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Old July 7, 2014, 23:30   #31
taptap
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You can "use" torches to fill other torches (like oil with lamp) never recognized this until this week. You could even consolidate your torches to 2999 turn torches to save weight. (If you ever try negative strength chars, this is the way to go.)

Last edited by taptap; July 11, 2014 at 19:44.
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Old July 20, 2014, 12:20   #32
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Quote:
Originally Posted by BlueFish View Post
What are some subtle things you've come across that maybe not everybody knows?

2) Confusion trap effect, which is a globe of radius 2 or 3 (not sure), will affect monsters. So that confusion trap can be a potent and inexhaustible defensive bunker if you have a helm of clarity.
So that is how you survive with 0 dexterity dwarves? This is gold!
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Old July 20, 2014, 14:28   #33
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When using song of elbereth & horns of terror you can save on voice by leading intelligent monsters to the stairs 1st & simply chasing them off the level.
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Old September 4, 2014, 20:04   #34
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I can't believe I never noticed that Doriath weapons glow for webs. I spent a heap of turns running around looking for the stray wolf/spider because I needed 5 more xp for an artifact, turns out there was a web right next to the forge.
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Old September 18, 2014, 18:29   #35
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Bit of a gamey trick for shadow molds & brown molds: If you throw a dagger at it first the dagger lands underneath it, meaning any spears/arrows will land beside it where you can pick them back up when you run out.
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Old September 18, 2014, 19:22   #36
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Quote:
Originally Posted by wobbly View Post
Bit of a gamey trick for shadow molds & brown molds: If you throw a dagger at it first the dagger lands underneath it, meaning any spears/arrows will land beside it where you can pick them back up when you run out.
This is really good.
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Old September 19, 2014, 09:14   #37
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Quote:
Originally Posted by wobbly View Post
Bit of a gamey trick for shadow molds & brown molds: If you throw a dagger at it first the dagger lands underneath it, meaning any spears/arrows will land beside it where you can pick them back up when you run out.
That's clever.
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Old September 23, 2014, 22:55   #38
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You can trow slowness potion to enemies and... slow them!
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Old September 23, 2014, 23:17   #39
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A trolling build that i found really funny (but don't think you can rely on this in order to win the game...):

Charge + Flanking = you can perform charges every turn if you keep moving every time in the direction of a opponent (works with multiple opponents)

Flanking + Sprinting = if you have space for a "circle run" you are always "fast" and flanking allows you multiple attacks

Charge + Flanking + Sprinting + Dodge = you feel like a ninja... and you probably die in a hidden spider web XD
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Old September 24, 2014, 06:58   #40
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Noticed today that the dagger trick with shadow molds is even more effective with gondolin throwing weapons.

I have a question about throwing and lesser jewels. Do they break? I'm yet to see it though haven't tried much. How does there accuracy change with distance? I'm having trouble pinpointing a square. I'd be tempted to grab throwing mastery on an archer if I could more accurately light up areas.
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