Odd things sighted in dungeon.


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Abyss Ambulator

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Post Saturday, 13th April 2013, 07:38

Re: Odd things sighted in dungeon.

nicolae wrote:
prozacelf wrote:I for one totally support the idea of "off-brand ammunition." I didn't even know that stuff that had to be fired from launchers could have a returning brand.


You can do all kinds of fun things with vault item definitions! But the devs told me I had to take out the throwing nets of returning. :( To be fair it turns out they're buggy and don't work right anyway.


LOL. Let me guess, they got screwed up when they started to get frayed?

Returning nets would be awesome, especially if they self-repaired.

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Post Saturday, 13th April 2013, 09:19

Re: Odd things sighted in dungeon.

Durable nets might actually be useful.

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Post Saturday, 13th April 2013, 17:55

Re: Odd things sighted in dungeon.

prozacelf wrote:LOL. Let me guess, they got screwed up when they started to get frayed?


Not that I can remember. The main bug I'm thinking of is that if a monster gets their hands on one and throws it at you, you could end up Held even though the net still returns to the thrower.
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Post Sunday, 14th April 2013, 07:10

Re: Odd things sighted in dungeon.

Ah. I can see where that'd be a problem too.

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Post Wednesday, 17th April 2013, 21:19

Re: Odd things sighted in dungeon.

Grimm wrote:Durable nets might actually be useful.

Chainweave Nets? Oh yeah. Something that would be considered Acquirement-worthy for Vaults and beyond-- nets that could entrap even things like Titans and Stone Giants and Orc Warlords without being ripped up right away. But they would be very heavy. Throwing Skill might actually be worth training up to use them.

Or Barbed Nets, which cause solid good damage for each attempt to break free. Don't get caught in one of these if you're a fragile caster/EV-fighter without a way to Blink!

Then we'd give one or the other to Polyphemus or Saint Roka or Donald or some other, gritty warrior flavored unique(s) and make it into a real issue to see such characters show up. :O Maybe packs of Deep Trolls would occasionally employ them, the way Gnoll packs employ normal Nets earlier on...
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Post Thursday, 18th April 2013, 00:33

Re: Odd things sighted in dungeon.

I'm fairly certain I'd commit suicide if deep trolls had uber-nets.

Although I do like the idea in general.
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Post Friday, 19th April 2013, 06:21

Re: Odd things sighted in dungeon.

I have found some oddities on my current playthrough (the farthest I've ever gotten! Though I'm a total noob.)

Image

this seems like an odd place for an altar in general, much less one of Elyvilon.

Image

our Ogre friend seems to have gotten himself in a spot of trouble. Misused Ring of Levitation?

Image

I didn't know what this was when I encountered it, and by the time I'd finally gotten a Wand of Digging to get to it, the entrance collapsed. Only later found out it was an entrance to The Volcano (not that it would've done me any good. No fire protection.) I'm still not sure whether or not it's supposed to spawn inaccessible like that. None of the walls had hidden doors.

Image

the Shoals and the Snake Pit entrances spawned very close to each other. I don't know how common this is but I thought it was odd enough to screencap.

I've conquered the Snake Pit but have yet to enter teh Shoals.
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Post Friday, 19th April 2013, 11:01

Re: Odd things sighted in dungeon.

To get into the volcano you could have just went around.
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Post Friday, 19th April 2013, 11:05

Re: Odd things sighted in dungeon.

Jabberwocky wrote:To get into the volcano you could have just went around.


Yes, I see a sinlge potion of Flight in inventory. Is it possible to find digging/flight in Volcano?

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Post Friday, 19th April 2013, 13:21

Re: Odd things sighted in dungeon.

It's possible, but if you fly in with no means to fly out, you can still randomly teleport out.

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Post Friday, 19th April 2013, 19:21

Re: Odd things sighted in dungeon.

Flight actually lets you fly over walls? I didn't know that.

Again, new to the game and roguelikes in general.

Oh well. For what it's worth I probably wouldn't have gotten much done there anyway, no fire resistance.

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Post Friday, 19th April 2013, 19:38

Re: Odd things sighted in dungeon.

There is a lava pool on the left side of the portal. Flight lets you fly over that.

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Post Friday, 19th April 2013, 19:48

Re: Odd things sighted in dungeon.

Mojavemusic: I don't think the Elyvilon altar in that Sewer is odd. If I had to live in a sewer, I'd consider worshiping a healer god, too.

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Post Friday, 19th April 2013, 19:51

Re: Odd things sighted in dungeon.

Also it looks like a bathroom fixture.

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Post Friday, 19th April 2013, 19:55

Re: Odd things sighted in dungeon.

Drop a ring over it and see what happens.

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Post Friday, 19th April 2013, 19:55

Re: Odd things sighted in dungeon.

Grimm: Only for someone who plays tiles. When I made that vault, there were no tiles. Those were the days.... :D

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Post Friday, 19th April 2013, 21:16

Re: Odd things sighted in dungeon.

BlackSheep wrote:Drop a ring over it and see what happens.

No, that's just going to lose your ring. Kick it instead!

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Post Friday, 19th April 2013, 21:53

Re: Odd things sighted in dungeon.

dpeg wrote:Grimm: Only for someone who plays tiles. When I made that vault, there were no tiles. Those were the days.... :D


yeah, those were the days before the good interface!!!!!!
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Post Thursday, 2nd May 2013, 22:05

Re: Odd things sighted in dungeon.

Image

i just beat a staff ghost... am i suddenly playing mario kart?

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Post Friday, 3rd May 2013, 07:56

Re: Odd things sighted in dungeon.

nicolae wrote:
dpeg wrote:Grimm: Only for someone who plays tiles. When I made that vault, there were no tiles. Those were the days.... :D


yeah, those were the days before the good interface!!!!!!


you kids with your "mice", btw the name mouse is pretty appropriate because mice are small and so is the brain of a tiles player
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Post Friday, 3rd May 2013, 08:55

Re: Odd things sighted in dungeon.

cerebovssquire wrote:
nicolae wrote:
dpeg wrote:Grimm: Only for someone who plays tiles. When I made that vault, there were no tiles. Those were the days.... :D


yeah, those were the days before the good interface!!!!!!


you kids with your "mice", btw the name mouse is pretty appropriate because mice are small and so is the brain of a tiles player


How many times do I have to iterate that I'm just bashing my head against the keyboard? It's totally unfair to attribute my head trauma to every other tiles player :)
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Post Wednesday, 8th May 2013, 16:44

Re: Odd things sighted in dungeon.

Image

Not exactly odd, but I've never seen this before. Crazy Yiuf banished me to the Abyss, and it was just like his room in an abyssal version, guess this is new behavior in the latest version.

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Post Friday, 10th May 2013, 07:55

Re: Odd things sighted in dungeon.

  Code:
....................
.....?.>.?..........
....................
.....................
...........z.........
..........zz@z.......
...........z55.......
............5........
....................
..............##....
.........#############
........[#...#...#...#
.........#.?...?.#.>.#
.........#...#...#...#


The > in the lower right corner is the Temple, the > in the upper left corner is the Orcish Mines. Not only on the same level, but also very close.
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Post Sunday, 12th May 2013, 01:41

Re: Odd things sighted in dungeon.

Image

An interesting new level I found in 0.12. It had A LOT of enemies, and a lot of loot everywhere plus several shops. In addition it had portals to Pandemonium, Hell, and the Abyss.
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Post Sunday, 12th May 2013, 03:58

Re: Odd things sighted in dungeon.

What is that, Mandelbrot's Vault?

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Post Sunday, 12th May 2013, 03:59

Re: Odd things sighted in dungeon.

Grimm wrote:What is that, Mandelbrot's Vault?


no, mandelbrot's vault is in zot

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Post Tuesday, 14th May 2013, 21:55

Re: Odd things sighted in dungeon.

*uses Scry, and this pops up*

No no no no no no no no no no no no
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Post Wednesday, 15th May 2013, 01:11

Re: Odd things sighted in dungeon.

Xion350 wrote:An interesting new level I found in 0.12. It had A LOT of enemies, and a lot of loot everywhere plus several shops. In addition it had portals to Pandemonium, Hell, and the Abyss.


hangedman_spin_cycle, for the record.

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Post Wednesday, 15th May 2013, 21:57

Re: Odd things sighted in dungeon.

Is there a way to find out what vaults you see in game or in the log file?

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Post Thursday, 16th May 2013, 03:04

Re: Odd things sighted in dungeon.

If you edit the dump_order option in your init.txt or rcfile to include vaults in the list, your dump will include the list of vaults you've seen, but only after you've either won or lost. Here's my dump_order as an example:

  Code:
dump_order  = header,hiscore,stats,misc,mutations,skills,spells,inventory
dump_order += screenshot,messages,notes,action_counts,monlist,kills,vaults


It ends up looking like this in your morgue file (this one's copied from a dead character of mine):

  Code:
Vault maps used:
D:1:      minmay_entry_wavy_path, minmay_misc_feat_rows, hex_tiny
D:2:      infiniplex_staircase_hallway_doors, first_bread
D:4:      corexii_shack_village, vehumet_altar_wand_db, serial_bayou,
          serial_bayou_pond_d, serial_bayou_shore_b, serial_bayou_pond_e,
          serial_bayou_pond_b, minmay_bad_closet, good_gods_mini_temple,
          minmay_misc_feat_encased, minmay_temple_entry_nine_rooms
D:5:      makhleb_grotto_becter, beetle_altar_1, uniq_crazy_yiuf_cottage
D:6:      overflow_temple_1_default, overflow_temple_1_default, zin_statuary,
          basic_altar, orc_0_dummy
D:7:      serial_shops, shop_fountains, item_on_display_a
D:8:      firewood_loft, lemuel_hellish_altar, uniq_duvessa, uniq_joseph,
          uniq_edmund
D:9:      tgw_trog, david_orc_3
D:10:     special_room, serial_gnoll_camp, gnoll_camp_mini_hut,
          gnoll_camp_mini_doghouse, gnoll_camp_mini_sergeant,
          gnoll_camp_mini_doghouse, gnoll_camp_mini_doghouse,
          grunt_lair_entry_elf_guard_hut
D:11:     grunt_ministairs_2, uniq_nessos, uniq_psyche, uniq_grum, uniq_urug
D:12:     lab_entry_generic
D:13:     serial_shops, shop, minmay_metal_thing
D:14:     minmay_misc_feat_ornament, serial_shops, shop, hangedman_tell_no_tales
Temple:   cyrus_temple_forest_13
Lair:1:   st_stairs_3, uniq_prince_ribbit2
Lair:2:   fedhas_growing_garden, uniq_harold
Lair:3:   st_stairs_5
Lair:4:   enter_volcano_3, dummy_snake_entry
Lair:5:   special_room, spider_nest_entry_funnel_web, RatsNest_Lair
Lair:6:   swamp_mist
Lair:8:   hangedman_lair_in_review, guppyfry_lair_end_dragon, basic_altar,
          dpeg_slime_entry_enclosed_altar
Lab:      nicolae_lab_dead_adventurers, nicolae_lab_x,
          labyrinth_skeletal_remains, nicolae_lab_grate_2
Volcano:  volcano_grotto

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Post Thursday, 16th May 2013, 07:44

Re: Odd things sighted in dungeon.

I'm sure I caught a glimpse of a red sports car. It was at the edge of LoS in the chariot-race scene.

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Post Thursday, 16th May 2013, 11:02

Re: Odd things sighted in dungeon.

Thalfon wrote:If you edit the dump_order option in your init.txt or rcfile to include vaults in the list, your dump will include the list of vaults you've seen, but only after you've either won or lost. Here's my dump_order as an example:

  Code:
Lair:8:   hangedman_lair_in_review, guppyfry_lair_end_dragon, basic_altar,
          dpeg_slime_entry_enclosed_altar



Ok, can I do that for webtiles characters though? I'm not sure if I have those files locally?

And what did you think of the dragon pool lair ending? No matter how much I test vaults I still get surprised by how they play in the flow of a game. I always get excited and then realize I'm about to get killed because I'm used to goofing around in them in wizmode.

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Post Thursday, 16th May 2013, 11:05

Re: Odd things sighted in dungeon.

Guppyfry wrote:Ok, can I do that for webtiles characters though? I'm not sure if I have those files locally?


On the lobby screen, next to the link for each version, there's an option to edit your rc file.

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Post Thursday, 16th May 2013, 13:11

Re: Odd things sighted in dungeon.

Thalfon wrote:If you edit the dump_order option in your init.txt or rcfile to include vaults in the list, your dump will include the list of vaults you've seen, but only after you've either won or lost. Here's my dump_order as an example:

  Code:
dump_order  = header,hiscore,stats,misc,mutations,skills,spells,inventory
dump_order += screenshot,messages,notes,action_counts,monlist,kills,vaults


It ends up looking like this in your morgue file (this one's copied from a dead character of mine):

  Code:
Vault maps used:
D:1:      minmay_entry_wavy_path, minmay_misc_feat_rows, hex_tiny
D:2:      infiniplex_staircase_hallway_doors, first_bread
D:4:      corexii_shack_village, vehumet_altar_wand_db, serial_bayou,
          serial_bayou_pond_d, serial_bayou_shore_b, serial_bayou_pond_e,
          serial_bayou_pond_b, minmay_bad_closet, good_gods_mini_temple,
          minmay_misc_feat_encased, minmay_temple_entry_nine_rooms
D:5:      makhleb_grotto_becter, beetle_altar_1, uniq_crazy_yiuf_cottage
D:6:      overflow_temple_1_default, overflow_temple_1_default, zin_statuary,
          basic_altar, orc_0_dummy
D:7:      serial_shops, shop_fountains, item_on_display_a
D:8:      firewood_loft, lemuel_hellish_altar, uniq_duvessa, uniq_joseph,
          uniq_edmund
D:9:      tgw_trog, david_orc_3
D:10:     special_room, serial_gnoll_camp, gnoll_camp_mini_hut,
          gnoll_camp_mini_doghouse, gnoll_camp_mini_sergeant,
          gnoll_camp_mini_doghouse, gnoll_camp_mini_doghouse,
          grunt_lair_entry_elf_guard_hut
D:11:     grunt_ministairs_2, uniq_nessos, uniq_psyche, uniq_grum, uniq_urug
D:12:     lab_entry_generic
D:13:     serial_shops, shop, minmay_metal_thing
D:14:     minmay_misc_feat_ornament, serial_shops, shop, hangedman_tell_no_tales
Temple:   cyrus_temple_forest_13
Lair:1:   st_stairs_3, uniq_prince_ribbit2
Lair:2:   fedhas_growing_garden, uniq_harold
Lair:3:   st_stairs_5
Lair:4:   enter_volcano_3, dummy_snake_entry
Lair:5:   special_room, spider_nest_entry_funnel_web, RatsNest_Lair
Lair:6:   swamp_mist
Lair:8:   hangedman_lair_in_review, guppyfry_lair_end_dragon, basic_altar,
          dpeg_slime_entry_enclosed_altar
Lab:      nicolae_lab_dead_adventurers, nicolae_lab_x,
          labyrinth_skeletal_remains, nicolae_lab_grate_2
Volcano:  volcano_grotto


in it, voted "Thanks"

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Post Thursday, 16th May 2013, 18:33

Re: Odd things sighted in dungeon.

Guppyfry wrote:And what did you think of the dragon pool lair ending? No matter how much I test vaults I still get surprised by how they play in the flow of a game. I always get excited and then realize I'm about to get killed because I'm used to goofing around in them in wizmode.


I generally recognize it and skirt around it, or kite a few things out if I've the means to. I don't remember having been killed in it, though I may just be forgetting. It's one of those endings that I usually come back to later after Orc or more of D or the like. I think I've had one or maybe two characters that just cleared it right away, but this is stretching my memory a bit.

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Post Friday, 17th May 2013, 18:17

Re: Odd things sighted in dungeon.

So I dunno if it qualifies for this thread, but on D6 in my current game (MiBe) I've found four different shops, including one food shop, and a whole heap of uniques. Sigmund, Eustachio, Blork the Orc, Grinder, Dowan and Duvessa, Pikel, and Ijyb.

As far as I can tell, everyone was on their weekend shopping trip when I showed up to murder them all. Murder In Aisle Five.
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Post Sunday, 19th May 2013, 13:05

Re: Odd things sighted in dungeon.

Image
Limited offer! Only today! Order Sigmund and get Grinder for free <_<
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Post Wednesday, 22nd May 2013, 13:49

Re: Odd things sighted in dungeon.

The person who created that shop posted about wanting throwing nets of returning; unfortunately, just adding the ego to nets is too buggy.

Would've been great in the jester starting kit.
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Post Wednesday, 22nd May 2013, 15:12

Re: Odd things sighted in dungeon.

njvack wrote:The person who created that shop posted about wanting throwing nets of returning; unfortunately, just adding the ego to nets is too buggy.

Would've been great in the jester starting kit.


IIRC silver throwing nets are implemented with no bugs, though they lack their own tile or description. I should have put those in the shop.

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Post Thursday, 23rd May 2013, 02:40

Re: Odd things sighted in dungeon.

Three rings of slaying? And two of them on D:10 floor. Would've been terrific for Octopede, albeit one is cursed and probably has minus enchantments.
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Post Thursday, 23rd May 2013, 07:42

Re: Odd things sighted in dungeon.

Menkaure, Prince Ribbit, and an agate snail and giant slug on a wide open D:4! I assume the snail and slug were there with a Chei altar, but I didn't get close enough to check. I was able to lure the other two up to D:3 and park them there.

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Post Sunday, 26th May 2013, 15:37

Re: Odd things sighted in dungeon.

I got the "Dangerous animals"-vault with a mimic among the doors...

Image

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Post Wednesday, 5th June 2013, 12:25

Re: Odd things sighted in dungeon.

  Code:
50056 | Vaults:4 | Noticed Ijyb
 50061 | Vaults:4 | Killed Ijyb
 50081 | Vaults:4 | Noticed Erolcha
 50086 | Vaults:4 | Killed Erolcha
 50089 | Vaults:4 | Noticed Sigmund
 50139 | Vaults:4 | Killed Sigmund

Not sure about Erolcha, but Sigmund/IJYB?
Srsly, Ijyb at V:4. Srsly.
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Post Thursday, 6th June 2013, 01:24

Re: Odd things sighted in dungeon.

Yes, it's a vault. It places a bunch of uniques that missed their chance at generation earlier.
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Post Thursday, 6th June 2013, 10:10

Re: Odd things sighted in dungeon.

ontoclasm wrote:Yes, it's a vault. It places a bunch of uniques that missed their chance at generation earlier.

That is good. Everyone deserves a second chance.

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Post Sunday, 9th June 2013, 13:39

Re: Odd things sighted in dungeon.

I just found a room full of snakes. With a human skeleton and whip. I see what you did there.
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Post Tuesday, 11th June 2013, 15:17

Re: Odd things sighted in dungeon.

aegis wrote:I just found a room full of snakes. With a human skeleton and whip. I see what you did there.


No hat? There ought to be a hat.

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Post Wednesday, 12th June 2013, 14:02

Re: Odd things sighted in dungeon.

aegis wrote:I just found a room full of snakes. With a human skeleton and whip. I see what you did there.


If it's the vault I designed, there ought to be a boulder trap somewhere nearby too...

Ziggurat Zagger

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Joined: Friday, 25th November 2011, 07:36

Post Tuesday, 18th June 2013, 00:26

Re: Odd things sighted in dungeon.

Image

I feel like the local weapon emporium was having a sale on scythes. Or maybe the grim reaper is outsourcing these days.

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Swamp Slogger

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Joined: Tuesday, 15th November 2011, 23:26

Post Sunday, 30th June 2013, 10:22

Re: Odd things sighted in dungeon.

  Code:
You see here a sack of spiders.


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(This gif would be more appropriate if I was playing an Octopede.)
"Crawl is cruel. But we keep coming back to it like an abusive boyfriend. It keeps telling us how it will be different this time by giving us early robes of the archmagi and staves of fire. Then it backhands you with a Centaur on D4." ~Me
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