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Old 04-24-2006, 08:23 PM   #21
Ultra Marine
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Fighters with 5pp in axes rules. In Hof, it fixes the problem of running out of ammo.
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Old 04-28-2006, 02:53 AM   #22
Serak Moonblade
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@ aerich, dundee slaytern

Sorry for the delay. Was caught up in some stuff.

I was using a quarterstaff then. had (**) in it then. Now using mace. Had (*) then; now have (**) in maces.

i've not used the spell spiritual hammer ever.
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Old 04-28-2006, 04:36 PM   #23
Aerich
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Thought so. I'm not aware of any ApR bugs.

Spiritual Hammer is most useful on HoF, before reaching the Hand. There are only small numbers of magical sling bullets before then, and the Hammer spell can damage weapon-immune creatures from long range.
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Old 04-29-2006, 10:21 AM   #24
Serak Moonblade
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I'll keep that in mind when i get to HoF. Thanks.
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Old 05-02-2006, 12:43 AM   #25
Ultra Marine
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I'm not sure if this is a bug.

Try casting spritual hammer on a r/c. The APR changes when i put sheild on and it changes again when i put shield off.
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Old 05-02-2006, 09:18 AM   #26
ZFR
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Quote:
Originally posted by Ultra Marine:
I'm not sure if this is a bug.

Try casting spritual hammer on a r/c. The APR changes when i put sheild on and it changes again when i put shield off.
No it is not a bug.
Rangers get an extra apr if they are not using a shield and using a mellee weapon. This is supposed to be a way of implementing dual-wielding.
(NOTE: it works with two-handed weapons too, which IMO is a bug...)
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