No, poison and proc rates are always divided by the total number of hits your attack does, whether the hits are on different enemies or the same enemy. If you use hail of arrows on 6 enemies, each individual hit does 1/12 of your poison damage and has 1/12 of your base chance to proc stun/lethality. However, I believe that with poison fractions are retained until the damage is actually applied, so rounding won't cause a ranger with hail to do less poison damage than a mage with lightning.
It's not just orc shamans. A warrior using Shield Wall can be hit by regular attacks by ANY enemy in the back row. The most glaring example is dwarf runecasters--normally they can't do anything but rest after they finish casting their buffs, but if you use Shield Wall suddenly they can hit you! This is probably a bug.
Xmayne:
Actually, most of the unique (purple) armor in the game does come in "sets" already. They don't do anything special when you have more than one from the set equipped, but that wouldn't really work in a game based on a perpetual upgrade treadmill. Would you want to keep a five-levels-out-of-date breastplate equipped in order to get a set bonus with your new helmet?
Manual saving and loading would be completely stupid in a randomized game like MD. Save->open chest->get useless items->reload->open chest->get useless items->reload->open chest->get item you wanted->save. Is that really what you want?
Another tip: until your team is quite mature skill- and gear-wise (and even then it's a good idea), ALWAYS fight melee bosses (the kind where the boss sits in the front row--undead lords, half-trolls, etc.) with one guy in front and three in back. Temporarily swap your rogue's dagger for a bow, and have your barbarian use charge from the back row, and boast once he runs out of targets his charge can reach.
All the front-row bosses in this game have an attack equivalent to the Warrior's Cleave, which will utterly foul you up if you have multiple characters in the front row, especially if some of them are medium-armored.
On Extreme, always buy your buff/debuff skills before the expensive AoE skills. With the higher monster HP on Extreme, just flinging out arrows and lightning will leave you with no power and a screenful of half-dead but still fully-dangerous monsters. Killing the monsters methodically one by one (and thinking carefully about what order to kill them in) often works better than trying to wipe them out en masse.
On my successful Extreme run, Hail of Arrows and Lightning were actually the *last* non-passive skills I unlocked on my ranger and mage respectively.
Oh, and I killed everything on every floor that run, although fighting the bosses on the first 3 or so levels probably isn't worthwhile even if you can kill them--because of how item stats are related to level, most purple items you get on level 1-3 will already be obsolete on the very next level.
I've yet to see the "mundane becomes extraordinary" shrine. Question: Does the transformed item retain its level (e.g. a level 5 white sword become a level 5 purple sword) or is it reset to the current dungeon level?
Just beat the Corruptor on extreme/hardcore! Party was cleric (str/con/int), ranger (all dex), conjurer (all int), mage (all int). The cleric should probably have gone 2:1 int:con instead; I unlocked Fervor but hardly ever got to use it. Mage in front row using incinerate is... exciting. Trick with conjurer is to get your speed juuust over 60, that lets you summon a (blood|mana)sprite and actually have it do its thing before some monster can kill it.
Oh yeah, I ran into a legendary monster (minotaur) on dungeon level 2 or 3; just how likely is that?