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TOPIC: Psychic Abilities

Psychic Abilities 9 years 4 months ago #1

I knew you were going to read this thread.:laugh:

But seriously, the ions stone gave immunity to the mind flayer's psychic blast, which took half your hit points. There was no water to walk on - oh, wait - could one use the psychic ability to walk on water in the snake combat room in Sable? Maybe it would prevent your from being trapped in the whirlpool, or from taking damage from dumb wizards who cast ray of shock in a room full of water (cough, cough:unsure: ).

Anyway, did anyone remember that they could heal themselves 4 HP? I didn't.
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Re: Psychic Abilities 9 years 4 months ago #2

I only remembered my psychic abilities on one run, when I didn't need them, naturally.

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Re: Psychic Abilities 9 years 4 months ago #3

I used water walking in the flooded snake room a couple times. It worked.
Classes Played: Barbarian (65 times), Monk (56), Ranger (33), Rogue (25), Cleric (21), Fighter (13), Druid (12), Paladin (11), Dwarf Fighter (10), Bard (7), Elf Wizard (2), Wizard (2)

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Re: Psychic Abilities 9 years 4 months ago #4

Yep! I remembered my 4 HP of healing... After Eric's son of Smoak hit me for 50 darkrift damage. Let me tell you, that 4 hitpoints nearly let me survive the second 50 darkrift... ;)

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Last edit: by Fiddy.

Re: Psychic Abilities 9 years 4 months ago #5

bpsymington wrote: I knew you were going to read this thread.:laugh:

But seriously, the ions stone gave immunity to the mind flayer's psychic blast, which took half your hit points. There was no water to walk on - oh, wait - could one use the psychic ability to walk on water in the snake combat room in Sable? Maybe it would prevent your from being trapped in the whirlpool, or from taking damage from dumb wizards who cast ray of shock in a room full of water (cough, cough:unsure: ).

Anyway, did anyone remember that they could heal themselves 4 HP? I didn't.

As noted, walking on water made you immune to the whirlpool effect in the Sable Gauntlet fight with the sea serpent.

Walking on water could also save you a turn in Grind, when going to do battle with the underwater monsters in Room 4.

Fiddy wrote: Yep! I remembered my 4 HP of healing... After Eric's son of Smoak hit me for 50 darkrift damage. Let me tell you, that 4 hitpoints nearly let me survive the second 50 darkrift... ;)

Hey, between Evasion, Mithral 3 piece, Topaz Trilliants, Topaz Spheres, Drow Raider Necklaces, Topaz Infused Armor, and Druegar's Death Die, you had some options! ;)

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Last edit: by Incognito.

Re: Psychic Abilities 9 years 4 months ago #6

Incognito wrote:

Fiddy wrote: Yep! I remembered my 4 HP of healing... After Eric's son of Smoak hit me for 50 darkrift damage. Let me tell you, that 4 hitpoints nearly let me survive the second 50 darkrift... ;)

Hey, between Evasion, Mithral 3 piece, Topaz Trilliants, Topaz Spheres, Drow Raider Necklaces, Topaz Infused Armor, and Druegar's Death Die, you had some options! ;)


Dang it! I forgot to roll my Death Die!

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Re: Psychic Abilities 9 years 4 months ago #7

Fiddy wrote:

Incognito wrote:

Fiddy wrote: Yep! I remembered my 4 HP of healing... After Eric's son of Smoak hit me for 50 darkrift damage. Let me tell you, that 4 hitpoints nearly let me survive the second 50 darkrift... ;)

Hey, between Evasion, Mithral 3 piece, Topaz Trilliants, Topaz Spheres, Drow Raider Necklaces, Topaz Infused Armor, and Druegar's Death Die, you had some options! ;)


Dang it! I forgot to roll my Death Die!

I will roll for you now..."1"...sorry Fiddy you are still dead! :evil:

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