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(7.3) Abilities --------------- Depending on your race and class, you will be better or worse at certain generic abilities. You can see your abilities in the character screen (press 'C'). Miscellaneous Abilities can range from Bad to Legendary: Bad (red) (or 'Very Bad' if negative, no real difference) Poor (red) Fair (yellow) Good (light green) Very good (light green) Excellent (light green) Superb (light green) Heroic (light green) Legendary (light green) Some of those abilities have a maximum value after which they cannot be increased any further. Such abilities show 'legendary' in different colours than just light green. Instead they use: Legendary (dark green) This means it's good enough to deserve being called 'legendary', but that it can actually be further increased up to a specific maximum. Legendary (golden) This means, that you have reached the absolute highest possible value, ie the maximum, for this ability. Here is a list of detailed information about miscellaneous abilities: Fighting How well you can fight (hit chance; further boni like skills or +hit from equipment are added to the ability) or how easily you get disarmed ("You lose the grip of your weapon(s)!"). (Note that any +tohit bonus increases the displayed Fighting ability: The displayed value is the sum of your actual ability and your hit boni.) Bows/Throw How well you can shoot with slings, bows and crossbows or throw any kind of item, including 'firing' boomerangs. (Note that any +tohit bonus increases the displayed Bows/Throw ability: The displayed value is the sum of your actual ability and your hit boni.) This ability is internally divided into its 'bows' and its 'throw' part: If you don't wield a ranged weapon, it will display the 'throw' part. If you do wield a ranged weapon it depends on its type: For slings, bows and crossbows the skill will now display your 'bows' proficiency, but if you equip a boomerang, it will display your 'throw' proficiency again. Saving Throw How well you can resist attacks that have influence on your status other than just hit points (except for monster curses, which can be prevented too). Saving throw is rolled (possibly modified) against: -Cause Wounds spells (player spell) and monster curses (monsters' version of the cause wounds spell, ie an attack where the monster points at you and curses: "Monster points at you and curses/incanting terribly/screaming the word 'DIE'", depending on the spell's power level). -Fear and paralysis melee attacks -Confusion, fear, blindness, slowness, paralysis spell effects -Non-friendly teleportation effects -All nexus/morph effects (except polymorphing from bat form back to normal) -Unmagic effects -Suffering damage from dispelling effects -Psi attacks of all sorts (damage and effects), including mind-blanking and the terribly adverse effects of an encounter with an eldritch horror, which can be: Confusion, hallucination, insanity, paralysis, amnesia and (sometimes permanent) loss of intelligence and wisdom. -The draining effects of an ancient foul curse (TY_CURSE) -Seasoned traveller trap effect. Stealth Determines if monsters will immediately wake up if you're nearby or if you are able to sneak past sleeping monsters without waking them. Perception Determines how often you have a chance to spot hidden traps or doors on adjacent fields without even searching for them. Whether you really discover something will depend on your Searching ability. Searching Determines how easily you spot hidden traps/doors on adjacent fields while searching for them (with 's' or 'S'), or when you automatically notice them due to your Perception ability. Disarming How well you can disarm traps (without setting them off), and how likely you avoid known traps if you accidentally step on them again. Disarming also improves your chances to pick locks. (Note that manually disarming traps like this will yield experience points if successful, while disarming via magic or magic devices won't.) Magic Device How well you can use magic items like wands, staves, rods (these are often especially hard to use) or activate magic items like Dragon Scale Mails. See (7.10) for more information. Blows/Round How often per round you are able to strike with your weapon. This depends on your strength, dexterity, your class, your weapon. Spending points in specific weapon masteries will give you an additional blow at 25 and at 50 (like Sword- or Blunt-mastery). Tables of blows/round limits are at (5.3a) for Martial Arts, and at (7.5) and (7.5a) for melee weapons. Shots/Round How often per round you are able to use your ranged weapon. Spending points into specific archery skills will give you additional shots (see (7.2) for details). Mimics may get additional shots per round if the monster form they use has the ability to shoot with ranged weapons (see (7.7) for details). Infra-Vision How far you can see warm-blooded monsters in the dark, even those that are invisible to normal sight. 10 ft equal a distance of 1 field. IV can be very helpful for spotting monsters outside of your light radius that don't carry a light source themselves. Note that (at the time of writing, v4.7.3) the general maximum range of sight in TomeNET is 20 grids aka 200 ft, beyond which you cannot notice anything. This means that infra-vision too is capped at a maximum of 200 ft aka 20 grids. These miscellaneous abilities can also change when your character progresses, depending on your +hit and +dam (concerning Fighting and Bows/Throw) or your character level or certain skills you invest points into. How much an ability changes when a property of your character (skill, level or weapon enchantments) it depends on changes, depends on your class: The relative numerical modifiers are given in the class table in (7.5). Here is a list which ability changes depend on which factors: (The factors in relation to the values in (7.5) are marked by underscores. All other factors listed here are further modifications, independant of (7.5).) Fighting _'Combat'_, _'Weaponmastery'_, melee +hit boni Bows/Throw _'Combat'_, _'Archery'_, ranged +hit boni Saving Throw Wisdom, _level_, AM-shell Stealth Mimic form weight, stealth items, _'Stealth'_, cloaking, 'Martial Arts' Perception search items, _'Sneakiness'_ Searching search items, _'Sneakiness'_, cloaking Disarming Intelligence, dexterity, _'Trapping'_ Magic Device Intelligence, _'Magic Device'_ For age, height, weight, social class and gender see (7.14). Apart from those generic abilities, there are several class- or race-specific active or passive abilities, given in the race/class descriptions in (7.4) and in (7.5).
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