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It's me again! YACD

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Anonymous
June 17, 2005 10:13:08 PM

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

So I installed Darshan's newest patch, which gives super neat character
dumps. I like! Anyway, here he is:

Dungeon Crawl version 4.0.0 beta 26 character file.


Rodgon the Hacker

Race : Hill Dwarf Res.Fire : . . . See Invis. : .
Class : Fighter Res.Cold : . . . Warding : .
Worship : Okawaru Life Prot.: . . . Conserve : +
Level : 14 Res.Poison: + Res.Corr. : .
Exp : 80673 Res.Elec. : . Gourmand : .
Next Level : 96199
Exp Needed : 15526 Sust.Abil.: . Rnd.Telep. : .
Spls.Left : 15 Res.Mut. : . Ctrl.Telep.: +
Gold : 344 Res.Slow : . Levitation : .
Clarity : . Ctrl.Flight: .
HP : 125
MP : 23
Str : 23 Weapon : +2,+4 war axe (flame)
Int : 10 Armour : +2 orc plate mail (R-poison)
Dex : 12 Shield :
AC : 23 Helmet : +0 plumed helmet (int)
Evasion : 9 Cloak : +0 dwarf cloak
Shield : 0 Gloves : +0 pair of gloves
Boots : +0 pair of boots
Play time : 05:25:04 Amulet : amulet of conservation
Turns : 48938 Ring : ring of Exomebu
Ring : ring of teleport control


You are in the Lair.
You worship Okawaru.
Okawaru is exalted by your worship.
You are hungry.

Inventory:
Hand weapons
a - a +2,+4 war axe of flaming (weapon)
k - a +1,+1 dwarven battleaxe
z - the +1,+6 war axe "Ylynom"
It inflicts extra damage upon your enemies.
It affects your evasion (+4).
It prevents most forms of teleportation.

(I'm starting to have real trouble wherever I go in the dungeon. It's
time to make a weapon decision, I think... though I might be able to
survive a bit longer if I go with Ylynom for a while. I have a scroll of
vorpalise weapon, and several enchant weapon scrolls... This is where I
really need input. Enchant the flaming one? Enchant and vorpalise the
dwarven battleaxe? Or go with Ylynom and hold out for a while longer?)

Armour
y - a +2 orcish plate mail of poison resistance (worn)
G - a +0 pair of gloves (worn)
H - a +0 plumed helmet of intelligence (worn)
L - a +0 pair of boots (worn)
X - a +0 dwarven cloak (worn)
Magical devices
o - a wand of fire
q - a wand of confusion
t - a wand of digging
F - a wand of disintegration
P - a wand of polymorph other
W - a wand of lightning (4)
Comestibles
f - a meat ration
r - a bread ration
Scrolls
d - 3 scrolls of teleportation
O - 3 scrolls of blinking
(run away! These are all my ?oB)

Jewellery
g - an amulet of controlled flight
m - the ring of Exomebu (right hand)
This ring provides energy to its wearer, so that they need eat less
often.

n - an amulet of conservation (around neck)
s - the ring "Lidodotudil"
This ring brings its wearer more in contact with the powers of cold and
ice. He or she gains resistance to cold and can use ice magic more
effectively, but becomes more vulnerable to the effects of fire.
It affects your AC (+6).
It partially protects you from negative energy.
(I'd really like to walk around with this one on, but it gives fire
suceptability, and that scares me.)

w - an amulet of clarity

(I've seen another one of those dungeon formations that was the doom of
my previous character. I haven't entered it yet, though. Is the amulet
of clarity enough, and should I expect cool stuff once I've defeated the
guardians of the strange dungeon formation?)

C - a ring of teleport control (left hand)
D - a ring of sustain abilities
I - a ring of teleportation
Q - a ring of see invisible
Potions
e - 3 potions of heal wounds
(that's all the potions of heal wounds I have.)

h - 9 potions of healing
v - a potion of cure mutation
(going to stash this ASAP)

M - a potion of speed
Magical staves
b - a rod of destruction
(frost one. Freezing cloud is neat for blocking off a gang of critters.)

c - a rod of striking
(never used this. Is it any good?

Miscellaneous
i - a nondescript stone


You have 6 experience left.

Skills:
+ Level 12 Fighting
+ Level 5 Short Blades
+ Level 4 Long Blades
(Originally, I meant for this character to be a long-blade specialist.
This is why I picked HD instead of MD - less extreme tilt toward axes in
the skill aptitudes. Why not an elf? I'm damn tired of them keeling over
as soon as an ogre looks in their general direction. But then I found an
artifact hand axe of frost (+4, +5) that could be 'E'voked to give
berserker rage... Helped me survive past many a difficult situation in
the early game. The RNG works in mysterious ways.)

+ Level 18 Axes
- Level 2 Darts
- Level 3 Throwing
+ Level 12 Armour
- Level 4 Shields
+ Level 5 Traps & Doors
+ Level 1 Spellcasting
+ Level 4 Invocations
+ Level 10 Evocations


You have 15 spell levels left.
You don't know any spells.



Vanquished Creatures
A minotaur (Lab)
(My first labyrinth! I severely overestimated how difficult it would be
to beat the minotaur, though, so I quaffed a potion of berserker rage.
And it fell in three hits.)
Erolcha (D:9)
(scary encounter.)
3 queen bees
(2 hives, plüs *the* hive)

1258 creatures vanquished.

More about : yacd

June 17, 2005 10:13:09 PM

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

in article 42b2f6a9$1@news.broadpark.no, Elethiomel at kkkk@lllllll.mmmm
wrote on 6/17/05 12:13 PM:

> Inventory:
> Hand weapons
> a - a +2,+4 war axe of flaming (weapon)
> k - a +1,+1 dwarven battleaxe
> z - the +1,+6 war axe "Ylynom"
> It inflicts extra damage upon your enemies.
> It affects your evasion (+4).
> It prevents most forms of teleportation.
>
> (I'm starting to have real trouble wherever I go in the dungeon. It's
> time to make a weapon decision, I think... though I might be able to
> survive a bit longer if I go with Ylynom for a while. I have a scroll of
> vorpalise weapon, and several enchant weapon scrolls... This is where I
> really need input. Enchant the flaming one? Enchant and vorpalise the
> dwarven battleaxe? Or go with Ylynom and hold out for a while longer?)

The only axe that hits harder than a battleaxe is an executioner's axe. You
get a racial bonus for using the dwarf battleaxe; there are no dwarven
executioner's axes. So the dwarf battleaxe is about as good as it gets,
barring finding something of speed. That's not very likely, so probably
just start enchanting the dwarf battleaxe.

As for vorpalisation, I don't remember if this is being a munchkin or a
twink, but Brent recommends memorizing freezing aura/fire brand and casting
them on your weapon where appropriate, rather than vorpalizing (you can also
memorize Tukima's Vorpal Blade, if you find the book). This is tedious, but
the flexibility allows you to maximize your attack power.

> (I've seen another one of those dungeon formations that was the doom of
> my previous character. I haven't entered it yet, though. Is the amulet
> of clarity enough, and should I expect cool stuff once I've defeated the
> guardians of the strange dungeon formation?)

I don't know what formation you're talking about, but the amulet of clarity
is definitely not enough. As for cool stuff: it depends on the formation.
Probably. But there are a few with no payoff.

> Magical staves
> b - a rod of destruction
> (frost one. Freezing cloud is neat for blocking off a gang of critters.)

Your ring of ice boosts these spells, if that's worth considering.

> c - a rod of striking
> (never used this. Is it any good?

It's kinda ok for zapping at a wall to train evocations. Kinda.


--
Jeremey
Anonymous
June 17, 2005 10:13:09 PM

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

I'd say you're in great shape to do the snake pits. Good armor, enough
skill to use it, and poison resistance. Not to mention that you're not
going to run into fire attacks there so you can use the randart ring
without any worry. Also, you have that burning axe to swap in so you
should be fine to do the lair or swamp if you haven't.

The dungeon formation looks like ones I've encountered that had no
special treasures. One had a silver statue, IIRC, and summoned
monsters, but I forget what type.

I have had executioner's axes show up in the snake pit but those may
have been gifts. Anyway, quite rare. You might delay the decision a bit
but most likely you want to go with the dwarven battleaxe. I'd only
take a war axe if I was doing shields.
Related resources
Anonymous
June 17, 2005 10:58:13 PM

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

Jeremey wrote:
> in article 42b2f6a9$1@news.broadpark.no, Elethiomel at kkkk@lllllll.mmmm
> wrote on 6/17/05 12:13 PM:
>
>
>>Inventory:
>>Hand weapons
>>a - a +2,+4 war axe of flaming (weapon)
>>k - a +1,+1 dwarven battleaxe
>>z - the +1,+6 war axe "Ylynom"
>>It inflicts extra damage upon your enemies.
>>It affects your evasion (+4).
>>It prevents most forms of teleportation.
>>
>>(I'm starting to have real trouble wherever I go in the dungeon. It's
>>time to make a weapon decision, I think... though I might be able to
>>survive a bit longer if I go with Ylynom for a while. I have a scroll of
>>vorpalise weapon, and several enchant weapon scrolls... This is where I
>>really need input. Enchant the flaming one? Enchant and vorpalise the
>>dwarven battleaxe? Or go with Ylynom and hold out for a while longer?)
>
>
> The only axe that hits harder than a battleaxe is an executioner's axe. You
> get a racial bonus for using the dwarf battleaxe; there are no dwarven
> executioner's axes. So the dwarf battleaxe is about as good as it gets,
> barring finding something of speed. That's not very likely, so probably
> just start enchanting the dwarf battleaxe.
>
> As for vorpalisation, I don't remember if this is being a munchkin or a
> twink, but Brent recommends memorizing freezing aura/fire brand and casting
> them on your weapon where appropriate, rather than vorpalizing (you can also
> memorize Tukima's Vorpal Blade, if you find the book). This is tedious, but
> the flexibility allows you to maximize your attack power.

Well, I haven't found those spells yet, and no bookshops. And I need
better attack power rather swiftly. I may do the first few levels of the
Snake Pit, but I don't feel like I am defended enough to battle greater
nagas.

>>(I've seen another one of those dungeon formations that was the doom of
>>my previous character. I haven't entered it yet, though. Is the amulet
>>of clarity enough, and should I expect cool stuff once I've defeated the
>>guardians of the strange dungeon formation?)
>
>
> I don't know what formation you're talking about, but the amulet of clarity
> is definitely not enough. As for cool stuff: it depends on the formation.
> Probably. But there are a few with no payoff.

It's a big formation with a corridor E<->W at the top, then hallways
with undiggable wall pieces in the center N<->S at both sides, then a
hallway connecting those to the south, with a secret door to the north
in the center, beyond which was a couple more secret doors, a few traps,
and then a rather large room with an Orange Crystal Statue. The reason
this room killed off my significantly more buff MDFi was the int drain
and confusion - the amulet of clarity should take care of the confusion,
and I should thus be able to get off a shot from my wand of
disintegration. The question is - would this be enough?

>
>>Magical staves
>>b - a rod of destruction
>>(frost one. Freezing cloud is neat for blocking off a gang of critters.)
>
>
> Your ring of ice boosts these spells, if that's worth considering.

Very interesting to know. Thanks! I better find a source of fire
resistance soon, then.

>
>>c - a rod of striking
>>(never used this. Is it any good?
>
>
> It's kinda ok for zapping at a wall to train evocations. Kinda.

So, I'll ditch it.
June 17, 2005 10:58:14 PM

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

in article 42b3013b$1@news.broadpark.no, Elethiomel at kkkk@lllllll.mmmm
wrote on 6/17/05 12:58 PM:

> Jeremey wrote:
>> in article 42b2f6a9$1@news.broadpark.no, Elethiomel at kkkk@lllllll.mmmm
>> wrote on 6/17/05 12:13 PM:
>>
>>
>>> Inventory:
>>> Hand weapons
>>> a - a +2,+4 war axe of flaming (weapon)
>>> k - a +1,+1 dwarven battleaxe
>>> z - the +1,+6 war axe "Ylynom"
>>> It inflicts extra damage upon your enemies.
>>> It affects your evasion (+4).
>>> It prevents most forms of teleportation.
>>>
>>> (I'm starting to have real trouble wherever I go in the dungeon. It's
>>> time to make a weapon decision, I think... though I might be able to
>>> survive a bit longer if I go with Ylynom for a while. I have a scroll of
>>> vorpalise weapon, and several enchant weapon scrolls... This is where I
>>> really need input. Enchant the flaming one? Enchant and vorpalise the
>>> dwarven battleaxe? Or go with Ylynom and hold out for a while longer?)
>>
>>
>> The only axe that hits harder than a battleaxe is an executioner's axe. You
>> get a racial bonus for using the dwarf battleaxe; there are no dwarven
>> executioner's axes. So the dwarf battleaxe is about as good as it gets,
>> barring finding something of speed. That's not very likely, so probably
>> just start enchanting the dwarf battleaxe.
>>
>> As for vorpalisation, I don't remember if this is being a munchkin or a
>> twink, but Brent recommends memorizing freezing aura/fire brand and casting
>> them on your weapon where appropriate, rather than vorpalizing (you can also
>> memorize Tukima's Vorpal Blade, if you find the book). This is tedious, but
>> the flexibility allows you to maximize your attack power.
>
> Well, I haven't found those spells yet, and no bookshops. And I need
> better attack power rather swiftly. I may do the first few levels of the
> Snake Pit, but I don't feel like I am defended enough to battle greater
> nagas.
>
>>> (I've seen another one of those dungeon formations that was the doom of
>>> my previous character. I haven't entered it yet, though. Is the amulet
>>> of clarity enough, and should I expect cool stuff once I've defeated the
>>> guardians of the strange dungeon formation?)
>>
>>
>> I don't know what formation you're talking about, but the amulet of clarity
>> is definitely not enough. As for cool stuff: it depends on the formation.
>> Probably. But there are a few with no payoff.
>
> It's a big formation with a corridor E<->W at the top, then hallways
> with undiggable wall pieces in the center N<->S at both sides, then a
> hallway connecting those to the south, with a secret door to the north
> in the center, beyond which was a couple more secret doors, a few traps,
> and then a rather large room with an Orange Crystal Statue. The reason
> this room killed off my significantly more buff MDFi was the int drain
> and confusion - the amulet of clarity should take care of the confusion,
> and I should thus be able to get off a shot from my wand of
> disintegration. The question is - would this be enough?

Hrm. Not sure I've seen that. Could I get a screenshot? The only thing I
can think of that's ringing a bell I've only seen with a silver statue. But
if you can get that one with an Orange statue, and it's the one I'm thinking
of, it's got a big payoff and is very, very dangerous.

--
Jeremey
June 17, 2005 10:58:15 PM

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

in article 42b308aa$1@news.broadpark.no, Elethiomel at kkkk@lllllll.mmmm
wrote on 6/17/05 1:29 PM:

<snip>

> Does that come out for anyone else, or is it just gibberish? It looks
> good to me, but I can repost it, if neccessary.

Little gibberishy, but I get the sense of it. Anyway, I've never seen that,
so ignore what I said before.

--
Jeremey
!