Originally Posted by
Al-Khwarizmi
By the way, I would add a simple condition that any dungeon levels's danger level increases by one for every, say, 1000 turns spent in it. That would make much harder things like gremlin bombs, scumming for precrowns, massive herb farming, etc. etc.; and it would also work for possible forms of scumming originating in JADE that we can't even imagine with ADOM. In general, player staying for very long periods in the same place -> scummer. So add a penalty to that, and by adjusting it it can provide an interesting form of level scaling even for non-scummers (say, the top CoC levels would become somewhat more dangerous if traversed very frequently).
I don't like that. Innocent players can spend a lot of time on a level (such as clearing a large/tough vault), and scummers can just leave and re-enter the level every 999th turn. And it's very unrealistic.
You hit Andor Drakon, the ElDeR cHaOs GoD, and severely wound him.
The greater balor summons some help!
The ratling duelist disarms you. You drop your blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12]. It flies to the west.
Andor Drakon, the ElDeR cHaOs GoD, picks up the blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12].
Andor Drakon, the ElDeR cHaOs GoD, wields the blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12].