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Author Topic: Is tomb-spelunking worth the risk?  (Read 5958 times)

Meistermoxx

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Is tomb-spelunking worth the risk?
« on: April 29, 2012, 01:08:01 pm »

What sort of riches are there, that are worth getting wounded by zombies and cursed by mummies?
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Angel Of Death

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Re: Is tomb-spelunking worth the risk?
« Reply #1 on: April 29, 2012, 01:18:06 pm »

I have never found anything worth taking in a tomb.
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FritzPL

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Re: Is tomb-spelunking worth the risk?
« Reply #2 on: April 29, 2012, 01:32:46 pm »

FuÑ, of course.

Loud Whispers

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Re: Is tomb-spelunking worth the risk?
« Reply #3 on: April 29, 2012, 01:46:49 pm »

FuÑ, of course.
This. If you're on team undead, feel free to recruit your new mummified buddy. Otherwise, you could stumble upon more jewels than you can carry (no seriously), or just fun.

eltheon

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Re: Is tomb-spelunking worth the risk?
« Reply #4 on: April 29, 2012, 01:59:33 pm »

hours of precious combat training :D
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Meistermoxx

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Re: Is tomb-spelunking worth the risk?
« Reply #5 on: April 29, 2012, 02:07:11 pm »

hours of precious combat training :D

Meh, i prefer choking monkeys and not having my brain bashed in :)
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eltheon

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Re: Is tomb-spelunking worth the risk?
« Reply #6 on: April 29, 2012, 02:15:21 pm »

thats why u have only one zombie and keep head shotting it
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Meistermoxx

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Re: Is tomb-spelunking worth the risk?
« Reply #7 on: April 29, 2012, 02:49:49 pm »

thats why u have only one zombie and keep head shotting it
lol wut?
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Crossroads Inc.

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Re: Is tomb-spelunking worth the risk?
« Reply #8 on: April 29, 2012, 02:54:56 pm »

Every time I go in, I have a short period before EVERY LAST BODY suddenly gets up and attacks me.
The best thing I ever found was a *Bronze Axe* studded with gems.
Really for the most part it's all trash ad trade goods.

Maybe Today could add in some sort of 'Treasure' where every tomb would have one Masterwork weon or armor/
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eltheon

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Re: Is tomb-spelunking worth the risk?
« Reply #9 on: April 29, 2012, 03:11:17 pm »

you pop in and run like hell untill only one is left and train off it
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Loud Whispers

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Re: Is tomb-spelunking worth the risk?
« Reply #10 on: April 29, 2012, 03:28:27 pm »

you pop in and run like hell untill only one is left and train off it
1/2 hits and it's dead. You'd have to get a necro's powers, evil interaction or a mummy to bring it back to un-life.
Re: Is tomb-spelunking worth the risk?
« Reply #11 on: April 30, 2012, 05:42:40 am »

Personally, I find simply trying to accumulate wealth in Adventure mode is boring.

I simply want to have an adventurer with hundreds of thousands of notable kills and be known throughout the entire world. I mean, with the current version of the game I am always getting decked out in full Steel just by going into the store room of the nearest Keep and equipping myself with stuff there.
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FritzPL

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Re: Is tomb-spelunking worth the risk?
« Reply #12 on: April 30, 2012, 07:20:44 am »

Yeah, same here. I recently got an adventurer with a company of 19 humans. Sadly, some ambushers broke my middle spine and I could only crawl and throw, so that's what I did. I became pretty famous for some reason, even tho I got only about 11 kills, 4 of them were wolves and other animals.

I also logded a wolf corpse in another wolf on that adventure.

Kobold Troubadour

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Re: Is tomb-spelunking worth the risk?
« Reply #13 on: April 30, 2012, 09:12:01 am »

Sometimes it's the journey that counts...it might just be quite an interesting & more memorable to go Tomb raiding for the heck of it.

For example: Like when I was checking Legends Mode of a newly genned (slightly modded) world, I find that a Goblin Town has just entombed it's Leader only a few years after worldgen ended.

In that Tomb is the baddest m$#^%$r in that world...Their former Demon Overlord, now mummified. This guy threw the world in fear and chaos for years and if disturbed now in it's "New form"...well...

It's probably gonna' be an entertaining battle now wouldn't it?
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Hylas

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Re: Is tomb-spelunking worth the risk?
« Reply #14 on: April 30, 2012, 10:04:23 am »

Zombies can be dealt with, but getting cursed is pretty much game over. It does sometimes lead to an interesting death, though.

My current theory is that the mummy is only disturbed if you go near (the 8 tiles adjacent to) his/her coffin, but this includes these tiles on the floors above and below the coffin as well. So, there's like a 3x3x3 cube of no-going. It can be difficult to know where this cube is if you haven't already found the deadguy box.

Mummies are disturbed if you go near their coffins, or if you take something of value from the tomb. Possibly by you setting off a trap.

If you want to be super cautious, remove all the peasant corpses you can find, take them outside and burn them.

Mummies (or any IE_RESURRECT targets) will disappear if you walk (not fast travel) out of the immediate area. Disturbing a mummy, then running away enough, then coming back will result in a 'safe' tomb. This is an exploit.

Tombs do seem to have slightly better stuff than keeps, but mostly I like them for training observer by spotting traps. Resting for an hour will make them all hidden again, allowing you to powerlevel observer. This is also an exploit.

Also: go solo. Companions will not sneak, wake up the mummy, berzerk-rush the horde of zombies, chop off hands and heads, set off traps, die then probably re-animate and try to kill you.
« Last Edit: July 07, 2012, 11:08:59 pm by Hylas »
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