[Crawl] Dungeon level 22...

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2 things:

a Vampire what kind of power has?

How cani kill an IRON troll?

:(

Just escaped from both... :-/




Marco the Devastator

Race : Deep Elf Res.Fire : . . . See Invis. : .
Class : Conjurer Res.Cold : + . . Warding : .
Worship : Sif Muna Life Prot.: . . . Conserve : .
Res.Poison: + Res.Corr. : .
Level 19 Res.Elec. : . Gourmand : +
Exp 378996
Next Level 408099 Sust.Abil.: . Rnd.Telep. : .
Exp Needed 29103 Res.Mut. : . Ctrl.Telep.: .
Spls.Left 2 Res.Slow : . Levitation : .
Gold 2335 Clarity : + Ctrl.Flight: .

HP : 88/ 88
MP : 41/ 41 Weapon +5,+8 falchion "Rehy"
Str : 12 Armour +5 robe (R-magic)
Int : 38 Shield none
Dex : 14 Helmet +1 dwarf helmet
Armour Cl: 18 Cloak +1 cloak (R-magic)
Evasion : 22 Gloves +2 pair of gloves (str)
Shield Cl: 0 Boots +2 pair of boots
Amulet amulet of the gourmand
Play time : 08:56:41 Ring ring "Ep Bumykezx"
Turns : 73330 Ring +6 ring of intelligence


You are on level 21.
You worship Sif Muna.
Sif Muna is exalted by your worship.
You are not hungry.


Inventory:
Hand weapons
g - the +0,+4 sabre of the Turnip
It affects your evasion (+3).
It affects your dexterity (+3).
+p - the +5,+8 falchion "Rehy" (weapon)
In the hands of one skilled in necromantic magic it inflicts extra damage
on living creatures.
It affects your intelligence (+3).
It lets you sense your surroundings.

// Powerful & useful :) found in a vault on level 20...


Armour
+s - a +5 robe of magic resistance (worn)
+M - a +2 pair of boots (worn)
+R - a +1 cloak of magic resistance (worn)
+S - a +2 pair of gloves of strength (worn)
+W - a +1 dwarven helmet (worn)

Magical devices
k - a wand of fireball
A - a wand of paralysis
B - a wand of flame
Comestibles
c - a meat ration
d - a sausage
u - a bread ration
Scrolls
h - 5 scrolls of remove curse
j - a scroll of identify
q - a scroll of enchant weapon II
t - a scroll of fear
v - a scroll of immolation
Jewellery
f - a ring of see invisible
n - the ring "Ipyrekurohupy"
This ring either protects its wearer from harm or makes them more
vulnerable to injury, to a degree dependent on its power.
It affects your AC (+4).
It affects your accuracy (+1).
It protects you from cold.

// Acquirement...

z - a cursed ring of teleportation
+C - an amulet of the gourmand (around neck)
+L - a +6 ring of intelligence (left hand)

// At the end of Elven Halls...

+X - the ring "Ep Bumykezx" (right hand)
This ring increases the hand-to-hand and missile combat skills of its
wearer.
It affects your accuracy (+0).
It affects your damage-dealing abilities (+5).
It affects your evasion (+6).
It protects you from poison.
It lets you levitate.
Y - an uncursed ring of life protection
Potions
a - 7 potions of heal wounds
e - 16 potions of healing

// How can i drop only 2-3-X potions?

i - a potion of porridge
Books
l - a leatherbound book

// Too powerful for me to read... :(

Magical staves
b - a staff of fire
m - a staff of power
o - a staff of poison

// gonna drop it as soon as i get back to lair :)

w - a staff of cold
Miscellaneous
r - a small ebony casket

// Gonna drop it as soon as i'm again in Lair

You have 8 experience left.

Skills:
+ Level 3 Fighting
+ Level 4 Short Blades
+ Level 3 Long Blades
+ Level 3 Staves

// I'm getting quite powerful in melee... i can take out 30-40% of my enemy
in melee...

- Level 1 Bows
+ Level 13 Dodging
+ Level 8 Stealth
+ Level 2 Stabbing
+ Level 2 Traps & Doors

// i HATE zot traps... :)

+ Level 16 Spellcasting
+ Level 21 Conjurations
+ Level 2 Enchantments
+ Level 2 Translocations
+ Level 1 Transmigration
+ Level 8 Divinations
+ Level 1 Fire Magic
+ Level 15 Ice Magic
+ Level 2 Earth Magic


You have 2 spell levels left.
You know the following spells:

Your Spells Type Success Level
a - Magic Dart Conjuration Perfect 1
b - Throw Frost Ice/Conjuration Perfect 2
c - Bolt of Cold Ice/Conjuration Excellent 5
d - Detect Creatures Divination Excellent 2
e - Magic Mapping Earth/Divination Great 4
f - Identify Divination Very Good 6
g - Detect Curse Divination Excellent 3
h - Ozocubu's Armour Ice/Enchantment Excellent 3
i - Dig Earth/Transmigration Very Good 4
j - Remove Curse Enchantment Good 5
k - Fireball Fire/Conjuration Great 6
l - Controlled Blink Translocation Very Good 4
m - Stone Arrow Earth/Conjuration Excellent 3

// Any ideas?


Mutations & Other Weirdness
Your muscles are strong (Str +1).
Your mind is acute (Int +1).
You are agile (Dex +2).
You are protected by plates of bone (AC + 2, dex - 1).
Your digestive system is specialised to digest meat.
Your flesh is cold resistant.
Your natural rate of healing is unusually fast.
You can breathe flames.

// Never used...

You possess an exceptional clarity of mind.

Vanquished Creatures
Duane (D:21)
A sphinx (D:22)

5 deep elf annihilators (Elf:7)
5 deep elf death mages (Elf:7)
5 deep elf sorcerers

// Hard fight......


A great orb of eyes (D:22)

// Killed with one shot... What kind of power do this thing have?

A giant orange brain (D:22)

// Killed with one shot... What kind of power do this thing have?

A very ugly thing (D:23)

// YUCK :D

A beast (D:21)

// Got to Hell... Killed Geyron :)

3 boggarts (D:20)

// What kind of power do they have?

2042 creatures vanquished.




--
Getix "Il Cromista", PPPPP (Pilota Portato Per Pericolose Pirlate), (21, 90,
MI)
FIAT CROMA CHT (MY-1988) (detta Laura) Acrobatic Driver - 38,5kKm/248,5 KKm
"Una Croma è Per Sempre (Però Se è TURBO è Meglio)"
Vicepresidente della BAR (Brianza Alcoolica Racing)
1/2 Milanese, 1/2 Cremonese ma nel cuore Toscano
 
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> A mistake; magic resistance is not often useful, especially for a deep elf
> (your innate resistance is already so high that the boost from items of
> magic resistance is negligible). If you can find a Robe of Fire Resistance
> with a few pluses to get you started, take it; if you can find a Robe of
> Resistance, that's even better.

I will go back to Elven Halls and i will search for something useful...

>
>> Amulet amulet of the gourmand
>
> No Resist Mutation yet? You're well into the depth where mutation is a
> serious threat.

Yes, got stashed...

>> n - the ring "Ipyrekurohupy"
>> This ring either protects its wearer from harm or makes them more
>> vulnerable to injury, to a degree dependent on its power.
>> It affects your AC (+4).
>> It affects your accuracy (+1).
>> It protects you from cold.
>>
>> // Acquirement...
>
> No ring of ice yet?

Yes, stashed....

>> z - a cursed ring of teleportation
>
> If you're having slot problems, this can if need be now be ditched, though
> it does sometimes still come in handy in the Abyss.

I was keeping it mainly for that reason....

>> +X - the ring "Ep Bumykezx" (right hand)
>> This ring increases the hand-to-hand and missile combat skills of its
>> wearer.
>> It affects your accuracy (+0).
>> It affects your damage-dealing abilities (+5).
>> It affects your evasion (+6).
>> It protects you from poison.
>> It lets you levitate.
>
> Nice if you decide for the reaver route.
>
> WhatEVER you decide for, decide now and stick to it.

Reaver = Mage Fighter?

> :-O
>
> This may be your big chance. ID it. If it's Annihilations, then screw all
> those silly kitchen implements and start mowing down cold-immune stuff
> with real mens' conjurations. Your uncle Erik said so.

LOL... I hope i will find out soon...

> The above will leave you with lots of spell levels free. If you really do
> have a book of Annihilations, you know what to do with them. :)
> Otherwise, I'll need to know what's in your library. You do have a
> library, right? :)

Oh yes... about 25 books.... but no annihilations yet, only a
Necronomicon...

> Bye bye vampire.

LOL... right...

> They both can bleuhbgableck to malignantly mutate you.

**** ....

> Turn invisible, and VERY nasty summoning. A boggart pack gone out of hand
> can be deadly, especially when you don't understand why you're suddenly
> faced with 15 yaktaurs (I'm exaggerating, but not by much).


Good to know....

:)

Merci
 
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"Erik Piper" <erikNOSPAM@sky.cz> wrote in message
news:d83vb0$hic$1@domitilla.aioe.org...

> > How cani kill an IRON troll?
>
> IRON bolts.

That'd be ironic.

> You need ONE alternative to ice magic, not FOUR. Considering how much
> you've invested in developing four at once (short blades, long blades,
> staves, earth magic), I really WOULD suggest the one with the most
bang
> for the buck and the one that is with good reason proposed over and
over
> again as a second element -- Earth Magic. You'll need a lot of luck to
> find the defining earth spell -- Crystal Spear -- but iron bolts are
all
> right too.

Tomb of Doroklohe's I think a little easier to find than Crystal Spear,
and it's not too shabby either.

> > Your Spells Type Success
Level
> > a - Magic Dart Conjuration Perfect
1
> > b - Throw Frost Ice/Conjuration Perfect
2
> > c - Bolt of Cold Ice/Conjuration Excellent
5
> > d - Detect Creatures Divination Excellent
2
> > e - Magic Mapping Earth/Divination Great
4
> > f - Identify Divination Very Good
6
> > g - Detect Curse Divination Excellent
3
> > h - Ozocubu's Armour Ice/Enchantment Excellent
3
> > i - Dig Earth/Transmigration Very Good
4
> > j - Remove Curse Enchantment Good
5
> > k - Fireball Fire/Conjuration Great
6
> > l - Controlled Blink Translocation Very Good
4
> > m - Stone Arrow Earth/Conjuration Excellent
3
> >
> > // Any ideas?
>
> Ditch Magic Dart and Throw Frost. Waaaaaay ditch Identify and Remove
> Curse; there are more than enough scrolls out there for these two
> purposes (but see below). Maybe ditch Magic Mapping. If you've got any
> region in front of you where you can still expect foes that aren't
> immune to poison, consider Mephitic Cloud. If you've got any portion
of
> the Vaults ahead of you, strongly consider Repel Missiles. If you've
had
> the fortune to find a book of Divinations or Practical Magic, learn
> Detect Curse (it's what you REALLY wanted to learn when you learned
> Remove Curse, you just didn't know it ;-) ).

There are scrolls for that. Plus he already memorized it.

I'd like to see a push for Deflect Missiles myself, because Deep Elves
are frail and large rocks hurt.

Forescry would be a nice choice.

--
Jeremey
 
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Getix wrote:

> Reaver = Mage Fighter?

Yes.

[brains and orbs]

>>They both can bleuhbgableck to malignantly mutate you.
>
>
> **** ....

:) How about this: they can "radiate ickiness". I don't know HOW they
do it, really, all I know is that the words "the giant orange brain
pulsates" are often the last ones I see before my game starts going
downhill. :)

Erik
 
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Jeremey Wilson wrote:
> "Erik Piper" <erikNOSPAM@sky.cz> wrote in message
> news:d83vb0$hic$1@domitilla.aioe.org...

I'm quite the spammer today :-/

>>>// Any ideas?
>>
>>Ditch Magic Dart and Throw Frost. Waaaaaay ditch Identify and Remove
>>Curse; there are more than enough scrolls out there for these two
>>purposes (but see below). Maybe ditch Magic Mapping. If you've got any
>>region in front of you where you can still expect foes that aren't
>>immune to poison, consider Mephitic Cloud. If you've got any portion
>>of the Vaults ahead of you, strongly consider Repel Missiles. If you've
>>had the fortune to find a book of Divinations or Practical Magic, learn
>>Detect Curse (it's what you REALLY wanted to learn when you learned
>>Remove Curse, you just didn't know it ;-) ).
>
> There are scrolls for that. Plus he already memorized it.

Ooops. :) Detect Curse is nicer in spell form than scroll form because
you can cast it immediately upon finding something juicy-looking instead
of needing to be conservative and wait until you have several items. And
,it's weightless.

There's actually one case where Remove Curse makes sense -- doing the
Tomb with a hybrid character. Trying to switch in equipment for your
"other strength" and running into curses in the process is pretty
unpleasant.

> I'd like to see a push for Deflect Missiles myself, because Deep Elves
> are frail and large rocks hurt.

Thought of that too, but he'll need a lot more Enchantment/Air or he'll
need to have a staff for one of the two on hand. Air will always be
rising pretty slowly unless he abandons Earth.

> Forescry would be a nice choice.

Aye, what else is there to do with a Divinations of 8?

Erik