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Re: MV-Sam Lots of Q's Lev.5 Spoilers
Posted By: Sam, on host 24.62.250.124
Date: Sunday, June 5, 2005, at 13:03:38
In Reply To: MV-Sam Lots of Q's Lev.5 Spoilers posted by Banan on Sunday, June 5, 2005, at 00:08:54:

> Hi Sam, I'll try to be clearer on that same of problem this time. Has to do with 'switches' and moving walls around with them. Sometimes they seem to do exactly what I think they will (at least in the area seen near=by) and screw things up elsewhere. What can you advise about returning them to original positions after the task you move them for is completed or leaving them as they were after you got your desired result?

Each switch only moves blue walls that are within four squares of you, so any blue walls further away will be unaffected.

The arrows on the blue walls indicate what direction the walls will move if you flip the switch. It should be pretty self-apparent what happens when you flip the switches. Just sit on one and flip it a few times to see how it works.

> Example, why is it that the 'information highway doesn't bring up my armor class as the write ups say it does for at least the time between involking and hitting a new check point and why are those 'permanent' one pt. increases from a certain faction not permanent and only last thru that particular battle just as the rest that promise nothing do? Is that usual or a glitch in my game?

It's a little confusing, admittedly, but there is no glitch.

There are two kinds of AC spells. Temporary, which only last for the duration of combat, and permanent, which last forever, or until you hit a trap that weakens it.

Temporary AC spells are cumulative, that is, if you get a hundred temporary AC spells going all at once, your AC will be raised by the TOTAL increase of all those AC spells. For example, if you cast 100 AC spells that raise your AC by +3, you'll have 300 added on.

Permanent AC spells are NOT cumulative. If you get a +1 permanent AC spell cast, then a +5 permanent AC spell cast, then a +3 AC spell cast, then your total permanent AC bonus is just +5, because that was the highest one cast.

This is EXACTLY how the permanent/temporary AC spells work in Murkon's Refuge, which is perhaps why I didn't think to make a point of it in the instructions. Still, it should probably be clarified.

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