


After producing a certain number of those anthills will generate a giant ant queen, after which no more ants will be generated.Īt higher levels, ants are close to harmless, however for newer characters it is advised to avoid them where possible. They will at random intervals produce various giant ant workers and warriors the player is alerted to this event by hearing "clicking sounds". Any level (including some towns) can be converted to herb supporting via Gardening, though.Īnthills appear as a "small hole" (whilst intact) or a "crumpled hole" (once the ant queen has emerged) on the ground. There is only one dungeon level which is guaranteed to have herb bushes: the Big Room in the Caverns of Chaos. It is strongly advised to not eat herbs you don't know the effect of. There are both beneficial and harmful herbs, which can feed you, starve you, train your stats, or abuse them. Herb bushes can be a great boon to players, especially at lower levels. There are around six guaranteed pools in Darkforge, and a peculiar one in the Ancient Stone Circle that corrupts every time it is drunk from. They can be drunk from, with results varying from a wish to getting cursed and doomed. Pools can be either very good or very bad, depending on the RNG. There is also a guaranteed chaotic altar in each of the elemental temples.
#Cardinal chains level 46 Pc
There is a guaranteed altar in Dwarftown, which will be coaligned if the PC is lawful or neutral, and neutral if chaotic. They can be used to sacrifice items and monsters to the gods. There are three types of altar: lawful, neutral, and chaotic. The latter two monsters are particularly lethal to many PCs lacking paralyzation resistance, so the player should take the necessary precautions before stepping inside such rooms. It is important to note that shops that seem to be deserted are not shops at all they are tension rooms filled with mimics and greater mimics, with some master mimics and a mimic hivemind as well on higher danger levels.

#Cardinal chains level 46 manual
All puzzles have exactly one solution, except for two specific puzzles which were intentionally designed to have multiple solutions (puzzles 145 and 383).Īpart from the solver, making puzzles is a manual process, something I set my mind on from the beginning because personally I prefer handmade puzzle games to autogenerated ones. So I can just make/edit a puzzle by hand and immediately check how many solutions it has. Eventually the rules become second nature.Īs for guaranteeing unique solutions, I made my own automatic solver which is basically an heavily optimized recursive backtracker. You do this until the whole board is linked up. From a number, you can link up to any other number that is NOT inferior, e.g. From an X, you can link up to any number, e.g. The game itself introduces the mechanics in a way that is simple to understand.īasically, you start filling up the board from the cells marked with an X.
