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#1 2005-06-03 10:55:02

MegaKurt
TONPPAMF Maintainer
From: Town Level
Registered: 2004-07-01
Posts: 213
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ranged.spo by Tomas Dedorson (Twilight)

Copyright 2004 by Tomas Dedorson (Twilight)

ranged.spo, version 1.10, for NPPAngband 0.4.0
Release Date : December 5, 2004
Author: Tomas Dedorson (Twilight). This header and some of the format is
similar to L Dickens attack spoiler for Angband 3.0.5.

This spoiler may be freely distributed if the header is unchanged with any
updates in version number, release date and addition of authors made.

This is the first draft for a spoiler for NPPAngband 0.4.0 on what different
effects a monsters ranged attacks have on the player. It also shows what the
rest of the monster spells do. Too many abbreviations may have been used, but
most of them should be obvious. A key for them may be added later or a more
verbose version may be in order. Any faults found or suggestions about just
about anything (additions, format etc) should be made/mailed to the author.

To be added : Destrucion of objects on the ground. Effects on other monsters
by monster attacks. Lash ... and certainly more that have been missed. Also to
find and kill all bugs that may have sneaked in.

The format (X -- Y) to show an interval has been used.
Both a/b or a decimal version has been used for fractions.

+-------------------------------------------------------------------------+
|                            MONSTER BREATHS                              |
+-------------------------------------------------------------------------+

Breaths do damage based on the breathers hitpoints. A breath can be powerful.
This affects damage done and damage reduction by distance (see below). Breaths
often have additional effects when the attack is not resisted or if the attack
is never resisted.  Breaths have no mana cost.

Shown within parentheses are damage and maximum damage, if
it is *not* a powerful breath. The table has been split in two for a convenient
fit.

PART 1
------

Breath      Damage      Max Damage  Damage resistance (part of damage taken)
------      ------      ----------  ----------------------------------------
Acid        HP/3        1600        IMM : 0 damage, ACID 1/3, temp ACID 1/3
Electricity HP/3        1600        IMM : 0 damage, ELEC 1/3, temp ELEC 1/3
Fire        HP/3        1600        IMM : 0 damage, FIRE 1/3, temp FIRE 1/3
Cold        HP/3        1600        IMM : 0 damage, COLD 1/3, temp COLD 1/3

Poison      HP/3        800         IMM : 0 damage, POIS 1/3, temp POIS 1/3
Light       HP/6        400         LIGHT :     4/12 -- 4/7 or .33 -- .57
Dark            HP/6        400         DARK :      4/12 -- 4/7 or .33 -- .57
Confusion   HP/6        400         CONFUSION : 5/12 -- 5/7 or .42 -- .71
Sound       HP/4 (HP/9) 500 (150)   SOUND :     5/12 -- 5/7 or .42 -- .71
Shard       HP/6        500         SHARD :     6/12 -- 6/7 or .5 -- .86
Nexus       HP/6        450         NEXUS :     6/12 -- 6/7 or .5 -- .86
Nether      HP/6        550         NETHER :    6/12 -- 6/7 or .5 -- .86
Chaos       HP/6        500         CHAOS :     6/12 -- 6/7 or .5 -- .86
Disenchant  HP/6        500         DISENCHANT :6/12 -- 6/7 or .5 -- .86

Plasma      HP/3 (HP/6) 400 (150)   None
Inertia     HP/4 (HP/8) 400 (150)   None
Gravity     HP/4 (HP/8) 300 (150)   None
Force       HP/3 (HP/6) 400 (150)   None
Time        HP/3        400 (150)   None
Mana        HP/3        400 (250)   None

HP = Breathing monsters hitpoints
IMM = immunity
Note that temporary resistance and permanent resistance both have effect when
the player has both. This for a total reduction of the damage to 1/9.

PART 2
------

Breath      Additional effects if not resisted or if never resisted
------      --------------------------------------------------------
Acid        Inventory damage - see below
Electricity Inventory damage - see below
Fire        Inventory damage - see below
Cold        Inventory damage - see below

Poison      +(10 -- (damage + 10)) to the poison counter
Light       No resist Blindness and not blind: +(3 -- 7) to the blind counter
Dark        No resist Blindness and not blind: +(3 -- 7) to the blind counter
Confusion   +(11 -- 30) to the confusion counter
Sound       +(damage / 3 + 5) to the stun counter, Max 35
Shard       +damage to the cut counter
Nexus       3/7 of the time Teleport, 2/7 Teleport To,
           If no save is made 1/7 Teleport Level, No save 1/7 Shuffle stats
Nether      With HL (75% no drain, 25% weak drain); No HL, always heavy drain
Chaos       1)+(1 -- 10) to the hallucination counter
           2)No resist Confusion : +(11 -- 30) to the confusion counter
           3)No resist Nether : Nether drain effects (See Nether)
Disenchant  Disenchant equipment

Plasma      No resist Sound : +(damage * 3 / 4 + 5) to stun counter, Max 35
Inertia     +(5 -- 8) to the slow counter
Gravity     1)Phase(5 squares) if randint(127) > player level
           2)Slowed +(5 -- 8) turns
           3)No resist Sound : +(damage / 3 + 5) to stun counter, Max 35
Force       No resist Sound : +(1 -- 20) to the stun counter
Time        5/10 of the time Very heavy drain, 4/10 Drain one stat,
           1/10 Drain all stats
Mana        No additional effects

ACID DAMAGE
-----------

Acid tries to attack a piece of armor. If it finds a non-empty slot with
armor that isn't at the minimum AC already, then the damage to the player is
reduced by half. This even if the item is unaffected by acid. The armors
AC-bonus is reduced by one if it can be affected by acid.

INVENTORY DAMAGE
----------------

Inventory can be destroyed by the elemental attacks.

Acid :            Arrows, Bolts, Bows, Weapons, Armor, Staves, Scrolls,
                 Chests
Electricity :     Rings, Wands, Rods
Fire :            Lights, Arrows, Bows, Hafted, Polearms, Boots, Gloves,
                 Cloaks, Soft Armor, Books, Chests, Staves and Scrolls
Cold :            Potions, Flasks of Oil

When hit by an attack that can hurt the inventory each item there gets a
chance to be destroyed. This chance is :

C / d

where C is given by this table :

Damage      Chance of breakage (C)
>= 60       3
>= 30       2
<  30       1

d = 125 and
if the item is a rod d = d * 5 / 3
if the player is under double resist to the attack d = d * 5 / 3


BREATH DAMAGE REDUCTION BY DISTANCE
-----------------------------------

Breaths are 40-degree arcs for powerful monsters and 20 degrees otherwise.
Poison and Sound breaths have 50/30 arcs.

The values given are the fraction of the damage the player recieves at the
distance given. This reduction is of course made before the damage may be
resisted by the player. Note that for most breaths, having the powerful
version have no effect on distance damage reduction.

Distance    Breath      Po/So       Po/So Powerful
--------    ----------- -----       --------------
1           Full        Full        Full
2           Full        Full        Full
3           Full        Full        Full
4           Full        4/5(.8)     48/50(.96)
5           Full        4/6(.67)    48/60(.80)
6           6/7(.86)    4/7(.57)    48/70(.69)
7           6/8(.75)    4/8(.50)    48/80(.60)
8           6/9(.67)    4/9(.44)    48/90(.53)
9           6/10(.60)   4/10(.40)   48/100(.48)
10          6/11(.55)   4/11(.36)   48/110(.44)
11          6/12(.50)   4/12(.33)   48/120(.40)
12          6/13(.46)   4/13(.31)   48/130(.37)
13          6/14(.43)   4/14(.29)   48/140(.34)
14          6/15(.40)   4/15(.27)   48/150(.32)
15          6/16(.38)   4/16(.25)   48/160(.30)
16          6/17(.35)   4/17(.24)   48/170(.28)
17          6/18(.33)   4/18(.22)   48/180(.27)
18          6/19(.32)   4/19(.21)   48/190(.25)
19          6/20(.30)   4/20(.20)   48/200(.24)
20          6/21(.29)   4/21(.19)   48/210(.23)

An illustration is shown below. 'D' is the breather. The numbers are the
percentage divided by 10 (truncated) of the damage taken at that distance.

Normal breather   D*****876655444333332
Poison/Sound      D***87665544433333332
Po/So Powerful    D***98665444333322222

Rule of thumb 1 : Full damage within 5 squares (3 for Poison & Sound breaths).
Rule of thumb 2 : Half damage at 11 squares (7 for Po/So breaths. 9 powerful).

+-------------------------------------------------------------------------+
|                                  SPELLS                                 |
+-------------------------------------------------------------------------+

ML = Monster Level

Spell failure (breaths/shots never fail):

failrate = 25 - (ML + 3) / 4

Stunned creatures have a minimum failrate of 10
Stupid monsters have a failrate of 0
The failrate is the percentage that the spell will fail.

Ball spells cause half damage if cast beside the player.

Damage is a normal distribution centered around the average damage. It has a
max spread (values outside gets rerolled) given in terms of the average
damage. This max spread have a minimum of +-100.

Many of the spells below have additional effects which can be found in the
monster breath part of this spoiler.

Cost = Mana cost
Dmg = Average damage
Spr = Spread. Format : +-(part of average damage)
SP = Spellpower

ATTACK SPELLS
-------------

Spell             Cost  Dmg   Spr   Notes/additional effects
-----             ----  ---   ---   ------------------------
Lash              To be done
Boulder           0     3*SP  +-1/2 Always hits, no resist
Shot              0     4*SP  +-1/2 Always hits, no resist
Arrow             0     4*SP  +-1/2 Always hits, no resist
Bolt              0     4*SP  +-1/2 Always hits, no resist
Missile           0     3*SP  +-1/2 Always hits, no resist
Poison Missile    0     3*SP  +-1/3 Always hits, See breaths (poison)

Acid Ball         4     4*SP  +-1/3 See breaths
Electricity Ball  4     4*SP  +-1/3 See breaths; Also If SP >= 40 Then 67% of
                                   the time (*3/4) and 33% of the time (*3/2)
                                   to Average Dmg
Fire Ball         4     4*SP  +-1/3 See breaths
Cold Ball         4     4*SP  +-1/3 See breaths
Poison Ball       4     3*SP  +-1/3 See breaths
Light Ball        5     3*SP  +-1/3 See breaths
Dark Ball         5     3*SP  +-1/3 See breaths
Confusion Ball    6     3*SP  +-1/3 See breaths
Sound Ball        4     2*SP  +-1/3 See breaths
Shard Ball        4     3*SP  +-1/3 See breaths
Storm Ball        5     3*SP  +-1/2 See Water Ball
Nether Ball       6     3*SP  +-1/3 See breaths
Chaos Ball        7     3*SP  +-1/2 See breaths
Mana Ball         7     3*SP  +-1/4 See breaths
Water Ball        7     3*SP  +-1/3 No damage resist; No resist Sound :
                                   +(1 -- 40) to the stun counter
                                   No resist Confusion : +(6 -- 10) to
                                   the confusion counter

Acid Bolt         4     4*SP  +-1/3 See breaths
Electricity Bolt  4     4*SP  +-1/3 See breaths
Fire Bolt         4     4*SP  +-1/3 See breaths
Cold Bolt         4     4*SP  +-1/3 See breaths
Poison Bolt       4     3*SP  +-1/3 See breaths
Plasma Bolt       5     3*SP  +-1/3 See breaths
Ice Bolt          5     3*SP  +-1/3 See breaths(cold)
                                   No resist Shards : +5d8 cuts
                                   No resist Sound : +(1 -- 15) stun
Water Bolt        5     3*SP  +-1/3 See Water Ball
Nether Bolt       5     3*SP  +-1/3 See breaths
Mana Bolt         5     2*SP  +-1/3 See breaths

Electricity Beam  6     3*SP  +-1/3 See breaths, range 10
Ice Beam          6     4*SP  +-1/3 See Ice Bolt, Range 12
Nether Beam       6     3*SP  +-1/3 See breaths, Range 10

Orb of Draining   5     5/2*SP+-1/4 Can destroy cursed items in inventory.

Mind Blast        3     3/2*SP+-1/3 If no save : +(5 -- 8) to confu counter
Brain Smash       4     5/2*SP+-1/3 If no save : +(5 -- 8) to confu counter
                                                +(9 -- 17) to blind counter
                                                If no FA +(5 -- 8) paralyzed
                                                +(5 -- 8) slowed, no resist
Wound             4     5/2*SP+-1/3 If SP>75 then Dmg is 225+SP-75 instead
                                   SP<4 k=1; SP<10 k=2; SP<20 k=3; SP<35 k=4;
                                   SP>=35 k=5
                                   Cuts added: k=1(8+2d4); k=2(23+3d8);
                                   k=3 (46+4d12); k=4(95+8d15);
                                   k=5 cuts set to 1200
                                   Mod save negates : rand_int(ML/2+70)<save

NON DAMAGING SPELLS
-------------------

Spell             Cost  Effect
-----             ----  ------
Shriek            1     Aggravates creatures in LOS of the monster
Haste             6     Monster hastes for ML+(rand_int(ML))
Add Mana          0     Adds SP/15 + 1 Manapoints (up to maximum)
Heal Self         *     Monster gains=SP*3 Hitpoints (max 15*mana)
                       Monster lose [1+gain/(5+2*ML/5)] manapoints
Cure  Condition   3     Cures stun, fear and slow
Blink             3     Phase Door 10 squares
Teleport          6     Teleport
Teleport Self To  4     Teleport towards player
Teleport To       4     Teleport player to monster
Teleport Away     8     Teleport player away
Teleport Level    8     Teleport player off level, res Nexus or save negates
Darkness          1     Darken area
Create Traps      2     Creates traps around the player
Forget            6     Player forgets level and objects, save negates
Drain Mana        2     The monster drains (randint(SP)/20) + 1 mana from
                       the player; Gains equally in SP until max and then it
                       gains 30+(30 HP/remaining mana drained) until maxed
Cause Hunger      2     -25% nourish
                       Mod save negates : rand_int(ML / 2 + 70) < save
Scare             1     +(ML/10)+3d6 turns to fear, res Fear or save negates
Blind             3     +(ML/4)+5d10 turns to blind, res Blin or save negates
Confuse           4     +(ML/8)+4d8 turns to conf, res Conf or save negates
Slow              5     +(ML/25)+5d10 turns to slow, FA or save negates
Paralyze          6     Sets paralyze to 4d8 rounds if not paralyzed already
                       FA or save negates

SUMMONING SPELLS
----------------
Spell             Cost  Effect
-----             ----  ------
Summon Kin        12    Summons 3 (4 if ML>40) monsters with summoners symbol
Summon Monster    10    Summons 1 monster
Summon Monsters   15    Summons 4 monsters
Summon Ants       10    Summons 4 monsters with the symbol 'a'
Summon Spider     12    Summons 4 monsters with the symbol 'S'
Summon Hound      14    Summons 2 monsters with the symbols 'C' or 'Z'
Summon Animal     15    Summons 4 animals
Summon Hydra      15    Summons 3 monsters with the symbol 'M'
Summon Thief      15    Summons 4 monsters that can steal items/gold
Summon Bert et al 5     Summons Bert, Bill and Tom if they are "available"
Summon Ainu       15    Summons 1 monster with the symbol 'A'
Summon Dragon     14    Summons 1 dragon
Summon Anc Dragon 20    Summons 4 monsters with the symbol 'D'
Summon Demon      14    Summons 1 demon
Summon Gr Demons  20    Summons 4 monsters with the symbol 'U'
Summon Unique     15    Summons 3 uniques
Summon Gr Unique  20    Summons 3 uniques from below players (max depth)/2
Summon Undead     12    Summons 1 undead
Summon Gr Undead  20    Summons 4 monsters with the symbols 'L','W','V'
Summon R Wraiths  20    Summons 6 Ring Wraiths. Greater undead to fill to 6

Note that a group of monsters counts as one monster.
'Q' monsters get a + 3 bonus to their level for summoning purposes.


~ MegaKurt

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