Post by mithrilcoat on Mar 7, 2012 14:38:38 GMT -5
Here is a random assortment of stuff I have learned
the hard way. You get to learn it the easy way.
== Rangers must be rolled as human.
== Valk's and Courts must be female.
==Ravers and Dinks must be male.
== You can roll a Kobold Mage, but it will be female.
== You can roll a Hobbit Ninja, but it will be male.
== If you want to roll a Hobbit Ninja, get a really comfortable
chair. It is going to take a really long time.
== Do not leave dead char's laying around in the dungeon. Not
so nice players can "S"teal all your stuff.
== No one can "S"teal an equipped item, unless the char is dead
== Learn where the morgue is. If you die in the city, anyone
that beats you to the morgue can claim the body and take
your stuff. If you PERM at the Houses of Healing you
do NOT go to the morgue. Your body remains in the HoH.
==When you PERM "S"teal all your items, and make sure you
clean out the bank account BEFORE you delete the char.
==When you put stuff in a bag, you will lose all that stuff
if the bag gets unequipped for any reason. This includes
1) Depositing the bag in the bank. (yeah, I did this.)
2)The bag is "S"tolen from a dead/PERM'd char.
3) You shift U a different bag. (I have never done this
but it was a reported error years ago.)
== Teleporting in oub is both easier and more dangerous than
"other" dungeon games. See the torgafier base note.
== Think twice before venturing into the dungeon alone. Oub
is very much a "party" game.
== Sammies get two swings with their bare hands and also two
swings with 1 swing weapons. Use this feature to your
advantage. A sammy can use a Sword +1 Pro Undead and
still be a decent fighter.
== Sammies also get a -1 ac benefit every other level until
they reach lvl 20. At that lvl they are ac -1 naked.
== In order to derive the benefit of "Pro" against things that
can cast mage spells (Mages, Undeads, Dragons) the entire
party must all be Pro. The reason is that mage spells
like fieminat or alitoare area effect spells. Your ranger
may be Pro Mage, but ...
he can still get alito'd by a sorceror because the sorc
can target a party member that is not Pro Mage.
== Pro X is not 100% protection. It seems to work about
80-90% of the time.
== Pro fire is not optional. Not only will it reduce the
damage you take, but it will protect your ITEMS from
being destroyed by breath weapons.
== Fietokshef must be permanent to be effective. Cast
fietokshef only protects against the first fire attack.
== Your party should be Pro dragon before venturing below lvl
FOUR in the dungeon. Pro Dragon rings are SR 4.
== Random items can be deadly.
== Special Rooms (SR's) are located randomly on each level.
== SR's for lvls 1-3 are pretty much a waste of time.
== You SR a level, by stepping on each encounter space on a
level. An encounter space is one that has been defined
as having an encounter other than a random encounter--
IE a possible encounter area that has money/chest. Its
hard to know where are the possible encounter areas are.
== When you encounter the SR, the monsters will
always suprise the party and be a relatively "tough"
encounter for that level. EXG you will not find Ravers
on level 6 randomly. But you can encounter 10 of them
that will suprise you in a lvl 6 SR.
== Review the SR tables. You can find them in the oubsr notes-
file or online. You should be able to clear almost all
of those encounters before you try to SR that level.
(lvl 10 is different)
== As a rule of thumb, only SR a level that you need the items
from. IE-- If there is nothing you need from SR 5, don't
waste your time SR'ing lvl 5.
== You know you have hit the SR when the box contains a single
item and "NO Money."
== After hitting the SR, you must repopulate the level before
you can hit the SR again. You do this by either shift
STOP on the leader and re-enter the game or your leader
char dies.
== When you shift STOP the leader, have him join the party,
then "C"hoose him as leader. This preserves the party's
spells, like bonashef, dumapic etc.
== Use the same strategy to repop the levl when you are
building chars on that level.
== When building on "dangerous" levels (lvls where the SR
encounters are likely to kill your pud chars) define a
building loop and stay in that loop. Check the loop with
a party that can withstand the SR encounters before you
take your pud chars there to build. This will give you
an SR free area in which to build. If you wander out
of this area, your puds will be at risk.
== If some other player is SR'ing the level you are trying to
build on, bad things might happen. Bad-- as in the SR
suddenlyappears in your building loop.
== Feel free to enquire via the bulletin board if anyone is
SR'ing the level you intend to build on. If so, pick
another level.
== Do not build on lvl 9 or 10. High risk of bad things.
== Do not build on lvl 8, unless you have studly chars/items.
== Lvl 4 is a good place to build. Lvl 6 is also good, but
make certain you can quickly dispatch green dragon and
nazgul encounters before you do it.
== The SR is defined when the previous SR is hit. Once defined
it will not move again until someone steps on that
particular space.
== Poison will continuously harm your chars until it is cured
via the cleric spell kotier, the ninja ability, or the
"cure your diseases" option in the HoH. Returning to
the city does not cure your poison. You can shift STOP
a poisoned char until you can arrange for a cure poison.
== Paralysis works ina similar fashion to poison. Strangely,
Oub lets you cast kotier from a paralyzed char.
== Antidote is available at Corwin's. It casts kotier.
== Various items can be "U"sed to access their power or cast
their spell. Think twice before you "U"se an item.
Things to consider are, "Do I know the effect?" "What
is the chance the item will burn?" "If the item burns,
can I survive without the rest of the trip without it,
or do I have a replacement handy?" --In a previous
version on the CERL system, I once found myself alone
facing the 9 Titan SR
on lvl 9. Everyone else was dead and 1 guy got off a
fieminamor. Without thinking, I "U"sed my hammer to
clear the encounter. It worked. I was left with a
Teleport box i couldn't open and no Hammer of Thunder
(which I was using to give me Pro Dragon.) To make
matters worse, I didn't have any extra Hammers.
== High DEX (on the leader) reduces the number of times the
party gets suprised. Down deep (lvl 9,10) suprise is
often deadly.
== For a Thief, Blade of Death will cast fieal. (+4 DEX)
== For other leaders, Boots of Speed will do the same.
After casting, remove the Boots. They are just taking up
an item slot you could have a ring in.
== Cast fieal on all your mage types as soon as they get lvl 3
spells and can toss it.
== Cast etishef likewise when they get level 6.
the hard way. You get to learn it the easy way.
== Rangers must be rolled as human.
== Valk's and Courts must be female.
==Ravers and Dinks must be male.
== You can roll a Kobold Mage, but it will be female.
== You can roll a Hobbit Ninja, but it will be male.
== If you want to roll a Hobbit Ninja, get a really comfortable
chair. It is going to take a really long time.
== Do not leave dead char's laying around in the dungeon. Not
so nice players can "S"teal all your stuff.
== No one can "S"teal an equipped item, unless the char is dead
== Learn where the morgue is. If you die in the city, anyone
that beats you to the morgue can claim the body and take
your stuff. If you PERM at the Houses of Healing you
do NOT go to the morgue. Your body remains in the HoH.
==When you PERM "S"teal all your items, and make sure you
clean out the bank account BEFORE you delete the char.
==When you put stuff in a bag, you will lose all that stuff
if the bag gets unequipped for any reason. This includes
1) Depositing the bag in the bank. (yeah, I did this.)
2)The bag is "S"tolen from a dead/PERM'd char.
3) You shift U a different bag. (I have never done this
but it was a reported error years ago.)
== Teleporting in oub is both easier and more dangerous than
"other" dungeon games. See the torgafier base note.
== Think twice before venturing into the dungeon alone. Oub
is very much a "party" game.
== Sammies get two swings with their bare hands and also two
swings with 1 swing weapons. Use this feature to your
advantage. A sammy can use a Sword +1 Pro Undead and
still be a decent fighter.
== Sammies also get a -1 ac benefit every other level until
they reach lvl 20. At that lvl they are ac -1 naked.
== In order to derive the benefit of "Pro" against things that
can cast mage spells (Mages, Undeads, Dragons) the entire
party must all be Pro. The reason is that mage spells
like fieminat or alitoare area effect spells. Your ranger
may be Pro Mage, but ...
he can still get alito'd by a sorceror because the sorc
can target a party member that is not Pro Mage.
== Pro X is not 100% protection. It seems to work about
80-90% of the time.
== Pro fire is not optional. Not only will it reduce the
damage you take, but it will protect your ITEMS from
being destroyed by breath weapons.
== Fietokshef must be permanent to be effective. Cast
fietokshef only protects against the first fire attack.
== Your party should be Pro dragon before venturing below lvl
FOUR in the dungeon. Pro Dragon rings are SR 4.
== Random items can be deadly.
== Special Rooms (SR's) are located randomly on each level.
== SR's for lvls 1-3 are pretty much a waste of time.
== You SR a level, by stepping on each encounter space on a
level. An encounter space is one that has been defined
as having an encounter other than a random encounter--
IE a possible encounter area that has money/chest. Its
hard to know where are the possible encounter areas are.
== When you encounter the SR, the monsters will
always suprise the party and be a relatively "tough"
encounter for that level. EXG you will not find Ravers
on level 6 randomly. But you can encounter 10 of them
that will suprise you in a lvl 6 SR.
== Review the SR tables. You can find them in the oubsr notes-
file or online. You should be able to clear almost all
of those encounters before you try to SR that level.
(lvl 10 is different)
== As a rule of thumb, only SR a level that you need the items
from. IE-- If there is nothing you need from SR 5, don't
waste your time SR'ing lvl 5.
== You know you have hit the SR when the box contains a single
item and "NO Money."
== After hitting the SR, you must repopulate the level before
you can hit the SR again. You do this by either shift
STOP on the leader and re-enter the game or your leader
char dies.
== When you shift STOP the leader, have him join the party,
then "C"hoose him as leader. This preserves the party's
spells, like bonashef, dumapic etc.
== Use the same strategy to repop the levl when you are
building chars on that level.
== When building on "dangerous" levels (lvls where the SR
encounters are likely to kill your pud chars) define a
building loop and stay in that loop. Check the loop with
a party that can withstand the SR encounters before you
take your pud chars there to build. This will give you
an SR free area in which to build. If you wander out
of this area, your puds will be at risk.
== If some other player is SR'ing the level you are trying to
build on, bad things might happen. Bad-- as in the SR
suddenlyappears in your building loop.
== Feel free to enquire via the bulletin board if anyone is
SR'ing the level you intend to build on. If so, pick
another level.
== Do not build on lvl 9 or 10. High risk of bad things.
== Do not build on lvl 8, unless you have studly chars/items.
== Lvl 4 is a good place to build. Lvl 6 is also good, but
make certain you can quickly dispatch green dragon and
nazgul encounters before you do it.
== The SR is defined when the previous SR is hit. Once defined
it will not move again until someone steps on that
particular space.
== Poison will continuously harm your chars until it is cured
via the cleric spell kotier, the ninja ability, or the
"cure your diseases" option in the HoH. Returning to
the city does not cure your poison. You can shift STOP
a poisoned char until you can arrange for a cure poison.
== Paralysis works ina similar fashion to poison. Strangely,
Oub lets you cast kotier from a paralyzed char.
== Antidote is available at Corwin's. It casts kotier.
== Various items can be "U"sed to access their power or cast
their spell. Think twice before you "U"se an item.
Things to consider are, "Do I know the effect?" "What
is the chance the item will burn?" "If the item burns,
can I survive without the rest of the trip without it,
or do I have a replacement handy?" --In a previous
version on the CERL system, I once found myself alone
facing the 9 Titan SR
on lvl 9. Everyone else was dead and 1 guy got off a
fieminamor. Without thinking, I "U"sed my hammer to
clear the encounter. It worked. I was left with a
Teleport box i couldn't open and no Hammer of Thunder
(which I was using to give me Pro Dragon.) To make
matters worse, I didn't have any extra Hammers.
== High DEX (on the leader) reduces the number of times the
party gets suprised. Down deep (lvl 9,10) suprise is
often deadly.
== For a Thief, Blade of Death will cast fieal. (+4 DEX)
== For other leaders, Boots of Speed will do the same.
After casting, remove the Boots. They are just taking up
an item slot you could have a ring in.
== Cast fieal on all your mage types as soon as they get lvl 3
spells and can toss it.
== Cast etishef likewise when they get level 6.