G

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<delurk>
Heartbreaking. I really thought this guy would be my second winner. I've
been starting some DSNe's and playing them as Okawaru-worshipping death
knights lately... this one managed to survive the early game and coasted
right through to the endgame (with a few scary moments in Gehenna and
Pandemonium, neither of which I have much experience in). Where he died.
Within sight of the Orb. I was toe-to-toe with a Killer Klown near the
upstairs from Zot:5, and low on health, and instead of going for
Bwhathisname's Revivification or a controlled blink or even a potion or
two, I foolishly went for my instant-teleport mutation... and wound up
in the middle of a half-dozen Orb Guardians. So I hit it again, and
wound up next to three or four golden and storm dragons. Hit it again,
more Orb Guardians. One more time, land amongst a dozen assorted
monsters (who, this time, all notice me) and the screen fills with
lightning bolts and orbs of energy... "You die..."

Ah, well. I think I need a break from DSNe's for a while... anybody have
any favourite race/class combos to plug? I was thinking of running a
pure spellcaster of some kind... maybe try a few classic DECj's.

Also, anybody want to share their approach to Zot:5? Do you like to go
around to the right or to the left? How do you deal with the traps at
that point?

Thanks! Commented dump follows... further comments are always welcome.
Rob
</delurk>

Dungeon Crawl version 4.0.0 beta 26 character file.

Rob the Demonspawn of Death (Demonspawn)
(Level 27 Necromancer)

Play time: 15:58:55 Number of turns: 150206

Experience : 27/1288350
Strength 11 Dexterity 23 Intelligence 24
Hit Points : -12/155 (dead) Magic Points : 17/42
// HP were higher without frail mutation and before two
// B's Revivifications

AC : 15 Evasion : 17 Shield : 0
GP : 2012

You are in the Hall of Zot.
You worship Okawaru.
Okawaru is exalted by your worship.
//Strange choice for a necromancer, maybe - Okie likes corpses and
//dislikes death of friends, so spells liked Twisted Resurrection
//are out... but I wanted to focus on other necromantic spells and
//the wardrobe and weaponry Okie provided were very, very nice.

You are not hungry.

Inventory:
Hand weapons
a - a +9,+9 triple sword of slicing (weapon)
//from Okawaru after Lair, Snake and Mines, as +4+1 IIRC

Armour

d - a +6 leather armour (worn)
//Nothing better, believe it or not.

C - a +0 cloak of darkness (worn)
G - a +0 pair of gloves (worn)
//Slime Pits wore these down.

H - the +4 helmet of Wonder (worn)
It affects your dexterity (+4).
It protects you from fire.
It protects you from poison.
It partially protects you from negative energy.

J - a +0 pair of boots of running (worn)
//Yum.

Magical devices
e - a wand of frost (21)
w - a wand of flame (3)
D - a wand of digging (4)
E - a wand of cold (1)
I - a wand of invisibility (4)
Q - a wand of disintegration (10)
R - a wand of lightning (6)
T - a wand of draining (0)
W - a wand of fire (3)
Comestibles
B - 5 bread rations
M - 2 meat rations
Scrolls
j - 4 scrolls of identify
k - 2 scrolls of blinking
l - 3 scrolls of teleportation
u - 2 scrolls of remove curse
//LOTS of vorpalize weapon scrolls in this game... had 5 or 6
//in my stash. Only used the one, though!

Jewellery
c - a ring of sustenance (right hand)
//To counteract the fast metabolism mutation and Bolt of Draining cost.

m - a +0,+7 ring of slaying (left hand)
n - a ring of magical power
o - an amulet of resist mutation (around neck)
//Not found until my first trip ever into Pandemonium... the 2nd level
//had this amulet and a gate out, so I decided to get out while I was
//ahead.

p - an amulet of conservation
q - the amulet "Ivetyfo"
This amulet repels some of the attacks of creatures which have been
magically summoned.
It protects you from cold.

r - an amulet of the gourmand
s - an amulet of resist corrosion
t - the amulet of F Qygehoseme
Should the wearer of this amulet be levitated by magical means, he
or she
will be able to exercise some control over the resulting motion. This
allows the descent of staircases and the retrieval of items lying on
the
ground, for example, but does not deprive the wearer of the benefits of
levitation.
It affects your accuracy (+3).
It protects you from cold.

z - a ring of protection from cold
F - a ring of protection from fire
L - a cursed ring of protection from magic
//Mummy curse.
N - a cursed ring of teleportation
Potions
b - 9 potions of heal wounds
f - 4 potions of healing
g - 2 potions of might
h - 2 potions of speed
v - a potion of invisibility
x - 3 potions of restore abilities
//RNG was generous with potions, too... had 5 !oCM in the
//stash (never used any) and I came across 4 or 5 potions of
//gain foo, over the course of the game.


You have 7477 experience left.

Skills:
+ Level 12 Fighting
+ Level 4 Short Blades
+ Level 19 Long Blades
//Perhaps I should have waited until this was higher before
//taking on Zot.

+ Level 17 Dodging
- Level 5 Stealth
- Level 4 Stabbing
+ Level 1 Traps & Doors
//Was holding out for Detect Traps... it never came.

+ Level 14 Spellcasting
+ Level 16 Conjurations
+ Level 8 Enchantments
* Level 27 Necromancy
+ Level 3 Translocations
+ Level 1 Divinations
+ Level 2 Ice Magic
+ Level 4 Air Magic
+ Level 4 Evocations
//Was lazy with tweaking these, except for some early xp-dumping
//into Spellcasting so as to hunger less with Vampiric Draining.


You have 13 spell levels left.
You know the following spells:

Your Spells Type Success Level
a - Iskenderun's Mystic Blast Conjuration Excellent 4
//For when I needed an non-resistable and/or hunger-free
//long-distance shot.

b - Vampiric Draining Necromancy Perfect 3
//A staple until monsters start to hit you harder than you can drain
//the life back.

c - Dispel Undead Necromancy Perfect 4
// I killed Boris not once, not twice, but THREE separate times this
// game! Dispel Undead makes it pretty easy.

d - Bolt of Draining Conjuration/Necromancy Excellent 6
//My main magical attack. Effective, but quite hunger-inducing.

E - Controlled Blink Translocation Good 4
I - Swiftness Air/Enchantment Great 2
M - Repel Missiles Air/Enchantment Great 2
O - Ozocubu's Armour Ice/Enchantment Great 3
P - Selective Amnesia Enchantment Great 3
Q - Borgnjor's Revivification Necromancy Excellent 6
//Twice a life-saver... but I shouldn't have gotten into the low-HP
//situations in the first place!

R - Detect Creatures Divination Very Good 2
S - Sublimation of Blood Necromancy Perfect 2
//Kept forgetting to use this...

Mutations & Other Weirdness
Your muscles are strong (Str +2).
You are agile (Dex +1).
* Your system is immune to poisons.
//First demonspawn mutation I received. Very convenient.

Your digestive system is specialised to digest meat.
You have a very fast metabolism.
//From an Orb of Fire, Zot:3. Forgot to swap in the "oRM.

You are dopey (Int -1).
* You can control translocations.
//2nd DS mutation. Super convenient.

You have supernaturally acute eyesight.
Armour fits poorly on your deformed body.
* You can teleport instantly at will.
//3rd DS mutation was blink-at-will, then a very kind neqoxec
//bumped it up to teleport-at-will for me in the Halls.
//Incredibly, wonderfully convenient.

You can sense your immediate surroundings.
Your muscles are flexible (Dex +1), but weak (Str -1).
You are frail (-10 percent hp).
* You can summon demons to your aid.
* You can travel to (but not from) Pandemonium at will.
//Actually, this would have saved my life at the end, too.

* You can channel magical energy from Hell.
 
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replace Z with o to reply wrote:
> <delurk>
> Heartbreaking.

It's a common stage, I think, though I would have expected it *before*
your first win. :)

> I really thought this guy would be my second winner. I've
> been starting some DSNe's and playing them as Okawaru-worshipping death
> knights lately... this one managed to survive the early game and coasted
> right through to the endgame (with a few scary moments in Gehenna and
> Pandemonium, neither of which I have much experience in). Where he died.
> Within sight of the Orb. I was toe-to-toe with a Killer Klown near the
> upstairs from Zot:5,

Probably the up stairs themselves would have been a good starting point
towards a solution.

> and low on health, and instead of going for
> Bwhathisname's Revivification or a controlled blink

No orb, no controlled blinking.

> or even a potion or
> two, I foolishly went for my instant-teleport mutation...

On a mostly-uncleared known-highly-dangerous level? Not good!

> and wound up
> in the middle of a half-dozen Orb Guardians. So I hit it again, and
> wound up next to three or four golden and storm dragons. Hit it again,
> more Orb Guardians. One more time, land amongst a dozen assorted
> monsters (who, this time, all notice me) and the screen fills with
> lightning bolts and orbs of energy... "You die..."

Yep, that's what gambling on teleportation in such a situation looks
like!

> Ah, well. I think I need a break from DSNe's for a while... anybody have
> any favourite race/class combos to plug? I was thinking of running a
> pure spellcaster of some kind... maybe try a few classic DECj's.

There are so many good ones... but you can hardly go wrong in the fun
department with a DECj unless it's after your fivehundredth one. :)

> Also, anybody want to share their approach to Zot:5? Do you like to go
> around to the right or to the left?

I like to go to the left, but no real rational reason for it, just a)
I'm a lefty, b) I *read* from right to left and that seems to affect
things, and c) I've done it before, so I kind of have a feeling for
what's there. I seem to recall the left branch always having a
teleportation trap, though, which is pretyy nasty, although I'm not
sure that other side doesn't have it too. When possible, I blink past
the trap, because teleporting in anything less than an almost fully
cleared Zot:5 is just *asking* for trouble unless you've been doing a
*lot* of Pan-scumming, and even then, it's not really a good idea.

> How do you deal with the traps at that point?

Repeated uncontrolled blinking, or just biting my tongue if that's not
available.

Incidentally, due to the lack of controlled translocations, Tomb of
Malarkey is *insanely* valuable on Zot:5.

> Rob the Demonspawn of Death (Demonspawn)

Sounds scary! Except for the name, that is.

I AM A DEMONSPAWN OF DEATH!!

Say thy name, foul fiemd!

ROOOOOOOOB!!!

*giggles*

> Okawaru is exalted by your worship.
> //Strange choice for a necromancer, maybe - Okie likes corpses and
> //dislikes death of friends, so spells liked Twisted Resurrection
> //are out... but I wanted to focus on other necromantic spells and
> //the wardrobe and weaponry Okie provided were very, very nice.

Well, you were more of a death knight. Heck, why not?

> You are not hungry.
>
> Inventory:
> Hand weapons
> a - a +9,+9 triple sword of slicing (weapon)
> //from Okawaru after Lair, Snake and Mines, as +4+1 IIRC

Niiiiiiiiiiiiiiice, wow.

> Armour
>
> d - a +6 leather armour (worn)
> //Nothing better, believe it or not.

You didn't find a *single* light armour with a resistance in the game
to enchant up? I don't believe it... apologies!

> C - a +0 cloak of darkness (worn)
> G - a +0 pair of gloves (worn)
> //Slime Pits wore these down.

If these were formerly your best gloves, you shouldn't have been been
wearing them there in the first place. (And... you got shafted. It's
unusual -- possible of course, but unusual -- to not find at least a
pair of gloves of dex or str by the end of the game.)

> H - the +4 helmet of Wonder (worn)
> It affects your dexterity (+4).
> It protects you from fire.
> It protects you from poison.
> It partially protects you from negative energy.

I guess the RNG spent all its energy on that helmet, leaving none for
your gloves.

> J - a +0 pair of boots of running (worn)
> //Yum.

Yum.

> Jewellery
> c - a ring of sustenance (right hand)
> //To counteract the fast metabolism mutation and Bolt of Draining cost.

Still probably not worth it in Zot:5. Food issues didn't even come
close to playing a role in your death, did they? Even if food were
close to being an issue... royal jellies have lots of bang per pound,
and hey, you can't take them with you...

> o - an amulet of resist mutation (around neck)
> //Not found until my first trip ever into Pandemonium... the 2nd level
> //had this amulet and a gate out, so I decided to get out while I was
> //ahead.

You were pretty brave or uninformed to be there without an AoRM in the
first place.

> q - the amulet "Ivetyfo"
> This amulet repels some of the attacks of creatures which have been
> magically summoned.
> It protects you from cold.

Maaaaybe worth wearing over the AoRM in Zot:5. Still probably'd've
stuck with the former like you though. The same applies to the one
below, plus a few more comments.

> t - the amulet of F Qygehoseme
> Should the wearer of this amulet be levitated by magical means, he
> or she
> will be able to exercise some control over the resulting motion. This
> allows the descent of staircases and the retrieval of items lying on
> the
> ground, for example, but does not deprive the wearer of the benefits of
> levitation.
> It affects your accuracy (+3).
> It protects you from cold.

Hmm.... interesting. Slaying bonuses are always nice, and accuracy is
nice for the heavier-hitting weapons, although triple swords are among
the more accurate of the big bruisers. The flight wouldn't do you much
good except letting you carry more stuff conveniently, not really
meaningful in Zot:5. Cold... well, it's one of the threats out there.
OTOH there's something to be said for the AoRM's insurance against
getting hit with teleportitis from a Fire Orb before you get the Orb.
In fact, there's a LOT to be said for that.

> Potions
> b - 9 potions of heal wounds
> f - 4 potions of healing
> g - 2 potions of might
> h - 2 potions of speed
> v - a potion of invisibility
> x - 3 potions of restore abilities
> //RNG was generous with potions, too... had 5 !oCM in the
> //stash (never used any) and I came across 4 or 5 potions of
> //gain foo, over the course of the game.

Kind of changes the amulet equation.

> You have 7477 experience left.
>
> Skills:
> + Level 12 Fighting
> + Level 4 Short Blades
> + Level 19 Long Blades
> //Perhaps I should have waited until this was higher before
> //taking on Zot.

It is indeed pretty low. Since you had the AoRM, you could have
continued on in Pan. But was there any non-Pan place you'd left
uncleared before that? I have a hunch there was.

> b - Vampiric Draining Necromancy Perfect 3
> //A staple until monsters start to hit you harder than you can drain
> //the life back.

There are also tank-style Death Knights for whom that point doesn't
come for quite a long time! I'm still a big Evasion fan regardless,
though. Gotta love low-stress spellcasting.

> d - Bolt of Draining Conjuration/Necromancy Excellent 6
> //My main magical attack. Effective, but quite hunger-inducing.

Maybe using this spell really does heavily affect your experience
gains, as I once thought, then discarded. More likely it's just the
fact that getting two skills to or near 27 without an extended visit to
Pan ain't easy. (Probably having both at 25ish would have been more
effective, but that would have taken some tweaking.)

> I - Swiftness Air/Enchantment Great 2

Heh... with that and the boots, you were at almost double movement
speed. KKlownz are still faster, though, I think.

> R - Detect Creatures Divination Very Good 2
> S - Sublimation of Blood Necromancy Perfect 2
> //Kept forgetting to use this...

I've had the same problem.

> * You can control translocations.
> //2nd DS mutation. Super convenient.

Were it not for your lack of Selective Amnesia, I'd suggest swapping
Controlled Blink for vanilla blink in light of this one.

> You have supernaturally acute eyesight.
> Armour fits poorly on your deformed body.

The light-armour-wearer's tongue-sticker-outer.

> * You can channel magical energy from Hell.

Oooh, Vehumet's most lasting selling point without having to use
Vehumet! Nice.

e.
 

Rob

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Pardon me... new newsreader, new configuration problems. My name isn't
"replace Z with o to reply", it's (much less interestingly) "Rob".
Neither is my e-mail address "replace Z with o to reply"; it also isn't
"rZbfrZmcanada@yahZZ.cZm", but I'm sure you can figure it out.

Apologies!

[YASD snipped]

Rob
 
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replace Z with o to reply <""rZbfrZmcanada\"@yahZZ.cZm (replace Z with o to reply)"> writes:

>Within sight of the Orb. I was toe-to-toe with a Killer Klown near the
>upstairs from Zot:5, and low on health, and instead of going for
>Bwhathisname's Revivification or a controlled blink or even a potion or
>two, I foolishly went for my instant-teleport mutation...

Well, you probably won't make that mistake again :)

>Ah, well. I think I need a break from DSNe's for a while... anybody have
>any favourite race/class combos to plug? I was thinking of running a
>pure spellcaster of some kind... maybe try a few classic DECj's.

Conjurers are a good pick for a pure spellcaster.

>Also, anybody want to share their approach to Zot:5? Do you like to go
>around to the right or to the left? How do you deal with the traps at
>that point?

I always take the left route, although I might go the other way if Dectect
Monsters says that it's preferable. Usually a lot of monsters come from the
right side to the middle room anyway.

Last time there werea bolt trap and an amnesia trap. I memorised Magic
Mapping just for that reason on Zot:5.

> d - a +6 leather armour (worn)
>//Nothing better, believe it or not.

Not even a robe with some resistance?

> c - a ring of sustenance (right hand)
>//To counteract the fast metabolism mutation and Bolt of Draining cost.

I would have chosen something else, though. There are corpses to eat and
you had an amulet of gourmand.

-Jukka
--
Jukka Kuusisto
 
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"Erik Piper" <erik@sky.cz> writes:

>I seem to recall the left branch always having a teleportation trap,
>though, which is pretyy nasty, although I'm not sure that other side
>doesn't have it too.

There was no teleportation trap on the left side last time I was there.
A bolt trap and an amnesia trap.

-Jukka
--
Jukka Kuusisto
 

Rob

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Erik Piper wrote:
> replace Z with o to reply wrote:
>
>><delurk>
>>Heartbreaking.
>
>
> It's a common stage, I think, though I would have expected it *before*
> your first win. :)

Agreed. :) Though my first win was greatly helped by two levels of the
"robust" mutation and 340 HP... I had even less excuse to lose with that
guy than I did with this one. :)

[snip Rob the DS of Death's sad story]

>>Also, anybody want to share their approach to Zot:5? Do you like to go
>>around to the right or to the left?
>
>
> I like to go to the left, but no real rational reason for it, just a)
> I'm a lefty, b) I *read* from right to left and that seems to affect
> things, and c) I've done it before, so I kind of have a feeling for
> what's there. I seem to recall the left branch always having a
> teleportation trap, though, which is pretyy nasty, although I'm not
> sure that other side doesn't have it too. When possible, I blink past
> the trap, because teleporting in anything less than an almost fully
> cleared Zot:5 is just *asking* for trouble unless you've been doing a
> *lot* of Pan-scumming, and even then, it's not really a good idea.

I had a Zot trap to the right, and a teleportation trap and blade trap
side-by-side to the left. I chose the right side for my first foray
towards the orb chamber, but in hindsight, the left might have been
better. I headed towards it at one point to find out what traps were
there, and ducked back around the corner to watch a dozen monsters
charge at me and disappear... would have cleared my path a little bit,
and guaranteed no sneaking-up from behind...
>
>
>>How do you deal with the traps at that point?
>
>
> Repeated uncontrolled blinking, or just biting my tongue if that's not
> available.
>
> Incidentally, due to the lack of controlled translocations, Tomb of
> Malarkey is *insanely* valuable on Zot:5.

Hmm, I had the book of the Earth stashed, too. Never tried that spell...
maybe I should, to get a feel for what it does.

>
>
>>Rob the Demonspawn of Death (Demonspawn)
>
>
> Sounds scary! Except for the name, that is.
>
> I AM A DEMONSPAWN OF DEATH!!
>
> Say thy name, foul fiemd!
>
> ROOOOOOOOB!!!
>
> *giggles*

LOL! Agreed. :)
[snip]

>>Armour
>>
>> d - a +6 leather armour (worn)
>>//Nothing better, believe it or not.
>
>
> You didn't find a *single* light armour with a resistance in the game
> to enchant up? I don't believe it... apologies!

No worries; I didn't believe it either as it was happening! Found lots
of +1 robes, but nothing with any resistance, even after a thorough
check of the Mines. Okawaru provided nothing either, except for a few of
those useless armours - you know, the ones that get your hopes up by
being a "transparent robe" or something but turn out to be "the -8 robe
of Ennui (It protects you from magic. It makes you susceptible to fire.
It drinks all your beer.)"

>
>
>> C - a +0 cloak of darkness (worn)
>> G - a +0 pair of gloves (worn)
>>//Slime Pits wore these down.
>
>
> If these were formerly your best gloves, you shouldn't have been been
> wearing them there in the first place. (And... you got shafted. It's
> unusual -- possible of course, but unusual -- to not find at least a
> pair of gloves of dex or str by the end of the game.)

I should have mentioned in the dump - those were my Slime Pits gloves
that I forgot to swap out (silly but less directly-life-threatening
mistake number one)... I had some +1 gloves of str stashed.

[snip]

>
>> o - an amulet of resist mutation (around neck)
>>//Not found until my first trip ever into Pandemonium... the 2nd level
>>//had this amulet and a gate out, so I decided to get out while I was
>>//ahead.
>
>
> You were pretty brave or uninformed to be there without an AoRM in the
> first place.

Uninformed. :) I did think "neqoxecs..." to myself as I went in, but I
had just peeked into Zot, realized I wasn't nearly ready, and was trying
to figure out where to go... Pan, Abyss, and the Hells were all that
were left. Perhaps the Abyss would've been a better choice.

[further snippage]

>>//RNG was generous with potions, too... had 5 !oCM in the
>>//stash (never used any) and I came across 4 or 5 potions of
>>//gain foo, over the course of the game.
>
>
> Kind of changes the amulet equation.

It's why I felt OK about trying Pandemonium despite being a little
worried about neqoxecs; I really, really didn't want to have to use a
!oCM because I was afraid of losing my insta-teleport mutation (only the
insta-blink was an irremovable DS mutation, the insta-teleport was a
regular mutation on top of it) but figured I could if I had to.
>
>
>> You have 7477 experience left.
>>
>> Skills:
>> + Level 12 Fighting
>> + Level 4 Short Blades
>> + Level 19 Long Blades
>>//Perhaps I should have waited until this was higher before
>>//taking on Zot.
>
>
> It is indeed pretty low. Since you had the AoRM, you could have
> continued on in Pan. But was there any non-Pan place you'd left
> uncleared before that? I have a hunch there was.

Just the Abyss, the Hells, and the Tomb - even did the Slime Pits and
much of the Hall of Blades (that was before the triple sword appeared :)
). I tried Gehenna, but I'm still woefully inexperienced in the Hells
and two nearish-death experiences with a Fiend scared me away. Maybe the
Abyss would have been better... I let my bad experiences with low-level
characters being banished scare me away, but maybe this guy wouldn't've
had as much trouble.

[snip]
>
>> I - Swiftness Air/Enchantment Great 2
>
>
> Heh... with that and the boots, you were at almost double movement
> speed. KKlownz are still faster, though, I think.

I think so too, though I'm not sure I remember clearly. LOVED this in
combination with the boots, though!

[snip to mutations]

>>* You can control translocations.
>>//2nd DS mutation. Super convenient.
>
>
> Were it not for your lack of Selective Amnesia, I'd suggest swapping
> Controlled Blink for vanilla blink in light of this one.

I did have Selective Amnesia, but I was fond of using controlled blink
to sometimes appear right beside yaktaurs and the like, rather than
fighting them with conjurations or closing to melee distance on foot. I
have to admit, too, I'm not as good at tactically using semi-controlled
blink as I'd like to be.

Rob
 

Rob

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Jukka Kuusisto wrote:
> replace Z with o to reply <""rZbfrZmcanada\"@yahZZ.cZm (replace Z with o to reply)"> writes:
>
>
>>Within sight of the Orb. I was toe-to-toe with a Killer Klown near the
>>upstairs from Zot:5, and low on health, and instead of going for
>>Bwhathisname's Revivification or a controlled blink or even a potion or
>>two, I foolishly went for my instant-teleport mutation...
>
>
> Well, you probably won't make that mistake again :)

Goodness, I hope not. :)

[snip]

>>Also, anybody want to share their approach to Zot:5? Do you like to go
>>around to the right or to the left? How do you deal with the traps at
>>that point?
>
>
> I always take the left route, although I might go the other way if Dectect
> Monsters says that it's preferable. Usually a lot of monsters come from the
> right side to the middle room anyway.
>
> Last time there werea bolt trap and an amnesia trap. I memorised Magic
> Mapping just for that reason on Zot:5.

Ah - didn't realize the traps could be different from game to game... I
had Zot on my right, and blade and teleportation to the left.

>
>
>> d - a +6 leather armour (worn)
>>//Nothing better, believe it or not.
>
>
> Not even a robe with some resistance?

Nope... see my reply to Erik. Weird, eh? I suppose I might have missed
one, but I think I was pretty good about vacuuming up all the robes I
saw. I guess the RNG exhausted its kindness with all the !oCMs that I
didn't use. :)

>
>
>> c - a ring of sustenance (right hand)
>>//To counteract the fast metabolism mutation and Bolt of Draining cost.
>
>
> I would have chosen something else, though. There are corpses to eat and
> you had an amulet of gourmand.
>
> -Jukka

In hindsight, I agree with you and Erik on this one. There were a few
good alternatives, including another ring of slaying in the stash.

Rob