Difference between revisions of "Talk:The Lair"

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::That's very strange... I can't think of any reason why an orc would be there. Blork the orc spawns with a group of orcs, but he can't spawn down there either... I think the only reason why an orc wizard would be on Lair:2 would be for it to come down the stairs from the Dungeon to Lair:1 (which can definitely happen) and then step on a shaft trap. That would send it to Lair:2. It's a weird event, but I think that's the only logical one. --[[User:MoogleDan|MoogleDan]] 02:13, 2 June 2013 (CEST)
 
::That's very strange... I can't think of any reason why an orc would be there. Blork the orc spawns with a group of orcs, but he can't spawn down there either... I think the only reason why an orc wizard would be on Lair:2 would be for it to come down the stairs from the Dungeon to Lair:1 (which can definitely happen) and then step on a shaft trap. That would send it to Lair:2. It's a weird event, but I think that's the only logical one. --[[User:MoogleDan|MoogleDan]] 02:13, 2 June 2013 (CEST)
 
:::That could be, Dan. I've never before seen it happen. Just uniques in Lair:2 have always been a nuisance to be coped with. By the way, I've made a cut snapshot (by Win accessory Paint) to prove it. Just if you want to see the scenery - the remembered locations of foes are shown, even the white shilouetted invisible orc wiz. I had taken the stairs to escape his conjurations. -- [[User:Bwijn|Bwijn]] 10:56, 2 June 2013 (CEST)
 
:::That could be, Dan. I've never before seen it happen. Just uniques in Lair:2 have always been a nuisance to be coped with. By the way, I've made a cut snapshot (by Win accessory Paint) to prove it. Just if you want to see the scenery - the remembered locations of foes are shown, even the white shilouetted invisible orc wiz. I had taken the stairs to escape his conjurations. -- [[User:Bwijn|Bwijn]] 10:56, 2 June 2013 (CEST)
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::::Nah, that's fine. It's believable as is. If you'd found one on Lair:3 I'd be MUCH more skeptical. --[[User:MoogleDan|MoogleDan]] 15:32, 2 June 2013 (CEST)

Revision as of 15:32, 2 June 2013

It's not always a runed door in the wormcave Lair:8 0.12 I found. Also can be just a simple door with a plant in front of it. If your stealth is sufficiently high the dragon will be sound sleeping - ready to be stabbed to death. -- Bwijn 18:33, 31 May 2013 (CEST)

Surprisingly an orc wizard spawned in 0.12 Lair:2. No reason why, no Xom or mutation influence. Up to now I expected that this level is a reliable stash. No longer true? -- Bwijn 21:23, 1 June 2013 (CEST)

I think orcs have always been able to spawn there, just not respawn. Not 100% sure though. --Lokkij 21:44, 1 June 2013 (CEST)
That's very strange... I can't think of any reason why an orc would be there. Blork the orc spawns with a group of orcs, but he can't spawn down there either... I think the only reason why an orc wizard would be on Lair:2 would be for it to come down the stairs from the Dungeon to Lair:1 (which can definitely happen) and then step on a shaft trap. That would send it to Lair:2. It's a weird event, but I think that's the only logical one. --MoogleDan 02:13, 2 June 2013 (CEST)
That could be, Dan. I've never before seen it happen. Just uniques in Lair:2 have always been a nuisance to be coped with. By the way, I've made a cut snapshot (by Win accessory Paint) to prove it. Just if you want to see the scenery - the remembered locations of foes are shown, even the white shilouetted invisible orc wiz. I had taken the stairs to escape his conjurations. -- Bwijn 10:56, 2 June 2013 (CEST)
Nah, that's fine. It's believable as is. If you'd found one on Lair:3 I'd be MUCH more skeptical. --MoogleDan 15:32, 2 June 2013 (CEST)