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Duke Ravage Registered user Gravebane Zombie Last page view: 5666 days, 5 hours, 44 minutes and 5 seconds ago. |
i've found that teh pyramid doesn't close after lv 17. at least it didn't close for me; my lv 19 human fighter (now decesed in a most pitiful fashion, more on that later) was able to get in (Rhetep was already dead, but still) and now onto traps: the old patern that was exploitable, no longer exists, or so it seems: the death of teh aforementioned human fighter was due to using a tele trap + tele control to get into the dwarven mystic's room, then attempting to get out via the creation of another tele trap. this situation ended up: .....^ <---squeaky trap; my first attempt for a tele trap .####. .#..#. .#@^#. <---me and an arrow trap .####. .....^ <---my tele trap the problem was this: the squeaky trap is where the normal tele trap should be, the arrow trap is where i expected a tele trap to be, and teh tele trap is just there. i had drained my wand of trap creation making the &%@$ arrow trap, so i was stuck with a very promising character in a small 2x2 cell and no way out. also the walls are immune to wands of digging (i had one), and, i've found, wands of destruction (found that out with my Duke Ravage character). anyways, look at my character on the HoF, his name's Aeowir. ivan.sourceforge.net
[Edited 2 times, last edit on 3/7/2002 at 18:39 (GMT -5) by Duke Ravage] |
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DaC Registered user Duh.. Last page view: 8048 days, 2 hours, 20 minutes and 37 seconds ago. |
Noticed too, the trap patterns have changed, you seen those weird trap rooms? i remeber it was something like this.. (trap room) ####### /.^c^.# #^a^.^# #b^.^.# #^.^.^# ##/#### traps going same way as in the dull cave lev2. only nearer each other.. the firs to(from left) are arrow traps the four were spear traps and then were teletraps and last one a water one.. then marked A was a pit trap full of pit wipers and B also.. C was empty.. is this new pattern or a random trap room.. anyone noticed.. ((im not sure were those like that, for the best of my memory)) Duh, troll juice.. [Edited 2 times, last edit on 3/7/2002 at 04:27 (GMT -5) by DaC] |
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Iridia Moderator on this forum YASD Last page view: 3759 days, 2 hours, 24 minutes and 21 seconds ago. |
About the Pyramid... It doesn't close after lev. 17 if Rehetep is dead. That only makes sense... he isn't around to lock back up, after all. Die Gedanken sind Frei |
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Locke Registered user Treasure hunter Last page view: 7902 days, 1 hour, 6 minutes and 6 seconds ago. |
The pattern of traps is level dependent, so the teleport trap trick used to get in to the dwarven mystic doea not always work. Locke Cole |
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Duke Ravage Registered user Gravebane Zombie Last page view: 5666 days, 5 hours, 44 minutes and 5 seconds ago. |
yea, in the DDL the tele traps still followed teh pattern... ivan.sourceforge.net |
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Locke Registered user Treasure hunter Last page view: 7902 days, 1 hour, 6 minutes and 6 seconds ago. |
Yep, on some levels the trap pattern ain't level dependent. Locke Cole |
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BM Registered user The Necromancer Last page view: 7765 days, 18 hours, 37 minutes and 52 seconds ago. |
Wands of creat traps..... Hmmmm I always played necromanceres, but my last PC are trollish thiev.... Hmmmmmm nice class, but I likes necro;) Hmmmmm I was very iritiated, for nonefectivity traveling methods in dungeons. Casters are teleportation, easy, fast, and very good for very lazy peopel;) Hmmmm Wands of teleportation are no effectivity... So I linked the most popular dungeons in ADOM:) I just zap wand of trap creation and make traps, teleportation traps near stairways. Only in chaos dungeon level 1~10 and 30~47. Easy and fast way to traveling and safe. Lesser effects of background coruption. The prise is not high, only lots of booze and scrolls of charging:) "Insect, we care not for thee. Disturb us any we will extingwish thy weak candle of life" |