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Aminet 43 (2001)(GTI - Schatztruhe)[!][Jun 2001].iso
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cond.txt
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=== Conditions and effects ===
As you play the game, you will inevitablly come under the effect of spells and
attacks that may cause your character to exhibit certain conditions, both
benificial and harmful. You can see what currently effects your character by
displaying the by displaying the Character Screen ("C"), and then hitting "h"
twice.
Positive conditions:
Absorb Hit:
As long as this lasts, damage caused to your character will have an
inverse effect, healing him instead. The more damage you absorb, the
shorter this will last.
Heroism:
Heroism makes you temporary immune to fear, and grants you a bonus
to hit.
Blessed:
Blessing provides you a small bonus to AC and to hit.
Berserk:
Berserk rage provides you a resistance to fear, extra blow, a bonus to
damage, and bonus to damage, at a cost of penalties to AC, spell success
chances, and your saving throw, magic devices, and stealth skills.
Shield:
Shield adds to your AC, making it easier to avoid blows.
Prot. Evil:
Evil creatures have a chance of being repelled when attacking you,
making their attack an instant miss.
Resilient:
Resilience is the most powerful temporary protection a character may
acheive. It both signifiacntly raises your AC and also makes you
only suffer 1/3 of any damage recieved.
Negative conditions:
Blind:
While blind, you can not see your surroundings, nor can your read
scrolls. Only bards and mystics may cast spells blinded.
Paralyzed:
Whole paralyzed, you may take no action at all - this is a very
dangerous condition to be in!
Confused:
Confused characters can not control their own movement, read scrolls,
cast spells (except mystics), or do
Afraid:
You cannot fight hand-to-hand while afraid.
Poisoned:
When poisoned, you will lose hit points every round until the poison
is cured (or it runs it course).
Diseased:
Disease slowly reduces your stats, and may cause attacks of blindness
or diziness (stunning/confusion). Only characters with very high
constituion stand a chance of the disease ending on its own - others
must use magical healing.
Stunned:
When stunned, spell casting and combat become more difficult.
Hallucination:
Hallucination causes phantom monsters to appear on screen in addition
(and instead of) real monsters.
Mortal wound,Deep gash,Severe cut,Nasty cut,Bad cut,Light cut,Graze:
If you are wounded, you will lose hit points consistently until healed.
Mortal wounds never heal on their own accord - you have to use magical
healing to survive them.
=== The Special Qualities and Abilities that your Character may Possess ===
After your character is born, you may discover what special qualities and
immunities he has - and that you know about - by displaying the Character Screen
(type "C"), and then hitting "h" three times to display a list. This list is
very handy for finding out what you qualities you need and do not yet possess.
Because it only takes into account your racial intrinsics, and fully known
(*Identified*) or obvious items, consulting this list is not cheating.
The abilities screen is divided into three vertical columns and one horizontal
one. Each of the three vertical columns is further divided into sub-columns,
which stands for the various equipment slots (a-l or m depending on your class).
In addition, the two rightmost sub-columns stand for character intrinsic
abilities (@) and temporary abilities granted by spells or items (*).
A list of displayed qualities and their full names follows:
Resistance:
The leftmost of the three vertical columns displays your resistances. If
you have a '*' in one of the columns, that means that the item in question
grants you immunity to the attack in question. The list of possible
resistances is as follows:
Acid, Elec, Fire, Cold:
Acid, electricity, fire, and cold resistance. Temporary resistance
to any of these attacks, unlike other kinds of temporary resistance,
is cumulative with normal resistance - in effect you get double
resistance. To mark this the temporary resistance is marked with an
'x' rather than the normal '+'.
Poison:
Resistance to poison. Lowers damage from poison attacks and prevents
you from becoming poisoned. Like the elemental resistances, temporary
poison resistance is cumulative with other resistances.
Disease
Resistance to disease. Lowers damage from disease attacks + prevents
you from becoming diseased.
Light, dark:
Resistance to light and darkness attacks. Lowers damage from the
appropriate attack, and prevents you from being blinded by it.
Confus:
Resistance to confusion. Lowers damage from confusion attacks and
prevents you from being confused.
You cannot fight hand-to-hand when panicking. Some potions remove
fear and you may obtain resist fear from various items of equipment.
Sound, Shard, Water, Nexus, Nether, Chaos, Disen, Time, Mana:
Resistance to sound, shards, water nexus, nether, chaos, time, mana
and disenchantment. Like other resistances, these both reduce damage
from the corrosponding attack type and prevent any other ill effects
it may have.
Abilities:
The other two vertical columns display your characters abilities.
These are as follows:
Free Actn:
Some creatures are able to paralyze or slow you with melee attacks or
spells. Free Action is a survival essential deep in the dungeon.
Hold Life:
Characters with Hold Life resist experience draining attacks, and may
even escape their effects entirely.
No Blind:
Total immunity to blindness.
Bravery:
Protects you from fear.
S. Digest:
Slow Digestion reduces the amount of food you consume.
Fthr Fall:
Feather Fall lowers the damage from pits and trap doors.
Light:
Light allows you to see in the dungeon. A '*' stands for the normal
light source. Other items that grant light are marked with a '+'
Regen:
Characters who regenerate regain hit points at twice the normal rate
and mana at 1.5x the normal rate. Characters who regenerate need to
eat heartily.
Telepathy:
Telepathy is an extremely useful ability, allowing you to sense most
monsters (except mindless ones and some of those with weird thought
patterns) even through walls.
See Invisible:
Many creatures in the dungeons are invisible, and you will need to
keep some source of permanent or temporary see invisible handy if you
descend more than a few levels into the dungeon.
Invisible:
On the other hand, you too can gain invisibility, whether by temporary
means such as spells or potions, or by rare powerful magical items.
When invisible, monsters will have a harder time finding you, and they
will be less likely to target you with spells. Note, though, that the
effectiveness of invisibility depends greatly on your stealth - and if
your stealth is very low, you might not benifit from it at all.
Luck:
Some items make you luckier, allowing you to find better items more
often.
Stealth :
Items with this ability decrease the amount of noise your character
makes as he moves around the dungeon and performs actions.
Search:
Items with this ability allow your character to find traps and secret
doors more easily.
Infra-vsn:
Some objects increase the range at which you may see warm-blooded
creatures, regardless of whether they are illuminated or even visible
to the unaided eye.
Tunneling:
All shovels and picks and certain other weapons grant bonuses to
tunnelling skill.
Speed:
The faster you move, the fewer dangerous things monsters can do to
you before you get to take a turn. Speed items are rare for all but
high-level characters.
Blows:
Extra blows are one of the most useful abilities a melee fighter may
ever recieve.
Shots:
Some missile launchers allow you to spend less time firing each shot.
Mana:
The object grants a direct bonus to mana.
Health:
The object grants a direct bonus to health.
Might:
Some missile launchers have a higher base damage multiplier than
normal.
Disrupt:
Disruption dramatically reduces the chance of spell success.
Drn Items:
The item slowly drains the magic out of your equipment.
Drn Exp:
As long as you equip this item, you will slowly lose experience.
Teleport:
You will randomly teleport without control.
Aggravate:
Monsters around you will become aggravated at your every move -
beware!
Weapon Abilities:
The horizontal row depicts the special abilities possessed by your
weapon.
Slays:
The ten leftmost columns give your weapon damage bonuses against
certain monster types. From left to right, they are-
Animals, Plants, Evil, Chaos, Undead, Demons, Humanoids, People
and Dragons.
Xdragon:
Some weapons have an even greater bonus against dragons.
Bless:
Priests may use blessed weapons without repercussion, even if they
are bladed.
Wound:
Only available for swords, monsters struck by this weapon receive
extra damage from bleeding.
Terror:
Monsters struck by this weapon have a greater chance of fleeing.
Quake:
This ability causes your blows occasionally to start earthquakes.
Brands:
The final seven columns stand for weapons branded with elemental or
other magical attacks. The four elemental attacks (acid, electricity,
fire, and cold) cause extra damage to monsters that aren't resistant.
Weapons branded with either light or darkness cause both extra
damage and have a chance of blinding the opponent, while venom-
branded weapons may cause a monster to be poisoned in addition to
the bonus damage.