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Old May 4, 2017, 02:44   #161
debo
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Quote:
Originally Posted by ripforareason View Post
I get it more for the extra effective light, but it's still useful against invisible enemies. I don't really like to use haunted dreams, I've had a shadow show up after 5-10 turns too often and nearly kill me while I was trying to fight something else.
Walking away and throwing or shooting stuff at shadows is an option. They have garbage defenses and very little HP. Anyhow, if you like keen senses, there's no harm in getting it -- it's very good. The extra sight radius bump is very useful. I generally take song of trees for the light instead -- I like it better than keen senses and inner light because it scales with song score, which is more useful at endgame. But that's a playstyle thing, mostly.
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Old May 4, 2017, 17:09   #162
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As is the 4 smithing + jewelry investment given early feanorian lamps, droppable jewels to tide you over and eventually the +0 Blessed Realm amulet with a few found boosters.
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Old May 9, 2017, 23:28   #163
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I'm pretty sure light level effects your chance of spotting shadows. I've been playing without keen senses or true sight most of my current game & with 13 perception, 4 light, a lit room - didn't have any trouble spotting them. As a +side light=dark resist. They do a hell of a lot less damage with good lights. Have trouble hitting you in the 1st place too.
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Old May 10, 2017, 04:07   #164
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i think spotting invisible creatures is just a perception check. is it opposed by stealth? if so, then shadows get a penalty for high light since they are light vulnerable.
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Old July 12, 2017, 06:13   #165
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Died while fighting a young cold drake. Entranced me and killed me in one bite from full health.

The annoying thing, though, is that I had Free Action. The manual gives the impression that the way Entrancement resistance works is, the 'Difficulty' of the check is the monster's Will - 13 in this case - and that Free Action adds +10 to your own roll. And that my own Will is also added onto the save. So having 3 or more Will should have rendered me immune to the monster's entrancement, right?

Is this a bug, or (more likely) something I'm misunderstanding?
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Old July 12, 2017, 06:30   #166
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It's a d10 opposed roll.

Cold drake: 13+d10
You: 3+10+d10

I think the draw goes to you, so you actually need another 9 will or a 2nd source of FA to guarantee safety.
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Old July 12, 2017, 06:31   #167
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All skill checks are based on opposing d10 rolls (except for melee and ranged accuracy/evasion rolls, which are d20s). You must beat the enemy roll to succeed, else you fail.

So if your adjusted will is 13 (3 will + 10 from free action), and your opponent's will is 13, you have (if my math is right) a 55% chance to get entranced - your d10 roll has to be greater than theirs.

However - If your adjusted will is 10 greater than your opponent's, then even if you roll 1 and your opponent rolls 10, you will succeed and resist the entrancement - so 10 greater is when you finally become 100% safe.
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Old July 12, 2017, 06:41   #168
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Ah, I see. That makes those dragons a bit scarier. Thanks for clearing that up.

So for something crazy like Glaurung, I'd need 21 Will + FA (or 11 Will and double FA). Ouch.
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Old July 15, 2017, 07:50   #169
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patashu i think in that instance you would have a 45% chance to get entranced because ties go to the defender.
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Old July 15, 2017, 08:52   #170
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patashu i think in that instance you would have a 45% chance to get entranced because ties go to the defender.
Ah ok, so you only need adjusted will 9 greater than the enemy to never get paralyzed, not 10?
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