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Old March 11, 2014, 19:51   #161
JohnCW9
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I just found The One Ring. ugh what to do?! Risk the AFC? So tempting!

I got it from Sméagol in one game and I didn't want to wear it because Iit was still low levels
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Old March 11, 2014, 23:26   #162
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I like it because of all the hilarious broken English things and all the Japanese things and rockets.
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Old March 14, 2014, 03:44   #163
Cardinal Rob
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Poschengband Human 30th Level Mutations?

Is there a list anywhere which explains what these powers do? I took evasion in my last game which gave immunity (or near immunity) to breath attacks and earthquacks. Some of the powers are fairly self-explanatory such as tread-softly, but some of the powers such as fell sorcery are a mystery to me. Can anyone suggest a good one for a Rage-mage?

Also, can these mutations be "cured" normally by New Life or other methods, or are they permanent?
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Old March 14, 2014, 05:25   #164
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Quote:
Originally Posted by Cardinal Rob View Post
Is there a list anywhere which explains what these powers do? I took evasion in my last game which gave immunity (or near immunity) to breath attacks and earthquacks. Some of the powers are fairly self-explanatory such as tread-softly, but some of the powers such as fell sorcery are a mystery to me. Can anyone suggest a good one for a Rage-mage?

Also, can these mutations be "cured" normally by New Life or other methods, or are they permanent?
These specific mutations are permanent and are almost always good. These cannot be cured by !New Life or that shop in Zul.

I would have gone for Infernal Deal because this would give 10 SP for each kill (assuming this works for the Rage-Mage).

What do these "mutations" really do?
http://code.google.com/p/chengband/w...ecialAbilities

There you go.

-Hugo
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Old March 14, 2014, 12:23   #165
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Has anyone played one of these Monster->Demon->Tanar'ri things? It sounds awesome (eventually you get 6 arms), but you're basically a normal dude at the beginning and my hit rate against even 20AC was 5%???? I guess you're supposed to device dudes until you can actually hit something?
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Old March 15, 2014, 07:43   #166
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Getting my Scout off the ground is proving to be incredibly obnoxious. I've died a load of ties before/during the Thieves Quest! I feel like I'm forced to just keep re-clearing Camelot 1 because fighting e.g. Freisa (spelling?) in a hallway is instant death and I don't have the starting money for the ammo/recall/healing nor the melee capability to take on several thieves in the open or one thief in a tight corridor. Plus the wilderness is way too dangerous for leveling. I'm just going to get to level 8 or so in the most boring way possible this time. AUGHHHH.

Really frustrating and unfun, but I guess that's part of why I play this stupid genre.

Aside: I really hate being unable to see the spellbooks/powers of various classes. I used Sorcerer to look at all non-hex starter books, but I've been reduced to skimming through ladder dumps to see the spell lists (and not most abilities, sadly) of characters, which is incomplete because the ladder has far fewer casters than fighters submitted. After my most recent Scout death, I hunted through the code to see the scout activated abilities (which I didn't realize they even had any of, based on the class description!). I'm interested in getting a Scout to at least the midgame based on what I saw, but I wish I could more easily check these things through the game or some documentation. It took way too long for me to understand how my AC responded to how much space I had...it's only vaguely hinted at in the description.

I'm running a Demigod(Hermes) Scout now, but earlier my Hobbit Scout was failing horribly. Is the race descriptor that says hobbits are terribad in melee just referring to their modifiers to base stats, or is there some DCSS-style "learning rate" they they suck at? I've seen the huge list of skills so I've been assuming the latter.

EDIT: also, is there some "monster list" and/or "item list" command a la [ and ] in the V roguelike keyset? I'm assuming not, since I looked at the help files and found zilch, but I'd like to be able to, e.g., check more easily if there's a space monster, blinking dot, or other physically-hard-to-notice monster without being punished for not taking ages with every command.

Last edited by krazyhades; March 15, 2014 at 07:51.
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Old March 15, 2014, 08:18   #167
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Spoilers on the Scout:
http://code.google.com/p/chengband/wiki/ScoutSpoilers
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Old March 15, 2014, 08:31   #168
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Cool, thanks. I hope PosChengband didn't change it from Chengband.

Also, I finally got through the freaking Thieves Quest. Whoo!

EDIT: this documentation doesn't explain why adjacent rubble doesn't modify my AC in the same way that walls do. Assuming I understood that I was observing correctly...
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Old March 15, 2014, 11:03   #169
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Yeah, that Chengband spoiler claims that shields shouldn't encumber a scout, but that's definitely not the case in PosChengband...at least, I still get the disruption-from-armor message when equipping a shield, so I assume that it's not lying to me.
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Old March 15, 2014, 13:01   #170
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Originally Posted by krazyhades View Post
Yeah, that Chengband spoiler claims that shields shouldn't encumber a scout, but that's definitely not the case in PosChengband...at least, I still get the disruption-from-armor message when equipping a shield, so I assume that it's not lying to me.
Might be because of the total weight of your armor going too high. Try it without other armor on.

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