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I've been experimenting with Wizards lately. I find them an interesting
challenge - they're kind of jacks-of-all-trades, masters of none at
first. Anyway, I managed to get this guy up to level 27 and cleared the
Lair, the Swamp, the Mines, the Snake Pits, the Halls, the Slime Pits
(no teleport control - never got the goodies), the Vaults, the dungeon
down to level 27, killed Geryon... then stuck my nose into Gehenna,
promptly got cast into the Abyss, and spent a very long time looking for
an exit that I never found... got surrounded and died before my latest
teleport kicked in.
Fun character, though - I was tired of Vehumet and picked Xom this time
around, and between him and being a DS, I was mutating all over the
place. Besides the mutations below that he died with, this DSWz had at
one point or another: a strength bonus; an intelligence bonus and later,
dopey; carnivore (lost it, got it again, lost it again); cold
resistance; fast metabolism (twice); deformed (2 levels at one point,
lost both, gained one back); an extra level of "breathe flames"; horns
(gained and lost twice); strong but stiff muscles; forgetfulness
(twice); temper; blurry vision (twice); frail (twice, got it again from
a neqoxec just before dying); exhale a cloud of poison; and at one
point; two levels of yellow scales. Whew!
My favorite YAFM from this game:
The imp says, "I'll never leave you."
The imp blinks.
This guy gets #2 in my high score list! Too bad he met his end... I had
high hopes for this one. Dump follows:
Dungeon Crawl version 4.0.0 beta 26 character file.
Rob the Devastator (Demonspawn)
(Level 27 Wizard)
Play time: 16:13:27 Number of turns: 158314
Experience : 27/1248367
Strength 16 Dexterity 12 Intelligence 30/32
Hit Points : -9/124 (dead) Magic Points : 39/45
AC : 18 Evasion : 12 Shield : 0
// AC = 30 with O's Armour
GP : 2454
// Nothing good to buy...
You are in the Abyss.
You worship Xom.
// Wish I'd played one more with Vehumet, in hindsight.
You are hungry.
Inventory:
Hand weapons
a - a +6,+4 quarterstaff of protection (weapon)
b - a +8,+9 dagger of slicing
Armour
d - a +4 leather armour of fire resistance (worn)
C - the -1 cloak "Nuw Tuw Tumece" (worn)
It partially protects you from negative energy.
It protects you from magic.
It lets you levitate.
G - a +1 pair of gloves of strength (worn)
H - a +2 plumed helmet of intelligence (worn)
Magical devices
n - a wand of fireball (3)
q - a wand of flame (0)
D - a wand of digging (0)
E - a wand of cold (0)
F - a wand of fireball (0)
K - a wand of confusion (8)
O - a wand of teleportation (3)
P - a wand of polymorph other (13)
Q - a wand of disintegration (0)
R - a wand of lightning (9)
S - a wand of slowing (2)
T - a wand of draining (6)
W - a wand of fire (0)
X - a wand of magic darts (0)
Z - a wand of healing (1)
// Bah... forgot that healing wand had one more charge! Might have only
delayed the inevitable, however. Only found one ?recharging all game, too.
Comestibles
B - a bread ration
N - a royal jelly
// Depleted from my stay in the Abyss... dozens more rations and things
stashed
Jewellery
e - a ring of see invisible (left hand)
k - a ring of sustenance
u - the amulet of Yqerybo
This amulet protects its wearer from some forms of mental confusion.
It affects your dexterity (-3).
It protects you from fire.
v - an amulet of warding (around neck)
x - a ring of poison resistance
A - an amulet of conservation
I - the cursed ring "Ixobeje" (right hand)
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 intelligence (+3).
It affects your damage-dealing abilities (+3).
It insulates you from electricity.
It has a curse placed upon it.
// Yummy.
V - a +4 ring of evasion
// No "oG this game, or teleport control.
Potions
h - a potion of levitation
// used up all my healing and heal wounds in the Abyss, plus a bunch of
other potions... was pulling out all the stops trying to keep this guy
alive!
Books
s - a manual of Spellcasting
// Woo! Too bad I died before making much use of this.
Magical staves
c - a staff of conjuration
You have 356 experience left.
Skills:
+ Level 3 Fighting
- Level 1 Short Blades
- Level 2 Staves
- Level 7 Dodging
- Level 4 Stealth
- Level 1 Unarmed Combat
+ Level 17 Spellcasting
+ Level 26 Conjurations
+ Level 9 Enchantments
+ Level 1 Summonings
+ Level 4 Translocations
+ Level 3 Divinations
+ Level 19 Ice Magic
+ Level 4 Air Magic
+ Level 4 Evocations
//I spent much more effort than usual tweaking skills this game; I was
turning magic skills on and off until Spellcasting, Conjurations and Ice
Magic were all around level 15, then just let them increase at their own
paces. I started training Fighting (looking for the extra HP and some
flexibility) a little later than I had planned, since Xom kindly gave me
a bad temper and I couldn't afford too many more rages on top of the
ones he was granting me as dubious favours...
You have 2 spell levels left.
You know the following spells:
Your Spells Type Success Level
a - Magic Dart Conjuration Perfect 1
b - Throw Frost Ice/Conjuration Perfect 2
c - Bolt of Cold Ice/Conjuration Perfect 5
d - Deflect Missiles Air/Enchantment Good 6
e - Ozocubu's Refrigeration Ice Perfect 5
// Didn't use much... would like to experiment with it some more. Seems
handy when you have cold resistance, but I ended up losing more potions
than I liked.
f - Freezing Cloud Ice/Air/Conjuration Excellent 7
l - Lightning Bolt Air/Conjuration Great 6
// For use against cold-resistants.
v - Venom Bolt Poison/Conjuration Excellent 5
// Ditto.
B - Controlled Blink Translocation Very Good 4
M - Repel Missiles Air/Enchantment Excellent 2
N - Blink Translocation Great 2
O - Ozocubu's Armour Ice/Enchantment Perfect 3
Q - Silence Air/Enchantment Excellent 3
// Never really used... was experimenting.
R - Detect Creatures Divination Great 2
S - Slow Enchantment Excellent 3
// Didn't use much... don't remember why I bothered memorizing it.
T - Detect Traps Divination Great 2
Mutations & Other Weirdness
You have tough skin (AC +1).
* You are protected by plates of bone (AC + 2, dex - 1).
Your system is immune to poisons.
Your natural rate of healing is unusually fast.
Armour fits poorly on your deformed body.
You can spit poison.
* You can breathe fire.
// This was HUGE for this character... pretty powerful, and handy
against cold-resistant monsters.
You are frail (-10 percent hp).
* You can summon demons to your aid.
* You can raise the dead to walk for you.
* You can control demons.
// Delayed the inevitable in the Abyss a bit more.
* You can channel magical energy from Hell.
You have sharp fingernails.
You have hooves in place of feet.
I've been experimenting with Wizards lately. I find them an interesting
challenge - they're kind of jacks-of-all-trades, masters of none at
first. Anyway, I managed to get this guy up to level 27 and cleared the
Lair, the Swamp, the Mines, the Snake Pits, the Halls, the Slime Pits
(no teleport control - never got the goodies), the Vaults, the dungeon
down to level 27, killed Geryon... then stuck my nose into Gehenna,
promptly got cast into the Abyss, and spent a very long time looking for
an exit that I never found... got surrounded and died before my latest
teleport kicked in.
Fun character, though - I was tired of Vehumet and picked Xom this time
around, and between him and being a DS, I was mutating all over the
place. Besides the mutations below that he died with, this DSWz had at
one point or another: a strength bonus; an intelligence bonus and later,
dopey; carnivore (lost it, got it again, lost it again); cold
resistance; fast metabolism (twice); deformed (2 levels at one point,
lost both, gained one back); an extra level of "breathe flames"; horns
(gained and lost twice); strong but stiff muscles; forgetfulness
(twice); temper; blurry vision (twice); frail (twice, got it again from
a neqoxec just before dying); exhale a cloud of poison; and at one
point; two levels of yellow scales. Whew!
My favorite YAFM from this game:
The imp says, "I'll never leave you."
The imp blinks.
This guy gets #2 in my high score list! Too bad he met his end... I had
high hopes for this one. Dump follows:
Dungeon Crawl version 4.0.0 beta 26 character file.
Rob the Devastator (Demonspawn)
(Level 27 Wizard)
Play time: 16:13:27 Number of turns: 158314
Experience : 27/1248367
Strength 16 Dexterity 12 Intelligence 30/32
Hit Points : -9/124 (dead) Magic Points : 39/45
AC : 18 Evasion : 12 Shield : 0
// AC = 30 with O's Armour
GP : 2454
// Nothing good to buy...
You are in the Abyss.
You worship Xom.
// Wish I'd played one more with Vehumet, in hindsight.
You are hungry.
Inventory:
Hand weapons
a - a +6,+4 quarterstaff of protection (weapon)
b - a +8,+9 dagger of slicing
Armour
d - a +4 leather armour of fire resistance (worn)
C - the -1 cloak "Nuw Tuw Tumece" (worn)
It partially protects you from negative energy.
It protects you from magic.
It lets you levitate.
G - a +1 pair of gloves of strength (worn)
H - a +2 plumed helmet of intelligence (worn)
Magical devices
n - a wand of fireball (3)
q - a wand of flame (0)
D - a wand of digging (0)
E - a wand of cold (0)
F - a wand of fireball (0)
K - a wand of confusion (8)
O - a wand of teleportation (3)
P - a wand of polymorph other (13)
Q - a wand of disintegration (0)
R - a wand of lightning (9)
S - a wand of slowing (2)
T - a wand of draining (6)
W - a wand of fire (0)
X - a wand of magic darts (0)
Z - a wand of healing (1)
// Bah... forgot that healing wand had one more charge! Might have only
delayed the inevitable, however. Only found one ?recharging all game, too.
Comestibles
B - a bread ration
N - a royal jelly
// Depleted from my stay in the Abyss... dozens more rations and things
stashed
Jewellery
e - a ring of see invisible (left hand)
k - a ring of sustenance
u - the amulet of Yqerybo
This amulet protects its wearer from some forms of mental confusion.
It affects your dexterity (-3).
It protects you from fire.
v - an amulet of warding (around neck)
x - a ring of poison resistance
A - an amulet of conservation
I - the cursed ring "Ixobeje" (right hand)
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 intelligence (+3).
It affects your damage-dealing abilities (+3).
It insulates you from electricity.
It has a curse placed upon it.
// Yummy.
V - a +4 ring of evasion
// No "oG this game, or teleport control.
Potions
h - a potion of levitation
// used up all my healing and heal wounds in the Abyss, plus a bunch of
other potions... was pulling out all the stops trying to keep this guy
alive!
Books
s - a manual of Spellcasting
// Woo! Too bad I died before making much use of this.
Magical staves
c - a staff of conjuration
You have 356 experience left.
Skills:
+ Level 3 Fighting
- Level 1 Short Blades
- Level 2 Staves
- Level 7 Dodging
- Level 4 Stealth
- Level 1 Unarmed Combat
+ Level 17 Spellcasting
+ Level 26 Conjurations
+ Level 9 Enchantments
+ Level 1 Summonings
+ Level 4 Translocations
+ Level 3 Divinations
+ Level 19 Ice Magic
+ Level 4 Air Magic
+ Level 4 Evocations
//I spent much more effort than usual tweaking skills this game; I was
turning magic skills on and off until Spellcasting, Conjurations and Ice
Magic were all around level 15, then just let them increase at their own
paces. I started training Fighting (looking for the extra HP and some
flexibility) a little later than I had planned, since Xom kindly gave me
a bad temper and I couldn't afford too many more rages on top of the
ones he was granting me as dubious favours...
You have 2 spell levels left.
You know the following spells:
Your Spells Type Success Level
a - Magic Dart Conjuration Perfect 1
b - Throw Frost Ice/Conjuration Perfect 2
c - Bolt of Cold Ice/Conjuration Perfect 5
d - Deflect Missiles Air/Enchantment Good 6
e - Ozocubu's Refrigeration Ice Perfect 5
// Didn't use much... would like to experiment with it some more. Seems
handy when you have cold resistance, but I ended up losing more potions
than I liked.
f - Freezing Cloud Ice/Air/Conjuration Excellent 7
l - Lightning Bolt Air/Conjuration Great 6
// For use against cold-resistants.
v - Venom Bolt Poison/Conjuration Excellent 5
// Ditto.
B - Controlled Blink Translocation Very Good 4
M - Repel Missiles Air/Enchantment Excellent 2
N - Blink Translocation Great 2
O - Ozocubu's Armour Ice/Enchantment Perfect 3
Q - Silence Air/Enchantment Excellent 3
// Never really used... was experimenting.
R - Detect Creatures Divination Great 2
S - Slow Enchantment Excellent 3
// Didn't use much... don't remember why I bothered memorizing it.
T - Detect Traps Divination Great 2
Mutations & Other Weirdness
You have tough skin (AC +1).
* You are protected by plates of bone (AC + 2, dex - 1).
Your system is immune to poisons.
Your natural rate of healing is unusually fast.
Armour fits poorly on your deformed body.
You can spit poison.
* You can breathe fire.
// This was HUGE for this character... pretty powerful, and handy
against cold-resistant monsters.
You are frail (-10 percent hp).
* You can summon demons to your aid.
* You can raise the dead to walk for you.
* You can control demons.
// Delayed the inevitable in the Abyss a bit more.
* You can channel magical energy from Hell.
You have sharp fingernails.
You have hooves in place of feet.