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: Dungeon Crawl version 4.0.0 beta 26 character file.
: Roach the Boxer (Ghoul)
: (Level 27 Fighter)
Ghouls rule!
I've played ghouls before (lots of them, as a matter of fact - we're
talking dozens here), without success. My ghoulish thought processes
at the start of the game usually ponder such mysteries as:
* What is the right time to ditch my short sword and let my claws
do their thing?
* Do I go with dodging or heavy armor?
* How do I stop this hobgoblin from mangling my skull into new and
distressing shapes?
My answers to these questions have, until now, been profoundly
unsatisfactory. This time, I unwielded my short sword first thing,
wore the first piece of armour I found (ring mail) and graduated to
plate mail by D:4, which meant that most battles went like this:
The hobgoblin hits you but doesn't do any damage. x 50
Your armour prevents you from hitting the hobgoblin. x 40
The hobgoblin dies of old age!
This strategy worked well, apart from the odd ogre that I had to
resort to taking down with wands of random effects. I found loads of
wands of random effects in the early game, and I'm beginning to
actually like the things. Anything you want them to do, they do
eventually ("eventually" meaning "after a goshdarn long time", but
you can't have everything).
One of the first problems I ran into was the mysterious
non-appearance of the Ecumenical Temple. I went up and down levels 4
through 7, saying encouraging things like: "I know you're here
somewhere - come out if you know what's good for you!" These
invitations being ignored, it took me several scrolls of magic
mapping and a wand of digging before I could enlist Okawaru in the
cause of kidnapping the Orb.
Okawaru was inclined to sulk at my reluctance to offer him any
corpses. Naturally, I had better uses for the flesh of my fallen
enemies than seeing it consumed in bursts of flame, but try telling
him that! I was deep in the Lair before he allowed me to invoke
Might.
My ghoul predecessors have had some unpleasant encounters with
hydras, but this time I fancied I'd outgeneral these uncultured
monsters. As the first hydra of the Lair advanced on me, making rude
noises with all 8 of its heads, I called its attention to my +0
gloves.
"Observe, doomed creature," I said to it, "as I put on these gloves,
after which I shall be able to rend you limb from limb without you
being able to do any of that growing-back-two-heads-at-each-hit
silliness."
The hydra was on head 16 before I realised that my theory was
unsound. I beat a somewhat disorganised retreat and had to use a
wand of cold to convince all 16 heads of the hydra that I was not
edible.
I dealt with the Swamp after clearing out the rest of the Lair and
the Snake Pit (much slaying of nagas and all colours of snakes
involved, but very little damage to the hero of this story).
I had to spend a lot of wand-charges and ask Okawaru for Might very
frequently in the Swamp because of my firm policy of not fighting
hydras with more than 15 heads in melee. You'd be surprised how
many of those there were, especially after a few turns in melee.
Two runes in claw, I turned my ghoulish gaze to the Hive (lots of
tasty bees, yum!) and followed it up with an assault on the Mines
and Elven Halls.
I was doing splendidly in the Halls (or as splendidly as is possible
when my cruddy evasion meant I got nailed by every missile and spell
the elves cared to throw at me) until I hit the 3rd level where a
ruffianly deep elf sorcerer banished me to the Abyss. After
considerable bloodshed and destruction (to say nothing of wailing
and gnashing of teeth), I made my way back to the Elven Halls,
whereupon I was promptly banished again by the same sorcerer. After
another harrowing series of abyssal battles involving lots of
Executioners (ouch), I made my way back to the Elven Halls and
roasted that deep elf sorcerer with bolts of fire from a rod of
destruction.
Things went pretty smoothly after that in the Halls. I didn't get
banished again, and the vault on level 7 was a joke. For the first
time ever, I had a character who could run straight into the
vault without any of that namby-pamby lure-them-out stuff.
"Watch out lads!" yelled a deep elf high priest. "Here comes a
ghoul, if I'm not much mistaken! Eat hellfire!"
The hellfire did about 20 damage to me, which was barely a dent to
my 200+ hp, but it wiped out the three elves standing next to me.
The rest of the battle was the same story. I spared no effort in
wiping out those elves, and neither did they; in a particularly
inspired last effort, one of the demonologists called in a Green
Death that spewed out tons of poison gas, leaving all the elves
mortally poisoned before I killed it.
The Vaults were ridiculously easy; the Tomb was a stiff fight,
primarily because of the stat drain and the summoning-happy greater
mummies, but nothing a ghoul couldn't handle. After a brief
vacation in Hell, I cleared out the Slime Pits (it's delightful to
be able to simply walk up to the acid blob that's been spitting
viciously at you and smack it senseless). It was only when I'd wiped
out the royal jelly and its cohorts that I realised I had no
teleport control.
I visited Pandemonium, hoping for teleport control, and found a ring
of teleport control after trudging through dozens of levels. I
collected the slimy rune and briefly pondered going for an all-rune
win, but the game was getting boring, so I ended it with a quick
dive into Zot for the Orb.
: Play time: 17:10:22 Number of turns: 189472
^^^^^^
Slow.
: Experience : 27/2974481
: Strength 31 Dexterity 8 Intelligence 12
: Hit Points : 194/264 (283) Magic Points : 44
^^^^^^^
After the easy time I had in Pandemonium and Zot, I was surprised to
run into stiff resistance on my way back up. There was a
particularly ugly fight on D:15 where there were only two upstairs,
both guarded by masses of demons.
: AC : 40 Evasion : 17 Shield : 0
Nice EV, thanks to the ring of Shaolin.
: GP : 8565
Nothing to buy.
: You escaped.
: You worship Okawaru.
: Okawaru is exalted by your worship.
: You are not hungry.
: Inventory:
: Hand weapons
: a - the +7,+7 Sceptre of Asmodeus (1500 gold)
: It carries some of the powers of the arch-fiend Asmodeus.
: b - a +0 short sword (32 gold)
My starting short sword + butchering knife.
: l - the cursed +4,+4 Staff of Dispater (1200 gold)
: This legendary item can unleash the fury of Hell.
: It has a curse placed upon it.
: Armour
All armour supplied by Okawaru, except for the cloak of magic
resistance.
: g - a +1 crested helmet of intelligence (worn) (174 gold)
: m - the +1 cloak of Ciq (worn) (497 gold)
: It affects your intelligence (+2).
: It protects you from fire.
: It insulates you from electricity.
: It makes you much more stealthy.
: t - the +3 pair of gloves "E" (worn) (585 gold)
: It insulates you from electricity.
: It enhances your eyesight.
: v - the +4 pair of boots of Grot (worn) (567 gold)
: It affects your strength (+2).
: It protects you from magic.
: y - the +2 pair of boots of Impermeability (382 gold)
: It affects your dexterity (+4).
: D - the +3 plate mail "Wytid Potitexe" (worn) (1079 gold)
: It affects your accuracy (+4).
: It enhances your eyesight.
: It lets you turn invisible.
: E - a +2 cloak of magic resistance (209 gold)
: I - the +6 spiked helmet "Uwin Fu" (784 gold)
: N - a +1 cloak of preservation (111 gold)
: Comestibles
: z - 4 royal jellies (480 gold)
: P - 11 meat rations (440 gold)
: Scrolls
: h - 3 scrolls of remove curse (90 gold)
: j - 5 scrolls of identify (100 gold)
: C - 2 scrolls of blinking (60 gold)
: G - 5 scrolls of teleportation (150 gold)
: H - a scroll of detect curse (20 gold)
: K - a scroll of enchant armour (48 gold)
Almost all those scrolls are straight out of Pandemonium.
: Jewellery [snipped]
: c - the ring of Shaolin (right hand) (700 gold)
: It affects your evasion (+8).
Always good to have. Found in the Elven Halls' last level.
: i - the amulet "V Ral X" (around neck) (329 gold)
[conservation]
: It affects your damage-dealing abilities (+4).
[...]
: A - a ring of teleport control (294 gold)
: F - the ring "Uxonejyjo" (left hand) (665 gold)
[life protection]
: It greatly protects you from fire.
: Potions
: f - a potion of restore abilities (50 gold)
: o - 9 potions of heal wounds (270 gold)
: s - 9 potions of healing (180 gold)
: O - a potion of berserk rage (30 gold)
Don't ask me why I'm carrying that berserk rage potion.
: Magical staves
: e - a rod of destruction (250 gold)
: q - a rod of destruction (250 gold)
: w - a rod of discovery (150 gold)
: U - a rod of demonology (250 gold)
All from scrolls of acquirement. The rod of discovery was useful,
primarily for the Detect Traps, but a ghoul doesn't really need any
of these.
: Orbs of Power
: k - the Orb of Zot (250000 gold)
: Miscellaneous
: d - a magical rune of Zot (10000 gold)
I ran into Lom Lobon while trying to get out of Pandemonium, and he
kindly gave me this rune.
: B - a silver rune of Zot (10000 gold)
: J - a golden rune of Zot (10000 gold)
: M - a serpentine rune of Zot (10000 gold)
: Q - a demonic rune of Zot (10000 gold)
: R - a bone rune of Zot (10000 gold)
: S - an iron rune of Zot (10000 gold)
: T - a slimy rune of Zot (10000 gold)
: V - an icy rune of Zot (10000 gold)
: W - a decaying rune of Zot (10000 gold)
: Z - an obsidian rune of Zot (10000 gold)
All the runes from Hell, yeah!
: You have 19596 experience left.
My exp was pegged at >19k once I maxed out unarmed combat, fighting
and evocations.
: Skills:
: * Level 27 Fighting
: - Level 4 Short Blades
: - Level 1 Throwing
: + Level 19 Armour
: + Level 2 Dodging
: + Level 2 Stabbing
: - Level 2 Shields
: + Level 2 Traps & Doors
: * Level 27 Unarmed Combat
: + Level 1 Spellcasting
: + Level 14 Invocations
: * Level 27 Evocations
: You have 28 spell levels left.
: You don't know any spells.
Who needs spells? Besides, I didn't want to give up my plate mail
just for a couple of spells.
: Vanquished Creatures [snipped]
[bunch of random Pandemonic demons]
: Antaeus (Coc:7)
: Asmodeus (Geh:7)
: Ereshkigal (Tar:7)
: 4 orbs of fire
[...]
: 2 ancient liches (Zot:5)
: A Serpent of Hell (Geh:7)
: Lom Lobon (Pan)
"I have this magical rune that you might be interested in, my dear
sir, if you'll only let me live-" *Thwack* "Really?"
: A royal jelly (Slime:6)
[...]
: Geryon (Hell)
Wuss.
: 15 greater mummies
Brr. These things are always evil.
[...]
: Dispater (Dis:7)
Wuss.
: 33 Fiends
Hellfire is one of the few things that can concern a rampaging
ghoul.
: 25 Orb Guardians (Zot:5)
Easy.
: 36 Executioners
They made my first two visits to the Abyss extremely memorable, but
after a point they couldn't even scratch me.
: 3 spatial vortices (Coc:7)
They were busy hitting themselves; I just helped them along.
: A program bug (Abyss)
Hey, I got one too!
: 7304 creatures vanquished.
: 1. 2633796 Roach the Boxer (level 27, 194/264 (283) HPs)
: Began as a Ghoul Fighter on Dec 21, 2004.
: Was the Champion of Okawaru.
: Escaped with the Orb
: ... and 11 runes (of 11 types) on Dec 28, 2004!
: The game lasted 17:10:19 (189472 turns).
And that ends the long drought...
Darshan
: Dungeon Crawl version 4.0.0 beta 26 character file.
: Roach the Boxer (Ghoul)
: (Level 27 Fighter)
Ghouls rule!
I've played ghouls before (lots of them, as a matter of fact - we're
talking dozens here), without success. My ghoulish thought processes
at the start of the game usually ponder such mysteries as:
* What is the right time to ditch my short sword and let my claws
do their thing?
* Do I go with dodging or heavy armor?
* How do I stop this hobgoblin from mangling my skull into new and
distressing shapes?
My answers to these questions have, until now, been profoundly
unsatisfactory. This time, I unwielded my short sword first thing,
wore the first piece of armour I found (ring mail) and graduated to
plate mail by D:4, which meant that most battles went like this:
The hobgoblin hits you but doesn't do any damage. x 50
Your armour prevents you from hitting the hobgoblin. x 40
The hobgoblin dies of old age!
This strategy worked well, apart from the odd ogre that I had to
resort to taking down with wands of random effects. I found loads of
wands of random effects in the early game, and I'm beginning to
actually like the things. Anything you want them to do, they do
eventually ("eventually" meaning "after a goshdarn long time", but
you can't have everything).
One of the first problems I ran into was the mysterious
non-appearance of the Ecumenical Temple. I went up and down levels 4
through 7, saying encouraging things like: "I know you're here
somewhere - come out if you know what's good for you!" These
invitations being ignored, it took me several scrolls of magic
mapping and a wand of digging before I could enlist Okawaru in the
cause of kidnapping the Orb.
Okawaru was inclined to sulk at my reluctance to offer him any
corpses. Naturally, I had better uses for the flesh of my fallen
enemies than seeing it consumed in bursts of flame, but try telling
him that! I was deep in the Lair before he allowed me to invoke
Might.
My ghoul predecessors have had some unpleasant encounters with
hydras, but this time I fancied I'd outgeneral these uncultured
monsters. As the first hydra of the Lair advanced on me, making rude
noises with all 8 of its heads, I called its attention to my +0
gloves.
"Observe, doomed creature," I said to it, "as I put on these gloves,
after which I shall be able to rend you limb from limb without you
being able to do any of that growing-back-two-heads-at-each-hit
silliness."
The hydra was on head 16 before I realised that my theory was
unsound. I beat a somewhat disorganised retreat and had to use a
wand of cold to convince all 16 heads of the hydra that I was not
edible.
I dealt with the Swamp after clearing out the rest of the Lair and
the Snake Pit (much slaying of nagas and all colours of snakes
involved, but very little damage to the hero of this story).
I had to spend a lot of wand-charges and ask Okawaru for Might very
frequently in the Swamp because of my firm policy of not fighting
hydras with more than 15 heads in melee. You'd be surprised how
many of those there were, especially after a few turns in melee.
Two runes in claw, I turned my ghoulish gaze to the Hive (lots of
tasty bees, yum!) and followed it up with an assault on the Mines
and Elven Halls.
I was doing splendidly in the Halls (or as splendidly as is possible
when my cruddy evasion meant I got nailed by every missile and spell
the elves cared to throw at me) until I hit the 3rd level where a
ruffianly deep elf sorcerer banished me to the Abyss. After
considerable bloodshed and destruction (to say nothing of wailing
and gnashing of teeth), I made my way back to the Elven Halls,
whereupon I was promptly banished again by the same sorcerer. After
another harrowing series of abyssal battles involving lots of
Executioners (ouch), I made my way back to the Elven Halls and
roasted that deep elf sorcerer with bolts of fire from a rod of
destruction.
Things went pretty smoothly after that in the Halls. I didn't get
banished again, and the vault on level 7 was a joke. For the first
time ever, I had a character who could run straight into the
vault without any of that namby-pamby lure-them-out stuff.
"Watch out lads!" yelled a deep elf high priest. "Here comes a
ghoul, if I'm not much mistaken! Eat hellfire!"
The hellfire did about 20 damage to me, which was barely a dent to
my 200+ hp, but it wiped out the three elves standing next to me.
The rest of the battle was the same story. I spared no effort in
wiping out those elves, and neither did they; in a particularly
inspired last effort, one of the demonologists called in a Green
Death that spewed out tons of poison gas, leaving all the elves
mortally poisoned before I killed it.
The Vaults were ridiculously easy; the Tomb was a stiff fight,
primarily because of the stat drain and the summoning-happy greater
mummies, but nothing a ghoul couldn't handle. After a brief
vacation in Hell, I cleared out the Slime Pits (it's delightful to
be able to simply walk up to the acid blob that's been spitting
viciously at you and smack it senseless). It was only when I'd wiped
out the royal jelly and its cohorts that I realised I had no
teleport control.
I visited Pandemonium, hoping for teleport control, and found a ring
of teleport control after trudging through dozens of levels. I
collected the slimy rune and briefly pondered going for an all-rune
win, but the game was getting boring, so I ended it with a quick
dive into Zot for the Orb.
: Play time: 17:10:22 Number of turns: 189472
^^^^^^
Slow.
: Experience : 27/2974481
: Strength 31 Dexterity 8 Intelligence 12
: Hit Points : 194/264 (283) Magic Points : 44
^^^^^^^
After the easy time I had in Pandemonium and Zot, I was surprised to
run into stiff resistance on my way back up. There was a
particularly ugly fight on D:15 where there were only two upstairs,
both guarded by masses of demons.
: AC : 40 Evasion : 17 Shield : 0
Nice EV, thanks to the ring of Shaolin.
: GP : 8565
Nothing to buy.
: You escaped.
: You worship Okawaru.
: Okawaru is exalted by your worship.
: You are not hungry.
: Inventory:
: Hand weapons
: a - the +7,+7 Sceptre of Asmodeus (1500 gold)
: It carries some of the powers of the arch-fiend Asmodeus.
: b - a +0 short sword (32 gold)
My starting short sword + butchering knife.
: l - the cursed +4,+4 Staff of Dispater (1200 gold)
: This legendary item can unleash the fury of Hell.
: It has a curse placed upon it.
: Armour
All armour supplied by Okawaru, except for the cloak of magic
resistance.
: g - a +1 crested helmet of intelligence (worn) (174 gold)
: m - the +1 cloak of Ciq (worn) (497 gold)
: It affects your intelligence (+2).
: It protects you from fire.
: It insulates you from electricity.
: It makes you much more stealthy.
: t - the +3 pair of gloves "E" (worn) (585 gold)
: It insulates you from electricity.
: It enhances your eyesight.
: v - the +4 pair of boots of Grot (worn) (567 gold)
: It affects your strength (+2).
: It protects you from magic.
: y - the +2 pair of boots of Impermeability (382 gold)
: It affects your dexterity (+4).
: D - the +3 plate mail "Wytid Potitexe" (worn) (1079 gold)
: It affects your accuracy (+4).
: It enhances your eyesight.
: It lets you turn invisible.
: E - a +2 cloak of magic resistance (209 gold)
: I - the +6 spiked helmet "Uwin Fu" (784 gold)
: N - a +1 cloak of preservation (111 gold)
: Comestibles
: z - 4 royal jellies (480 gold)
: P - 11 meat rations (440 gold)
: Scrolls
: h - 3 scrolls of remove curse (90 gold)
: j - 5 scrolls of identify (100 gold)
: C - 2 scrolls of blinking (60 gold)
: G - 5 scrolls of teleportation (150 gold)
: H - a scroll of detect curse (20 gold)
: K - a scroll of enchant armour (48 gold)
Almost all those scrolls are straight out of Pandemonium.
: Jewellery [snipped]
: c - the ring of Shaolin (right hand) (700 gold)
: It affects your evasion (+8).
Always good to have. Found in the Elven Halls' last level.
: i - the amulet "V Ral X" (around neck) (329 gold)
[conservation]
: It affects your damage-dealing abilities (+4).
[...]
: A - a ring of teleport control (294 gold)
: F - the ring "Uxonejyjo" (left hand) (665 gold)
[life protection]
: It greatly protects you from fire.
: Potions
: f - a potion of restore abilities (50 gold)
: o - 9 potions of heal wounds (270 gold)
: s - 9 potions of healing (180 gold)
: O - a potion of berserk rage (30 gold)
Don't ask me why I'm carrying that berserk rage potion.
: Magical staves
: e - a rod of destruction (250 gold)
: q - a rod of destruction (250 gold)
: w - a rod of discovery (150 gold)
: U - a rod of demonology (250 gold)
All from scrolls of acquirement. The rod of discovery was useful,
primarily for the Detect Traps, but a ghoul doesn't really need any
of these.
: Orbs of Power
: k - the Orb of Zot (250000 gold)
: Miscellaneous
: d - a magical rune of Zot (10000 gold)
I ran into Lom Lobon while trying to get out of Pandemonium, and he
kindly gave me this rune.
: B - a silver rune of Zot (10000 gold)
: J - a golden rune of Zot (10000 gold)
: M - a serpentine rune of Zot (10000 gold)
: Q - a demonic rune of Zot (10000 gold)
: R - a bone rune of Zot (10000 gold)
: S - an iron rune of Zot (10000 gold)
: T - a slimy rune of Zot (10000 gold)
: V - an icy rune of Zot (10000 gold)
: W - a decaying rune of Zot (10000 gold)
: Z - an obsidian rune of Zot (10000 gold)
All the runes from Hell, yeah!
: You have 19596 experience left.
My exp was pegged at >19k once I maxed out unarmed combat, fighting
and evocations.
: Skills:
: * Level 27 Fighting
: - Level 4 Short Blades
: - Level 1 Throwing
: + Level 19 Armour
: + Level 2 Dodging
: + Level 2 Stabbing
: - Level 2 Shields
: + Level 2 Traps & Doors
: * Level 27 Unarmed Combat
: + Level 1 Spellcasting
: + Level 14 Invocations
: * Level 27 Evocations
: You have 28 spell levels left.
: You don't know any spells.
Who needs spells? Besides, I didn't want to give up my plate mail
just for a couple of spells.
: Vanquished Creatures [snipped]
[bunch of random Pandemonic demons]
: Antaeus (Coc:7)
: Asmodeus (Geh:7)
: Ereshkigal (Tar:7)
: 4 orbs of fire
[...]
: 2 ancient liches (Zot:5)
: A Serpent of Hell (Geh:7)
: Lom Lobon (Pan)
"I have this magical rune that you might be interested in, my dear
sir, if you'll only let me live-" *Thwack* "Really?"
: A royal jelly (Slime:6)
[...]
: Geryon (Hell)
Wuss.
: 15 greater mummies
Brr. These things are always evil.
[...]
: Dispater (Dis:7)
Wuss.
: 33 Fiends
Hellfire is one of the few things that can concern a rampaging
ghoul.
: 25 Orb Guardians (Zot:5)
Easy.
: 36 Executioners
They made my first two visits to the Abyss extremely memorable, but
after a point they couldn't even scratch me.
: 3 spatial vortices (Coc:7)
They were busy hitting themselves; I just helped them along.
: A program bug (Abyss)
Hey, I got one too!
: 7304 creatures vanquished.
: 1. 2633796 Roach the Boxer (level 27, 194/264 (283) HPs)
: Began as a Ghoul Fighter on Dec 21, 2004.
: Was the Champion of Okawaru.
: Escaped with the Orb
: ... and 11 runes (of 11 types) on Dec 28, 2004!
: The game lasted 17:10:19 (189472 turns).
And that ends the long drought...
Darshan