bump your head and look quite silly.
-
- If you are wielding a weapon, the damage for the weapon is used
- when you hit a creature. Otherwise you get a single punch.
-
- You may wield both a primary weapon for melee combat, and a bow,
- or other missile launcher, for launching missiles, at the same
- time (along with a light, an amulet, two rings, a helmet, boots,
- gloves, a shield, a cloak, and body armor). Be sure not to try
- and kill a dragon with a shovel, it makes you look silly...
-
- Throwing a missile which wielding the appropriate launcher is the
- only way to get the "full" power out of the missile. You may of
- course throw an arrow at a monster without shooting it, but you
- will find the effects may not be what you had hoped.
-
- Hits and misses are determined by ability to hit versus armor
- class. A hit is a strike that does some damage; a miss may in
- fact reach a target, but fails to do any damage. Higher armor
- classes make it harder to do damage, and so lead to more misses.
-
-
- 8.1. Monster Memories.
-
- There are hundreds of different creatures in the pits of Angband,
- many of which look similar on the screen. The exact species of
- a creature can be discovered by looking at it. It is also very
- difficult to keep track of the capabilities of various creatures.
- Luckily, Angband automatically keeps track of your experiences
- with a particular creature. This is called the monster memory.
- You monster memory recalls the particular attacks of each
- creature (whether or not technically a monster) which you have
- suffered, as well as recalling if you have observed them
- to multiply or move erratically, or drop treasure, etc.
-
- If you have killed enough of a particular creature, or suffered
- enough attacks, recalling the monster memory may also provide you
- with information not otherwise available, such as a armor class
- or hit dice. These are not explained, but may be useful to give
- the relative danger of each creature. This memory can be passed
- on to a new character even after you die, by means of a reduced
- save file.
-
-
- 8.2. Your Weapon
-
- Carrying a weapon in your backpack does you no good. You must
- wield a weapon before it can be used in a fight. A secondary
- weapon can be kept by keeping it in the backpack, and switching
- it with the primary weapon when needed.
-
- Weapons have two main characteristics, their ability to hit and
- their ability to do damage, expressed as `(+#,+#)'. A normal
- weapon would be `(+0,+0)'. Many weapons in Angband have magical
- bonuses to hit and/or do damage. Some weapons are cursed, and
- have penalties that hurt the player. Cursed weapons cannot be
- unwielded until the curse is lifted.
-
- Angband assumes that your youth in the rough environment near the
- dungeons has taught you the relative merits of different weapons,
- and displays as part of their description the damage dice which
- define their capabilities. The ability to damage is added to the
- dice roll for that weapon. The dice used for a given weapon is
- displayed as "#d#". The first number indicates how many dice to
- roll, and the second indicates how many sides they have. A "2d6"
- weapon will give damage from 2 to 12, plus any damage bonus. The
- weight of a weapon is also a consideration. Heavy weapons may
- hit harder, but they are also harder to use. Depending on your
- strength and the weight of the weapon, you may get several hits
- in one turn.
-
- Missile booster weapons, such as bows, have their characteristics
- added to those of the missile used, if the proper weapon/missile
- combination is used, and the the launcher multiplier is applied
- to the total damage, making missile weapons a very useful thing.
-
- Although you receive any magical bonuses an unidentified weapon
- may possess when you wield it, those bonuses will not be added in
- to the displayed values of to-hit and to-dam on your character
- sheet. You must identify the weapon before the displayed values
- reflect the real values used.
-
- Finally, some rare weapons have special abilities. These are
- called ego weapons, and are feared by great and meek. An ego
- weapon must be wielded to receive the benefit of its abilities.
-
- Ego weapons are denoted by the following "names":
-
-
- (Defender).
- A magical weapon that actually helps the wielder defend him-
- self, thus increasing his/her armour class, and protecting
- him/her against damage from fire, frost, acid, lightning,
- and falls. This weapon also will increase your stealth, let
- you see invisible creatures, protect you from paralyzation
- attacks, and help you regenerate hit points and mana faster.
- As a result of the regeneration ability, you will use up
- food faster than normal while wielding such a weapon.
-
- (Holy Avenger).
- A Holy Avenger is one of the more powerful of weapons. A
- Holy Avenger will increase your wisdom and your armour
- class. This weapon will do extra damage when used against
- evil, demonic and undead creatures, and will also give you
- the ability to see invisible creatures. These weapons are
- basically extremely powerful versions of Blessed Blades.
-
- (Blessed Blade).
- A blessed blade will increase your wisdom. If you are a
- a priest, wielding a non-blessed sword or polearm causes a
- small penalty while attacking.
-
- Weapon of Frost.
- A magical weapon of ice that delivers a cold critical to
- creatures not immune to cold. It will inflict thrice the
- normal damage when used against such a creature. It also
- defends you against Cold.
-
- Weapon of Flame.
- A magical weapon of fire that delivers a heat critical to
- creatures not immune to fire. It will inflict thrice the
- normal damage when used against such a creature. It also
- defends you against Fire.
-
- Weapon of Westernesse.
- A Weapon of Westernesse is one of the more powerful weapons.
- It slays orcs, increases your strength, dexterity, and con-
- stitution. It also lets you see invisible creatures and
- protects from paralyzation. These blades were made by the
- Dunedain.
-
- Weapon of Slay Dragon.
- A Slay Dragon weapon is a special purpose weapon whose sole
- intent is to destroy dragon-kind. Therefore, when used
- against a dragon, the amount of damage done is three times
- the normal amount.
-
- Weapon of Slay Evil.
- A Slay Evil weapon is a special purpose weapon whose sole
- intent is to destroy all forms of evil. When used against
- an evil creature, either alive or undead, the damage done
- twice the normal amount. Some of these weapons are also
- Blessed Blades.
-
- Weapon of Slay Animal.
- A Slay Animal weapon is a special purpose weapon whose sole
- intent is to destroy all the dangerous animals in the world.
- An animal is any creature natural to the world. Therefore
- an orc would not be an animal, but a giant snake would be.
- This will inflict twice the normal amount of damage when
- used against an animal.
-
- Weapon of Slay Undead.
- A Slay Undead weapon is a special purpose weapon whose sole
- intent is to destroy all forms of undead. This weapon is
- hated and feared by the intelligent undead, for a single
- blow from this weapon will inflict three times the normal
- amount of damage. This weapon also gives you the ability to
- see invisible creatures, which is especially useful against
- undead, since many of them are normally invisible. Some of
- these weapons have the additional ability to protect against
- the life-draining attacks that many undead creatures
- possess.
-
- Weapon of Slay Orc.
- A Slay Orc weapon does treble damage against anything of
- orcish-kind. Often these are elvish blades.
-
- Weapon of Slay Troll.
- A Slay Troll weapon does treble damage against anything of
- troll-kind. Often these are elvish blades.
-
- Weapon of Slay Giant.
- A Slay Giant weapon does treble damage against anything of
- giant-humanoidal form.
-
- Weapon of Slay Demon.
- A Slay Demon weapon does treble damage against anything of
- of Hellish nature such as the Minor and Major Demons.
-
- Whips of Fire.
- These are one of the balrogs' favorite weapons delivering
- heat criticals.
-
- Weapon of Morgul.
- These blades are so foully cursed with evil, it is rumored
- impossible to remove them. BEWARE!
-
- Apart from these there are some very rare, and well made blades
- in the dungeon with not necessarily any special abilities. These
- include:
- Blades of Chaos (6d5)
- Maces of Disruption (4d10)
- Scythes of Slicing (8d4)
-
-
- 8.3 Artifact Weapons -- see "rumors.hlp"
-
-
- 8.4. Body and Shield Bashes
-
- Weight is the primary factor in being able to bash something, but
- strength plays a role too. After bashing, a character may be off
- balance for several rounds depending upon his dexterity.
-
- Doors can be broken down by bashing them. Once a door is bashed
- open, it is forever useless and cannot be closed.
-
- Finally, a creature may be bashed. If a shield is currently
- being worn, the bash is a shield bash and will do more damage.
- In either case, a bash may throw an opponent off balance for a
- number of rounds, allowing a player to get in a free hit or more.
- If the player is thrown off balance, his opponent may get free
- hits on him. This is a risky attack. It is also a hack. :-)
-
-
- 8.5. Your Armour Class
-
- Armor class is a number that describes the amount and the quality
- of armour being worn. Armour class will generally run from about
- 0 to 150, but could become negative or greater than 150 with
- rarer armour or by magical means.
-
- The larger your armor class, the more protective it is. A nega-
- tive armour class would actually help get you hit. Armour
- protects you in three manners. One, it makes you harder to be hit
- for damage. A hit for no damage is the same as a miss. Two, good
- armor will absorb some of the damage that your character would
- have taken from normal attacks. Three, acid damage is reduced
- by wearing body armor (but the armor will be damaged instead).
- It is obvious that a high armor class is a must for surviving
- the lower levels of Angband.
-
- Each piece of armour has a base armor value, which, like the
- damage from weapons, is assumed known by the player, and a magic
- bonus, which will not be displayed unless the armor has been
- identified (or was bought in a store).
-
- Armor class values are always displayed between a set of brackets
- as "[#]" or "[#,+#]". The first value is the armor class of the
- item. The second number is the magical bonus of the item which
- is only displayed if known, and will always have a sign preceding
- the value. Note that a few rings, amulets, and weapons also have
- the "[+#]" notation, indicating that they provide an armor bonus.
-
- Some pieces of armor will possess special abilities denoted by
- the following abbreviations:
-
- of Resist Acid.
- A character using such an object will take only one third
- normal damage from any acid thrown upon him. In addition,
- armor so enchanted will resist the acid's effects and not be
- damaged by it.
-
- of Resist Lightning.
- A character using a resist lightning object will take only
- one third damage from electrical attacks.
-
- of Resist Fire.
- A character using a resist fire object will take only one
- third damage from heat and fire.
-
- of Resist Cold.
- A character using a resist cold object will take only one
- third damage from frost and cold.
-
- of Resistance.
- A character wearing armor with this ability will have resis-
- tance to Acid, Cold, Fire, and Lightning as explained in
- each part above.
-
- Armour of Elvenkind.
- Same as Resistance armour, only generally better made and
- makes you more stealthy. They may possess additional resis-
- tances, as well.
-
- Robes of the Magi.
- These robes are designed especially for wizards, giving
- Resistance, sustaining all stats and protecting from life
- level loss. Like the Armour of Elvenkind, these Robes also
- may possess additional resistances. These robes are so good
- that their owners are rarely killed, perhaps explaining the
- incredible rarity.
-
- Crown of Might
- This is the great crown of the warriors. The wearer will
- have an increased strength, dexterity, and constituion, and
- will also be immune to any foe's attempt to slow or paralyze
- him or her.
-
- Crown of the Magi
- This is the great crown of the wizards. The wearer will
- have an increased intelligence, and will also be given
- resistance against fire, frost, acid, and lightning.
-
- Crown of Lordliness
- This is the great crown of the priests. The wearer will
- have an increased wisdom and charisma.
-
- Crown of Seeing
- This is the great crown of the rogues. The wearer will be
- able to see even invisible creatures, and will have an
- increased ability to locate traps and secret doors.
-
- Crown of Regeneration
- This crown will help you regenerate hit points and mana more
- quickly than normal, allowing you to fight longer before
- needing to rest. You will use of food faster than normal
- while wearing this crown because of the regenerative
- effects.
-
- Crown of Beauty
- This crown looks impressive, and will increase your
- charisma, but is otherwise not useful.
-
- Apart from these there are some very rare, and well made armours
- in the dungeon with not necessarily any special abilities. These
- include:
- Shields of Deflection [10]
- Shadow Cloaks [6]
- Adamantite Plate Mail [40]
- Mithril Plate Mail [35]
- Mithril Chain Mail [28]
- The last three all resist acid due to the quality metals they
- contain.
-
- Dragon Scale Mails.
- These extremely rare pieces of armour come in many different
- colours, each protecting you against the relevent coloured
- dragons. Naturally they are all resistant to acid damage.
- They also occasionally allow you to breathe as a dragon
- would!
-
-
- 8.6 Artifact Armours -- see "rumors.hlp"
-
-
-