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Old December 17, 2020, 05:09   #171
budswell
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What is the actual effect of "Heavy Armor" red status warning?
Does the limit rise if I increase my strength (character is a Nija-Lawyer)?
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Old December 17, 2020, 15:31   #172
Sideways
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The effects of heavy armor depend somewhat on your class. On Ninjas and Ninja-Lawyers specifically, heavy armor gives penalties to your stealth and speed and cancels out several class-specific bonuses you would otherwise get. Other weight-limited classes like Monks are penalized in different ways, but it's universally so bad you never ever want it. (Regardless of your class, heavy armor eliminates any extra shooting speed you might otherwise get from high Archery skill.)

The total armor weight limit is class- and CL-dependent; it does not rise with additional strength, but will go up as you gain levels.
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Old December 17, 2020, 19:08   #173
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Quote:
Originally Posted by Sideways View Post
The total armor weight limit is class- and CL-dependent; it does not rise with additional strength, but will go up as you gain levels.
I still would like either a 'Safe Armor Weight' indicator in the Char info or ready access to the formulas. (ie: Max Armor 14.5/20)
Knowing the start weight, per level gain, and weight cap would be very useful. Knowing the numbers for the Ninja, in no way informs a player of the numbers of a Monk, Mystic, Ninja-Lawyer, etc...
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Old December 18, 2020, 01:44   #174
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Thanks. How does it interact with race limits?
e.g. My Tomte Ninja-Lawyer should not wear helmets, so if he does are his ninja abilities affected? or does it just affect his tomte ones (not sure what they are)?
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Old December 18, 2020, 02:26   #175
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Quote:
Originally Posted by budswell View Post
Thanks. How does it interact with race limits?
e.g. My Tomte Ninja-Lawyer should not wear helmets, so if he does are his ninja abilities affected? or does it just affect his tomte ones (not sure what they are)?
Slot limitations don't matter. No helmet is no helmet. If your maximum safe weight is say 20lbs, and you have a 20lb chestpiece on, that is all you can wear before losing your abilities.
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Old December 18, 2020, 02:43   #176
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Quote:
Originally Posted by budswell View Post
Thanks. How does it interact with race limits?
e.g. My Tomte Ninja-Lawyer should not wear helmets, so if he does are his ninja abilities affected? or does it just affect his tomte ones (not sure what they are)?
An overweight helmet will affect both your ninja bonuses and your tomte ones; but overweight regular armor will affect the ninja bonuses only.
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Old December 21, 2020, 08:51   #177
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I'm looking at the unique kill list on the dump and there is room for a column with the character's level and the time.
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Old December 23, 2020, 13:47   #178
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Berserker Vampire and @' PermLite +

Hmmm, I get confused about Vampire Berserker. Inherent PermLight seems wrong. Also, I dived with a Ds lamp and ... saw nothing. Took it off and saw normally. But also, I discovered I had forgot to check other equipment and had multiple sources of PermLight including @ which seemed to be ok, no penalty except for wielding a Lu lamp (which I didn't).

What I am missing? Or is this unexpected?


http://angband.oook.cz/ladder-show.php?id=24128&ok
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Old December 23, 2020, 16:02   #179
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Hmmm, I get confused about Vampire Berserker. Inherent PermLight seems wrong. Also, I dived with a Ds lamp and ... saw nothing. Took it off and saw normally. But also, I discovered I had forgot to check other equipment and had multiple sources of PermLight including @ which seemed to be ok, no penalty except for wielding a Lu lamp (which I didn't).

What I am missing? Or is this unexpected?

http://angband.oook.cz/ladder-show.php?id=24128&ok
Monster-mode vampires have night vision, but "normal" vampires do not, instead they see with light-producing items and their intrinsic "light" of radius 1. Vampires (both types) start with vulnerability to light, and take damage from the sun and from lamps (that aren't dark lamps) while they remain vulnerable to light. They can use Lu items normally, and can walk in sunlight normally and even use lamps normally if their resists cancel the vLight out.

Giving night vision to normal vampires has been requested before, and I've given it some thought, but it has so far not been implemented.
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Old December 25, 2020, 07:14   #180
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Does a Ring of Wizardry (+0, +12) add to damage from offensive "spells" from a Magic Eater? I tried one on and did not see any in-game indication of +12 damage from absorbed wands of Magic Missile, Frost Bolt, etc.
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