As noted in this thread, but I thought I should call them out specifically here:
1) If your weapon causes earthquakes, and pushes away the enemy you're hitting, then your next blow will hit and kill "it".
2) Summoning spells (specifically in my observation, summon-hounds from a mystic, summon-angels from Azriel, summon-greater-undead from Morgoth) can turn up nothing. Not always, though; mystics summoned animals with no problem, quylthulgs continued to be a threat, and Sauron summoned the Witch-King with a ringwraith call.
3) If a randart armor has a to-hit malus, then it is a valid target for scrolls of Repair Item, but nothing happens when the scroll is read (or rather, presumably the item is re-set to its original state, which included the penalty). I wouldn't be surprised if this were also true for weapons with penalties to-hit or to-dam, which could potentially cause Repair Item to undo a lot of enchanting work.
Also some non-bug peeves:
1) Satisfy Hunger is ridiculously hard for rogues to cast. Makes zero sense.
2) The player gets no save against monsters teleporting him away.
3) Kelek's is utterly worthless to rogues.
4) Randarts seem to be overly fond of elemental immunities compared to the original set. Compare 15 with an immunity in the original set (not counting the One Ring) to 22 with immunities in my randart set, 2 of which had double immunities.
5) Boots of speed still seem a bit too common; I'd found two before hitting 2500'.
6) Potions of Mana likewise were falling out of my ears.
7) When browsing a spellbook, the only way to cancel out is to hit escape. Usually other keys are also valid.
8) I found an aggravating randart with a stealth bonus. I hope that stealth bonus didn't affect the artifact's power rating any!
1) If your weapon causes earthquakes, and pushes away the enemy you're hitting, then your next blow will hit and kill "it".
2) Summoning spells (specifically in my observation, summon-hounds from a mystic, summon-angels from Azriel, summon-greater-undead from Morgoth) can turn up nothing. Not always, though; mystics summoned animals with no problem, quylthulgs continued to be a threat, and Sauron summoned the Witch-King with a ringwraith call.
3) If a randart armor has a to-hit malus, then it is a valid target for scrolls of Repair Item, but nothing happens when the scroll is read (or rather, presumably the item is re-set to its original state, which included the penalty). I wouldn't be surprised if this were also true for weapons with penalties to-hit or to-dam, which could potentially cause Repair Item to undo a lot of enchanting work.
Also some non-bug peeves:
1) Satisfy Hunger is ridiculously hard for rogues to cast. Makes zero sense.
2) The player gets no save against monsters teleporting him away.
3) Kelek's is utterly worthless to rogues.
4) Randarts seem to be overly fond of elemental immunities compared to the original set. Compare 15 with an immunity in the original set (not counting the One Ring) to 22 with immunities in my randart set, 2 of which had double immunities.
5) Boots of speed still seem a bit too common; I'd found two before hitting 2500'.
6) Potions of Mana likewise were falling out of my ears.
7) When browsing a spellbook, the only way to cancel out is to hit escape. Usually other keys are also valid.
8) I found an aggravating randart with a stealth bonus. I hope that stealth bonus didn't affect the artifact's power rating any!
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