I just started playing old frog-knows char I had played a long time ago (still at pretty shallow depths at the of the game). It's weird game compared to modern vanilla. Much more simple, but still a good game.
Some differences this far:
- Lantern lite radius is only one. Same with spell that lights up floor.
- Filling lantern doesn't ask what to use, it uses oil if you have any, if not it says that you don't have oil.
- Gaining prayers doesn't ask book, it picks up random spell from all available spells in all the books you are carrying.
- shooting, aiming a wand and spells that require target require that you have targeted something before you do what you do.
- There are primary and secondary weapons and you switch between two with 'x'.
- Priest detects enchantments in items as '{blessed}' (if there is something to detect), not {good}.
- Spell lists are a bit different, for example there is "blind monster" second book spell which I guess is same as confuse monster in current vanilla. More about that after I get this char a bit more advanced.
- Starting stats are different. Dwarf for example doesn't get +2 to WIS, only +1.
Notice difference for High-Elves skill-table:
F-K High-Elf is completely different thing than current vanilla High-Elf. (stealth probably works differently in f-k, because starting bonuses are so high. Linear approach I guess).
- Starting game is different too, you can't pick any class with every race.
- Tunneling, digging etc. do not automatically try 10 times (but you can add count to do that), and it feels like tunneling in general is harder in frog-knows than it is in current vanilla (took me 10+ turns to tunnel through rubble with 18/02 STR clvl 12 dwarf priest with mace).
- looking works only for things that you actually see.
- you can't destroy items. There just isn't command for it.
- you need to pick up gold just like any other item.
- non-identical items do not stack. Both inventory and floor. Items can't occupy same grid with anything else (except monsters), including money.
- There are plain junk items laying around (skeletons mainly).
- there are colors, but general dungeon is very dark, different shades of grey.
Generally UI is much weaker than current vanilla, but it works. Having lite radius of only one is real disadvantage compared to current vanilla in early levels.
Some differences this far:
- Lantern lite radius is only one. Same with spell that lights up floor.
- Filling lantern doesn't ask what to use, it uses oil if you have any, if not it says that you don't have oil.
- Gaining prayers doesn't ask book, it picks up random spell from all available spells in all the books you are carrying.
- shooting, aiming a wand and spells that require target require that you have targeted something before you do what you do.
- There are primary and secondary weapons and you switch between two with 'x'.
- Priest detects enchantments in items as '{blessed}' (if there is something to detect), not {good}.
- Spell lists are a bit different, for example there is "blind monster" second book spell which I guess is same as confuse monster in current vanilla. More about that after I get this char a bit more advanced.
- Starting stats are different. Dwarf for example doesn't get +2 to WIS, only +1.
Code:
2.4.1. Race Versus Skills and Stats
Stat, hit dice, and experience points per level modifications due
to race are listed in the following table.
Str Int Wis Dex Con Chr Hit Dice Rqd Exp/level
Human 0 0 0 0 0 0 10 +0%
Half-Elf -1 +1 0 +1 -1 +1 9 +10%
Elf -1 +2 +1 +1 -2 +1 8 +20%
Hobbit -2 +2 +1 +3 +2 +1 7 +10%
Gnome -1 +2 0 +2 +1 -2 8 +25%
Dwarf +2 -3 +1 -2 +2 -3 11 +20%
Half-Orc +2 -1 0 0 +1 -4 10 +10%
Half-Troll +4 -4 -2 -4 +3 -6 12 +20%
Dunedain +1 +2 +1 +2 +3 +2 10 +80%
High-Elf +1 +3 -1 +3 +1 +5 10 +100%
Racial abilities as compared to each other, with 1 the lowest, or
worst, and 10 the highest, or best, are listed in the following
table.
Disarm Search Stealth Percep Fight Bows Save Infra
Human 5 5 5 5 5 5 5 None
Half-Elf 6 7 7 6 4 6 6 20 feet
Elf 8 9 7 7 3 9 7 30 feet
Hobbit 10 10 10 10 1 10 10 40 feet
Gnome 9 7 9 9 2 8 9 40 feet
Dwarf 6 8 3 5 9 5 8 50 feet
Half-Orc 3 5 3 2 8 3 3 30 feet
Half-Troll 1 1 1 1 10 1 1 30 feet
Dunedain 9 8 7 8 7 8 5 None
High-Elf 9 8 8 9 7 10 5 40 feet
Code:
Disarm Search Stealth Percep Fight Bows Save Infra High-Elf 9 8 8 9 7 10 5 40 feet (doesnt mention device) vs High-Elf 4 3 3 14 10 25 20 (doesn't mention infravision)
- Starting game is different too, you can't pick any class with every race.
- Tunneling, digging etc. do not automatically try 10 times (but you can add count to do that), and it feels like tunneling in general is harder in frog-knows than it is in current vanilla (took me 10+ turns to tunnel through rubble with 18/02 STR clvl 12 dwarf priest with mace).
- looking works only for things that you actually see.
- you can't destroy items. There just isn't command for it.
- you need to pick up gold just like any other item.
- non-identical items do not stack. Both inventory and floor. Items can't occupy same grid with anything else (except monsters), including money.
- There are plain junk items laying around (skeletons mainly).
- there are colors, but general dungeon is very dark, different shades of grey.
Generally UI is much weaker than current vanilla, but it works. Having lite radius of only one is real disadvantage compared to current vanilla in early levels.
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