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Dantius

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Posts posted by Dantius

  1. Originally Posted By: Ephesos
    Code:
    begindefinecreature 43;	clear;	cr_name = "Zombie";	cr_level = 4;	cr_start_item 0 = 213;	cr_start_item_chance 0 = 2;	cr_default_attitude = 4;	cr_species = 8;	cr_natural_armor = 3;	cr_which_sheet = 1536;	cr_attack_1 = 6;	cr_attack_1_type = 1;	cr_immunities 1 = 100;	cr_immunities 4 = 100;	cr_summon_class = 1;

    Yup, immune to cold.




    Just cast Repel Spirit. Aura of Flames or Searing Orbs should be quite effective, as well.
  2. Originally Posted By: Dikiyoba
    I read most of the Animorphs once upon a time, though not the final few ones


    Originally Posted By: Hypnotic
    Still don't know if they ever won


    Observe as I post spoilers. They are triple-protected, so only click if you REALLY want to.

    Click to reveal..
    Click to reveal
    Click to reveal..
    Do you REALLY want to know?
    Click to reveal..
    They win, but Rachel dies in the process. They become galactic heroes, Visser Three is tried fot war crimes and sentenced to 800 years in prison, the Andalites give Z-space tech to the human, and everyone lives happily ever after. However, they get tired of this at about the same time Ax goes missing. So, they refit the Blade ship, and go looking for him. He's been assimilated into a hyperpoweful being called the One. The book ends with them crashing their ship into the ship carrying the One, and curtain. We never find out who survives after that.
  3. Originally Posted By: Alorael
    Why not just have death penalize you in a way that doesn't have you hit quickload again... and again... and again?


    I've only ever found one game that does that, FATE. Background: Standard dungeon crawl, think rogue with shiny new graphics and not turn-based. Anyway, when you die, the god of fate appears to you and offers you three choices:

    1.He will heal you and resurrect you where you stand, for a hefty XP penalty

    2.He will heal you and resurrect you within three levels of where you were, for a moderate sum of gold (Dangerous, as you can be sent down as well as up)

    3.He will resurrect you with 1 HP, and send you three levels upwards, but your gold remains where you died, and if you don't reach it in time, it disappears.
  4. Originally Posted By: Randomizer
    Vampiric touch is a chance to regain some health for any attack, even non-damaging spells like wrack can drain health and transfer it to you.

    Energy preservation is a chance to use less spell energy, but it doesn't always happen and you need the normal amount available to cast a spell.


    I know what they generally do, I want exact specifics.

    Originally Posted By: Thuryl
    1] I'm not sure how Vampiric Touch works exactly, but it's very weak, so it's not worth worrying about anyway. It doesn't seem to be related to the amount of damage you do, since it can take effect even on non-damaging attacks like Essence Shackles. I suspect +8 Vampiric Touch is something like a 33% chance of 1-8 healing every time you attack.

    2] It seems to be a percentage effect, yes, and it's also partially random. [so if you cast a spell that costs 15 energy, it might only cost you 11, or 12, or 13.]

    3] I'm almost certain it's not the first one. It might be the second.


    I don't deliberately use Vampiric touch, but some of the best items (Talisman of Might) have it as well, so I might as well know what it does.

    It's pretty much useless. I only keep 1 item with it til the endgame, the Ring of Eye's Purity, so I don't really care.

    Hmm. I don't have a save file anywhere where I actually have TSD. I've either sold it, or have not yet reached it. I better start playing again so I can grab it and do some tests.
  5. I have virtually no idea what all these bonuses do. Thy're common on quite a few items and weapons, and an explanation would be greatly appreciated.

     

    Vampiric touch:

     

    Does the +8 Vampiric touch mean that, on every successful hit mean that I recover 8 HP regardless? Or does it mean that I regain 8% of my damage as health? And do a +10 and +5 item give me +15 (if added) , or +14(if multiplied)?

     

    Energy preservation:

     

    I'm really befuddled on this one. Does this mean that, if I cast Purifying Rain (200 Energy, 20 Essence) with +20 EP, that it only costs me 160 Energy and 16 Essence? The bonus given are so tiny, it would seem that this would have a dramatic effect at higher levels.

     

    Melee Damage Protection:

    This only appears on th Tek's Spectral Dirk and Ornkskin Gloves. This is really the reason why I'm posting this:

     

    Does this stat mean that, if an enemy attacks me in melee, he has 10 damage dies removed, or 10% of his damage negated, or 10 points of damage subtracted? If it is the first option, then this is far and away the best weapon for a nonmelee build, so it would come in handy to find out.

  6. Originally Posted By: Thuryl
    nearly all melee attacks only have a d4 multiplier


    Incorrect. Only the daggers and the Bronze and Iron shortsword have a d4 die, pretty much everything else has a d5 multiplier. While Kill's d10 is the strongest attack in the game, physical resistances are rare, and resistances to the three types of spell damage are common and quite often very large (ice less so, but I digress). It's a tossup which is better, IMO.
  7. Originally Posted By: Master1
    And her tests require us to deduce specific information based on other information we learned. How can we know specifics that we have never learned? Trends, yes. Specifics, no.


    Could you post a sample question? This sort of piqued my interest.
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