You aren't forced to. It defaults to auto-updating, but you can go to the Properties page and turn off auto-updating for any game you wish.
Well, there are some other factors to take into consideration. For example, you can't have an item do negative damage. So if an item rolls a...
Mostly correct, only minor change is it would be: While N < Count -- And worth noting that the only 6 Bonuses that the 7.3% applies to are the...
It is true, but it's also got exceptions, of which you've listed one. Items that are considered "artifact" class (check dredmorwiki.com for a...
The chances are correct, but the benefits are wrong. Positive benefits range from 1-2, with what I still consider a bug giving the possibility...
"Indeed. Especially due to the fact that the code has it a 5/8 for a good result( according to people here who looked it up, ) leaving a 3/8...
There are some factual errors there. The cap on lutefisk is 100. That will get you the best enchantment possible, as well as guarunteeing an...
Dungeons levels aren't generated until the first time that you descend to them. That means that if you are playing for awhile on a new level, and...
They already sort of have that for the basic items - crude, rough, etc. Deconstruction is a good idea, but rather than scale down/up items, I'd...
"300 XP worth of enemies for walking around Floor 10 for 10 minutes" I don't recall the XP for enemies on level 10, but what I just killed on...
Ah, that's Blood Magic in operation? Interesting, I didn't realize there was a visual effect like that for it. In that case, "bug" solved. ;)
"That's not exactly true" No, it is exactly true. And yes, I'm basing my conclusion on the game code, which yes, I've been studying. Amulets...
I've been playing a Promethean mage recently, and something struck me as odd when casting fireball. I'd get blood sprays in areas that didn't...
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