elys1um wrote:So let me get you right.
If my mace, let's say, is a mace +1,+1 (so it's 0d0 if i got it that way?) then the minimum damage it will do is 1 and the maximum is 1?
So if the first number is x the seconds should be at least x?
This is from the site:
Mace 2d4
Long Sword 2d5
If I simplify it, this can be written like Mace +2,+4? (if let's say I added this by scrolls and now it's 2d4)
elys1um wrote:
Oh, I almost forgot.
What does strength mean?
Ah, now I understand. Little confusion on my part; thought you were referring to the info on the site only. Let's start over.
Ignoring the +1, +1 part for a moment, your starting Mace is 2d4, which means it will do anywhere from 2 to 8 points of damage when it successfully hits a creature.
The plusses are bonuses to-hit and to-damage, respectively. So, your mace
actually does anywhere from 3 to 9 points of damage, which can be read as 2d4+1 (roll two four-sided dice and add 1 to the result).
You also gain a to-damage bonus as your character's strength increases above 16.
The to-hit bonus plays a roll in several parts, including your ability to hit a creature (partly tied to your character's strength and the monster's armor class), and also determines how successfully magical weapons (... of fire, ... of ice) activate their magical ability (for every +1, the weapon has a 10% chance of adding additional magical damage of its type to the attack, so a +5, +0 Mace of Fire would have a 50% chance of adding additional fire damage to the attack).
I'll attempt to not get all mathy here, as to-hit and Armor Class are yet more holdovers from Dungeons and Dragons. The overall concept involved is known as THAC0, or To Hit Armor Class 0, a number which ranges from 1-20. Your character and every monster in the game have a THAC0 number and an Armor Class. In Rogue Touch, your characters THAC0 is a combined factor of whatever the base is (not sure about the math there), your character's strength, and the to-hit bonus of whatever weapon you have equipped/are throwing (unlike DnD, where your character's level and Dexterity were the main factor). (Bonuses for equipped bows/crossbows and arrows/bolts combine, so a +1, +1 bow combined with +1, +1 arrows gets you +2, +2.) You rolled a 20-sided die and attempt to roll a number lower than than your THAC0, modified by the enemies AC and weapon bonuses. If you're successful, you hit, if you're not, you miss.
Long story short, the higher your strength and the better your to-hit bonus, the better chance you have actually hitting a monster.
(Addendum: I'm not sure if the strength number also provides a to-hit bonus...
Perhaps CommanderData can jump in and answer that)
elys1um wrote:
About the armor. What I have in my inventory contradicts what you're saying.
I have a armor class (AC) 8, respectively have 2 of those shields, after an aquator attack my AC degrades to 7 and 3 shields..
Sorry for all the noobish stuff
No problem... everyone has to learn this stuff!
Here's a place where Rogue Touch makes the Armor Class concept confusing. Your inventory page shows AC as the
inverse of what your shields number shows. The reasons for this are steeped in both Dungeon and Dragons and Rogue lore which I won't bore you with here. You're staring armor (+1 ring mail) which shows as AC 5 in your inventory will show up as 6 "shields" (from the website, AC 7 - 1 = 6). The easiest way to look at this is always looks at the shields number... the lower it is, the harder you are to hit. When you enchant armor, your shields number will go down (good!), and when an aquator or rust trap rusts your armor your shields number will go up (bad!)
Last but not least, just to totally overwhelm you, here's one of the best resources for information on Rogue in general. For Rogue Touch, you'll want to follow (but not to the letter) anything labeled V.5, as that's what it's based on.
http://userpages.monmouth.com/~colonel/rvm.html