Difference between revisions of "Talk:Player ghost"

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How can [[Symbol of Torment]] (a monster-only spell) be in a player ghost spell list (see 3.2 Summonings/Charms Slot) ?
 
How can [[Symbol of Torment]] (a monster-only spell) be in a player ghost spell list (see 3.2 Summonings/Charms Slot) ?
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: Good question! I'm assuming it was still there from when Symbol of Torment could be cast by players all the way back in [[0.7]], so I've removed it. --[[User:Lokkij|Lokkij]] ([[User talk:Lokkij|talk]]) 16:58, 13 April 2015 (CEST)
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::Thanks ;) --[[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 17:20, 13 April 2015 (CEST)
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If the player was a troll, or wore an amulet of regeneration, will the ghost regenerate quickly? --[[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 14:41, 3 July 2015 (CEST)
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:The ghost would receive all the attributes the character got, so a troll ghost should regenerate rapidly. As for the amulet I'm not sure. Well, only code diving will achieve certainty. -- [[User:Bwijn|Bwijn]] ([[User talk:Bwijn|talk]]) 08:51, 4 July 2015 (CEST)
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::Thanks. And I guess mutations are retained too? --[[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 16:30, 5 July 2015 (CEST)
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:::I'm not entirely sure what carries over to player ghosts and what doesn't. All I know for sure that carries over is the stuff outlined in the article: elemental resistances, defenses, weapon/brand, speed, SInv, etc. What I'm not sure on is if any other attributes, like acid resistance, clarity, or MR carry over. Considering a deep dwarf's lack of regeneration doesn't carry over, it seems reasonable that a troll or vine stalker ghost would regenerate quickly, but I haven't looked at closely at any of the ghosts I've generated, so that's something that would require code diving to confirm. About all I can say with certainty does ''not'' carry over are auxiliary attacks and SH.
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:::As for mutations, it depends on what the mutation was. If it was like fire resistance, scales, or anything that changes one of your attributes on the stat screen (that screen you get when you hit %), then it would probably carry over; again, I'm not sure about things like clarity. Other mutations, like an auxiliary attack or berserkitis don't carry over, to my knowledge. [[User:Spudwalt|--spudwalt]] ([[User talk:Spudwalt|talk]]) 17:50, 5 July 2015 (CEST)
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::::Thanks a lot for such a detailed explanation, you rock! --[[User:Fingolfin|Fingolfin]] ([[User talk:Fingolfin|talk]]) 18:30, 6 July 2015 (CEST)
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I think that, after my updates to this article making it up to date to 0.22, this article should probably be split, with details relating to the generation and content of ghost vaults moved to the ghost vault article. Do you guys agree with this idea? What do you think should be moved to the ghost vault article and what do you think should remain in this article? --[[User:NormalPerson7|NormalPerson7]] ([[User talk:NormalPerson7|talk]]) 20:46, 19 October 2018 (CEST)

Latest revision as of 19:46, 19 October 2018

How can Symbol of Torment (a monster-only spell) be in a player ghost spell list (see 3.2 Summonings/Charms Slot) ?

Good question! I'm assuming it was still there from when Symbol of Torment could be cast by players all the way back in 0.7, so I've removed it. --Lokkij (talk) 16:58, 13 April 2015 (CEST)
Thanks ;) --Fingolfin (talk) 17:20, 13 April 2015 (CEST)

If the player was a troll, or wore an amulet of regeneration, will the ghost regenerate quickly? --Fingolfin (talk) 14:41, 3 July 2015 (CEST)

The ghost would receive all the attributes the character got, so a troll ghost should regenerate rapidly. As for the amulet I'm not sure. Well, only code diving will achieve certainty. -- Bwijn (talk) 08:51, 4 July 2015 (CEST)
Thanks. And I guess mutations are retained too? --Fingolfin (talk) 16:30, 5 July 2015 (CEST)
I'm not entirely sure what carries over to player ghosts and what doesn't. All I know for sure that carries over is the stuff outlined in the article: elemental resistances, defenses, weapon/brand, speed, SInv, etc. What I'm not sure on is if any other attributes, like acid resistance, clarity, or MR carry over. Considering a deep dwarf's lack of regeneration doesn't carry over, it seems reasonable that a troll or vine stalker ghost would regenerate quickly, but I haven't looked at closely at any of the ghosts I've generated, so that's something that would require code diving to confirm. About all I can say with certainty does not carry over are auxiliary attacks and SH.
As for mutations, it depends on what the mutation was. If it was like fire resistance, scales, or anything that changes one of your attributes on the stat screen (that screen you get when you hit %), then it would probably carry over; again, I'm not sure about things like clarity. Other mutations, like an auxiliary attack or berserkitis don't carry over, to my knowledge. --spudwalt (talk) 17:50, 5 July 2015 (CEST)
Thanks a lot for such a detailed explanation, you rock! --Fingolfin (talk) 18:30, 6 July 2015 (CEST)

I think that, after my updates to this article making it up to date to 0.22, this article should probably be split, with details relating to the generation and content of ghost vaults moved to the ghost vault article. Do you guys agree with this idea? What do you think should be moved to the ghost vault article and what do you think should remain in this article? --NormalPerson7 (talk) 20:46, 19 October 2018 (CEST)