[Crawl] YACD - MDFi

Archived from groups: rec.games.roguelike.misc (More info?)

Just thought I'd post as I'm still alive! On Level 6 of the Elven halls
and so far been OK. Will try the bottom next.

I really need to go stash as I've picked up way too much trash. Anyway
plan after Halls is to go down main dungeon to find the Vault... Any
particular kit I should be looking for with this guy? First character
ever to get anywhere, and after Getix's win I'm now a bit more
optomistic that I could possibly do it :)

Tactic at the moment is to soften anything that's too hard up with Rod
(cold spells), or wands, then mince them with the axe. I'm carrying
swap axes although I've not had a reason to use them yet. Presumably I
can forget it until fire resistant beasts show up.

I've also found 1 vorpalise weapon scroll. Save for an executioner axe
with this char now? There's also various stuff in my stash that might
be useful, but obviously you can't comment on that. Want another source
of see invisible so I can go with both randart rings. Anyway here he
is:

Experience : 18/246854
Strength 27 Dexterity 13 Intelligence 9
Hit Points : 168 Magic Points : 31
AC : 25 Evasion : 10 Shield : 0
GP : 252

You are in the Elven Halls.
You worship Okawaru.
Okawaru is exalted by your worship.
You are full.

Inventory:
Hand weapons
a - a +4,+5 dwarven battleaxe of flaming (weapon)
p - an uncursed glowing war axe of freezing
A - an uncursed runed war axe of venom
Armour
k - a +0 ice dragon armour (worn)
m - a +2 elven cloak of preservation (worn)
t - a +2 helmet of intelligence (worn)
R - a +1 pair of gloves (worn)
X - a +0 pair of boots (worn)
Magical devices
n - a wand of hasting (1)
o - a wand of digging (4)
u - a wand of fire (6)
v - a wand of teleportation (5)
y - a wand of draining (9)
C - a wand of disintegration (6)
I - a wand of lightning (9)
M - a wand of fireball (5)
O - a bronze wand
S - a wand of cold
Comestibles
G - 7 meat rations
T - a beef jerky
Scrolls
j - 3 scrolls of remove curse
l - 2 scrolls of magic mapping
q - 4 scrolls of identify
z - 3 scrolls of blinking
B - 2 scrolls of detect curse
F - 8 scrolls of teleportation
H - a scroll of enchant weapon I
L - 6 scrolls of recharging
Jewellery
c - the amulet of the Four Winds (around neck)
This amulet protects its wearer from some forms of mental confusion.

It partially protects you from negative energy.
It protects you from magic.

d - an amulet of the gourmand
e - a ring of regeneration
f - a ring of see invisible (left hand)
s - the ring of Exejucyrozx
This ring increases its wearer's resistance to hostile enchantments.

It protects you from fire.
It partially protects you from negative energy.
It lets you levitate.

J - the ring "Hifuh V" (right hand)
This ring increases its wearer's resistance to hostile enchantments.

It protects you from poison.
It lets you levitate.
It lets you blink.

Potions
g - 13 potions of healing
h - a potion of berserk rage
i - 6 potions of restore abilities
r - 4 potions of heal wounds
w - a potion of levitation
x - 2 potions of speed
E - 2 potions of mutation
N - 2 potions of might
Magical staves
b - a rod of destruction
Miscellaneous
D - a deck of cards
P - a decaying rune
W - a serpentine rune


You have 761 experience left.

Skills:
+ Level 14 Fighting
- Level 14 Short Blades
+ Level 20 Axes
- Level 1 Bows
- Level 1 Throwing
+ Level 13 Armour
+ Level 1 Stabbing
- Level 5 Shields
+ Level 3 Traps & Doors
- Level 1 Spellcasting
+ Level 4 Invocations
+ Level 14 Evocations


You have 19 spell levels left.
You don't know any spells.

Mutations & Other Weirdness
You are agile (Dex +1).
Your digestive system is specialised to digest meat.
Your flesh is heat resistant.
You have a slow metabolism.
You are dopey (Int -1).
You are resistant to magic.
Your muscles are strong (Str +1), but stiff (Dex -1).
You have sharp fingernails.

<Stopped quaffing mutation potions at this point. Good move?
12 answers Last reply
More about crawl yacd mdfi
  1. Archived from groups: rec.games.roguelike.misc (More info?)

    My rule of thumb is enchant the best weapon I've found by the end of
    the Snake Pit, and the best armor by the time I've killed off the vault
    guards. I'm going for axes and plate, usually. If I was going for fast
    weapons I think I'd do the Elf Halls before deciding. Still, the longer
    I put off the decision, the more likely I'm going to run into trouble
    caused by a lack of attack power or protection.

    IMO, just the fire axe should probably be enough. Even if you run into
    fire resistors you have the rod. Plus you still get base damage + the
    regular bonuses.

    I haven't been following your character but if you haven't done the
    hive or mines, you want to do them prior to the vault and halls, IMO.
    I see you have the swamp and snake pit out of the way.

    Pray a lot and when you're expecting a gift, let the prior one expire
    before starting the next one.

    Best of luck.
  2. Archived from groups: rec.games.roguelike.misc (More info?)

    > I really need to go stash as I've picked up way too much trash. Anyway
    > plan after Halls is to go down main dungeon to find the Vault... Any
    > particular kit I should be looking for with this guy? First character
    > ever to get anywhere, and after Getix's win I'm now a bit more
    > optomistic that I could possibly do it :)

    :)

    I'm also quote optimistic now ;)

    > Magical devices
    > n - a wand of hasting (1)
    > o - a wand of digging (4)
    > u - a wand of fire (6)
    > v - a wand of teleportation (5)
    > y - a wand of draining (9)
    > C - a wand of disintegration (6)
    > I - a wand of lightning (9)
    > M - a wand of fireball (5)
    > O - a bronze wand
    > S - a wand of cold

    Too many ...

    Leva fire and cold in the stash. If you have a Rod with powerful cold spell
    it is not so useful.

    > Comestibles
    > G - 7 meat rations
    > T - a beef jerky

    Leave 2-3 in the stash. If you have got any vegetables down there, eat them
    first so you will save somemeat for the hard times :)


    > j - 3 scrolls of remove curse
    > l - 2 scrolls of magic mapping
    > q - 4 scrolls of identify
    > z - 3 scrolls of blinking
    > B - 2 scrolls of detect curse
    > F - 8 scrolls of teleportation
    > H - a scroll of enchant weapon I
    > L - 6 scrolls of recharging

    Remove curse, recharging & enchant weapon are useless right now.. If you
    carry them -> risk of burn them (by enemy's fire attack).

    > Potions
    > g - 13 potions of healing

    Too many... 5-6 are enough. They are aslo useful for sickness & poison.

    > h - a potion of berserk rage
    > i - 6 potions of restore abilities

    Keep them in stash.

    > r - 4 potions of heal wounds

    Ok...

    > w - a potion of levitation
    > x - 2 potions of speed
    > E - 2 potions of mutation

    Stash 'em.

    > Miscellaneous
    > D - a deck of cards
    > P - a decaying rune
    > W - a serpentine rune

    Stash the 2 runes... they are not useful now.

    > Mutations & Other Weirdness
    > You are agile (Dex +1).
    > Your digestive system is specialised to digest meat.
    > Your flesh is heat resistant.
    > You have a slow metabolism.
    > You are dopey (Int -1).
    > You are resistant to magic.
    > Your muscles are strong (Str +1), but stiff (Dex -1).
    > You have sharp fingernails.
    >
    > <Stopped quaffing mutation potions at this point. Good move?


    Yes.... anyway, keep an eye on monsters now.. Many monsters after this level
    will start to use "mutations" attack and give you bad mutations.
  3. Archived from groups: rec.games.roguelike.misc (More info?)

    Dafty wrote:
    > Just thought I'd post as I'm still alive! On Level 6 of the Elven halls
    > and so far been OK. Will try the bottom next.

    Treat it with extra caution, like you would any other bottom-of-branch
    level. Part of the design is fixed and is designed to be difficult...
    and filled with opponents to meet this end. Try to lure them out
    slowly... and even when you think it's finally safe to enter the
    deathtrap, *don't* think it's safe to enter the deathtrap, at least not
    entirely: don't get overconfident, and use terrain.

    But don't worry; it can be survived. And you'll be rewarded for your
    troubles. :-)

    > I really need to go stash as I've picked up way too much trash. Anyway
    > plan after Halls is to go down main dungeon to find the Vault... Any
    > particular kit I should be looking for with this guy?

    You'll be in for a bit of an easier time for a while. Food will start to
    get thinner, but you have the dieting man's mutation set anyway, and
    really the food supply in Crawl is set up to support much more than a
    3-rune victory, which I suspect you'll be going for.

    The Vaults are quite "open" on the whole, so if you're used to
    benefiting from a bit of hide-and-seek, be prepared to be forced into an
    honest fight... or at least somewhat more intellectual hide-and-seek.

    > First character
    > ever to get anywhere, and after Getix's win I'm now a bit more
    > optomistic that I could possibly do it :)

    Glad to hear it!

    > Tactic at the moment is to soften anything that's too hard up with Rod
    > (cold spells), or wands, then mince them with the axe.

    Things will go *slightly* downhill in the Vaults in that your cold rod
    will go more and more out of style -- rising percentage of undead and
    other cold-immunes. Some of the things I've usually found the biggest
    threats -- the ranged attackers -- will not be immune to Cold. I'm a big
    evasion-based player, though, and I seem to recall yaktaur bolts
    plinking off of decent armour the last time I did play a heavy-armour guy.

    > I'm carrying
    > swap axes although I've not had a reason to use them yet. Presumably I
    > can forget it until fire resistant beasts show up.

    Fire resistant beasts don't often tend to also be cold resistant until
    very late on. ;-)

    > I've also found 1 vorpalise weapon scroll. Save for an executioner axe
    > with this char now?

    You'll find more ?oVW, but you may well not find an executioner's axe
    during a 3-rune game. Beef up another dwarven battleaxe, and live a
    little! (This runs counter to advice I've given in the past, and a
    little counter to my own playstyle, but I really think it'll help you
    the most.)

    > There's also various stuff in my stash that might
    > be useful, but obviously you can't comment on that. Want another source
    > of see invisible so I can go with both randart rings. Anyway here he
    > is:

    Non-swap see invisible is just a convenience anyway... saves brain
    cells, but all in all, don't sweat it.

    I won't dissect the dump, except to say...

    > Jewellery
    > c - the amulet of the Four Winds (around neck)
    > This amulet protects its wearer from some forms of mental confusion.
    >
    > It partially protects you from negative energy.
    > It protects you from magic.

    ....a rodslinger's best friend! :-)


    > Mutations & Other Weirdness
    > You are agile (Dex +1).
    > Your digestive system is specialised to digest meat.
    > Your flesh is heat resistant.
    > You have a slow metabolism.
    > You are dopey (Int -1).
    > You are resistant to magic.
    > Your muscles are strong (Str +1), but stiff (Dex -1).
    > You have sharp fingernails.
    >
    > <Stopped quaffing mutation potions at this point. Good move?

    I would if I were you. Heat resistance is really nice, de facto strength
    boost is nice, and the food ones are very nice conveniences.

    Erik
  4. Archived from groups: rec.games.roguelike.misc (More info?)

    Well survived the halls :) Treasure rooms weren't all that amazing for
    me though. No replacement armours or weapons now I've decided i'm
    sticking with axes come what may. Didn't have scrolls or patience to ID
    everything. May go back if I'm bored. Anywhere here's me for now:

    Dungeon Crawl version 4.0.0 beta 26 character file.

    Dwarfy the Severer (Mountain Dwarf)
    (Level 17 Fighter)

    Play time: 1 day, 07:03:44 Number of turns: 71348

    Experience : 17/227763
    Strength 25 Dexterity 12 Intelligence 8/9
    Hit Points : 165 Magic Points : 30
    AC : 26 Evasion : 10 Shield : 0
    GP : 895

    You are in the Lair.
    You worship Okawaru.
    Okawaru is exalted by your worship.
    You are not hungry.

    Inventory:
    Hand weapons
    a - a +4,+5 dwarven battleaxe of flaming
    l - an uncursed battleaxe of chopping (weapon)

    Used my vorpalise scroll, will probably need my enchant scrolls too as
    this was cursed when I picked it up. Oh well will find better no doubt.

    A - an uncursed runed war axe of venom
    Y - the +0,+3 battleaxe "Secret Weapon"
    It affects your dexterity (+3).
    It protects you from cold.
    It insulates you from electricity.
    It partially protects you from negative energy.
    It prevents most forms of teleportation.

    Suspect this is junk too.

    Armour
    k - a +0 ice dragon armour (worn)
    m - a +2 elven cloak of preservation (worn)
    t - a +2 helmet of intelligence (worn)
    R - a +1 pair of gloves (worn)
    T - the -4 pair of boots "Dprklaaava"
    It affects your evasion (+3).
    It affects your dexterity (+4).

    Is the -4 worth the dex and evasion boost? I'm more of an AC than
    evasion fighter and using axes... I guess not.

    X - a +0 pair of boots (worn)
    Magical devices
    o - a wand of digging (1)
    u - a wand of fire (3)
    v - a wand of teleportation (5)
    y - a wand of draining (8)
    C - a wand of disintegration (5)
    I - a wand of lightning (6)
    M - a wand of fireball (5)
    Q - a wand of fireball (5)

    Time to stash wands

    Scrolls
    j - a scroll of remove curse
    z - 4 scrolls of blinking
    B - 2 scrolls of detect curse
    F - 8 scrolls of teleportation
    K - 3 scrolls of enchant weapon II
    L - 3 scrolls of recharging
    Jewellery
    c - the amulet of the Four Winds (around neck)
    This amulet protects its wearer from some forms of mental confusion.

    It partially protects you from negative energy.
    It protects you from magic.

    d - an amulet of the gourmand
    e - a ring of regeneration
    f - a ring of see invisible (left hand)
    s - the ring of Exejucyrozx
    This ring increases its wearer's resistance to hostile enchantments.

    It protects you from fire.
    It partially protects you from negative energy.
    It lets you levitate.

    G - an uncursed small ivory ring

    Need to ID this

    J - the ring "Hifuh V" (right hand)
    This ring increases its wearer's resistance to hostile enchantments.

    It protects you from poison.
    It lets you levitate.
    It lets you blink.

    S - a +3 ring of evasion
    Potions
    g - 12 potions of healing
    h - a potion of berserk rage
    i - 7 potions of restore abilities
    r - 3 potions of heal wounds
    w - a potion of levitation
    x - a potion of speed
    E - 3 potions of mutation
    H - 2 potions of cure mutation

    Doubt this will be enough :(

    N - a potion of might
    Magical staves
    b - a rod of destruction
    U - a rod of discovery

    Yeah! Very handy!

    Miscellaneous
    p - a sealed bronze flask
    q - a crystal ball
    D - a deck of tricks
    O - a fan

    Fairly sure they're all junk to me, but any advice appreciated

    P - a decaying rune
    W - a serpentine rune


    You have 11 experience left.

    Skills:
    + Level 15 Fighting
    - Level 14 Short Blades
    + Level 21 Axes
    - Level 1 Bows
    - Level 1 Throwing
    + Level 14 Armour
    + Level 1 Stabbing
    - Level 5 Shields
    + Level 4 Traps & Doors

    Shouldn't need that now with my Rod find

    - Level 1 Spellcasting
    + Level 5 Invocations
    + Level 14 Evocations


    You have 18 spell levels left.
    You don't know any spells.

    Mutations & Other Weirdness
    Your flesh is heat resistant.
    You have a slow metabolism.
    You are weak (Str -2).
    You are dopey (Int -1).

    Kept getting mutated by random energy at the bottom of the halls! (out
    of sight of any enemies). Does it just do that, or was it some other
    reason? I was using wand of hasting and invisibility on myself but
    never noticed any side effects before.

    You are resistant to magic.
    Your muscles are strong (Str +1), but stiff (Dex -1).
    You occasionally forget where you are.
    Your body is slowly deteriorating.

    Time to use my cure mutation potions I guess and pray!

    You have sharp fingernails.
  5. Archived from groups: rec.games.roguelike.misc (More info?)

    >- 0.5 points for slow metabolism
    >+ 0.5 points for weakness
    >+ 5 points for teleportitis
    >+ 0.5 points for genetic stability when you have a bad set
    >+ 2 points for double frail
    >- 0.5 point for yet another point of AC
    >
    >Seven!
    >
    >Erik


    Sounds about right :) Anyway as I'm still learning the game I'm afraid
    to say I cheated and saved scummed for better removal of the really
    annoying mutations. I know i'm a bad boy and I'm sure the RNG will take
    it's revenge. Lesson learnt from evoking wands on myself!


    Rich
  6. Archived from groups: rec.games.roguelike.misc (More info?)

    Dafty wrote:

    > A - an uncursed runed war axe of venom
    > Y - the +0,+3 battleaxe "Secret Weapon"
    > It affects your dexterity (+3).
    > It protects you from cold.
    > It insulates you from electricity.
    > It partially protects you from negative energy.
    > It prevents most forms of teleportation.
    >
    > Suspect this is junk too.

    Y'ever get teleportitis at a moment when you can't or don't want to cure
    mutations, and you'll see this differently... but otherwise, yeah, a
    well-enchanted plain old ego battleaxe would be better, unless you're in
    a zone heavily infested with draining or electricity -- generally when
    you want a swap for these, you want it NOW, and weapons as swaps are
    good that way. They're a bit heavy, but unless you're big on vacuuming
    up the dungeon, this is not really a problem for a dwarf.

    > T - the -4 pair of boots "Dprklaaava"
    > It affects your evasion (+3).
    > It affects your dexterity (+4).
    >
    > Is the -4 worth the dex and evasion boost? I'm more of an AC than
    > evasion fighter and using axes... I guess not.

    Once your AC is up really high, it won't be such a big cut into your
    AC... but all in all, I think I'd pass on that one.

    > Scrolls
    > z - 4 scrolls of blinking
    > K - 3 scrolls of enchant weapon II
    > L - 3 scrolls of recharging

    Time to stash scrolls :-)

    > f - a ring of see invisible (left hand)

    Don't forget to switch Exejucyrozx back in now that you won't be needing
    See Invisible nonstop.

    > Potions
    > H - 2 potions of cure mutation
    >
    > Doubt this will be enough :(

    With a little caution, you should be able to squeeze through without any
    further !oCMs. You'll have a hard choice in the endgame, though --
    sacrifice the neck slot to an amulet of resist mutation, or risk
    something sneaking through a mutation attack (you'll see these more
    often coming up) that lands on a really unlucky number. Pray for another
    !oCM, and prepare to live without one.

    > Miscellaneous
    > p - a sealed bronze flask
    > q - a crystal ball
    > D - a deck of tricks
    > O - a fan
    >
    > Fairly sure they're all junk to me, but any advice appreciated

    If it weren't for the rod of discovery, the crystal ball could be
    occasionally useful if it turned out to be Of Seeing (it's a sort of
    mini magic mapping). The deck of tricks can be helpful every now and
    then. The fan (of Air Elementals) and flask (holds an efreet, who may be
    hostile) are just plain junk IMO.

    > P - a decaying rune
    > W - a serpentine rune

    No point in carrying these around.

    > Kept getting mutated by random energy at the bottom of the halls! (out
    > of sight of any enemies). Does it just do that, or was it some other
    > reason? I was using wand of hasting and invisibility on myself but
    > never noticed any side effects before.

    Very powerful boosters like hasting and invisibility have a downside to
    keep you from overusing them -- they contaminate you with magical
    energy. One self-hasting won't make you glow, but two in a row might,
    and throw in some invisibility and any eventual extra penalties for
    "extension" (hasting-while-already-hasted or
    invisibility-while-already-invisible), and you get the kind of nightmare
    you encountered. Give the radiation time to die down between uses --
    more an art than a science, even though numbers (well, random numbers)
    are involved -- and you're fine, but your usage down there was probably
    pretty intense.

    Note that this only applies for spells and wands -- potions of speed and
    invisibility (unless they're extending those states) are fine.

    Erik
  7. Archived from groups: rec.games.roguelike.misc (More info?)

    Still going. On Vault 7... Best to check out the crypt or somewhere
    else before taking on Vault 8? I've not had many problems so far,
    hardly used a potion or scroll hence the amount of them. Tend to only
    use the discovery rod these days and just lure missile merchants into
    range of my axes. Haven't noticed anything particular fire resistant
    yet. My lack of electricity resistance is worrying me.

    Dungeon Crawl version 4.0.0 beta 26 character file.

    Dwarfy the Severer (Mountain Dwarf)
    (Level 20 Fighter)

    Play time: 1 day, 14:15:30 Number of turns: 88131

    Experience : 20/423679
    Strength 29 Dexterity 12 Intelligence 9
    Hit Points : 189 Magic Points : 34
    AC : 32 Evasion : 10 Shield : 0
    GP : 218

    You are in the Vaults.
    You worship Okawaru.
    Okawaru is exalted by your worship.
    You are full.

    Inventory:
    Hand weapons
    a - a +4,+5 dwarven battleaxe of flaming (weapon)
    u - a +4,+4 demon blade
    x - a +4,+4 dwarven battleaxe of chopping
    O - a +2,+2 demon blade of flaming

    Demon blades after a brief battle with majory and a hoard of hell
    knights. They fell amazingly quickly to my axe. majory in 2 hits i
    think...

    Armour
    k - a +0 ice dragon armour (worn)
    m - a +2 elven cloak of preservation (worn)
    t - a +2 helmet of intelligence (worn)
    w - an ice dragon hide
    N - the +5 chain mail "Yxeduvo"
    It protects you from fire.

    R - a +2 pair of gloves (worn)
    X - a +0 pair of boots (worn)

    I've had 2 acquirements, wished for armour hoping it can give boots or
    gloves. Yxeduvo was one result although I can't really see a use for
    it. Keep on that route or any other suggestions?

    Magical devices
    e - a wand of digging (0)
    i - a wand of fireball (6)
    l - a wand of healing
    v - a wand of teleportation (5)
    y - a wand of draining (7)
    C - a wand of disintegration (3)
    G - a wand of confusion
    I - a wand of lightning (4)
    M - a wand of fireball (3)

    Use them to find resistance holes on new monsters. Or just if I feel
    like it.

    Comestibles
    n - 2 bread rations
    q - 6 meat rations
    P - a choko
    Scrolls
    j - 7 scrolls of remove curse
    p - a scroll of torment
    z - 4 scrolls of blinking
    B - 4 scrolls of detect curse
    E - 8 scrolls of identify
    F - 6 scrolls of teleportation
    K - a scroll of vorpalise weapon
    L - 3 scrolls of recharging

    Yeah i know... I have lots and lots more (aside from identify) in my
    stash.

    Jewellery
    c - the amulet of the Four Winds (around neck)
    This amulet protects its wearer from some forms of mental confusion.

    It partially protects you from negative energy.
    It protects you from magic.

    d - an amulet of the gourmand
    f - a ring of see invisible (left hand)

    Never bother swapping this out as I'm lazy. Oh well :)

    o - a ring of ice
    s - the ring of Exejucyrozx
    This ring increases its wearer's resistance to hostile enchantments.

    It protects you from fire.
    It partially protects you from negative energy.
    It lets you levitate.

    D - an amulet of conservation
    J - the ring "Hifuh V" (right hand)
    This ring increases its wearer's resistance to hostile enchantments.

    It protects you from poison.
    It lets you levitate.
    It lets you blink.

    Potions
    g - 6 potions of healing
    h - 2 potions of restore abilities
    r - 8 potions of heal wounds
    A - 2 potions of cure mutation
    H - a potion of invisibility
    Magical staves
    b - a rod of destruction
    U - a rod of discovery


    You have 89 experience left.

    Skills:
    + Level 16 Fighting
    - Level 14 Short Blades
    + Level 25 Axes
    - Level 1 Bows
    - Level 1 Throwing
    + Level 15 Armour
    + Level 1 Stabbing
    - Level 5 Shields
    + Level 4 Traps & Doors
    - Level 1 Spellcasting
    + Level 5 Invocations
    + Level 16 Evocations


    You have 21 spell levels left.
    You don't know any spells.

    Mutations & Other Weirdness
    Your muscles are strong (Str +1).
    Your flesh is heat resistant.
    You are dopey (Int -1).
    Your muscles are strong (Str +1), but stiff (Dex -1).
    You occasionally forget where you are.

    <damn eyes! still i can live with this one>

    You have sharp fingernails.
  8. Archived from groups: rec.games.roguelike.misc (More info?)

    I'm currently wearing this:

    D - the +1 crystal plate mail of Responsibility (worn)
    It protects you from fire.
    It enhances your eyesight.

    Rather than a +0 Ice Dragon Armour. This lets me swap out see invisible
    (which I never got the hang of using as a swap), but at the moment I
    need to sub in a cold resistance ring. Makes me go from +2 Cold, +1
    Fire to +2 Fire, +1 Cold resistance. But I get much more armour class.

    Right move? I've noticed me miss due to armour just once so far...


    Rich
  9. Archived from groups: rec.games.roguelike.misc (More info?)

    "Dafty" <richard.clements@ntlworld.com> wrote in
    news:1118849435.502861.242980@g44g2000cwa.googlegroups.com:

    > Still going. On Vault 7... Best to check out the crypt or
    > somewhere else before taking on Vault 8? I've not had many
    > problems so far, hardly used a potion or scroll hence the amount
    > of them. Tend to only use the discovery rod these days and just
    > lure missile merchants into range of my axes. Haven't noticed
    > anything particular fire resistant yet. My lack of electricity
    > resistance is worrying me.
    >
    > Dungeon Crawl version 4.0.0 beta 26 character file.
    >
    > Dwarfy the Severer (Mountain Dwarf)
    > (Level 20 Fighter)
    >
    > Play time: 1 day, 14:15:30 Number of turns: 88131
    >
    > Experience : 20/423679
    > Strength 29 Dexterity 12 Intelligence 9
    > Hit Points : 189 Magic Points : 34
    > AC : 32 Evasion : 10 Shield : 0
    > GP : 218

    > Potions
    > g - 6 potions of healing
    > h - 2 potions of restore abilities
    > r - 8 potions of heal wounds
    > A - 2 potions of cure mutation
    > H - a potion of invisibility
    > Magical staves
    > b - a rod of destruction
    > U - a rod of discovery
    >
    One nice spell and you'd be without potions of cure mutation. And
    another one are hard to come. I walked through pandemonium to get 7
    of them.

    > You have 21 spell levels left.
    > You don't know any spells.
    >
    Wimpy.

    > Mutations & Other Weirdness
    > Your muscles are strong (Str +1).
    > Your flesh is heat resistant.
    > You are dopey (Int -1).
    > Your muscles are strong (Str +1), but stiff (Dex -1).
    > You occasionally forget where you are.
    >
    This was I reffered about.

    > <damn eyes! still i can live with this one>
    >
    They are best when they are working for you. Mutating other weak
    monsters into strong ones, so you would have greater... You know
    what.

    > You have sharp fingernails.
    >
  10. Archived from groups: rec.games.roguelike.misc (More info?)

    OK Vault 8 cleared and plenty of useful items. I have 3 runes, should I
    just go do Zot? Done dungeon down to 27. No problems although I *hate*
    draining from Shadow dragons. Often running around with 20000 exp in
    the pool and not much to spend it on. End up just letting something
    bash on me to train armour although it's beefy enough as it is.

    Seems so far my fighter (no beserking, no spells, just rods and wands)
    is quite viable. I guess I could just go train long swords for the hell
    of it to use my nice katana I found in the vault. Any suggestions
    whether my nice artifact crystal plate or storm dragon armour would be
    best? Can get single resist on everything with my gear with the storm
    dragon armour I guess...

    Is labyrinth worth trying? I like mazes, but wonder if the usual follow
    left hand wall method will work.

    Anyway probably wont play until monday now, so any advice appreciated:

    Dungeon Crawl version 4.0.0 beta 26 character file.

    Dwarfy the Axe Maniac (Mountain Dwarf)
    (Level 23 Fighter)

    Play time: 1 day, 22:24:37 Number of turns: 115214

    Experience : 23/647129
    Strength 28 Dexterity 13 Intelligence 6
    Hit Points : 225 Magic Points : 37
    AC : 21 Evasion : 9 Shield : 0
    GP : 945

    You are in the Vaults.
    You worship Okawaru.
    Okawaru is exalted by your worship.
    You are full.

    Inventory:
    Hand weapons
    a - a +5,+5 dwarven battleaxe of flaming (weapon)
    g - the +6,+6 katana of the Gods
    It emits flame when wielded, causing extra injury to most foes and
    up to
    double damage against particularly susceptible opponents.
    It causes teleportation.

    x - a +5,+5 dwarven battleaxe of chopping
    Armour
    f - a +1 pair of boots of running
    m - a +2 elven cloak of preservation
    D - the +1 crystal plate mail of Responsibility
    It protects you from fire.
    It enhances your eyesight.

    G - a +0 pair of gloves of strength
    I - a +0 storm dragon armour (worn)
    Q - the +2 helmet of Ovejiqo
    It affects your intelligence (+3).
    It affects your accuracy (-3).
    It affects your damage-dealing abilities (+3).
    It protects you from poison.

    Magical devices
    e - a wand of digging (0)
    i - a wand of fireball (0)
    q - a wand of fireball (1)
    y - a wand of draining (5)
    C - a wand of disintegration (0)
    Comestibles
    n - 2 royal jellies
    o - 3 pears
    Scrolls
    j - 2 scrolls of remove curse
    z - 7 scrolls of blinking
    B - 2 scrolls of detect curse
    E - 10 scrolls of identify
    F - 10 scrolls of teleportation
    L - 6 scrolls of recharging
    Jewellery
    c - the amulet of the Four Winds (around neck)
    This amulet protects its wearer from some forms of mental confusion.

    It partially protects you from negative energy.
    It protects you from magic.

    d - an amulet of the gourmand
    k - the ring "Ibejoxt"
    This ring allows its wearer to see those things hidden from view by
    magic.

    Just bought that as I've no idea what it does...

    p - a cursed amulet of resist mutation
    t - the ring of Life (right hand)
    This ring increases the ability of its wearer to use magical spells.

    It affects your damage-dealing abilities (+2).
    It protects you from poison.
    It enhances your eyesight.
    It lets you turn invisible.

    J - the ring "Hifuh V"
    This ring increases its wearer's resistance to hostile enchantments.

    It protects you from poison.
    It lets you levitate.
    It lets you blink.

    M - a ring of protection from cold (left hand)
    Potions
    h - 5 potions of restore abilities
    l - a potion of levitation
    r - 10 potions of heal wounds
    s - 7 potions of healing
    Magical staves
    b - a rod of destruction
    U - a rod of discovery
    Miscellaneous
    v - a silver rune


    You have 19616 experience left.

    Skills:
    + Level 20 Fighting
    - Level 14 Short Blades
    * Level 27 Axes
    - Level 1 Bows
    - Level 1 Throwing
    + Level 17 Armour
    + Level 1 Stabbing
    - Level 5 Shields
    + Level 4 Traps & Doors
    - Level 1 Spellcasting
    + Level 7 Invocations
    + Level 19 Evocations


    You have 24 spell levels left.
    You don't know any spells.

    Mutations & Other Weirdness
    Your flesh is heat resistant.
    You are dopey (Int -1).
    You have sharp fingernails.
  11. Archived from groups: rec.games.roguelike.misc (More info?)

    OK just done the labryinth. For those who know of such things you do
    start in a place which means you can't solve it by wall following! :)
    Anyway mapped it. Bit of a waste of time but at least I know that for
    next time.


    Rich
  12. Archived from groups: rec.games.roguelike.misc (More info?)

    Dafty wrote:
    > OK Vault 8 cleared and plenty of useful items. I have 3 runes, should I
    > just go do Zot?

    It's been done that way before and worked. I've never done it myself (I
    always feel too weak at the 3-runes-plus-Elven-Halls stage), so I can't
    give any advice from experience though.

    > Done dungeon down to 27. No problems although I *hate*
    > draining from Shadow dragons. Often running around with 20000 exp in
    > the pool and not much to spend it on.

    A rod can solve that problem pretty easily if you don't mind firing into
    thin air. You could also gratuitously use Might just after receiving a
    gift (your piety will still get back up to gift level before the gift
    timeout is up), to get your Invocations up for more reliable Haste. You
    could also try training up T&D, if you find yourself occasionally
    forgetting to use Detect Traps.

    > Seems so far my fighter (no beserking, no spells, just rods and wands)
    > is quite viable. I guess I could just go train long swords for the hell
    > of it to use my nice katana I found in the vault.

    I'd stick with the axes, unless you're going for the Most Weapon Skills
    Ever award. ;-)

    > best? Can get single resist on everything with my gear with the storm
    > dragon armour I guess...

    I'd take the SD armour -- AC-based characters have a pretty hard time
    against lightning, and Zot is brimming with storm dragons and electric
    golems (lightning as a melee attack -- it's actually just as bad for
    evasion-based characters, since they get lots of attacks and they're
    pretty accurate).

    > Is labyrinth worth trying? I like mazes, but wonder if the usual follow
    > left hand wall method will work.

    Easy peasy. The left wall method will work. I personally find it a chore
    (I detect creatures or items, and then bumble on in), but then Darshan
    finds my way to be the chore, so YMMV. :-) The food warning should be
    taken seriously, but not TOO seriously -- 3 or 4 rations on hand will do
    even in the extreme case.

    Erik
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