[Crawl] No rune on Elven Halls 7

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So I finally managed to clear the bottom (level 7) of the Elven Halls to
get my 3th rune, but - there *is* no rune! I magic mapped the entire
level, looked under every pile twice and, though there are lots of }
objects, I can't find the rune! Did this ever happen before, that a rune
isn't where it should be? Anyone who don't believe me, I'ld gladfully
send my save file. Is it possible that one of the elves grapped the rune
and escaped to a higher level?

Any inside highly welcome,
Rubinstein
 
Archived from groups: rec.games.roguelike.misc (More info?)

Rubinstein <picommander@t-online.de> writes:

>So I finally managed to clear the bottom (level 7) of the Elven Halls to
>get my 3th rune, but - there *is* no rune!

That's right, there is no rune in the Elven Halls.

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

Jukka Kuusisto wrote:
> Rubinstein <picommander@t-online.de> writes:
>
>>So I finally managed to clear the bottom (level 7) of the Elven Halls
>>to get my 3th rune, but - there *is* no rune!
>
> That's right, there is no rune in the Elven Halls.

Oh well, you're right! Something must have mangled my memories (probably
too many !oConf, called whiskey in the overworld). Reading spoilers is
one thing, memorizing them correctly quite another story...

But what now? I think the Vaults are too tough for me (yet), then the
only way to get my 3th rune would be the Slime Pits. I wanted to prevent
them as long as possible. Maybe I better should continue with the main
dungeon (level 18 and below) for a while? What do you think would be
less dangerous? I also found a labyrinth. Besides the knowledge to enter
only with a good food supply and a Minotaur on the bottom, I know
nothing about the danger of labyrinths...

Rubinstein
 
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Rubinstein <picommander@t-online.de> wrote:
[...]
> But what now? I think the Vaults are too tough for me (yet), then
> the only way to get my 3th rune would be the Slime Pits.

I usually find the Vaults easier than the Slime Pits (and the Slime
Pits rune is not guaranteed). I don't know how good deflect missiles
(which, iirc, you have) is vs acid blob spit, but if you have an
amulet of the corrosion, you could take a peek in the Slime Pits. I
wouldn't recommend it, though.

> I wanted to prevent them as long as possible. Maybe I better should
> continue with the main dungeon (level 18 and below) for a while?

I would continue down the main dungeon.

> What do you think would be less dangerous? I also found a
> labyrinth.

Do the labyrinth, by all means. It's not going to solve your larger
problem of the third rune, but it'll give you something to do.

> Besides the knowledge to enter only with a good food supply and a
> Minotaur on the bottom, I know nothing about the danger of
> labyrinths...

The only monster in a labyrinth (unless you supply some more) is the
minotaur. Minotaurs are pushovers for any decent character.

There is no reason not to do a labyrinth unless you're desperately
short of food (not even one ration in hand) or you have the random
teleport mutation (things get really hairy in a labyrinth if you have
random teleport; trust me on this).

Darshan
 
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Darshan Shaligram wrote:
> Rubinstein <picommander@t-online.de> wrote:
> [...]
>> But what now? I think the Vaults are too tough for me (yet), then
>> the only way to get my 3th rune would be the Slime Pits.
>
> I usually find the Vaults easier than the Slime Pits (and the Slime
> Pits rune is not guaranteed). I don't know how good deflect missiles
> (which, iirc, you have) is vs acid blob spit, but if you have an
> amulet of the corrosion, you could take a peek in the Slime Pits. I
> wouldn't recommend it, though.

Some spoilers suggest not entering the pits w/o teleport control.
Strange enough, I do have TP-control but couldn't find a single =oTP
yet. Usually that's one of the first rings I find (cursed, of course)
and, from my memories, they seem to be as cheap and easily available as
those plastic rings from bubble gum automata. ;-)

>> I wanted to prevent them as long as possible. Maybe I better should
>> continue with the main dungeon (level 18 and below) for a while?
>
> I would continue down the main dungeon.

That's also what my 7th sense recommended.

>> What do you think would be less dangerous? I also found a labyrinth.
>
> Do the labyrinth, by all means. It's not going to solve your larger
> problem of the third rune, but it'll give you something to do.

The labyrinth was surprisingly easy. I was scared by a spoiler which
told me not to enter w/o *lots* of food. Regarding to that certain
labyrinth, I would find such a warning somewhat overstressed. Are all
labyrinths of similar type and size? If there were others, bigger and
with a more complicated design, that would explain the warning, though.

Thanks a lot, helped me out for now.

Rubinstein
 
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Rubinstein <picommander@t-online.de> writes:

>Some spoilers suggest not entering the pits w/o teleport control.

You need teleport control to fetch the treasure (including the
possible rune) on the bottom level. Or four very lucky random
teleports :)

>Are all labyrinths of similar type and size?

Yes. I was also a bit surprised that it was so easy when I did
a labyrinth for the first time.

-Jukka
--
Jukka Kuusisto
 
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bork bork bork Rubinstein bork 7:09:33 PM bork 12/18/2004 bork bork:

> Darshan Shaligram wrote:
> > Rubinstein <picommander@t-online.de> wrote:
> > [...]
> >> But what now? I think the Vaults are too tough for me (yet), then
> >> the only way to get my 3th rune would be the Slime Pits.
> >
> > I usually find the Vaults easier than the Slime Pits (and the Slime
> > Pits rune is not guaranteed). I don't know how good deflect missiles
> > (which, iirc, you have) is vs acid blob spit, but if you have an
> > amulet of the corrosion, you could take a peek in the Slime Pits. I
> > wouldn't recommend it, though.
>
> Some spoilers suggest not entering the pits w/o teleport control.
> Strange enough, I do have TP-control but couldn't find a single =oTP
> yet. Usually that's one of the first rings I find (cursed, of course)
> and, from my memories, they seem to be as cheap and easily available as
> those plastic rings from bubble gum automata. ;-)

By the time you're ready for the Pits (to give you a feeling: the one time I
succeeded there, I had cleared part of the Vaults/Crypt, and could reliably
cast Haste), it will be unlikely that you won't have found a book with
Teleport Self. I realize, of course, that without Selective Amnesia and due
to some experimentation with spells in the beginning, you're a bit starved
for spell levels. But once you get it trained up, Teleport Self equals
infinite scrolls of teleportation, which is nothing to scoff at. Training it
will be a bit of a pain without being able to spare two more levels for Blink
(get some experience, head to a quiet place, bounce around a while), though.

If you can spare the levels for Haste and can put together an acceptable set
of armor using artifacts and throwaway items, I'd recommend wearing an amulet
of resist mutation instead of an amulet of resist corrosion. Being almost
permanently hasted in there helps a lot, but it tends to make you glow. (It's
a little risky even with the "oRM, since the amulet is only something like
90% effective -- and there will be a lot of mutations to block, even if you
DON'T have trouble with miscasts (many miscasts are irradiating (just too
little to notice), but high-level Enchantments miscasts are exceptionally
irradiating).)

Ooh, triple nesting!

Erik
 
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Erik Piper wrote:
> bork bork bork Rubinstein bork 7:09:33 PM bork 12/18/2004 bork bork:
>
>> Darshan Shaligram wrote:
>> > Rubinstein <picommander@t-online.de> wrote:
>> > [...]
>> >> But what now? I think the Vaults are too tough for me (yet), then
>> >> the only way to get my 3th rune would be the Slime Pits.
>> >
>> > I usually find the Vaults easier than the Slime Pits (and the Slime
>> > Pits rune is not guaranteed).
>> > [...]
>>
>> Some spoilers suggest not entering the pits w/o teleport control.
>> [...]
>
> By the time you're ready for the Pits (to give you a feeling: the one
> time I succeeded there, I had cleared part of the Vaults/Crypt, and
> could reliably cast Haste), it will be unlikely that you won't have
> found a book with Teleport Self. I realize, of course, that without
> Selective Amnesia and due to some experimentation with spells in the
> beginning, you're a bit starved for spell levels.

I'm at clvl 19 now with 6 spell levels left and I could learn either
blink or teleport self, but not both together. I'm a bit anxiously about
opening a new skill (Translocations), too...

> [...]
> Training it will be a bit of a pain without being able to spare two
> more levels for Blink (get some experience, head to a quiet place,
> bounce around a while), though.

If glowing would be the only problem, there's still a potion of cure
mutation left in a destillery on D:19.

> If you can spare the levels for Haste

No way for now and probably for a long time. :-(
Mainly depends on whether and when I'll get a book with Selective
Amnesia.

> and can put together an acceptable set of armor using artifacts and
> throwaway items, I'd recommend wearing an amulet of resist mutation...

Haven't found one yet. I'ld better ditch the idea of taking the Slime
Pits for a while. Currently I'm setting all my hopes on new findings or
shops in the main dungeon. How deep is it, btw? Right now I'm on D:20.
Maybe I can find this ghostly wizard's hat (with teleport ability
insight) which was mysteriously revealed by a stash tracking bug
and - which wasn't real, unfortunately...

[(even more)OT]
When trying to read between the lines, you seemed to have some trouble
with yactaurs. I guess (from their name), yactaur captains are even
worse, but, with little caution, I already finished 2 of them (+10
yactaurs). Also got the scalp of my 1. dragon here. And - take it as an
update to another post - 9 boggarts. Only one of them managed to summon
before I killed him: it was at daylight, when I got to much sun
reflections in my monitor (nasty, a grey 'g' on black background). I'm
more and more impressed what high Stealth can do. It's at 9(9) currently
and I start to feel as if it never could be high enough...

> [...]
> ... and there will be a lot of mutations to block, even if you DON'T
> have trouble with miscasts (many miscasts are irradiating (just too
> little to notice), but high-level Enchantments miscasts are
> exceptionally irradiating).)
>
> Ooh, triple nesting!

That's your trademark, always showing me that this *must* be an original
Erik Piper post! ;-) Do you remember we already had a discussion about
double and triple nesting some while ago (probably in r.g.r.a, I asked
whether you're a chess player)?

Rubinstein
 
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Rubinstein wrote:

[slime pits discussion, including teleportation spells discussion]

> I'm at clvl 19 now with 6 spell levels left and I could learn either
> blink or teleport self, but not both together. I'm a bit anxiously about
> opening a new skill (Translocations), too...

Keep in mind I've never won, but...

Is it better to do, say, 120 damage per round, or to do just 100 and be able to
escape any nightmare (except on certain special levels) in a single round, as
many times as you want as long as you wait a bit between uses? (Irradiation
again.) Food for thought.

[...]

> Haven't found [an amulet of resist mutation, to make permahasting practical]
> yet. I'd better ditch the idea of taking the Slime Pits for a while.
> Currently I'm setting all my hopes on new findings or
> shops in the main dungeon. How deep is it, btw?

You're already past it... the entry is in the Lair, although as you can see,
that doesn't say much. ;-)

> Right now I'm on D:20.

Have you gotten more than just food from the bees yet?

> [(even more)OT]
> When trying to read between the lines, you seemed to have some trouble
> with yactaurs.

Not really; I generally mow them down too. It was the combination of factors
(city level, lack of respect for boggarts, caught by surprise, nowhere to hide)
that led downhill to that awful yaktaur/cyclops 1-2 punch.

Generally I have trouble with EVERYTHING in Crawl until the related lesson is
shoved into my face -- had to die several times to hydras to start taking them
seriously enough, and today I just had a frustrating object lesson in Why You
Should Prepare At Least A Little For Being Cast Into The Abyss When You Think
It's Too Unlikely To Prepare For.

You kill the Naga! Oh no! You have blundered into a Zot trap! You are cast into
the Abyss!

(Two hours later:)
The midge misses you.
Nothing appears to happen. ///THAT was the sound of my last attack wand running
out.///
The abomination hits you!
* * * LOW HITPOINT WARNING * * *
The midge misses you.
Okay, then.
The abomination hits you!
* * * LOW HITPOINT WARNING * * *
You feel better.
The abomination hits you!
* * * LOW HITPOINT WARNING * * *
The midge misses you.
Use which ability? (? or * to list)
Use which ability? (? or * to list)///THAT was the sound of me panicking.
Okay, then.
Unknown command.
Okay, then.
You feel better.
The abomination hits you!
You die...

$#@^@#^%%&@&**#*$***$!#!%^%#&%^(*))%&#^^!!$#!#@%^^.

At least he was named Linley. TAKE THAT, LINLEY!

I make up for my slowness by playing a LOT, but I still seem to moving 1d3
steps forward, 1d3 steps back. Perhaps I also had some beginners luck in the
games that took me the farthest (up to a glimpse of the bottom of the Vault,
just before... well I won't spoil that for you...)

[...]
> >
> > Ooh, triple nesting!
>
> That's your trademark, always showing me that this must be an original
> Erik Piper post! ;-) Do you remember we already had a discussion about
> double and triple nesting some while ago (probably in r.g.r.a, I asked
> whether you're a chess player)?
>
> Rubinstein

Unforgettable.

Erik
 
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bork bork bork Rubinstein bork 5:04:28 AM bork 12/21/2004 bork bork:

> Erik Piper wrote:
> > Rubinstein wrote:
> >
> > [slime pits discussion, including teleportation spells discussion]
> >
> >> I'm at clvl 19 now with 6 spell levels left and I could learn either
> >> blink or teleport self, but not both together. I'm a bit anxiously
> >> about opening a new skill (Translocations), too...
> >
> > Keep in mind I've never won, but...
> >
> > Is it better to do, say, 120 damage per round, or to do just 100 and
> > be able to escape any nightmare (except on certain special levels) in
> > a single round, as many times as you want as long as you wait a bit
> > between uses? (Irradiation again.) Food for thought.
>
> Got the point, but I'm just unsure... So many people recommend to
> concentrate on as few as possible skills. And that's a point I also
> understand. I just have to learn how to balance these 2 (contrary)
> requirements.

I understand your feelings very well; I suffer the same dilemma time and
again. However, keep in mind that just going from level 11 to level 12 in a
skill -- let alone from, say, level 17 to level 18 -- requires as much
experience as going from level 0 to level 6! (For more information, seek
"unjust enrichment" -- no riddle, just seek exactly that -- on GGroups.) And
I'm not confident, but I'm pretty sure that if your Spellcasting skill is
high enough, then 6 levels of translocations will be enough to cover your
needs.

> Also, I'm quite impressed about Stealth, but I don't know
> the point where it doesn't much sense to pump more XP into it. I'm also
> unsure about my stats: INT is at 30 meanwhile (+2 from a randart ring).
> Does it make sense to have one of the main stats above 27? If not, I
> could increase STR or DEX next time I'ld have the opportunity to choose.

30 INT is waaaaaaaaay plenty enough IMO. Personally, I'd start building
strength -- low strength is quite an annoyance, and Crawl the difference
between "annoying" and "dangerous" is often very small, though subtle. Fewer
spare wands you can safely carry, fewer potions...

[...]

> No, I meant 'How deep is the main dungeon'. Of course I know where the
> Slime Pits are... ;-)

3^3, of course... did you really expect anything else?? 🙂

> Much earlier, before I got my first rune, I already did the first 2
> levels of the Vault. If there weren't all those scary warnings about the
> Vault (yours included), I would think I'm probably prepared now...

Oh, you are. Just when you realize that you've gone somewhere you're not
ready for yet (which will probably happen if you survive to that point),
don't repeat my stupid mistake of leaving, then entering again, still
underprepared, shortly afterwards. Instead, leave and don't return until much
later. The one turn you spend entering and leaving will be the reason you'll
have to wait until much later (barring a few special tricks), but I don't
want to spoil you.

> >> Right now I'm on D:20.
> >
> > Have you gotten more than just food from the bees yet?
>
> Did I miss something?

I'm almost certain you did, as you would answer differently if you hadn't.
Take a look at the puzzle-spoiler again. It's not much, mind you, but every
little bit counts in Crawl.

> [...] what does it have to do with D:20?

Nothing, except the fact that the deeper you are when you go to tackle it,
the more food you'll burn going there and back.

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

On Tue, 21 Dec 2004 05:04:28 +0100, Rubinstein <picommander@t-online.de>
wrote:

>The very few times I was thrown into the Abyss, I never survived. So I
>have a somewhat healthy paranoia about this place (although my current

The Abyss survival kit:

-lamp of shadows
-large shield
-protection from negative energy & magic
-some teleporting
-plus haste self

and then leg it to the nearest portal.
Last night was my first visit there, stepped on a Zot trap deep in the
Elven Halls but had exactly the kit above with me and my lvl.15 TrBe
survived :)
 
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bork bork bork Jens Jindrak bork 11:00:51 AM bork 12/21/2004 bork bork:

> On Tue, 21 Dec 2004 05:04:28 +0100, Rubinstein <picommander@t-online.de>
> wrote:
>
> > The very few times I was thrown into the Abyss, I never survived. So I
> > have a somewhat healthy paranoia about this place (although my current
>
> The Abyss survival kit:
>
> -lamp of shadows
> -large shield
> -protection from negative energy & magic
> -some teleporting
> -plus haste self
>
> and then leg it to the nearest portal.
> Last night was my first visit there, stepped on a Zot trap deep in the
> Elven Halls but had exactly the kit above with me and my lvl.15 TrBe
> survived :)

Zdravim!

How did the lantern of shadows help?

I personally was killed by a lack of hasting, a lack of food (a conjurer
can't always get away with just running -- too few hitpoints -- so he needs
to consume considerably food on hasting and on Channel Energy), and a lack of
spellpoint free attacks. I could blink, but it took so many attempts to get
past the Abyss's interference that I didn't see much point in it for
surviving desperate situations.

Sigh. My last two visits to the Abyss were no great problem, mostly because I
escaped in five seconds and five minutes, respectively. (Yep, in that first
case the portal was in view the moment I entered the Abyss.)
 
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Erik Piper wrote:
> bork bork bork Rubinstein bork 5:04:28 AM bork 12/21/2004 bork bork:
>
>> Erik Piper wrote:
>> > Rubinstein wrote:
>> >
>> > [slime pits discussion, including teleportation spells discussion]
>> >
>> [somehow I managed to screw this thread up into a totally OT thread
>> about my current char. Thus a major snip can't make it any worse...]
>
> 30 INT is waaaaaaaaay plenty enough IMO. Personally, I'd start
> building strength -- low strength is quite an annoyance, and Crawl the
> difference between "annoying" and "dangerous" is often very small,
> though subtle. Fewer spare wands you can safely carry, fewer
> potions...

Exactly what I wanted to hear! 🙂
It seems as long as I listen to my intuition (rather than to spoilers or
my own thoughts), I'm on the right path (mostly at least).

> [...]
>
>> No, I meant 'How deep is the main dungeon'. Of course I know where
>> the Slime Pits are... ;-)
>
> 3^3, of course... did you really expect anything else?? 🙂

No, that's what my intuition already told to me.
But what did I say above? *g*

>> [...]
> [...]
>
>> >> Right now I'm on D:20.
>> >
>> > Have you gotten more than just food from the bees yet?
>>
>> Did I miss something?
>
> I'm almost certain you did, as you would answer differently if you
> hadn't. Take a look at the puzzle-spoiler again. It's not much, mind
> you, but every little bit counts in Crawl.
>
>> [...] what does it have to do with D:20?
>
> Nothing, except the fact that the deeper you are when you go to tackle
> it, the more food you'll burn going there and back.

Got it! I had to cross a see (after reading a scroll of magic mapping I
saw what you mean) and to search for a secret door while levitating. As
if it wouldn't be dangerous enough, I was greated by 4 yellow wasps
while still levitating over a water square! But thanks to high Stealth
and a powerful Ice Bolt, they couldn't do any harm. The reward was
pretty disappointing, though: a wand of invisibility (1) and just
another Book of Power (you want 1 or 2?), oh well... ;-)
Anyway, thanks for the hint!

My future plans are still undecided. I'm clvl 20 now, deepest visit was
D:22 (cleared). After sorting out some stuff, I have to make a decision:
right into the Vault or preparing blink + teleport. Though I still miss
selective amnesia, I have 7 spell levels left now. I guess the latter is
the better (more secure) plan...

Btw, can you imagine how I feel? As you probably know, my best chars
before died at around clvl 15, w/o ever seen a single rune. Now, with 2
runes already and such far from home, it's so exciting... and scary...
I hardly can believe I'm still alive!

Rubinstein
 
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Erik Piper wrote:
> bork bork bork Jens Jindrak bork 11:00:51 AM bork 12/21/2004 bork bork:
>
>> On Tue, 21 Dec 2004 05:04:28 +0100, Rubinstein <picommander@t-online.de>
>> wrote:
>>
>> > The very few times I was thrown into the Abyss, I never survived.
>> > So I have a somewhat healthy paranoia about this place (although my
>> > current
>>
>> The Abyss survival kit:
>>
>> -lamp of shadows
>> [...]
>
> Zdravim!
>
> How did the lantern of shadows help?

That's what I'm also curious about. Though I don't know what a lantern
of shadows actually does, I do know that it has a significant drawback
on your Stealth (Stealth=0). Whatever it does, it must be really
*special*! Though I don't know whether high Stealth is still useful when
encounter demons (I guess not).

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

On Tue, 21 Dec 2004 17:18:31 +0100, Rubinstein <picommander@t-online.de>
wrote:

>>>
>>> The Abyss survival kit:
>>>
>>> -lamp of shadows
>>> [...]
>>
>>
>> How did the lantern of shadows help?

I didn't know about the stealth, the lantern description only talks
ominously about an attached 'price', I figured that might be just a bit
more contamination.

What I really found useful though was how the summoned shadows were
keeping the demon horde at bay. Especially as I moved through the narrow
passages in the Abyss, they were able to tie up and block the demon mob
from getting too close. Haste self seems more useful but I figure the
lantern's intended purpose is mostly to put some obstacles between a
fleeing @ and the adversaries, right?
 
Archived from groups: rec.games.roguelike.misc (More info?)

Jens Jindrak wrote:
> On Tue, 21 Dec 2004 17:18:31 +0100, Rubinstein <picommander@t-online.de>
> wrote:
>
>>>>
>>>> The Abyss survival kit:
>>>>
>>>> -lamp of shadows
>>>> [...]
>>>
>>>
>>> How did the lantern of shadows help?
>
> I didn't know about the stealth, the lantern description only talks
> ominously about an attached 'price', I figured that might be just a
> bit more contamination.

Possible. I also could imagine it interferes with some god's
restrictions of necro spells (piety loss?)...

> What I really found useful though was how the summoned shadows were
> keeping the demon horde at bay.
> [...]

I googled a bit to find some more info about that lamp. All I could find
(besides the things you already mentioned) was that it also 'turns the
map dark'. I'm not quite sure how it is meant: does it affect just the
'map' (shift+x) or the main view? If the former is true and since you
don't get a map of the Abyss IIRC, it won't matter in your case.

Btw, I saw the lamp of shadows in several winner posts. Must be
considered useful by many players...

Rubinstein
 
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bork bork bork Rubinstein bork 4:23:31 PM bork 12/22/2004 bork bork:

> Jens Jindrak wrote:
> > On Tue, 21 Dec 2004 17:18:31 +0100, Rubinstein <picommander@t-online.de>
> > wrote:
> >
> >>>>
> >>>> The Abyss survival kit:
> >>>>
> >>>> -lamp of shadows
> >>>> [...]
> > > >
> > > >
> >>> How did the lantern of shadows help?
> >
> > I didn't know about the stealth, the lantern description only talks
> > ominously about an attached 'price', I figured that might be just a
> > bit more contamination.
>
> Possible. I also could imagine it interferes with some god's
> restrictions of necro spells (piety loss?)...
>
> > What I really found useful though was how the summoned shadows were
> > keeping the demon horde at bay.
> > [...]
>
> I googled a bit to find some more info about that lamp. All I could find
> (besides the things you already mentioned) was that it also 'turns the
> map dark'. I'm not quite sure how it is meant: does it affect just the
> 'map' (shift+x) or the main view? If the former is true and since you
> don't get a map of the Abyss IIRC, it won't matter in your case.
>
> Btw, I saw the lamp of shadows in several winner posts. Must be
> considered useful by many players...
>
> Rubinstein

The one time I used it, it changed the appearance of the main view, similarly
to going berserk.

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

On 22 Dec 2004 15:44:04 GMT, "Erik Piper" <efrniokr@sdky.cz> wrote:

>
>The one time I used it, it changed the appearance of the main view, similarly
>to going berserk.

Opposite of berserk? 😉
 
Archived from groups: rec.games.roguelike.misc (More info?)

Jens Jindrak wrote:

> On Tue, 21 Dec 2004 17:18:31 +0100, Rubinstein <picommander@t-online.de>
> wrote:
>
> >>>
> >>> The Abyss survival kit:
> >>>
> >>> -lamp of shadows
> >>> [...]
> > >
> > >
> >> How did the lantern of shadows help?
>
> I didn't know about the stealth, the lantern description only talks
> ominously about an attached 'price', I figured that might be just a bit
> more contamination.

I SWORE there was something, uh, er... (sorry for the Czech) povedomy about a
price for the Lantern of Shadows... then while browsing Loonie's spoilers, I
ran into it.

The Lantern's penalty is 2 levels of anti-enhancement for spellcasting, i.e.
like trying to cast an Ice spell while wearing 2 rings of fire.

Not a problem for a troll... 🙂

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

On 1 Jan 2005 20:23:34 GMT, "Erik Piper" <efrniokr@sdky.cz> wrote:

>The Lantern's penalty is 2 levels of anti-enhancement for spellcasting, i.e.
>like trying to cast an Ice spell while wearing 2 rings of fire.

So anti-casting, anti-stealth.. a defensive item for running away. Works
nice in those tight passages. Plus the black disco light effect :)

>Not a problem for a troll... 🙂

Which is really an enjoyable beginner character.. Nice no MM with armor,
weapons, magic.