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Old April 28, 2020, 07:09   #121
Sphara
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@DM
I got one in the late game, who died to a Wiruin-surprise, and won the second one with massive luck during the mid game.

Well, it's good to know I can chain heal a little with berserk spell. I dunno why I thought it doesn't heal if I extend the spell by casting it again.

Some more thoughts for about spells (based on 2 games):

Taunt: I definitely should have used this more! I did have monsters summoning and doing their things other than running towards me, while having this on. But reducing the chance of other action than running by a spell, is a good idea imo.

Grim Purpose: My go-to spell to gain rConfusion. So it's good but I never needed it for other purposes.

Unholy Reprieve: Well, it's a restoration spell so it breaks open one part of the game (stat and exp drains). This means, invaluable in the late game for some characters.
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Old April 28, 2020, 15:10   #122
DavidMedley
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Quote:
Originally Posted by Sphara View Post
Detect life: Without Detect Evil or ESP, blackguard is vulnerable against undead and demons.
Demons are detected.
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Old April 29, 2020, 22:24   #123
Eric
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Originally Posted by DavidMedley View Post
None of the other player properties have nearly this long of an explanation. Nick suggested I could break "Combat Regeneration" into more than one property, but I feel it's all one thing. If you (or anyone else) want to try to rewrite it, that would be awesome.
Sorry for the long delay on my thoughts there! I liked that this had a longer explanation - but I'm a fan of in-game help and man pages and things like that...
I don't really think much change is needed - something along the lines of:

You draw power from the thrill of combat. This power is represented by
Spell Points (SP). You gain SP in combat when damaged by a monster or
when you attack in melee. When not in combat your SP fades - you *lose* SP at half the rate others gain it, and you gain hitpoints (HP) at only half the normal rate. When you spend SP by casting a spell you regain some HP, and
fading SP replenish your health even more efficiently. The more damaged
the character is, the bigger these HP gains will be.

It was really just the phrase 'unspent SP replenish...' that I found confusing - though now that I get it, I have a hard time seeing why I was confused.
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Old April 30, 2020, 03:38   #124
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Yeah, that fading word is better than what I had. There may be something even better in that direction. I'll think on that.
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Old May 4, 2020, 00:28   #125
mrfy
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After advancing to level 42, I'm noticing that I'm not using any of the spells in the first book. In the 2nd book, I'm mostly using Werewolf Form and occasionally Relentless Taunting to attract spell carriers towards me. In the 3rd book, I'm using Unholy Reprieve a lot to restore life levels. Werewolf form has replaced Bloodlust in utility. Curious if others see this too.
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Old May 4, 2020, 13:30   #126
Diego Gonzalez
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Werewolf includes berserk, so its natural. I use shatter a lot. At higher levels I tend to fight one to one, so whirlwind isnt so used.
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Old May 5, 2020, 05:36   #127
mrfy
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A little weird that while a werewolf, you can disarm a chest of traps, unlock and open it. You can pick up things but can't drop them.
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Old May 5, 2020, 08:41   #128
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A little weird that while a werewolf, you can disarm a chest of traps, unlock and open it. You can pick up things but can't drop them.
Yes, perhaps. Should shapechanged players be able to open doors? Tunnel? What do people think is reasonable?
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Old May 5, 2020, 09:14   #129
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Yes, perhaps. Should shapechanged players be able to open doors? Tunnel? What do people think is reasonable?
Not being able to use items is a fair penalty for shapechange. Not being able to open/close doors, tunnel, disarm traps, pick up items, drop items, change equipment or eat from inventory is mainly an inconvenience.
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Old May 5, 2020, 12:24   #130
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if zephyr hounds can open doors, a shapechanged player can open doors.
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