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Posted by BDR, Mar 13, 2008 at 9:52 pm
How does one figure out which level a particular bones file is for? I'd submit my bones but I'd like to know this first.
Posted by BDR, Jan 25, 2008 at 3:37 am
Menatrix fusaga = Menny?

</got nothing>
Posted by BDR, Jan 15, 2008 at 12:33 pm
Ah, my bad then.
Posted by BDR, Jan 14, 2008 at 11:26 pm
Cool so far. I like the zombie/ghost of stuff, though the test2 and female tourist zombie are a bit peculiar. I smiled also when I found out about the weeping short sword, though it really wasn't helpful on the carny plants. :/ Speaking of which, due at least in part to the lower amount of power available through weapons I'm finding Jenny rather harder to kill. This definitely requires different tactics..
Posted by BDR, Jan 12, 2008 at 2:57 pm
Zayre wrote
Drinking from fountains usually cause more bad things, then good.

GOOD-
You can find rings and amulets.
Sometimes creatures can come out, being friendly.
You can release a spirit, that grants you a wish.
You may gain stat boosts.
You can gain certain magical effects.

BAD-
Creatures can come out, and be hostile. A lot of them.
ENEMIES-
Brown Flat Slimes (Usually I die from these... -_-)
Snakes (SNAKES ON A FOUNTAIN.)
Big Rats
Dark Frogs (Varying in size.)
This accounts for the friendly, too.

BAD CONTINUED-
The Spirit could be angry for being summoned.
The water can be contaminated by vomit, dead creatures, etc, causing stat drops, and even poisoning/disease.
You could get randomly teleported, which gets you soaked in water.
(END BAD)

Few things to add here:

1. The magical effects you can gain? If you're stupidly lucky, they can be permanent (this water tasted very odd). This can either be *great* (invisibility, polycontrol, possibly even haste), nice (can't smell anymore), or horrid (slow, teleportitis, polymorphitis). The thing IMO that makes it worth the risk is that the good magic effects seem to outweigh the bad.

2. Diseases include: Lycanthropy (every so often you'll turn into a werewolf with generally higher stats but no equipment and only biting as a weapon), tapeworms (after a certain number of turns or so you'll start taking internal damage which can only be cured AFAIK by vomiting until the parasite comes out), and leprosy (every once in a while a limb will fall off; note that if this happens and you go to the healer for help that the removed limb in question will still be diseased, such that if you reattach it you'll be a leper again). There may be others, but I'm fairly sure those are it (although teleportitis and polymorphitis might qualify under certain conditions ).

3. Missed an enemy; green conical slimes. IMO these are *the* worst unfriendlies you can get, although the spirit who wants to kill you likely runs a close second judging from my recent genie experiences. The mommo slimes don't seem *quite* as bad if you have decently covering equips, but in any other case their sticky acid will prove just as deadly in the end as the green slimes.

4. Best way IMO to cut the risks down to an acceptable level? Have a helper around; if you are good enough buds with say, Loricatus, he'll send one of his kickass angels down for a time, and they'll be sure to beat the crap out of anything you can't handle. The friendly creatures you can get by drinking from the fountain are also good candidates for fountain protection. If you can defend against the enemy summons, the only other nasty things are the stat drains, diseases, and the not-so-nice magic effects, *most* of which can be fixed/mitigated by other means.

*admits to being a fan of fountains even when he has no hope of killing the summons*
Posted by BDR, Jan 11, 2008 at 4:50 pm


Normally this is not a difficult decision, but extreme luck has made for different circumstances. The way I see it, I have 4 good choices for weapon progression:

1. Vermis + Saal'thul. Already have Sal, and plenty of skill for Verm.

2. Vermis + whip of thievery. Already have thief whip and skill in using it, as well as skill for Verm.

3. Saal'thul + whip. Already have both of these, and any slack on Sal's part will be taken up by the whip.

4. The enchanted two-hander. It is *accurate*, it will train AStr handily and it will kick ass once I have skill with it. Plus, I have a spare enchant weapon scroll thanks to the bones that gave it to me.

Any advice would be awesome.
Posted by BDR, Jan 11, 2008 at 8:18 am
Well, you see, the part that makes me feel really stupid is that I had a ring of searching, and that not too long before splatting I'd said to myself to be careful not to think I'd found all the mines in the minefield even after I'd seen and grabbed everything in it. Then I actually finish, sigh in relief, take a few steps and... "You hear a faint thump." It was almost like a scene straight from a sitcom or Saturday morning cartoon.

Also, thanks for the enchanted cloaks tip, though I found it in another topic not too long after finding this site. ;_;
Posted by BDR, Jan 11, 2008 at 3:02 am
Bleh. Probably either one of my zero-point 'in soviet russia kenny kills YOU' games, the game where a lucky as shit hedgehog beheaded me in UT1, or my most recent game where even having a cloak and a ring with fire resistance, as well as having arcanite plate mail on UT2, were not enough to save me from the ravages of a big mine + a nearby normal one. At least in the last case I have a chance of benefiting from the experience.. T_T

BTW, if you're curious how I got arcanite plate mail on UT2, it was a gift from Atavus... I really liked the way that game was going. *sniffle*