General Questions

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  • Orrus
    Scout
    • Mar 2008
    • 26

    General Questions

    Some questions. I play Entroband, but I don't think these are variant specific questions so they should apply to Vanilla too.

    1. Does the depth at which you open a chest effect its contents? IE: Don't bring chests back to town? Likewise, hoard chests for deep dives later?

    2. If you have 2 items with the same resist, does that count as double resist? Or is the second source redundant?

    3. Does your resist also protect your items? So rCold protects potions shattering and rFire protects staves burning?

    4. How does Breath damage work? I read it's based on monster HP. But what's the general formula? Linear - 100% dmg at 100% health?

    5. What's the point of red curtain rooms? ( Maybe Entroband specific? ) Just for strategic line of sight blocking? I've never seen any items or monsters spawn in them.

    Thanks
  • AnonymousHero
    Veteran
    • Jun 2007
    • 1393

    #2
    (All my answers apply to Vanilla only, unless otherwise stated .)

    Originally posted by Orrus
    2. If you have 2 items with the same resist, does that count as double resist? Or is the second source redundant?
    Only if the 2nd resistance is temporary resistance. That is, if you're getting the 2nd resistance from a potion, activation or spell.

    I think this also applies in Entroband. Doesn't apply in Poschengband (which does "compound" resistances from multiple items.)

    Originally posted by Orrus
    3. Does your resist also protect your items? So rCold protects potions shattering and rFire protects staves burning?
    I believe so -- elemental destruction of items is based on actual damage dealt (which is reduced by resistance), but I'm not 100% sure. I think this may apply to Entroband as well, but it's been so long that I played it that I can't be sure.

    Originally posted by Orrus
    4. How does Breath damage work? I read it's based on monster HP. But what's the general formula? Linear - 100% dmg at 100% health?
    The damage is always based on straight HP, but up to a certain maximum (IIRC 1600HP for the elements, and something equally deadly for poison, other damage types have max damage < 600HP.) Resistances confer variable damage reduction for non rBase,rPoison.

    Originally posted by Orrus
    5. What's the point of red curtain rooms? ( Maybe Entroband specific? ) Just for strategic line of sight blocking? I've never seen any items or monsters spawn in them.
    Don't exist in vanilla. I don't think they had any real purpose (other than flavor) in Entroband.

    Comment

    • MattB
      Veteran
      • Mar 2013
      • 1214

      #3
      Originally posted by Orrus
      Some questions. I play Entroband, but I don't think these are variant specific questions so they should apply to Vanilla too.

      1. Does the depth at which you open a chest effect its contents? IE: Don't bring chests back to town? Likewise, hoard chests for deep dives later?

      2. If you have 2 items with the same resist, does that count as double resist? Or is the second source redundant?

      3. Does your resist also protect your items? So rCold protects potions shattering and rFire protects staves burning?

      4. How does Breath damage work? I read it's based on monster HP. But what's the general formula? Linear - 100% dmg at 100% health?

      5. What's the point of red curtain rooms? ( Maybe Entroband specific? ) Just for strategic line of sight blocking? I've never seen any items or monsters spawn in them.

      Thanks
      I've never played Entroband, so these answers are Vanilla-specific (and not neccessarily right!).

      1. I believe it's the depth at which you find the chest that counts.

      2. No. Any resist after the first is redundant. The exception is for temporary resists from potions/spells etc.. That is to say, rFire on equipment gives you 2/3 resistance. Drinking a potion of rFire gives you 2/3 resistance on the remaining damge (i.e. a total of 8/9ths resistance). The same is (sort of) true of speed - if you have +10spd on equipment and drink a potion of speed you will go up to +20 speed, but further potions have no effect (except on the duration of the effect).

      3. No. Immunity to a base element fire/cold/acid/lightning will however completely protect your stuff from the relevant effect.

      4. Yes, it's linear. Except that each element has a damage cap (e.g. 1800hp for fire, I believe).

      5. No idea - you'll have to ask someone else about that!
      Last edited by MattB; March 31, 2015, 19:24. Reason: Beaten to it, by better answers as well! ;-)

      Comment

      • Rydel
        Apprentice
        • Jul 2008
        • 89

        #4
        Your questions were answered above, but it did want to bring up some minor points.

        1. You may want to try PosChengband - It's basically Entroband with more stuff, and still still under active development.
        2. Fire doesn't destroy staves - electricity does. Fire only destroys scrolls.
        I'm trying to think of an analogy, and the best I can come up with is Angband is like fishing for sharks, and Sil is like hunting a bear with a pocket knife and a pair of chopsticks. It's not great. -Nick

        Comment

        • MattB
          Veteran
          • Mar 2013
          • 1214

          #5
          Originally posted by Rydel
          2. Fire doesn't destroy staves - electricity does. Fire only destroys scrolls.
          Does it? I thought electricity destroys rods and wands only?

          Comment

          • Ingwe Ingweron
            Veteran
            • Jan 2009
            • 2129

            #6
            Fire DOES destroy staves. I can't tell you how many staves of teleportation have been destroyed by the hated red C (hell hounds). Electricity destroys wands, rods and rings (except the rod of recall, which is immune).
            “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
            ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

            Comment

            • Orrus
              Scout
              • Mar 2008
              • 26

              #7
              How do you guys protect against your spellbooks burning up all the time?

              I have resist fire, but they still turn to ashes on a pretty regular basis.

              Just carry 6-8 of each book?

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                Originally posted by Orrus
                How do you guys protect against your spellbooks burning up all the time?

                I have resist fire, but they still turn to ashes on a pretty regular basis.

                Just carry 6-8 of each book?
                Carry some spares, and also take care not to get hit by fire attacks. Resistance can help, as can stacking temporary resistance (e.g. by casting Resist Fire): the more damage you take from a (single) fire attack, the more likely any given item in your inventory is to burn, assuming it can. The minimum chance is 1%, though, which is why avoiding even small attacks is important.

                If you can get fire immunity then you won't have to worry about stuff catching on fire, but that's a rare ability for a reason.

                Comment

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