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Author Topic: Dungeon Keeper: The Q&A  (Read 49321 times)

Zako

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Re: Dungeon Keeper: The Q&A
« Reply #630 on: June 24, 2011, 04:31:53 am »

Holy shit dude, that WAS close. Thank god I decided to take that shield.
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Ochita

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Re: Dungeon Keeper: The Q&A
« Reply #631 on: June 24, 2011, 04:41:49 am »

Yeah, and also that I figured out what the wand did.
If I didn't, you would probably be dead or something nasty now.
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

Zako

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Re: Dungeon Keeper: The Q&A
« Reply #632 on: June 24, 2011, 08:33:23 am »

I might have lost an eye, or worse. I was lucky that it didn't even break. Hopefully at worse, it's just fractured.
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Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #633 on: June 24, 2011, 11:27:05 am »

It seems that Mindsnap is much more powerful than I had thought. How badly did I screw up that Cultist anyway?
you used static to give him a very big minus to the spell he was casting, causing a critical failure for him

Mirran - undead can be knocked out, and crippling injuries are healed by magic once they are full hp, otherwise they roll health or have a penalty for life
« Last Edit: June 24, 2011, 11:30:55 am by Hastur »
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Rask

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Re: Dungeon Keeper: The Q&A
« Reply #634 on: June 24, 2011, 11:32:05 am »

I suppose I should figure out what kind of recipe I was inspired for. Is Bernard still suffering from the poison, and if yes, will he recover on his own?
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Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #635 on: June 24, 2011, 11:47:00 am »

your alchemy skill tells you the toxin numbs, but it does not destroy cells, he will be fine.
     i had some items to list for you to choose from but if you come up with something thats good too
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Rask

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Re: Dungeon Keeper: The Q&A
« Reply #636 on: June 24, 2011, 12:11:16 pm »

Oh, I have a bunch of ideas, some practical, some not so practical.

  • antivenom: self-explanatory
  • poison: for coating weapons with
  • reverse glowstick (darkstick?): sucks the light out of an area.
  • regeneration elixier: regrows chopped-off bits over time. Though that would be more economical as an enchanted item that can be passed around as necessary.
  • trance potion: focuses mind on one task, boosting training/learning, but makes one otherwise useless while it lasts.
  • glue: probably doesn't need a recipe
  • mimic potion: turns into whatever cheaper liquid is put into it. Probably not useful aside from being a potential blood source
  • softening gel: turns inorganic matter malleable so it can be worked and shaped like wet clay. Wears off eventually. Possibly useful for crafting unusual stuff.
  • freezing potion: cold counterpart to molotov potion
  • philosopher's stone (various types): turns a source material into another specific material
  • happy juice: cures depression
  • generic explosives: Boom!
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adwarf

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Re: Dungeon Keeper: The Q&A
« Reply #637 on: June 24, 2011, 06:19:28 pm »

Do we have any wood I could use to make a bow, and also Hastur cna you update the character statues on the front page?
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Rask

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Re: Dungeon Keeper: The Q&A
« Reply #638 on: June 24, 2011, 06:23:40 pm »

We have 31 wood.
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adwarf

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Re: Dungeon Keeper: The Q&A
« Reply #639 on: June 24, 2011, 06:25:08 pm »

We have 31 wood.
Thanks I missed that somehow.
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Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #640 on: June 26, 2011, 02:27:38 pm »

Oh, I have a bunch of ideas, some practical, some not so practical.

  • antivenom: self-explanatory
  • poison: for coating weapons with
  • reverse glowstick (darkstick?): sucks the light out of an area.
  • regeneration elixier: regrows chopped-off bits over time. Though that would be more economical as an enchanted item that can be passed around as necessary.
  • trance potion: focuses mind on one task, boosting training/learning, but makes one otherwise useless while it lasts.
  • glue: probably doesn't need a recipe
  • mimic potion: turns into whatever cheaper liquid is put into it. Probably not useful aside from being a potential blood source
  • softening gel: turns inorganic matter malleable so it can be worked and shaped like wet clay. Wears off eventually. Possibly useful for crafting unusual stuff.
  • freezing potion: cold counterpart to molotov potion
  • philosopher's stone (various types): turns a source material into another specific material
  • happy juice: cures depression
  • generic explosives: Boom!

how about you get 3 weak recipes
antidote
black tar - weapon poison, causes pain, hard to wear off
superglue

by the way, the vial recipes you have can already be used to poison weapons, they have to  be freshly applied though.

Oh by the way !!!LEVEL UP!!!! everybody gets one skill point to spend. wee
« Last Edit: June 26, 2011, 03:06:16 pm by Hastur »
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rty275

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Re: Dungeon Keeper: The Q&A
« Reply #641 on: June 26, 2011, 03:11:00 pm »

Same available skills as before or no?
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adwarf

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Re: Dungeon Keeper: The Q&A
« Reply #642 on: June 26, 2011, 03:12:31 pm »

Can I spend it to learn Spirit Magic ?
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Hastur

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Re: Dungeon Keeper: The Q&A
« Reply #643 on: June 26, 2011, 03:17:10 pm »

Same available skills as before or no?

yes + you can come up with new ones if you like. Oh and just so its clear, this time you get a skill point not a perk/power.

Adwarf - i dont know what spirit magic is
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adwarf

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Re: Dungeon Keeper: The Q&A
« Reply #644 on: June 26, 2011, 03:18:55 pm »

Same available skills as before or no?

yes + you can come up with new ones if you like. Oh and just so its clear, this time you get a skill point not a perk/power.

Adwarf - i dont know what spirit magic is
Spirit Magic is basically summoning spirits to fight for you such as the summonign a Ghost to assist in combaty or the Spirit of Fire for light,a nd heat.
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