The Official Bad Advice Thread

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  • Pete Mack
    replied
    On that note... Free Action isn't important in Quickband. Since there are only 3 (out of 11) levels with a significant threat of paralysis, it's quite possible to go the entire game without Free Action.

    D'oh!
    Code:
    N:569:Saruman of Many Colours
    G:A:v
    I:120:40d100:100:100:0
    W:60:1:350:35000
    B:HIT:PARALYZE:4d4
    B:HIT:LOSE_STR:4d4
    B:HIT:UN_POWER:4d4
    B:HIT:COLD:4d4
    Last edited by Pete Mack; October 16, 2010, 08:39.

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  • Tiburon Silverflame
    replied
    Ohh man....good one there. Bet a lot of us have been caught...and more than once...by that one...

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  • Chud
    replied
    From my most recent game...

    It's not really necessary to pay attention to what item has what benefit tied to it! It'll all work out!

    ("Oh look - Medusa. She likes to cast lots of fire bolts; this area is well-detected, so I can do without telepathy for this fight -- let me just switch out my Axe of Gondolin for Firestar and it's fire immunity! Whee! Wait - what? Oh, that axe happened to be my only source of Free Action as well? Um, oops...")

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  • Adley
    replied
    Hitpoint warning option is useless. Set it to 0 so you won't be bothered.
    Hitpoint warning option is EXTREMELY useful. Set it to 11 so you are always ready.

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  • Adley
    replied
    I would more see :
    A pot of tarasque jelly. It makes you immune to everything for 1d100 turns. It also makes you confused and hallucinating for the same period.

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  • buzzkill
    replied
    Finally, a use for empty bottles.

    Tarasque Jelly: Normally provides nourishment for about 500 turns. Prolonged use may cause significant loss of HP, irreversible poisoning or dry mouth. May cause instant death.

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  • will_asher
    replied
    Originally posted by Adley
    Alternatively, you can use the second use of spikes, which is jamming uniques. What is more glorious than a pot of Tarasque Jelly?
    I just HAVE to implement this in my variant in some form now...

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  • Adley
    replied
    Alternatively, you can use the second use of spikes, which is jamming uniques. What is more glorious than a pot of Tarasque Jelly?

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  • Thraalbee
    replied
    How to beat the Tarrasque

    You must have noticed by now that people are afraid of the Tarrasque. And that many actually die versus the beast. What you might have missed is that the players having this problem are the one's with a cowardly play style

    Listen closely while I give away a well kept secret - and this may be the most important tip in the game - the more afraid you are of the Tarrasque, the more dangerous it is!

    The first time you meet the Tarrasque it will probably be dozing off or moving slowly hardly bothering to attack you. And that's even if you start bashing it. However if you flee even a few steps, it will be upset and far more deadly. Getting away by ?teleport might feel like a good idea at the time if you believed in all the rumours, but the next time you come close it will just be more awake and more deadly. Flee again and you can more or less say goodby to your character.

    People managing to avoid the Tarrasque all the way down to dl99 or dl100 may see most of the game but they will never win. At that point you are guaranteed that the Tarrasque will be teleported in to the fight by your foe and then it will breathe and breathe and breathe.

    So, whenever you see the allegedly lethal Tarrasque, go for it! Basic resists and a bunch of !ccw or a few !healing will do just fine. Unless you go the cowardly route of course.

    /Bugblatter

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  • ekolis
    replied
    If you have over 18/100 DEX, or +15 speed, you don't need to worry about trap doors, because characters with sufficient DEX or speed don't fall through trap doors immediately; they have a turn to jump off of them before they take effect. (Side note: Wile E. Coyote does have 18/100 natural DEX, but he insists on wearing his Cursed Acme Ring of +i^2 to Dexterity and -9 to Comprehension of Imaginary Numbers... that's why he seems to ALMOST make it; his DEX is just a bit short of the mark!)

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  • Adley
    replied
    The best thing for anyone is drugs... i meant, drujs

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  • Pete Mack
    replied
    There's a little-known exploit, that boots with +speed also give RFire, in a nod to Jack B. Nimble (with +speed boots, you can safely jump over the candlestick).

    This means that high-level characters can get by with only 3 out 4 RBase. (If you have well over 800 HP, you can do without RAcid, too, since Acid damage is cut in half by useful armor, but genuinely I don't recommend doing this.)

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  • Adley
    replied
    Don't bother trying to find traps : the level with a huge vault full of goodies certainly hasn't any trapdoor.

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  • Adley
    replied
    getting more than +7 speed is actually causing an integer overflow that puts you at -n speed, where n is yourspeed-7

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  • chris
    replied
    Never never make a back up of your character's savefile. The game never crashes when manticores fire missiles!

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