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1. 4948464 Bob the Boxer (level 27, 266/279 (287) HPs)
Began as a Ghoul Fighter on Aug 6, 2004.
Was the Champion of Makhleb.
Escaped with the Orb
... and 47 runes (of 14 types) on Sept 10, 2004!
The game lasted 1 day, 01:56:58 (181471 turns).
YAVP: Bob the Ghoul. I hadn't played a ghoul before, and I hadn't played
a pure fighter-type for ages, so I thought it would be fun. This winner
was only the second Bob the Ghoul I started: the first one died
embarassingly (his potion of levitation ran out while trying to get into
the wasp nest in the Hive and he drowned
.
The long playtime is because I used Bob for light relief: whenever I got
bored working I'd drag him out and spend ten minutes rampaging through
Pandemonium. I eventually got too bored with this and went for the win:
this was by far the easiest Zot I've ever done. I wandered in, cast
Haste, and beat everything up. An orb of fire took me below 100hp once,
but once I'd finished it off and eaten its dragon companion I was back
up to full hp and ready to beat up the rest of the Orb Guardians.
Ghouls make the easiest Pandemonium-clearers of any race I've tried. The
innate poison, cold, negative energy and mutation resistance means that
(a) you don't have to wear an amulet of resist mutation, and (b) you've
got much more latitude choosing other armour and jewellery for
resistances. Moreover, ghouls are Torment-resistant (yeehah!). Bob was
resistant to everything for a large part of the game
.
Bob concentrated on fighting skills until the mid-game, when he worked a
bit on getting enough spell skills to get the utility spells up and
working reliably (mostly Divinations and the Enchantment/Air spells).
Lots of xp got dumped into spells in Pandemonium once Fighting and
Unarmed were at level 27: Bob was going to try and get Conjurations to 27
as well but got bored (you need a *lot* of xp to raise a skill with the
totals that Bob had).
No kill list, I'm afraid; I haven't got around to downloading the
patched versions...
Dungeon Crawl version 4.0.0 beta 26 character file.
Bob the Boxer (Ghoul)
(Level 27 Fighter)
Play time: 1 day, 01:57:15 Number of turns: 181471
Experience : 27/5627131
Strength 31 Dexterity 9 Intelligence 14
>>> Upgrades on Int mostly, with a few points on Dex to get it above the
>>> magic insta-death 8
Hit Points : 266/279 (287) Magic Points : 45
>>> Rotted a bit on the way out, and couldn't carry any healing potions.
AC : 38 Evasion : 17 Shield : 0
>>> It was higher than this, but I forgot to put my buckler back on
.
GP : 9913
You escaped.
You worship Makhleb.
Makhleb is exalted by your worship.
>>> So he should be, given the number of sould I gave him.
You are encumbered.
>>> That's an understatement. I only managed to climb the exit stairs by
>>> quaffing a potion of might and casting Fly
.
You are not hungry.
Inventory:
Hand weapons
u - the cursed +6,+6 Sword of Cerebov (2000 gold)
Eerie flames cover its twisted blade.
It has a curse placed upon it.
L - the +7,+7 Sceptre of Asmodeus (1500 gold)
It carries some of the powers of the arch-fiend Asmodeus.
R - the +4,+4 Staff of Dispater (1200 gold)
This legendary item can unleash the fury of Hell.
Armour
a - a +7 ice dragon armour (worn) (3667 gold)
>>> Found early on, worn the rest of the game. A normal dragon armour
>>> would have been better, but I didn't meet a single dragon until Zot,
>>> and by then I didn't care.
d - the +0 cloak "Hygiler Med" (worn) (169 gold)
It affects your evasion (+1).
It affects your strength (+1).
It lets you levitate.
>>> No really nice cloaks this game.
f - the +2 buckler of Responsibility (442 gold)
It insulates you from electricity.
o - the +3 helm of Conservation (474 gold)
It makes you much more stealthy.
It lets you turn invisible.
E - the +2 pair of boots "Gufinow" (704 gold)
It affects your evasion (+5).
It greatly protects you from fire.
It protects you from cold.
>>> Worn for much of the game. Swapped for Space when I started casting
>>> more spells.
M - the +3 buckler "Uxyxeqe" (334 gold)
O - the +3 pair of boots of Weirdness (438 gold)
It affects your dexterity (+3).
It makes you much less stealthy.
Q - the +1 pair of boots of Space (worn) (546 gold)
It affects your intelligence (+4).
It affects your damage-dealing abilities (+3).
It protects you from fire.
It protects you from poison.
W - the +3 helmet of Hairiness (worn) (418 gold)
It affects your accuracy (+4).
>> I had a couple of +2 bucklers of protection, as well.
Comestibles
q - 3 royal jellies (360 gold)
Jewellery
>>> These are only the good ones: several dozen more artifact rings and
>>> amulets were left behind:
c - the ring of Gyb Bot Kij (651 gold)
This ring increases or decreases the physical strength of its wearer,
to a
degree dependent on its power.
It affects your strength (+5).
It makes you susceptible to cold.
It partially protects you from negative energy.
It lets you turn invisible.
It lets you blink.
m - the ring of Limitation (98 gold)
This ring occasionally exerts its power to randomly translocate its
wearer
to another place, and can be deliberately activated for the same
effect.
It affects your evasion (+3).
n - the ring of Shadows (931 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 (+4).
It affects your accuracy (-3).
It partially protects you from negative energy.
It makes you more stealthy.
It enhances your eyesight.
s - the ring of Glory (490 gold)
This ring provides protection from heat and fire.
It affects your AC (+6).
It affects your damage-dealing abilities (-1).
It protects you from poison.
It lets you turn invisible.
It glows with mutagenic radiation.
>>> The nice thing about this is that ghouls can't mutate, so the glow
>>> wasn't a problem. I didn't wear this one anyway on principle: who
>>> wants a glowing ghoul?
t - the ring of Filth (455 gold)
This ring provides protection from cold.
It protects you from fire.
It partially protects you from negative energy.
It lets you teleport.
v - the ring of Gonufufyminu (413 gold)
This ring protects its wearer from the loss of their strength,
dexterity
and intelligence.
It affects your AC (+5).
It affects your accuracy (+3).
w - the ring of Fun (504 gold)
This ring brings its wearer more in contact with the powers of fire.
He or
she gains resistance to heat and can use fire magic more effectively,
but
becomes more vulnerable to the effects of cold.
It affects your strength (+1).
It affects your damage-dealing abilities (-3).
It lets you blink.
y - the amulet of Yhedunufoc (280 gold)
This amulet protects its wearer from some forms of mental confusion.
>>> Why did I keep this? Oh well.
A - the ring of the Eternal Fruit (448 gold)
This ring allows its wearer to hover above the floor.
It affects your AC (+2).
It affects your strength (+3).
B - the amulet of Unemochypnume (385 gold)
This amulet enables its wearer to attempt to enter a state of berserk
rage,
and increases their chance of successfully doing so. It also
partially
protects the user from passing out when coming out of that rage.
It greatly protects you from cold.
>>> Unfortunately ghouls can't go berserk.
C - the ring "R Covimeber Co" (546 gold)
This ring increases or decreases the physical strength of its wearer,
to a
degree dependent on its power.
It affects your strength (+4).
It affects your AC (+2).
It affects your evasion (+4).
D - the amulet of Sokidywag Wuco (399 gold)
Should the wearer of this amulet be levitated by magical means, he or
she
will be able to exercise some control over the resulting motion. This
allows the descent of staircases and the retrieval of items lying on
the
ground, for example, but does not deprive the wearer of the benefits
of
levitation.
It affects your evasion (+4).
It affects your damage-dealing abilities (+4).
It speeds your metabolism.
F - the ring of Impermeability (left hand) (581 gold)
This ring provides protection from cold.
It affects your accuracy (+2).
It affects your damage-dealing abilities (+4).
It protects you from fire.
It protects you from poison.
>>> Nifty or what?
G - the amulet "Yrecigygy" (385 gold)
This amulet protects its wearer from some magically induced forms of
slowness, and increases the duration of enchantments which speed his
or her
actions.
It affects your AC (+5).
H - the ring "Holuvujyjo" (1043 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 AC (+3).
It insulates you from electricity.
It makes you much less stealthy.
I - the ring of W Risoqewiqyn (462 gold)
This ring increases its wearer's reserves of magical power.
It affects your evasion (+7).
It affects your strength (-3).
It affects your accuracy (+1).
It protects you from fire.
>>> Never wore this one, don't know why not. You lose track of which
>>> ring does what after a while...
J - the amulet "Enyjenuv" (350 gold)
This amulet repels some of the attacks of creatures which have been
magically summoned.
It protects you from cold.
K - the amulet of Grottiness (483 gold)
This amulet protects its wearer from mutations, although not
infallibly so.
It affects your damage-dealing abilities (+3).
It makes you susceptible to fire.
It insulates you from electricity.
>>> What wouldn't I have given for this in some of my other games?
N - the ring "Awa" (126 gold)
This accursed ring causes its wearer to hunger considerably more
quickly.
It partially protects you from negative energy.
It lets you blink.
P - the ring "Qfrxtam Kumo" (553 gold)
This ring provides protection from heat and fire.
It affects your AC (+7).
It affects your intelligence (+3).
U - the amulet of Limitation (385 gold)
This amulet protects its wearer from mutations, although not
infallibly so.
It affects your AC (+5).
X - the ring "Jykuhokajy" (right hand) (1015 gold)
This ring makes its wearer either more or less capable of avoiding
attacks,
depending on its degree of enchantment.
It affects your evasion (+5).
It insulates you from electricity.
It enhances your eyesight.
It lets you turn invisible.
It lets you sense your surroundings.
>>> Worn mostly for the see invisible.
Y - an amulet of conservation (around neck) (175 gold)
>>> Worth it in Pandemonium.
Potions
e - 6 potions of might (150 gold)
>>> Needed these to lug all of the runes out of the dungeon: they are
>>> heavy!
Orbs of Power
z - the Orb of Zot (250000 gold)
>>> Useless bit of frippery. I don't know why I bothered.
Miscellaneous
b - a slimy rune of Zot (10000 gold)
>>> About time I got one of these.
g - a glowing rune of Zot (10000 gold)
h - a bone rune of Zot (10000 gold)
i - 34 demonic runes of Zot (340000 gold)
>>> I spent too long in Pandemonium
j - a magical rune of Zot (10000 gold)
k - a fiery rune of Zot (10000 gold)
l - a serpentine rune of Zot (10000 gold)
p - a decaying rune of Zot (10000 gold)
r - a dark rune of Zot (10000 gold)
x - a golden rune of Zot (10000 gold)
>>> Cleared the Tomb by hand, and very nearly died a couple of times
>>> while doing so. Greater mummies hit hard, and the death curses are
>>> very very dangerous when you have low stats: twice Bob's Dex got
>>> taken below 5.
S - an iron rune of Zot (10000 gold)
T - an obsidian rune of Zot (10000 gold)
V - an icy rune of Zot (10000 gold)
Z - a silver rune of Zot (10000 gold)
>>> A full collection, bar abyssal. I just couldn't face wandering
>>> around there for days.
You have 15514 experience left.
>>> Nothing to spend it on!
Skills:
* Level 27 Fighting
- Level 1 Short Blades
>>> Threw away the shortsword I started with
+ Level 16 Long Blades
>>> Never even wielded one: this is all from one Manual which I took
>>> into Zot with me. I had to leave it behind when I picked up all of
>>> the runes, otherwise this would be level 17 or more.
- Level 6 Maces & Flails
>>> From a Manual.
- Level 1 Staves
+ Level 14 Crossbows
>>> From a Manual. You don't think I'd waste time actually using one, do
>>> you?
+ Level 1 Throwing
+ Level 20 Armour
>>> Manual-enhanced.
+ Level 7 Dodging
>>> Light armour at the start of the game, until I found the ice dragion
>>> armour.
+ Level 5 Stabbing
+ Level 18 Shields
>>> Wore a buckler much of the time.
- Level 14 Traps & Doors
>>> I forgot to turn this off in Pandemonium, which is why it's so high.
* Level 27 Unarmed Combat
>>> Thwack! Punch! Biff!
+ Level 20 Spellcasting
>>> My first ever character with Spellcasting higher than any of the
>>> other skills.
+ Level 19 Conjurations
+ Level 16 Enchantments
+ Level 16 Summonings
+ Level 14 Translocations
>>> Burned lots of xp on this to get it up so that I would be able to
>>> cast Controlled Blink flawlessly, then completely failed to find a
>>> Book of the Warp. It's the only book I didn't find. Argh.
+ Level 3 Transmigration
>>> Spent a short while casting Sticks to Snakes to raise this, then
>>> went off to see what my Blade Hands fail rate would be like, and
>>> only then realised that ghouls can't transform. Argh!
- Level 13 Divinations
+ Level 16 Air Magic
+ Level 16 Earth Magic
>>> The Earth Magic was largely from a Manual.
- Level 2 Poison Magic
+ Level 17 Invocations
+ Level 4 Evocations
You have 2 spell levels left.
You know the following spells:
Your Spells Type Success
Level
a - Confusing Touch Enchantment Perfect 1
b - Static Discharge Air/Conjuration Excellent 4
>>> Memorised purely as a Conjuration-practiser.
c - Swiftness Air/Enchantment Perfect 2
d - Haste Enchantment Great 6
>>> A useful backup, but not actually used that often as I didn't need
>>> to.
e - Detect Items Divination Excellent 2
f - Detect Traps Divination Excellent 2
>>> Indispensable.
g - Silence Air/Enchantment Perfect 3
>>> Never actually got around to casting this in anger.
h - Detect Curse Divination Excellent 3
>>> Poor man's Indentify.
i - Selective Amnesia Enchantment Perfect 3
j - Blink Translocation Perfect 2
k - Detect Creatures Divination Excellent 2
>>> Don't leave home without it!
l - Conjure Ball Lightning Air/Conjuration Good 8
>>> I love this spell. Only cast in Zot for fun, though.
m - Fly Air/Enchantment Excellent 4
n - Magic Mapping Earth/Divination Excellent 4
o - Deflect Missiles Air/Enchantment Great 6
p - Abjuration Summoning Perfect 3
>>> Useful for dispelling imp hordes.
q - Iskenderun's Mystic Blast Conjuration Perfect 4
>>> USed mostly for dumping xp into Conjuration, but occasionally used
>>> to take out a Fiend or two for practise
r - Forescry Divination Excellent 5
>>> Kept forgetting I had this and never cast it.
So there you are. I'm bored with Crawl now.
--
Mark Mackey
The Association for the Advancement of Dungeon Crawling
Hints, tips and spoilers
http://www.swallowtail.org/crawl/
1. 4948464 Bob the Boxer (level 27, 266/279 (287) HPs)
Began as a Ghoul Fighter on Aug 6, 2004.
Was the Champion of Makhleb.
Escaped with the Orb
... and 47 runes (of 14 types) on Sept 10, 2004!
The game lasted 1 day, 01:56:58 (181471 turns).
YAVP: Bob the Ghoul. I hadn't played a ghoul before, and I hadn't played
a pure fighter-type for ages, so I thought it would be fun. This winner
was only the second Bob the Ghoul I started: the first one died
embarassingly (his potion of levitation ran out while trying to get into
the wasp nest in the Hive and he drowned
.The long playtime is because I used Bob for light relief: whenever I got
bored working I'd drag him out and spend ten minutes rampaging through
Pandemonium. I eventually got too bored with this and went for the win:
this was by far the easiest Zot I've ever done. I wandered in, cast
Haste, and beat everything up. An orb of fire took me below 100hp once,
but once I'd finished it off and eaten its dragon companion I was back
up to full hp and ready to beat up the rest of the Orb Guardians.
Ghouls make the easiest Pandemonium-clearers of any race I've tried. The
innate poison, cold, negative energy and mutation resistance means that
(a) you don't have to wear an amulet of resist mutation, and (b) you've
got much more latitude choosing other armour and jewellery for
resistances. Moreover, ghouls are Torment-resistant (yeehah!). Bob was
resistant to everything for a large part of the game
.Bob concentrated on fighting skills until the mid-game, when he worked a
bit on getting enough spell skills to get the utility spells up and
working reliably (mostly Divinations and the Enchantment/Air spells).
Lots of xp got dumped into spells in Pandemonium once Fighting and
Unarmed were at level 27: Bob was going to try and get Conjurations to 27
as well but got bored (you need a *lot* of xp to raise a skill with the
totals that Bob had).
No kill list, I'm afraid; I haven't got around to downloading the
patched versions...
Dungeon Crawl version 4.0.0 beta 26 character file.
Bob the Boxer (Ghoul)
(Level 27 Fighter)
Play time: 1 day, 01:57:15 Number of turns: 181471
Experience : 27/5627131
Strength 31 Dexterity 9 Intelligence 14
>>> Upgrades on Int mostly, with a few points on Dex to get it above the
>>> magic insta-death 8
Hit Points : 266/279 (287) Magic Points : 45
>>> Rotted a bit on the way out, and couldn't carry any healing potions.
AC : 38 Evasion : 17 Shield : 0
>>> It was higher than this, but I forgot to put my buckler back on
.GP : 9913
You escaped.
You worship Makhleb.
Makhleb is exalted by your worship.
>>> So he should be, given the number of sould I gave him.
You are encumbered.
>>> That's an understatement. I only managed to climb the exit stairs by
>>> quaffing a potion of might and casting Fly
.You are not hungry.
Inventory:
Hand weapons
u - the cursed +6,+6 Sword of Cerebov (2000 gold)
Eerie flames cover its twisted blade.
It has a curse placed upon it.
L - the +7,+7 Sceptre of Asmodeus (1500 gold)
It carries some of the powers of the arch-fiend Asmodeus.
R - the +4,+4 Staff of Dispater (1200 gold)
This legendary item can unleash the fury of Hell.
Armour
a - a +7 ice dragon armour (worn) (3667 gold)
>>> Found early on, worn the rest of the game. A normal dragon armour
>>> would have been better, but I didn't meet a single dragon until Zot,
>>> and by then I didn't care.
d - the +0 cloak "Hygiler Med" (worn) (169 gold)
It affects your evasion (+1).
It affects your strength (+1).
It lets you levitate.
>>> No really nice cloaks this game.
f - the +2 buckler of Responsibility (442 gold)
It insulates you from electricity.
o - the +3 helm of Conservation (474 gold)
It makes you much more stealthy.
It lets you turn invisible.
E - the +2 pair of boots "Gufinow" (704 gold)
It affects your evasion (+5).
It greatly protects you from fire.
It protects you from cold.
>>> Worn for much of the game. Swapped for Space when I started casting
>>> more spells.
M - the +3 buckler "Uxyxeqe" (334 gold)
O - the +3 pair of boots of Weirdness (438 gold)
It affects your dexterity (+3).
It makes you much less stealthy.
Q - the +1 pair of boots of Space (worn) (546 gold)
It affects your intelligence (+4).
It affects your damage-dealing abilities (+3).
It protects you from fire.
It protects you from poison.
W - the +3 helmet of Hairiness (worn) (418 gold)
It affects your accuracy (+4).
>> I had a couple of +2 bucklers of protection, as well.
Comestibles
q - 3 royal jellies (360 gold)
Jewellery
>>> These are only the good ones: several dozen more artifact rings and
>>> amulets were left behind:
c - the ring of Gyb Bot Kij (651 gold)
This ring increases or decreases the physical strength of its wearer,
to a
degree dependent on its power.
It affects your strength (+5).
It makes you susceptible to cold.
It partially protects you from negative energy.
It lets you turn invisible.
It lets you blink.
m - the ring of Limitation (98 gold)
This ring occasionally exerts its power to randomly translocate its
wearer
to another place, and can be deliberately activated for the same
effect.
It affects your evasion (+3).
n - the ring of Shadows (931 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 (+4).
It affects your accuracy (-3).
It partially protects you from negative energy.
It makes you more stealthy.
It enhances your eyesight.
s - the ring of Glory (490 gold)
This ring provides protection from heat and fire.
It affects your AC (+6).
It affects your damage-dealing abilities (-1).
It protects you from poison.
It lets you turn invisible.
It glows with mutagenic radiation.
>>> The nice thing about this is that ghouls can't mutate, so the glow
>>> wasn't a problem. I didn't wear this one anyway on principle: who
>>> wants a glowing ghoul?
t - the ring of Filth (455 gold)
This ring provides protection from cold.
It protects you from fire.
It partially protects you from negative energy.
It lets you teleport.
v - the ring of Gonufufyminu (413 gold)
This ring protects its wearer from the loss of their strength,
dexterity
and intelligence.
It affects your AC (+5).
It affects your accuracy (+3).
w - the ring of Fun (504 gold)
This ring brings its wearer more in contact with the powers of fire.
He or
she gains resistance to heat and can use fire magic more effectively,
but
becomes more vulnerable to the effects of cold.
It affects your strength (+1).
It affects your damage-dealing abilities (-3).
It lets you blink.
y - the amulet of Yhedunufoc (280 gold)
This amulet protects its wearer from some forms of mental confusion.
>>> Why did I keep this? Oh well.
A - the ring of the Eternal Fruit (448 gold)
This ring allows its wearer to hover above the floor.
It affects your AC (+2).
It affects your strength (+3).
B - the amulet of Unemochypnume (385 gold)
This amulet enables its wearer to attempt to enter a state of berserk
rage,
and increases their chance of successfully doing so. It also
partially
protects the user from passing out when coming out of that rage.
It greatly protects you from cold.
>>> Unfortunately ghouls can't go berserk.
C - the ring "R Covimeber Co" (546 gold)
This ring increases or decreases the physical strength of its wearer,
to a
degree dependent on its power.
It affects your strength (+4).
It affects your AC (+2).
It affects your evasion (+4).
D - the amulet of Sokidywag Wuco (399 gold)
Should the wearer of this amulet be levitated by magical means, he or
she
will be able to exercise some control over the resulting motion. This
allows the descent of staircases and the retrieval of items lying on
the
ground, for example, but does not deprive the wearer of the benefits
of
levitation.
It affects your evasion (+4).
It affects your damage-dealing abilities (+4).
It speeds your metabolism.
F - the ring of Impermeability (left hand) (581 gold)
This ring provides protection from cold.
It affects your accuracy (+2).
It affects your damage-dealing abilities (+4).
It protects you from fire.
It protects you from poison.
>>> Nifty or what?
G - the amulet "Yrecigygy" (385 gold)
This amulet protects its wearer from some magically induced forms of
slowness, and increases the duration of enchantments which speed his
or her
actions.
It affects your AC (+5).
H - the ring "Holuvujyjo" (1043 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 AC (+3).
It insulates you from electricity.
It makes you much less stealthy.
I - the ring of W Risoqewiqyn (462 gold)
This ring increases its wearer's reserves of magical power.
It affects your evasion (+7).
It affects your strength (-3).
It affects your accuracy (+1).
It protects you from fire.
>>> Never wore this one, don't know why not. You lose track of which
>>> ring does what after a while...
J - the amulet "Enyjenuv" (350 gold)
This amulet repels some of the attacks of creatures which have been
magically summoned.
It protects you from cold.
K - the amulet of Grottiness (483 gold)
This amulet protects its wearer from mutations, although not
infallibly so.
It affects your damage-dealing abilities (+3).
It makes you susceptible to fire.
It insulates you from electricity.
>>> What wouldn't I have given for this in some of my other games?
N - the ring "Awa" (126 gold)
This accursed ring causes its wearer to hunger considerably more
quickly.
It partially protects you from negative energy.
It lets you blink.
P - the ring "Qfrxtam Kumo" (553 gold)
This ring provides protection from heat and fire.
It affects your AC (+7).
It affects your intelligence (+3).
U - the amulet of Limitation (385 gold)
This amulet protects its wearer from mutations, although not
infallibly so.
It affects your AC (+5).
X - the ring "Jykuhokajy" (right hand) (1015 gold)
This ring makes its wearer either more or less capable of avoiding
attacks,
depending on its degree of enchantment.
It affects your evasion (+5).
It insulates you from electricity.
It enhances your eyesight.
It lets you turn invisible.
It lets you sense your surroundings.
>>> Worn mostly for the see invisible.
Y - an amulet of conservation (around neck) (175 gold)
>>> Worth it in Pandemonium.
Potions
e - 6 potions of might (150 gold)
>>> Needed these to lug all of the runes out of the dungeon: they are
>>> heavy!
Orbs of Power
z - the Orb of Zot (250000 gold)
>>> Useless bit of frippery. I don't know why I bothered.
Miscellaneous
b - a slimy rune of Zot (10000 gold)
>>> About time I got one of these.
g - a glowing rune of Zot (10000 gold)
h - a bone rune of Zot (10000 gold)
i - 34 demonic runes of Zot (340000 gold)
>>> I spent too long in Pandemonium

j - a magical rune of Zot (10000 gold)
k - a fiery rune of Zot (10000 gold)
l - a serpentine rune of Zot (10000 gold)
p - a decaying rune of Zot (10000 gold)
r - a dark rune of Zot (10000 gold)
x - a golden rune of Zot (10000 gold)
>>> Cleared the Tomb by hand, and very nearly died a couple of times
>>> while doing so. Greater mummies hit hard, and the death curses are
>>> very very dangerous when you have low stats: twice Bob's Dex got
>>> taken below 5.
S - an iron rune of Zot (10000 gold)
T - an obsidian rune of Zot (10000 gold)
V - an icy rune of Zot (10000 gold)
Z - a silver rune of Zot (10000 gold)
>>> A full collection, bar abyssal. I just couldn't face wandering
>>> around there for days.
You have 15514 experience left.
>>> Nothing to spend it on!
Skills:
* Level 27 Fighting
- Level 1 Short Blades
>>> Threw away the shortsword I started with

+ Level 16 Long Blades
>>> Never even wielded one: this is all from one Manual which I took
>>> into Zot with me. I had to leave it behind when I picked up all of
>>> the runes, otherwise this would be level 17 or more.
- Level 6 Maces & Flails
>>> From a Manual.
- Level 1 Staves
+ Level 14 Crossbows
>>> From a Manual. You don't think I'd waste time actually using one, do
>>> you?
+ Level 1 Throwing
+ Level 20 Armour
>>> Manual-enhanced.
+ Level 7 Dodging
>>> Light armour at the start of the game, until I found the ice dragion
>>> armour.
+ Level 5 Stabbing
+ Level 18 Shields
>>> Wore a buckler much of the time.
- Level 14 Traps & Doors
>>> I forgot to turn this off in Pandemonium, which is why it's so high.
* Level 27 Unarmed Combat
>>> Thwack! Punch! Biff!
+ Level 20 Spellcasting
>>> My first ever character with Spellcasting higher than any of the
>>> other skills.
+ Level 19 Conjurations
+ Level 16 Enchantments
+ Level 16 Summonings
+ Level 14 Translocations
>>> Burned lots of xp on this to get it up so that I would be able to
>>> cast Controlled Blink flawlessly, then completely failed to find a
>>> Book of the Warp. It's the only book I didn't find. Argh.
+ Level 3 Transmigration
>>> Spent a short while casting Sticks to Snakes to raise this, then
>>> went off to see what my Blade Hands fail rate would be like, and
>>> only then realised that ghouls can't transform. Argh!
- Level 13 Divinations
+ Level 16 Air Magic
+ Level 16 Earth Magic
>>> The Earth Magic was largely from a Manual.
- Level 2 Poison Magic
+ Level 17 Invocations
+ Level 4 Evocations
You have 2 spell levels left.
You know the following spells:
Your Spells Type Success
Level
a - Confusing Touch Enchantment Perfect 1
b - Static Discharge Air/Conjuration Excellent 4
>>> Memorised purely as a Conjuration-practiser.
c - Swiftness Air/Enchantment Perfect 2
d - Haste Enchantment Great 6
>>> A useful backup, but not actually used that often as I didn't need
>>> to.
e - Detect Items Divination Excellent 2
f - Detect Traps Divination Excellent 2
>>> Indispensable.
g - Silence Air/Enchantment Perfect 3
>>> Never actually got around to casting this in anger.
h - Detect Curse Divination Excellent 3
>>> Poor man's Indentify.
i - Selective Amnesia Enchantment Perfect 3
j - Blink Translocation Perfect 2
k - Detect Creatures Divination Excellent 2
>>> Don't leave home without it!
l - Conjure Ball Lightning Air/Conjuration Good 8
>>> I love this spell. Only cast in Zot for fun, though.
m - Fly Air/Enchantment Excellent 4
n - Magic Mapping Earth/Divination Excellent 4
o - Deflect Missiles Air/Enchantment Great 6
p - Abjuration Summoning Perfect 3
>>> Useful for dispelling imp hordes.
q - Iskenderun's Mystic Blast Conjuration Perfect 4
>>> USed mostly for dumping xp into Conjuration, but occasionally used
>>> to take out a Fiend or two for practise

r - Forescry Divination Excellent 5
>>> Kept forgetting I had this and never cast it.
So there you are. I'm bored with Crawl now.

--
Mark Mackey
The Association for the Advancement of Dungeon Crawling
Hints, tips and spoilers
http://www.swallowtail.org/crawl/
