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  #11  
Old August 8th, 2007, 05:41 PM
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Default Re: Strange House

Just imagine if R'lyeh finds one. Double the { summons | screaming | vanishing into the void }.
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  #12  
Old August 8th, 2007, 11:05 PM
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Default Re: Strange House

I found this magic site in two different games. From my experience the "Strange House" would only allow astral commanders/mages to enter. However from my experience no creatures would appear... so it was either broken or the commander/mage must have the summoning skill.
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  #13  
Old August 9th, 2007, 04:41 AM
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Default Re: Strange House

You need the Summoning skill to get good units at lower risk.
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  #14  
Old August 9th, 2007, 04:50 AM

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Default Re: Strange House

I got a couple of weird beasties when I used it. First turn I tried in fact - but at the same time my poor theurg got lost in time and space.

He appeared about 20 turns later, with an extra level of astral and 107(%?) insanity.
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  #15  
Old August 9th, 2007, 12:20 PM

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Default Re: Strange House

Ha, that's pretty cool that he gained astral (my condoleances for his insanity however).
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  #16  
Old August 9th, 2007, 04:02 PM
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Default Re: Strange House

So it's exactly like Ry'leh's Void Gate in every way then?
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  #17  
Old August 9th, 2007, 05:52 PM
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Default Re: Strange House

Yes, it's a second Void Gate. Enter at your own risk.
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  #18  
Old August 9th, 2007, 08:48 PM
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Default Re: Strange House

I'm actually a big fan of the void gate as Dom2 R'Lyeh and now MA R'Lyeh has always been my favorite nation. You can get your summoner killed, lost, lose his mind, or get attacked by the creature(s) he was supposed to be summoning, but you can get some really cool things out of it. I love my Greater Othernesses and my Vastnesses. [img]/threads/images/Graemlins/icon09.gif[/img]
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