VPBAUVLEKBRT6ATS7BLK3VVCAHTIAXBL6OYNGYRSXHXSTSIG2SKQC KYCC2MDIHIIDWZ25NTSCVO3CWSF7PX5XV3VRNVXJBXFM5ASY7NGAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC SVY2PTCLXR3KNPQAWXVXTTGCC5DR334HOAKHYO3VDDRWM2BWMALAC AJHVP42Y67SB4NKFMZB24524PGX2XA5WLFNEFV52MIGTS47ALMVQC PI5BATR2SER3RFE76IUGHM2AGXVFOUM3PLU7WC2K2Q2BA5K2E73QC HH3HFWVXABJ4IRMN22PPJCREMULZSN6DA7VYKOGECGMNUQTZ5QNQC RIMJO42HB75SAZH44KZ2UH2QULOPIJLMEN4CR2CYNR2EKEKLFHSQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC FUEEIUKGHHFPIRZCN3N753GONWAZTWQ2ZWR53IBJAAZ6FZUNGOMAC // FIXME We're randomising mon->evasion, which is further// randomised inside test_beam_hit. This is so we stay close to the 4.0// to-hit system (which had very little love for monsters).
// FIXME: We're randomising mon->evasion, which is further// randomised inside test_beam_hit. This is so we stay close to the// 4.0 to-hit system (which had very little love for monsters).