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Amiga Plus Special 25
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AMIGAplus Sonderheft 25 (2000)(Falke)(DE)(Track 1 of 4)[!].iso
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Spiele
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Angband290
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attack.txt
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2000-04-10
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=== 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 use various breath weapons (such as fire) on you from a distance.
Creatures in walls can not be attacked by wands or other magic attacks
normally stopped by walls. Tunneling into the wall (using the "tunnel"
or "alter" command) will allow you to attack any creature in the wall.
If you are wielding a weapon, the damage for the weapon is used when you hit
a creature. Otherwise you get a single punch which does minimal damage.
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 and probably won't work...
Firing a missile (while 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; they also reduce the damage from a strike that
actually occurs.
=== Monster Memories ===
There are hundreds of different creatures in the pits of Angband, many of
which have the same letter symbol and color 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 feature 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. Otherwise you would
simply have to take notes, which is an unnecessary bother.
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.
=== 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 magical characteristics, their enchanted ability to hit
and their enchanted ability to do damage, expressed as `(+#,+#)'. A normal
weapon would be `(+0,+0)'. Many weapons in Angband have 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.
Identifying a weapon will inform you of the magical bonuses and penalties
and whether or not it is cursed.
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.
Any damage enchantment 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, dexterity,
character class, and weapon weight, you may get several attacks per 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 very powerful given the proper missiles, especially if they
are enchanted.
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 himself, thus
increasing his/her armour class, and protecting him/her against damage
from fire, cold, acid, lightning, and falls. This weapon also will
increase your stealth, let you see invisible creatures, protect you
from paralyzation and some slowing attacks, and help you regenerate hit
points and mana faster. As a result of the regeneration ability, you
will use up food somewhat faster than normal while wielding such a
weapon. These powerful weapons also will sustain one stat, though this
stat will vary from weapon to 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
and can be wielded by priests with no penalty. These weapons, like
(Defender) weapons, also will sustain one random stat.
(Blessed Blade)
A blessed blade will increase your wisdom. If you are a priest,
wielding a non-blessed sword or polearm causes a small penalty while
attacking and may infuriate your god, decreasing the chances that he
will accept your prayers. It is rumored that these blades may also
possess other properties.
Weapon of Westernesse
A Weapon of Westernesse is one of the more powerful weapons. It slays
orcs, trolls, and giants, while increasing your strength, dexterity,
and constitution. It also lets you see invisible creatures and protects
from paralyzation and some slowing attacks. These blades were made by
the Dunedain.
Weapon of Extra Attacks.
A weapon of extra attacks will allow the wielder to deliver extra
attacks during each round.
Elemental Branded Weapons.
Each of the four elemental attacks has a corresponding weapon which
will do treble damage against creatures not resistant to that element.
These weapons are labelled "of Melting", "of Shocking", "of Burning",
and "of Freezing", corresponding to acid, lightning, fire, and cold.
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. Some powerful
weapons of this type will do _five_ times the normal damage as well as
boosting the wielder's constitution.
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 is twice the normal amount. Some of
these weapons are also Blessed Blades and will boost your wisdom.