http://www.it-is-law.com/adom/index.php?title=Dungeon_Features&feed=atom&action=historyDungeon Features - Revision history2024-03-29T02:23:24ZRevision history for this page on the wikiMediaWiki 1.24.1http://www.it-is-law.com/adom/index.php?title=Dungeon_Features&diff=43&oldid=prevAnon123: Porting the page back from a MHT backup2012-12-21T21:32:58Z<p>Porting the page back from a MHT backup</p>
<p><b>New page</b></p><div>===<span class="mw-headline">Crossing Rivers</span>===<br />
<br />
* Swim (if you have the Swimming skill or it's less than 3 spaces wide, you'll make it)<br />
* Swim half way across, pray for health, keep going<br />
* Teleportation spell<br />
* Use a wand of trap creation to set up a teleport across<br />
* Use Frost Bolt or a wand of cold to make an ice bridge (beware weight limits)<br />
* Use the Bridge Building skill<br />
* Wand/spell of earthquake - ceiling rubble can create land bridges<br />
* Get an Ice Vortex or Ogre Magus to help you build an ice bridge<br />
<br />
===<span class="mw-headline">Unsorted</span>===<br />
<br />
* 1/3 chance to create herbs when you pour holy water on to the ground. (Herbs will only continue to survive on a level which had them to begin with.)<br />
<br />
<br />
Unique levels (Pyramid, Cities, Dwarven Graveyard, etc.) obviously don't generate these random features.<br />
Forge: 1/8 chance to be generated if danger level > 5 and level is normal level<br />
Altar: 1/9 chance (not in DD7, ToEF4, Mana Temple, D49, and others)<br />
Herbs: 1/6 chance, only if No Altar or Forge, DangerLevel > 2 and normal level<br />
Pools: 1/6 chance, only if No Altar, Herbs, or Forge and level is normal level<br />
Tension Room: 1/5 chance<br />
Shops: Merchants 1/4 chance, regular 1/6 chance, level must be normal level (can't have exsisting shop like HMV/Dwarftown)<br />
Shoptypes: Wands x2, Scrolls x5, Potions x4, General Store x3, Books x2, Rings x3, Pets x1 (chances out of 20)<br />
Trap-filled Room: 1/50 chance plus 1/10 chance if doomed -- 'shudder' message is generated randomly based on your perception, so you don't always get the message.<br />
Royal Treasury: 1/3 chance and level is normal -- definately other factors missed here<br />
Threaten Room: 1/8 chance and danger level > 7 -- again, message based on perception.<br />
Rivers: 1/15 chance, available in _most_ places<br />
Hives (Bees and Ants) are based on something kind of strange; locations probably defined at character creation.<br />
Vaults must be in a different section, no info on them yet.<br />
<br />
Surges of Power come simply when an artifact is randomly generated on the ground (based on creation probabilities)<br />
estimated chances for one (or more) surges of power in a complete game: 31%<br />
<br />
<br />
for shops...<br />
5/6 of the Food in Terinyo is automatically Large Rations<br />
Wands of Wishing are 8 times less likely to spawn in shops (7/8 chance of deleting them if created)<br />
Scrolls of Chaos Resistance = 12 times less likely<br />
Ring of Djinn summoning = 5 times less<br />
Cure Corruption = 6 times less<br />
Gain attributes = 40 times less<br />
Potion of Water = 2 times less<br />
Potion of Stat = 30 times less<br />
Potion of Potential Stat = 20 times less<br />
<br />
<br />
If you don't have the herbalism skill at all, then an herb bush will<br />
always decrease in status when picked (so you can pick 3 herbs if the<br />
bush is full of blossoms).<br />
<br />
Otherwise, you have a HerbalismSkill / Rand(160) chance for the bush to<br />
not lower in status; so 3/8s of the time the bush will still go down a<br />
rank at 100 herbalism. Some fairly brief tests gave an average of about<br />
8 herbs picked<br />
<br />
if HerbalismSkill > Rand(110) = Uncursed<br />
<br />
THEN (only if it passed the first check)<br />
if HerbalismSkill >= Rand(140) = Blessed<br />
<br />
Level 18+ farmers now have a 1/2 chance of anything cursed turning<br />
uncursed at this point, immediatelly followed by a 1/2 chance for<br />
uncursed to become blessed. (so lvl18+ farmers still have at least a 25%<br />
chance of getting a blessed herb, even if they somehow didn't have the<br />
herbalism skill ;)<br />
<br />
<br />
Non-farmers get about 65% blessed herbs, 26% uncursed, and 9% cursed at<br />
100 herbalism; level 18+ farmers should get around 80.5% blessed, 15%<br />
uncursed, and 4.5% cursed.</div>Anon123