ABILITY.SPO, version 1.00, for Angband 2.7.9v6 (all systems) Release Date : September 2, 1996 Author : Stephen S. Lee (lee9@fas.harvard.edu) with the help of : Leonard Dickens (leonard@alw.nih.gov) Craig Lewis (clewis@psl.nmsu.edu) This spoiler describes a wide variety of character abilities: statistics, hit points, speed, carrying capacity, food consumption, status conditions, digging, stealth, and magical device skill. Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). STATISTICS ---------- Here is an exhaustive list of the functions of the six basic statistics: Strength: (1) necessary to use heavy weaponry (2) affects the number of attacks possible with a melee weapon (3) affects the damage done in melee combat (4) affects the probability of hitting an opponent in melee combat (5) determines carrying capacity (6) improves digging speed Intelligence: (1) improves skill at activating magical devices (2) improves the chance to disarm a trap (3) affects spellcasting (mages, rangers, and rogues only) a) determines maximum mana b) affects the failure rate of spells c) improves the minimum failure rate of spells d) affects the number of spells learned per level Wisdom: (1) improves saving throws (2) affects praying (priests and paladins only); same general effects as for spellcasting under "Intelligence" Dexterity: (1) affects the number of attacks with a melee weapon (2) affects armor class (3) improves the chance to disarm a trap (4) affects the probability of hitting an opponent with a melee, thrown, or fired weapon (5) determines the probability of thwarting a theft attack (6) reduces the chance of being stunned after a bash Constitution: (1) affects maximum hit points (2) improves ability to recover from poison, stunning, and cuts Charisma: (1) affects buying and selling prices in shops Initial Calculation of Statistics --------------------------------- First of all, Angband rolls up your character's base statistics (i.e. independent of race and class). A value of 5+1d3+1d4+1d5 (range of 8 to 17) is assigned to each of the six statistics. These are summed up and accepted only if the total is between 73 and 83 inclusive. Then, adjustments are made for race and class. For each statistic, add up the race and class adjustments from the following tables to find the number of total statistic adjustment points. Race Str. Int. Wis. Dex. Con. Chr. ---------------------------------------------- Human 0 0 0 0 0 0 Half-Elf -1 +1 0 +1 -1 +1 Elf -1 +2 +1 +1 -2 +1 Hobbit -2 +2 +1 +3 +2 +1 Gnome -1 +2 0 +2 +1 -2 Dwarf +2 -3 +2 -2 +2 -3 Half-Orc +2 -1 0 0 +1 -4 Half-Troll +4 -4 -2 -4 +2 -6 Dunadan +1 +2 +2 +2 +3 +2 High-Elf +1 +3 -1 +3 +1 +5 Class Str. Int. Wis. Dex. Con. Chr. ---------------------------------------------- Warrior +5 -2 -2 +2 +2 -1 Mage -5 +3 0 +1 -2 +1 Priest -1 -3 +3 -1 0 +2 Rogue +2 +1 -2 +3 +1 -1 Ranger +2 +2 0 +1 +1 +1 Paladin +3 -3 +1 0 +2 +2 The adjustments are then applied as follows (in no case may any stat be adjusted below 3 or above 18/100): In maximize mode: at 18 or below, statistics are adjusted on a point for point basis. Above 18, 10 points are added for each adjustment point. (Example: a high-elf mage in maximize mode with maximum Intelligence will get +6 adjustment points added to a base Intelligence of 17, for a starting Intelligence of 18/50.) When not in maximize mode: at 18 or below, statistics are adjusted on a point for point basis. If adding a bonus to a statistic between 18 and 18/69, add 5+1d15. If adding a bonus to a statistic between 18/70 and 18/89, add 2+1d6. If adding a bonus to a statistic between 18/90 and 18/99, add 1. (Example: A Dunadan priest rolled with maximize off gets the maximum base 17 score for Wisdom. She gets a +5 adjustment to Wisdom; 1 point of this adjustment raises Wisdom to 18. The other 4 adjustment points suffice to increase Wisdom further to 18/58, 58 being the sum of four 5+1d15 rolls.) Statistics After the Start of the Game -------------------------------------- If you are not playing in maximize mode, then the natural maximum for all statistics, for all race/class combinations, is 18/100. If in maximize mode, the maximum for each statistic is 18/(100+10*stat adjustment); i.e. a half-troll warrior has a maximum natural strength of 18/190. Statistics may be raised to 18/220 (shown on the display as 18/***) by equipping various magical objects; increasing statistics above this has no effect whatsoever. HIT POINTS ---------- Your character's base HD consists of the sum of the two appropriate numbers in the following tables. (Base HD does not depend on anything other than race and class.) Base Base Bonus Race HD Race HD Class to Base HD +----------------+-----------------+ ------------------ |Human 10 | Dwarf 11 | Warrior +9 |Half-Elf 9 | Half-Orc 10 | Mage +0 |Elf 8 | Half-Troll 12 | Priest +2 |Hobbit 7 | Dunadan 10 | Rogue +6 |Gnome 8 | High-Elf 10 | Ranger +4 +----------------+-----------------+ Paladin +6 A level 1 character begins with a number of hit points equal to his or her base HD (adjusted for Constitution; see below). For each level of experience gained the character gets 1d(base HD) hit points (again adjusted for Constitution). The number of hit points gained for each level up to the maximum 50th is determined when your character is rolled, so saving the game just before gaining a level and restoring if the number of maximum hit points gained is low will not do any good. A 50th level character will always have a number of hit points (unadjusted by Constitution) between 50+(150*(base HD-1))/8 and 50+(250*(base HD-1))/8. Extra hit points may be awarded (or deducted) for high (low) Constitution. To determine this bonus, multiply your character's experience level by the appropriate factor from the following table, round down any fraction, and add this to the maximum number of hitpoints. Extra Extra Constitution HP/level Constitution HP/level -------------+--------- --------------+--------- 3 | -2.5 18/90-18/99 | 4.5 4 | -1.5 18/100-18/109 | 5.0 5 | -1.0 18/110-18/119 | 5.5 6 | -0.5 18/120-18/129 | 6.0 7-14 | 0 18/130-18/139 | 6.5 15-16 | 0.5 18/140-18/149 | 7.0 17 | 1.0 18/150-18/159 | 7.5 18-18/09 | 1.5 18/160-18/169 | 8.0 18/10-18/49 | 2.0 18/170-18/179 | 9.0 18/50-18/59 | 2.5 18/180-18/189 | 10.0 18/60-18/69 | 3.0 18/190-18/199 | 11.0 18/70-18/79 | 3.5 18/200+ | 12.5 18/80-18/89 | 4.0 | -------------+--------- --------------+--------- EXPERIENCE ---------- The experience a human warrior needs to attain a given experience level is given in the following table. Exp. Experience Exp. Experience Exp. Experience Lvl. Needed Lvl. Needed Lvl. Needed ---------------- ---------------- ---------------- 1 0 18 2,900 35 350,000 2 10 19 3,600 36 450,000 3 25 20 4,400 37 550,000 4 45 21 5,400 38 700,000 5 70 22 6,800 39 850,000 6 100 23 8,400 40 1,000,000 7 140 24 10,200 41 1,250,000 8 200 25 12,500 42 1,500,000 9 280 26 17,500 43 1,800,000 10 380 27 25,000 44 2,100,000 11 500 28 35,000 45 2,400,000 12 650 29 50,000 46 2,700,000 13 850 30 75,000 47 3,000,000 14 1,100 31 100,000 48 3,500,000 15 1,400 32 150,000 49 4,000,000 16 1,800 33 200,000 50 4,500,000 17 2,300 34 275,000 For other race/class combinations, add (not multiply!) together the appropriate race and class penalties from the following tables to find the penalty to your character's advancement rate. (Example: to attain experience level 17, a Dunadan paladin requires 2,300*(1+0.80+0.35) = 4,945 experience points.) Exp. Exp. Exp. Race Penalty Race Penalty Class penalty +----------------+-----------------+ ------------------ |Human +0% | Dwarf +20% | Warrior +0% |Half-Elf +10% | Half-Orc +10% | Mage +30% |Elf +20% | Half-Troll +20% | Priest +20% |Hobbit +10% | Dunadan +80% | Rogue +25% |Gnome +25% | High-Elf +100% | Ranger +30% +----------------+-----------------+ Paladin +35% Other notes on experience: * If your character suffers from a life drain attack and thus has below his or her maximum experience point total, monsters killed will add 1/10 their experience total to the maximum experience total, in addition to increasing the current experience point total normally. * The game internally keeps track of experience points to two decimal places, although fractions of an experience point are never displayed. SPEED ----- A "game turn" is defined as the most basic unit of time that Angband uses (it is the total number of game turns that is displayed in the high score file). It is not subdivided in any way. During every game turn, both your character and all monsters regain a number of energy points that is determined by each individual's speed. If an individual's speed is between -2 and +25 (+0 is normal, unmodified speed) add the speed to 10 to find the energy gained per game turn. Otherwise, consult the following tables to find the energy regained per game turn: Energy/ Energy/ Speed game turn Speed game turn --------------------- --------------------- -41 or below 1 +32 to +33 39 -40 to -24 2 +34 to +36 40 -23 to -16 3 +37 to +39 41 -15 to -11 4 +40 to +42 42 -10 to -7 5 +43 to +45 43 -6 to -5 6 +46 to +49 44 -4 to -3 7 +50 to +54 45 -2 to +25 (10+spd) +55 to +59 46 +26 to +27 36 +60 to +64 47 +28 to +29 37 +65 to +69 48 +30 to +31 38 +70 or higher 49 A "turn" is defined as 10 game turns -- no more, no less. Note that this does not correspond to the moves your character makes unless your character's speed is +0. Note that this is the definition of "turn" that is used to determine the duration of spells, conditions such as blindness, recharging times, etc. A character (or monster) may make an action if and only if he/she/it has 100 energy. (An action is any of the things you tell your character to do: move, hit monsters, cast spells, etc.) If the character and monsters are both over 100 energy on the same turn, the character moves first. Most actions (or "moves") require 100 energy. Exceptions are: firing from a distance weapon when you can get multiple shots per round (energy use = 100/# of shots per round, displayed on the character info sheet); and taking off an equipped object, dropping an object or stack of objects, refilling a lantern, or combining torches (energy use = 50). Note that monsters sometimes get a "double move" even if the character is faster than they are. As an illustration, consider a character (+30 speed) with 62 energy fighting a monster (+28 speed) with 93 energy. Neither can move yet; both gain energy, leaving them at 100 and 130. Both are at/over 100 energy; both move this game turn, but the character moves first. Both lose 100 energy; now they are at 0 and 30. Next game turn they are at 38 and 67, then 76 and 104. The monster moves a second time. Speed is affected by the following factors: (1) equipped objects (speed rings, boots of speed/slowness, and the artifact weapons Ringil, Cubragol, and Mormegil). (2) strength and the weight of your character's equipment (see below) (3) temporary haste effects on your character (+10 to speed) (4) temporary slow effects on your character (-10 to speed) (5) a bloated stomach (-10 to speed) (6) having search mode on (-10 to speed) Carrying Capacity and Encumbrance --------------------------------- To find your character's "weight limit" (a somewhat misleading term) in pounds, consult the following table. Strength Weight(lb) Strength Weight(lb) -------------------- ----------------------- 3 50 14 160 4 60 15 170 5 70 16 180 6 80 17 190 7 90 18-18/09 200 8 100 18/10-18/19 220 9 110 18/20-18/29 240 10 120 18/30-18/39 260 11 130 18/40-18/49 280 12 140 18/50+ 300 13 150 If your character exceeds half of the weight limit given above, his or her speed will be penalized by 1 point for every 10% of the weight limit in excess (excluding fractions thereof). For instance, a strength 11 character (weight limit 130) carrying a total of 146.2 pounds gets a penalty of (146.2-(130/2))/(130/10) = -6 to speed. FOOD CONSUMPTION ---------------- Normally, every 10 turns (100 game turns), the character will digest some food. The amount of food units digested is equal to twice the energy the character gains per turn (see above under "Speed"). If the character has magical regeneration, 30 extra food units are added to this figure; 10 food units are subtracted if the character has magical slow digestion. Here are the various hunger states your character may be in: Character's Food Units State Notes ----------- ------- ----- 15000+ Bloated -10 to speed; digestion occurs very quickly 10000-14999 Full "Satisfy hunger" sets food units to 14999 2000-9999 (normal) 1000-1999 Hungry 500-999 Weak Regeneration rate reduced about 50% 100-499 Fainting Regeneration rate reduced about 85% * 0-99 Starving No regeneration; damage inflicted each turn * * The character has a 1 in 10 chance of fainting every turn, inducing paralysis for 1d5 turns; there is no way to prevent this sort of paralysis (other than by eating). CHARACTER ABILITIES ------------------- Your character will have a number of abilities that may be intrinsic to his or her race, or more likely, may come from various equipping magical items. Some of the less obvious ones are described here. Free Action -- this will prevent many (but not all) forms of slowness and paralysis. Hold Life -- this will greatly reduce the chance that an experience drain attack will affect the character, and will reduce the severity of those attacks which do get through. Infravision -- if the character is not blind, this permits the sighting of all warm-blooded monsters within range, even if the monster is invisible to normal vision. Regeneration -- this doubles the rate at which mana and hit points regenerate, at the cost of an increased food digestion rate. Telepathy -- this permits the character to visualize all monsters in the immediate area that have a brain. Monsters with low intelligence (fleas and the like) can only be detected some of the time, and monsters without brains (such as zombies) cannot be detected at all. STATUS CONDITIONS ----------------- Status conditions (displayed on the status line at the bottom of the screen) are various negative afflictions that harm the character. (Status conditions related to food are dealt with above.) Here are descriptions and the effects of the various status conditions. The following table is used in some of the calculations below. Recovery Recovery Constitution Bonus Constitution Bonus ----------------------- ----------------------- 3-13 0 18/120-18/129 5 14-17 1 18/130-18/149 6 18-18/49 2 18/150-18/169 7 18/50-18/99 3 18/170-18/199 8 18/100-18/119 4 18/200+ 9 Afraid ------ * Prevents direct melee attacks against monsters Blind ----- * Causes loss of sight (seeing monsters on screen, look command, etc.) * Decreases search skill by 90% * Decreases disarm skill by 90% * Decreases combat skill (both melee and distance) by 50% * Prevents prayers and spellcasting * Prevents browsing spellbooks and gaining spells * Prevents reading scrolls Confused -------- * Causes movement to have a 75% chance of being random -- if a monster is in the selected direction, it will be attacked * Prevents running * Causes the direction used when aiming (throwing/shooting an object, using a wand/rod, activating dragon scale mail, etc.) to be completely random * Decreases search skill by 90% * Decreases disarm skill by 90% * Decreases device skill by 50% * Makes pseudo-identification impossible * Prevents prayers and spellcasting * Prevents browsing spellbooks and gaining spells * Prevents reading scrolls Cut --- Cuts prevent hit point regeneration, and also cause loss of hit points every turn from bleeding. Here is a table showing the various degrees of cut severity: Damage Cut counter Description per turn ----------------------------------- 1-10 Graze 1 11-25 Light cut 1 26-50 Bad cut 1 51-100 Nasty cut 1 101-200 Severe cut 2 201-1000 Deep gash 3 1000+ Mortal wound 3 Magical means must be used to cure a mortal wound. Otherwise, every turn the wound heals: 1 plus the bonus recovery rate from Constitution is subtracted from the cut counter. Hallucinating ------------- * Causes random monsters and objects to apparently show up * Prevents use of the "look" command * Decreases search skill by 90% * Decreases disarm skill by 90% Paralyzed --------- * The character cannot do anything as long as the paralysis lasts, and is vulnerable to attacks and further paralysis. Note that this can easily be lethal. Poisoned -------- * The character takes 1 point of damage per turn from poisoning. * Prevents hit point regeneration Recovering from poisoning: Every turn, 1 plus the bonus recovery rate from Constitution is subtracted from the poison counter. Stun, Heavy stun, Knocked out ----------------------------- * Your character is knocked out when the stun counter is greater than 100. It is the same as paralysis, but cannot be blocked as easily. * Your character is heavily stunned when the stun counter is between 51 and 100 inclusive. This causes a penalty of -20 both to-hit and to-damage, and increases the minimum spell/prayer failure rate by 25%. * Your character is stunned when the stun counter is between 1 and 50 inclusive. This causes a penalty of -5 both to-hit and to-damage, and increases the minimum spell/prayer failure rate by 15%. Recovering from stunning: Every turn, 1 plus the bonus recovery rate from Constitution is subtracted from the stun counter. DIGGING ------- A character may be able to dig through any kind of rock or rubble, other than permanent walls. To calculate whether this is possible, and if so, how likely it is each turn, first compute the character's digging skill. A character's digging skill is determined by his or her strength and wielded hand weapon, as follows. Start with the base digging ability, found on the following table: Str. Dig Strength Dig Strength Dig --------- ----------------- ----------------- 3-4 0 18/01-18/09 12 18/110-18/119 55 5 1 18/10-18/19 14 18/120-18/129 60 6 2 18/20-18/29 16 18/130-18/139 65 7 3 18/30-18/39 18 18/140-18/149 70 8-9 4 18/40-18/49 20 18/150-18/159 75 10-11 5 18/50-18/59 25 18/160-18/169 80 12-13 6 18/60-18/69 30 18/170-18/179 85 14-15 7 18/70-18/79 35 18/180-18/189 90 16 8 18/80-18/89 40 18/190-18/199 95 17 9 18/90-18/99 45 18/200+ 100 18 10 18/100-18/109 50 Next, if the wielded weapon is not too heavy for the character (see ATTACK.SPO), the weight of the weapon (in pounds) is added to the digging skill. Finally, if the weapon is a digger (a shovel or pick), then the digger's digging bonus times twenty is added to the digging skill. To determine the character's chance per turn to dig through a given kind of material, consult the following chart. Each turn the character digs, a random integer from 0 to material's "hardness" (minus one) is rolled and added to the "base" strength of the material; if this sum is less than the character's digging skill, then the dig succeeds. Material base hardness ------------------------ Granite 40 1600 Quartz 20 800 Magma 10 400 Rubble 0 200 Successful digging turns rock into air, and may also create an item (a 10% chance if the material is rubble), or free a treasure (if the material is quartz or magma, and marked "*"). If digging does not succeed, there is no effect other than one character turn being spent. Note that the material's base number determines if a character has any chance at all to dig through the material; if the digging skill is higher than the base, it is possible. If so, the chance to succeed each turn is: (skill_dig - base) / hardness Example: a character with strength 18/70 wielding a dwarven pick is trying to dig through granite. Is this possible, and if so, how likely? The character's digging skill is 115: 35 for strength, 20 for the weight of the weapon, and a bonus of 60 for being a +3 digger. Since 115 is greater than 40, this digging will eventually succeed. The chance each turn for success is (115 - 40)/1600, or about 4.7%. STEALTH ------- Your character's stealth is an integer between 0 and 30 inclusive. It is *not* dependent on level, and depends only on race, class, and equipment that increases stealth (Defender weapons, armor of Elvenkind, etc.) To calculate your character's stealth, take the sum of the appropriate figures from the following tables, and add equipment bonuses as appropriate. Note that stealth is effectively entirely negated if your character is equipping an object that aggravates monsters. Base Base Stealth Race Stealth Race Stealth Class Modifier +----------------+-----------------+ ------------------ |Human 1 | Dwarf 0 | Warrior +1 |Half-Elf 2 | Half-Orc 0 | Mage +2 |Elf 2 | Half-Troll -1 | Priest +2 |Hobbit 5 | Dunadan 3 | Rogue +5 |Gnome 4 | High-Elf 4 | Ranger +3 +----------------+-----------------+ Paladin +1 Each time your character moves, your character makes an amount of "noise" equal to 2 to the power of (30-stealth); yes, stealth is an exponential and not a linear function! This noise is noticed by all sleeping monsters that have your character in their detection range; once a monster hears enough noise, it wakes up. USING A WAND, STAFF, OR ROD --------------------------- To calculate the base ability of using a wand, staff, or rod, use the following charts. Begin with the base class ability, then add the race modifier. To take level into account, add in the product of your character's experience level and the class bonus per level modifier. To this add the appropriate intelligence modifier. This gives a numerical rating of your character's skill at using magic devices. Bonus per Class Base Level Int. Bonus Int. Bonus ------------------- ------------------ ------------------ Warrior 18 0.7 3-7 0 18/130-18/139 11 Mage 36 1.3 8-14 1 18/140-18/149 12 Priest 30 1.0 15-17 2 18/150-18/159 13 Rogue 32 1.0 18-18/19 3 18/160-18/169 14 Ranger 32 1.0 18/20-18/39 4 18/170-18/179 15 Paladin 24 1.0 18/40-18/59 5 18/180-18/189 16 18/60-18/79 6 18/190-18/199 17 Race Modifier 18/80-18/99 7 18/200-18/209 18 ----------------- 18/100-18/109 8 18/210-18/219 19 Human 0 18/110-18/119 9 18/220+ 20 Half-Elf 3 18/120-18/129 10 Elf 6 Hobbit 18 Gnome 12 Dwarf 9 Half-Orc -3 Half-Troll -8 Dunadan 5 High-Elf 20 To calculate the probability of successfully activating a device, first divide your character's device skill rating by 2 if your character is currently confused. Then subtract the level of the wand, staff, or rod to be activated, with a maximum subtrahend of 50. Call the resulting number K (which may be negative). If K is at least 3, then the chance of successfully activating the wand, staff, or rod is (K-1) in K. On the other hand, if K is less than 3, the probability of successfully activating the device is very low yet nonzero; the probability of success is 2 in 3*(4-K).