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Player monster races don't really have a class in the normal sense, the race itself is effectively also the class. (They do have a pseudo-class, but it seldom matters much; you won't really miss out on anything if you have no idea what a race's pseudo-class is.) Enemy monster races also have pseudo-classes, and those might matter a bit more if you play a Possessor; so for Possessors only, they should probably be documented better than they currently are. If you're just looking for information on the player-monster races themselves, the in-game help is at ?fd; but you've probably already found that, and it largely just has the basics. Quote:
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If you are reforging onto a glaive, though: it will keep and improve the +X,+Y, so you will in theory get better results out of a glaive with higher to-hit and to-dam. Note, however, that due to the power limits the extra +X,+Y means there's slightly less room for other stuff like resistances or stat bonuses. So a glaive with higher +X,+Y is slightly better if you want high +X,+Y on the result and very slightly better if you want to optimize the score, but a +0,+0 glaive could be slightly better if you want a statstick. -- More generally, detailed specific tips on how to play a specific class or a monster race are outside the scope of the in-game help, and while such tips might have been posted here and there over time (at least for some classes/races) they will not be easy to find. The ideal place to collect tips for specific classes would, in theory, be Gwarl's angband wiki; unfortunately development on the wiki has pretty much stalled, and the site-wide common.css (editable only by Gwarl himself) is empty and lacks all the bits and pieces that would make a wiki easy to navigate and organize. So there's basically nothing on the wiki. |
Well thanks for the advice on artifacts. I was, indeed, looking for special attributes on my artifacts rather than simple enchantment bonuses that I can get elsewhere (specially regarding low level artifacts for a pinch). Still, chances are, my odds of finding a good Ego are much higher than making a good low level artifact, so that's something worth keeping in mind.
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Which leads me to something I have been meaning to ask, regarding FCB weapon statistics system. Lighter weapons seem to out-DPS heavier weapons by simple virtue of they allowing more strikes per turn. For example, the humble spear, with its 1d8 damage, could outperform broad spears and the like, by being the lightest weapon in the category. The only advantage heavier weapons seem to have over lighter weapons is the (*generally*) better damage rolls and improved crit chance. Details that aren't really explained or elaborated upon in the manual. Anybody wrote anything regarding that? |
I need help compiling and running under arch linux, wanted to try again to compile and run but now im getting the following error with the following commands:
$ sh autogen.sh $ ./configure $ make clean $ make $ ./src/frogcomposband -ufrog -mgcu -- -n1 ./src/frogcomposband: Fatal Error. Edit: forgot to add my dependencies installed: The github page states that i need: $ sudo apt-get install autoconf gcc libc6-dev libncursesw5-dev libx11-dev and in arch i have this installed: autoconf 2.69-7 gcc 10.2.0-1 lib32-ncurses 6.2-1 lib32-ncurses5-compat-libs 6.2-1 ncurses 6.2-1 ncurses5-compat-libs 6.2-1 libx11 libstdc++296 |
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I do use light weapons quite a lot, even in the endgame, but that's largely just because there are many great artifact weapons (like Sting) that happen to also be fairly light. Sting is almost always outdone damage-wise by many bigger weapons, it's just an awesome statstick that also gives acceptable damage. I am not aware of any detailed treatment on critical hits, and if you did find one it might well be outdated. Understanding the exact mechanics behind critical hits is in no way required, though, since the average damage/round shown on your character sheet fully accounts for the extra damage from criticals. There are a few class-specific mechanics regarding weapon weight; Duelists (and Sneaky characters) prefer light weapons, while Maulers prefer heavy weapons. (Ninjas and Ninja-Lawyers don't prefer lighter weapons per se, but all the weapons that aren't icky for them are pretty light; lighter weapons are also the most suitable for dual-wielding, and the ninja classes almost have to dual-wield.) Quote:
If inspecting a weapon (or some other item) with the 'I' command does not reveal all of its attributes you will need to *identify* it, usually by using the Research Item town service available in most towns. |
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sudo make install |
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./configure --prefix $HOME/.frogcomposband thank you! |
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Found my first ever Wild weapon (never heard of or seen one before). In item description it says:
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Wild Weapon What does it actually mean? |
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