The 'Questions too small to need their own thread' thread


Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.

Vestibule Violator

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Post Wednesday, 22nd February 2012, 16:14

Re: The 'Questions too small to need their own thread' threa

MarvinPA wrote:The autumn katana wasn't grandfathered, it was added (as a long sword with some slaying) after katanas as a weapon type were already removed. Then a while after that it was made possible to redefine the base stats of fixed artefacts, which is how it now has its own stats (likewise the Captain's Cutlass and Wyrmbane having unique cutlass and lance stats, respectively).

What about Bloodbane? It's also a katana.

Also I believe Arga is another one of those that has it's own stats since it has stats similar to a war axe of speed, but not identical.


Edit: scratch that, Bloodbane unidentified is a blackened katana, but it is actually a demon blade once IDed. That should probably be fixed somewhere.

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Post Wednesday, 22nd February 2012, 18:00

Re: The 'Questions too small to need their own thread' threa

minmay wrote:Sorry but you completely made that up. Arga is a regular war axe.

You're correct. Arga is a regular war axe. I was misinformed. I thought the base damage was 10, but it looks like the wiki page is including the 10% damage reduction from the speed brand as a part of the base damage.

Vestibule Violator

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Post Wednesday, 22nd February 2012, 19:09

Re: The 'Questions too small to need their own thread' threa

Edit: this is about using ranged weapons in melee.

There's no penalty for it. The only drawback I can think of is that you might want to use melee instead, especially in the early game, to conserve ammo.

Shoals Surfer

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Post Wednesday, 22nd February 2012, 23:16

Re: The 'Questions too small to need their own thread' threa

BlackSheep wrote:Is there a drawback to firing/throwing missiles at melee range?


no, other than you have to use ammo that you would not need if you were meleeing (machetes don't need reloading)

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Post Thursday, 23rd February 2012, 01:06

Re: The 'Questions too small to need their own thread' threa

YO
If you throw a large rock or a javelin at a sleeping enemy, does it use your stabbing skill to multiply damage? What about bows and crossbows?

I want to stab things with a non short or long blade, is the total damage still capped at 30? I am not 100% on what the wiki & knowledge bots are saying.


ps. if throwing doesn't stab, WHY NOT!?

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Post Thursday, 23rd February 2012, 10:31

Re: The 'Questions too small to need their own thread' threa

Stabbing with anything but short blades is not really worth it. Best to not worry about it at all.

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Post Thursday, 23rd February 2012, 11:16

Re: The 'Questions too small to need their own thread' threa

rebthor wrote:Edit: scratch that, Bloodbane unidentified is a blackened katana, but it is actually a demon blade once IDed. That should probably be fixed somewhere.

It's a blackened demon blade when unidentified, too (it was a katana in the past though, yes).

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Post Thursday, 23rd February 2012, 11:47

Re: The 'Questions too small to need their own thread' threa

Should I be pumping Dex instead of Str, as a Hunter?

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Post Thursday, 23rd February 2012, 11:57

Re: The 'Questions too small to need their own thread' threa

ClefAria wrote:Should I be pumping Dex instead of Str, as a Hunter?


Probably int, unless you're going Trog.

Strength should be pushed if and only if you hope to upgrade to a specific form of armor, and your current strength is inadequate for that purpose. 9 strength for most medium dragon armors, 15 for storm dragon armor, 18 for plate mail, 24 for crystal plate mail, and 27 for gold dragon armor. If you have enough strength for the armor you want, more strength is almost completely useless to you.

If you ever cast spells or kind of hope to maybe cast spells someday, you're going to almost always want to choose int. Dex isn't very useful, but if you're a Trog-follower who will never, ever cast spells ever then it's still more useful than str, which is almost completely useless except in the specific case of armor mentioned above.

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Post Thursday, 23rd February 2012, 12:41

Re: The 'Questions too small to need their own thread' threa

KoboldLord wrote:
ClefAria wrote:Should I be pumping Dex instead of Str, as a Hunter?


Probably int, unless you're going Trog.

Strength should be pushed if and only if you hope to upgrade to a specific form of armor, and your current strength is inadequate for that purpose. 9 strength for most medium dragon armors, 15 for storm dragon armor, 18 for plate mail, 24 for crystal plate mail, and 27 for gold dragon armor. If you have enough strength for the armor you want, more strength is almost completely useless to you.

If you ever cast spells or kind of hope to maybe cast spells someday, you're going to almost always want to choose int. Dex isn't very useful, but if you're a Trog-follower who will never, ever cast spells ever then it's still more useful than str, which is almost completely useless except in the specific case of armor mentioned above.


I really didn't know this. I've always pumped Str exclusively when Ive played Trog or Oka. Is this why I suck? :D

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Post Thursday, 23rd February 2012, 14:09

Re: The 'Questions too small to need their own thread' threa

MarvinPA wrote:
rebthor wrote:Edit: scratch that, Bloodbane unidentified is a blackened katana, but it is actually a demon blade once IDed. That should probably be fixed somewhere.

It's a blackened demon blade when unidentified, too (it was a katana in the past though, yes).

Ok, thanks. Was that changed in .10? I could have sworn it was a blackened katana in a .9 game I found it a few days ago on CAO.

Slime Squisher

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Post Thursday, 23rd February 2012, 19:55

Re: The 'Questions too small to need their own thread' threa

I'm trying to get a staff of cold for my evocations specialist, and I just bought a scroll of acquirement. I have 15 Evocations and 13 Ice Magic (my 2 highest magic skills). Once I raise Ice Magic to 16 and then acquire staff, does that guarantee me a staff of cold?
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Vestibule Violator

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Post Thursday, 23rd February 2012, 20:14

Re: The 'Questions too small to need their own thread' threa

Nope. You're very likely to get one, though. A little less likely in 0.10.

Slime Squisher

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Post Thursday, 23rd February 2012, 21:03

Re: The 'Questions too small to need their own thread' threa

Likely enough to try acquiring it? Does a higher Ice Magic skill (say, 18 or so) increase my chances? Or maybe I should acquire wand, I haven't ID'd confusion, random effects, or heal wounds yet.
TrCK:
Xom grants you an implement of some kind.
_Something appears at your feet!
4790 gold pieces {god gift}.

DsAr:
You blink. You feel slightly more hungry. Prince Ribbit hits you. You die...
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Xom revives you!

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Post Thursday, 23rd February 2012, 21:42

Re: The 'Questions too small to need their own thread' threa

You have a decent chance at heal wounds and a very good chance at the staff of cold. I would acquire wand if I was low on heal wounds potions/Borgnjor's Revivication/Elyvilon (basically any major healing option) and a staff of cold if I had enough healing.
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Post Thursday, 23rd February 2012, 22:13

Re: The 'Questions too small to need their own thread' threa

is statrot capped at -8 per stat, or am I thinking of mutations?
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Post Thursday, 23rd February 2012, 23:00

Re: The 'Questions too small to need their own thread' threa

7 is the most you can be drained in any stat in one go (with necromancy miscasts being the only thing that can drain that much, iirc), so 8 is the minimum "safe" amount to avoid stat death - although this is less of a big deal since stat death is no longer instant. Deterioration, -stat mutations etc can stack up pretty much indefinitely over time, though.

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Post Thursday, 23rd February 2012, 23:51

Re: The 'Questions too small to need their own thread' threa

Is there a way to make tageted spells (bolts, single-target, whatever) more accurate?

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Post Friday, 24th February 2012, 00:43

Re: The 'Questions too small to need their own thread' threa

cerebovssquire wrote:You have a decent chance at heal wounds and a very good chance at the staff of cold. I would acquire wand if I was low on heal wounds potions/Borgnjor's Revivication/Elyvilon (basically any major healing option) and a staff of cold if I had enough healing.


I ended up acquiring wizardry... FML. I actually banged the table irl.

EDIT: And now I died soon after in the Shoals. My short sword of electrocution just wasn't cutting it for damage... if only I had a staff of cold...
TrCK:
Xom grants you an implement of some kind.
_Something appears at your feet!
4790 gold pieces {god gift}.

DsAr:
You blink. You feel slightly more hungry. Prince Ribbit hits you. You die...
"Hey, that's my toy!"
Xom revives you!

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Post Friday, 24th February 2012, 02:11

Re: The 'Questions too small to need their own thread' threa

So I found this magical dagger on a vampire enchanter on D:8, turns out to be a +0 +1 dagger of distortion.
Errr...I don't really get the distortion brand. Is it worth keeping? Because, apart the times it gives you the plus damage, I really dont get what do I gain teleporting \ banishing enemies around.
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Post Friday, 24th February 2012, 02:21

Re: The 'Questions too small to need their own thread' threa

Gianozzolo wrote:So I found this magical dagger on a vampire enchanter on D:8, turns out to be a +0 +1 dagger of distortion.
Errr...I don't really get the distortion brand. Is it worth keeping? Because, apart the times it gives you the plus damage, I really dont get what do I gain teleporting \ banishing enemies around.

It does a good amount of extra damage, it blinks monsters around, which can be great if there is something blocking your way, and horrible if it's a yaktaur captain, it banishes monsters to the abyss, not always so nice because you don't get XP, and unwielding it can banish you, blink you or do a large amount of damage.
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Post Friday, 24th February 2012, 02:36

Re: The 'Questions too small to need their own thread' threa

I recommend disposing of it in a place that monsters cannot find it.

lxl

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Post Friday, 24th February 2012, 02:41

Re: The 'Questions too small to need their own thread' threa

I recall reading somewhere that bringing my armour skill to 5 for leather armour completely removes any spellcasting penalties for said armour. Unfortunately, I can't find this anymore (i.e. not "armour" in either the wiki or the knowledge bot). Does anyone know the internals for armour skill and the complete elimination of spellcasting penalties for wearing a given type of body armour?

TIA.
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Post Friday, 24th February 2012, 03:24

Re: The 'Questions too small to need their own thread' threa

lxl wrote:I recall reading somewhere that bringing my armour skill to 5 for leather armour completely removes any spellcasting penalties for said armour. Unfortunately, I can't find this anymore (i.e. not "armour" in either the wiki or the knowledge bot). Does anyone know the internals for armour skill and the complete elimination of spellcasting penalties for wearing a given type of body armour?

TIA.


Armour's effect on you uses Armour/45 in the calculation, so even for leather armour you cannot completely remove the penalties. You may have been thinking of shields, as for normal races 5 Shields will eliminate penalties for a buckler.

the details are in http://crawl.develz.org/info/inline.php?q=aevp, which is linked to from "armour skill"
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Post Friday, 24th February 2012, 09:07

Re: The 'Questions too small to need their own thread' threa

lxl wrote:I recall reading somewhere that bringing my armour skill to 5 for leather armour completely removes any spellcasting penalties for said armour. Unfortunately, I can't find this anymore (i.e. not "armour" in either the wiki or the knowledge bot). Does anyone know the internals for armour skill and the complete elimination of spellcasting penalties for wearing a given type of body armour?

TIA.

Here's a thread discussing armor on a spellcaster.
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Post Friday, 24th February 2012, 09:09

Re: The 'Questions too small to need their own thread' threa

rchandra wrote:
lxl wrote:I recall reading somewhere that bringing my armour skill to 5 for leather armour completely removes any spellcasting penalties for said armour. Unfortunately, I can't find this anymore (i.e. not "armour" in either the wiki or the knowledge bot). Does anyone know the internals for armour skill and the complete elimination of spellcasting penalties for wearing a given type of body armour?

TIA.


Armour's effect on you uses Armour/45 in the calculation, so even for leather armour you cannot completely remove the penalties. You may have been thinking of shields, as for normal races 5 Shields will eliminate penalties for a buckler.

the details are in http://crawl.develz.org/info/inline.php?q=aevp, which is linked to from "armour skill"

Your EV penalty for spellcasting purposes is reduced by 0.8, so if you are wearing leather without a shield penalty you will remove the (nearly unnoticeable to begin with) penalty for wearing leather with 5.4 skill.

It is not worth bothering to do so.
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Spider Stomper

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Post Friday, 24th February 2012, 10:27

Re: The 'Questions too small to need their own thread' threa

How useful is Apportation? Is it useful enough to warrant keeping in your spell repertoire permanently?
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Post Friday, 24th February 2012, 10:36

Re: The 'Questions too small to need their own thread' threa

It saves a lot of turns if you get into the habit of actually using it to pick up anything you see (which I never did), which means more piety (and more food, haha). Also a higher score if you care about that. You can also use it to grab stuff and run, which is extremely useful if you like getting runes without much risk. Basically, it's very good if you like to win, less good if you just want to kill dudes.

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Post Saturday, 25th February 2012, 02:54

Re: The 'Questions too small to need their own thread' threa

Yes, it's great. There's been many times when I descended a staircase into a sticky situation, only to see a nice item like ?blinking or a randart sitting a few tiles away. If I had apportation I would be able to apport the item and then retreat upwards.
TrCK:
Xom grants you an implement of some kind.
_Something appears at your feet!
4790 gold pieces {god gift}.

DsAr:
You blink. You feel slightly more hungry. Prince Ribbit hits you. You die...
"Hey, that's my toy!"
Xom revives you!
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Post Saturday, 25th February 2012, 06:14

Re: The 'Questions too small to need their own thread' threa

Can somepony explain what this message means?

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Post Saturday, 25th February 2012, 06:50

Re: The 'Questions too small to need their own thread' threa

When did you get it? Could you please provide us a character dump?
If you find any mistakes or typos in my post, feel free to PM me about it. Thanks in advance!

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Slime Squisher

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Post Saturday, 25th February 2012, 07:14

Re: The 'Questions too small to need their own thread' threa

Menkaure did something and I got that message. I think it's just flavour text.

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Post Saturday, 25th February 2012, 13:41

Re: The 'Questions too small to need their own thread' threa

Pteriforever wrote:Can somepony explain what this message means?

Image

from \stone_soup-tiles-0.10\dat\database\monspeak.txt :

  Code:
VISUAL SPELL:@The_monster@ blazes with dark energy!
VISUAL WARN:You feel utter despair.

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Post Saturday, 25th February 2012, 15:03

Re: The 'Questions too small to need their own thread' threa

Is Dex any good? I mean, I get that Int is the most useful stat for most characters, and that Str might be useful for some melee focused ones; is there any kind of character who would prefer a higher Dex?

Besides; why is KoWr marked as a bad combination? It seems pretty viable to me, or at least not worse than NaWr or HuWr. Is there some drawback I don't see?

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Post Saturday, 25th February 2012, 15:26

Re: The 'Questions too small to need their own thread' threa

When you use a scroll of enchant weapon without weilding a weapon, is the scroll wasted?
I know this sounds pretty obvious, but you actually get a message like "your hands glow red for a moment" like you would when you enchant a weapon, so I was wondering if it had any effect?
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Post Saturday, 25th February 2012, 15:34

Re: The 'Questions too small to need their own thread' threa

odexios - dex is generally considered the least useful stat, but you'd probably want to raise it ahead of str for something like a KoBe or HaBe - eg if you're not planning to cast spells or wear heavy armour, but will rely mostly on EV for defence. (You might still want to raise str some for carrying capacity if you're using slings or crossbows and want to carry a lot of ammo.)

Don't know why KoWr is not a recommended combo - I'd say Ko was one of the better species to play this background, certainly stronger that Hu in the early game.

Gianozzolo - no it doesn't have any effect, but at least you get to identify the scroll.

My question: when fighting the Royal Jelly, does it make a difference (in terms of number of jellies spawned) whether you do the damage in a few big hits or lots of less damaging hits?

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Post Saturday, 25th February 2012, 18:44

Re: The 'Questions too small to need their own thread' threa

Jeremiah wrote:My question: when fighting the Royal Jelly, does it make a difference (in terms of number of jellies spawned) whether you do the damage in a few big hits or lots of less damaging hits?


I think it does make a difference. Sometimes if you're a melee fighter and you get in a weak hit, TRJ won't spawn a jelly. If you read a scroll of torment, however, dealing hundreds of damage, TRJ will spawn 10 J's.
TrCK:
Xom grants you an implement of some kind.
_Something appears at your feet!
4790 gold pieces {god gift}.

DsAr:
You blink. You feel slightly more hungry. Prince Ribbit hits you. You die...
"Hey, that's my toy!"
Xom revives you!

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Post Saturday, 25th February 2012, 18:45

Re: The 'Questions too small to need their own thread' threa

A bit of silliness came up watching someone's webtiles. The player in question was having a blowgun duel with Sonja. He was able to use his blowgun in spite of getting nailed by curare (and thus having the yellow breath status). Is this a bug or a feature?
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Post Saturday, 25th February 2012, 20:46

Re: The 'Questions too small to need their own thread' threa

defen wrote:A bit of silliness came up watching someone's webtiles. The player in question was having a blowgun duel with Sonja. He was able to use his blowgun in spite of getting nailed by curare (and thus having the yellow breath status). Is this a bug or a feature?

Yeah, you'd think that being out of breath from an asphixiating poison would prevent you from using a blowgun, wouldn't you? :)

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Post Saturday, 25th February 2012, 21:05

Re: The 'Questions too small to need their own thread' threa

eharper256 wrote:Q: What book is Dispel Undead in now? Since the Book of Necromancy was, I believe, the only thing that used to contain it (in 0.8)


in 0.10 it's in the nook of death, 0.9 it's still in Necromancy
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Post Sunday, 26th February 2012, 07:04

Re: The 'Questions too small to need their own thread' threa

Is there a config line that'll place a warning on summon elemental placement if it's not a specific element? I've nearly lost this Spriggan a few times to air elementals that should've been earth.
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Post Sunday, 26th February 2012, 07:45

Re: The 'Questions too small to need their own thread' threa

I'm playing as an Octopode and got a new mutation. "One of your tentacles bears a spike". What exactly does it do? Give me another melee attack?

EDIT: Also, in wizard mode, how do you make a +5 of something. (Or specifically, a +5 ring of protection.)
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Post Sunday, 26th February 2012, 12:33

Re: The 'Questions too small to need their own thread' threa

Xion350 wrote:EDIT: Also, in wizard mode, how do you make a +5 of something. (Or specifically, a +5 ring of protection.)


You can get one +5 ring pressing & -> o -> = -> 2
I suppose jewellery is ordered, but I can't neither find the standard of that ordering nor a complete list, so please don't ask me how get a +3 ring! :lol:

Now, my question: my current MfBe of TSO is relying on a rod of demology to cast abjuration, the issue is that the rod also contains two spells forbidden by TSO. I'd prefer to avoid the risk of penance only for pressing the wrong key.

Is there a way to put a warning when trying to evoke those forbidden spells, or at least to redefine their key-bind (uppercase ftw)?
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Post Sunday, 26th February 2012, 12:49

Re: The 'Questions too small to need their own thread' threa

Xion350 wrote:EDIT: Also, in wizard mode, how do you make a +5 of something. (Or specifically, a +5 ring of protection.)

order a ring of protection (&o=protection)
&t, inventory letter, a, 5
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Post Sunday, 26th February 2012, 18:00

Re: The 'Questions too small to need their own thread' threa

Just found a staff of death on my MuWz who's branching into necromancy. Does the negative energy attack work similar to a weapon of draining (ie denying me XP) or is it just extra (resistible with rN+++) damage?

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Post Sunday, 26th February 2012, 18:23

Re: The 'Questions too small to need their own thread' threa

chowriit wrote:Just found a staff of death on my MuWz who's branching into necromancy. Does the negative energy attack work similar to a weapon of draining (ie denying me XP) or is it just extra (resistible with rN+++) damage?


It's like a weapon of pain, but with a different calculation for damage. Just extra damage. Potentially a lot of extra damage.

Draining's effect on your xp is trivial anyway.

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Post Sunday, 26th February 2012, 18:41

Re: The 'Questions too small to need their own thread' threa

If you get teleportitis (as a mutation) and don't have any cure mutation potions available does the game degenerate into a frantic search for such a potion before you get teleported into a lethal situation? Is there anything else constructive that one could do in this situation?

(That it's better to avoid getting mutated in the first place I will take as read...)
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