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The (Rather Unofficial) Angband FAQ

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JASON HOLTZAPPLE

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Aug 14, 1995, 3:00:00 AM8/14/95
to
Submitted for your consumption: a new faq. This FAQ is the result of a
few sleepless nights, forgive me for any inaccuracies. In fact, there
are sure to be mistakes, if you reply via email or this newsgroup I
will correct them. In many cases I did not go to the source to verify
data, I may regret this. This file will be included in the MacAngband
Guidebook version 3 when I release it, as of now you may grab it at
http://www.acpub.duke.edu/~jth/angfaq.txt

I'm not implying this the real FAQ, it is just something to hold
everyone over until such a beast is brought, kicking and screaming,
into life.


The (Rather Unofficial) Angband FAQ

Originally written by:
Charles F. Teague II (cte...@cs.umb.edu)
Restructured and dismembered by:
Jason Holtzapple (j...@acpub.duke.edu)
Additional insight provided by:
Stephen S. Lee (le...@fas.harvard.edu)
Martin Lai (wel...@itwol.bhp.com.au)
David O'Brien (d...@maths.mu.oz.au)
Chris Kidwell (kid...@wam.umd.edu)

> General Questions

* Where do I get the latest version of Angband?

The most recent version of Angband can be downloaded via anonymous
FTP from the site linc.cis.upenn.edu from the directory appropriate
to your system in the /pub/angband directory. Systems currently
supported are Unix (incl. X Windows), Amiga, Macintosh (incl.
PowerMac), Windows, Dos-386 and OS/2-386.

* What is wizard mode? How do I use it?

Wizard mode is intended as a debugging tool for Angband programmers.
It must be enabled at compile time. Use control-w to enter and exit
wizard mode. Commands are explained in more detail in the online
help. Enabling wizard mode on a character "marks" it and you will be
unable to make the high score list with such a character. There are
currently two ways to get a copy of Angband with wizard mode enabled:
compile it in yourself or get someone to do it for you.

* What is the borg? How do I use it?

The borg is an automatic Angband player. Having never used it, I'm
not sure as to it's operation. There are currently two ways to get a
copy of Angband with the borg enabled: compile it in yourself or get
someone to do it for you.

> Character Generation

* What are "preserve" and "maximize" mode?

Characters created in preserve mode receive no special level
feelings, but any artifacts, if missed, may appear again and are not
lost forever. At initial generation, maximize mode makes no
difference for statistics under 18. For scores above 18, each die
spot turns into 5 to 20 percentage points when not in maximize mode;
in maximize mode, each spot turns into exactly 10 percentage points.
Therefore, you can achieve higher stats when not in maximize mode.
However, in maximize mode the racial and class stat bonuses/penalties
are applied to your statistical maximums; this enables you to
eventually attain a higher natural set of statistics. In the long
run, the game is easier in maximize mode, but it's much tougher in
the beginning. Characters created in maximize mode get their
statistic corrections applied after the roll. The maximum then is not
18/100 for all stats but 18/(100 +/- 10*correction). When you set the
preserve or maximize option, it applies to the next character
created, not your current one.

> Innate & Granted Powers

* I don't have see invisible, but I occasionally see invisible
monsters. What's going on?

Infravision allows you to see some invisible monsters if they aren't
cold-blooded. This is not a bug.

* What's the best way to identify items?

For warriors, paladins and rogues, carry everything you find (weapons
and armor; this doesn't work for potions, etc) for a while. Your
'pseudo-identify' should kick in and give you some idea how good/bad
the item is. Warriors notice items most quickly, followed by rogues
and then paladins. For anyone with the 'remove curse' spell, try on
any armor you find. If it's cursed, uncurse it, and drop it. That way
you don't have to carry cursed items at least. But do not do this
with weapons. There are some really bad weapons that can laugh off
your feeble attempts to uncurse! For mages and rangers who have the
identify spell and know it well enough to cast fairly often, ID
everything you can. If you've got some really nice Mithril Plate, you
don't have to ID things like studded leather armor, but you should be
on the lookout for light armor artifacts to avoid the mana penalty of
heavy armor. For priests, and low levels mages and rangers, you have
to depend on ID scrolls, Staves of Perceptions, etc. Even priests do
get some feeling of 'cursed' items if they carry things long enough.
Try not to waste ID spells on cursed items. At high levels, priests
can get the ID spell, but it's in one of the deeper books.

* I just got a feeling about an item. What does it mean?

'terrible' - cursed ego item or artifact
'worthless' - cursed item
'average' - uncursed, but nonmagic item, maybe with minuses
'good' - item with plusses
'excellent' - non-artifact item with special powers (aka ego item)
'special' - artifact

> Items

* What do the minuses in the name of a piece of armor mean?

This is a to-hit penalty for wearing heavy or inflexible armor.

* How do I discover an item's special powers?

Unequip all your items except for the one in question. Then drink a
Potion of Self Knowledge. By subtracting any special racial
abilities, you should be able to tell the powers of the item. There
is a much easier way with version 2.7 or later. Simply use a Scroll
of *Identify* on the item.

* What is a weapon of flame/frost/fire?

Weapons of flame and frost do x3 damage to a non-resistant opponent.
Fire does x3 fire damage like flame, but doesn't grant you fire
resistance.

* What is a Potion of Life/Augmentation?

A Potion of Life restores lost experience, restores any drained
stats, cures poison, confusion, blindness, hallucination, removes
fear and stunning, heals cuts and fully heals you. Augmentation
restores all your stats, then attempts to raise all of them.

* What is a Staff/Rod/Potion of Enlightenment?

A Staff or Rod of Enlightenment acts as the priest spell of sense
surroundings (basically, it maps one screen, without detecting
anything). A Potion of Enlightenment lights the entire level, like
the wizard mode light command. A Potion of *Enlightenment*
wizard-lights the level, identifies all your items, restores your INT
and WIS if they were drained or increases them otherwise, and grants
self-knowledge.

* What is a Potion of Death/Ruination/Detonations?

Need you ask? Don't drink a potion of Death, Ruination or
Detonations! A Potion of Death or Detonations makes a good thrown
weapon, though.

* I found a weapon of Morgul. Is is worth anything?

These are worthless unless uncursed. A weapon of Morgul cannot be
uncursed with a normal remove curse spell. See the note on 'Calris'
for how to uncurse one of these.

* What is a Cloak of Aman?

It is not an artifact, it is just a cloak with resist acid, stealth,
and a very large bonus to AC.

* What are the special powers of Dragon Scale Mail?

All DSMs have resist acid, and the activation for breath weapon is
appropriate for the type of dragon.

Blue: resist lightning (breathe for 100 hp)
White: resist cold (breathe for 110 hp)
Black: resist acid (breathe for 130 hp)
Green: resist poison (breathe for 150 hp)
Red: resist fire (breathe for 200 hp)
Multi-Hued: resist all of the above (breathe for 250 hp)
Bronze: resist confusion (breathe for 120 hp)
Gold: resist sound (breathe for 130 hp)
Shining: resist light, resist dark (breathe light/dark for 200 hp)
Chaos: resist disenchant, resist chaos (breathe for 220 hp)
Law: resist shards, resist sound (breathe for 230 hp)
Balance: resist disenchant, resist chaos, resist shards, resist sound
(breathe for 250 hp)
Power: resist chaos, resist shards, resist light, resist dark, resist
nexus,resist nether, resist lightning, resist cold, resist fire, resist poison
(breathe for 300 hp)

Note: resist chaos resists both chaos and confusion.

> Feelings

* What are the messages I get upon entering a new level?

These are known as "level feelings." You will only get them when you
enter a level if you've been on the previous level long enough.
Otherwise you will get a 'Looks like any other level' message. This
is to prevent people from standing on a stairway and going up and
down until they get a "special" message, also known as "stair
scumming." "Long enough" is 100 turns, adjusted by your speed. For
every plus to speed, increase the time required by 10%. If you
restore a game saved to disk, the count is reset to zero. If you are
in wizard mode, you don't receive level feelings because the game
tells you exactly what is on the level. Many players say that only
"good," "very good," "excellent," and "special" levels are worth
exploring, but this of course a matter of opinion.

* What causes a "special" feeling?

Any or (gulp) all of four things: artifacts, player ghosts, monster
pits or vaults. As you get deeper in the dungeon, there is less of a
chance that monster pits and vaults are will cause special feelings.
See the spoiler dungeon.spo for more detail. If you are playing in
"preserve" mode, you will never receive a "special" feeling.

> Artifacts

* Will I ever see an artifact in one of the stores in town?

Artifacts never appear in stores unless you sell one to them.

* Explain the generation of artifacts.

If you are not playing in "preserve" mode, artifacts, once missed,
are gone forever. This includes both artifacts generated when the
level is created and those dropped by monsters. If you get a
"special" level feeling, be careful and make sure you don't fall
through a trap door! If you are playing in "preserve" mode, any
artifacts missed are "recycled" and may appear again.

* Can an artifact be stolen or destroyed by a monster attack?

Artifacts resist destruction by fire/frost/lightning/etc, and
shouldn't be picked up by monsters, so you don't have to worry too
much about some green glutton ghost picking up an awesome item.
Artifacts are vulnerable to disenchant attacks. Ditto with thieves
stealing them.

* I found an artifact on a level that was not "special." What's up?

Artifacts can appear on a level that doesn't give you the "special"
message. The "special" message only lets you know if there is an
artifact (or other special feature) on the level when it's first
generated. If a monster is killed and drops an artifact, the only
way you'll know about it is to ID it (or carry it a while, and hope
for the "pseudo-ID" to tell you). However, if there is an artifact on
the level at the time of creation, you will get the "special"
message.

* Argh! One of my artifacts was disenchanted! How can I prevent this?
Is there any way to restore the item?

Artifacts can be disenchanted, just like any other item. If you have
an item which gives you disenchantment resistance, then all of your
items are protected. There are a few items which grant disenchantment
resitance. They are:

Chaos Dragon Scale Mail
Balance Dragon Scale Mail
The Dagger of Rilia
The Bastard Sword 'Calris'
The Mace of Disruption 'Deathwreaker'
The Long Bow 'Belthronding'
The Mithril Plate Mail of Celeborn
The Power Dragon Scale Mail 'Bladeturner'

There is currently no way to restore a disenchanted artifact past +10.
Be careful around disenchanting monsters and uniques!

* What are Curse Weapon/Armor Scrolls?

Curse Weapon and Curse Armor scrolls can destory artifacts.
Artifacts do get a saving throw against this destruction, but it's
less than 50/50 that they survive. In general, it is not a good idea
to read unIDed scrolls found on "good" levels or deep in the dungeon
until you know which scrolls these two are, unless you aren't using
any equipment you care about and have remove curse to get rid of the
newly cursed item. You have been warned.

* I found Calris. Joy! But how do I uncurse it?

Either use a scroll of *remove curse*, or just read a scroll of
enchant weapon to-hit. It will still say {cursed}, and it will still
aggravate monsters, but you will be able to switch to another weapon
until you can get enough enchant to-hit scrolls to remove Calris's
penalty to-hit.

> Combat

* Is there a trick for surviving an attack by a group of monsters?

Group monsters can be dangerous! Even if you can kill a single
creature without too much trouble, it's easy to get overwhelmed by
sheer numbers. Make sure only 1 can attack you at a time, and for any
spell-casting or breathing groups, ambush them from around a corner
so that only 1 can see you at a time. This is the best way to deal
with those pesky hounds. A possible exception to this is novice
rangers; they can only cast magic missile, and missile spells (as
opposed to ball spells or breath weapons) cannot "jump" other
monsters in Angband. So, if you're having trouble with novice
rangers, get them all lined up in a corridor, and then some of them
will be wounded/killed by magic missles from other rangers. Of
course, you don't get experience for anything that you don't kill,
but you might survive a bit longer.

* What are some general survival tips?

You should always try to carry some Cure Serious Wounds (or better)
potions to cure some HPs and remove blindness and confusion. This
will allow spell casters to cast their escape spells, and allow
others to read their escape scrolls. Scrolls of phase door or
teleport are important for characters who don't have an escape spell.
Staves of Teleportation work also, but a thief can only steal 1
scroll at a time, or a fire attack or trap can only burn up 1 scroll
at a time. On the other hand, you can use a staff while blinded and
confused.

* How do missle weapon to-hit and to-damage bonuses work?

The to-hit bonuses for using a bow can come from any source: rings,
DEX, gauntlets of slaying, the bow or the arrows. But the to-damage
bonus for shooting a bow come only from the arrows and the bow, so a
Ring of Damage (+18) won't help your bow damage (unless you're
hitting a monster over the head with your longbow).

* How do damage multipliers work?

Damage from ego weapons/artifacts is calculated as follows: damage =
((base weapon damage rolled) * weap_mult) * hit_mult +hit_bonus +
+to-dam) weap_mult is the bonuses granted for the weapon. hit_mult
is the multiplier granted from a good or better hit. hit_bonus is
the additional damage granted from a good or better hit. +to-dam is
the character's total plusses to damage.

Note that damage bonuses are not multiplied in. This means that a
dagger (1d4), even if it does x5 damage, is not as good as a
two-handed sword (3d6) that does x2 damage, unless you get more
swings with the dagger. Of course, if the 2-H-sword had +0 to
damage, and the dagger had +20 to damage, you might want to use the
dagger anyways.

There is an exception to the above equation: slings/bows/Xbows when
used in conjunction with the appropriate ammo. This helps warriors
survive without spells. For bows with the correct ammo, the formula
is:

damage = (base ammo damage "roll" + +to-dam-ammo + +to-dam-bow) *
bow_mult * ammo_mult * hit_mult + hit_bonus). bow_mult is the
multiplier with the missile launcher. ammo_mult is for special ammo
- of Fire, of Dragon Slaying, etc. hit_mult is the multiplier gained
from a good or better hit. hit_bonus is the extra damage gained from
a good or better hit. Note that, in this case, damage bonuses are
multiplied. This makes a heavy crossbow (x4) with a high +to-dam
very powerful if you have some bolts.

* What are the damage mulipliers for ego weapons?

Multipliers for various weapon powers are:

L - x5 XD - x5 FB - x3
FT - x3 SD - x3 SDm - x3
SU - x3 SO - x3 SG - x3
ST - x3 SE - x2 SA - x2

Abbreviations used above are: (self knowledge mesg. in parenthesis)
L - Lightning, unless res. ("electrocutes your foes")
XD - Execute Dragon ("great bane of dragons")
FB - Frost (Brand), unless res. ("freezes your foes")
FT - Flame (Tongue), unless res. ("burns your foes")
SD - Slay Dragon ("especially deadly against dragons")
SDm - Slay Demon ("strikes at demons with holy wrath")
SU - Slay Undead ("strikes at undead with holy wrath")
SO - Slay Orcs ("especially deadly against orcs")
SG - Slay Giants ("especially deadly against giants")
ST - Slay Trolls ("especially deadly against trolls")
SE - Slay Evil ("fights against evil with holy fury")
SA - Slay Animals ("especially deadly against Nature's creatures")

Note that only the highest applicable multiplier is used if several
apply. For example, a weapon with XD, SU, SE used against a
Dracolich will only do the x5 from XD, NOT x5x3x2 = x30 from all
three.

* I got a good hit with my weapon. How much damage did it do?

Damage bonuses for special hits are:

"good hit" x2 + 5
"excellent hit" x2 + 10
"superb hit" x3 + 15
"*GREAT* hit" x3 + 20
"*SUPERB* hit" x3.5 +25

The odds of getting a special hit are influenced by your plusses to
hit, your combat skill, and the weight of your weapon (Heavier
weapons are more likely to deliver an extra-hard hit).

* My priest character doesn't feel comfortable wielding his weapon.
Why?

Priests are penalized for wielding "non-priestly" weapons. Priests
are basically restricted to maces, clubs and other blunt weapons.
They should get a warning message if they wield a non-priestly
weapon. But this is only -2 to hit and damage.

> Spellcasting

* I'm trying to learn new spells and the message 'You seem to be
missing a book.' appears. What does this mean?

You need one of the books that can only be found in the black market
or in the dungeon. Only 4 of the 9 mage or priest spellbooks are
readily available.

* How do I keep my spellbooks from being destroyed by fire?

There is no good way. Always bring at least 2 copies of the first 4
spellbooks on trips to the dungeon. The 5 most powerful spellbooks
are immune to destruction by fire.

* Why did my maximum mana suddenly go down?

All spellcasters are penalized for high ACs. This is based on true
AC, without any magical bonuses. This simulates the general
encumbering effects of heavy armor. Try removing some armor to
restore your mana, if this is a problem.

* Why can't my mage/ranger/rogue wear gloves without a mana penalty?

Mages, and other mage-type spell caster, lose mana for wearing gloves
(or gauntlets or cestus). This simulates the interference they cause
with the intricate gestures required for spellcasting. Priests and
paladins don't have this problem, as they invoke the power of their
deity directly.

* I may try to cast a spell without enough mana. What are the
consequences?

Casting a spell without enough mana has a 1/3 chance of damaging your
health. It can also cause you to faint from the effort, but the
chances are not the same as in losing Constitution.

* I cast a spell twice in a row. Why doesn't the duration double?

Many duration spells don't provide much duration if cast again while
the effects still last. For example, casting haste self 10 times in
a row isn't a very good use of mana.

* Where do I find the higher-level spellbooks?

There are 9 spells books for mages, and 9 for priests. The five
higher-level books can be found deeper in the dungeon. Or you could
get lucky and see them at the Black Market. These books are not
artifacts.

* Are monsters susceptible to certain attacks, like they were in
Moria?

Monster spell resistances have been changed from Moria. In Moria, a
white dragon took extra damage from a fire bolt/ball, and partial
(1/4th) damage from a frost bolt/ball. In Angband, a white dragon
takes normal damage from a fire bolt/ball, and almost no (1/9th)
damage from a frost bolt/ball. Basically, there are no more
"susceptibilities." There are a couple of exceptions to this.
Monsters can be susceptible to bright light (ie, wand of light, not
lightning), and holy orb does extra damage vs. evil creatures.

> Resistances

* My stats got shuffled by a nexus attack! How do I prevent this?

The nexus "stat-shuffling" attack can be prevented by Resist Nexus. A
few items have resist nexus: PDSM, Aule, Bloodspkike, Soulkeeper,
Bladeturner, Isildur, Arvedui, Iron Crown of Morgoth, Hammerhand and
Feanor). If your stats do get "shuffled," there is no way to restore
them, short of getting them shuffled again until they get restored.
Of course, if all your stats are maximized then it doesn't matter if
they get shuffled.

> Monsters

* Why are there two different entries in my monster memory for the
same monster?

The monster memory does show more than one description for some
monsters. Some examples are filthy street urchins, novice
mages/priests/warriors/rangers, mimics, gnome mages, etc. There are
two or more entries because there are actually two or more different
types of these monsters. Often the difference between them is that
one is found solo and the other is found in groups, at a slightly
deeper level.

* I killed a monster that I couldn't see. Do I get credit in the
monster memory for the kill?

Monster memory doesn't give you credit for killing a monster if you
cannot see the monster (if you are blind, or the monster is in a dark
area beyond your infravision range, etc). The recall code for unique
monsters is slightly different, and the monster memory will note
their deaths, unless you never saw them, even by an "ancestor."

* How do I kill large numbers of orcs/trolls fairly easily?

Orcs and trolls can be fun to line up in a long corridor and then
blast with a wand of light! (Not all types are susceptible.) A rod
of light can be a mid-level character's best friend, doing good
damage against a whole line of susceptible monsters, with a really
fast (8 rounds) recharge.

* Why can't I hit/target a monster in a wall or door?

You must tunnel into the wall to be able to hit the monster. Likewise
you must open a door to hit a monster on the same space as a closed
door.

* What are monster pits?

Monster pits are rectangular rooms, about 20 by 5, (they look like
some of the rooms that have an inside wall) filled with monsters.
Slime pits are filled with jellies, molds, icky things, oozes, etc.
Orc, Troll, Giant, Dragon and Demon pits are filled with different
types of those monsters (Dragon pits are filled with the same color
dragons). Undead pits (a.k.a. Graveyards) are filled with some nasty
undead. Inside monster pits, there can be monsters that are very far
out of depth, so you should be very careful around them. A hint for
taking on jelly pits: remove all your armor first!

* What are chapels?

Chapels are unimplemented as of Angband 2.7.7v4. They are similar to
monster pits, but they are filled with devas and angels.

* What are vaults?

Monster vaults are unusually shaped and sized rooms, filled with
monsters, treasures, and traps. The greater vaults are huge (about
60x20), with outside walls of impenetrable rock except for a couple
of granite walls in the corners. Monster vaults are filled with all
different kinds of monsters, and often have some really nice treasure
to go along with some out-of-depth monsters. Greater vaults are
filled with all different kinds of out-of-depth monsters, with
excellent treasure (often more than 1 artifact), and some really
out-of-depth monsters. Taking on a greater vault is amazingly
dangerous unless you have some speed, lots of resistances, and a
teleport away spell/wand/rod. In my experience, taking on a greater
vault is the second-most dangerous task in the game, aside from
attacking Morgoth. Be careful!

> Uniques

* Should I kill Farmer Maggot?

Unfortunately, yes. He cannot harm you, just hit him until he dies.
He may drop a nice item for your troubles.

* Help! I'm having trouble with a unique monster!

Run or teleport the monster away. You can kill the unique later, when
you're tougher. Speed helps a great deal, as does a nice missle
--
Jason Holtzapple * j...@acpub.duke.edu
http://www.acpub.duke.edu/~jth/

Julian Bean

unread,
Aug 14, 1995, 3:00:00 AM8/14/95
to

In article <40mtk1$8...@news.duke.edu> j...@acpub.duke.edu (JASON HOLTZAPPLE)
writes:

>Submitted for your consumption: a new faq. This FAQ is the result of a
>few sleepless nights, forgive me for any inaccuracies. In fact, there
>are sure to be mistakes, if you reply via email or this newsgroup I
>will correct them. In many cases I did not go to the source to verify
>data, I may regret this. This file will be included in the MacAngband
>Guidebook version 3 when I release it, as of now you may grab it at
>http://www.acpub.duke.edu/~jth/angfaq.txt
>

Thanks.


>* I found a weapon of Morgul. Is is worth anything?
>
>These are worthless unless uncursed. A weapon of Morgul cannot be
>uncursed with a normal remove curse spell. See the note on 'Calris'
>for how to uncurse one of these.
>

Calris is, of course, well worth uncursing. Is there any point with a Morgul?


>* Can an artifact be stolen or destroyed by a monster attack?
>
>Artifacts resist destruction by fire/frost/lightning/etc, and
>shouldn't be picked up by monsters, so you don't have to worry too
>much about some green glutton ghost picking up an awesome item.
>Artifacts are vulnerable to disenchant attacks. Ditto with thieves
>stealing them.
>

Not quite sure what you meant with ditto - but artifacts are not vulnerable to
theft, AFAIK.


>* I killed a monster that I couldn't see. Do I get credit in the
>monster memory for the kill?
>
>Monster memory doesn't give you credit for killing a monster if you
>cannot see the monster (if you are blind, or the monster is in a dark
>area beyond your infravision range, etc). The recall code for unique
>monsters is slightly different, and the monster memory will note
>their deaths, unless you never saw them, even by an "ancestor."
>

You will of course get XP anyway.

Jules

Larry Craighead

unread,
Aug 14, 1995, 3:00:00 AM8/14/95
to
In <40mtk1$8...@news.duke.edu> j...@acpub.duke.edu (JASON HOLTZAPPLE)
writes:

>Submitted for your consumption: a new faq. This FAQ is the result of a


>few sleepless nights, forgive me for any inaccuracies. In fact, there
>are sure to be mistakes, if you reply via email or this newsgroup I
>will correct them. In many cases I did not go to the source to verify
>data, I may regret this. This file will be included in the MacAngband
>Guidebook version 3 when I release it, as of now you may grab it at
>http://www.acpub.duke.edu/~jth/angfaq.txt

I believe I have some corrections here. Everything I know to be
correct has been snipped.

>* What is the borg? How do I use it?
>
>The borg is an automatic Angband player. Having never used it, I'm
>not sure as to it's operation. There are currently two ways to get a
>copy of Angband with the borg enabled: compile it in yourself or get
>someone to do it for you.

The borg, if compiled in, can be used quite simply. Type ^W to get
into wizard mode, and then ^Z r should start the borg. Note that you
must define ALLOW_WIZARD and AUTO_PLAY to get the borg to work.

>* I just got a feeling about an item. What does it mean?
>
> 'terrible' - cursed ego item or artifact
> 'worthless' - cursed item
> 'average' - uncursed, but nonmagic item, maybe with minuses
> 'good' - item with plusses
> 'excellent' - non-artifact item with special powers (aka ego
item)
> 'special' - artifact

All right except terrible and worthless, and your leaving out of
cursed. Items with a curse, but not bad ego items or artifacts are
inscribed "cursed". Bad ego items are "worthless". Cursed artifacts
(not necessarily bad) are "terrible".



>* What is a Potion of Death/Ruination/Detonations?
>
>Need you ask? Don't drink a potion of Death, Ruination or
>Detonations! A Potion of Death or Detonations makes a good thrown
>weapon, though.

Death potions only do 1d1 when thrown, just like most potions.
Detonations are nice, though, doing 25d25.

>* I found a weapon of Morgul. Is is worth anything?
>
>These are worthless unless uncursed. A weapon of Morgul cannot be
>uncursed with a normal remove curse spell. See the note on 'Calris'
>for how to uncurse one of these.

Even if uncursed they are still useless.

>* What are the special powers of Dragon Scale Mail?
>
>All DSMs have resist acid, and the activation for breath weapon is
>appropriate for the type of dragon.
>
>Blue: resist lightning (breathe for 100 hp)
>White: resist cold (breathe for 110 hp)
>Black: resist acid (breathe for 130 hp)
>Green: resist poison (breathe for 150 hp)
>Red: resist fire (breathe for 200 hp)
>Multi-Hued: resist all of the above (breathe for 250 hp)
>Bronze: resist confusion (breathe for 120 hp)
>Gold: resist sound (breathe for 130 hp)
>Shining: resist light, resist dark (breathe light/dark for 200 hp)
>Chaos: resist disenchant, resist chaos (breathe for 220 hp)
>Law: resist shards, resist sound (breathe for 230 hp)
>Balance: resist disenchant, resist chaos, resist shards, resist
sound
> (breathe for 250 hp)
>Power: resist chaos, resist shards, resist light, resist dark, resist
> nexus,resist nether, resist lightning, resist cold, resist fire,
resist poison
> (breathe for 300 hp)

Sometimes DSMs can get extra resists from these ones. Power DSM with
resist disenchantment is quite formidable!

>Note: resist chaos resists both chaos and confusion.

No, resist chaos and resist confusion both prevent you from being
confused. However, only resist chaos lowers damage from chaos breath
and only resist confusion lowers damage from confusion breath.

>* Can an artifact be stolen or destroyed by a monster attack?
>
>Artifacts resist destruction by fire/frost/lightning/etc, and
>shouldn't be picked up by monsters, so you don't have to worry too
>much about some green glutton ghost picking up an awesome item.
>Artifacts are vulnerable to disenchant attacks. Ditto with thieves
>stealing them.

I don't think thieves are allowed to steal artifacts any more.

>* Argh! One of my artifacts was disenchanted! How can I prevent this?
>Is there any way to restore the item?
>
>Artifacts can be disenchanted, just like any other item. If you have
>an item which gives you disenchantment resistance, then all of your
>items are protected. There are a few items which grant disenchantment
>resitance. They are:
>
> Chaos Dragon Scale Mail
> Balance Dragon Scale Mail
> The Dagger of Rilia
> The Bastard Sword 'Calris'
> The Mace of Disruption 'Deathwreaker'
> The Long Bow 'Belthronding'
> The Mithril Plate Mail of Celeborn
> The Power Dragon Scale Mail 'Bladeturner'
>
>There is currently no way to restore a disenchanted artifact past +10.
>Be careful around disenchanting monsters and uniques!

Your list is incomplete. Several types of ego items and all DSMs can
give an extra high resist (Robe of the magi, etc.). Among these is
Resist Disenchantment.

>* I found Calris. Joy! But how do I uncurse it?
>
>Either use a scroll of *remove curse*, or just read a scroll of
>enchant weapon to-hit. It will still say {cursed}, and it will still
>aggravate monsters, but you will be able to switch to another weapon
>until you can get enough enchant to-hit scrolls to remove Calris's
>penalty to-hit.

This is somewhat confusing, and not all of us have resist confusion
yet, especially newbies. *remove curse* or dispel curse (the spell)
will get rid of the curse for all time, and enchant to hit can actually
eliminate the curse. Each time an item is enchanted to +0 or higher, a
curse on it has a 1 in 4 chance of going away. Unfortunately, I don't
think this applies to Morgoth and its permacurse.

>* How do I keep my spellbooks from being destroyed by fire?
>
>There is no good way. Always bring at least 2 copies of the first 4
>spellbooks on trips to the dungeon. The 5 most powerful spellbooks
>are immune to destruction by fire.

Immunity to fire is a good way.

>* Why did my maximum mana suddenly go down?
>
>All spellcasters are penalized for high ACs. This is based on true
>AC, without any magical bonuses. This simulates the general
>encumbering effects of heavy armor. Try removing some armor to
>restore your mana, if this is a problem.

As of some 2.7 version this is now based on total weight of armor
instead.

>* Why can't my mage/ranger/rogue wear gloves without a mana penalty?
>
>Mages, and other mage-type spell caster, lose mana for wearing gloves
>(or gauntlets or cestus). This simulates the interference they cause
>with the intricate gestures required for spellcasting. Priests and
>paladins don't have this problem, as they invoke the power of their
>deity directly.

Note that gloves providing either free action and/or a dexterity bonus
are not bad for mage-like spellcasters. Among these are the artifacts
Fingolfin and Cambeleg.

>> Monsters
>
>* Why are there two different entries in my monster memory for the
>same monster?
>
>The monster memory does show more than one description for some
>monsters. Some examples are filthy street urchins, novice
>mages/priests/warriors/rangers, mimics, gnome mages, etc. There are
>two or more entries because there are actually two or more different
>types of these monsters. Often the difference between them is that
>one is found solo and the other is found in groups, at a slightly
>deeper level.

There are no longer two types of urchins.

Matt Craighead

Clifford Francis Joseph Stamp

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Aug 15, 1995, 3:00:00 AM8/15/95
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In article <40mtk1$8...@news.duke.edu>, j...@acpub.duke.edu (JASON HOLTZAPPLE) writes:

just a few minor corrections

Death now does no damage when thrown.

|>* I found a weapon of Morgul. Is is worth anything?
|>
|>These are worthless unless uncursed. A weapon of Morgul cannot be
|>uncursed with a normal remove curse spell. See the note on 'Calris'
|>for how to uncurse one of these.
|>

Well they do have see invisible :)

Weapons can go to +15, armour can too I *think*, (it is hard though)

|>* What are Curse Weapon/Armor Scrolls?
|>
|>Curse Weapon and Curse Armor scrolls can destory artifacts.
|>Artifacts do get a saving throw against this destruction, but it's
|>less than 50/50 that they survive. In general, it is not a good idea
|>to read unIDed scrolls found on "good" levels or deep in the dungeon
|>until you know which scrolls these two are, unless you aren't using
|>any equipment you care about and have remove curse to get rid of the
|>newly cursed item. You have been warned.
|>
|>* I found Calris. Joy! But how do I uncurse it?
|>
|>Either use a scroll of *remove curse*, or just read a scroll of
|>enchant weapon to-hit. It will still say {cursed}, and it will still
|>aggravate monsters, but you will be able to switch to another weapon
|>until you can get enough enchant to-hit scrolls to remove Calris's
|>penalty to-hit.
|>

Once you enchant it past 0 you have a chance of breaking the curse, when
this happens the {cursed} flag is gone

You can't hit something over the head with your longbow (bow slot)

This has now changed to increasing the spell failure rate, I don't know
if the lame -2 restriction is still there

|>> Spellcasting
|>
|>* I'm trying to learn new spells and the message 'You seem to be
|>missing a book.' appears. What does this mean?
|>
|>You need one of the books that can only be found in the black market
|>or in the dungeon. Only 4 of the 9 mage or priest spellbooks are
|>readily available.
|>
|>* How do I keep my spellbooks from being destroyed by fire?
|>
|>There is no good way. Always bring at least 2 copies of the first 4

get an item that gives immunity to fire

|>spellbooks on trips to the dungeon. The 5 most powerful spellbooks
|>are immune to destruction by fire.
|>
|>* Why did my maximum mana suddenly go down?
|>
|>All spellcasters are penalized for high ACs. This is based on true
|>AC, without any magical bonuses. This simulates the general

it is now based on weight

|>encumbering effects of heavy armor. Try removing some armor to
|>restore your mana, if this is a problem.
|>
|>* Why can't my mage/ranger/rogue wear gloves without a mana penalty?
|>
|>Mages, and other mage-type spell caster, lose mana for wearing gloves

they can use gauntlets of free action and agility

|>(or gauntlets or cestus). This simulates the interference they cause
|>with the intricate gestures required for spellcasting. Priests and
|>paladins don't have this problem, as they invoke the power of their
|>deity directly.
|>
|>* I may try to cast a spell without enough mana. What are the
|>consequences?
|>
|>Casting a spell without enough mana has a 1/3 chance of damaging your
|>health. It can also cause you to faint from the effort, but the
|>chances are not the same as in losing Constitution.
|>
|>* I cast a spell twice in a row. Why doesn't the duration double?
|>
|>Many duration spells don't provide much duration if cast again while
|>the effects still last. For example, casting haste self 10 times in
|>a row isn't a very good use of mana.
|>

many spells actually do combine (look at cmd5.c)

|>* Where do I find the higher-level spellbooks?
|>
|>There are 9 spells books for mages, and 9 for priests. The five
|>higher-level books can be found deeper in the dungeon. Or you could
|>get lucky and see them at the Black Market. These books are not
|>artifacts.
|>
|>* Are monsters susceptible to certain attacks, like they were in
|>Moria?
|>
|>Monster spell resistances have been changed from Moria. In Moria, a
|>white dragon took extra damage from a fire bolt/ball, and partial
|>(1/4th) damage from a frost bolt/ball. In Angband, a white dragon
|>takes normal damage from a fire bolt/ball, and almost no (1/9th)
|>damage from a frost bolt/ball. Basically, there are no more
|>"susceptibilities." There are a couple of exceptions to this.
|>Monsters can be susceptible to bright light (ie, wand of light, not
|>lightning), and holy orb does extra damage vs. evil creatures.
|>

this may change shortly as susceptiblitly flags have been added

just swing at it and you will hit it

|>* What are monster pits?
|>
|>Monster pits are rectangular rooms, about 20 by 5, (they look like
|>some of the rooms that have an inside wall) filled with monsters.
|>Slime pits are filled with jellies, molds, icky things, oozes, etc.
|>Orc, Troll, Giant, Dragon and Demon pits are filled with different
|>types of those monsters (Dragon pits are filled with the same color
|>dragons). Undead pits (a.k.a. Graveyards) are filled with some nasty
|>undead. Inside monster pits, there can be monsters that are very far
|>out of depth, so you should be very careful around them. A hint for
|>taking on jelly pits: remove all your armor first!
|>
|>* What are chapels?
|>
|>Chapels are unimplemented as of Angband 2.7.7v4. They are similar to
|>monster pits, but they are filled with devas and angels.
|>

just an angel pit

|>* What are vaults?
|>
|>Monster vaults are unusually shaped and sized rooms, filled with
|>monsters, treasures, and traps. The greater vaults are huge (about
|>60x20), with outside walls of impenetrable rock except for a couple
|>of granite walls in the corners. Monster vaults are filled with all
|>different kinds of monsters, and often have some really nice treasure
|>to go along with some out-of-depth monsters. Greater vaults are
|>filled with all different kinds of out-of-depth monsters, with
|>excellent treasure (often more than 1 artifact), and some really
|>out-of-depth monsters. Taking on a greater vault is amazingly
|>dangerous unless you have some speed, lots of resistances, and a
|>teleport away spell/wand/rod. In my experience, taking on a greater
|>vault is the second-most dangerous task in the game, aside from
|>attacking Morgoth. Be careful!
|>
|>> Uniques
|>
|>* Should I kill Farmer Maggot?
|>
|>Unfortunately, yes. He cannot harm you, just hit him until he dies.
|>He may drop a nice item for your troubles.
|>
|>* Help! I'm having trouble with a unique monster!
|>
|>Run or teleport the monster away. You can kill the unique later, when
|>you're tougher. Speed helps a great deal, as does a nice missle
|>--
|> Jason Holtzapple * j...@acpub.duke.edu
|> http://www.acpub.duke.edu/~jth/
|>

--
Cliff Stamp
sst...@kelvin.physics.mun.ca


Steve Linberg

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Aug 15, 1995, 3:00:00 AM8/15/95
to
In article <40ogjc$j...@ixnews7.ix.netcom.com>, plug...@ix.netcom.com
(Larry Craighead) wrote:

> I believe I have some corrections here. Everything I know to be
> correct has been snipped.
>
> >* What is the borg? How do I use it?
> >
> >The borg is an automatic Angband player. Having never used it, I'm
> >not sure as to it's operation. There are currently two ways to get a
> >copy of Angband with the borg enabled: compile it in yourself or get
> >someone to do it for you.
>
> The borg, if compiled in, can be used quite simply. Type ^W to get
> into wizard mode, and then ^Z r should start the borg. Note that you
> must define ALLOW_WIZARD and AUTO_PLAY to get the borg to work.

First type ^A $ to initialize it, then ^Z z to start it. ^Z z is resume,
but it is usually easiest to interrupt the Borg by entering Wizard mode
again with ^W.

> >* I found a weapon of Morgul. Is is worth anything?
> >
> >These are worthless unless uncursed. A weapon of Morgul cannot be
> >uncursed with a normal remove curse spell. See the note on 'Calris'
> >for how to uncurse one of these.
>
> Even if uncursed they are still useless.

Right, even if enchanted to decent plusses, they weigh a ton and slow you down.

/--------------------------------------------------------------------------\
| Steven F. Linberg | Just because it's dissonant doesn't mean |
| slin...@crocker.com | it sounds good. |
| slin...@hamp.hampshire.edu | - Leo Kottke |
\------------------- http://www.crocker.com/~slinberg/ --------------------/

Steve Linberg

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Aug 15, 1995, 3:00:00 AM8/15/95
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In article <40qk9h$m...@ixnews6.ix.netcom.com>, plug...@ix.netcom.com
(Larry Craighead) wrote:

> In <slinberg-150...@iplink124.crocker.com>


> slin...@crocker.com (Steve Linberg) writes:
> >
> >First type ^A $ to initialize it, then ^Z z to start it. ^Z z is
> resume,
> >but it is usually easiest to interrupt the Borg by entering Wizard
> mode
> >again with ^W.
>

> Oops, I should have known that, considering that I've done Borg
> programming myself. I don't know why but I was once told ^Z r starts
> the borg, and I've never noticed anything wrong with it. ^Z z seems to
> be unnecessary.

Yeah, ^Z r means "resume with same goals" (I think). it works too. I
think ^Z s shows the current goals.

/--------------------------------------------------------------------------\
| Steven F. Linberg | I have a kitchen. | #####+#### |
| slin...@crocker.com | But it is not a complete kitchen. | ##e.LDPp.G# |
| "@hamp.hampshire.edu | I will not be truly gay | @'PTs.BDD.# |
| -------------------- | Until I have a | ##.AZZDdHW# |
| Woodrow Wilson in '96 | Dispose-all. - KVJr | ########## |
\------------------- http://www.crocker.com/~slinberg/ --------------------/

Ross Millikan

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Aug 15, 1995, 3:00:00 AM8/15/95
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In article <40pug0$l...@coranto.ucs.mun.ca>

sst...@kelvin.physics.mun.ca (Clifford Francis Joseph Stamp) writes:

> |>* Why can't I hit/target a monster in a wall or door?
> |>
> |>You must tunnel into the wall to be able to hit the monster. Likewise
> |>you must open a door to hit a monster on the same space as a closed
> |>door.
> |>
>
> just swing at it and you will hit it

I think you can hit it if you can see it. So to hit a ghost in a wall
you must either have see invisible or tunnel in

Ross Millikan

Larry Craighead

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Aug 15, 1995, 3:00:00 AM8/15/95
to
>In article <40ogjc$j...@ixnews7.ix.netcom.com>, plug...@ix.netcom.com

>(Larry Craighead) wrote:
>> >* What is the borg? How do I use it?
>> >
>> >The borg is an automatic Angband player. Having never used it, I'm
>> >not sure as to it's operation. There are currently two ways to get
a
>> >copy of Angband with the borg enabled: compile it in yourself or
get
>> >someone to do it for you.
>>
>> The borg, if compiled in, can be used quite simply. Type ^W to get
>> into wizard mode, and then ^Z r should start the borg. Note that
you
>> must define ALLOW_WIZARD and AUTO_PLAY to get the borg to work.
>
>First type ^A $ to initialize it, then ^Z z to start it. ^Z z is
resume,
>but it is usually easiest to interrupt the Borg by entering Wizard
mode
>again with ^W.

Oops, I should have known that, considering that I've done Borg
programming myself. I don't know why but I was once told ^Z r starts
the borg, and I've never noticed anything wrong with it. ^Z z seems to
be unnecessary.

>/---------------------------------------------------------------------

JASON HOLTZAPPLE

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Aug 15, 1995, 3:00:00 AM8/15/95
to
I'm trying to figure this out for the FAQ:

In the gooditem spoiler it says

An item that has resist fire/cold/acid/lightning always has ignore
fire/cold/acid/lightning as well.

Does this mean ignore * for just the item in question? I know if an
item is listed with a resist, it doesn't not necessarily keep your
items protected from harm. For example, I've lost several arrows to
acid even though I'm wearing a Cloak of Protection, which has resist
acid.

So if an item is listed as ignore *, it protects you and all your
equipment from that attack, if it is listed as resist * it only lowers
damage caused by that attack? Am I reading the spoiler wrong or is it
a little misleading?

Jason

JASON HOLTZAPPLE

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Aug 15, 1995, 3:00:00 AM8/15/95
to
Stephen Lee wrote,
>Good! I was wondering where the person who said he was writing the
>FAQ was. I was beginning to think that I'd have to write it myself.

I don't think I was this person. :)

My knowledge of the game is far from complete (as you can see from the
corrections so far to the FAQ) but is probably balanced by my fondness
for it.

Stephen, I'd like to follow your outline and integrate it into what I
already have, but I'll need lots of help with the some of the items.
Running the web site consumes some time, I may not have much to
contribute to the FAQ. I hope it can be a group effort, but if you
need an official maintainer, I'll volunteer. My job was recently
cut and I will be in job market hell again shortly (know of anyone who
needs Unix or Macintosh contract work of any type? tell 'em to email
me) so my presence on this newsgroup might get spotty at best in the
next few months.

I think the best thing for me to is wait for all the corrections to
come in, correct my FAQ, merge it with your outline, fill in all of
your sections that I feel comfortable writing, and post the FAQ again.

If for some reason I won't be able to maintain it for an extended
period of time, I'll let you know.

Jason

Richard Fung Yong Lim

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Aug 15, 1995, 3:00:00 AM8/15/95
to
In article <40ogjc$j...@ixnews7.ix.netcom.com> plug...@ix.netcom.com (Larry Craighead) writes:
>In <40mtk1$8...@news.duke.edu> j...@acpub.duke.edu (JASON HOLTZAPPLE)
>writes:

>The borg, if compiled in, can be used quite simply. Type ^W to get


>into wizard mode, and then ^Z r should start the borg. Note that you
>must define ALLOW_WIZARD and AUTO_PLAY to get the borg to work.

Don't you need to do a ^a $ first?

So sequence should be

^W to enter wizard mode
^a $ to initialise borg
and ^Z r to start him running around?

Seeya,
Rick.
--
|\ _,,,---,,_ | Richard Lim
ZZZzz /,`.-'`' -. ;-;;,_ | e-mail: r....@ic.ac.uk
|,4- ) )-,_. ,\ ( `'-' |
'---''(_/--' `-'\_) | P.S. it'z a cat.

Stephen S. Lee

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Aug 16, 1995, 3:00:00 AM8/16/95
to
I won't comment on some errors or unclear answers that have already been
commented on.

I have one major comment before I begin, however: put any spoiler
material at the end of the file, and put strong warnings before that
section. (I know the latter comment may sound a trifle odd to readers of
r.g.r.a, considering this group has spoilers galore usually without
warnings, but we want to distribute Angband far beyond the confines of
this group, no?)

In article <40mtk1$8...@news.duke.edu>,


JASON HOLTZAPPLE <j...@acpub.duke.edu> wrote:
>Submitted for your consumption: a new faq. This FAQ is the result of a
>few sleepless nights, forgive me for any inaccuracies. In fact, there
>are sure to be mistakes, if you reply via email or this newsgroup I
>will correct them. In many cases I did not go to the source to verify
>data, I may regret this. This file will be included in the MacAngband
>Guidebook version 3 when I release it, as of now you may grab it at
>http://www.acpub.duke.edu/~jth/angfaq.txt

Good! I was wondering where the person who said he was writing the FAQ

was. I was beginning to think that I'd have to write it myself.

>* Where do I get the latest version of Angband?


>
>The most recent version of Angband can be downloaded via anonymous
>FTP from the site linc.cis.upenn.edu from the directory appropriate
>to your system in the /pub/angband directory. Systems currently
>supported are Unix (incl. X Windows), Amiga, Macintosh (incl.
>PowerMac), Windows, Dos-386 and OS/2-386.

I should think that you wouldn't want to offend the Linux groupies by not
specifically mentioning them, no?

Also, when v2.7.8 is finalized (i.e. bug-free) it will also be placed at
ftp.cis.ksu.edu (which is the official Angband ftp site).

>* What's the best way to identify items?

>* How do I discover an item's special powers?

>* What is a weapon of flame/frost/fire?

These sort of strategy questions probably belong in the spoiler section of
the FAQ.

>* What is a Potion of Life/Augmentation?

>* What is a Staff/Rod/Potion of Enlightenment?

>* What is a Potion of Death/Ruination/Detonations?

>* What is a Cloak of Aman?

These are pure spoilers, of course.

>* What are the special powers of Dragon Scale Mail?

This is lengthy enough that you should probably not include the whole
thing in the FAQ (which is something that should be concise); instead you
should only include a reference to the spoilers (at most).

>* Argh! One of my artifacts was disenchanted! How can I prevent this?
>Is there any way to restore the item?

It would be probably better to leave out the "Argh!". :-)

>Artifacts can be disenchanted, just like any other item. If you have
>an item which gives you disenchantment resistance, then all of your
>items are protected. There are a few items which grant disenchantment
>resitance. They are:
>
> Chaos Dragon Scale Mail
> Balance Dragon Scale Mail
> The Dagger of Rilia
> The Bastard Sword 'Calris'
> The Mace of Disruption 'Deathwreaker'
> The Long Bow 'Belthronding'
> The Mithril Plate Mail of Celeborn
> The Power Dragon Scale Mail 'Bladeturner'
>
>There is currently no way to restore a disenchanted artifact past +10.

Make that +15. And don't forget about armor of elvenkind, robes of the
magi, and dragon scale mail of great quality.

***

I think I'll include here as well the list of questions that I was
preparing for the FAQ (in the event that I would have to write it). There
are no answers, only questions, so you'll probably have to do some writing
if you want to include some of 'em. It's mostly non-spoiler,
incidentally, while yours was mostly spoilers.

(1) What is Angband?
(2) What systems can I play Angband on?
(3) What is the latest version of Angband? Who's the current maintainer?
(4) Angband version history.
(5) Where can I find Angband and information about it?
(a) FTP sites
(b) WWW sites
(6) About rec.games.roguelike.angband.
(a) General notes
(b) Questions on r.g.r.a
(c) Victory posts
(d) Stupid Death (or YASD) posts
(7) Why do so many Angband players seem to dislike or even hate Nethack?
(8) Programming Questions:
(a) Where can I obtain the source?
(b) To what extent can I modify the source and release modified
versions?
(c) Is there any easy way for a non-programmer to hack the game?
(d) Why can't the game be changed so that there can be more than one
object on a square?
(e) Why can't the game be changed so that thieves who successfully
steal items from you drop the stolen goods when slain?
(f) Why doesn't wizard mode work in the version that I have?
(g) What is the borg? Why doesn't it appear in the version that I have?
(9) About the Angband variants:
(a) Drangband.
(b) Fangband.
(c) Qangband.
(d) Zangband.
(10) Questions about gameplay mechanics (non-spoiler):
(a) What is "stair scumming"?
(b) Essay on the Ethics of Savefile Abuse.
(c) I'm playing on a PC. Why can't I use shift+arrow key to run, like I
could in earlier versions of Angband?
(d) I'm fighting an invisible monster that I can't kill, and I can't
see it even with see invisible. What's going on?
(e) The game says that I'm missing a spellbook when I try to learn some
new spells. What's the reason for this?
(f) What is maximize mode? What are its effects?
(g) What is preserve mode? What are its effects?
(h) How does the fractional speed system work?
(11) Pointers to the spoilers, and descriptions thereof.
(12) SPOILERS: (common questions, and a few important strategies)
(a) The feelings I get every time I enter a new level seem to be
important. How do they work?
(b) What does a Potion of Augmentation do?
(c) What does free action do? Is it important?
(d) I hate getting all of my good equipment damaged by disenchantment.
Is there any way to restore the damage? How can I prevent the
damage in the first place?
--
Stephen S. Lee (le...@fas.harvard.edu)

If love is chemistry, and sex is physics, then what is biology?

Randy Hutson

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Aug 16, 1995, 3:00:00 AM8/16/95
to
In article <40ripm$i...@news.duke.edu>,

JASON HOLTZAPPLE <j...@acpub.duke.edu> wrote:
>I'm trying to figure this out for the FAQ:

>In the gooditem spoiler it says
>
> An item that has resist fire/cold/acid/lightning always has ignore
> fire/cold/acid/lightning as well.

>Does this mean ignore * for just the item in question?

Yes.

>I know if an
>item is listed with a resist, it doesn't not necessarily keep your
>items protected from harm.

Right. Immunity will protect other items however.

>So if an item is listed as ignore *, it protects you and all your
>equipment from that attack,

No. If an item ignores acid, for example, then that item cannot be
damaged or destroyed by acid, and in the absence of immunity to acid,
other items may be damaged or destroyed by acid. Also, ignore X does
not imply that protection for the player.


>if it is listed as resist * it only lowers
>damage caused by that attack?

An item with resist X will lower hitpoint damage from an attack by X.
Additionally (if the spoiler is to be believed), an item with resist X
cannot be damaged or destroyed by an attack by X. That is, the spoiler
states that resist X implies ignore X. The spoiler may be wrong though.
The various items which receive one random low resistance do not
have the corresponding "ignore" flag set. For example, it appears
that a Set of Gauntlets of Agility may have resist acid but not
have ignore acid, and thus they may be damaged by an acid attack.
Ben, is this an oversight or intentional, or am I wrong?

>Am I reading the spoiler wrong or is it
>a little misleading?

I think you've misunderstood what "ignore" means. In older versions
of the game, the only way for an object to ignore damage from an
elemental attack was for the object to have resistance to that
attack. Most of the artifact armor items have resist acid for this very
reason; otherwise, an acid attack could damage artifacts. Now, the
concepts of "reduce player damage" and "object itself can't be damaged"
have been separated. Now it's possible for an object to be impervious
to a particular attack but not protect the player from the attack.
(All artifacts and DSM and several other good items cannot be harmed
by acid/cold/fire/electricity.) It also seems to be possible for
for some items to provide resistance to the player from an attack
while the item itself may be damaged. (This may be a bug, or I may
have missed something in the code and be wrong.)

-----

Randy Hutson - ra...@picard.tamu.edu


JASON HOLTZAPPLE

unread,
Aug 16, 1995, 3:00:00 AM8/16/95
to
In article <1995Aug16....@ssd.loral.com>,
Ross Millikan <millik...@ssd.loral.com> wrote:
->In article <40ripm$i...@news.duke.edu>
->j...@acpub.duke.edu (JASON HOLTZAPPLE) writes:
->
->> In the gooditem spoiler it says
->>
->> An item that has resist fire/cold/acid/lightning always has ignore
->> fire/cold/acid/lightning as well.
->>
->> Does this mean ignore * for just the item in question? I know if an
->> item is listed with a resist, it doesn't not necessarily keep your
->> items protected from harm. For example, I've lost several arrows to
->> acid even though I'm wearing a Cloak of Protection, which has resist
->> acid.
->It means the item in question cannot be damaged by *. No, it doesn't
->protect anything else. There are items with immune acid, for example,
->which do give protection to everything you are carrying (but they are
->quite rare.

Doh! I was confusing ignore with immune. Thanks for getting me
straight. Sorry for the waste of bandwidth!

Jason

Larry Craighead

unread,
Aug 16, 1995, 3:00:00 AM8/16/95
to
In <40r72g$2...@finch.doc.ic.ac.uk> rf...@doc.ic.ac.uk (Richard Fung Yong

Lim) writes:
>
>In article <40ogjc$j...@ixnews7.ix.netcom.com> plug...@ix.netcom.com
(Larry Craighead) writes:
>>In <40mtk1$8...@news.duke.edu> j...@acpub.duke.edu (JASON HOLTZAPPLE)
>>writes:
>
>>The borg, if compiled in, can be used quite simply. Type ^W to get
>>into wizard mode, and then ^Z r should start the borg. Note that you
>>must define ALLOW_WIZARD and AUTO_PLAY to get the borg to work.
>
>Don't you need to do a ^a $ first?
>
>So sequence should be
>
>^W to enter wizard mode
>^a $ to initialise borg
>and ^Z r to start him running around?

I knew that. I've done borg programming. However there was a sort of
mental block at the time.

>Seeya,
>Rick.
>--
> |\ _,,,---,,_ | Richard Lim
> ZZZzz /,`.-'`' -. ;-;;,_ | e-mail: r....@ic.ac.uk
> |,4- ) )-,_. ,\ ( `'-' |
> '---''(_/--' `-'\_) | P.S. it'z a cat.

Matt Craighead

Karen S. Boyer

unread,
Aug 16, 1995, 3:00:00 AM8/16/95
to
ker.com> <40ripm$i...@news.duke.edu> <1995Aug16....@ssd.loral.com> <40sum

m$7...@news.duke.edu>
Organization: Illinois State University
Distribution:

If we're going to include information on the Angband variants (FAngband,
DrAngband, etc), we ought to also include information on where to find each
variant for various computer platforms. One time when I was exploring some
ftp sites I found one place that had several Angband variants already compiled
for the Mac (I use a Mac). At the time I didnt' realize how interesting some
of the variants could be and didn't bother to note what site it was. Since
then I've tried to find it and never have been able to find it again.

Ross Millikan

unread,
Aug 16, 1995, 3:00:00 AM8/16/95
to
In article <40ripm$i...@news.duke.edu>
j...@acpub.duke.edu (JASON HOLTZAPPLE) writes:

> In the gooditem spoiler it says
>

> An item that has resist fire/cold/acid/lightning always has ignore

> fire/cold/acid/lightning as well.


>
> Does this mean ignore * for just the item in question? I know if an

> item is listed with a resist, it doesn't not necessarily keep your

> items protected from harm. For example, I've lost several arrows to

> acid even though I'm wearing a Cloak of Protection, which has resist

> acid.


It means the item in question cannot be damaged by *. No, it doesn't

protect anything else. There are items with immune acid, for example,

which do give protection to everything you are carrying (but they are

quite rare).

Ross Millikan

Julian Bean

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Aug 16, 1995, 3:00:00 AM8/16/95
to

In article <40summ$7...@news.duke.edu> j...@acpub.duke.edu (JASON HOLTZAPPLE)
writes:

Whenever you think of r.g.r.a wasting bandwidth, consider the
alt.binaries.pictures.* hierarchy. It used to be the case that 50% of ALL
internet traffic was pictures (that statistic was pre-WWW, so it was mainly the
pictures newsgroups then, now it may be still true for a slightly different
reason). I think our feeble text bandwidth pales by comparison...


Jules ;)

Richard Fung Yong Lim

unread,
Aug 17, 1995, 3:00:00 AM8/17/95
to
Hi Jason,

In article <40ripm$i...@news.duke.edu> j...@acpub.duke.edu (JASON HOLTZAPPLE) writes:

>So if an item is listed as ignore *, it protects you and all your

>equipment from that attack, if it is listed as resist * it only lowers
>damage caused by that attack? Am I reading the spoiler wrong or is it
>a little misleading?

As I understand it, if it says resist acid, for example, it means you will
take less damage from acid attacks, e.g. Water hound breathing acid on you.
So you're right there.

But as far as ignore acid/fire/electricity/cold, this only means that that
particular item can't be damaged by that type of attack.

If the item provides immunity to x, (where x is a type of attack) then I think
it protects you and your items from that type of attack. (Not 100% sure about
that though).

Cliff Stamp

unread,
Aug 17, 1995, 3:00:00 AM8/17/95
to

In article <40ripm$i...@news.duke.edu>, j...@acpub.duke.edu (JASON HOLTZAPPLE) writes:
|>I'm trying to figure this out for the FAQ:
|>
|>In the gooditem spoiler it says
|>
|> An item that has resist fire/cold/acid/lightning always has ignore
|> fire/cold/acid/lightning as well.
|>
|>Does this mean ignore * for just the item in question? I know if an

|>item is listed with a resist, it doesn't not necessarily keep your
|>items protected from harm. For example, I've lost several arrows to
|>acid even though I'm wearing a Cloak of Protection, which has resist
|>acid.

|>
|>So if an item is listed as ignore *, it protects you and all your
|>equipment from that attack, if it is listed as resist * it only lowers
|>damage caused by that attack? Am I reading the spoiler wrong or is it
|>a little misleading?
|>

If it says ignore then it cannot be harmed by such an attack, so a Cloak
of Protection which has "ignore acid" cannot be harmed by acid.

To protect your inventory you need an item with immunity to acid like
Thorin.

|>Jason

--
Cliff Stamp
sst...@kelvin.physics.mun.ca


Andrew Schoonmaker

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Aug 17, 1995, 3:00:00 AM8/17/95
to

>ker.com> <40ripm$i...@news.duke.edu> <1995Aug16....@ssd.loral.com> <40sum

Most of the angband variants that are precompiled can be found, along
with the source, on ftp.cis.ksu.edu (the official archive for stable
Angband variants). The only two actually on linc (that I know of) are
SAngband and BAngband. I THINK they're on ftp.cis.ksu.edu as well, so
after linc stops being an option, you can probably find them there.
(You might have to try the /pub/upload directory, tho.)

-Andrew

--
Warriors eat orc pits for lunch!
Andrew Schoonmaker (ne...@eskimo.com)


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