Also you won't show up as having a kill until the next crash/reboot after you get it. Unless you get the kill before you pledge. If you already have it when you pledge, I think you show up as having a kill immediately.
Quotealansmithee
Sixth and finally, a general point. With a few exceptions, any kill a rager gets - any kill - is the result of the dead person's mistake. The reality is no rager should ever get a kill, at all. That's because again, with a few exceptions, no one needs to fight a rager, and anyone can simply move away by magic, either recall or teleport. People who die to ragers die
Good aligned. All pledge Fortress for the free damage reduction. Warrior disembowels.
Not sure this is better than saagrki's suggestion, since his features three 0xp characters.
Warriors take turns tanking. Tank uses a sword, other guy uses axe and disembowels. Switch places as necessary to ensure bard's songs are always healing both warriors at the same time.
Since no other players, you're guaranteed to always have cabal powers.
All parties choose edges, and the warriors choose legacies, that are specifically beneficial for ranking.
In my opinion, throw with master of nage waza isn't the win button people are making it out to be.
If you've debilitated an opponent with kot/kans to the point where you just need to lag him out in order to win, then edged-up throw is a great option. By that point, though, you could also use double spin kick or rising phoenix kick without too much drop-off in terms of win%.
I thi
I would look at top PKpH and PKW for each individual class, and then treat good and non-good as separate categories. Some classes and alignments lend themselves to more PKpH and PKW and tend to dominate the overall rankings.
Among good-aligned characters:
Assassin: Jycenna (nepenthe?) for both PKW and PKpH
Bard: Malthalia (?) for both PKW and PKpH
Conjurer: Clahier (?) for PKW and Jeqo
Thug, binder or poisoner. Trapper and Pickpocket are largely defensive. Poisoner is considerably more of a pain in the ass to get right, as the thief.
Pre-trance you have a strong advantage against assassins, unless you're outgunned in terms of gear and skills. Especially assassins with a vuln. As the thief, you're probably human.
If you start with a knock out attempt and fail
If you didn't care either way then you wouldn't have issued the ultimatum. You'd have just emailed the evidence to Scar and been done with it.
If you don't care whether they delete "early" then why issue an ultimatum in the first place?
I don't know how YOU are not getting that THEY HAVE NO INCENTIVE TO COMPLY WITH YOUR DEMANDS.
Mainly because they don't know what evidence you have. If I were in their position, now way would I delete. I'd gamble that your evidence is shit.
Let's say your evidence *really is* damning. Here's how this is going to play out according to your stated plans:
7/14: you published all the secret stuff
7/15: you email your evidence to Scar
7/16: Scar denies the cheating staff members, but you're still the bad guy because you published all the secret stuff
In this scenario the cheating staff are gone, but you also punis
Suppose you're one of the imms you believe cheated.
Here's what you know:
1. wishore is going to send a log of "something" to Scar on 7/15 that he claims implicates you as a cheater.
2. If you don't delete, wishore is going to post some stuff about explore areas on 7/14.
Remember, you're someone who is willing to cheat. So, based on that, do you really car
Did you read anything I wrote?
If I'm a cheating imm I have zero incentive to delete "early" because of your ultimatum.
From what you wrote above, it seems like "releasing the info" is a primary goal and not simply something you want to use as leverage in order to get imms to delete.
If that's the case then what is gained by waiting until the 14th? You shoul
You want the cheating imms gone. You claim to have damning evidence. The easiest way to dispose of said cheating imms is to send that evidence to Scarabaeus. But that's not what you're doing.
So far, your explanation for why you're not doing that is that you'd like to give the cheating imms the option to "quit honorably" instead of getting fired. Why? They
After years of creating and mixing poisons a thief can build up a resistance
to those poisons.
Is only resistance to special thief poisons, or also weapons with poisonous bite attack?
Helpfile makes it seem like it gives improved defense against magic weapon. Works better against low-limit like Defiance and such?
How good is weapon prog avoidance?
I looked up FAQ and those ingredient combinations are not listed. FAQ says only:
EMETIC + FEAR = MIND
EMETIC + NEURO = FEAR
EMETIC + KO = NEURO
EMETIC + EMETIC = KO
One more:
Apply inhaled mind control -- does it start combat?
I know can add an emetic ingredient to another ingredient to make a poison that's one higher. So emetic plus knockout give neuro. What about knockout plus knockout? Does it give fear? What about neuro plus knockout? Does it give mind control?
How do ingredient levels work? If I put lvl15 emetic with lvl15 emetic does it make lvl15 knockout? What if lvl30 emetic plus lvl15 emetic?
I'm familiar with Charine's frequent spot. There are some others that come to mind. I'm mostly curious whether it will end up being a waste of time to try them out.
Are night gaunts hard-coded so they won't bring victims to rooms no exits or is it just certain no-exit rooms that are flagged that way?
What about guild entrances?
I guess "in the air" rooms are off limits? Does it matter if the target is flying?