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Well, it's all in the title... So far, my only win had been with a
Nemelex-worshipping Hill Dwarf Gladiator (Axes+Evocations killing machine)
who never set foot in Hell or Pandemonium. (I'd previously lost a very
promising MeTr to the Serpent of Hell on Geh:7, so I was somewhat wary of
Hell). So this time I decided to go for an uber-spellcaster. I didn't
really intend to go for a full set of runes when I started the game, but
I came across a discussion of Pandemonium tactics in this group about when
I was finishing the Vaults and I decided to give it a try.
The early stages of the game were quite difficult, until I reached the
Temple and annoyed Sif Muna into giving me a copy of about every spellbook in
the game; from then on Sublimation of Blood, Recall and Controlled Blink
made the game much more manageable (finding a couple of good items,
including a ring of regeneration - a must-have for a mummy - helped too, of
course). Hell was every bit as nasty as I recalled (had a really close call
in Dis when an Executioner appeared in the corridor behind me just as I was
getting ready to retreat), and Pandemonium lived up to its reputation:
plenty of danger, plenty of XP, plenty of stuff (I dare not imagine what it
must be like when you're not Torment-resistant).
Of course, the RNG displayed its usual sense of humour by making most
really good items either weapons, heavy armour or rings (I could have use a
couple of extra hands by the end of the game). I couldn't even get full
resistance to fire and cold by the end of the game; on the other hand, my
EV and stats (normally one of the weakest spots of mummies) were pretty
good.
1. 4371915 Jean the Mummy Necromancer (level 27, 206/206 HPs)
Escaped with the Orb!
Dungeon Crawl version 4.0.0 beta 26 character file.
You float upwards... And bob straight up to the ceiling!
You start to feel a little slower.
You feel sluggish.
You are starting to lose your buoyancy!
There is a stone staircase leading upwards here.
Char dumped successfully.
Are you sure you want to leave the Dungeon?
[Y]es or [N]o only, please.
Are you sure you want to leave the Dungeon?
You have escaped!
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%!..............#.#.#.......#####
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.....##.#.#......@..............#
######.#.########......#.).....#
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#.# #.#..........#### #...###...
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Jean the Mummy of Death (Mummy)
(Level 27 Necromancer)
Play time: 2 days, 02:58:13 Number of turns: 930492
>> Almost a full million turns - mummies sure spend a long time waiting
>> (esp. when they have 10+ points of intelligence to regain after
>> battling a horde of neqoxecs.)
Experience : 27/5200702
Strength 15 Dexterity 13 Intelligence 28
>> Mummies get average stats at the beginning and no increases apart from
>> the customary ones on levels 3-6-9-12-15-18-21-24-27 - these do not look
>> impressive for a winner, but my equipment actually boosts them quite a
>> lot.
Hit Points : 206 Magic Points : 48
>> Had only 120 HP before I tackled Pandemonium
AC : 18 Evasion : 33 Shield : 0
>> I like that EV. I could actually take an Executioner in hand-to-hand
>> combat by the end of the game
GP : 17628
>> I pondered scumming Pandemonium until I could get to 20000, but decided
>> against it.
You escaped.
You worship Sif Muna.
Sif Muna is exalted by your worship.
>> Given the number of turns I spent praying and casting spells just to
>> please him/her, that's hardly surprising.
You are not hungry.
>> No I'm not.
Inventory:
Hand weapons
f - the -5,-5 spear of Ash (393 gold)
A long stick with a pointy blade on one end, to be held or thrown.
Damage rating: 5
Accuracy rating: +3
Base attack delay: 130%%
It affects your AC (-3).
It affects your strength (+3).
It partially protects you from negative energy.
It protects you from magic.
It lets you turn invisible.
This weapon is better for the dexterous.
It can be used with one hand, or more effectively with two (i.e. when not
using a shield).
It falls into the 'pole-arms' category.
It weighs around 5.0 aum.
>> One of the best bad weapons I ever found.
o - the +7,+3 hand axe of Liqogeqagimyci (636 gold)
An small axe designed for either hand combat or throwing.
Damage rating: 7
Accuracy rating: +2
Base attack delay: 130%%
It affects your AC (+2).
It affects your evasion (-2).
It affects your strength (+3).
It affects your intelligence (+3).
It affects your dexterity (+3).
It makes you susceptible to cold.
This weapon is better for the strong.
It is a one handed weapon.
It falls into the 'axes' category.
It weighs around 11.0 aum.
u - the +4,+4 Staff of Dispater (1200 gold)
This legendary item can unleash the fury of Hell.
Damage rating: 7
Accuracy rating: +6
Base attack delay: 120%%
It is a two handed weapon.
It falls into the 'staves' category.
It weighs around 13.0 aum.
v - the +6,+6 Sword of Cerebov (2000 gold)
Eerie flames cover its twisted blade.
Damage rating: 16
Accuracy rating: -1
Base attack delay: 170%%
It is a two handed weapon.
It falls into the 'long swords' category.
It weighs around 25.0 aum.
y - the +7,+7 Sceptre of Asmodeus (1500 gold)
It carries some of the powers of the arch-fiend Asmodeus.
Damage rating: 7
Accuracy rating: +6
Base attack delay: 120%%
It is a two handed weapon.
It falls into the 'staves' category.
It weighs around 13.0 aum.
>> I actually used this to train Fighting before I found a decent
>> quarterstaff.
W - the -3,+0 scythe of Jyw C H (464 gold)
A farm implement, usually unsuited to combat.
Damage rating: 14
Accuracy rating: -4
Base attack delay: 220%%
It inflicts extra damage upon your enemies.
It affects your evasion (+1).
It protects you from cold.
It protects you from magic.
It lets you turn invisible.
It lets you go berserk.
It is a two handed weapon.
It falls into the 'pole-arms' category.
It weighs around 23.0 aum.
Y - the +0,+10 quarterstaff "Ifylipo" (weapon) (576 gold)
A sturdy wooden pole.
Damage rating: 7
Accuracy rating: +6
Base attack delay: 120%%
It inflicts extra damage upon your enemies.
It protects you from cold.
It speeds your metabolism.
It is a two handed weapon.
It falls into the 'staves' category.
It weighs around 13.0 aum.
>> Found on my last trip to Pandemonium. My main weapon when I wasn't using
>> a staff of death or a staff of conjuration - I hardly needed them by the
>> end of the game
Z - the -1,-2 battleaxe of Failure (326 gold)
A large axe with a double-headed blade.
Damage rating: 17
Accuracy rating: -2
Base attack delay: 180%%
It insulates you from electricity.
It partially protects you from negative energy.
It enhances your eyesight.
It glows with mutagenic radiation.
This weapon is best used by the strong.
It is a two handed weapon.
It falls into the 'axes' category.
It weighs around 20.0 aum.
>> I like the name
Armour
e - a +2 pair of gloves of strength (worn) (201 gold)
A pair of gloves.
Armour rating: 1
Evasion modifier: +0
It increases the physical power of its wearer (+3 to strength).
It weighs around 2.0 aum.
>> Bought in a shop on D:9. Never found anything better.
g - the +3 leather armour of the Guardian (worn) (407 gold)
A suit made of hardened leather.
Armour rating: 2
Evasion modifier: -1
It affects your evasion (+6).
It affects your intelligence (+2).
It affects your dexterity (-3).
It weighs around 15.0 aum.
>> From the Elven Halls loot, IIRC
t - the +2 helmet of Nonsense (worn) (449 gold)
A piece of metal headgear.
Armour rating: 1
Evasion modifier: +0
It affects your dexterity (+2).
It protects you from magic.
It enhances your eyesight.
It weighs around 8.0 aum.
B - a +2 pair of elven boots of stealth (worn) (214 gold)
A pair of sturdy boots.
Armour rating: 1
Evasion modifier: +0
It enhances the stealth of its wearer.
It is well-crafted and unobstructive, and helps its wearer avoid being
noticed.
It weighs around 4.0 aum.
>> Again, these were the best boots I found in the whole game
H - a -1 robe of the Archmagi (94 gold)
A cloth robe.
Armour rating: 1
Evasion modifier: +0
It greatly increases the power of its wearer's magical spells, but is only
intended for those who have very little left to learn.
It weighs around 6.0 aum.
>> Only time I used this was to get a decent chance of casting Control
>> Teleport in the Slime Pits
N - the +3 cloak of Integrity (worn) (301 gold)
A cloth cloak.
Armour rating: 1
Evasion modifier: +0
It weighs around 2.0 aum.
>> No better cloak found.
R - the +2 cap of Xodifif (463 gold)
A cloth or leather cap.
Armour rating: 0
Evasion modifier: +0
It affects your intelligence (+2).
It affects your accuracy (+2).
It protects you from poison.
It makes you much less stealthy.
It weighs around 8.0 aum.
Magical devices
c - a wand of healing (9) (102 gold)
x - a wand of disintegration (7) (135 gold)
P - a wand of fireball (9) (195 gold)
S - a wand of hasting (23) (252 gold)
X - a wand of teleportation (22) (162 gold)
Jewellery
j - a ring of teleport control (294 gold)
This ring allows its wearer to control the destination of any
teleportation, although without perfect accuracy. Trying to teleport into
a solid object will result in a random teleportation, at least in the case
of a normal teleportation. Also be wary that controlled teleports will
contaminate the subject with residual magical energy.
It weighs around 1.0 aum.
p - the ring of Space (1050 gold)
This powerful ring can be activated to hide its wearer from the view of
others, but increases the speed of his or her metabolism greatly while
doing so.
It affects your evasion (+3).
It affects your damage-dealing abilities (-3).
It insulates you from electricity.
It protects you from magic.
It weighs around 1.0 aum.
>> I wore this for a long time. Found in Tartarus, IIRC.
q - the ring of Limitation (798 gold)
This wonderful ring greatly increases the recuperative powers of its
wearer, but also considerably speeds his or her metabolism.
It affects your accuracy (+2).
It protects you from fire.
It partially protects you from negative energy.
It lets you levitate.
It weighs around 1.0 aum.
>> For when I needed regeneration
r - the ring of Joy (448 gold)
This ring provides energy to its wearer, so that they need eat less often.
It affects your AC (+3).
It partially protects you from negative energy.
It enhances your eyesight.
It weighs around 1.0 aum.
>> Most of my non-mummy characters would have killed for this one.
C - the ring of Kyrclzxaaa (left hand) (805 gold)
This ring increases or decreases the mental ability of its wearer,
depending on the degree to which it has been enchanted.
It affects your intelligence (+4).
It affects your evasion (+3).
It affects your dexterity (+3).
It protects you from magic.
It lets you turn invisible.
It weighs around 1.0 aum.
J - the ring of Integrity (right hand) (665 gold)
This ring allows its wearer to hover above the floor.
It affects your evasion (+5).
It affects your strength (+3).
It affects your intelligence (+2).
It protects you from fire.
It weighs around 1.0 aum.
>> Now aren't these nice ? 😉
L - the amulet "Picibyxkeryt" (around neck) (245 gold)
This amulet makes its wearer less accurate in hand combat.
It insulates you from electricity.
It weighs around 1.0 aum.
>> The RNG was short on amulets too. At least the shock-res gave me greater
>> freedom in my choice of rings.
Q - the ring of Conservation (203 gold)
This accursed ring causes its wearer to hunger considerably more quickly.
It affects your accuracy (+4).
It affects your damage-dealing abilities (+4).
It protects you from magic.
It enhances your eyesight.
It glows with mutagenic radiation.
It weighs around 1.0 aum.
T - the ring of the Guardian (518 gold)
This ring provides energy to its wearer, so that they need eat less often.
It affects your evasion (+7).
It affects your strength (+3).
It weighs around 1.0 aum.
Books
l - a Necronomicon (1150 gold)
m - a tome of Destruction (1650 gold)
V - a book of Annihilations (1150 gold)
>> Plus probably at least 3 copies of every book in the game...
Magical staves
a - a staff of death (250 gold)
>> HUGE surge of power. I like that.
b - a staff of conjuration (250 gold)
d - a staff of wizardry (250 gold)
Orbs of Power
h - the Orb of Zot (250000 gold)
Miscellaneous
i - a bone rune of Zot (10000 gold)
k - an iron rune of Zot (10000 gold)
n - an icy rune of Zot (10000 gold)
s - a demonic rune of Zot (10000 gold)
w - an obsidian rune of Zot (10000 gold)
z - an abyssal rune of Zot (10000 gold)
>> Not the hardest to get, but definitely the most boring.
A - a fiery rune of Zot (10000 gold)
D - a glowing rune of Zot (10000 gold)
E - a dark rune of Zot (10000 gold)
F - the horn of Geryon (5000 gold)
G - a golden rune of Zot (10000 gold)
I - a slimy rune of Zot (10000 gold)
>> Lucky this was generated.
K - a silver rune of Zot (10000 gold)
M - a decaying rune of Zot (10000 gold)
O - a serpentine rune of Zot (10000 gold)
U - a magical rune of Zot (10000 gold)
You have 2 experience left.
Skills:
+ Level 16 Fighting
>> Was 0 before I went into Pandemonium. Those major demons sure yield a
>> lot of XP.
- Level 13 Staves
>> And greyed out the whole time, too.
+ Level 5 Armour
>> Wore a randart +5 ring mail for quite some time
+ Level 18 Dodging
+ Level 7 Stealth
+ Level 2 Stabbing
+ Level 14 Traps & Doors
>> Mostly from a manual, although I gained a few levels just by searching
>> for secret doors in the Pandemonium vaults.
* Level 27 Spellcasting
* Level 27 Conjurations
+ Level 8 Enchantments
+ Level 17 Summonings
* Level 27 Necromancy
+ Level 12 Translocations
+ Level 2 Transmigration
+ Level 13 Divinations
- Level 1 Air Magic
>> From a LOT of castings of Swiftness/Levitation in the Abyss
* Level 27 Earth Magic
+ Level 1 Evocations
>> Can't say how I got this...
You cannot memorise any spells.
You know the following spells:
Your Spells Type Success Level
a - Pain Necromancy Perfect 1
b - Vampiric Draining Necromancy Perfect 3
>> A life-saver in the early game
c - Iskenderun's Mystic Blast Conjuration Perfect 4
d - Dispel Undead Necromancy Perfect 4
>> Kicks Ancient Lich ass.
e - Controlled Blink Translocation Excellent 4
>> Can't recall how many times this saved my life
f - Sublimation of Blood Necromancy Perfect 2
>> That, too. Though it almost killed me a couple of times as well.
g - Recall Translocation/Summoning Perfect 3
>> Zombies are so awfully slooooow...
h - Abjuration Summoning Perfect 3
>> Lots of opportunities to use this in Pandemonium
i - Lehudib's Crystal Spear Earth/Conjuration Excellent 8
>> This rocks.
j - Bolt of Draining Conjuration/Necromancy Perfect 6
>> Useless for demons and the undead, but for anything else...
k - Summon Elemental Summoning Perfect 4
>> Or how to get pets in Hell and Pandemonium
l - Tomb of Doroklohe Earth/Conjuration Excellent 7
>> Another life-saving spell, used more often
m - Banishment Translocation Excellent 5
>> And the last of the life-savers, for really extreme situations.
n - Swiftness Air/Enchantment Excellent 2
o - Detect Creatures Divination Perfect 2
>> Invaluable if you don't want to waste too much time in Pandemonium
p - Levitation Air/Enchantment Excellent 2
q - Identify Divination Great 6
r - Death Channel Necromancy Perfect 9
>> My main weapon for the Vaults, besides Bolt of Draining. Memorized again
>> for Zot, because I like spectral gold dragons.
s - Shadow Creatures Summoning Excellent 5
>> Wanted to know what kind of things this would summon in Zot. Quite nice.
Highlights from my kill-list:
Uniques:
Cerebov (Pan)
Or Nuhofynocu (Pan)
>> Plus 106 other assorted named demon lords from Pan, the least powerful
>> of which (Selugevomilu, if you're interested) was somewhere between
>> Wayne and a Shadow Fiend in power. Oh, and 5 of them were named Plog -
>> by the time I met the last one it was starting to sound like South Park.
Mnoleg (Pan)
Antaeus (Coc:7)
Asmodeus (Geh:7)
Ereshkigal (Tar:7)
Lom Lobon (Pan)
Boris (D:26)
>> Never came back. I can understand him not liking triple-boosted Dispel
>> Undead - I wouldn't have liked it in his place.
Geryon (Hell)
Dispater (Dis:7)
Gloorx Vloq (Pan)
Xtahua (D:22)
Norris (Tomb:3)
Wayne (Tomb:1)
Frances (Snake:5)
Francis (D:18)
Agnes (Vault:1)
Louise (Crypt:5)
Jozef (Crypt:1)
Norbert (Swamp:1)
Harold (D:16)
Erica (Vault:3)
Joseph (Elf:6)
Erolcha (D:9)
>> One of the nastiest surprises I got in the early-mid game...
Urug (D:13)
Psyche (D:13)
Edmund (D:5)
Sigmund (D:3)
Blork the orc (D:6)
Ijyb (D:5)
The ghost of Wizz the Godless, a legendary DG Mo (Coc:1)
>> Can't even remember this one.
One of a kind:
A Serpent of Hell (Geh:7)
>> Apparently they're not unique, though I never saw one out of Geh:7. Good
>> thing, too, given the amount of damage it can do.
A royal jelly (Slime:6)
A titan (Vault:8)
A vapour (Abyss)
An orc high priest (Vault:5)
A pile of gold coins (D:18)
An elf (D:10)
An ettin (D:13)
A soldier ant (D:18)
A wyvern (D:16)
A wolf (Lair:6)
The major demons:
81 Fiends
63 Shadow Fiends
64 Ice Fiends
90 Balrugs
127 Executioners
>> Now replace Orbs of Fire on top of my most-feared list
81 Green Deaths
40 Pit Fiends
66 Blue Deaths
54 Cacodemons
Other assorted nasties:
3 orbs of fire
2 ancient liches (Zot:5)
17 greater mummies
3 Killer Klowns (Zot:5)
2 electric golems (Zot:5)
6 golden dragons
12 liches
25 Orb Guardians (Zot:5)
24 acid blobs
16 shadow dragons
12 sphinxes
21 storm dragons
18 skeletal dragons
17 tentacled monstrosities
12 azure jellies
6 greater nagas (Snake:5)
13 deep elf annihilators
9 deep elf death mages
2 vampire knights
18 hydras
2 death oozes
11 hell-hogs
10 dragons
19 ice dragons
2 program bugs (Abyss)
>> OK, they're not too dangerous, but they're definitely frightening when
>> you're after your last rune and would hate the game to crash...
The three-digit club:
127 Executioners
>> Did I mention that I hated those ?
199 skeletal warriors
215 slime creatures
275 smoke demons
299 hellwings
139 guardian mummies
119 ugly things
195 ynoxinuls
269 neqoxecs
228 orange demons
228 large abominations
112 red devils
176 earth elementals
>> Don't recall botching that many summons... some must have been frienly
>> ones who just stood in the way of a Crystal Spear.
283 killer bees
147 imps
218 small abominations
138 flying skulls
321 midges
522 lemures
332 white imps
316 manes
637 ufetubi
269 orcs
12121 creatures vanquished.
Well, it's all in the title... So far, my only win had been with a
Nemelex-worshipping Hill Dwarf Gladiator (Axes+Evocations killing machine)
who never set foot in Hell or Pandemonium. (I'd previously lost a very
promising MeTr to the Serpent of Hell on Geh:7, so I was somewhat wary of
Hell). So this time I decided to go for an uber-spellcaster. I didn't
really intend to go for a full set of runes when I started the game, but
I came across a discussion of Pandemonium tactics in this group about when
I was finishing the Vaults and I decided to give it a try.
The early stages of the game were quite difficult, until I reached the
Temple and annoyed Sif Muna into giving me a copy of about every spellbook in
the game; from then on Sublimation of Blood, Recall and Controlled Blink
made the game much more manageable (finding a couple of good items,
including a ring of regeneration - a must-have for a mummy - helped too, of
course). Hell was every bit as nasty as I recalled (had a really close call
in Dis when an Executioner appeared in the corridor behind me just as I was
getting ready to retreat), and Pandemonium lived up to its reputation:
plenty of danger, plenty of XP, plenty of stuff (I dare not imagine what it
must be like when you're not Torment-resistant).
Of course, the RNG displayed its usual sense of humour by making most
really good items either weapons, heavy armour or rings (I could have use a
couple of extra hands by the end of the game). I couldn't even get full
resistance to fire and cold by the end of the game; on the other hand, my
EV and stats (normally one of the weakest spots of mummies) were pretty
good.
1. 4371915 Jean the Mummy Necromancer (level 27, 206/206 HPs)
Escaped with the Orb!
Dungeon Crawl version 4.0.0 beta 26 character file.
You float upwards... And bob straight up to the ceiling!
You start to feel a little slower.
You feel sluggish.
You are starting to lose your buoyancy!
There is a stone staircase leading upwards here.
Char dumped successfully.
Are you sure you want to leave the Dungeon?
[Y]es or [N]o only, please.
Are you sure you want to leave the Dungeon?
You have escaped!
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##### #......###...%.....#
.....###### #........#.........###
..........###......#.#............
%!..............#.#.#.......#####
..........#........#.#.###.###
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.....##.#.#......@..............#
######.#.########......#.).....#
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######.#.##.......######...#.....
#.# #.#..........#### #...###...
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Jean the Mummy of Death (Mummy)
(Level 27 Necromancer)
Play time: 2 days, 02:58:13 Number of turns: 930492
>> Almost a full million turns - mummies sure spend a long time waiting
>> (esp. when they have 10+ points of intelligence to regain after
>> battling a horde of neqoxecs.)
Experience : 27/5200702
Strength 15 Dexterity 13 Intelligence 28
>> Mummies get average stats at the beginning and no increases apart from
>> the customary ones on levels 3-6-9-12-15-18-21-24-27 - these do not look
>> impressive for a winner, but my equipment actually boosts them quite a
>> lot.
Hit Points : 206 Magic Points : 48
>> Had only 120 HP before I tackled Pandemonium
AC : 18 Evasion : 33 Shield : 0
>> I like that EV. I could actually take an Executioner in hand-to-hand
>> combat by the end of the game
GP : 17628
>> I pondered scumming Pandemonium until I could get to 20000, but decided
>> against it.
You escaped.
You worship Sif Muna.
Sif Muna is exalted by your worship.
>> Given the number of turns I spent praying and casting spells just to
>> please him/her, that's hardly surprising.
You are not hungry.
>> No I'm not.

Inventory:
Hand weapons
f - the -5,-5 spear of Ash (393 gold)
A long stick with a pointy blade on one end, to be held or thrown.
Damage rating: 5
Accuracy rating: +3
Base attack delay: 130%%
It affects your AC (-3).
It affects your strength (+3).
It partially protects you from negative energy.
It protects you from magic.
It lets you turn invisible.
This weapon is better for the dexterous.
It can be used with one hand, or more effectively with two (i.e. when not
using a shield).
It falls into the 'pole-arms' category.
It weighs around 5.0 aum.
>> One of the best bad weapons I ever found.
o - the +7,+3 hand axe of Liqogeqagimyci (636 gold)
An small axe designed for either hand combat or throwing.
Damage rating: 7
Accuracy rating: +2
Base attack delay: 130%%
It affects your AC (+2).
It affects your evasion (-2).
It affects your strength (+3).
It affects your intelligence (+3).
It affects your dexterity (+3).
It makes you susceptible to cold.
This weapon is better for the strong.
It is a one handed weapon.
It falls into the 'axes' category.
It weighs around 11.0 aum.
u - the +4,+4 Staff of Dispater (1200 gold)
This legendary item can unleash the fury of Hell.
Damage rating: 7
Accuracy rating: +6
Base attack delay: 120%%
It is a two handed weapon.
It falls into the 'staves' category.
It weighs around 13.0 aum.
v - the +6,+6 Sword of Cerebov (2000 gold)
Eerie flames cover its twisted blade.
Damage rating: 16
Accuracy rating: -1
Base attack delay: 170%%
It is a two handed weapon.
It falls into the 'long swords' category.
It weighs around 25.0 aum.
y - the +7,+7 Sceptre of Asmodeus (1500 gold)
It carries some of the powers of the arch-fiend Asmodeus.
Damage rating: 7
Accuracy rating: +6
Base attack delay: 120%%
It is a two handed weapon.
It falls into the 'staves' category.
It weighs around 13.0 aum.
>> I actually used this to train Fighting before I found a decent
>> quarterstaff.
W - the -3,+0 scythe of Jyw C H (464 gold)
A farm implement, usually unsuited to combat.
Damage rating: 14
Accuracy rating: -4
Base attack delay: 220%%
It inflicts extra damage upon your enemies.
It affects your evasion (+1).
It protects you from cold.
It protects you from magic.
It lets you turn invisible.
It lets you go berserk.
It is a two handed weapon.
It falls into the 'pole-arms' category.
It weighs around 23.0 aum.
Y - the +0,+10 quarterstaff "Ifylipo" (weapon) (576 gold)
A sturdy wooden pole.
Damage rating: 7
Accuracy rating: +6
Base attack delay: 120%%
It inflicts extra damage upon your enemies.
It protects you from cold.
It speeds your metabolism.
It is a two handed weapon.
It falls into the 'staves' category.
It weighs around 13.0 aum.
>> Found on my last trip to Pandemonium. My main weapon when I wasn't using
>> a staff of death or a staff of conjuration - I hardly needed them by the
>> end of the game
Z - the -1,-2 battleaxe of Failure (326 gold)
A large axe with a double-headed blade.
Damage rating: 17
Accuracy rating: -2
Base attack delay: 180%%
It insulates you from electricity.
It partially protects you from negative energy.
It enhances your eyesight.
It glows with mutagenic radiation.
This weapon is best used by the strong.
It is a two handed weapon.
It falls into the 'axes' category.
It weighs around 20.0 aum.
>> I like the name

Armour
e - a +2 pair of gloves of strength (worn) (201 gold)
A pair of gloves.
Armour rating: 1
Evasion modifier: +0
It increases the physical power of its wearer (+3 to strength).
It weighs around 2.0 aum.
>> Bought in a shop on D:9. Never found anything better.
g - the +3 leather armour of the Guardian (worn) (407 gold)
A suit made of hardened leather.
Armour rating: 2
Evasion modifier: -1
It affects your evasion (+6).
It affects your intelligence (+2).
It affects your dexterity (-3).
It weighs around 15.0 aum.
>> From the Elven Halls loot, IIRC
t - the +2 helmet of Nonsense (worn) (449 gold)
A piece of metal headgear.
Armour rating: 1
Evasion modifier: +0
It affects your dexterity (+2).
It protects you from magic.
It enhances your eyesight.
It weighs around 8.0 aum.
B - a +2 pair of elven boots of stealth (worn) (214 gold)
A pair of sturdy boots.
Armour rating: 1
Evasion modifier: +0
It enhances the stealth of its wearer.
It is well-crafted and unobstructive, and helps its wearer avoid being
noticed.
It weighs around 4.0 aum.
>> Again, these were the best boots I found in the whole game
H - a -1 robe of the Archmagi (94 gold)
A cloth robe.
Armour rating: 1
Evasion modifier: +0
It greatly increases the power of its wearer's magical spells, but is only
intended for those who have very little left to learn.
It weighs around 6.0 aum.
>> Only time I used this was to get a decent chance of casting Control
>> Teleport in the Slime Pits
N - the +3 cloak of Integrity (worn) (301 gold)
A cloth cloak.
Armour rating: 1
Evasion modifier: +0
It weighs around 2.0 aum.
>> No better cloak found.
R - the +2 cap of Xodifif (463 gold)
A cloth or leather cap.
Armour rating: 0
Evasion modifier: +0
It affects your intelligence (+2).
It affects your accuracy (+2).
It protects you from poison.
It makes you much less stealthy.
It weighs around 8.0 aum.
Magical devices
c - a wand of healing (9) (102 gold)
x - a wand of disintegration (7) (135 gold)
P - a wand of fireball (9) (195 gold)
S - a wand of hasting (23) (252 gold)
X - a wand of teleportation (22) (162 gold)
Jewellery
j - a ring of teleport control (294 gold)
This ring allows its wearer to control the destination of any
teleportation, although without perfect accuracy. Trying to teleport into
a solid object will result in a random teleportation, at least in the case
of a normal teleportation. Also be wary that controlled teleports will
contaminate the subject with residual magical energy.
It weighs around 1.0 aum.
p - the ring of Space (1050 gold)
This powerful ring can be activated to hide its wearer from the view of
others, but increases the speed of his or her metabolism greatly while
doing so.
It affects your evasion (+3).
It affects your damage-dealing abilities (-3).
It insulates you from electricity.
It protects you from magic.
It weighs around 1.0 aum.
>> I wore this for a long time. Found in Tartarus, IIRC.
q - the ring of Limitation (798 gold)
This wonderful ring greatly increases the recuperative powers of its
wearer, but also considerably speeds his or her metabolism.
It affects your accuracy (+2).
It protects you from fire.
It partially protects you from negative energy.
It lets you levitate.
It weighs around 1.0 aum.
>> For when I needed regeneration
r - the ring of Joy (448 gold)
This ring provides energy to its wearer, so that they need eat less often.
It affects your AC (+3).
It partially protects you from negative energy.
It enhances your eyesight.
It weighs around 1.0 aum.
>> Most of my non-mummy characters would have killed for this one.
C - the ring of Kyrclzxaaa (left hand) (805 gold)
This ring increases or decreases the mental ability of its wearer,
depending on the degree to which it has been enchanted.
It affects your intelligence (+4).
It affects your evasion (+3).
It affects your dexterity (+3).
It protects you from magic.
It lets you turn invisible.
It weighs around 1.0 aum.
J - the ring of Integrity (right hand) (665 gold)
This ring allows its wearer to hover above the floor.
It affects your evasion (+5).
It affects your strength (+3).
It affects your intelligence (+2).
It protects you from fire.
It weighs around 1.0 aum.
>> Now aren't these nice ? 😉
L - the amulet "Picibyxkeryt" (around neck) (245 gold)
This amulet makes its wearer less accurate in hand combat.
It insulates you from electricity.
It weighs around 1.0 aum.
>> The RNG was short on amulets too. At least the shock-res gave me greater
>> freedom in my choice of rings.
Q - the ring of Conservation (203 gold)
This accursed ring causes its wearer to hunger considerably more quickly.
It affects your accuracy (+4).
It affects your damage-dealing abilities (+4).
It protects you from magic.
It enhances your eyesight.
It glows with mutagenic radiation.
It weighs around 1.0 aum.
T - the ring of the Guardian (518 gold)
This ring provides energy to its wearer, so that they need eat less often.
It affects your evasion (+7).
It affects your strength (+3).
It weighs around 1.0 aum.
Books
l - a Necronomicon (1150 gold)
m - a tome of Destruction (1650 gold)
V - a book of Annihilations (1150 gold)
>> Plus probably at least 3 copies of every book in the game...
Magical staves
a - a staff of death (250 gold)
>> HUGE surge of power. I like that.

b - a staff of conjuration (250 gold)
d - a staff of wizardry (250 gold)
Orbs of Power
h - the Orb of Zot (250000 gold)
Miscellaneous
i - a bone rune of Zot (10000 gold)
k - an iron rune of Zot (10000 gold)
n - an icy rune of Zot (10000 gold)
s - a demonic rune of Zot (10000 gold)
w - an obsidian rune of Zot (10000 gold)
z - an abyssal rune of Zot (10000 gold)
>> Not the hardest to get, but definitely the most boring.
A - a fiery rune of Zot (10000 gold)
D - a glowing rune of Zot (10000 gold)
E - a dark rune of Zot (10000 gold)
F - the horn of Geryon (5000 gold)
G - a golden rune of Zot (10000 gold)
I - a slimy rune of Zot (10000 gold)
>> Lucky this was generated.
K - a silver rune of Zot (10000 gold)
M - a decaying rune of Zot (10000 gold)
O - a serpentine rune of Zot (10000 gold)
U - a magical rune of Zot (10000 gold)
You have 2 experience left.
Skills:
+ Level 16 Fighting
>> Was 0 before I went into Pandemonium. Those major demons sure yield a
>> lot of XP.
- Level 13 Staves
>> And greyed out the whole time, too.
+ Level 5 Armour
>> Wore a randart +5 ring mail for quite some time
+ Level 18 Dodging
+ Level 7 Stealth
+ Level 2 Stabbing
+ Level 14 Traps & Doors
>> Mostly from a manual, although I gained a few levels just by searching
>> for secret doors in the Pandemonium vaults.
* Level 27 Spellcasting
* Level 27 Conjurations
+ Level 8 Enchantments
+ Level 17 Summonings
* Level 27 Necromancy
+ Level 12 Translocations
+ Level 2 Transmigration
+ Level 13 Divinations
- Level 1 Air Magic
>> From a LOT of castings of Swiftness/Levitation in the Abyss
* Level 27 Earth Magic
+ Level 1 Evocations
>> Can't say how I got this...
You cannot memorise any spells.
You know the following spells:
Your Spells Type Success Level
a - Pain Necromancy Perfect 1
b - Vampiric Draining Necromancy Perfect 3
>> A life-saver in the early game
c - Iskenderun's Mystic Blast Conjuration Perfect 4
d - Dispel Undead Necromancy Perfect 4
>> Kicks Ancient Lich ass.
e - Controlled Blink Translocation Excellent 4
>> Can't recall how many times this saved my life
f - Sublimation of Blood Necromancy Perfect 2
>> That, too. Though it almost killed me a couple of times as well.
g - Recall Translocation/Summoning Perfect 3
>> Zombies are so awfully slooooow...
h - Abjuration Summoning Perfect 3
>> Lots of opportunities to use this in Pandemonium
i - Lehudib's Crystal Spear Earth/Conjuration Excellent 8
>> This rocks.
j - Bolt of Draining Conjuration/Necromancy Perfect 6
>> Useless for demons and the undead, but for anything else...
k - Summon Elemental Summoning Perfect 4
>> Or how to get pets in Hell and Pandemonium
l - Tomb of Doroklohe Earth/Conjuration Excellent 7
>> Another life-saving spell, used more often
m - Banishment Translocation Excellent 5
>> And the last of the life-savers, for really extreme situations.
n - Swiftness Air/Enchantment Excellent 2
o - Detect Creatures Divination Perfect 2
>> Invaluable if you don't want to waste too much time in Pandemonium
p - Levitation Air/Enchantment Excellent 2
q - Identify Divination Great 6
r - Death Channel Necromancy Perfect 9
>> My main weapon for the Vaults, besides Bolt of Draining. Memorized again
>> for Zot, because I like spectral gold dragons.

s - Shadow Creatures Summoning Excellent 5
>> Wanted to know what kind of things this would summon in Zot. Quite nice.
Highlights from my kill-list:
Uniques:
Cerebov (Pan)
Or Nuhofynocu (Pan)
>> Plus 106 other assorted named demon lords from Pan, the least powerful
>> of which (Selugevomilu, if you're interested) was somewhere between
>> Wayne and a Shadow Fiend in power. Oh, and 5 of them were named Plog -
>> by the time I met the last one it was starting to sound like South Park.
Mnoleg (Pan)
Antaeus (Coc:7)
Asmodeus (Geh:7)
Ereshkigal (Tar:7)
Lom Lobon (Pan)
Boris (D:26)
>> Never came back. I can understand him not liking triple-boosted Dispel
>> Undead - I wouldn't have liked it in his place.
Geryon (Hell)
Dispater (Dis:7)
Gloorx Vloq (Pan)
Xtahua (D:22)
Norris (Tomb:3)
Wayne (Tomb:1)
Frances (Snake:5)
Francis (D:18)
Agnes (Vault:1)
Louise (Crypt:5)
Jozef (Crypt:1)
Norbert (Swamp:1)
Harold (D:16)
Erica (Vault:3)
Joseph (Elf:6)
Erolcha (D:9)
>> One of the nastiest surprises I got in the early-mid game...
Urug (D:13)
Psyche (D:13)
Edmund (D:5)
Sigmund (D:3)
Blork the orc (D:6)
Ijyb (D:5)
The ghost of Wizz the Godless, a legendary DG Mo (Coc:1)
>> Can't even remember this one.
One of a kind:
A Serpent of Hell (Geh:7)
>> Apparently they're not unique, though I never saw one out of Geh:7. Good
>> thing, too, given the amount of damage it can do.
A royal jelly (Slime:6)
A titan (Vault:8)
A vapour (Abyss)
An orc high priest (Vault:5)
A pile of gold coins (D:18)
An elf (D:10)
An ettin (D:13)
A soldier ant (D:18)
A wyvern (D:16)
A wolf (Lair:6)
The major demons:
81 Fiends
63 Shadow Fiends
64 Ice Fiends
90 Balrugs
127 Executioners
>> Now replace Orbs of Fire on top of my most-feared list
81 Green Deaths
40 Pit Fiends
66 Blue Deaths
54 Cacodemons
Other assorted nasties:
3 orbs of fire
2 ancient liches (Zot:5)
17 greater mummies
3 Killer Klowns (Zot:5)
2 electric golems (Zot:5)
6 golden dragons
12 liches
25 Orb Guardians (Zot:5)
24 acid blobs
16 shadow dragons
12 sphinxes
21 storm dragons
18 skeletal dragons
17 tentacled monstrosities
12 azure jellies
6 greater nagas (Snake:5)
13 deep elf annihilators
9 deep elf death mages
2 vampire knights
18 hydras
2 death oozes
11 hell-hogs
10 dragons
19 ice dragons
2 program bugs (Abyss)
>> OK, they're not too dangerous, but they're definitely frightening when
>> you're after your last rune and would hate the game to crash...
The three-digit club:
127 Executioners
>> Did I mention that I hated those ?
199 skeletal warriors
215 slime creatures
275 smoke demons
299 hellwings
139 guardian mummies
119 ugly things
195 ynoxinuls
269 neqoxecs
228 orange demons
228 large abominations
112 red devils
176 earth elementals
>> Don't recall botching that many summons... some must have been frienly
>> ones who just stood in the way of a Crystal Spear.
283 killer bees
147 imps
218 small abominations
138 flying skulls
321 midges
522 lemures
332 white imps
316 manes
637 ufetubi
269 orcs
12121 creatures vanquished.
