[crawl] getting ice elementalists past dlvl 6-8

Ru

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in a break before attempting zot with my demonspawn chaos knight, i've
been playing a series of merfolk ice elementalists. generally i've found
the first few levels fairly easy; freeze and throw frost are pretty
solid spells, it seems.

however, i've been running into trouble around dungeon levels 6-8, when
you start running into undead.

unfortunately, my ice magic by this point isn't high enough to summon
ice beast with any amount of utility, and ice bolt just doesn't really
cut it, half unresistable or not.

(tangentially, i did manage this one time when i found a robe of
archmagi (putting it on to summon, taking it off to get the xp), but that
character died of yak in the lair)

any suggestions? i couple of times i've found books of minor magic and
learnt magic dart, but that seemed pretty ineffectual as well. and
vainly hoping for a ring of ice or staff of cold is putting more faith
in the RNG than it deserves ;-)


--
ru
 

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ru .-- .-. --- - . ---...

> however, i've been running into trouble around dungeon levels 6-8, when
> you start running into undead.
>
> unfortunately, my ice magic by this point isn't high enough to summon
> ice beast with any amount of utility, and ice bolt just doesn't really
> cut it, half unresistable or not.
>
> (tangentially, i did manage this one time when i found a robe of
> archmagi (putting it on to summon, taking it off to get the xp), but that
> character died of yak in the lair)
>
> any suggestions? i couple of times i've found books of minor magic and
> learnt magic dart, but that seemed pretty ineffectual as well. and
> vainly hoping for a ring of ice or staff of cold is putting more faith
> in the RNG than it deserves ;-)

That's the problem with IE, there are two solutions, first is to use some
not fully resistable spells (Ice Bolt, Ice Storm), the second is to use
something outside of Ice Magic, depending on your attitude it could be
develop some other spell domain (for example earth\conjuration magic
spells, that are mostly not resistible) or go into melee with aid of O's
armour (works rather only for weaker undead and demons). Anyway Ice beam
works at 50% rate for undeads, so you should be able _potentially_ defeat
them, however half as effective as other creatures, but well...

--
Loonie
---------------------------------------
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http://www.crawl.iconrate.net
 
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ru <ru@no.spam.please.net> wrote in message news:<slrncm4uf0.221b.ru@newred.gradwell.net>...
> i've been playing a series of merfolk ice elementalists.
> [...] i've been running into trouble around dungeon levels 6-8, when
> you start running into undead.

As a MeIE, you need only two spells for a good long while: Freeze and
Oz's Armor.

Disable Short Blades. Initially, Freeze everything, avoiding melee.
Once you pick up a couple of levels, learn Oz's Armor. Now armor up,
freeze that first low-level adventurer (the one who tosses flames and
turns invisible - I've forgotten his name) and grab his scythe. Grab
a spear before that if you can.

Eschew Conjurations for as long as you can. With enough castings of
Oz's Armor, you'll become enough of an Enchanter to possibly have a go
at the Hinderance spells, all useful while brawling with your scythe
or facing off and Freezing foes. Merfolk are sufficiently robust to
be effective as brawlers of sorts.

Your worst foes at this point are Ice Beasts, and those you can handle
if you have cold resistance. The undead will fall to your scythe.
Everything else, you still Freeze.

Here's a mini-dump of a MeIE that I ran as proof of concept.

Iamb the Frost Mage (Merfolk)
(Level 11 Ice Elementalist)

HP 72/ 72
MP 34/ 35 -- wielding staff of power
Str 10
Dex 15/16
Int 15
AC 6 -- becomes 14 with Oz's Armor
EV 20 -- wearing +6 ring of evasion
SH 0

Experience : 11/9836

You are on level 12.
You worship Sif Muna.
Sif Muna is extremely pleased with you.
You are not hungry.

You have 13 experience left.

Skills:
+ Level 1 Fighting
- Level 2 Short Blades
+ Level 3 Polearms
+ Level 8 Dodging
+ Level 3 Stealth
+ Level 2 Stabbing
+ Level 1 Traps & Doors
+ Level 5 Spellcasting
+ Level 5 Enchantments
+ Level 14 Ice Magic


You have 6 spell levels left.
You know the following spells:

Your Spells Type Success Level
a - Freeze Ice Excellent 1
b - Ozocubu's Armour Ice/Enchantment Great 3
c - Slow Enchantment Very Good 3
d - Confuse Enchantment Very Good 3
e - Paralyze Enchantment Good 4
 

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In article <18ff77f8.0410070509.4b423e28@posting.google.com>, Ben Goetter wrote:
> ru <ru@no.spam.please.net> wrote in message news:<slrncm4uf0.221b.ru@newred.gradwell.net>...
>> i've been playing a series of merfolk ice elementalists.
>> [...] i've been running into trouble around dungeon levels 6-8, when
>> you start running into undead.
>
> As a MeIE, you need only two spells for a good long while: Freeze and
> Oz's Armor.
>
> Disable Short Blades. Initially, Freeze everything, avoiding melee.
> Once you pick up a couple of levels, learn Oz's Armor.

how good is Oz's armour? i haven't really tried it, after disappointing
results with an earth elementalist and stoneskin.

> Now armor up,
> freeze that first low-level adventurer (the one who tosses flames and
> turns invisible - I've forgotten his name) and grab his scythe. Grab
> a spear before that if you can.

hmmm. i suppose i could go more melee-oriented. not sure about a scythe,
though: doesn't it hinder spellcasting quite a lot?

> Eschew Conjurations for as long as you can.

conjurations are fun :)
do you think i should go elf instead?

> With enough castings of
> Oz's Armor, you'll become enough of an Enchanter to possibly have a go
> at the Hinderance spells,

kind of relies on getting the right book, but enchantments is useful in
any case.

> You worship Sif Muna.

i was having a lot of fun with vehumet. especially the one time that i
got good at summoning ice beasts, and had then raking in MP and piety
while i stood around whistling :)

--
ru

we don't need no cartesian dualism
 

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Ben Goetter .-- .-. --- - . ---...

> ru <ru@no.spam.please.net> wrote in message news:<slrncm4uf0.221b.ru@newred.gradwell.net>...
>> i've been playing a series of merfolk ice elementalists.
>> [...] i've been running into trouble around dungeon levels 6-8, when
>> you start running into undead.
>
> As a MeIE, you need only two spells for a good long while: Freeze and
> Oz's Armor.
>
> Disable Short Blades. Initially, Freeze everything, avoiding melee.
> Once you pick up a couple of levels, learn Oz's Armor. Now armor up,
> freeze that first low-level adventurer (the one who tosses flames and
> turns invisible - I've forgotten his name) and grab his scythe. Grab
> a spear before that if you can.
>
> Eschew Conjurations for as long as you can. With enough castings of
> Oz's Armor, you'll become enough of an Enchanter to possibly have a go
> at the Hinderance spells, all useful while brawling with your scythe
> or facing off and Freezing foes. Merfolk are sufficiently robust to
> be effective as brawlers of sorts.
>
> Your worst foes at this point are Ice Beasts, and those you can handle
> if you have cold resistance. The undead will fall to your scythe.
> Everything else, you still Freeze.
>
> Here's a mini-dump of a MeIE that I ran as proof of concept.
>
> Iamb the Frost Mage (Merfolk)
> (Level 11 Ice Elementalist)
>
> HP 72/ 72
> MP 34/ 35 -- wielding staff of power
> Str 10
> Dex 15/16
> Int 15
> AC 6 -- becomes 14 with Oz's Armor
> EV 20 -- wearing +6 ring of evasion
> SH 0
>
> Experience : 11/9836
>
> You are on level 12.
> You worship Sif Muna.
> Sif Muna is extremely pleased with you.
> You are not hungry.
>
> You have 13 experience left.
>
> Skills:
> + Level 1 Fighting
> - Level 2 Short Blades
> + Level 3 Polearms
> + Level 8 Dodging
> + Level 3 Stealth
> + Level 2 Stabbing
> + Level 1 Traps & Doors
> + Level 5 Spellcasting
> + Level 5 Enchantments
> + Level 14 Ice Magic
>
> You have 6 spell levels left.
> You know the following spells:
>
> Your Spells Type Success Level
> a - Freeze Ice Excellent 1
> b - Ozocubu's Armour Ice/Enchantment Great 3
> c - Slow Enchantment Very Good 3
> d - Confuse Enchantment Very Good 3
> e - Paralyze Enchantment Good 4

I'll risk an assumption that your conception is not very universal, and
rather short term. First: uniques are not guaranteed, second: scythes
neither, with AC of 14 you are not a real fighter and with only freeze
(limit of spellpower) you are not a caster, and IE are not guaranteed to
evolve into Enchanters when starting with Book of Ice Magic, even with help
of Sif Muna. I'd say that your proofs are weak and that character will live
until he will meet some guy(s) that is resistant enough to not be enchanted
and strong enough to kill Iiamb before his weak offence will harm him
enough. With ring Ev+6 and Merfolk I'd go into unarmed combat with aid of
the O's armour.

--
Loonie
---------------------------------------
Respondit Pilatus quod scripsi scripsi.
http://www.crawl.webpark.pl
 

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Ben Goetter .-- .-. --- - . ---...

> ru <ru@no.spam.please.net> wrote in message news:<slrncm4uf0.221b.ru@newred.gradwell.net>...
>> i've been playing a series of merfolk ice elementalists.
>> [...] i've been running into trouble around dungeon levels 6-8, when
>> you start running into undead.
>
> As a MeIE, you need only two spells for a good long while: Freeze and
> Oz's Armor.
>
> Disable Short Blades. Initially, Freeze everything, avoiding melee.
> Once you pick up a couple of levels, learn Oz's Armor. Now armor up,
> freeze that first low-level adventurer (the one who tosses flames and
> turns invisible - I've forgotten his name) and grab his scythe. Grab
> a spear before that if you can.
>
> Eschew Conjurations for as long as you can. With enough castings of
> Oz's Armor, you'll become enough of an Enchanter to possibly have a go
> at the Hinderance spells, all useful while brawling with your scythe
> or facing off and Freezing foes. Merfolk are sufficiently robust to
> be effective as brawlers of sorts.
>
> Your worst foes at this point are Ice Beasts, and those you can handle
> if you have cold resistance. The undead will fall to your scythe.
> Everything else, you still Freeze.
>
> Here's a mini-dump of a MeIE that I ran as proof of concept.
>
> Iamb the Frost Mage (Merfolk)
> (Level 11 Ice Elementalist)
>
> HP 72/ 72
> MP 34/ 35 -- wielding staff of power
> Str 10
> Dex 15/16
> Int 15
> AC 6 -- becomes 14 with Oz's Armor
> EV 20 -- wearing +6 ring of evasion
> SH 0
>
> Experience : 11/9836
>
> You are on level 12.
> You worship Sif Muna.
> Sif Muna is extremely pleased with you.
> You are not hungry.
>
> You have 13 experience left.
>
> Skills:
> + Level 1 Fighting
> - Level 2 Short Blades
> + Level 3 Polearms
> + Level 8 Dodging
> + Level 3 Stealth
> + Level 2 Stabbing
> + Level 1 Traps & Doors
> + Level 5 Spellcasting
> + Level 5 Enchantments
> + Level 14 Ice Magic
>
> You have 6 spell levels left.
> You know the following spells:
>
> Your Spells Type Success Level
> a - Freeze Ice Excellent 1
> b - Ozocubu's Armour Ice/Enchantment Great 3
> c - Slow Enchantment Very Good 3
> d - Confuse Enchantment Very Good 3
> e - Paralyze Enchantment Good 4

I'll risk an assumption that your conception is not very universal, and
rather short term. First: uniques are not guaranteed, second: scythes
neither, with AC of 14 you are not a real fighter and with only freeze
(limit of spellpower) you are not a caster, and IE are not guaranteed to
evolve into Enchanters (starting with Book of Minor Magic (Ice)), even with
help of Sif Muna. I'd say that your proofs are weak and that character will
live until he will meet some guy(s) that is resistant enough to not be
enchanted and strong enough to kill Iiamb before his weak offence will harm
him enough. With ring Ev+6 and Merfolk I'd go into unarmed combat with aid
of the O's armour.

--
Loonie
---------------------------------------
Respondit Pilatus quod scripsi scripsi.
http://www.crawl.webpark.pl
 
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> how good is Oz's armour?

Much more effective than Stoneskin. Iamb currently has an Ice Magic
of 16, adding 9 points to his AC when he casts OA.

> hmmm. i suppose i could go more melee-oriented. not sure about a scythe,
> though: doesn't it hinder spellcasting quite a lot?

Not if you're not holding it.... Scythes aren't really that good,
since they're so slow and inaccurate, but Sigmund's scythe is often
sufficiently enchanted to make it an exception. If Sigmund doesn't
come through with the goods, liberate a spear or a halberd from a
gnoll.

> conjurations are fun :)
> do you think i should go elf instead?

For a bolt-throwing kind of IE, yeah, I'd favor an elf. And probably
worship Vehumet in that case, too.
 
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Loonie <loonie2@tlen.pl> wrote in message news:<2aej70yysk7x$.dlg@Loonie.pl.fr>...
> I'll risk an assumption that your conception is not very universal, and
> rather short term. First: uniques are not guaranteed

True. But Sigmund's there in almost every game.

> second: scythes neither

I don't mean to focus unnecessarily on either scythes or Sigmund.
That scythe is only significant as a polearm appearing in the early
game with a good chance of being enchanted. If an orc or a gnoll
dropped a spear first, I'd use that instead.

> I'd say that your proofs are weak and that character will live
> until he will meet some guy(s) that is resistant enough to not be enchanted
> and strong enough to kill Iiamb before his weak offence will harm him
> enough.

That's how any Enchanter dies, isn't it? Still, I accept the
challenge! So far this character has cleared the Mines, Lair, Swamp,
Snake, and Hive, all without recourse to Conjurations. It's unclear
how long I will be able to resist the siren call of Freezing Cloud,
however -- it is so sweet.

A huge pack of wisps on Swamp:5 gave me a lot of trouble. My
character was burning through food faster than any Conjurer, not
realizing that the spear of vampirism he was holding (not particularly
useful against wisps, but it was the best weapon that he had) was
putting him on an extreme-makeover dungeon diet.

I also got trapped in a maze in the Mines. Fortunately the inventory
contained two wands of disintegration and a scroll of recharging, all
of which I burned while tunneling to freedom.

> With ring Ev+6 and Merfolk I'd go into unarmed combat with aid of
> the O's armour.

Merfolk are better with polearms, which is why I like to start with
polearms. My character just picked ip Ice Form, so I'll be refocusing
on unarmed soon. With luck, the RNG will offer a pack of yaks for
frozen combat practice.

Updated dump:

Iamb the Ice Mage (Merfolk)
(Level 16 Ice Elementalist)

HP 114/114
MP 31/ 31
Str 9 -- -1 mutation
Dex 17
Int 17
AC 12 -- 22 with Oz's Armor
EV 17 -- 23 when wearing ring
SH 0

Skills:
+ Level 6 Fighting
- Level 2 Short Blades
+ Level 14 Polearms
- Level 1 Staves
+ Level 14 Dodging
+ Level 6 Stealth
+ Level 7 Stabbing
+ Level 2 Traps & Doors
+ Level 2 Unarmed Combat
+ Level 9 Spellcasting
+ Level 11 Enchantments
- Level 1 Summonings
+ Level 18 Ice Magic
+ Level 4 Evocations

Your Spells Type Success Level
a - Freeze Ice Perfect 1
b - Ozocubu's Armour Ice/Enchantment Excellent 3
c - Slow Enchantment Excellent 3
d - Confuse Enchantment Excellent 3
e - Ice Form Ice/Transmigration Great 4
f - Summon Ice Beast Ice/Summoning Very Good 5
g - Ozocubu's Refrigeration Ice Excellent 5
h - Ensorcelled Hibernation Ice/Enchantment Excellent 2
i - Corona Enchantment Excellent 1
j - Repel Missiles Air/Enchantment Great 2
k - Detect Creatures Divination Good 2
l - Animate Skeleton Necromancy Good 1
 

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Ben Goetter .-- .-. --- - . ---...

>> I'd say that your proofs are weak and that character will live
>> until he will meet some guy(s) that is resistant enough to not be enchanted
>> and strong enough to kill Iiamb before his weak offence will harm him
>> enough.
>
> That's how any Enchanter dies, isn't it?

:) In fact.

> Still, I accept the
> challenge! So far this character has cleared the Mines, Lair, Swamp,
> Snake, and Hive, all without recourse to Conjurations. It's unclear
> how long I will be able to resist the siren call of Freezing Cloud,
> however -- it is so sweet.

So you're enchanting warrior, crusaders are alike, but cannot be Merfolks.
Good luck in your crusade of not using conjurations then ;-)


>> With ring Ev+6 and Merfolk I'd go into unarmed combat with aid of
>> the O's armour.
>
> Merfolk are better with polearms, which is why I like to start with
> polearms. My character just picked ip Ice Form, so I'll be refocusing
> on unarmed soon. With luck, the RNG will offer a pack of yaks for
> frozen combat practice.

Personally I prefer strictly specialized characters, however fighter with
O's armour seems nice.

--
Loonie
---------------------------------------
Respondit Pilatus quod scripsi scripsi.
http://www.crawl.webpark.pl
 
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Loonie <loonie2@tlen.pl> wrote in message news:<1ex0hiqwqlh0m$.dlg@Loonie.pl.fr>...
> So you're enchanting warrior, crusaders are alike, but cannot be Merfolks.
> Good luck in your crusade of not using conjurations then ;-)

Thanks! That's a good summary. He's effectively a Merfolk "crusader"
with recourse to the marvelously effective Oz's Refrigeration. The
first skill to top out at 27 was Polearms, making him Iamb the
Halberdier.

Currently he's level 27 and barreling around Pandemonium, where he
originally went seeking corrosion resistance, now trying to find an
exit. He's already mopped all of Zot, leaving only the Orb for an
eventual dash to the surface.

Should he survive Pandemonium for so long, once he maxes out
Enchantments, he'll essay Conjurations. I'll then consider the
crusade won.

Ben
 
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I wrote in message news:<18ff77f8.0410112013.23279d7f@posting.google.com>...
> Should he survive Pandemonium for so long, once he maxes out
> Enchantments, he'll essay Conjurations.

As it turned out, Iamb survived Pandemonium, but never maxed
Enchantments, which peaked at 26. Iamb eventually escaped with the
Orb and a backpack full of runes (fiery, dark, obsidian, slimy, bone,
serpentine, silver, decaying, icy, and two demonic). The only regions
skipped were Dis and the Tomb.

Since Iamb specialized in polearms, naturally he found the death
knight's dream sword, which he carried out as a souvenir of the RNG's
caprice:

M - the +10,+0 triple sword "Fun Bykegyn" (3743 gold)
In the hands of one skilled in necromantic magic it inflicts extra
damage
on living creatures.
It lets you go berserk.
It greatly speeds your metabolism.

Why don't my death knights and necromancers ever find such?
 
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Ben Goetter <ben.goetter@gmail.com> moaned:

> As it turned out, Iamb survived Pandemonium, but never maxed
> Enchantments, which peaked at 26. Iamb eventually escaped with
> the Orb and a backpack full of runes (fiery, dark, obsidian,
> slimy, bone, serpentine, silver, decaying, icy, and two demonic).
> The only regions skipped were Dis and the Tomb.

Congratulations! :)

> Since Iamb specialized in polearms, naturally he found the death
> knight's dream sword, which he carried out as a souvenir of the
> RNG's caprice:

> M - the +10,+0 triple sword "Fun Bykegyn" (3743 gold)
> In the hands of one skilled in necromantic magic it inflicts
> extra damage
> on living creatures.
> It lets you go berserk.
> It greatly speeds your metabolism.

> Why don't my death knights and necromancers ever find such?

If one of mine found it, I'd not use it. Why do you consider it a
dream sword? No plus to Damage, as well as speedy metabolism makes
it one for the pile of artifacts that aren't even useful for their
resistances...

Didn't you find any nifty trident in Pandemonium?

You mentioned that you left the Orb lying around in Zot while
traveling Pandemonium. Somewhere I've read that you can't enter Hell
with the Orb. Does that not apply to Pandemonium, or do you have to
have it in your inventory, or have had it there at some point, for
(which?) gates to become unaccessible?

--
Tina the Lancer - the Champion of the Rudimentary Numeric Gingerbread
 
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Tina Hall wrote:
> Ben Goetter <ben.goetter@gmail.com> moaned:

<snip>

>>Why don't my death knights and necromancers ever find such?
>
>
> If one of mine found it, I'd not use it. Why do you consider it a
> dream sword? No plus to Damage, as well as speedy metabolism makes
> it one for the pile of artifacts that aren't even useful for their
> resistances...

There's an absolutely _massive_ plus to damage there. With necromancy
27, you'd be seeing 1d27 extra damage on living creatures. It's the
single most damaging brand available to living creatures.

Graeme Dice
--
"I am become death, the destroyer of worlds."
-- J. Robert Oppenheimer (1904-67), US physicist.
Quoting Vishnu from the Gita, at the first atomic test
in New Mexico, 16 July 1945.
 
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Tina_Hall@kruemel.org (Tina Hall) wrote in message news:<MSGID_2=3A240=2F2199.13=40fidonet_2979579c@fidonet.org>...
> Didn't you find any nifty trident in Pandemonium?

Not what I would have hoped to find. The reapers and red devils
dropped plenty of goods, including a demon trident of vampirism and a
trident of pain (the latter not too interesting with Iamb's Necromancy
of 2). Only two artifact polearms appeared in the game, neither
interesting. Iamb ended the game wielding the same +8,+9 halberd of
speed that he'd held since midgame.

Ginchy artifact swords, however, were everywhere. Naturally.

> You mentioned that you left the Orb lying around in Zot while
> traveling Pandemonium. Somewhere I've read that you can't enter Hell
> with the Orb. Does that not apply to Pandemonium, or do you have to
> have it in your inventory, or have had it there at some point, for
> (which?) gates to become unaccessible?

I don't know. What I did was clear Zot:5 completely, but leave the
Orb untouched. I never picked up the Orb until I was ready to make
the final dash to the surface with Orb, runes, and sundry souvenirs.
 
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Graeme Dice <grdice@sasktel.net.NOSPAM> moaned:
> Tina Hall wrote:
>> Ben Goetter <ben.goetter@gmail.com> moaned:

>>> Why don't my death knights and necromancers ever find such?
>>
>> If one of mine found it, I'd not use it. Why do you consider it
>> a dream sword? No plus to Damage, as well as speedy metabolism
>> makes it one for the pile of artifacts that aren't even useful
>> for their resistances...

> There's an absolutely _massive_ plus to damage there.

+0 is massive? I wonder what you would consider 'none'.

<snip irrelevant stuff concerning weapons of pain that can be found
anyway>

--
Tina the Spear-Bearer - a Follower of the Recommended Naive Gobbler
 
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Tina Hall wrote:
> Graeme Dice <grdice@sasktel.net.NOSPAM> moaned:
>
>>Tina Hall wrote:
>>
>>>Ben Goetter <ben.goetter@gmail.com> moaned:
>
>
>>>>Why don't my death knights and necromancers ever find such?
>>>
>>>If one of mine found it, I'd not use it. Why do you consider it
>>>a dream sword? No plus to Damage, as well as speedy metabolism
>>>makes it one for the pile of artifacts that aren't even useful
>>>for their resistances...
>
>
>>There's an absolutely _massive_ plus to damage there.
>
>
> +0 is massive? I wonder what you would consider 'none'.

No, it would be the +1d27 to damage from the special brand. That would
be the plus to damage that is more than you could ever get out of
enchanting the weapon, and that also happens to make it far more
effective than any other brand at killing living creatures. It's also
on a triple sword, so you couldn't put it on a better weapon. That it
greatly speeds your metabolism doesn't matter that much compared to the
fact that it will kill any living creature in two hits or less. It's
the weapon equivalent of crystal spear.

> <snip irrelevant stuff concerning weapons of pain that can be found
> anyway>

Nice to see that you're being deliberately obtuse just to avoid
admitting that you were wrong.

Graeme Dice
--
"{Watts and Joules are interchangeable.}"
-- Timothy Jones
 
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Tina_Hall@kruemel.org (Tina Hall) wrote:
>If one of mine found it, I'd not use it. Why do you consider it a
>dream sword? No plus to Damage, as well as speedy metabolism makes
>it one for the pile of artifacts that aren't even useful for their
>resistances...

The metabolism is only an issue when you're wielding it. You don't have
to wield it when there's nothing to fight...
--
Martin Read - my opinions are my own. share them if you wish.
 
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Graeme Dice <grdice@sasktel.net.NOSPAM> wrote:
// Tina Hall wrote:
// > Graeme Dice <grdice@sasktel.net.NOSPAM> moaned:
// >>Tina Hall wrote:
// >>>Ben Goetter <ben.goetter@gmail.com> moaned:
// >>>>Why don't my death knights and necromancers ever find such?
// >>>
// >>>If one of mine found it, I'd not use it. Why do you consider it
// >>>a dream sword? No plus to Damage, as well as speedy metabolism
// >>>makes it one for the pile of artifacts that aren't even useful
// >>>for their resistances...
// >
// >
// >>There's an absolutely _massive_ plus to damage there.
// >
// >
// > +0 is massive? I wonder what you would consider 'none'.
//
// No, it would be the +1d27 to damage from the special brand.

Don't forget that it also let's you go berserk. That adds might which
is +5 STR and another +d10 to damage, and double speed... the damage
potential of this thing is good enough to be usable even if it had a
negative to-dam.

Brent Ross