
With most offensive magical items, you also get a damage bonus of (your Device skill - level of item)%.
"Devices" refers to magical devices, and determines your failure rate whenever you aim a wand, use a staff, zap a rod, or activate a magical artifact. I believe the game does some fiddling to ensure that you don't get HP-screwed in the long run, though that doesn't mean you won't roll 1s several times in a row early on. The hit die is what you roll each level-up to determine how many extra hitpoints you get functionally each additional side on your hit die increases your max HP at level 50 by 25, on average. I have no idea why throwing is its own skill because there's nothing in the game to support a throwing-based offense. That Hit/Shoot/Throw line is a minor modifier to your chance to hit in melee, when shooting with a missile launcher like a bow or sling, and when throwing things. It's recalculated every time your CON changes, by the way, so no need to worry about pumping it early. Maxing CON at 18/200 gives you an extra 12.5 HP per level, for 625 bonus HP at level 50. This isn't going to be relevant early on, but in the mid- and late-game having a high CON will make a huge difference in your total HP. CON doesn't do anything except give you bonus HP, on a per-level basis. You can see how many blows you get when allocating stats if you can't get more than 2, don't bother with DEX. If you want to go big on melee, then get high STR and DEX and equip a light weapon. DEX gives you minor AC and to-hit bonuses, but its most useful attribute is that it helps you get multiple melee blows/round. It also has a minor influence on your saving throw again, not a big deal. WIS is the holy spellcaster stat, and does for priests and paladins what INT does for the others. For everyone else, it gives a minor bonus to magic device skill (see below), which is really not a big deal. INT is the arcane spellcaster stat it determines mana pool size, number of learnable spells, and spell failure rate for mages, rangers, and rogues. Being overburdened by carrying too much penalizes your speed, which is Bad News. STR determines your carrying capacity, gives you extra damage in melee combat, and helps you get multiple melee blows per round. Running down some of the more relevant entries: The original devs halfheartedly tried to balance things by making the better races need more experience to level up, but all that means is you have to grind for longer, and besides they didn't really know what made a good race. Some races are better than others, sometimes significantly so. Gender in Angband, like in most fantasy settings, is purely cosmetic. Additionally, all of Freude's options and keymaps will be preserved, a nice convenience.Ĭan you believe some players get upset at the existence of a "Neuter" gender? People are weird. However, by re-using the savefile like this, we can inherit Freude's monster memory.
We aren't locked into creating another Half-Troll Warrior, though hitting N will let us start character creation from scratch.
It gets converted into a stripped-down file that can be used to jumpstart character creation: Now that Freude's tale is done, it's about time we learned how character creation works so we can make his successor!įirst things first, just because Freude is gone doesn't mean his savefile goes away.
Angband spells update#
Part 64: Bonus update 2: Character Creation Bonus Update 2: Character Creation