Temple Termagant
Posts: 6
Joined: Wednesday, 29th December 2010, 03:56
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Temple Termagant
Posts: 6
Joined: Wednesday, 29th December 2010, 03:56
Lair Larrikin
Posts: 22
Joined: Monday, 20th December 2010, 04:52
Halls Hopper
Posts: 59
Joined: Saturday, 18th December 2010, 22:54
orshelack wrote:Assuming the entry on the knowledge bot is correct:
# The base chance of breakage is 1/X. X is: 1 for flame or frost brands. 3 for curare, darts. 4 for stones, arrows, bolts. 6 for non-curare needles. 10 for javelins. 25 for large rocks. Throwing nets only take damage when struggled against and are destroyed at -8. Other thrown things such as hand axes aren't technically missiles, and won't break.
# Enchanted projectiles get an extra shot at avoiding destruction: ench / (3+ench) chance of survival.
Mines Malingerer
Posts: 46
Joined: Tuesday, 21st December 2010, 10:13
Location: Japan
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Dungeon Master
Posts: 1613
Joined: Thursday, 16th December 2010, 21:54
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
Vestibule Violator
Posts: 1533
Joined: Thursday, 16th December 2010, 20:52
Temple Termagant
Posts: 6
Joined: Wednesday, 29th December 2010, 03:56
Vestibule Violator
Posts: 1533
Joined: Thursday, 16th December 2010, 20:52
Vestibule Violator
Posts: 1533
Joined: Thursday, 16th December 2010, 20:52
minmay wrote:Archaalen wrote:Somehow, "Rocks of Penetration" sounds wrong.
(muffled inner 12-year-old boy laughter)
Actually, Chuck (the Sprint unique) always has a large rock of returning - yet another reason to use a troll.
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