> written by me in particular] would not be included in anything
> that guidebook is trying transform into...
Soirana, I respect you to no end, but don't you think the GB should
be updated? There are a lot of questions about kinda basic stuff that
people ask here all the time. How to garden, that kind of stuff just
wasn't covered in the GB to my knowledge. The GB always gave
tips and strategy hints in the past, so why not give some more now?
Is it just the possibility of code-dived stuff that bugs you, or how I
mentioned getting -petr from gorgon corpse eating? If you notice,
I didn't mention it in a way so as to represent it as fact, I typed:
"I remember someone once posting on RGRA that eating a gorgon corpse
while wearing an amulet of petrification resistance grants petrification
immunity. Never tried it myself though."
I'm also trying to point out the stuff that may have it's roots in code
diving, and the stuff that is just from playing experience. Continuing
to point out innacuracies and give other tips would make the GB
better. If you see something that's not right, just point to it : )
Having said that, here's another near-10,000 character abomination:
Is the pit bug mentioned in the GB? The one about covering a
pit with a regular blanket, in order to produce a different kind
of trap in unusual locations? I don't think that was code dived.
Forgot to mention something in the 'alignment' section.
There is a bug in the game that allows a player to attack
non-hostiles without an alignment hit. Just shoot a missile
past your intended target. This will still result in an
alignment penalty if you kill, say, a beggar, but you won't
get penalized for starting the fight.
Also, a mindcrafters confusion attack seems to have the
same effect, but I don't think that's a bug. This is
really important for challenges like 'kill Terinyo', because
the town won't even become hostile to a mindcrafter for
killing a (non-panicing) villager that has first been attacked
with a confusion blast.
-----------------------
0.14.1 Recharging wands
Maybe mention the exploit to have infinite potions of booze for wand
recharging: Beggars will often drop a potion of booze if one chats
with them after giving them ~50 gp, They will only give one per beggar
though, so it one must kill or lead away the used-up beggars, and
other monsters in Lawenilothehl to encourage beggar regeneration.
This is also something that players often mention as being unknown
to them.
------------------------
---------------------
0.14.4 Potions of raw chaos
> There is a chance of spilling the potion, though, and this badly
> corrupts the PC, about 4 corruptions, and causes 100 - 200 HP of damage.
The spillage doesn't cause that much corruption, and to my knowledge,
it does no damage.
It is only when an item is transformed into the exact same item that
an explosion happens, and that causes ~4 corruptions and ~250
damage . This may be code-dived.
Potions will only create items of a danger level that corresponds to the
level on which you dip the item. That means that dipping an amulet of
free action in D:2 is free from explosion chances, and will give a risk
free chance of creating an amulet of life saving. This is not code dived.
Also, a heap of items that are dipped into a potion of raw chaos will
always transform into a SINGLE item. Not code dived.
-------------------
-------------------
0.14.5 Potions of exchange
> In addition to swapping stats, these can polymorph monsters, and items, to another type.
Please mention that PoE must be blessed in order to transform items.
Also, since this is in the 'tips and tricks' section, maybe ellaborate
a bit in this section. Maybe mention the fact that dipping items in high
danger level areas is the only way to create high danger level items. It
may be worth popping into the dwarven halls for a single turn, just to
dip a pair of bracers or some rings. I think maybe ring-based wish engines
should get a mention here.
--------------------
--------------------
0.14.8 Safe places to store items
> Locked rooms
> The Old Barbarian's glade
Please mention the top line of the Terinyo map. Many experienced
players have mentioned not knowing this, and it is a very convenient
place to store items. The only monster in Terinyo that can step on
the top line it the sheriff, and he can easily be lured to the first
level of the puppy cave. It is then 100% secure. Skriek can step on
the top line as well, if one lures him there. Definitely not CD'd : )
---------------------
--------------------
0.14.11 Undocumented character abilities
> Tactics must be set to berserk. Shields are acceptable, any worn
> armor is not.
Bracers can be worn, without effecting the true berserker bonus.
Elementalists have a bug associated with their exp. level 6 class
power. It actually does not give fire resistance : ( Not CD'd.
> Merchants also have a unique ability to use coins as missile weapons
I'm not sure this is the place to stick this info, but I don't know
where else to put it. The coin throw action costs 1200 energy points
as opposed to the normal 1000. Getting the 'quick shot talent does
apply to the coin throw attack, bringing it to 1080. The coin throw
attack is not capable of recieving weapon marks, nor does it benefit
from the 'strong thrower' talent. The archery talent is not trained
by coin throwing. Coin throwing does benefit from a high dexterity
stat, rings of slaying, archery gloves, the 'good shot' talent, the 'keen
shot' talent, the 'quick shot' talent, the 'missile weapon master' talent,
and the 'find weakness' skill. Coin throw attack start out with a range
of only 3, but at exp. level 10, it increases to 5, and increases further
with continued increases in exp. levels. I don't remember the exact
levels, sorry. I may dig them from my notes later. None of this is code
dived... believe me! ; )
Also, no PC in the game can dodge missiles like archers can. When a
missile misses all other PC's, it stops there. For archers though,
the missiles often fly past the PC. It's a minor thing though, and
somewhat annoying really, but I'm pretty sure it indicates a 'special
chance' to dodge missiles that other classes just don't get.
I'm realizing that this is the place for the 'bards get two free
skill advances per level' info : )
Now though, I've thought of another piece of info that should be
included in the GB, but I'm not sure where it should be. Specifically,
I was somewhat surprised to note how different the skill modifiers
were for different classes. I mainly used to only pay attention to
what skills a PC HAD, not how trained they were.
Necros and elementalists usually start with horrible modifiers on
their skills. This is really important info, because elementalists
can be greatly hindered by the fact that they have to increase
their concentration skill by increments of 1d5 and even 1d3 as they
near 100. Necros also have a horrible time increasing concentration,
and just as important for them the food preservation skill. I'm not
certain of the points that 'Food Preservation' increases corpse
production, but I think it's once at 60 and again at 90, and that
info is not code-dived. On the other hand, rangers, bards and
beastfighters can expect amazing 4d5 modifiers on most if not all of
their skills, and that can be a great benefit for corpse production
and herbalism.
--------------------
---------------------
1.2.1.6 Guth'Alak
Completely unimportant, but he can turn hostile if one tries
to chop trees in Terinyo in his line of sight. Also, even if
angered, he will never leave his water area to persue the PC,
but he will cast spells that can travel numerous spaces. He
will help the PC fight Munxip if the PC angers the shopkeeper
with the right tactics.
----------------------
-------------------
1.2.1.8 Townspeople
> The remaining townspeople are simply flavor elements without
> any real importance in the game.
They have their uses : ) For instance, a PC wanting to gain
some super-safe exp. points can lure children and goodwives
out of town to kill them. Perhaps even slaughter them right in
town, but one needs to first confusion blast, or ventriloquism
them. Also, killing them is a fine way to achieve a C alignment,
and that's great for any PC that wants to avoid the automattic
cursing that comes with (many methods of) robbing a shop or
killing a shopkeeper for the exp. points.
-----------------
----------------
.2.2.1 Yergius
> Yergius teaches Pick Pockets to any non-lawful PC at no cost.
Please mention that Yergius will NOT teach pick pockets to any
PC that first robs the Black Market.
> Yergius' initial training results in a Pick Pockets skill
> level of one. This means that it is not really useful
Not true. The pick pockets skill at a training level of 1 is
a guaranteed way of angering a non-hostile villager. This will
sometimes anger villagers that are in the line of sight of this
action, but not if they don't see it. Also, it is fine to kill
all the villagers that are angered by seeing the action as well.
Not every PC has access to confusion blast, ventriloquism, or a
stun ray bolt, so having a low pick pockets skill can be valuable.
I've even used a horrible pick pockets attempt as a way of getting
Thrundarr of his lever.
--------------
------------
1.2.2.4 Skriek
If Skriek isn't led away from Lawenilothehl before the PC
attacks Hotz, Skriek will turn hostile.
---------------
"Whip me!" pleads the adom player. The rng replies... "No."
... and another installment:
--------------
1.2.2.5 Hotzenplotz and his guards
May be worth mentioning that these guys will often kill
villagers that wonder into their hut. This is important
to remember if an assasin or outlaw leader starts chasing
the PC. Also, there are water squares on the Lawenilothehl
map that will shield the PC from these goons for an easy
low level kill.
-----------------
----------------
1.2.2.6 Other inhabitants of Lawenilothehl
> Beggars are useful because they will drop a potion of booze
> It is usually cursed
It is ALWAYS cursed. I'm 100% sure on this.
-----------------
-----------------
2.2 The Arena
Maybe mention that the exp. gains that one gets from the
arena fights is very much dependant upon the exp. level
of the PC when accepting the fight. This is important for
trolls or any other PC that is going to have problems getting
experience at higher levels. Any PC with high speed, such as
raven-borns, monks, PC's with the athletics skill, or anyone
who munches on quicklings will probably benefit from leaving
the extra arena fights for when they are releatively high level.
------------------
-------------------
2.4 The Si
I know that it is already mentioned that the PC should not
take Si's into the ID, but there is a peculiarity in the
game, that monsters will never pick up Si's in the ID. Other
artifacts can be left behind in this way, but not Si's.
-------------
--------------
2.5.3.1 Thrundarr's quests, their rewards and the significance of the rewards
> 1) Slay a random creature.
The assigned monster's danger level is dependant on the PC's
exp. level. It may also be dependant on the PC's highest danger
level seen, but I'm pretty sure that's code dived.
> 2) Find out what is beyond the animated forest.
Maybe this would be considered bloat, but maybe mention the
usefulness of darkness in the animated forest. Trees don't
see in the dark, and it has saved my life many times.
> 3) Kill the ogre tribe below Dwarftown
A funny bug in the game prevents pets from being able to
damage the ogres in here. Also mention that this is a very
good opportunity to increase the PC's strength stat through
eating the ogre corpses. The chance of a strength increase
is improved if the PC first temporarily decreases their
strength stat via starvation. Just don't starve yourself to
death accidentally. Easy enought to avoid really, because
the PC won't starve to death as long as their stats keep
dropping, it's only when they stop reducing that death is
possible. Ogres are giants, so none of them can see in the
dark. This is a great way of dealing with magi.
-------------
-------------
2.6 The Old Barbarian's glade
The single best place in the game to wish for the emperor
moloch. The greater molochs should be summoned on the far right
side of the map, so they will appear bunched together there.
A quick teleport, and strategic use of frost bolt, frost bolt,
fire bolt, will yield a perfectly safe ice island from which the
PC can snipe his way to exp. level 50 with ease.
Also, the old barbarian himself can be a useful source of early
game exp. points for those who care little for the courage skill.
The water squares provide perfect safety, all that's needed is
plenty of ammo, and rocks serve nicely.
-----------------
----------------
2.7.2.2 Nonnak
Maybe mention the usefulness of potions of blindness. Any PC
with the alchemy skill will have access to them at this point
in the game, and it makes him an easy kill.
-----------------
------------------
2.8 The Mad Minstrel
He randomly drops corpses that correspond to the danger level
of the level he is on. In his own clearing, he will drop mainly
goblin, orc, and bat corpses. If one leads him a few steps over
to the BUGWIL level though, he will drop plenty of dragon and
giant corpses. Pretty safe, but at least one greater bug will
have to be killed first. That's not difficult though, as any
offfensive wand will work nicely.
-------------
----------
2.9.1 The first two levels
Perhaps mention the fact that this is the first guaranteed
instance of a corruption trap in the game. These can often
be exploited to gain highly prized corruptions such as
'astral planes'.
--------------
-----------
2.9.2.1 Rehetep
Please mention that the warning that Rehetep gives to alert
all the monsters on the level can be avoided. The warning is
only produced when the PC FIRST enters Rehetep's line of sight.
So if a PC teleports directly to Rehetep, he won't alert the
level to the PC's presence. You still have to fight the two
jackel demons though : (
-----------------
------------------
2.10 The Gremlin Cave
Maybe mention the gremlin bomb tactic. Highly scummy, I know,
but so many people ask about it...
-----------------
-----------------
2.11.2 The VDDL
> In practice, the easiest way to find the down staircase is to zap
> a wand of item detection
Please mention the effectiveness of uncursed scrolls of magic
mapping. They have never failed to reveal the location of the
wand for me.
--------------
--------------
2.12 The Tomb of the High Kings
Please mention the effectiveness of using the 'E'ar cleaning
command as a way of not stumbling off of an ice bridge. Also,
'a'pplying the first aid skill works nicely.
Also, please mention that he will never summon help on his own
level, but if one leads him to another level, he will.
--------------
--------------
2.13.1 Shyssiryxius
> a deadly water breath attack that is capable of dealing circa 100 points of damage
It is capable of dealing ~400 points of damage. Sources of water breathing
will reduce the damage of this attack, regardless of what Soirana says.
She is also vulnerable to poison, which is in contrast to code-dived info,
so I think it is very important to mention that.
Is the pit bug mentioned in the GB? The one about covering a
pit with a regular blanket, in order to produce a different
kind of trap in unusual locations?
Forgot to mention something in the 'alignment' section.
There is a bug in the game that allows a player to attack
non-hostiles without an alignment hit. Just shoot a missile
past your intended target. This will still result in an
alignment penalty if you kill, say, a beggar, but you won't
get penalized for starting the fight.
Also, a mindcrafters confusion attack seems to have the
same effect, but I don't think that's a bug. This is
really important for challenges like 'kill Terinyo', because
the town won't even become hostile to a mindcrafter for
killing a (non-panicing) villager that has first been attacked
with a confusion blast.
-----------------------
0.14.1 Recharging wands
Maybe mention the exploit to have infinite potions of booze for wand
recharging: Beggars will often drop a potion of booze if one chats
with them after giving them ~50 gp, They will only give one per beggar
though, so it one must kill or lead away the used-up beggars, and
other monsters in Lawenilothehl to encourage beggar regeneration.
------------------------
---------------------
0.14.4 Potions of raw chaos
> There is a chance of spilling the potion, though, and this badly
> corrupts the PC, about 4 corruptions, and causes 100 - 200 HP of damage.
The spillage doesn't cause that much corruption, and to my knowledge,
it does no damage. It is ONLY when an item is transformed into the
EXACT same item that an explosion happens, and that causes ~4 corruptions
and ~250 damage .
Potions will only create items of a danger level that corresponds to the
level on which you dip the item. That means that dipping an amulet of
free action in D:2 is free from explosion chances, and will give a risk
free chance of creating an amulet of life saving.
Also, a heap of items that are dipped into a potion of raw chaos will
always transform into a SINGLE item.
I think some of that may be code-dived stuff, but not the 'spillage does
no damage' thing.
-------------------
-------------------
0.14.5 Potions of exchange
> In addition to swapping stats, these can polymorph monsters, and items, to another type.
Please mention that PoE MUST be BLESSED in order to transform items.
Also, since this is in the 'tips and tricks' section, maybe ellaborate
a bit in this section. Maybe mention the fact that dipping items in high
danger level areas is the only way to create high danger level items. It
may be worth popping into the dwarven halls for a single turn, just to
dip a pair of bracers or some rings.
--------------------
"Whip me!" pleads the adom player. The rng replies... "No."
... and another:
--------------------
0.14.8 Safe places to store items
> Locked rooms
> The Old Barbarian's glade
Please mention the top line of the Terinyo map. Many experienced
players have mentioned not knowing this, and it is a very convenient
place to store items. The only monster in Terinyo that can step on
the top line it the sheriff, and he can easily be lured to the first
level of the puppy cave. It is then 100% secure. Skriek can step on
the top line as well, if one lures him there.
---------------------
--------------------
0.14.11 Undocumented character abilities
> Tactics must be set to berserk. Shields are acceptable, any worn
> armor is not.
Bracers can be worn, without effecting the true berserker bonus.
Elementalists have a bug associated with their exp. level 6 class
power. It actually does not give fire resistance : (
> Merchants also have a unique ability to use coins as missile weapons
I'm not sure this is the place to stick this info, but I don't know
where else to put it. The coin throw action costs 1200 energy points
as opposed to the normal 1000. Getting the 'quick shot talent does
apply to the coin throw attack, bringing it to ~1000. The coin throw
attack is not capable of recieving weapon marks, but does benefit
from the 'find weakness' skill. The attack starts out with a range
of only 2, but at exp. level 10, increases to 5, and increases further
with continued increases in exp. levels.
Also, no PC in the game can dodge missiles like archers can. When a
missile misses all other PC's, it stops there. For archers though,
the missiles often fly past the PC. It's a minor thing though, and
somewhat annoying really, but I'm pretty sure it indicates a 'special
chance' to dodge missiles that other classes just don't get.
I'm realizing that this is the place for the 'bards get two free
skill advances per level' info : )
Now though, I've thought of another piece of info that should be
included in the GB, but I'm not sure where it should be. Specifically,
I was somewhat surprised to note how different the skill modifiers
were for different classes. I mainly used to only pay attention to
what skills a PC HAD, not how trained they were.
Necros and elementalists usually start with horrible modifiers on
their skills. This is really important info, because elementalists
can be greatly hindered by the fact that they have to increase
their concentration skill by increments of 1d5 and even 1d3 as they
near 100. Necros also have a horrible time increasing concentration,
and just as important for them the food preservation skill. I'm not
certain of the points that 'Food Preservation' increases corpse
production, but I think it's once at 60 and again at 90, and that
info is not code-dived. On the other hand, rangers, bards and
beastfighters can expect amazing 4d5 modifiers on most if not all of
their skills, and that can be a great benefit for corpse production
and herbalism.
--------------------
---------------------
1.2.1.6 Guth'Alak
Completely unimportant, but he can turn hostile if one tries
to chop trees in Terinyo in his line of sight. Also, even if
angered, he will never leave his water area to persue the PC,
but he will cast spells that can travel numerous spaces. He
will help the PC fight Munxip if the PC angers the shopkeeper
with the right tactics.
----------------------
-------------------
1.2.1.8 Townspeople
> The remaining townspeople are simply flavor elements without
> any real importance in the game.
They have their uses : ) For instance, a PC wanting to gain
some super-safe exp. points can lure children and goodwives
out of town to kill them. Perhaps even slaughter them right in
town, but one needs to first confusion blast, or ventriloquism
them. Also, killing them is a fine way to achieve a C alignment,
and that's great for any PC that wants to avoid the automattic
cursing that comes with (many methods of) robbing a shop or
killing a shopkeeper for the exp. points.
-----------------
----------------
.2.2.1 Yergius
> Yergius teaches Pick Pockets to any non-lawful PC at no cost.
Please mention that Yergius will NOT teach pick pockets to any
PC that first robs the Black Market.
> Yergius' initial training results in a Pick Pockets skill
> level of one. This means that it is not really useful
Not true. The pick pockets skill at a training level of 1 is
a guaranteed way of angering a non-hostile villager. This will
sometimes anger villagers that are in the line of sight of this
action, but not if they don't see it. Also, it is fine to kill
all the villagers that are angered by seeing the action as well.
Not every PC has access to confusion blast, ventriloquism, or a
stun ray bolt, so having a low pick pockets skill can be valuable.
I've even used a horrible pick pockets attempt as a way of getting
Thrundarr of his lever.
--------------
------------
1.2.2.4 Skriek
If Skriek isn't led away from Lawenilothehl before the PC
attacks Hotz, Skriek will turn hostile.
---------------
--------------
1.2.2.5 Hotzenplotz and his guards
May be worth mentioning that these guys will often kill
villagers that wonder into their hut. This is important
to remember if an assasin or outlaw leader starts chasing
the PC. Also, there are water squares on the Lawenilothehl
map that will shield the PC from these goons for an easy
low level kill.
-----------------
----------------
1.2.2.6 Other inhabitants of Lawenilothehl
> Beggars are useful because they will drop a potion of booze
> It is usually cursed
It is ALWAYS cursed.
-----------------
-----------------
2.2 The Arena
Maybe mention that the exp. gains that one gets from the
arena fights is very much dependant upon the exp. level
of the PC when accepting the fight. This is important for
trolls or any other PC that is going to have problems getting
experience at higher levels. Any PC with high speed, such as
raven-borns, monks, PC's with the athletics skill, or anyone
who munches on quicklings will probably benefit from leaving
the extra arena fights for when they are releatively high level.
------------------
-------------------
2.4 The Si
I know that it is already mentioned that the PC should not
take Si's into the ID, but there is a peculiarity in the
game, that monsters will never pick up Si's in the ID. Other
artifacts can be left behind in this way, but not Si's.
-------------
--------------
2.5.3.1 Thrundarr's quests, their rewards and the significance of the rewards
> 1) Slay a random creature.
The assigned monster's danger level is dependant on the PC's
exp. level. It may also be dependant on the PC's highest danger
level seen, but I'm pretty sure that's code dived.
> 2) Find out what is beyond the animated forest.
Maybe this would be considered bloat, but maybe mention the
usefulness of darkness in the animated forest. Trees don't
see in the dark, and it has saved my life many times.
> 3) Kill the ogre tribe below Dwarftown
A funny bug in the game prevents pets from being able to
damage the ogres in here. Also mention that this is a very
good opportunity to increase the PC's strength stat through
eating the ogre corpses. The chance of a strength increase
is improved if the PC first temporarily decreases their
strength stat via starvation. Just don't starve yourself to
death accidentally. Easy enought to avoid really, because
the PC won't starve to death as long as their stats keep
dropping, it's only when they stop reducing that death is
possible. Ogres are giants, so none of them can see in the
dark. This is a great way of dealing with magi.
-------------
"Whip me!" pleads the adom player. The rng replies... "No."
... last one, I promise... for now:
-------------
2.6 The Old Barbarian's glade
The single best place in the game to wish for the emperor
moloch. The greater molochs should be summoned on the far right
side of the map, so they will appear bunched together there.
A quick teleport, and strategic use of frost bolt, frost bolt,
fire bolt, will yield a perfectly safe ice island from which the
PC can snipe his way to exp. level 50 with ease.
Also, the old barbarian himself can be a useful source of early
game exp. points for those who care little for the courage skill.
The water squares provide perfect safety, all that's needed is
plenty of ammo, and rocks serve nicely.
-----------------
----------------
2.7.2.2 Nonnak
Maybe mention the usefulness of potions of blindness. Any PC
with the alchemy skill will have access to them at this point
in the game, and it makes him an easy kill.
-----------------
------------------
2.8 The Mad Minstrel
He randomly drops corpses that correspond to the danger level
of the level he is on. In his own clearing, he will drop mainly
goblin, orc, and bat corpses. If one leads him a few steps over
to the BUGWIL level though, he will drop plenty of dragon and
giant corpses. Pretty safe, but at least one greater bug will
have to be killed first. That's not difficult though, as any
offfensive wand will work nicely.
-------------
----------
2.9.1 The first two levels
Perhaps mention the fact that this is the first guaranteed
instance of a corruption trap in the game. These can often
be exploited to gain highly prized corruptions such as
'astral planes'.
--------------
-----------
2.9.2.1 Rehetep
Please mention that the warning that Rehetep gives to alert
all the monsters on the level can be avoided. The warning is
only produced when the PC FIRST enters Rehetep's line of sight.
So if a PC teleports directly to Rehetep, he won't alert the
level to the PC's presence. You still have to fight the two
jackel demons though : (
-----------------
------------------
2.10 The Gremlin Cave
Maybe mention the gremlin bomb tactic. Highly scummy, I know,
but so many people ask about it...
-----------------
-----------------
2.11.2 The VDDL
> In practice, the easiest way to find the down staircase is to zap
> a wand of item detection
Please mention the effectiveness of uncursed scrolls of magic
mapping. They have never failed to reveal the location of the
wand for me.
--------------
--------------
2.12 The Tomb of the High Kings
Please mention the effectiveness of using the 'E'ar cleaning
command as a way of not stumbling off of an ice bridge. Also,
'a'pplying the first aid skill works nicely.
Also, please mention that he will never summon help on his own
level, but if one leads him to another level, he will.
--------------
--------------
2.13.1 Shyssiryxius
> a deadly water breath attack that is capable of dealing circa 100 points of damage
It is capable of dealing ~400 points of damage. Sources of water breathing
will reduce the damage of this attack, regardless of what Soirana says.
She is also vulnerable to poison, which is in contrast to code-dived info,
so I think it is very important to mention that.
"Whip me!" pleads the adom player. The rng replies... "No."
Potions of wonder confuse monsters? Amazing! Obviously has some very useful applications against bosses (or even cats early game).
Platinum Edition ADOMer
http://gamesofgrey.com - check out my roguelikes!
I have two reasons:
A) i do not get [and never got] where guidebook draws line between clear and bad info...
It clearly contains doubtfull info...
To be more exact if uyou include DL for dungeons why not include for items? or whole houeland data?
This sort of hipocracy is beyound my understanding.
B) main problem in my opinion was not lack of info but some basic mistakes... This seems to be getting even worse...
Well, fine for me, i have just deleted bookmark to guidebook page...
The only not code dived info on that known for me [and keep in mind without published details] is mine research.
This is exactly one of cases of that i would like not being included in current rumour mill called guidebook.
If this boils on further i might simply go and delete somel game mechanics revealing posts both here and on brinkster...
You know i've done thing like that on smaller scale...
Leave me away from this enertainment, okay?
So far rolled 15 casters with RoDS and shamelessly killed them within 200 turns. For eternium glory!
(after 15 I stopped counting...)
Wah, Gut! So much doubleposted information >_<
1.2.1.2.1
"or provide a blessed stethoscope or potion of ultra healing "
Mabye this is implied by the sentence, but the potion is always blessed too.
"The first is healing wounded monsters with the Heal spell or potions of healing. "
Substitute with any healing spell.
I would add "The monster must not be damaged by the PC. Alarm trap or a pet plus a healing spell will allow a PC to receive however many potions as they want" Or something.
1.2.1.3
"New PCs with low strength can buy and carry around enough of his large rations to become strained, as this will train Strength over time" mabye?
Will do more later.