Two points: (1) Fire bolt does more damage. Same number of dice but d8 instead of d6. Not a huge difference though. (2) With both Fist of Force and Trap/Door destruction, it helps to know that the utility benefit (tunneling / removing traps) can be found in another chaos spell later on. There's a much more powerful tunneling spell in the 3rd book, and there's a de-trapping spell that affects all tiles in LOS.
Sheaths (such as you get temporarily from Immolation) do 2d6 damage of the appropriate elemental type to each monster each time they touch you.
Well, sure. If you can time it that well. As for bonding -- I believe you always get the same chaos patron, once one has been selected for you, it's just a question of whether they are noticing you or not.
Rings of Fate increase the rate of critical hits for both you and for monsters attacking you, and they also increase the rate of out-of-depth monsters and treasure.
One of the few things they do that's really interesting in Z+ is, you can get two different versions of quest levels, depending on if you have the WEIRD_LUCK flag or not.
Thieves' guilds. Any class can join them but you have to do a quest to gain membership. Once you have membership, you can pay to have things *ID*ed. But yes, it's not so easy to come by.
Protect amulets are far better against monsters near or below your level than they are against monsters above your level. If they're making you "nigh-invincible" you are probably sticking to relatively easy foes.
Actually Chaos Bolt was replaced with "Finger of Chaos" in the 3rd book, which also does sick amounts of damage and is even a little better because it's a 0-ball so you can shoot over things. "Field of Chaos" has several interesting utility uses: one is mass confusion / polymorph. Another is, if you have too much junk to sort through, chaos destroys almost everything, so it can wipe the floor of all but artifacts and a few ego items. Plus it's high-radius so it's great against breeders.
It's hard for me to remember now, but I felt, I think, that the 3rd Chaos book used to be far weaker than it should have been.
For your chaos warrior, exactly 1 tier above. For some other classes it's more complicated. Basically, each successive improvement comes at a higher "learning level" by a certain interval: 10 for Chaos Warrior, but I believe it's 7 for Mages. So if you were to improve Fist of Force, it would be a tier-2 spell and you couldn't do it until you were level 20. (That may seem harsh for low-level spells, but part of the goal is to disallow improving the top-level spells.)
What you get: the spell becomes more powerful, cheaper, and you have a better chance of casting it successfully. The failure bonus is especially notable since it can force the minimum failure rate below what you normally get for your class.
1 improvement: -1% failure, +10% power, -20% mana cost.
2 improvements: -1% failure, +40% power, -33% mana cost.
3 improvements: -2% failure, +50% power, -40% mana cost.
"Power" is directly applied to duration of buffs and to damage of projections like spells (which also applies to "damage" of things like mass sleep which affect their effectiveness).
Sheaths (such as you get temporarily from Immolation) do 2d6 damage of the appropriate elemental type to each monster each time they touch you.
Wait, so basically if you have a chaos weapon, you can just wait till you're about to level up, then equip it and get the gift/curse? Weird. Seems like having a patron should be a more permanent thing - you have to pledge yourself to them or something.
-"Weird luck?" I wore a ring of Fate for a while and nothing really seemed to be happening. What does that do?
One of the few things they do that's really interesting in Z+ is, you can get two different versions of quest levels, depending on if you have the WEIRD_LUCK flag or not.
-*ID* seems to be hard to come by. I run around between several large cities and none of them have any stores that *ID* things - are there any? As it is I have to just run around between the specialty scroll stores and hope one of them has a scroll.
-On the other hand, a lot of the stores seem to offer overpowered items for not really all that much money. Shields of deflection for 25k?! It seems like that sort of thing should be limited to the black market for hugely inflated prices. Also, things in general seem overpowered on my side. I'm at clvl24 and haven't really encountered any major challenge yet; a few medium challenges in the form of a T-Rex and the odd horde are about all. It's a lot easier than I remember Zangband being. Also, I think the Amulets of Protection from * might be overpowered, especially as they're very cheap in almost every city. Most monsters are evil, and having an amulet of protect evil seems to make me nigh-invincible.
-Some of my abilities do seem nerfed though, like Fist of Force. It barely seems to do more damage than Magic Missile, and I remember it being a lot stronger. Also, you replaced Chaos Bolt with Field of Chaos...
It's hard for me to remember now, but I felt, I think, that the 3rd Chaos book used to be far weaker than it should have been.
-How exactly does improving spells work? What tier does it use a slot from?
What you get: the spell becomes more powerful, cheaper, and you have a better chance of casting it successfully. The failure bonus is especially notable since it can force the minimum failure rate below what you normally get for your class.
1 improvement: -1% failure, +10% power, -20% mana cost.
2 improvements: -1% failure, +40% power, -33% mana cost.
3 improvements: -2% failure, +50% power, -40% mana cost.
"Power" is directly applied to duration of buffs and to damage of projections like spells (which also applies to "damage" of things like mass sleep which affect their effectiveness).
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