Sandman25 wrote:Penalty for Air/Earth training has been removed several versions ago.
OUCH! Thx for the tip!!!
Sandman25 wrote:Yes, anacondas can be very dangerous, especially to EV-based characters. Have you tried petrifying it?
I guess not, i'm always unsure what will be easy or hard to get hexed/transmuted and i take it as VERYVERY last chance when i'm in red, since i'm pretty disappointed when a buff refuses to apply. Some game mechanics are still kinda obscure to me after 6 months, long ago i tried to dig into the HD monster thing but i couldn't really understand.
AFAIK the ingame status info lack some vital references, like "how high are to be considered damages with the wielded weapon - not considering eventual monster AC/RES). I often mumble about "will this +2 dagger hit stronger than a +0 sword". Or how bad does encumbrance affect my survivability. My short experience refers to spriggans, when i meet a buckler i skill shields without wearing it till i remove ER at 7,2, since i dont know where the drawback from deflecting works. As for armours when i meet trolls or forced to use mottled i skill armours till spells are back to an acceptable level, completely ignoring when the melee dodging loss is worthy.
I guess knowing formulas is a must to play perfectly, but also a dumb number on the screen may improve understandability for newcomers.
Back in topic, same do apply to buff chances on anacondas, yaktaurs, orbs of fire. Any hint is appreciated
Edit: almost forgot it, what should i skill when a high spell MUST get asap castable? I noticed INT is mandatory but it is slow to grow and a +4 int ring is a far dream. I know that Spellcasting is main skill to reduce hunger, and magic school improves strenght of the spell.
Brilliance potions are never enough