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If Erik Piper's to be trusted, first YAVP with an Ogre-Mage (this is what
prompted me to try it). Also, my first with a transmuter (which is I guess
supposed to be a powerful class, but I find them to be a major PITA). This is
more proof of the law of finite probability than any testament to my skill, as
if you start enough OmTm, one of them's bound to win.
And I started a bunch, let me tell ya. Got I think four to the Lair, with two
of those dying stupidly (Oh, SO studidly!) in a row - the first, starved to
death coming out of a berserk; the second somehow got confused in the Elven
Halls standing next to some deep water, but wasn't really paying attention,
and... But I don't want to dwell on my failures. First, a bug(?):
You see here a rotting hill giant corpse.
Remove which piece of jewellery?
You remove your amulet of resist slowing.
Put on which piece of jewellery?
B - an amulet of the gourmand (around neck)
Switching to a butchering implement.
u - the +3,+2 knife of Ubojojmnbuqev (weapon)
Butcher a rotting hill giant corpse?
You start hacking away.
You finish chopping the corpse into pieces.
You switch back to your bare hands.
Eat one of 5 chunks of hill giant flesh?
There is something wrong with this meat.
You feel ill.
Remove which piece of jewellery?
You aren't wearing that.
Put on which piece of jewellery?
You've already put that on!
You see here 4 chunks of hill giant flesh.
So somehow it unrotted while I was butchering.
Other oddity: bottom level of the Snake Pit. I did nothing to the terrain
here:
#.####).######...........
#....)[..................
#######)######...........
#####.)..#####...........
######.....).[[...............
###....#...z.z.................#
##......#......).)..............#
#..}....#....#.....#............#
#.......#........................
##.......##..#........##.....###.#
#.....#...##....f...###......###.#
#..........#.........#...)....##.#
#........#....#........#......##..
#...............#............)####
##..#................#.....))#%# #
#...##.....................)##.# #
#.).##......................##.# #
#...##.......#..............##.# #
#...##.....................##..#
##..##.....)..............###.##
#...###............).)...##..#
#....####................##..#
The upper-right wall's missing. Don't think I've ever seen that before.
There is a stone staircase leading upwards here.
Entering...
You fly upwards.
There is a stone staircase leading upwards here.
Jerm the Master (Ogre-Mage)
(Level 27 Transmuter)
Play time: 14:59:02 Number of turns: 136071
//I spent a minute-and-a-half dumping (snicker) and organizing. Had I noticed,
I would've gone for exactly 15 hours. But oh well.
Experience : 27/1388449
Strength 19 Dexterity 20 Intelligence 18
//Had three decks of wonder and an unvisited labyrinth, which I burned through
trying to get acquirements for a Necronomicon. Didn't get one, but on the whole
I think I picked up 5 or 6 points of abilities. So that was nice.
I would've rather had the Necronomicon.
Hit Points : 232
//Pretty wicked, for 16 Fighting and no robustness.
Magic Points : 40/43
AC : 18 Evasion : 28 Shield : 0
GP : 6118
You are on level 1.
You worship Xom.
//About that: so I tried a bunch of different OmTr. I wasn't really sure what a
good god choice for a Tm was. Tried Elyvilon first, but food was a fairly big
problem without Invoking things (there's probably no way to burn through food
more quickly or inconveniently than an OmTm: your food use is high to begin
with, you're fighting all the time, you're neither carnivorous nor able to eat
rotten meat, and you're casting spells a lot, but without a high INT or
Spellcasting). I couldn't spare the calories to train Invocations. At one
point, I failed on a moderate healing three times in a row and went down to a
Spiny Frog. That put me off Elyvilon. Not to mention the ban on Fulsome
Distillation.
So went for Kikubudaqaa (spelling is approximate) next, thinking a Necronomicon
would be nice, and I'd learn Necromutation, which would be cool. There wasn't
really any problem with Kikkuboodakwa, except that he seems more geared to
straight Necromancers than anybody else. Also, having played several games in a
row as an Elyvilonist, I was really enjoying not having to pray.
Okawaru didn't really grant any powers that I couldn't with a little work supply
myself, and most of his gifts would be unusable. Nemelex is a chore, and also
taints your honor. So, Xom. Almost immediately this game he gave me quick
running, blurry vision, and genetic stability; first potion of mutation gave
another level of genetic stability. So the locked-in running was a pretty sweet
plum, but it meant that for the rest of the game, Xom would suffuse me with
distortional energy, which usually did nothing but set my HPs at some dangerous
fraction of full.
So anyway, stockpiled my !CM, and quaffed 'em right before going to Zot, since I
'd picked up a pretty ugly set in Hell, despite the genetic stability and a "RM
(I was hasting and extending a lot. A way lot.) The list below is entirely
unrepresentative of what I had during most of the game: as soon as I got to
Zot:5, I hasted, forescried, flew, swifted, deflect-missiled, blade-handed and
then Extended to Orb, then the exit, occasionally controlling teleports. My
glow meter turned red - I didn't know it could turn red!
You are not hungry.
Souvenirs:
Inventory:
Hand weapons
j - a +8,+3 quick blade
// From Hell, I think?
Xom also dropped, pretty early, a very nifty artifact executioner's axe, which I
would've used if I weren't a transmuter, and which I would've carried along if
it weren't so heavy. I guess I could've dropped it by the upstairs on DL1
before going to Zot, but really, carrying a bunch of souvenirs into Zot for the
end of game character dump seemed like hubris enough.
Armour
a - a +2 cloak of magic resistance (worn)
u - a +1 dragon armour (worn)
x - a +2 elven cap (worn)
R - a +0 robe of the Archmagi
X - a +4 elven robe of the Archmagi
Just included these because I found two of them. Not a single robe of
resistance, and didn't get my dragon armor till Tartarus (the second-to-last
Hell I did), but I found two robes of the Archmagi. There was a Swamp Dragon in
the Lair, the only dragon before Zot to drop a hide (well, I didn't check the
ones in the Swamp). I started wearing that once I decided that I was going to
learn Necromutation and go for all the runes. Conradian time-shift! I did not
learn Necromutation and did not get all the runes. More on this later.
Anyway, I'd wear one of the robes to cast Identify at my stash, but that's about
it.
Magical devices
w - a wand of healing (9)
E - a wand of hasting (21)
H - a wand of hasting
N - a wand of healing (6)
Actually had 4 wands of healing, total. First one was in a shop on DL 4 or 5 -
with no charges. Cost 3 gold. Bought it and charged it. Never really used
wands aside from the healing and haste ones. Didn't find teleportation, which
would've been nice.
Jewellery
k - a ring of wizardry
m - a ring of regeneration
n - an amulet of resist slowing (around neck)
o - a ring of sustenance
p - an amulet of resist mutation
q - a ring of teleport control (left hand)
t - the ring of Plasticity
This ring provides protection from heat and fire.
It protects you from cold.
It insulates you from electricity.
It protects you from poison.
// Bottom level of the Vaults. Pretty nice; wore it for awhile.
v - an uncursed amulet of resist mutation
y - a ring of see invisible
A - an amulet of the gourmand
B - the amulet of Idujyk Ses
This amulet protects the armour and weaponry of its wearer from corrosion
caused by acids, although not infallibly so.
It protects you from fire.
It protects you from cold.
It insulates you from electricity.
It partially protects you from negative energy.
It makes you much more stealthy.
// Tomb. F'ing awesome. I only wish it'd been Resist Slowing or Conservation.
C - an amulet of conservation
F - a ring of ice
// Found this, the first one, on Zot:5. So good thing I wasn't an Ice
Elementalist.
M - a +0,+6 ring of slaying
// Found towards the bottom of the Lair. I don't think it came off my finger
until I put on =TC to beat my escape.
P - the ring of Responsibility (right hand)
This ring increases or decreases the physical strength of its wearer, to a
degree dependent on its power.
It affects your strength (+3).
It affects your evasion (+6).
It affects your accuracy (+4).
It protects you from fire.
It lets you blink.
// Vaults again, I think? Late, anyway. Also f'ing awesome.
Y - the ring of the Lobster
This ring increases or decreases the dexterity of its wearer, depending on
the degree to which it has been enchanted.
It affects your dexterity (-2).
It protects you from poison.
It makes you much more stealthy.
// My earliest source of poison resistance (never actually found the ring).
Found somewhere in the Lair, and wore until I decided to make my Swamp Dragon
armor, which I think was after the Elven Halls and before the Hive Vaults.
Books
b - a manual of Translocations
Magical staves
Z - a staff of energy
Orbs of Power
c - the Orb of Zot
Miscellaneous
// (reordering the runes for narrative's sake; I notice that I seem to have
misplaced the decaying one. Rats.)
V - a golden rune of Zot
// So here's what happened. I found my first scroll of acquirement fairly late,
after I was done with the Swamp, Lair, and Snake Pit. I had, at that point, no
spellbooks of note, so I used it on a book. Got Transfigurations or Morphology
or whatever. Anyway, I had planned on learning Statue Form and then maybe
Shatter, but had no free spell levels and no means of forgetting at the time.
Before these things became available, found a book of Enchantments, and decided
Deflect Missiles and air magic would be better than Statue Form and earth, so I'
d go for a Necronomicon.
A bookstore had books of Necromancy and Unlife, which after clearing the Mines I
eagerly purchased. Every spare point of experience got dumped into Necromancy,
to get it past Transmigrations (which had been at 14). Then, a bunch of stuff
happened before I found my second scroll of acquirement: I cleared the Halls,
the first four levels of the Vaults, the Crypt... still nothing. Because I was
dumping every spare point of experience into Necromancy, my other skills were
woefully underpowered: had a bitch of a time in the Vaults, couldn't actually
cast Deflect Missiles reliably without wielding a staff of Wizardry (which was
half of the damn point of doing this whole thing) until prepping to go to Hell.
My Unarmed Combat was probably ~15, and my Armor skill obviously never got up
very high.
So I've got 4 unexplored dungeon levels left, no equipment to speak of, every
Stone Giant's an adventure, and I'm terrified of trying Zot with such a wimp.
And I've got my heart set on Necromutation at this point - it's my obsession.
With nothing left to do but the Hells, the Tomb, Pandemonium or the Slime Pits,
I finish off the dungeon, with my ass being kicked left-and-right by ordinary
yaktaurs. On DL:27, next to the stairs, finally, is my second (and
second-to-last) scroll of acquirement.
(the following is a dramatization, but pretty close to reality)
"Something appears at your feet!
r - a papyrus book
Read which item?
THE BOOK OF DEATH"
ARGH! Forgot about the book of Death!
Not that it matters, apparently. From here out, dumped experience into Air to
get Deflect Missiles up to the point where it was "good" with Blade Hands on.
Still, Necromancy stayed ahead of my other spell skills until very late, and
despite that, my next acquirement, and 6 or so from those decks of wonder,
yielded nothing. I did, however, get three books of Stalking. Outrageous.
So anyway, I was angry. And, being pretty wimpy, had the special courage of
those without hope. I'd wanted Necromutation. But then I said, listen, Jerm
the Ogre-Mage Transmuter. Yeah, you wanted to get Torment resistance before you
did the Tomb and got all the Runes. And that's a good idea - you really shouldn
't be tooling around Pandemonium or Hell without some way to resist Torment, or
at least the Tomb of Doroklohe. But you don't have those spells. But you do
have air magic high enough to cast Deflect Missiles at "Good" while Blade Hands
is on, which is damn sure high enough to cast Silence. So why not grow a pair
and do the Tomb the way a man would do the Tomb, and get to it? Jerm prayed on
it, Xom's silence was encouraging, so that's what he did.
And that's what I did. It's been awhile since I've done the Tomb with a
non-undead fighter. Really, not that big of a deal. I think I ended up needing
to eat two royal jellies to combat stat loss. Closest call was actually from
Xom draining my strength, down to 4. Got a pretty nice haul of loot, too.
h - a bone rune
l - an icy rune
K - an obsidian rune
U - an iron rune of Zot
// The problem with growing a pair is that it turns you into a slavering idiot.
Got down to 16 HPs while berserk in Gehenna from the Serpent of Hell, which was
not in its usual place. Aside from that, just hugged the stairs and kept my
haste, swiftness, flying, and blade hands extended. Not so good for the
mutation list, but I think this is the first time I've cleared the Hells without
a ghoul or mummy. Did Cocytus last, which had me the most worried, since it's
so open, and Ice Fiends are trouble. Got into a spot of trouble killing Antaeus
and his 1s, but Xom came through in a big way by opening a gate. The
distraction allowed me to heal up, and kill.
Q - a silver rune of Zot
T - a serpentine rune
You have 4 experience left.
Skills:
+ Level 16 Fighting
+ Level 1 Throwing
+ Level 7 Armour
+ Level 13 Dodging
+ Level 4 Stealth
+ Level 4 Stabbing
+ Level 4 Traps & Doors
+ Level 26 Unarmed Combat
+ Level 15 Spellcasting
+ Level 1 Conjurations
+ Level 14 Enchantments
+ Level 15 Necromancy
+ Level 9 Translocations
+ Level 14 Transmigration
+ Level 9 Divinations
+ Level 11 Air Magic
+ Level 3 Earth Magic
+ Level 2 Poison Magic
+ Level 5 Evocations
You have 3 spell levels left.
You know the following spells:
Your Spells Type Success Level
a - Swiftness Air/Enchantment Excellent 2
b - Fly Air/Enchantment Excellent 4
c - Extension Enchantment Great 5
d - Blade Hands Transmigration Great 5
e - Dig Earth/Transmigration Great 4
f - Magic Mapping Earth/Divination Very Good 4
g - Identify Divination Fair 6
h - Controlled Blink Translocation Great 4
i - Detect Traps Divination Excellent 2
l - Deflect Missiles Air/Enchantment Very Good 6
n - Silence Air/Enchantment Excellent 3
o - Forescry Divination Very Good 5
p - Selective Amnesia Enchantment Excellent 3
Mutations & Other Weirdness
Your system is immune to poisons.
You digest meat inefficiently.
Your flesh is cold resistant.
You are weak (Str -1).
You are clumsy (Dex -1).
Space frequently distorts in your vicinity.
You cover the ground quickly.
You occasionally forget where you are.
You have hooves in place of feet.
You are partially covered in blue scales (AC + 1).
// I think when I went into Zot I had poison resistance, quick running, and
digest meat inefficiently. So the rest is fire orbs, glowing, and maybe Xom, if
he stepped in without my noticing.
1392329 Jerm the Master (level 27, 232/232 HPs)
Began as an Ogre-Mage Transmuter on Apr 16, 2005.
Was a Favourite Plaything of Xom.
Escaped with the Orb
... and 7 runes (of 7 types) on Apr 18, 2005!
The game lasted 15:00:30 (136072 turns).
// Good for 11th place on my list. Didn't make Level 27 until the very room the
Orb was in. I kinda would've liked to go up at 26, but too bad, I guess.
Vanquished Creatures
Most killed: Orcs (210), Killer Bees (204).
If Erik Piper's to be trusted, first YAVP with an Ogre-Mage (this is what
prompted me to try it). Also, my first with a transmuter (which is I guess
supposed to be a powerful class, but I find them to be a major PITA). This is
more proof of the law of finite probability than any testament to my skill, as
if you start enough OmTm, one of them's bound to win.
And I started a bunch, let me tell ya. Got I think four to the Lair, with two
of those dying stupidly (Oh, SO studidly!) in a row - the first, starved to
death coming out of a berserk; the second somehow got confused in the Elven
Halls standing next to some deep water, but wasn't really paying attention,
and... But I don't want to dwell on my failures. First, a bug(?):
You see here a rotting hill giant corpse.
Remove which piece of jewellery?
You remove your amulet of resist slowing.
Put on which piece of jewellery?
B - an amulet of the gourmand (around neck)
Switching to a butchering implement.
u - the +3,+2 knife of Ubojojmnbuqev (weapon)
Butcher a rotting hill giant corpse?
You start hacking away.
You finish chopping the corpse into pieces.
You switch back to your bare hands.
Eat one of 5 chunks of hill giant flesh?
There is something wrong with this meat.
You feel ill.
Remove which piece of jewellery?
You aren't wearing that.
Put on which piece of jewellery?
You've already put that on!
You see here 4 chunks of hill giant flesh.
So somehow it unrotted while I was butchering.
Other oddity: bottom level of the Snake Pit. I did nothing to the terrain
here:
#.####).######...........
#....)[..................
#######)######...........
#####.)..#####...........
######.....).[[...............
###....#...z.z.................#
##......#......).)..............#
#..}....#....#.....#............#
#.......#........................
##.......##..#........##.....###.#
#.....#...##....f...###......###.#
#..........#.........#...)....##.#
#........#....#........#......##..
#...............#............)####
##..#................#.....))#%# #
#...##.....................)##.# #
#.).##......................##.# #
#...##.......#..............##.# #
#...##.....................##..#
##..##.....)..............###.##
#...###............).)...##..#
#....####................##..#
The upper-right wall's missing. Don't think I've ever seen that before.
There is a stone staircase leading upwards here.
Entering...
You fly upwards.
There is a stone staircase leading upwards here.
Jerm the Master (Ogre-Mage)
(Level 27 Transmuter)
Play time: 14:59:02 Number of turns: 136071
//I spent a minute-and-a-half dumping (snicker) and organizing. Had I noticed,
I would've gone for exactly 15 hours. But oh well.
Experience : 27/1388449
Strength 19 Dexterity 20 Intelligence 18
//Had three decks of wonder and an unvisited labyrinth, which I burned through
trying to get acquirements for a Necronomicon. Didn't get one, but on the whole
I think I picked up 5 or 6 points of abilities. So that was nice.
I would've rather had the Necronomicon.
Hit Points : 232
//Pretty wicked, for 16 Fighting and no robustness.
Magic Points : 40/43
AC : 18 Evasion : 28 Shield : 0
GP : 6118
You are on level 1.
You worship Xom.
//About that: so I tried a bunch of different OmTr. I wasn't really sure what a
good god choice for a Tm was. Tried Elyvilon first, but food was a fairly big
problem without Invoking things (there's probably no way to burn through food
more quickly or inconveniently than an OmTm: your food use is high to begin
with, you're fighting all the time, you're neither carnivorous nor able to eat
rotten meat, and you're casting spells a lot, but without a high INT or
Spellcasting). I couldn't spare the calories to train Invocations. At one
point, I failed on a moderate healing three times in a row and went down to a
Spiny Frog. That put me off Elyvilon. Not to mention the ban on Fulsome
Distillation.
So went for Kikubudaqaa (spelling is approximate) next, thinking a Necronomicon
would be nice, and I'd learn Necromutation, which would be cool. There wasn't
really any problem with Kikkuboodakwa, except that he seems more geared to
straight Necromancers than anybody else. Also, having played several games in a
row as an Elyvilonist, I was really enjoying not having to pray.
Okawaru didn't really grant any powers that I couldn't with a little work supply
myself, and most of his gifts would be unusable. Nemelex is a chore, and also
taints your honor. So, Xom. Almost immediately this game he gave me quick
running, blurry vision, and genetic stability; first potion of mutation gave
another level of genetic stability. So the locked-in running was a pretty sweet
plum, but it meant that for the rest of the game, Xom would suffuse me with
distortional energy, which usually did nothing but set my HPs at some dangerous
fraction of full.
So anyway, stockpiled my !CM, and quaffed 'em right before going to Zot, since I
'd picked up a pretty ugly set in Hell, despite the genetic stability and a "RM
(I was hasting and extending a lot. A way lot.) The list below is entirely
unrepresentative of what I had during most of the game: as soon as I got to
Zot:5, I hasted, forescried, flew, swifted, deflect-missiled, blade-handed and
then Extended to Orb, then the exit, occasionally controlling teleports. My
glow meter turned red - I didn't know it could turn red!
You are not hungry.
Souvenirs:
Inventory:
Hand weapons
j - a +8,+3 quick blade
// From Hell, I think?
Xom also dropped, pretty early, a very nifty artifact executioner's axe, which I
would've used if I weren't a transmuter, and which I would've carried along if
it weren't so heavy. I guess I could've dropped it by the upstairs on DL1
before going to Zot, but really, carrying a bunch of souvenirs into Zot for the
end of game character dump seemed like hubris enough.
Armour
a - a +2 cloak of magic resistance (worn)
u - a +1 dragon armour (worn)
x - a +2 elven cap (worn)
R - a +0 robe of the Archmagi
X - a +4 elven robe of the Archmagi
Just included these because I found two of them. Not a single robe of
resistance, and didn't get my dragon armor till Tartarus (the second-to-last
Hell I did), but I found two robes of the Archmagi. There was a Swamp Dragon in
the Lair, the only dragon before Zot to drop a hide (well, I didn't check the
ones in the Swamp). I started wearing that once I decided that I was going to
learn Necromutation and go for all the runes. Conradian time-shift! I did not
learn Necromutation and did not get all the runes. More on this later.
Anyway, I'd wear one of the robes to cast Identify at my stash, but that's about
it.
Magical devices
w - a wand of healing (9)
E - a wand of hasting (21)
H - a wand of hasting
N - a wand of healing (6)
Actually had 4 wands of healing, total. First one was in a shop on DL 4 or 5 -
with no charges. Cost 3 gold. Bought it and charged it. Never really used
wands aside from the healing and haste ones. Didn't find teleportation, which
would've been nice.
Jewellery
k - a ring of wizardry
m - a ring of regeneration
n - an amulet of resist slowing (around neck)
o - a ring of sustenance
p - an amulet of resist mutation
q - a ring of teleport control (left hand)
t - the ring of Plasticity
This ring provides protection from heat and fire.
It protects you from cold.
It insulates you from electricity.
It protects you from poison.
// Bottom level of the Vaults. Pretty nice; wore it for awhile.
v - an uncursed amulet of resist mutation
y - a ring of see invisible
A - an amulet of the gourmand
B - the amulet of Idujyk Ses
This amulet protects the armour and weaponry of its wearer from corrosion
caused by acids, although not infallibly so.
It protects you from fire.
It protects you from cold.
It insulates you from electricity.
It partially protects you from negative energy.
It makes you much more stealthy.
// Tomb. F'ing awesome. I only wish it'd been Resist Slowing or Conservation.
C - an amulet of conservation
F - a ring of ice
// Found this, the first one, on Zot:5. So good thing I wasn't an Ice
Elementalist.
M - a +0,+6 ring of slaying
// Found towards the bottom of the Lair. I don't think it came off my finger
until I put on =TC to beat my escape.
P - the ring of Responsibility (right hand)
This ring increases or decreases the physical strength of its wearer, to a
degree dependent on its power.
It affects your strength (+3).
It affects your evasion (+6).
It affects your accuracy (+4).
It protects you from fire.
It lets you blink.
// Vaults again, I think? Late, anyway. Also f'ing awesome.
Y - the ring of the Lobster
This ring increases or decreases the dexterity of its wearer, depending on
the degree to which it has been enchanted.
It affects your dexterity (-2).
It protects you from poison.
It makes you much more stealthy.
// My earliest source of poison resistance (never actually found the ring).
Found somewhere in the Lair, and wore until I decided to make my Swamp Dragon
armor, which I think was after the Elven Halls and before the Hive Vaults.
Books
b - a manual of Translocations
Magical staves
Z - a staff of energy
Orbs of Power
c - the Orb of Zot
Miscellaneous
// (reordering the runes for narrative's sake; I notice that I seem to have
misplaced the decaying one. Rats.)
V - a golden rune of Zot
// So here's what happened. I found my first scroll of acquirement fairly late,
after I was done with the Swamp, Lair, and Snake Pit. I had, at that point, no
spellbooks of note, so I used it on a book. Got Transfigurations or Morphology
or whatever. Anyway, I had planned on learning Statue Form and then maybe
Shatter, but had no free spell levels and no means of forgetting at the time.
Before these things became available, found a book of Enchantments, and decided
Deflect Missiles and air magic would be better than Statue Form and earth, so I'
d go for a Necronomicon.
A bookstore had books of Necromancy and Unlife, which after clearing the Mines I
eagerly purchased. Every spare point of experience got dumped into Necromancy,
to get it past Transmigrations (which had been at 14). Then, a bunch of stuff
happened before I found my second scroll of acquirement: I cleared the Halls,
the first four levels of the Vaults, the Crypt... still nothing. Because I was
dumping every spare point of experience into Necromancy, my other skills were
woefully underpowered: had a bitch of a time in the Vaults, couldn't actually
cast Deflect Missiles reliably without wielding a staff of Wizardry (which was
half of the damn point of doing this whole thing) until prepping to go to Hell.
My Unarmed Combat was probably ~15, and my Armor skill obviously never got up
very high.
So I've got 4 unexplored dungeon levels left, no equipment to speak of, every
Stone Giant's an adventure, and I'm terrified of trying Zot with such a wimp.
And I've got my heart set on Necromutation at this point - it's my obsession.
With nothing left to do but the Hells, the Tomb, Pandemonium or the Slime Pits,
I finish off the dungeon, with my ass being kicked left-and-right by ordinary
yaktaurs. On DL:27, next to the stairs, finally, is my second (and
second-to-last) scroll of acquirement.
(the following is a dramatization, but pretty close to reality)
"Something appears at your feet!
r - a papyrus book
Read which item?
THE BOOK OF DEATH"
ARGH! Forgot about the book of Death!
Not that it matters, apparently. From here out, dumped experience into Air to
get Deflect Missiles up to the point where it was "good" with Blade Hands on.
Still, Necromancy stayed ahead of my other spell skills until very late, and
despite that, my next acquirement, and 6 or so from those decks of wonder,
yielded nothing. I did, however, get three books of Stalking. Outrageous.
So anyway, I was angry. And, being pretty wimpy, had the special courage of
those without hope. I'd wanted Necromutation. But then I said, listen, Jerm
the Ogre-Mage Transmuter. Yeah, you wanted to get Torment resistance before you
did the Tomb and got all the Runes. And that's a good idea - you really shouldn
't be tooling around Pandemonium or Hell without some way to resist Torment, or
at least the Tomb of Doroklohe. But you don't have those spells. But you do
have air magic high enough to cast Deflect Missiles at "Good" while Blade Hands
is on, which is damn sure high enough to cast Silence. So why not grow a pair
and do the Tomb the way a man would do the Tomb, and get to it? Jerm prayed on
it, Xom's silence was encouraging, so that's what he did.
And that's what I did. It's been awhile since I've done the Tomb with a
non-undead fighter. Really, not that big of a deal. I think I ended up needing
to eat two royal jellies to combat stat loss. Closest call was actually from
Xom draining my strength, down to 4. Got a pretty nice haul of loot, too.
h - a bone rune
l - an icy rune
K - an obsidian rune
U - an iron rune of Zot
// The problem with growing a pair is that it turns you into a slavering idiot.
Got down to 16 HPs while berserk in Gehenna from the Serpent of Hell, which was
not in its usual place. Aside from that, just hugged the stairs and kept my
haste, swiftness, flying, and blade hands extended. Not so good for the
mutation list, but I think this is the first time I've cleared the Hells without
a ghoul or mummy. Did Cocytus last, which had me the most worried, since it's
so open, and Ice Fiends are trouble. Got into a spot of trouble killing Antaeus
and his 1s, but Xom came through in a big way by opening a gate. The
distraction allowed me to heal up, and kill.
Q - a silver rune of Zot
T - a serpentine rune
You have 4 experience left.
Skills:
+ Level 16 Fighting
+ Level 1 Throwing
+ Level 7 Armour
+ Level 13 Dodging
+ Level 4 Stealth
+ Level 4 Stabbing
+ Level 4 Traps & Doors
+ Level 26 Unarmed Combat
+ Level 15 Spellcasting
+ Level 1 Conjurations
+ Level 14 Enchantments
+ Level 15 Necromancy
+ Level 9 Translocations
+ Level 14 Transmigration
+ Level 9 Divinations
+ Level 11 Air Magic
+ Level 3 Earth Magic
+ Level 2 Poison Magic
+ Level 5 Evocations
You have 3 spell levels left.
You know the following spells:
Your Spells Type Success Level
a - Swiftness Air/Enchantment Excellent 2
b - Fly Air/Enchantment Excellent 4
c - Extension Enchantment Great 5
d - Blade Hands Transmigration Great 5
e - Dig Earth/Transmigration Great 4
f - Magic Mapping Earth/Divination Very Good 4
g - Identify Divination Fair 6
h - Controlled Blink Translocation Great 4
i - Detect Traps Divination Excellent 2
l - Deflect Missiles Air/Enchantment Very Good 6
n - Silence Air/Enchantment Excellent 3
o - Forescry Divination Very Good 5
p - Selective Amnesia Enchantment Excellent 3
Mutations & Other Weirdness
Your system is immune to poisons.
You digest meat inefficiently.
Your flesh is cold resistant.
You are weak (Str -1).
You are clumsy (Dex -1).
Space frequently distorts in your vicinity.
You cover the ground quickly.
You occasionally forget where you are.
You have hooves in place of feet.
You are partially covered in blue scales (AC + 1).
// I think when I went into Zot I had poison resistance, quick running, and
digest meat inefficiently. So the rest is fire orbs, glowing, and maybe Xom, if
he stepped in without my noticing.
1392329 Jerm the Master (level 27, 232/232 HPs)
Began as an Ogre-Mage Transmuter on Apr 16, 2005.
Was a Favourite Plaything of Xom.
Escaped with the Orb
... and 7 runes (of 7 types) on Apr 18, 2005!
The game lasted 15:00:30 (136072 turns).
// Good for 11th place on my list. Didn't make Level 27 until the very room the
Orb was in. I kinda would've liked to go up at 26, but too bad, I guess.
Vanquished Creatures
Most killed: Orcs (210), Killer Bees (204).