Difference between revisions of "Deranged quester"
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|hit2=The deranged quester stops moving for a second, then launches into a barrage of swordstrokes and fireballs.{{hitnote|{{element|physical|}}}}+{{hitnote|{{element|fire|}}}} | |hit2=The deranged quester stops moving for a second, then launches into a barrage of swordstrokes and fireballs.{{hitnote|{{element|physical|}}}}+{{hitnote|{{element|fire|}}}} | ||
|hit3=The quester starts digging through his belt pouch, muttering about a healing potion. He doesn't find that, but does find a flask of acid, which he dumps out. Thankfully, you manage to prevent him from polluting... with your foot. Which, admittedly, was there anyway, but it sounds more heroic this way.{{hitnote|{{element|acid|}}}} | |hit3=The quester starts digging through his belt pouch, muttering about a healing potion. He doesn't find that, but does find a flask of acid, which he dumps out. Thankfully, you manage to prevent him from polluting... with your foot. Which, admittedly, was there anyway, but it sounds more heroic this way.{{hitnote|{{element|acid|}}}} | ||
− | |miss1=The | + | |miss1=The adventurer has a hypothesis that, if he hits you hard enough, loot will pop out. You decide against being his experimental subject. |
|miss2=The deranged quester stops moving for a second, muttering something unprintable about lag. | |miss2=The deranged quester stops moving for a second, muttering something unprintable about lag. | ||
|miss3= The quester starts digging through his belt pouch, muttering about a healing potion. He pulls out several bolts of cloth, two complete suits of armor, a fully-stocked spice cabinet, three swords, fourteen polearms, fifty feet of rope, and a live chicken before giving up. | |miss3= The quester starts digging through his belt pouch, muttering about a healing potion. He pulls out several bolts of cloth, two complete suits of armor, a fully-stocked spice cabinet, three swords, fourteen polearms, fifty feet of rope, and a live chicken before giving up. |
Latest revision as of 19:32, 23 July 2014
deranged quester |
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You unilaterally decide your foe needs a slick new look and pull them into a whirlwind costume montage.
And... magnifique!
Since you changed this poor soul's costume, he's been mobbed by men with punctuation marks over their heads, sending him off to get sacred orbs or spaceship parts or boar spleens. You think he's finally cracked.
Either that or somebody offered him some pocket change for the extra scrap of spandex you're pretty sure you weren't carrying around until just now.
Your opponent attacks ...
Hit messages:
- The adventurer attempts to hit you until loot pops out. So far, so good.
- The deranged quester stops moving for a second, then launches into a barrage of swordstrokes and fireballs. damage+ (fire) damage
- The quester starts digging through his belt pouch, muttering about a healing potion. He doesn't find that, but does find a flask of acid, which he dumps out. Thankfully, you manage to prevent him from polluting... with your foot. Which, admittedly, was there anyway, but it sounds more heroic this way. (acid) damage
He hits you for X damage.
Critical hit message:
Your opponent has a critical hit! He hits you for X damage.
Miss messages:
- The adventurer has a hypothesis that, if he hits you hard enough, loot will pop out. You decide against being his experimental subject.
- The deranged quester stops moving for a second, muttering something unprintable about lag.
- The quester starts digging through his belt pouch, muttering about a healing potion. He pulls out several bolts of cloth, two complete suits of armor, a fully-stocked spice cabinet, three swords, fourteen polearms, fifty feet of rope, and a live chicken before giving up.
- He never does find the healing potion.
Fumble messages:
Your foe fumbles! He takes X damage.
Victory! You beat up your foe and win the combat!
You gain (8*Level, cap 400) experience.
You got an item: fetch quest (Guaranteed Drop)
You got an item: fetch quest (Unspecified Drop rate)
Known resistances/weaknesses
Immune to fire damage.
50% resistant to physical damage.
50% weak to psychic damage.
How to Encounter
- Using Disguise Foe skill on foes whose name starts with D or Q.
Notes
- Foes's stats and drops will be replaced by those of the disguised form.
- Using ionic tonic doesn't change the resulting disguise, and the resulting foe keeps the ionic in the name as well as the electrical weakness.
- Foes that can't be replicated also can't be disguised with the exception of:
- Scaling foes;
- Foes from The streets of Somerset;
- footpath footpad and ghost of X;
References
- Refers to the fetch quests in many role-playing computer games.