Thanks for trying to help each other out a bit here! To answer the weapon ratings question, and how damage is calculated here is an except from my forums: Hope that helps your weapon selection!
Thanks. Hm, but if Identify scroll only identifies one item, what difference could it make? How is it even possible to identify "in quantity"? Re: 1d4 - it means that you'll do min 1 and max 4 damage, which amounts to 2.5 on average.
Ah, what I meant was that if, for example you have two red potions, identify one of those first because that'll give you knowledge of two items rather than say, identifying a blue potion if you only have one of those.
Thanks! Does the same apply to scrolls? I.e. scrolls with the same inscription doing the same thing - but what it is changes from game to game?
Exactly: All scrolls with the same inscription do the same thing over the course of one game- maybe one scroll could be called "too-mem-kat" and perform Enchant Weapon for example. Every scroll until you die named "too-mem-kat" will also enchant your weapon. Of course once you die, the next game Enchant Weapon could be called "xex-fay-rob"!
I think this is the most addicting game I have. Every time I begin to play it just for a simple time waster I get so absorbed in it that hours pass without my noticing! Case in point--I meant to go to sleep over two hours ago... Anyway, I have a (probably dumb) question. What is that blue shield with the horse on it displayed in the upper right? It has a corresponding number next to it that seems to be either a 2 or 1 most of the time, or maybe all the time. Anyway, yeah...what the heck is that? I have been tweaking stuff and looking on the chronosoft forums for the last 30 minutes trying to figure it out to no avail, although I'm sure it is something totally obvious.
That symbol is meant to be a shield, representing your "Armor Class". Armor Class, or AC for short is a term that came from early days of Dungeons and Dragons gaming. In those days, and the original Rogue, the lower your AC, the harder it is for monsters to hit you (monsters actually have AC ratings too, and the tougher monsters have negative AC ratings). You'll note that wearing different armor changes that value, it will also change if your armor rusts or you enchant it. If you look at your equipped armor's rating in your inventory, take 11 minus that value, and that is your AC as displayed by the shield icon. Don't ask me why it's so convoluted... I didn't write the original Rogue (or the D&D rulebook) Very glad that you're still enjoying RT! I do have a couple of neat things planned for an update that I hope to squeeze out before finishing Spirit Hunter Mineko, so stay tuned
Holy crap that was fast! No wonder I didn't figure it out (shield=armor, obvious) but I am currently wearing +7 armor that is class 10, so I understandably didn't want to put on some crappy mail or something that might be cursed (especially since I've already got a +3 +1 two-handed sword that I can't use because a damn cursed short bow is stuck in my hand!) and I figured with such nice armor as that, if it was armor-related I'd have a higher number, not a lower one. Definitely looking forward to what you're adding to RT, and I am basically foaming at the mouth in anticipation for Spirit Hunter Mineko! As I've said already, that is one of my top 3 most anticipated games for this year as it stands now. Looks to me like it will be an absolutely perfect game. No pressure if you don't deliver on that, btw.
Assuming it does follow the old DnD Armor Class: ================ Armor Class (abbreviated AC) is a derived statistic which indicates how difficult it is to hit a character with an attack. In earlier versions of Dungeons & Dragons, a lower Armor Class indicated that a creature was more difficult to hit. An unarmored human had an Armor Class of 10, and armor lowered a character's armor class. Powerful creatures would usually have an Armor Class lower than 0. ================ AC would be in the range of 10 to -10 Rixx
I, Bon Bonito, am currently #25 on The 25 Worst Rogues list. But by style alone, I should rank much higher. Killed by a dragon on level one?! Ah, copper rod of polymorph. You are a great one to start off with!
After a few fumbling past forays, I have recently become really addicted to Rogue Touch and have a couple of burning questions: 1. If I am stuck at a level where the stairs are behind a secret door, what are the most likely spots for it's possible location? Given that there aren't any dead-ending or even long corridors, just 4 rooms, connected by straight short ones and no unused visible doors in sight. I am short on food, too, so there isn't much room for blind experimentation. Please, I really like that Ring of Sneaking! 2. Is there any difference between various types of weapons? I.e. is a battle-axe better than a mace? Or are the +x modifiers and other enchantments the only thing that matters? 3. Do the enchant weapon/armor or remove curse scrolls remove the curse for good or do their only allow me to un-equip cursed items? TIA. BTW - it is a really engrossing game. I don't normally believe in the whole "bite-sized", "pick-up and play" propaganda, but this is truly equally perfect for a couple of minutes as well as for hours.
Thanks, I agree Rogue Touch really is a great game for minutes or hours of play! I still squeeze in time to play even after all this time. The thing I like is that it can be played while doing something else... watching TV, waiting for a program to compile, etc... Let me try to address your questions as best as I can: 1) Dungeons are made up of a grid of 3x3 areas that can either contain a room, a maze (on deep floors) or blank (maybe a dead-end corridor in it, maybe nothing). It's a skill that you learn as a player, to try to recognize where the rooms are that you have access to, and then figure out the likely walls that may contain secret doors. Ideally once you narrow down WHERE you want to search, the best thing you can do is pace 2 squares down the wall, search 3-5x, pace 2 squares forward, and try again. Even then a few stubborn doors cannot be found unless you go back and search again. I know it's painful! This is handled exactly as it was in the original rogue, but its still a sore spot for some RT players 2) Weapons do have base damage statistics, and some are definitely better than others. Details of weapon damage (and a lot of other neat stuff) can be found on this page of my website. To help put those numbers into context, and learn what the modifiers can do for you, here's a quote from my forums that I like to reference: 3) Enchant Weapon and Enchant Armor remove the curse from your item too. Protect Armor will remove any curses and rustproof your armor. Vorpalize Weapon will also remove curses from your weapon. And if all else fails, there's always the good old "Remove Curse" scroll if you have one
Always happy to see the RT thread bumped! In fact I just went to check my review on the page and found I hadn't written one...well that wouldn't do, so I finally got another 5-star review up there. Funny, today my wife was watching me search for a hidden door and was like, "What...ARE you doing?" When I explained it, she said, "Well, that game looks kind of, um, simple." So of course then I started to show her my inventory, explain the strategy of what I was doing and so on, and her eyes bugged out of her head. Hell of a game.
Thank you so much! Always like to get good reviews... I agree it seems so simple on the surface, but the complexity of Rogue Touch is pretty deep. Enough to keep people coming back for a long time, just as the original Rogue has entertained people for 30 years now The amulet is on floor 26. If you pass it by, you will be able to find it on any floor that you reach beyond 26. It automatically "teleports" there, so you are not trapped forever
Well, scrolls of teleportation solved my secret door issues and a couple of pit-traps helped me reach level 18, but fainting from hunger caught up with me there and got me killed... That was a very fun run, though. A couple more questions: Are mushrooms just food in another guise? Why do the slimes sometimes divide when you attack them and other times don't? Finally noticed that rattlers cause Str-loss, LOL - is it permanent? Does the potion of thirst-quenching actually do anything? Like adding fire-resistance or whatever? What an amazing game! The more I play it, the deeper it becomes.
Thanks for the response CD, I almost made it that time! I wasn't sure if it might be around floor 20, ended up getting killed on 23 by a Jabberwock. Damn you Jabberwock!
Well, it would've been "spoiler-ish" a year ago, but... 1) Mushrooms are edible of course, but occasionally cause hallucination effects in you, just like the potion! So you take a chance every time you eat them. 2) Slimes divide pretty much at random, but only when they are actively being attacked by you. I think of them like excited puppies that pee on the floor when you play with them. Except with more protoplasm. If you can kill them in one hit, they obviously have no chance to divide 3) Strength loss is semi-permanent. It can be regained all at once with a potion of restore strength (blessing should work too!). You can get it back one point at a time with potions of gain strength, but I prefer to save those to boost MAX strength instead. 4) Thirst quenching is useless, as it was in the original Rogue. Although it might be fun to change that. Maybe fill you up some, acting like food! Jabberwocks are incredibly heavy hitters, plus their AC makes them harder to hit in return! But Griffins are still the worst in my book due to double speed You'll be happy to know that there will be some enhancements coming to Rogue Touch (sometime soon, at least a bit before Spirit Hunter Mineko is done). Nothing completely game-ruining, but at least one feature that many people have wanted for ages. That feature comes with a twist though! And that's all I'm saying for the moment