http://www.lysator.liu.se/~tomca/maps/1a_info.txt Map file contents: ================== Area name: (number): , (/) () Find out: Things in the area that still needs to be found out Map: The map Area info: Special information about the area Min level 20: You must be at least lvl 20 to enter Min level 0/20: You must be at least lvl 20 or multi to enter Min level 50/20: You must be at least lvl 20 multi to enter Max level 20: You can not enter if above level 20 Max level 0/20: You can not enter if above level 20 or multi Max level 50/20: You can not enter if above level 20 multi Mobs: Mobs in the area Map info: ========= X Entry point o room - east-west exit | north-south exit / up-down exit + door (east-west or north-south) x door (up-down) -> one-way exit RIP Death Trap WM Wild Magic NM No Magic U Up exit. Connected to a... D Down exit (usually used when an area has several larger floors) Q Quest master M Mirror - entrance to Mirror Beyond C Carriage stop w Water room (only used on the OC map to show rivers) Mob info: ========= Sorting: Level first, then name Name: as seen in " is in excellent condition." Lvl: Level Xp: Mob Xp (see explanation below) A: Alignment G/N/E S: Sanced x/- W: Walking x/- I: see Invis x/- D: see Darkness x/- M: Memory x/- X: Switch 0/1/2/... (max normal switches in a round) #: Number MAX number of mobs of that type Agg: Aggie G/-, N/-, E/-. Example: "G-E" means aggressive against good & evil chars. Hp: Hit points -. This is the mob's max-hp (the ones inside paranthesis when he does a "ps"). A "~" before the sum means hp has been calculated by killing and looking at total damage (ie, some healing-time may be included). gold: - special: Miscellaneous useful information about the mob (see list below). Mob XP: ======= I don't have access to the code, so this is just my guess on how xp works. And it seems to work like this: XP gained = / IF you are multi, divide XP by 3 If your level >= 65, divide XP by 4 IF your level > mob level AND your level > 50, lower XP by 1/3 IF mob is withered, lower XP by 1/3 IF you are in a group, the should be divided by by the highest level in the group (not with ). And then you also have to multiply with your percentage (5% means *0.05). IF you are templar, xp might be different for different mob aligns, but the numbers for this is unknown to me. And it looks like Templars do get the exact same xp as other classes. So, the xp listed is what a single-classed lvl 1 non-templar would get for killing the mob solo, without using wither. Since xp is only given in whole numbers and I'll need calculations to get the original xp, there will be some rounding errors - don't expect the values to be exact. I'm adding k/M/B to the end, cutting the number to max 4 digits. My guess is that you will get the actual xp the mob has (only visible by imm- stat:ing the mob) by dividing this xp with the mob's level. But this is just speculation. When in groups, your share is shown correctly in the group listing, _except_ if the group contains pets. (have not bothered checking if charmies work or not). Mob xp is set by the creator, but it seems to go (VERY vaguely) around the formula: Lvl^4*5 Mobile Balance Chart (from where?) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Level Exp 1 110 5 1760 10 11000 15 16500 20 27500 25 55000 30 110000 35 220000 40 330000 45 440000 50 550000 55 742000 60 1000000 65 1350000 70 1800000 75 2500000 80 3300000 85 4500000 90 6000000 95 8200000 100 11000000 Mob thac-X=11: ============== Means that the mob has to roll at least 11 on a 20 sided dice to manage to hit you if you have armor class -X. So if you have -X in armor class, the mob will hit you 50% of the times. Each step difference from this -X armor class means a 5% change in the mob's chance to hit you, so if you are more than 8 steps from -X, the mob will have 5% or 95% chance to hit you. Mob AC: ======= Your chance of hitting the mob depends on his armor class (ac) compared with your ability to hit him (thac0 modified by hr). thac0 4 means you must roll at least 4 on a 20 sided dice to manage to hit him, if he has armor class 0. Each hr you get lowers the number needed by 1, and each step downwards in ac the mob gets, raises the number by one. So to calculate a mob's ac, take your thac0 minus your hitroll, minus your miss-percentage divided by 5, minus 1. Example: Thac0 -7 and hr +43 => thac0 -50 146 misses out of 175 (83.4%): 85/5 + 1 = 18 (must roll at least 18 on a d20) -50-18 = -68, so mob has AC -68 Note: You always have min 5% and max 95% hitchance, so calculationg ac is only reliable if you are within the 10%-90% range. SIMPLY PUT: Skip the signs. If your HR+thac0 = mob AC, you will always hit. Each step below means 5% less chance. Mob Save: ========= Save X = Roll X or higher on a d20 to make a successful save. Save 11 means the mob has 50% chance to save against your spell. Save 2 gives 95% save against spells. Each step in save changes your chance of saving with 5%. The level of the spell/caster does not alter this chance. The chance of saving a spell is never below 5% and never above 95%. Save <2 means you have max even if cursed. Default?: lvl save 1-19 ? 20-25 15 26-30 ? 31 12 32 ? 33 11 34 ? 35-37 10 38-42 7 43-44 ? 45-47 5 48-99 ? 100 <2 Special: ======== INFO, questmaster, [creaturetype]/shopkeeper/guildmaster/no-attack/nofight-room, vuln xxx[heal], immune xxx, resist xxx, SUMMONER, can VAPE eq/!, xxx damage, summoned, assist-equals, sleeping/sitting, protector, shrugger, blocker, parry, dodge, parry/dodge, [X-Y] backstab [(nosanc-dam)], bash, kick, headbang, berserk, (fire|gas|lightning|acid...) breath, [area] , X-Y spells, X-Y attacks, xxx/yy dam per attack, negate sanc xx/yy times (zz%), +X coins, (random-)(delayed-)agg-(G?E||all|sleeper), X-Y skills, pulsing-areadamage, flees, cake, switch (X), no-charm (= thief?), walk-path, no-summon, no-where, hunt, revenger, looter, corpse taker/eater, (no)switch, hide, imp/invis, summon , no-group, forceflee, avgdam X, AC X, thac-X 11, save X, special-code[], + starthp, sneak, ignore-cop, aware, water-living, mountable, corpseless (= insubstantial?), room/area is nomag/wildmag/noflee/norecall/nosum/nosumout but fleeable/recallable/sumout Note: Walk-path, hunt & revenger means they ignore cop! Undeads, vampires & mobs with shadowform are automatically no-group parry/dodge means parry if mob is wielding a weapon, dodge otherwise. Might be that all mobs have just a parry/dodge skill and the action depends on whether they wield a weapon or not. Addendum: Coven High-Priestess can do both, but dodged in last battle even though she had an athame. Zandy dodged when having spear - hass parried earlier. Lurk dodged when having Skaven. Can he parry? Maybe it's just random? [creaturetype]: =============== Used if mob is vuln to a certain slay damage. He is then expected to have the default irv:s of that creaturetype too. Any deviations from those irv:s are listed after [creaturetype]. Below is a list of known creatures and their default irv:s (gnome PC:s are also resistant to earth): Type Vulns Resists Immunities Amphibian --- Water --- Animal Mental/Gas Earth --- Astral Pure/Light/Unlife/Dark --- --- Beholder Light Dark/Magic --- Bird Air --- Earth Botanic Acid --- Air/Gas/Light/Dark Canine Mental Dark --- Demon Pure/Light/Iron Dark/Unlife/Poison Fire Devil Pure/Light/Iron Dark/Unlife/Poison Fire Dinosaur Fire --- --- Dragon --- Fire/Ice/Earth/Air/Gas --- Drow-Elf Pure/Light/Ice Unlife/Dark/Magic --- Dwarf SLarge/Water/Magic Fire/Earth/Poison --- Elemental --- ??? --- Elf Unlife/Dark/Iron Magic/Light/Pure --- Entity --- Fire/Ice/Unlife/Earth/Air --- Fairie Dark/Unlife Magic Pure/Light Feline Mental Dark --- Fish --- --- Water Giant --- Crush/Large/SLarge/Poison --- Gnome Large/SLarge Mental --- Goblin Fire/Large/SLarge/Light Dark/Gas/Poison --- Half-Elf Unlife Light --- Half-Orc Light Dark --- Hobbit Large/SLarge/Air/Gas Unlife/Poison/Mental --- Human --- --- --- Insect Gas --- --- Insubstantial Energy Weapon Unlife Jelly --- Weapon --- Ktv --- Gas/Poison/Energy/Mental --- Lizardman Fire/Ice Electricity/Water --- Lugroki Pure/Light/Fire Ice/Dark/Poison --- Magical Unlife Magic/Energy --- Mythical --- Fire/Ice/Unlife/Earth/Air --- Orc Fire/Light/Pure Ice/Poison/Dark --- Reptile Ice/Fire Water --- Rodent Gas/Poison Dark --- Skeleton --- Pierce/Slash --- Snake --- --- Poison Spider Fire --- Poison Troll Fire/Acid/Mental Earth/Poison/Crush --- Undead Pure/Light/Silver/Heal Earth/Water/Air/Mental Unlife/Dark Vampire Pure/Light/Silver/Wood Crush Unlife/Dark * A number of creature types have no matching slay-weapon. Or none suitable for testing. These are: Amphibian, Astral, Beholder, Bird, Canine, Dinosaur, Elemental, Entity, Fairie, Feline, Fish, Half-Orc, Hobbit, Insect, Insubstantial, Jelly, Ktv, Lizardman, Reptile, Rodent, Skeleton, Spider For these, mobs have been pinned with those types anyway, if their irv:s match and their descriptions point towards it. * Entity has same irv:s as mythical. Any mob marked "[entity]" has the irv:s matching, and is not mythical. Useful to know when checking: ============================= fire breath => can VAPE eq! Immune dark => immune blindness ("Your victim is immune to your spell.") Immune unlife => immune wither ("Your victim is immune to your spell.") "somewhat resilient" to blindness => resist dark Resistance to unlife will NOT give a warning when using wither on the mob. It is possible to poison a mob that is immune to poison: No damage is taken per tick and no "looks really sick" messages will show, but it's seen with the "detect poison" spell and regen rate is slowed. Wither on Resist unlife: 80% of old maxhp Wither on Normal: 2/3 of old maxhp Wither on Vuln unlife: 50% of old maxhp no-charm & NOT thief => immune blind NOTE: Immune blind does not _HAVE_ to implicate immunity to dark Agg-sleeper means the mob is agg-all and has a wimpy-flag (flees) mountable => leadable water-living => Can't enter non-water rooms even with fly Lvl X cloudkill works on mobs of lvl (X-2) / 2, rounded down Lvl 88 cloudkill works on mobs of lvl 1-43 Lvl 100 cloudkill works on mobs of lvl 1-49 At lvl 66-100, charm works on lvl 53 mobs but NOT on lvl 54 mobs A successful energy drain gives you * 3.75 mana, rounded down (minus the casting cost of 20). So to get level: (/ managain+20 3.75), rounded up. (does not seem to work perfectly for lower levels)