G
Guest
Guest
Archived from groups: rec.games.roguelike.misc (More info?)
Renton the Transmogrifier (Sludge Elf)
(Level 11 Transmuter)
Play time: 05:50:12 Number of turns: 22597
Experience : 11/15489
Strength 9 Dexterity 18 Intelligence 17
>Restarted until I got characters with at least int 14 and I've been putting everything into int. Be nice to have some more strength, though.
Hit Points : 64/80 Magic Points : 24
AC : 9 Evasion : 14 Shield : 0
GP : 100
You are in the Lair.
>The Lair entrance appeared on D:9 and I haven't found the Mine entrance. Did I miss it or can it show up beyond D:9?
You worship Kikubaaqudgha.
Kikubaaqudgha is extremely pleased with you.
You are not hungry.
Inventory:
Hand weapons
b - an uncursed orcish dagger
i - an uncursed glowing knife
q - an uncursed blowgun
D - an uncursed spear
M - a spear
N - an uncursed spear
P - an uncursed dwarven dagger
S - an uncursed dagger
>Stashed the needles and forgot to stash the blowgun. It gives me something to hold on to while reading unidentified scrolls.
Armour
a - a +2 orcish leather armour (worn)
k - a +2 cloak of darkness (worn)
v - a +0 helmet (worn)
O - the +1 buckler of Cequfrosi
It affects your evasion (+4).
It affects your strength (+4).
It affects your dexterity (+3).
>Haven't used this, but thought it could come in handy against, say, centaurs, or when carrying corpses around. I'll probably end up throwing it away as I'm having weight problems and don't need the headache of swapping it in.
Magical devices
f - a wand of digging
F - a wand of teleportation
J - a brass wand
K - a wand of draining
L - a glowing silver wand
V - a wand of draining
Z - a tapered bronze wand
>Why haven't I ID'd these? Because I'm a bad person. Actually, I'm hoping for a few ID scrolls and two of those wands are recent finds. Draining works on jellies and hopefully any hydras I should have the bad luck to meet. More likely, running away in spider form will work on hydras.
Comestibles
y - an apple
R - 8 honeycombs
>Found two hives. Killer bees were very tough to melee. On the bright side they were easy to kill with evaporated poison and their corpses were a good source of more poison. Grey rats, green rats, and jackals also seem good for distillation purposes.
Scrolls
c - a scroll of detect curse
s - a scroll of teleportation
t - 2 scrolls of remove curse
u - a scroll of blinking
X - a scroll of acquirement
>What should I wish for? I used the previous one on a book. A staff?
Jewellery
d - a cursed ring of teleportation
j - a ring of wizardry (right hand)
n - a ring of poison resistance (left hand)
E - a ring of protection from fire
H - an uncursed scratched brass ring
Q - an uncursed blackened emerald amulet (around neck)
T - a ring of teleport control
W - a ring of protection from fire
>H for hunger. No idea what Q is, but I've IDd inaccuracy so I figure there's no harm in wearing it. Conservation, hopefully.
Potions
e - 5 potions of confusion
g - 5 potions of healing
h - 3 potions of poison
l - a potion of speed
m - a potion of slowing
o - a potion of paralysis
p - 2 potions of levitation
r - a viscous silvery potion
w - 3 potions of poison
x - a potion of confusion
z - 2 potions of heal wounds
B - a potion of might
C - a potion of restore abilities
I - 3 potions of strong poison
U - a cyan potion
>And I have even more confusion and poison stashed. This section needs some management.
Books
Y - a book of War Chants
Magical staves
A - a thin staff
>Recently found. No ID scrolls in stash, either.
You have 2 experience left.
Skills:
+ Level 7 Fighting
- Level 3 Throwing
+ Level 11 Dodging
+ Level 5 Stealth
- Level 2 Stabbing
+ Level 3 Traps & Doors
+ Level 9 Unarmed Combat
+ Level 6 Spellcasting
- Level 2 Enchantments
+ Level 3 Necromancy
+ Level 13 Transmigration
- Level 2 Fire Magic
- Level 1 Poison Magic
>I had unarmed combat off for a while but it's getting close to going up to 10 so I turned it on and will turn it off when that happens. I used spider form and confusing touch to train spellcasting. Spider form burned a bit much food, though. Should I turn off transmigration as well? Blade hands is working reliably now. I started traps and doors before I found selective amnesia. SEs are poor with divinations anyway.
You have 7 spell levels left.
You know the following spells:
Your Spells Type Success
Level
a - Fulsome Distillation Transmigration/NecromancyExcellent 1
b - Evaporate Fire/Transmigration Great 2
c - Spider Form Poison/Transmigration Great 3
d - Confusing Touch Enchantment Great 1
e - Blade Hands Transmigration Great 5
f - Selective Amnesia Enchantment Very Good 3
>The mainstays are a, b, and e. I got some use out of d and c but being poison resistant and having more potions of confusion than I know what to do with, it's better to use evaporate than confusing touch. Since I lack ranged attack other than thrown weapons and evaporate, confusion is a generally a PITA for combat purposes.
Mutations & Other Weirdness
You have tough skin (AC +1).
Your muscles are strong (Str +1).
You can sense your immediate surroundings.
>Potion of mutation. First time I ever got all three good from one. One cure mutation stashed.
>Only stores found so far are armor and food.
>Stashed spellbooks: a book of Practical Magic, a book of Transfigurations, a book of Charms, hinderance, frost, starting book, and war chants as seen in inventory. Spells I'm thinking are candidates to memorize are berserk, regeneration (sounds useful plus trains necromancy), statue form, silence. In the longer view, necromutation, dragon form, and haste, but of course one doesn't know what other possibilities will occur or if this guy will survive the next level. I killed off at least a dozen-- probably more like 20 or 30-- of these guys before this one made it to the temple. The level immediately below the temple nearly did for him a couple times due to a ghost. Since then, however, blade hands and more plentiful poison have made things a lot less dicey.
Renton the Transmogrifier (Sludge Elf)
(Level 11 Transmuter)
Play time: 05:50:12 Number of turns: 22597
Experience : 11/15489
Strength 9 Dexterity 18 Intelligence 17
>Restarted until I got characters with at least int 14 and I've been putting everything into int. Be nice to have some more strength, though.
Hit Points : 64/80 Magic Points : 24
AC : 9 Evasion : 14 Shield : 0
GP : 100
You are in the Lair.
>The Lair entrance appeared on D:9 and I haven't found the Mine entrance. Did I miss it or can it show up beyond D:9?
You worship Kikubaaqudgha.
Kikubaaqudgha is extremely pleased with you.
You are not hungry.
Inventory:
Hand weapons
b - an uncursed orcish dagger
i - an uncursed glowing knife
q - an uncursed blowgun
D - an uncursed spear
M - a spear
N - an uncursed spear
P - an uncursed dwarven dagger
S - an uncursed dagger
>Stashed the needles and forgot to stash the blowgun. It gives me something to hold on to while reading unidentified scrolls.
Armour
a - a +2 orcish leather armour (worn)
k - a +2 cloak of darkness (worn)
v - a +0 helmet (worn)
O - the +1 buckler of Cequfrosi
It affects your evasion (+4).
It affects your strength (+4).
It affects your dexterity (+3).
>Haven't used this, but thought it could come in handy against, say, centaurs, or when carrying corpses around. I'll probably end up throwing it away as I'm having weight problems and don't need the headache of swapping it in.
Magical devices
f - a wand of digging
F - a wand of teleportation
J - a brass wand
K - a wand of draining
L - a glowing silver wand
V - a wand of draining
Z - a tapered bronze wand
>Why haven't I ID'd these? Because I'm a bad person. Actually, I'm hoping for a few ID scrolls and two of those wands are recent finds. Draining works on jellies and hopefully any hydras I should have the bad luck to meet. More likely, running away in spider form will work on hydras.
Comestibles
y - an apple
R - 8 honeycombs
>Found two hives. Killer bees were very tough to melee. On the bright side they were easy to kill with evaporated poison and their corpses were a good source of more poison. Grey rats, green rats, and jackals also seem good for distillation purposes.
Scrolls
c - a scroll of detect curse
s - a scroll of teleportation
t - 2 scrolls of remove curse
u - a scroll of blinking
X - a scroll of acquirement
>What should I wish for? I used the previous one on a book. A staff?
Jewellery
d - a cursed ring of teleportation
j - a ring of wizardry (right hand)
n - a ring of poison resistance (left hand)
E - a ring of protection from fire
H - an uncursed scratched brass ring
Q - an uncursed blackened emerald amulet (around neck)
T - a ring of teleport control
W - a ring of protection from fire
>H for hunger. No idea what Q is, but I've IDd inaccuracy so I figure there's no harm in wearing it. Conservation, hopefully.
Potions
e - 5 potions of confusion
g - 5 potions of healing
h - 3 potions of poison
l - a potion of speed
m - a potion of slowing
o - a potion of paralysis
p - 2 potions of levitation
r - a viscous silvery potion
w - 3 potions of poison
x - a potion of confusion
z - 2 potions of heal wounds
B - a potion of might
C - a potion of restore abilities
I - 3 potions of strong poison
U - a cyan potion
>And I have even more confusion and poison stashed. This section needs some management.
Books
Y - a book of War Chants
Magical staves
A - a thin staff
>Recently found. No ID scrolls in stash, either.
You have 2 experience left.
Skills:
+ Level 7 Fighting
- Level 3 Throwing
+ Level 11 Dodging
+ Level 5 Stealth
- Level 2 Stabbing
+ Level 3 Traps & Doors
+ Level 9 Unarmed Combat
+ Level 6 Spellcasting
- Level 2 Enchantments
+ Level 3 Necromancy
+ Level 13 Transmigration
- Level 2 Fire Magic
- Level 1 Poison Magic
>I had unarmed combat off for a while but it's getting close to going up to 10 so I turned it on and will turn it off when that happens. I used spider form and confusing touch to train spellcasting. Spider form burned a bit much food, though. Should I turn off transmigration as well? Blade hands is working reliably now. I started traps and doors before I found selective amnesia. SEs are poor with divinations anyway.
You have 7 spell levels left.
You know the following spells:
Your Spells Type Success
Level
a - Fulsome Distillation Transmigration/NecromancyExcellent 1
b - Evaporate Fire/Transmigration Great 2
c - Spider Form Poison/Transmigration Great 3
d - Confusing Touch Enchantment Great 1
e - Blade Hands Transmigration Great 5
f - Selective Amnesia Enchantment Very Good 3
>The mainstays are a, b, and e. I got some use out of d and c but being poison resistant and having more potions of confusion than I know what to do with, it's better to use evaporate than confusing touch. Since I lack ranged attack other than thrown weapons and evaporate, confusion is a generally a PITA for combat purposes.
Mutations & Other Weirdness
You have tough skin (AC +1).
Your muscles are strong (Str +1).
You can sense your immediate surroundings.
>Potion of mutation. First time I ever got all three good from one. One cure mutation stashed.
>Only stores found so far are armor and food.
>Stashed spellbooks: a book of Practical Magic, a book of Transfigurations, a book of Charms, hinderance, frost, starting book, and war chants as seen in inventory. Spells I'm thinking are candidates to memorize are berserk, regeneration (sounds useful plus trains necromancy), statue form, silence. In the longer view, necromutation, dragon form, and haste, but of course one doesn't know what other possibilities will occur or if this guy will survive the next level. I killed off at least a dozen-- probably more like 20 or 30-- of these guys before this one made it to the temple. The level immediately below the temple nearly did for him a couple times due to a ghost. Since then, however, blade hands and more plentiful poison have made things a lot less dicey.