You can use either the level up cheat or use the DM to adjust your class levels. just click on the D button at bottom left the select character and right-click. You can also add feats to the character this way.
Well, Protection from evil does NOT stop the groaning spirit or Balor's fear attack and Remove fear does not remove the effect either. My Scouts have failed to find any traps.
Yes, the useless spells such as remove fear need to be fixed soonish. I suppose, rather than adding new characters, I could simply add the craft magic weapon etc. feats to my current characters...
Looks like I forgot to enable it, heh. Funny how no one complained about it till now. Fixed for next version!
Hey, Remove Fear should now properly suppress fear effects. Have you checked this in the latest versions?
Are you sure it's a LIGHT wooden shield? I just tested with one (or rather, "small wooden shield" from the shopmap) and it worked fine. It did have 15% failure when using LARGE wooden shield. If you're certain, please send the savegame. Edit: I also see the code is checking weather the shield has a 5% spell failure chance, since ToEE doesn't directly indicate if the shield is light.
Deleting saves does not affect CTDs. If anything it's probably the fix I issued in 1.0.72. If you can't upload files to this site for any reason, please try a 3rd party hosting site. I can recommend https://wikisend.com (I'm guessing the save file might be over the size limit for the forum, that happens sometimes. Otherwise there's no reason it won't accept a zip file)
Thanks for looking at this SA, I'll check the shield now. EDIT: I have equiped my Warmage with an elven shield and the spell failure has gone away. You were most certainly right SA, the shield he had before was a Large Wooden shield. Thanks again for the input.
I have actually noticed that CTDs reduced substantially once I reduced the vast amount of savegames I had. Never mind, I will have to delete my currrent invulnerable/unable to cast wizard and replace him with a clone who is unaffected.
Forgot to mention this earlier, but this should be fixed as of 1.0.71. It will now check the casting class with which you can actually cast the spell, and choose the appropriate spell / caster level. In addition the option to set the caster level for Scrolls is in, as has previously been done with Wands. Naturally this will also cause high CL scrolls to be more expensive than if crafted at the minimum CL. @StrontiumDog I hope you'll take the time to post the save so this issue might be fixed at the root level, for you and everyone else who may encounter it in the future. Uploading the zip file to wikisend.com should be straightforward, really...
I've run into another small glitch with my Warmage. It seems that upon reaching level seven and having the opportunity to choose a feat from the Warmage class list, (feat in yellow) there are no feats to choose and therefore she is unable to advance to the next level.
Actually you can, if you read the warmage class the first available sudden metamagic (I think it's enlarge) feat can be chosen it's just not highlighted in yellow (which is what I was logging on today to report)
I recently read that weapons can now be crafted above the +3 rane to +5. Yet I am still unable to reach above +3 when crafting.
Strange... Although I have automatic update checked, and my current game states that I have the latest version (1.0.73), I do not have any of the new classes such as blackguard or assassin when I try to create new characters.
+4 and above take up one of the five enchanting slots and I think around level 12 for +4 and level 15 for +5