Roll call for "hidden" bonuses/features
#7
It may be "hidden" to some players not familiar with particular classes...

...that Shadow Warriors (Assassin) is a copycat (some limitations) of the skills you've selected for left/right mouse.

...that Iron Golems (Necro) get the properties of the item they are created from--create them from a runeworded item, for example. You can transform set and unique items. As a "safety" feature, you can't transform an un-IDed item. (Only "metallic" weapons and armor can be transformed, which is not always an obvious property)

...that Revives (Necro) can be made of many monsters that can use their special skill (quite a few restrictions on revives/what-can-be-revived because of this)

...(v1.10beta1) Attract and Confuse (Necro and charges on items) can be used as "dispel aura" on monsters (except bosses/champs).

some more misc...

if people don't read the v1.10 patch info, it will be "hidden" that the thawing, antidote and stamina potions now have extra benefits (+10 max resist thaw/cold, antidote/poison, cap 95) on a use once, (iirc) 30 second timer (stamina potion acts like short duration stamina shrine).

Health potion rates appear to average, so if you want to have a longer duration (aka slow and steady healing) out of that 320 HPs super healing (v1.10s) slurp a weenie 30 HPs heal potion immediately afterwards. This would be useful in cases where you are taking steady damage with the occassional big damage and wish to conserve on potion usage (only so many belt slots; perhaps limited rejuv supply) because you can keep your HPs near full for longer (once you touch full HPs all the remaining healing from a Super is discarded--thus, occassionally, you might want its heal rate to be slower because you *don't* want to wait until you're down a lot of HPs before healing yourself just to avoid "wasting" some of the potion).

Shops generate items at clvl+5 (character level plus five) and this means that you might wish to use a lower level character to shop for a non-magical item (that can be imbued or socketed/runeworded). However some of these items (like rods/scepters/staves) can be more expensive than the low level character can afford. In multiplayer LAN (so I assume realm?) the character that creates the shop goods (at their clvl+5) has created the shop for any other players to come buy from as well. This also means, for example, that if you come into some cash as a lower level player, you might want to run to town when another player goes to town to sell--not so much hoping to buy their loot (though that works also) but to see a higher (clvl+5) level of goods offered to you. In normal the shop also have caps per Act (which means you can see some amazingly studly items in shops as early as Act 5 nm--I recommend the Anya Portal shoping method). Don't drool too much, however, you can't rush a low level character and get arbitrary "non-magic" base items from later act shops (you end up with no items at all, typically, if the character isn't high enough for the shop's TC).
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Messages In This Thread
Roll call for "hidden" bonuses/features - by Crystalion - 08-23-2003, 11:55 PM
Roll call for "hidden" bonuses/features - by Guest - 08-24-2003, 08:32 PM
Roll call for "hidden" bonuses/features - by Guest - 08-25-2003, 03:11 AM
Roll call for "hidden" bonuses/features - by Guest - 08-30-2003, 08:42 AM
Roll call for "hidden" bonuses/features - by Guest - 09-11-2003, 02:05 AM
Roll call for "hidden" bonuses/features - by Guest - 09-11-2003, 03:47 PM
Roll call for "hidden" bonuses/features - by Guest - 09-13-2003, 10:02 PM
Roll call for "hidden" bonuses/features - by Guest - 09-20-2003, 04:53 PM
Roll call for "hidden" bonuses/features - by Guest - 09-21-2003, 12:46 PM
Roll call for "hidden" bonuses/features - by Guest - 09-21-2003, 02:57 PM

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