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Old July 7, 2020, 00:59   #21
CyclopsSlayer
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Quote:
Originally Posted by GrimaTheBold View Post
I'm going to add my question onto this thread.

I'm playing a Death/Sorcery mage. Am I missing some obvious answer on how kill unliving monsters that resist Nether? Am I supposed to Malediction them to death? Or with this class do you just have to avoid a lot of fights (which is not my strong suit)?

I know in the 3rd Spellbooks they get Darkness attacks - hopefully the monsters that resist Nether don't also resist Dark, but I haven't looked into that yet. But that's no help for now since I only have the town books.

Maybe Armageddon is more my speed than Death...
I am addicted to ranged weaponry. A sling or bow on every character. A good missile weapon can make many fights easier and won't kill your mana.
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Old July 8, 2020, 04:00   #22
CyclopsSlayer
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Martial Arts - Slot Armor penalty

I'm not talking the total weight limit, although I would love if there could be an indicator somewhere of Max Weight limit.

But what I've not seen documented is the per slot penalty.
For example. At CL 2, I got a set of padded armor {5, +2}
Naked I had AC 3, with the armor on my armor went to AC 6. A -4 AC penalty
When I reached Clvl 6, my naked armor was AC 17, wielding the same padded armor and my rating went to AC 15. A -9 AC penalty.

Hands @ CL6 is -3 AC
Feet @ CL6 is -2 AC
Head @ CL6 is -1 AC

The only slot that seems to be free of any overt penalty is the Cloak

edit: I seem to vaguely recall the Slot penalty from way back in Zangband??
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Old July 8, 2020, 04:50   #23
Sideways
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There is no penalty! You get bonuses for empty slots, not penalties for filled slots.

The size of the bonus is different for each slot and also depends on your "monk level", which for monks and mystics is simply your CL. (It's slightly lower than your CL for Force-Trainers, and depends on your martial arts investment on Skillmasters.)

Bonus calculations for empty slots:
- body armour: [monk level]*3/2
- cloak: [monk level - 13]/3, or 0 at low levels
- shield: [monk level - 8]/6, or 0 at low levels
- helmet: [monk level - 2]/3, or 0 at low levels
- gloves: [monk level]/2
- boots: [monk level]/3
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Old July 8, 2020, 05:12   #24
CyclopsSlayer
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Ah! so the 'penalty' was just bonus removal. Thanks, lol

It does explain why I couldn't the math to work, I was using it on the wrong end of the equation... doh!
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Old July 10, 2020, 19:58   #25
Saru
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Just upgraded to the latest version of frog, messing around with gravity bolt in the armageddon realm. I noticed that in addition to blinking the target, their health bar went grey. Another time it also stunned. Has gravity bolt always been able to slow and / or stun like this? And is it the binary -10 slow, or an incremental one?

Similarly, what about breathe inertia in book 4? And do monsters get a saving throw based on some sort of 'power' of these spells, or are they just inherently slowed because of the gravity / inertia element?

Getting to see when a monster is temporarily slowed is already a huge quality of life improvement. Thanks for the release @Sideways!
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Old July 10, 2020, 20:02   #26
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It's always worked like this & the effect is the same as when you get hit by gravity hounds, though Sideways can fill in any specifics better then I can.
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Old July 10, 2020, 20:10   #27
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That makes sense @Wobbly. I guess what I really would like to know is what kind of saving throw a monster gets against it, if any, since it is an elemental attack. I assume it doesn't stack with slow monster as well.

Is 'inertia breath' the same then?
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Old July 12, 2020, 09:05   #28
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Gravity has the same saving throw as regular slow, and is a binary -10 slow. (Gravity stun also has the same save as slow, and even allows uniques to be immune like with slowness. This is a bit odd, since stunning normally has a different saving throw and no immunity for uniques.)

Inertia likewise has the same saving throw as regular slow. It's a -5 incremental slow, which means it can stack with other slows.
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Old July 14, 2020, 19:34   #29
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So in theory I could slow a monster -15?

Anyway, what does that weird pattern in "the renegade sorcerer" quest do? I seem to remember being confused by it in my last playthrough, and I'm nearing that quest again so I thought I'd ask.

Thanks1
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Old July 15, 2020, 05:16   #30
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So in theory I could slow a monster -15?
No, only -12. You can get to -10 from either binary or incremental slow, but the two types don't combine fully.

Quote:
Anyway, what does that weird pattern in "the renegade sorcerer" quest do? I seem to remember being confused by it in my last playthrough, and I'm nearing that quest again so I thought I'd ask.
The patterns are an Amber thing. You can only walk a pattern in order, you cannot cross it or step away from it until you've reached the end (although you can teleport away). Squares near the end of the pattern usually have special effects, like fully curing you of everything or allowing you to teleport in various ways. There's also some special interaction between the pattern and player Amberites.

The pattern in that quest is pretty out of place, usually they are much longer and you only see them in large vaults.
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