Dumb questions thread
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Re: Dumb questions thread
Ok, new stupid question from me.
Whats does the "effect duration after teleport" do? Does it decrease the duration of bad effects (stun, confusion, disease, etc) by "x%" after a teleport, or increase the duration of good effects (buffs, regeneration, etc), or something else entirely?
And what counts as "teleport" - just an actual teleport, or a phase door as well, or even disengage?
Oh, one more question - does "Evasion" work against spells, or only weapon attacks?
Whats does the "effect duration after teleport" do? Does it decrease the duration of bad effects (stun, confusion, disease, etc) by "x%" after a teleport, or increase the duration of good effects (buffs, regeneration, etc), or something else entirely?
And what counts as "teleport" - just an actual teleport, or a phase door as well, or even disengage?
Oh, one more question - does "Evasion" work against spells, or only weapon attacks?
Re: Dumb questions thread
IIRC, all new timed effects have their duration reduced by that amount.Kalirion wrote:Whats does the "effect duration after teleport" do? Does it decrease the duration of bad effects (stun, confusion, disease, etc) by "x%" after a teleport, or increase the duration of good effects (buffs, regeneration, etc), or something else entirely?
Phase Door, Dimensional step, teleport, and some others. In short, anything that can not be used to enter a vault tile. Rush and Disengage are not teleports.Kalirion wrote:And what counts as "teleport" - just an actual teleport, or a phase door as well, or even disengage?
It only works against melee weapon attacks.Kalirion wrote:Oh, one more question - does "Evasion" work against spells, or only weapon attacks?
Re: Dumb questions thread
Thank you lukep!
So effect reduction is a double edged sword, if you want a disease/poison to end but the regeneration to keep going for example.
A couple more questions regarding vault / small level teleporting, as I've had teleports fizzle in small levels, and phase doors in vaults.
Will a phase door fizzle in a vault only if there is not a single tile outside of the vault within range of the spell? Or does it randomly pick a tile in range first, and then fizzle if that tile happens to be inside a vault?
Similarly for a teleport in a small level. If the teleport range is 15-100, will it never fizzle as long as there is a free tile available within that range, or could there be a free tile 18 spaces away and the teleport still fizzle?
So effect reduction is a double edged sword, if you want a disease/poison to end but the regeneration to keep going for example.
A couple more questions regarding vault / small level teleporting, as I've had teleports fizzle in small levels, and phase doors in vaults.
Will a phase door fizzle in a vault only if there is not a single tile outside of the vault within range of the spell? Or does it randomly pick a tile in range first, and then fizzle if that tile happens to be inside a vault?
Similarly for a teleport in a small level. If the teleport range is 15-100, will it never fizzle as long as there is a free tile available within that range, or could there be a free tile 18 spaces away and the teleport still fizzle?
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- Higher
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Re: Dumb questions thread
Dumb question: is there any way to switch the level-up interface back to the old one? I dislike the new one. It works badly with my mouse, the stat icons are ambiguous enough that I sometimes inadvertly misassign points, and it seems less wieldy than the previous one, in general. To me, at least.
Re: Dumb questions thread
There is no in-game way to switch back, but I heard talk of someone making an addon that switched it back. I have no idea whether or not it actually happened though.DarthImbreedous wrote:Dumb question: is there any way to switch the level-up interface back to the old one? I dislike the new one. It works badly with my mouse, the stat icons are ambiguous enough that I sometimes inadvertly misassign points, and it seems less wieldy than the previous one, in general. To me, at least.
Re: Dumb questions thread
Hope so - I run w7 64 bit.Final Master wrote:Did the bug with the game not working properly on Windows 7 64 bit get resolved?
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Re: Dumb questions thread
I have to ask: Is it really my fault that the Anorithil's AI went bad in that utterly broken old forest random dungeon in which there is a large castle vault filling the whole screen, and decided to drown himself in a puddle?
REALLY.... I've not felt that annoyed in weeks in this game. I was mostly bearing with equamity calamities. But I lost a life trying to save that anorithil only for him to kill himself stupidly with NO ENEMIES IN SIGHT, in what's likely the buggiest random dungeon layout in the early game. I am NOT happy... grr
REALLY.... I've not felt that annoyed in weeks in this game. I was mostly bearing with equamity calamities. But I lost a life trying to save that anorithil only for him to kill himself stupidly with NO ENEMIES IN SIGHT, in what's likely the buggiest random dungeon layout in the early game. I am NOT happy... grr
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Re: Dumb questions thread
Dumb question: so undead can not use infusions, but can they use equilibrium talents acquired during the game? Eg: Can a lich use his previously acquired harmony talents?
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- Archmage
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Re: Dumb questions thread
Nope. Nature does not like the undead.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.
Re: Dumb questions thread
New dumb question: are characters "fated" to find items in a certain order? Twice now I've killed the ToME app/process, once for an in-game bug, once for an actual freeze, losing me artifacts found in levels entered after the most recent saves had been taken, and both times immediately finding those artifacts.
First time was in the Halfling ruins. Made save on level 3, found Serpentine on the ground of level 4 and Truth on the boss. Because of a bug killed the game, loaded the level 3 save, found Serpentine on the boss of level 4, Truth on an adventurer after exiting the ruins.
Second time was in Grushnak Pride. Autosave at the entrance, found the King armor in Grushnak 1. Game froze, loaded the autosave, found the King armor in Grushnak 2.
So I'm guessing this isn't a coincidence?
First time was in the Halfling ruins. Made save on level 3, found Serpentine on the ground of level 4 and Truth on the boss. Because of a bug killed the game, loaded the level 3 save, found Serpentine on the boss of level 4, Truth on an adventurer after exiting the ruins.
Second time was in Grushnak Pride. Autosave at the entrance, found the King armor in Grushnak 1. Game froze, loaded the autosave, found the King armor in Grushnak 2.
So I'm guessing this isn't a coincidence?
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- Uruivellas
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Re: Dumb questions thread
It *is* a coincindence. Artifacts are randomly generated.
Re: Dumb questions thread
Artifacts have restricted level and material ranges, so you tend to find the same sort of item in the same areas, thus the chances of this happening aren't as odd as you might think.
Re: Dumb questions thread
Randomly generated - but with what seed?
And finding the exact same artifact but in an adventurer party ambush is not as odd?
Maybe after this character bites the dust I'll experiment some
And finding the exact same artifact but in an adventurer party ambush is not as odd?
Maybe after this character bites the dust I'll experiment some

Re: Dumb questions thread
DumbQ: My lvl11 Higher Berserker want to invest in "Technique / Bloodthirst" - but it says "Talent catebory unknown". Whats up?
(ivre read bloodthirst is good, right?
)
Also, on items i see (x, y, WW apr) What is apr
(ivre read bloodthirst is good, right?

Also, on items i see (x, y, WW apr) What is apr
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- Archmage
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Re: Dumb questions thread
Technique/Bloodthirst starts locked; you have to invest a talent category point to unlock the tree to be able to put class talent points into its talents.
apr is armor penetration. and is subtracted from armor before it is applied.
apr is armor penetration. and is subtracted from armor before it is applied.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.