Undead, starting dungeons and a quick exit

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madmonk
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Undead, starting dungeons and a quick exit

#1 Post by madmonk »

So I can get out of the starting dungeon very quickly...

1) Start with an Archmage
2) Go through set up and opening dialogue
3) Go hide behind a pillar
4) Teleport to Angolwen
5) On exiting Angolwen we get transported to the World map on the Trollshaws.

SO I have now thoroughly avoided the starting Undead dungeon.

I don't think that should be allowed. On the other hand why are the undead being penalised? This is discrimination! :mrgreen:
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Jon.

darkgod
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Re: Undead, starting dungeons and a quick exit

#2 Post by darkgod »

Ahah ! :)
They are not penalized, they get a zone for themselves! it's a plus ! :)
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Sradac
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Re: Undead, starting dungeons and a quick exit

#3 Post by Sradac »

zone for themselves with out of depth enemies. I took one step out of the starting room and was 1 shotted by a skeleton mage.

madmonk
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Re: Undead, starting dungeons and a quick exit

#4 Post by madmonk »

Yes, that's what I found... Really tough!

Made me think about whether I wanted to play a Skeleton at all!
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Jon.

Gwai
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Re: Undead, starting dungeons and a quick exit

#5 Post by Gwai »

What with the dark rooms, the mages are really pretty bloody fatal. I tried playing a mage because they're strong and got to level 3 or 4, before a skelly mage got me. Haven't even been able to repeat that much success yet.

Taxorgian
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Re: Undead, starting dungeons and a quick exit

#6 Post by Taxorgian »

Not only are the skel mages dangerous, they have (at least) level 3 manathrust, so they can kill you using some other bag of bones as a shield. I was able to make it out with a skel fighter once, but my archers have literally no chance. Between the mages, a skel armored fighter, and not only ghouls but ghasts it's just almost impossible for any character at that level. Especially since they don't even know what a scroll of phase door looks like....

darkgod
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Re: Undead, starting dungeons and a quick exit

#7 Post by darkgod »

Fixed
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Final Master
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Re: Undead, starting dungeons and a quick exit

#8 Post by Final Master »

What exactly was fixed?
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Feanor.81
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Re: Undead, starting dungeons and a quick exit

#9 Post by Feanor.81 »

Teleporting out of Path of Deads I assume :)
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darkgod
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Re: Undead, starting dungeons and a quick exit

#10 Post by darkgod »

And NPC distribution
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mirrizin
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Re: Undead, starting dungeons and a quick exit

#11 Post by mirrizin »

(as posted elsewhere in more detail) Got a shadowblade out, after a ridiculous number of failures. You have to get lucky, and then play perfectly for the first three or four levels of it, but it's just barely doable.

Tripsky
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Re: Undead, starting dungeons and a quick exit

#12 Post by Tripsky »

sorry darkgod, but my skeletal mage still has no troubles teleporting out of the halls of the dead. This is probably a good thing though, as when i try to go up a dungeon level i get embedded in rock and time just passes me by. sometimes being the animated dead and not needing to breathe is a curse. i'm using the supposed 11b mac release, which sounds like it may have some issues. haven't come across any vaults either, except for the rooms filled with monsters (with a lv 24 mage).

keep up the good work, though. loving the game.

Shoob
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Re: Undead, starting dungeons and a quick exit

#13 Post by Shoob »

well, considering that it still isnt fixed in 11b, I would say that it is fine. (he fixed it for 12)
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