Halls Hopper
Posts: 65
Joined: Monday, 13th June 2011, 17:30
Ask fellow adventurers how to stay alive in the deep, dark, dangerous dungeon below, or share your own accumulated wisdom.
Halls Hopper
Posts: 65
Joined: Monday, 13th June 2011, 17:30
Vestibule Violator
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Location: Penza, Russia
Ziggurat Zagger
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Slime Squisher
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Zot Zealot
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Location: United Kingdom
Snake Sneak
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Ziggurat Zagger
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speciesxx wrote:It is bad to identify a wand of fireball right next to a rat at level 2.
Tartarus Sorceror
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Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
Grimm wrote:speciesxx wrote:It is bad to identify a wand of fireball right next to a rat at level 2.
Always ID wands by aiming at least three squares away (fireball), at an angle (lightning), and at a wall (digging/disintegration).
Ziggurat Zagger
Posts: 5832
Joined: Thursday, 10th February 2011, 18:30
Grimm wrote:speciesxx wrote:It is bad to identify a wand of fireball right next to a rat at level 2.
Always ID wands by aiming at least three squares away (fireball), at an angle (lightning), and at a wall (digging/disintegration).
Blades Runner
Posts: 546
Joined: Monday, 20th December 2010, 14:25
Vaults Vanquisher
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Zot Zealot
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Location: United Kingdom
Ziggurat Zagger
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Joined: Friday, 17th December 2010, 18:17
jejorda2 wrote:And of course, at a trivial natural enemy, so it the target doesn't turn into something crazy (polymorph, though the rat->boggart example makes this less important), get fast enough to beat you (haste), stab you to death (invisibility), or just resist so you still don't know what you have (slow, paralyze, disintegrate, confuse, enslave).
And hit it once first with a dart so it has room to heal, just in case.
Blades Runner
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Joined: Thursday, 23rd December 2010, 19:17
Blades Runner
Posts: 599
Joined: Thursday, 28th April 2011, 07:47
Grimm wrote:I no longer ID wands on monsters for the very reasons jejorda2 lists here. If a wall shot does not ID the wand, fire it at yourself (on a cleared level of course) and that will ID all of the abovementioned wands with zero risk to the player.
Vestibule Violator
Posts: 1593
Joined: Thursday, 19th May 2011, 16:38
Location: Penza, Russia
Snake Sneak
Posts: 105
Joined: Sunday, 19th December 2010, 19:28
Location: UK
Abyss Ambulator
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Joined: Friday, 28th January 2011, 21:45
Sewers Scotsman
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Joined: Friday, 13th May 2011, 08:47
Location: Ultima Thule
Zot Zealot
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Joined: Tuesday, 21st December 2010, 17:22
Location: United Kingdom
Slime Squisher
Posts: 332
Joined: Friday, 4th February 2011, 18:04
Location: The South, US
Tartarus Sorceror
Posts: 1776
Joined: Monday, 21st February 2011, 15:57
Location: South Carolina
dolphin wrote:Do not join up with Okawaru until ALL your Demonspawn mutations are known. Just because you figure it will be unlikely that you will Demonic Guardian does NOT mean the RNG will consider it unlikely.
Blades Runner
Posts: 623
Joined: Thursday, 23rd December 2010, 19:17
Ziggurat Zagger
Posts: 3037
Joined: Sunday, 2nd January 2011, 02:06
jejorda2 wrote:I read in a spoiler once (before the big change to demonspawn mutations around 0.6) that the conjuration and summoning mutations would never be given to Makhleb worshippers, because they already had similar demon-themed powers and didn't need those mutations. It seems like Okawaru worshiping demonspawn should be barred from receiving the guardian mutation.
Vaults Vanquisher
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Joined: Monday, 13th June 2011, 00:21
Ziggurat Zagger
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Halls Hopper
Posts: 55
Joined: Wednesday, 20th July 2011, 02:19
Zot Zealot
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Joined: Tuesday, 21st December 2010, 17:22
Location: United Kingdom
Dungeon Master
Posts: 4031
Joined: Thursday, 16th December 2010, 20:37
Location: France
OdiumTheologicum wrote:That Orc throwing runed hand axes. He's a lot more dangerous when they're hand axes of distortion and you get sent to the abyss...
Halls Hopper
Posts: 55
Joined: Wednesday, 20th July 2011, 02:19
galehar wrote:OdiumTheologicum wrote:That Orc throwing runed hand axes. He's a lot more dangerous when they're hand axes of distortion and you get sent to the abyss...
Seriously? Melee brands have no effect when the weapon is thrown. At least for the player, but I'm pretty sure it's the same for monsters. If you're positive that's what happened, you should fill a bug report.
Blades Runner
Posts: 575
Joined: Tuesday, 18th January 2011, 15:11
Halls Hopper
Posts: 55
Joined: Wednesday, 20th July 2011, 02:19
absolutego wrote:can't you tell from the character dump?
Zot Zealot
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Location: United Kingdom
Dungeon Dilettante
Posts: 4
Joined: Thursday, 7th July 2011, 13:23
Ziggurat Zagger
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Abyss Ambulator
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Abyss Ambulator
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Lair Larrikin
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Joined: Friday, 17th December 2010, 03:05
Halls Hopper
Posts: 55
Joined: Wednesday, 20th July 2011, 02:19
Grimm wrote:Scroll of fear will make a polar bear berserk, not run.
I really wish I had been spoiled on that before going into that Ice Cave.
Abyss Ambulator
Posts: 1189
Joined: Friday, 28th January 2011, 21:45
TwilightPhoenix wrote:There's an Ossuary with a Guardian Mummy in a small chamber with most of the treasure. Just because the game tells you he moves slowly doesn't mean you can Passwall in, grab the stuff while out running him, and then teleport out. He'll somehow manage to stay caught up to you.
Halls Hopper
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Joined: Wednesday, 20th July 2011, 02:19
Mines Malingerer
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Halls Hopper
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Zot Zealot
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Lair Larrikin
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Halls Hopper
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Vaults Vanquisher
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Ziggurat Zagger
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Zot Zealot
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Abyss Ambulator
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