Archived from groups: rec.games.roguelike.adom (
More info?)
rat@athei.st wrote:
> On 2005-05-12, Zachary Palmer <zep01@bahj.com> wrote:
>
>>On Wed, 11 May 2005 23:06:12 -0500, frobnoid
>><frobnoid@orders2.tmok.com> wrote:
>>
>>
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>>>
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>>>S
>>>p
>>>o
>>>i
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>>>s
>>>p
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>>>
> Some google-groupsing (groups.googling? whatever) here makes it pretty
> clear. Amulets of luck are always 8s. Amulets of death ray resistance are
> always 7s. Etc. The material doesn't affect the weight. Bracers of speed
> are always 10s. Bracers of regeneration are always 18s. (Here google's *
> comes in handy. Try a search for "bracers of speed * * * * 10s" vs.
> "bracers of speed * * * * 18s" or "bracers of regeneration * * 10s" vs.
> "bracers of regeneration * * 18s".) Etc.
>
> Again, the material doesn't affect the weight: it's completely
> determined by the item type. As far as I can tell, all items in the
> game that can have multiple unidentified descriptions behave that way.
I'd put it slightly differently. Item descriptions and item materials
come in groups, and within each group all items have the same weight.
For example, potions can be partitioned into groups as follows (there
might be some more sub-partitioning, but I hope you get the picture).
Group 1
=======
types: water
descriptions: watery
weight: 4s
Group 2:
========
types: carrot juice
description: orange
weight: 4s
Group 3:
========
types: oil of rust removal
description: white
weight: 2s
Group 4:
========
types: balance, beauty, booze, charisma, dexterity, exchange,
gain attributes, healing, invisibility, learning, longevity,
mana, poison, potential <whatever>, strength, toughness,
visibility, willpower, youth
descriptions: gray, silvery, black, murky, muddy, golden, glowing,
swirly, clear, misty, purple, blazing, oily, clotted,
translucent, shiny, thick, light, viscous, heavy, speckled,
bubbly, sandy, smelly, pink, milky
weight: 4s
Group 5:
========
types: berzio, blindness, boost <whatever>, boost speed, confusion,
cure corruption, cure poison, deafness, education,
extra healing, insight, oil, quickling blood, raw chaos,
raw mana, sickness, stun recovery, training, troll blood,
ultra healing, uselessness, wonder
descriptions: brown, amber, blubbery, light blue, light red,
mercury, rusty, bright, thin, light green, turquoise,
light cyan, green, mottled, cyan, red, dull, blue, magenta,
slimy, opaque, flickering, sparkling, light magenta, icky,
light yellow, blood red, rainbow-hued, violet, shimmering
weight: 2s
So for example, a light yellow potion will *always* weigh 2s, and will
always be one of the item types listed.
OK, so this is not yet too interesting. It gets interesting for those
classes where there are different non-trivial groups with the same
weight, because then you can tell something from the description that
you cannot tell from the weight alone.
Consider wands for example. From play experience, my impression always
was that the "stone" type wands belong to a separate group from the
"wood" type wands, even if we consider instances of both which both
weigh 3s.
So for example wands of fireballs, earthquakes or poison (Guidebook
default descriptions: marble, stone, ivory) would never show up as
wooden wands (pine, cedar, and so on), and on the other hand wands of
knocking, digging or webbing (default descriptions: pine, oak, softwood)
would never have a stone-type description.
If this is true, then it is quite useful information since stone-type
wands are quite a bit more powerful on average than wooden ones.
Moreover, my anecdotal experience seems to suggest that they are more
resistant to fire.
Maybe someone with the level 50 weaponsmith power can shed a bit more
light on this issue. At this stage, all this is just a theory, and I
haven't really tried gathering data in an organized way. I'd be very
interested in contradicting evidence (like a marble wand of digging, or
a pine wand of fireballs).
Malte