It was suggested to me that I post a list of questions that I've added since previous versions of the FAQ. Here is the list. I haven't done any nifty formatting, and there may be typos or errors. Read this at your own risk.
- Nobody
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A. (S.M. 3/27) Here is the spell list as of the end of March. While there may
be a few additions, removals, or changes, I think this will probably be the list
of spells we will be shipping with (actually I think we're are going to do about
another 30 more, but I'm not going to promise it). Everybody thank Huy Nguyen
for working major overtime to get all of these done.
Here's the list...
Goto Eye-On-Troika for a nifty spell reference.
Total Count: 224
Aid
Animal Growth
Animal Trance
Animate Dead
Bane
Barkskin
Bestow Curse
Bless
Bless Water
Blight
Blindness Deafness
Blink
Blur
Break Enchantment
Bulls Strength
Burning Hands
Call Lightning
Calm Animals
Calm Emotions
Cats Grace
Cause Fear
Chain Lightning
Chaos Hammer
Charm Monster
Charm Person
Charm Person or Animal
Chill Metal
Chill Touch
Circle of Doom
Clairaudience Clairvoyance
Cloudkill
Color Spray
Command
Cone of Cold
Confusion
Consecrate
Contagion
Control Plants
Cure Critical Wounds
Cure Light Wounds
Cure Minor Wounds
Cure Moderate Wounds
Cure Serious Wounds
Curse Water
Darkvision
Daze
Death Knell
Death Ward
Delay Poison
Desecrate
Detect Chaos
Detect Evil
Detect Good
Detect Law
Detect Magic
Detect Secret Doors
Detect Undead
Dimension Door
Dimensional Anchor
Discern Lies
Dismissal
Dispel Air
Dispel Chaos
Dispel Earth
Dispel Evil
Dispel Fire
Dispel Good
Dispel Law
Dispel Magic
Dispel Water
Displacement
Disrupt Undead
Divine Favor
Divine Power
Dominate Animal
Dominate Person
Doom
Emotion
Endurance
Endure Elements
Enlarge
Entangle
Entropic Shield
Expeditious Retreat
Faerie Fire
Fear
Feeblemind
Find Traps
Fire Shield
Fireball
Flame Strike
Flare
Fog Cloud
Freedom of Movement
Gaseous Form
Ghoul Touch
Giant Vermin
Glitterdust
Goodberry
Grease
Greater Magic Fang
Greater Magic Weapon
Guidance
Gust of Wind
Halt Undead
Haste
Healing Circle
Heat Metal
Hold Animal
Hold Monster
Hold Person
Hold Portal
Holy Smite
Ice Storm
Identify
Improved Invisibility
Inflict Critical Wounds
Inflict Light Wounds
Inflict Minor Wounds
Inflict Moderate Wounds
Inflict Serious Wounds
Invisibility
Invisibility Purge
Invisibility Sphere
Invisibility to Animals
Invisibility to Undead
Keen Edge
Knock
Lesser Restoration
Lightning Bolt
Mage Armor
Magic Circle against Chaos
Magic Circle against Evil
Magic Circle against Good
Magic Circle against Law
Magic Fang
Magic Missile
Magic Stone
Magic Vestment
Magic Weapon
Meld Into Stone
Melf's Acid Arrow
Mind Fog
Minor Globe of Invulnerability
Mirror Image
Mordenkainens Faithful Hound
Negative Energy Protection
Neutralize Poison
Obscuring Mist
Open Close
Orders Wrath
Otilukes Resilient Sphere
Phantasmal Killer
Poison
Prayer
Produce Flame
Protection From Arrows
Protection From Chaos
Protection From Elements
Protection From Evil
Protection From Good
Protection From Law
Rage
Raise Dead
Ray of Enfeeblement
Ray of Frost
Read Magic
Reduce
Remove Blindness Deafness
Remove Curse
Remove Disease
Remove Fear
Remove Paralysis
Repel Vermin
Resist Elements
Resistance
Restoration
Righteous Might
Sanctuary
Scare
Searing Light
See Invisibility
Shatter
Shield
Shield of Faith
Shillelagh
Shocking Grasp
Shout
Silence
Slay Living
Sleep
Sleet Storm
Slow
Soften Earth and Stone
Solid Fog
Sound Burst
Spell Resistance
Spike Growth
Spike Stones
Spiritual Weapon
Stinking Cloud
Stoneskin
Suggestion
Summon Monster I
Summon Monster II
Summon Monster III
Summon Monster IV
Summon Monster V
Summon Nature's Ally I
Summon Nature's Ally II
Summon Nature's Ally III
Summon Nature's Ally IV
Summon Nature's Ally V
Summon Swarm
Tashas Hideous Laughter
Teleport
Tree Shape
True Seeing
True Strike
Unholy Blight
Vampiric Touch
Virtue
Web
Wind Wall
A. (S.M. 3/27) One of the reasons I posted this list this month was because
"technically" this was our "Final Spells Added" milestone.
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Q. No Otto's Irristable dance? Leomund's Secure Shelter and Secret Chest?
Tenser's floating disc?
A. (H.N. 3/27) otto's irresistable dance is a level 8 sor/wiz, level 6 bard
spell - not for this game. both leomund spells mentioned are still on the list
of spells to be implemented, so once i can get around to them... for ToEE,
secure shelter will most likely change in functionality to simply allow you to
rest wherever you are with no encounters. useful when deep in a dungeon... as
for tenser's, the usefulness of the spell when weighed against the special cases
it would need means it is probably tossed out (if it hasn't been already). and,
given options like leomund's chest, there are several other (better) ways to
increase your carrying capacity/avoid encumbrance.
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Q. Why were spells like light left out?
A. (S.M. 3/27) Since we have prerendered backgrounds changing the local lighting
of an area isn't really possible. And unless the spell has ulterior effects
wasn't even considered (e.g. light, dancing lights). We wanted, and still do
want, to include darkness and daylight (e.g. of spells that effected dynamic
lighting AND had significant gameplay effects) and a lot of the other spells
that are on the list but we eventually had to stop putting programmer time on
spells and get some other key features and bugs fixed.
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Q. Will the wall spells make it in?
A. (S.M. 3/27) The only reason [walls] aren't on the list is because they
couldn't get done in time for this month. We had wanted to do the walls, and
Mike even did art for the Wall of Ice (and it could even be broken thru by
attacking, etc,. and of course it looked freakin bitchin, thanks Mike!!!). And
really, they weren't impossible to do, but there were just so many of them and
they each would take a few days work. They couldn't get done in time for this
month so "officially" we had to drop them. Thats not to say they can't reappear
in later months. Just don't expect them, or any other spell to be added.
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Q. Will all the spells be useful, or will there be a bunch of duds?
A. (S.M. 3/28) Every spell in that list has many uses in the game. We
specifically excluded those that didn't have any (or only one single) use in the
game. That was the cut off reason for most of the spells. I would say we only
didn't include about 10-20 because of time.
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Q. Will every casting class and clerical domain have enough unique spells to
cast?
A. (S.M. 3/28) We also have 100% coverage on 100% of the domains, and I would
guess every class has at least 8 (probably at least 10) and on average 15 or
more spells to pick from per level.
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Q. Can we use counterspells to cancel an enemy mage's spells?
A1. (S.M. 3/28) I know that delay is in, and readying an action (for a spell to
be cast, an enemy to enter a threatened area, or another creature to act) is
being worked on. I am hoping that Sean will have readying an action to
counterspell, but I'm not sure it is in, or if it will make it. Really is cool,
useful, and we hope it can get in. I think it makes dispel magic a super
powerful spell.
A2. (H.N. 3/28) i hope will make it in too. as steve said, it would be a time
issue.
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Q. Can we get a damage bonus by using a touch-based spell while sneaking?
A. (H.N. 3/28) optional rules from expansion books aren't high on our priority
lists and probably aren't on our deliverables for milestones, unfortunately.
although i agree, dealing sneak attack damage with a rogue/mage on ranged touch
spells wouldn't be too terribly hard.
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Q. Why were the illusion spells left out?
A. (H.N. 3/28) illusion spells are difficult to do correctly in a CRPG - i don't
think any implemention of, say, Major Image or Creation, we could do would be
satisfactory to anyone. and the time spent trying to make them work would
probably be the equivalent of 5 or 6 other spells we could do. actually,
coverage of the school of illusion (sor/wiz, levels 0-5) isn't so bad, i'd say
around 33% - considering most illusion spells are PnP-ish.
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Q. What other spells have a chance of making it in?
A1. (H.N. 3/28) a portion of the unimplemented spells are still on my
"unofficial" spell todo list ...i can think of Shield Other as another spell
that was passed over for presumably whatever reason i can't think of right now,
and i'd like to touch again.
A2. (H.N. 3/28) in particular, darkness, evervation, flame arrow, flaming
sphere, polymorph, and the walls are still on my list. tiny hut could be
reinterpreted as a lower level version of the Secure Shelter implementation we
were thinking of (maybe halve the chance of random encounters)...
A3. (H.N. 3/28) Interposing Hand i wanted to do, but we couldn't think of a way
to make this look *REALLY* good visually, and still keep the spell 100% the
same; if we figure out something or come up with a satisfying modification, it
may be back on the list
A4. (S.M. 3/27) I believe "Shatter" is actually going in as a modified spell. It
doesn't behave 100% as the PHB describes shatter to behave. Rather than damaging
items I think it does damage to crystalline things and other creatures of the
earth domain. Don't worry it will be called out both in the manual and the in
game documentation.
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Q. How will the teleport spell work?
A1. (H.N. 3/28) the only implementation of teleport right now is to essentially
be the worldmap shortcut. out of combat, it allows you to bring up the worldmap
anywhere, and travel to a known destination without random encounters. not
exactly the 3rd edition spell, we know, but this was the best way to integrate a
worldmap "shortcut" (given the choice between an item or a spell or an Orb of
the Moons that could do this), and teleport was given this functionality. sorry
for the Ultima reference
A2. (H.N. 3/28) teleport will technically be teleport without error ...for
obvious fun reasons!
A3. (H.N. 3/31) [Teleport is] currently [limited to] wiz/sor 5 and travel domain
5 only
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Q. How does dimension door differ from teleport?
A. (H.N. 3/28) dimension door is the one currently used in combat/dungeons to
move the caster to non-worldmap destinations. teleport may be changed/added so
that it functions like dimension door, only with the entire party (probably out
of combat). the problem of course, with spells such as these, is bypassing
scripted areas/events, where dependencies may break. we'll see
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New link: http://forums.avault.com/cgi-bin/ultimatebb.cgi?ubb=get_topic&f=3&t=001000
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Q. Will there be a shop that sells super-powerful items?
A. (H.N. 3/30) most likely high-powered enchantments won't be sold in stores
near you. tim could tell you for sure about what kind of magic items are sold by
vendors
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Q. Why were drow left out of the available race list?
A1. (H.N. 3/30)i believe the concern is not whether they are too powerful or
unbalancing, but the design team does not want to introduce a PC selectable Race
that *should* evoke certain types of responses (dialog or otherwise) but won't,
given our timeframe. more succinctly, if we don't time left to properly
script/dialog how NPC's should react to a party of Drow waltzing into Hommlet,
then that is a strong argument for not including Drow. this is more important to
the design team then just throwing in the Drow for their (IMO) awesome bonuses.
A2. (H.N. 3/30) i hope that makes sense. in short, no guarantees on subraces
(either way) :P ...the subraces that are just a set of modifiers and require
little or no extra scripting are more likely to make it in, if any of them do.
(i.e. this same argument can be made for the half-dragons, celestials,
half-ogres, etc - but something like a Wood Elf would be nice and easy)
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Q. Will certain spells have costs other than memorizing a spell? (updated)
A. (T.C. 3/31) Spells that have significant material components (i.e. components
with a GP cost specified in the spell) will cost gold to cast. So while you
don't need 500 gp diamond to cast Raise Dead, you do need 500gp. For spells like
Fireball that need bat guano and sulfur, you don't need anything nor do you need
to spend any gold. We just assume you have those components on you. I mean, who
doesn't carry bat guano around?
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Q. Can we wield a one-handed weapon with both hands?
A. (S.M. 3/30) I think the way one handed weapon attacks are done right now
assume that if you have nothing in your other hand that you are using it two
handed. We thought and thought and thought (for hours, or maybe minutes, we
started playing Hungry, Hungry Hippos after a few minutes) and could not come up
with a reason why you'd NOT want to wield a one handed weapon two handed if you
have a spare hand (you get 1.5x strength bonus).
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Q. How will two-handed wielding of one-handed weapons work with weapon finesse
or deflect arrows?
A. (S.M. 3/30) Currently, [the game] does render you with one hand holding it
and Weapon Finesse is only used if the damage it will produce is higher than the
damage that not using would produce (IIRC). However, Deflect Arrows does provide
an interesting issue. I think the way it is right now is kinda cheating because
you will be switching from 1 handed to 2 handed during the same round (if you
were to deflect arrows). I don't know how big of an issue it may be. Perhaps
balance and playtesting will show whether or not we should have a option for
changing it. I'll ask Sean if we can add an option to Attack /w Two Hands to the
Standard Attack action.
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Q. Will the icons from the PHB be used as follower portraits?
A. (S.M. 3/30) As far as I know, we are implementing all of our own art. And all
concepts and 2d artwork (portraits, interface, etc.) are being done by Chris
Glenn. What he is using for reference I'm not sure. But personally I think his
stuff is freaking amazing.
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Q. Will there be a level cap? (updated)
A. (T.C. 3/27) While it is possible in Greyhawk for a single character to reach
our level cap of 10 before the end of the game, you can make a party of up to
five player characters who share the experience points and therefore need more
total xps before they reach level 10 together. In addition (and this is
something I really like about 3rd edition D&D), you can spend xps to make new
magic items. So it will never be a waste of experience to reach the level cap,
because you can simply task your casters with magic item creation. You can make
magic items that don't appear in the game as treasure (so no one will have this
item unless you make it), and you can also make weapons tailored against
particular foes, like a flaming scythe to use against trolls.
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Q. What game engine is ToEE using?
A. (T.C. 3/27) We are using a heavily modified version of [the Arcanum] engine,
which now uses 3D characters and particle effects. We began modifications after
Arcanum was completed, and when Infogrames came asking about the possibility of
doing D&D, we showed them a demo of the new engine's capabilities, and they
really liked it. Without having such an engine available, we would never have
agreed to such a tight schedule (18 months to make an RPG!). So we have spent
that time primarily making content and encoding the D&D rules into the game
layer, but we did continue to add new features like cloth rendering, so we could
do robes and capes, and procedural spell effects, so spells like Chain Lightning
can behave as they are supposed to, in this case leaping from one enemy to the
next.
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Q. How many feats are in the game?
A. (T.C. 3/27) We have implemented a subset of the core books' feats, but it's a
big subset. The only feats we dropped were ones the engine could not handle,
like the mounted combat feats, or that were beyond the scope of the game, like
Forge Ring which requires you to be 12th level.
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Q. When you get ToEE out the door, is your team going to merge with the other
team to help get that other game finished? Or will you start on a sequel?
(update)
A. (T.C. 3/27) I am thinking of Against the Giants as a potential sequel. Of
course, there will only be a sequel if the sales of the first one are high
enough.
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Q. If I kill Jim Bob of Hommlet, will Joe Bob, located halfway across town, know
about it? (update)
A. (T.C. 3/27) There are a few opportunities for this, but in some places, they
will just know it's you. You're the only new person in the area, and people are
dying. It doesn't take Sherlock Holmes to figure out who is doing it.
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Q. Will there be any NPCs that are "forced to die" in a cutscene or script?
A. (T.C. 3/27) I don't think I kill anyone automatically in front of you.
However, I can think of one place where you can stumble upon a person who has
just killed someone.
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Q. Will there be a canine NPC companion available?
A. (T.C. 3/27) Almost certainly.
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Q. Can you control the NPC follower's actions? (update)
A. (T.C. 3/27) Currently you control the PC's and the NPC's outside of combat,
but only the PC's in combat. We may allow NPC control inside of combat too, but
if you make them do something they hate (like make a paladin kill a good
person), they will leave the party.
A. (T.C. 3/29) Right now, you have no control, but we are adding the ability to
take total control. We will probably end up giving you the option, for both PC's
and NPC's, of controlling them in combat. If you choose not to control them, the
AI will do it.
A. (T.C. 3/29) There will be no difficulty settings associated with the control.
Think of it this way: you control your NPC's except when it's safe to let them
go, e.g. there are only 2 rats left and you let the fighter NPC's go on auto.
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Q. Can you see an NPC follower's stats and skills? (update)
A. (T.C. 3/29) You can never see their stats or what they are wielding.
------------
Q. Can you access an NPC follower's inventory? (update)
A. (T.C. 3/29) You can add and remove things from their inventory, to use them
as pack rats. So if an NPC wields a shield you give them, you cannot get it back
unless they unwield it (perhaps if you give them something better) or when they
die.
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Q. Will the journal keep track of which quests you've solved or botched?
(update)
A. (T.C. 3/27) We have something already in place. And I know the book opens to
the last page you looked at.
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Q. Will there be any livestock to terrorize, and will we get EXP for doing so?
A. (T.C. 3/27) There will be children. And consequences for messing with them.
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Q. Are there any other NPC quirks worth mentioning?
A. (T.C. 3/27) We have deceptive NPC's, where they seem nice or seem evil, but
they're not. As for quests though, most of them are not deceptive in that way.
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Q. Will NPCs wander around the map?
A. (T.C. 3/27) I have worked towards giving NPC's goals. Many will join your
group for a purpose and leave when they achieve it. But if they get too
realistic, for example, if they constantly move all over the map, that's
annoying when you want to find them. We have a few NPC's that move around a lot,
but most stay in a particular area.
A. (T.C. 3/27) We do have NPC's that cross maps and wander about. It's just that
most of them who give or adminster quests will stay at or near one location, so
you can find them easily. That doesn't mean that Farmer Joe won't go into his
fields during the day and go home at night, it just means that he won't go all
over the village.
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Q. Can we augment a monk's unarmed attack by making enhanced boots or gloves?
A. (T.C. 3/28) Magic Fang and Greater Magic Fang spells are in the game. [These
spells make natural weapons such as fists do more damage and hit more often.] I
don't think you can attach them to boots or gloves, though.
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Q. How does the game calculate EXP awards?
A. (T.C. 3/28) All experience is party based. It never goes to just one
character. Experience is awarded for killing things, finishing quests, and
disarming traps. Basically anything that gets assigned a Challenge Rating (CR)
rewards experience.
------------
Q. Will there be a time limit to complete the main quest?
A. (T.C. 3/28) Nope.
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Q. What is being done to facilitate the feeling that the environment is dynamic
and interactive? (update)
A. (T.C. 3/28) Our interactivity is limited to items you can pick up, including
books, and some manipulatable things like doors and chests. If a barrel is not a
container, you cannot manipulate it.
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Q. Will combat and non-combat options have balanced EXP awards?
A. (T.C. 3/28) Yes, we are trying to make sure the talking solutions provide xp
and items on par with the combat solutions. The biggest problem we have run into
is that you can talk to people to get their quests, and then kill them later.
However, it's doubtful that the combat-oriented characters can do many of the
high powered talk quests.
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Q. Are parts of the game funny?
A. (T.C. 3/28) I'd like to think so. Some of the humor is very low key, and some
of it is a reference to out of game things, but we did it in such a way that if
you don't get the reference, the humor does not seem out of place. You just
won't know that there is a sub-context.
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Q. What level do your characters start at?
A. (T.C. 3/28) You start at level 1. I think level 1 characters in 3rd edition
are more powerful than level 1 characters from 1st edition. The feats, skills,
and level 0 spells really help.
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Q. Are there going to be factions? If so, how many will there be? (update)
A. (T.C. 3/28) ToEE has a smaller scope than Arcanum. So while there are fewer
factions, they have more of an effect in the game. If you piss off the people in
village of Hommlet, it's not like you have 20 other villages to go to.
------------
Q. Will there be combat situations that are challenging for a max-level party?
A. (T.C. 3/28) Yes, there will be challenges. We are putting in some tough
creatures that are not on the main story arc and do not have to killed to
complete the game. But clever players will find a way to defeat them.
------------
Q. Will there be other PCs our characters have to compete with to beat the game
first?
A. (T.C. 3/28) No. You are the heroes of the game. There aren't NPC groups
running in parallel with you.
------------
Q. How many followers (NPCs) can join your party? (update)
A. (T.C. 3/28) Most followers are humanoid, but there are some animal and
monster followers (maybe 5 out of 40). But you can always animate some zombies
or find a familiar or summon an animal companion.
------------
Q. Is there grappling? Pinning? The option to try and use escape artist to
wriggle free? (update)
A. (T.C. 3/28) We have unarmed combat, but grappling and some of the more
specialized weapons are out.
------------
Q. Will there be penalties for firing ranged weapons at creatures in melee
combat?
A. (T.C. 3/28) Yes, the firing into melee penalty is already in, and the cover
penalties [caused by the melee combater's opponent] are going in soon.
------------
A. (T.C. 3/29) Let's see: parleying with demons, alcohol abuse, sexual
situations, adult themes. Yeah, we're getting an M.
------------
Q. Does the AI have any strategy tricks up its sleeve?
A. (T.C. 3/29) We've added several cool new AI features. One is scouting, which
I have mentioned before. Some monsters, upon seeing you, do NOT run to attack
you. Instead, they run back to a group of their friends and alert them, and then
they ALL come for you. We also have alert points, which are like day and night
stand points, but they represent where the NPC will stand if the area is on
alert. So if you screw up and trip an alarm or otherwise tip off that you are in
a secure area, the NPC's will all head to their alert points, which are usually
crucial places like stairs and staging areas.
-------------
Q. Will be there be jaunty hats?
A. (T.C. 3/29) Yes, we have jaunty hats. The Gandalf-like wizard hat is in, as
well as several others, including my personal favorite, the jauntiest hat of
all, which I often put on my halfling monk.
------------
Q. Will there be skull caps for clerics?
A. (T.C. 3/29) No skull caps, but we do have some headgear for clerics and
druids.
------------
Q. How difficult is the game on the normal settings?
A. (T.C. 3/29) Seriously, it's hard to tell. Some of the big monsters don't do
their special attacks yet, and all of the magic items are not in yet. Combined
with the variability of your party (an all-bard party will be tougher to finish
the game with than a more balanced group), and I don't think I can answer that.
------------
Q. Are there any other NPC quirks worth mentioning?
A. (T.C. 3/29) We already have several NPC's that perform actions spontaneously,
like attacking something or leaving the group or starting dialog. It's part of
their hidden agendas.
------------
Q. Can you see an NPC follower's stats and skills?
A. (T.C. 3/29) [Even though you can't see their stats,] they will tell you their
class and relevant info in dialog.
------------
Q. Can you access an NPC follower's inventory? (update)
A. (T.C. 3/29) Yes. The stuff they want to keep will not be visible in their
inventory.
------------
Q. Will there be a difficulty select (other than Ironman)? (update)
A. (T.C. 3/29) We are not exactly sure about difficulty settings yet. We do have
Normal mode and Iron Man mode.
------------
Q. Will there be an Ironman mode? (update)
A. (T.C. 3/29) In Iron Man mode, you cannot reroll your stats in the character
creation phase, and you only get one save game, which you can only use when you
quit the game. You play until you quit (in which case your game is saved) or
until you die. And when you die, you are dead. Just like PnP.
------------
Q. Will switching hands or putting a weapon away to cast a spell count as a free
action?
A. (S.C. 3/31) At some point you have make allowences for how the game is
actually played. It would be a pain in the butt if you had to go into your
inventory and put away your two handed sword every time your wizard/fighter
wanted to cast a spell. So in our game it's assumed you can switch as a free
action. We go past that, actually - even if you've got a dagger in each hand you
can cast spells. You put your weapons away, cast the spell, and then pull the
weapons back out again as a single standard action. This might seem unrealistic
but believe me, it's better than the alternative. Similarly, we're not requiring
an empty hand for Weapon Finesse or Deflect Arrows.
------------
Q. Will we get to adjust our characters skin/hair tone? (update)
A. (S.M. 3/31) Currently our engine incurs severe penalties and does not have an
easy API for manipulating colors or hues on a subset of colors of a texture on
the fly. One idea was to have our texture artists redo a bunch of different skin
tone textures with all the armors but I don't think this will be feasable within
our estimated time frame. I think it is something that we want to add, but
probably wont make it for our ship date. But you never know...
------------
Q. Will the monk ability "flurry of blows" be implemented?
A. (H.N. 4/1) flurry of blows is in. sean can tell you more about its
intricacies and implementation - help him out (i.e. bug him) and ask about the
special cases! attack bonuses per, wielding weapons, etc (some of which have
already been mentioned, i think) ....mwahahahah! hehe, i don't think you'll
fluster him at all - he's got it all handled ...i just flurried one of my own
PC's and wasted her a*se!