Mustard Gas Trap

Oct 27, 2018, 6:41 am
#1
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 876
Is there some way to stop the burning?
Oct 27, 2018, 8:27 am
#2
Joined: Dec 14, 2017
Occupation: Your Friendly Local IVAN dealer
Location: The Fabulous land of Ukraine
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As far as I know you can only polymorph to stop burning,but you will continue to burn once you return to your original form. Although, polymorphing will give you precious time to find some healing.
Oct 27, 2018, 3:14 pm
#3
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 876
How long does it go on for? Seems kind of overpowered.
Oct 28, 2018, 1:04 am
#4
Joined: Dec 14, 2017
Occupation: Your Friendly Local IVAN dealer
Location: The Fabulous land of Ukraine
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Chemical burn? Depends on how much time you spent in mustard gas.
Oct 28, 2018, 2:19 am
#5
red_kangaroo's avatar
elder dark mage


Joined: Apr 2, 2014
Location: North Tyris
Posts: 562
Yeah, try running out of the cloud, that will cut down the burning substantially.
Oct 28, 2018, 9:31 am
#6
Ischaldirh's avatar
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
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Location: California
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By which I think he means r'u'nning out of the cloud, as in using the keyboard command to run.
Oct 28, 2018, 9:23 pm
#7
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 876
I spent 2 keystrokes in the gas, and it still hauntes me for 2 levels until I died, needs tweaking.
Oct 29, 2018, 12:25 pm
#8
Joined: Dec 14, 2017
Occupation: Your Friendly Local IVAN dealer
Location: The Fabulous land of Ukraine
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Posts: 139
I usually teleport with a wand immediatly after I step on a gas trap, sometimes I don't even get damaged.
Oct 29, 2018, 1:51 pm
#9
red_kangaroo's avatar
elder dark mage


Joined: Apr 2, 2014
Location: North Tyris
Posts: 562
With somewhat above-average Agility, you can even r[u]n out of the cloud before you get damaged, just like with sleeping gas traps.
Jan 4, 5:29 pm
#10
Joined: Dec 17, 2007
Occupation: Taking Names, Formerly Kicking Ass
Location: New Jersey
Posts: 876
These kill me every time. There needs to be some antidote for or some way to stop the burning, or only have them generate later. Total game ender. #MustardGasSucks
Jan 4, 11:30 pm
#11
Joined: May 22, 2008
Location: Worldmap
Posts: 144
They're quite annoying. The damage seems to linger quite a bit, also, even if you run out of the gas as soon as possible, at least in my experience. Nevertheless, usually with a bottle full of healing liquid you can sip a bit every time your health gets to dangerous levels and survive with no problem.
Feb 22, 5:43 pm
#12
capristo's avatar
The Imperialist


Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,124
I think the red gas traps are worse (polymorph gas) because there's really no way to avoid polymorphing unless you're lucky enough to have an item that grants polycontrol, which are far rarer than healing liquid.

However, I did stay in the gas for an extra turn to kick the trap. I have noticed that the sleeping gas doesn't usually kick in unless you exit the gas and step back inside. So maybe if I had left the gas immediately I would've avoided the effect.

I do really like the addition of new trap types. Things like acid, gas, and poison immunity are far more useful than they were before. It would be great to get some new graphics for them.
Feb 22, 6:30 pm
#13
Ischaldirh's avatar
Ex-Tyrant of the IVANers


Joined: Dec 8, 2007
Occupation: Junior Specialist Researcher
Location: California
Interests: (Astro)Physics, Exoplanets, Singing praise to Valpurus while smashing skulls with a bloody warhammer, Jogging
Posts: 2,810
Yeah the new traps are cool. Teleport gas traps are awful to get around...
Mar 4, 6:50 pm
#14
capristo's avatar
The Imperialist


Joined: Dec 2, 2007
Location: New Attnam
Interests: bananas
Posts: 2,124
I think the main "problem" with mustard gas is that it's a new damage type. Think about the other types of damage in the game:

* combat damage - healing liquid
* exhaustion - water
* fire - douse with water
* leprosy - antidote
* poison - antidote
* lost limb - troll blood
* damaged artificial limb - repair

All the other types can be fixed and healed instantly. Mustard gas introduces the first type of damage that lingers even after it has initially been healed.

Yes, intuitively, all of us get out of the gas as fast as possible. The problem was that I would always drink the full bottle of healing liquid immediately. Which is actually a bad thing, because I don't need the full bottle to heal the present damage so it's mostly wasted, and now I have nothing to combat the lingering damage.

Now that I know better, if I keep tasting or distribute the bottle into vials and drink one at a time, it's pretty easy to survive.

Older players probably struggle with this more because taste and vials are new features that we're not used to.

I don't think it's any worse than the instant kills of land mines. Or fire damage. We all learned from experience how important it is to find fire resistance. And now I know to carry several vials of water so that I can douse all of my equipment. Similarly, now that I know how to fight mustard gas, it's pretty easy to deal with.

However I do think we should add a new type of liquid (or possibly an ointment or salve) which instantly heals mustard gas. That will make it easier for new players to deal with, since learning how to deal with the lingering effect can take a lot of frustrating deaths
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