Isn't the whole point of heading into the dungeon to get neat stuff and sell it for much ducats anyway? At least that's what Gon's nose tells him, and he begins to wonder if his luck is ever going to turn around. Unfortunately, the 4th floor of the dungeon is also quite boring. On the way down he runs into a kobold shaman - like a novice mage, but harder, and also related to Gon - and finally gets hungry for the first time. What if they decided to take up residence on him? Gon, having lots of fur, really doesn't feel all that interested in trying to kill any more of them. ![]() Gon decides it's a good idea to make a run for the 4th floor of the dungeon now, since there's little else to look at here and half of the floor is overrun with lice anyway. Even Gon will periodically get stuck when looking for a door, and this is the spell to cast - it's also necessary for some situations he'll get into later, involving traps or monsters which create other traps. But that's not the important part - what is important is that Gon learns Find Traps/Doors, which is one of the most useful spells in the game. In the doorway just south of Gon is a blue (y)eek, which I guess is some kind of humanoid monster that almost always carries money. It's not like he needs to see very well to do it, and his natural sight in the dungeon should be more than enough to see any monsters getting close to him. He runs across more treasure, digs it out, and lights up a new torch again - then starts thinking that maybe extinguishing his torch while he digs might not be such a bad idea. Meanwhile, Gon explores some more of the dungeon. ![]() We'll talk more about the behavior of light weapons later when it becomes more relevant. This is one of the reasons Gon will be wielding a light weapon, unless he comes across an exceptionally good mid-weight one. Past a certain point in the game, it's only worth wielding a heavy weapon if your level and to-hit bonuses are high enough to consistently get supurb or higher hits. In order to get a *SUPURB* hit you need to be carrying a weapon which weighs at least 6.5lbs if the random number generator is extremely kind, and a weapon over 13lbs if it's extremely unkind. *SUPERB*, which does (7 x damage)/2 + bonus - or about 3.5x damage, depending on how the integer math works out. *GREAT*, which does 3x plus a larger bonus than that ![]() superb, which does 3x damage plus an even larger bonus great, which does 2x damage plus a slightly larger bonus good, which does 2x damage plus a small fixed bonus The actual damage done by the critical hit is computed based on weight alone (along with a random factor, because everything in Angband has a random factor). A random number is selected, and if it's less than this total, a critical hit occurs. The first one, determining if a critical happens, adds weight to 5 x to-hit, then adds another 3 x player level. If you're not interested, skip to the X (although this is pretty simple).Ĭritical hits are determined by two calculations, both of which take weapon weight into account. Mechanics time! Let's learn about critical hits in Angband, which will explain the advantages of wielding heavy weapons.
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