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Thread: Guidebook work

  1. #61
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    Quote Originally Posted by Laukku View Post
    Maybe it's random?
    I checked this with about 100 gorgon corpses. No resistance.
    Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.

  2. #62
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    Mar 2008
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    > 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."

  3. #63
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    Mar 2008
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    Kentucky
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    ... 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."

  4. #64
    Join Date
    Mar 2008
    Location
    Kentucky
    Posts
    5,067

    Default

    ... 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."

  5. #65
    Join Date
    Mar 2008
    Location
    Kentucky
    Posts
    5,067

    Default

    ... 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."

  6. #66
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    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!

  7. #67
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    Quote Originally Posted by gut View Post
    > 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?
    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...

    Quote Originally Posted by gut View Post
    ... and another:
    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.
    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...


    Quote Originally Posted by gut View Post
    ... last one...regardless of what Soirana says.
    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...)

  8. #68
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    Wah, Gut! So much doubleposted information >_<

  9. #69
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    Quote Originally Posted by JellySlayer View Post
    I can't imagine that molochs and balors don't. [edit]Okay, apparently neither sees in darkness although they will fight back if you attack them first, good to know... I think some chaos monsters might too.. trying to remember what in the Mana Temple can hit in darkness.
    No, you're quite right... all varieties of moloch and balor see in the dark. Simply didn't think of those.

  10. #70
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    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.

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