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-Crawl- YACD GEAE almost died on Zot:5

 
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Rubinstein

External


Since: Apr 25, 2005
Posts: 274



(Msg. 1) Posted: Wed Mar 01, 2006 8:55 am
Post subject: -Crawl- YACD GEAE almost died on Zot:5
Archived from groups: rec>games>roguelike>misc (more info?)

This one can't win the contest anymore, but I'd still like to escape
with the Orb. There's a big problem though: got teleport the mutation
but no single !oCM. Before I entered Zot:5, I *wisely* replaced my ring
of slaying with a =oTC, only to get a very harsh reminder on
*controlled* teleport being impossible unless you have the Orb:

###########
y ##...........
...............
8 ...............
% .........8....... y
D 8 X .................
D X X ........@.X..!...
X X .................
* @ D X^ X ...........*.....
X DDX ...............
X X ...............
D DDDX y .D...........
e e e D ........... e
D .%.......
%.....
D ee D ee e e
XXX XXX
^^XD X^e
D X X D e
D y y
D D e D 8 e
X D D D
e e @
D D X X X L e y D
y D % y e D

That's what I'd call a worst case scenario (from shift-x and a former
Detect Creatures). A little later an ancient Lich joined the party and
thanks to Deflect Missiles, a /oHeal, all but one !oHW, several Hastes
and 3 or 4 deliberate teleports, I finally reached the big room in the
SW from where I was able to run past the 2 traps, sneakily ignored a
legendary HaHu ghost (pretty tough, able to blink) and finally escaped
to Zot:4. Glowing, but still in one piece.

As you can probably imagine, I'm not exactly in the mood to repeat this
adventure. So here's my question: what would be the best non-standard
place to look for a !oHW if you have teleportitis? My last hope for now
is the Crypt which I skipped (due to move-counter considerations)...


Dungeon Crawl version 4.0.0 beta 26 character file.


Slippery_Joe the Storm Mage

Race : Grey Elf Res.Fire : + + + See Invis. : +
Class : Air Elementalist Res.Cold : + . . Warding : .
Worship : Vehumet Life Prot.: + + . Conserve : .
Level : 25 Res.Poison: + Res.Corr. : .
Exp : 1008516 Res.Elec. : + Gourmand : .
Next Level : 1050699
Exp Needed : 42183 Sust.Abil.: . Rnd.Telep. : +
Spls.Left : 4 Res.Mut. : + Ctrl.Telep.: .
Gold : 5140 Res.Slow : . Levitation : .
Clarity : . Ctrl.Flight: .
HP : 143
MP : 46
Str : 8 Weapon : +8 elf long sword (slice)
Int : 23 Armour : +1 robe of Limitation
Dex : 19 Shield :
AC : 13 Helmet : +1 wizard's hat of Econobitybitum
Evasion : 30 Cloak : +2 cloak of Inviolability
Shield : 0 Gloves : +3 pair of gloves of Invincibility
Boots : +2 pair of boots of Indemnity
Play time : 1, 08:18:49 Amulet : amulet of Anaesthesia
Turns : 138998 Ring : ring "Yby"
Ring : +0,+5 ring of slaying


You are in the Hall of Zot.
You worship Vehumet.
Vehumet is exalted by your worship.
You are not hungry.

Inventory:
Hand weapons
b - a +8,+8 elven long sword of slicing (weapon)
(You took it off a deep elf soldier on level 1 of the Elven Halls)
Armour
e - the +2 pair of boots of Indemnity (worn)
(You bought them in a shop on level 8 of the Dungeon)
It protects you from cold.
It insulates you from electricity.
It protects you from magic.

u - the +1 robe of Limitation (worn)
(You found it on level 4 of the Dungeon)
It affects your evasion (+4).
It protects you from poison.
It makes you much more stealthy.
It enhances your eyesight.

v - the +1 wizard's hat of Econobitybitum (worn)
(You bought it in a shop on level 4 of the Vaults)
It affects your dexterity (-2).
It greatly protects you from fire.

y - the +2 cloak of Inviolability (worn)
(You bought it in a shop on level 26 of the Dungeon)
It affects your evasion (+5).
It protects you from fire.
It partially protects you from negative energy.
It enhances your eyesight.

z - the +2 pair of boots "Rfrxtaxecehira"
(You bought them in a shop on level 26 of the Dungeon)
It greatly protects you from cold.
It protects you from poison.
It makes you more stealthy.

A - the +3 pair of gloves of Invincibility (worn)
(You bought them in a shop on level 26 of the Dungeon)
It affects your evasion (+3).
It partially protects you from negative energy.

F - the +3 robe "Ykohicy"
(You bought it in a shop on level 26 of the Dungeon)
It affects your strength (+3).

Magical devices
c - a wand of healing (1)
q - a wand of teleportation (12)
K - a wand of disintegration (6)
M - a wand of fire (10)
R - a wand of digging (9)
Comestibles
f - a choko
n - 9 royal jellies
Scrolls
d - a scroll of detect curse
i - 3 scrolls of identify
k - a scroll of summoning
x - 2 scrolls of remove curse
G - a scroll of teleportation
J - 3 scrolls of fear
L - a scroll of enchant armour
Jewellery
j - a +0,+5 ring of slaying (left hand)
(You found it on level 15 of the Dungeon)
m - a ring of teleportation
C - the amulet of Anaesthesia (around neck)
(You acquired it on level 19 of the Dungeon)
This amulet protects its wearer from mutations, although not infallibly so.
It lets you teleport.

D - an amulet of the gourmand
(You found it on level 8 of the Vaults)
E - the ring "Yby" (right hand)
(You found it on level 7 of the Elven Halls)
This ring increases or decreases the physical strength of its wearer, to a
degree dependent on its power.
It affects your strength (-2).
It affects your damage-dealing abilities (+3).
It protects you from poison.
It lets you go berserk.

H - the ring "Hydimulofalo"
(You acquired it on level 27 of the Dungeon)
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 protects you from fire.

I - a ring of teleport control
(You found it on level 13 of the Dungeon)
S - an uncursed ring of sustain abilities
Potions
p - 2 potions of restore abilities
r - 5 potions of healing
s - a potion of might
t - a potion of heal wounds
Magical staves
a - a staff of conjuration
(You found it on level 7 of the Elven Halls)
Miscellaneous
l - a serpentine rune
(You found it on level 5 of the Snake Pit)
o - a decaying rune
(You found it on level 5 of the Swamp)
w - a silver rune
(You found it on level 8 of the Vaults)


You have 18 experience left.

Skills:
+ Level 8 Fighting
- Level 5 Short Blades
+ Level 13 Long Blades
- Level 1 Staves
+ Level 17 Dodging
+ Level 9 Stealth
- Level 1 Stabbing
+ Level 19 Spellcasting
+ Level 16 Conjurations
+ Level 13 Enchantments
+ Level 3 Translocations
+ Level 5 Divinations
+ Level 14 Ice Magic
* Level 27 Air Magic
- Level 2 Poison Magic
+ Level 7 Invocations
+ Level 5 Evocations


You have 4 spell levels left.
You know the following spells:

Your Spells Type Success Level
a - Shock Air/Conjuration Perfect 1
b - Swiftness Air/Enchantment Perfect 2
c - Levitation Air/Enchantment Perfect 2
d - Lightning Bolt Air/Conjuration Excellent 6
e - Freezing Cloud Ice/Air/Conjuration Great 7
f - Haste Enchantment Great 6
g - Bolt of Cold Ice/Conjuration Excellent 5
h - Orb of Electrocution Air/Conjuration Excellent 7
i - Tukima's Dance Enchantment Excellent 3
j - Ozocubu's Armour Ice/Enchantment Excellent 3
k - Deflect Missiles Air/Enchantment Excellent 6
l - Selective Amnesia Enchantment Excellent 3
m - Blink Translocation Great 2
n - Detect Creatures Divination Excellent 2
o - Detect Traps Divination Excellent 2
p - Detect Secret Doors Divination Excellent 1

Mutations & Other Weirdness
Your mind is acute (Int +1).
Your digestive system is specialised to digest meat.
Space occasionally distorts in your vicinity.
Armour fits poorly on your deformed body.

R.
--
"Try ballyhoo - it chokeberry not!"
(from an article about spam-art and dada...)

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Rubinstein

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Since: Apr 25, 2005
Posts: 274



(Msg. 2) Posted: Wed Mar 01, 2006 8:55 am
Post subject: Re: -Crawl- YACD GEAE almost died on Zot:5 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rubinstein wrote:
> So here's my question: what would be the best non-standard place to
> look for a !oHW if you have teleportitis?
^^
Typo, of course I meant !oCM.

R.
--
"Try ballyhoo - it chokeberry not!"
(from an article about spam-art and dada...)

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Erik Piper

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Since: Mar 21, 2005
Posts: 395



(Msg. 3) Posted: Wed Mar 01, 2006 8:55 am
Post subject: Re: -Crawl- YACD GEAE almost died on Zot:5 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rubinstein wrote:

[Zot:5 adventure leaves GEAE with only one !oHW left]

> As you can probably imagine, I'm not exactly in the mood to repeat this
> adventure. So here's my question: what would be the best non-standard
> place to look for a !oHW if you have teleportitis? My last hope for now
> is the Crypt which I skipped (due to move-counter considerations)...

Already checked all shops, right?

You're gonna hate me for this, but... a character with teleportitis is
no worse off in the Abyss than one without. Wink You don't even have to
sacrifice a slot for teleport control! And you can use
levitation-enhanced swiftness, levitation as such for all the water and
lava out there, and perhaps even haste -- I assume you have it since
you left Zot glowing. Wink

You may well be utterly allergic to the Abyss. Smile In that case, after
the Crypt, I guess slime would be the next choice -- you can wear a
ring of teleport control on all levels but one; detect creatures if you
want to avoid too much combat (I would write "to avoid azure jellies",
but Detect Creatures isn't too helpful on that count). Once on the
bottom, make it a priority to assassinate the royal jelly so you can
control teleportation.

Next higher in difficulty would be Cocytus, but I have a feeling you'll
like that idea even less than the Abyss idea. Smile

> Miscellaneous
> l - a serpentine rune
> (You found it on level 5 of the Snake Pit)
> o - a decaying rune
> (You found it on level 5 of the Swamp)
> w - a silver rune
> (You found it on level 8 of the Vaults)

Don't forget to stash these before you hit Slime. Or maybe I'm the only
one that forgetful. Smile
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Jeremey Wilson

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Since: Jun 27, 2005
Posts: 133



(Msg. 4) Posted: Wed Mar 01, 2006 8:55 am
Post subject: Re: -Crawl- YACD GEAE almost died on Zot:5 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rubinstein wrote:

> As you can probably imagine, I'm not exactly in the mood to repeat this
> adventure. So here's my question: what would be the best non-standard
> place to look for a !oHW if you have teleportitis? My last hope for now
> is the Crypt which I skipped (due to move-counter considerations)...

The Crypt would be the best place to look. Slime would be awfully
dangerous with teleportitis.

I'd check all my artifacts to make sure you I don't have any
teleport-blocking miscellany lying around before I'd do anything other
than the Crypt.

--
Jeremey
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Erik Piper

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Since: Mar 21, 2005
Posts: 395



(Msg. 5) Posted: Wed Mar 01, 2006 8:55 am
Post subject: Re: -Crawl- YACD GEAE almost died on Zot:5 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rubinstein wrote:
> Jeremey Wilson wrote:
> > Rubinstein wrote:
> >
> >> [teleport mutation problem, where to look for !oCM]
> >
> > The Crypt would be the best place to look. Slime would be awfully
> > dangerous with teleportitis.
>
> Hmm, Crypt is already done. As Erik mentioned, I could use my =oTC for
> Slime (all but Slime:6). It's painful enough though, since both rings
> I'm currently wearing are almost vital. Slime:6 being no option for me
> also means I'd have to explore the other levels thoroughly, which
> usually isn't recommended.

The normal generator for Slime doesn't generate items, and unless
there's some freak permissible level generation feature I've not
encountered yet in Slime, there's nothing like naga rooms or undead
rooms generable there either. So there's no reason to explore the
remainder except for experience, which in light of your weakened
character may not be advisable, and certainly won't be much fun.

> > I'd check all my artifacts to make sure you I don't have any
> > teleport-blocking miscellany lying around before I'd do anything other
> > than the Crypt.
>
> Where we are at it: would a teleport *blocking* item prevent random
> teleports in all cases, also Zot:5 or Slime:6?

Yes.

e.
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Erik Piper

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Since: Mar 21, 2005
Posts: 395



(Msg. 6) Posted: Wed Mar 01, 2006 10:06 am
Post subject: Re: -Crawl- YACD GEAE almost died on Zot:5 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Rubinstein wrote:
> Erik Piper wrote:
> > Rubinstein wrote:
> >> Jeremey Wilson wrote:
> >> > Rubinstein wrote:

> This is my *solution* to the teleport mutation problem (already used it
> on Slime):
>
> a - the +11,+3 hammer of Ug (weapon)
> (You found it on level 16 of the Dungeon)
> It protects you from poison.
> It prevents most forms of teleportation.
>
> Maces & Flails are already at 1(5) now. Razz
> This is going to be my most awkward game ever...

Hmm... with invisibility, swiftness, levitation, and haste, and a
partially cleared side room on one side, I suppose you could just make
an end-run through that side... should be exciting!

e.
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Rubinstein

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Since: Apr 25, 2005
Posts: 274



(Msg. 7) Posted: Wed Mar 01, 2006 10:55 am
Post subject: Re: -Crawl- YACD GEAE almost died on Zot:5 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Jeremey Wilson wrote:
> Rubinstein wrote:
>
>> [teleport mutation problem, where to look for !oCM]
>
> The Crypt would be the best place to look. Slime would be awfully
> dangerous with teleportitis.

Hmm, Crypt is already done. As Erik mentioned, I could use my =oTC for
Slime (all but Slime:6). It's painful enough though, since both rings
I'm currently wearing are almost vital. Slime:6 being no option for me
also means I'd have to explore the other levels thoroughly, which
usually isn't recommended.

> I'd check all my artifacts to make sure you I don't have any
> teleport-blocking miscellany lying around before I'd do anything other
> than the Crypt.

Where we are at it: would a teleport *blocking* item prevent random
teleports in all cases, also Zot:5 or Slime:6?

Thanks,
R.
--
"Try ballyhoo - it chokeberry not!"
(from an article about spam-art and dada...)
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Rubinstein

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Since: Apr 25, 2005
Posts: 274



(Msg. 8) Posted: Wed Mar 01, 2006 1:55 pm
Post subject: Re: -Crawl- YACD GEAE almost died on Zot:5 [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Erik Piper wrote:
> Rubinstein wrote:
>> Jeremey Wilson wrote:
>> > Rubinstein wrote:
>> >
>> >> [teleport mutation problem, where to look for !oCM]
>> >
>> > The Crypt would be the best place to look. Slime would be awfully
>> > dangerous with teleportitis.
>>
>> Hmm, Crypt is already done. As Erik mentioned, I could use my =oTC
>> for Slime (all but Slime:6). It's painful enough though, since both
>> rings I'm currently wearing are almost vital. Slime:6 being no option
>> for me also means I'd have to explore the other levels thoroughly,
>> which usually isn't recommended.

So I went to Slime, explored and cleared the first 3 levels. Not too
dangerous, but also pretty pointless (as Erik said, if you're not going
to take Slime:6). The whole attempt was also very food intensive and so
I gave up on Swamp and decided to try my luck in the Abyss. Only to be
reminded why I hate it so much, that's simply not *my* place to go. Now
I'm on my very last attempt, back to Zot:5, all or nothing. At least I
get some nice, tasty dragons here.
This is my *solution* to the teleport mutation problem (already used it
on Slime):

a - the +11,+3 hammer of Ug (weapon)
(You found it on level 16 of the Dungeon)
It protects you from poison.
It prevents most forms of teleportation.

Maces & Flails are already at 1(5) now. Razz
This is going to be my most awkward game ever...

R.
--
"Try ballyhoo - it chokeberry not!"
(from an article about spam-art and dada...)
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