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So I've played a few Mountain Dwarf Fighters and finally things seem to
be going my way with one of them. He hasn't found any killer equipment,
and he's lost a few scrolls and potions to wizards and priests, but he
seems to be doing okay anyway. I've read some advice here, but I'm still
unsure what to do now... I guess it's "pendulum" time as I've found two
entrances to different branches... the Mines and the Lair. I've been in
the Mines with one previous character, who promptly took a brown
staircase and died of inability to go anywhere. And I've never been to
the Lair.
Where should I go to get some decent axes? When will my god start giving
me items? What should I stash, what should I carry around?
Dungeon Crawl version 4.0.0 beta 26 character file.
\\ skipping screenshot
Trumdur the Cleaver (Mountain Dwarf)
(Level 10 Fighter)
Play time: 01:52:15 Number of turns: 16379
Experience : 10/6978
Strength 26 Dexterity 9 Intelligence 6
\\ I'm very happy I read here that Intelligence should be increased. I
still lack a few points, but a quaff-tested potion reduced it to 1 after
my first voluntary increase...
Hit Points : 82 Magic Points : 6
AC : 12 Evasion : 10 Shield : 7
GP : 69
You are in the Ecumenical Temple.
You worship Okawaru.
Okawaru is most pleased with you.
You are hungry.
\\ just went there to make a stash after an orc wizard fried some scrolls.
Inventory:
Hand weapons
a - a +1,+1 dwarven hand axe (weapon)
b - an uncursed orcish blowgun
k - a +0,+1 orcish hand axe
Q - a +0,+1 orcish hand axe
\\ I have no idea why I keep carrying these around.
R - an uncursed glowing bow
\\ not sure whether to go for the blowgun or bow... or something else
entirely.
Missiles
e - 11 poisoned orcish needles
\\ these make big melee monsters a breeze... love 'em
f - 39 poisoned needles
y - 13 poisoned orcish bolts
J - 12 poisoned arrows
\\ but now I also have these... so...
P - 39 arrows
U - 21 poisoned needles
V - 16 poisoned needles
Armour
c - a +1 dwarven shield (worn)
K - a +1 dwarven chain mail (worn)
M - a +0 pair of boots (worn)
\\ no cloak or gloves or anything yet.
Magical devices
h - a wand of enslavement (10)
o - a wand of fireball
x - a wand of cold (1)
A - a wand of slowing
E - a wand of flame (4)
G - a wand of magic darts
O - a wand of fireball
\\ fireball is scary in tight quarters... I think I may be able to use
it if I go into the mines though, as I hear orcs come in bands.
Comestibles
d - 2 bread rations
j - 4 meat rations
W - a pear
Y - an apple
Scrolls
i - 4 scrolls labeled BYFIL {tried}
l - 4 scrolls of detect curse
n - a scroll of magic mapping
q - 3 scrolls of enchant armour
r - a scroll labeled UM N {tried}
s - 8 scrolls of enchant weapon I
t - a scroll labeled IFYP
w - a scroll labeled QIHYFREPOBU
z - 2 scrolls of enchant weapon II
B - 7 scrolls of identify
D - 2 scrolls labeled OSYJOBYJ XO
F - 10 scrolls of teleportation
H - 3 scrolls labeled XEP H F
L - 4 scrolls of remove curse
T - a scroll of paper
Z - a scroll of curse armour
\\should I read-ID some of these with a wand in my hand?
Jewellery
u - a ring of see invisible
v - a ring of poison resistance (right hand)
C - an amulet of the gourmand (around neck)
N - a +1 ring of evasion (left hand)
\\ I'm really happy with these. Planning to switch in the see invisible
one when I go into the mines... probably for the poison resistance one.
Potions
g - a silvery potion
m - a potion of paralysis
p - 2 potions of heal wounds
S - 13 potions of healing
X - a sedimented inky potion
\\ scroll ID the two unIDed ones?
Books
I - a book of Minor Magic
\\ no spell magic yet, unfortunately... I would like to make this guy a
reaver though (if that's the fighting/conjuration path) provided I
survive any length of time at all.
You have 135 experience left.
Skills:
+ Level 7 Fighting
+ Level 12 Axes
- Level 2 Darts
+ Level 2 Throwing
+ Level 6 Armour
+ Level 6 Shields
+ Level 2 Traps & Doors
\\ Should I do anything about these?
You have 9 spell levels left.
You don't know any spells.
\\ and the game won't let me 'M'emorize any, either.
Vanquished Creatures
\\ abbreviated...
A hippogriff (D:9)
\\ was a nice armour-training kill.
7 ogres
\\ these have stopped scaring me now. Should they?
2 centaurs
\\ easy when able to close with them... the first one gave me a glowing
bow, the second one poisoned arrows. Nice. Also, lots of food.
An ice beast (D:9)
\\ didn't destroy a single potion
13 killer bees
\\ easy kills with ring of poison resistance. I was really scared when I
met these!
A mummy (D:9)
\\ dropped all my potions before engaging this one, thanks to you guys.
It also cursed my blowgun. Meanie.
Edmund (D:5)
\\ deepest unique yet encountered. Had no trouble with him. Sigmund was
worse, but Jessica, Terrence and Ijyb were pretty much a breeze... I
guess I've been lucky with the tactical situations regarding those.
I've had a couple of close calls, but running away up or down stairs has
worked well. Wands of slowing also help, though I usually wait until
it's too late and one more hit might kill me, so luck with damage and/or
to-hit is also a factor in this character's success.
So I've played a few Mountain Dwarf Fighters and finally things seem to
be going my way with one of them. He hasn't found any killer equipment,
and he's lost a few scrolls and potions to wizards and priests, but he
seems to be doing okay anyway. I've read some advice here, but I'm still
unsure what to do now... I guess it's "pendulum" time as I've found two
entrances to different branches... the Mines and the Lair. I've been in
the Mines with one previous character, who promptly took a brown
staircase and died of inability to go anywhere. And I've never been to
the Lair.
Where should I go to get some decent axes? When will my god start giving
me items? What should I stash, what should I carry around?
Dungeon Crawl version 4.0.0 beta 26 character file.
\\ skipping screenshot
Trumdur the Cleaver (Mountain Dwarf)
(Level 10 Fighter)
Play time: 01:52:15 Number of turns: 16379
Experience : 10/6978
Strength 26 Dexterity 9 Intelligence 6
\\ I'm very happy I read here that Intelligence should be increased. I
still lack a few points, but a quaff-tested potion reduced it to 1 after
my first voluntary increase...
Hit Points : 82 Magic Points : 6
AC : 12 Evasion : 10 Shield : 7
GP : 69
You are in the Ecumenical Temple.
You worship Okawaru.
Okawaru is most pleased with you.
You are hungry.
\\ just went there to make a stash after an orc wizard fried some scrolls.
Inventory:
Hand weapons
a - a +1,+1 dwarven hand axe (weapon)
b - an uncursed orcish blowgun
k - a +0,+1 orcish hand axe
Q - a +0,+1 orcish hand axe
\\ I have no idea why I keep carrying these around.
R - an uncursed glowing bow
\\ not sure whether to go for the blowgun or bow... or something else
entirely.
Missiles
e - 11 poisoned orcish needles
\\ these make big melee monsters a breeze... love 'em
f - 39 poisoned needles
y - 13 poisoned orcish bolts
J - 12 poisoned arrows
\\ but now I also have these... so...
P - 39 arrows
U - 21 poisoned needles
V - 16 poisoned needles
Armour
c - a +1 dwarven shield (worn)
K - a +1 dwarven chain mail (worn)
M - a +0 pair of boots (worn)
\\ no cloak or gloves or anything yet.
Magical devices
h - a wand of enslavement (10)
o - a wand of fireball
x - a wand of cold (1)
A - a wand of slowing
E - a wand of flame (4)
G - a wand of magic darts
O - a wand of fireball
\\ fireball is scary in tight quarters... I think I may be able to use
it if I go into the mines though, as I hear orcs come in bands.
Comestibles
d - 2 bread rations
j - 4 meat rations
W - a pear
Y - an apple
Scrolls
i - 4 scrolls labeled BYFIL {tried}
l - 4 scrolls of detect curse
n - a scroll of magic mapping
q - 3 scrolls of enchant armour
r - a scroll labeled UM N {tried}
s - 8 scrolls of enchant weapon I
t - a scroll labeled IFYP
w - a scroll labeled QIHYFREPOBU
z - 2 scrolls of enchant weapon II
B - 7 scrolls of identify
D - 2 scrolls labeled OSYJOBYJ XO
F - 10 scrolls of teleportation
H - 3 scrolls labeled XEP H F
L - 4 scrolls of remove curse
T - a scroll of paper
Z - a scroll of curse armour
\\should I read-ID some of these with a wand in my hand?
Jewellery
u - a ring of see invisible
v - a ring of poison resistance (right hand)
C - an amulet of the gourmand (around neck)
N - a +1 ring of evasion (left hand)
\\ I'm really happy with these. Planning to switch in the see invisible
one when I go into the mines... probably for the poison resistance one.
Potions
g - a silvery potion
m - a potion of paralysis
p - 2 potions of heal wounds
S - 13 potions of healing
X - a sedimented inky potion
\\ scroll ID the two unIDed ones?
Books
I - a book of Minor Magic
\\ no spell magic yet, unfortunately... I would like to make this guy a
reaver though (if that's the fighting/conjuration path) provided I
survive any length of time at all.
You have 135 experience left.
Skills:
+ Level 7 Fighting
+ Level 12 Axes
- Level 2 Darts
+ Level 2 Throwing
+ Level 6 Armour
+ Level 6 Shields
+ Level 2 Traps & Doors
\\ Should I do anything about these?
You have 9 spell levels left.
You don't know any spells.
\\ and the game won't let me 'M'emorize any, either.
Vanquished Creatures
\\ abbreviated...
A hippogriff (D:9)
\\ was a nice armour-training kill.
7 ogres
\\ these have stopped scaring me now. Should they?
2 centaurs
\\ easy when able to close with them... the first one gave me a glowing
bow, the second one poisoned arrows. Nice. Also, lots of food.
An ice beast (D:9)
\\ didn't destroy a single potion
13 killer bees
\\ easy kills with ring of poison resistance. I was really scared when I
met these!
A mummy (D:9)
\\ dropped all my potions before engaging this one, thanks to you guys.
It also cursed my blowgun. Meanie.
Edmund (D:5)
\\ deepest unique yet encountered. Had no trouble with him. Sigmund was
worse, but Jessica, Terrence and Ijyb were pretty much a breeze... I
guess I've been lucky with the tactical situations regarding those.
I've had a couple of close calls, but running away up or down stairs has
worked well. Wands of slowing also help, though I usually wait until
it's too late and one more hit might kill me, so luck with damage and/or
to-hit is also a factor in this character's success.