Hack, Slash, Loot, Chat
 
 
Post a Reply Post a Reply  
 
 
Usable items (specific: res/vulns) There are 3 replies
Original Message posted by Sakeuon on 24/09/2013 at 6:49:51PM
I've been experimenting with usable items recently to see if their effects are somehow predictable.

So far I've found they're not.

I have also found that resistances and vulnerabilities gained from usable items such as drumsticks, potions, elixirs and apples are temporary and are replaced when acquiring a new resistance or vulnerability from another usable item.

This means that if I use an apple and get resistance to acid/poison, and use another apple after that that gives me a resistance to fire, I lose the resistance to acid/poison from the first apple.

For the developer David Williamson: is this supposed to be this way? If so, why did you choose to make it like this?

Also, here's some data for usable items from a run I made/am making:


Hack Slash Loot Usable Items

Level 1:
Green Ancient Apple: 3 magic, 2 magic damage, vulnerability to fire
Gray Ceremonial Elixir: 2 health, vulnerability to silver
Green Sorcerer's Apple: 1 magic, 1 magic damage, 1 defence
Green Apple Of Evasion: 1 defence
Yellow Elixir Of Vitality: 2 health
green incredible apple: 2 health
yellow scroll of defence: 1 defence
white elixir of life: resurrection, -1 melee, -1 melee damage, vulnerability to psychic damage
yellow scroll of renown: 1 health
white lucky potion: 1 defence
red incredible apple: 1 defence
Blue Elixir Of Exalted Deeds: 1 ranged, 1 ranged damage, vulnerability to lightning
Pork chop of the heart: 1 health
Orange Scroll of elven grace: 1 ranged, 1 ranged damage
pork chop of the owl: 2 magic, 1 magic damage, 3 health
berry of healing: 1 health
yellow spellcaster's scroll: 3 magic, 2 magic damage
Austras koks apple of enchanting: 1 defence, vulnerability to lightning
green apple of enchantment: 1 ranged, 2 ranged damage, 1 health
green apple of enchanting: 1 melee, 1 melee damage
pork chop of cures: 1 health

Level 2:
incredible drumstick: 1 melee, 9 health, vulnerability to fire
green enchanted apple: resistance to silver
green enchanting potion: resistance to fire
transparent wyrm's potion: 3 ranged, 2 ranged damage, vulnerability to silver
Austras koks marksman's apple: 2 ranged, 1 ranged damage
green mysterious apple: 1 ranged, 1 ranged damage
drumstick of exalted deeds: 1 magic, 1 magic damage
red apple of glory: 5 health
herb of strength: 1 melee
enchanting drumstick: 1 defence, 7 health
red ceremonial apple: 7 health
austras koks enchanted apple: 1 melee, 3 magic, 1 magic damage
austras koks apple of evasion: 1 magic, 1 magic damage, 1 defence
blue scroll of defence: 1 defence
red ultimate apple: 1 melee, 1 melee damage
blue tonic of constitution: 7 health
rogue's drumstick: resistance to divine
mighty drumstick: 8 health
green lucky apple: 3 magic, 1 magic damage
red apple of the heart: 5 health

Level 3:
red lucky scroll: 1 ranged, 1 ranged damage
black potion of amazement: resistance to necrotic
red potion of passage: teleport
light blue tonic of exalted deeds: 8 health
orange scroll of incredible: 1 defence, vulnerability to divine
drumstick of glory: 17 health
red scroll of exalted deeds: 14 health
blue fighter's scroll: 1 melee, 2 magic, 1 magic damage
green mysterious apple: 7 health
enchanting drumstick: 9 health
green scroll of the heart: 7 health
dark blue tonic of the ancient: 4 ranged, 2 ranged damage
green incredible elixir: 1 magic, 1 magic damage
brown wonderous potion: 2 ranged, 1 ranged damage, resistance to silver
blue marvelous elixir: 1 melee, 1 melee damage
red magical potion: 1 melee, 1 melee damage, resistance to acid
green apple of curing: 8 health
austras koks ancient apple: 1 magic, 1 magic damage, resistance to fire
 
 Replies To This Post:
 
Arsonium
on 12/10/2013 at 11:22:40AM
Total Posts: 0
David Williamson wrote:
> Each item and creature can only have one resistance and one
> vulnerability of their own. When a 'one use' item gives a
> res/vuln then it becomes the creatures one allotment.

Now when I read that I figure that the player's own resistance type is also used to determine the damage type of magic users without weapon. Am I right?

Edit: Testing shows it to work that way and I've noticed this actually works for any character (silver fists?) though magic users gets the most benefit from it due to ignoring defence.
 
Sakeuon
on 26/09/2013 at 2:19:01AM
Total Posts: 0
David Williamson wrote:
> If you
> could gain all the resistance together upon yourself then that
> would eliminate a lot of that decision making and hard choices
> that makes the game so challenging.

Wow. That makes a lot of sense now that I think about it. Thanks for the explanation David, and thanks for the great game!
 
David Williamson
Moderator
on 25/09/2013 at 10:51:19AM
Total Posts: 2
Every item has a primary descriptor and a secondary descriptor. The primary says what the item physically is, hood, sword, etc. and the secondary says what the item is made from, wooden, steel, etc. When an item is enchanted the secondary descriptor is replaced with an enchantment descriptor. It's this descriptor that will give you the best indication as to what a 'one use' item will do. It is, purposely, far from fool proof though. Using a 'one use' item is supposed to be somewhat risky.

For the developer David Williamson: is this supposed to be this way? If so, why did you choose to make it like this?
Each item and creature can only have one resistance and one vulnerability of their own. When a 'one use' item gives a res/vuln then it becomes the creatures one allotment. This is indeed done on purpose as a large part of the game is combining the loot you pick up to give yourself the best possible chance, and res/vuln combinations are a very important aspect of that combining. No one wants to be caught with vuln to fire when confronted by a dragon, trust me it doesn't end well. If you could gain all the resistance together upon yourself then that would eliminate a lot of that decision making and hard choices that makes the game so challenging.