FrogComposband 7.0.peppermint

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  • clouded
    replied
    Originally posted by Gwarl
    I think we need MochtFrogComposband
    First commit will be "remove ALL punctuation from the end of messages"

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  • Gwarl
    replied
    I think we need MochtFrogComposband

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  • Gwarl
    replied
    Not entirely. Some things which don't show up on telepathy can still be sensed

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  • wobbly
    replied
    It's worth checking beam of light as you can find higher damage versions & it's handy against rbase critters

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  • Bostock
    replied
    Originally posted by Mocht
    The character in http://angband.oook.cz/ladder-show.php?id=21363 was carrying a Beam of Light rod when he defeated the Serpent
    How are those rods helpful, I thought they were useless
    Heh, I thought that would be me.

    Beam of light doubles as a minor damage rod. Also, a surprising number of enemies are light-vulnerable.

    It also helps with the occasional drolem or quddlywug.

    Lastly, this particular character's preferred final setup had no telepathy, for some reason not even via a rod. (Maybe it was early skepticism towards the new telepathy, maybe inexperience, as this was only my second or third win, maybe I dropped the staff to pick up loot after felling J.) So having squares be lighted was vital, and since I was shooting disintegration a lot, beams of light to fill in the beams of disintegration were important.

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  • Sideways
    replied
    Originally posted by Mocht
    Can scrolls of enchant weapon and enchant armour do anything that the enchanter at the Fighter's Hall can't
    Yes, they can; the Fighters' Hall (and equivalent bow/ammo enchanters) have a clvl-dependent upper limit to enchanting (between +2 and +12), while scrolls have an upper limit of +15. In practice you're very unlikely to get an item all the way to +15 with scrolls (scroll enchantments become less and less likely to work as +15 is approached), but they can make a (small) difference earlier in the game when you're trying to get items up to +8 or +9.

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  • wobbly
    replied
    Originally posted by murphy
    if you are riding, then one hand is needed to control your mount, even if the dump shows a weapon held in both hands
    I've never quite liked this mechanic partly because using a shield mounted is a thing, party because if you're strong enough to use a lance unmounted you're not necessarily strong enough to use a lance mounted and if you're riding a dragon I'd expect steering by command to work better then a set of reigns.

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  • Sideways
    replied
    Originally posted by Mocht
    My character's armour was damaged by an acid attack despite having 3 levels of acid resistance, is this intended
    See the FAQ:

    Q: I have found lots of cool items, but the monsters I meet keep destroying them! Am I doing something wrong?

    A: Elemental resists help protect your inventory. With one level of resistance, the chances of an item being destroyed by that element are significantly reduced; with two levels of resistance, the item will only be destroyed if you're really unlucky; with three levels of resistance the item will be safe. Watch out for fire, acid, cold and electricity in the early game, and also chaos in the late game. Sound and shards can destroy potions.

    If you don't have the appropriate resist and don't want to risk losing the item, avoid monsters that might destroy it; or, if they only destroy items in melee, avoid melee and kill them with ranged attacks.

    Note that the armor you wear will always be susceptible to damage from acid attacks - regardless of your acid resistance level - unless you have immunity to acid.

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  • murphy
    replied
    Originally posted by Mocht
    My character sheet reads "Your weapon requires two hands to wield properly"
    This is an error, the weapon is being wielded by both hands, the problem is that dex and/or strength is too low

    if you are riding, then one hand is needed to control your mount, even if the dump shows a weapon held in both hands

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  • Derakon
    replied
    Being able to light up a corridor can provide valuable tactical information.

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  • Sideways
    replied
    Originally posted by Mocht
    I am on dungeon level 63 and a Shadower is causing me problems
    I am used to seeing Shadowers at shallow depths and they are not really dangerous
    Are Shadowers deadly at deeper depths
    Any monster in the game can appear as a Shadower, except for uniques, Nazguls and very shallow monsters; so there's no telling how deadly a given Shadower will be apart from 1) fighting it and seeing which monster it feels like [you can usually tell pretty fast if a Shadower is e.g. a great ice wyrm] or 2) probing it. A high-level Shadower can potentially be very deadly.
    Last edited by Sideways; May 1, 2018, 14:16.

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  • wobbly
    replied
    Originally posted by Mocht
    How did you win
    It was breathing for big damage and I couldn't heal and I couldn't kill it fast enough
    Big vampiric weapons like stormbringer & bloodrip are options. Also elemental immunities help with the auras

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  • GenericPseudonym
    replied
    Originally posted by Mocht
    It looks like the OP was right, the monk and samurai stances don't seem worthwhile, except for the monk stance which gives an extra blow
    Musou stance is still pretty strong because on top of the big bonus to AC and resistances it also halves all incoming damage, and the retaliation is a full round of melee attacks rather than the normal only-one-blow stuff that you can get from items. It's just that you can only really use the stance against enemies that melee frequently.

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  • CyclopsSlayer
    replied
    Originally posted by Mocht
    I'm not sure if it counts as a bug, but I just did the thieves quest and there wasn't a single trap
    I have seen zero, also more than ten in there. (inside the door of all four rooms, three in the hallway, four in the entrance.)
    I think it is entirely random.

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  • Sideways
    replied
    Well, that was a really really strong character with >1200 HP and ~2000 damage/round vs. dragons; and I think I also swapped in some items for that fight for extra speed and the like. (He didn't have |V either, though.) The problem with fighting the GWoP in melee is that you take a lot of damage just from its auras, so even if it never breathes at all you need to kill it fast.

    Even so, though, the GWoP fight is nowhere near as unfair as the metal babble fight that comes after it... (I suppose you could try to needle the GWoP, too; at least you wouldn't take so much damage from its auras that way.)

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