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YAFVP - Nic the HuFi

 
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conkstah

External


Since: Oct 19, 2007
Posts: 4



(Msg. 1) Posted: Sat Oct 20, 2007 6:51 pm
Post subject: YAFVP - Nic the HuFi
Archived from groups: rec>games>roguelike>misc (more info?)

At last! Well, I say at last, I've only been trying a few months. But
still, I'm done!

It became a personal challenge to win as a Human Fighter, especially
after seeing how discounted they were next to things like Hill Orc, or
Dwarves.

The early game wasn't particularly bad, thanks to early finds of
boots, gloves, helmets, etc, that kept my AC relatively high. The
worst problem was the total lack of resistance - beyond poison and
magic, I had pretty much nothing up until the late midgame. Though to
be fair, that was enough. I was just paranoid.

Early midgame I was given my demon sword by Okawaru, and eventually,
as I cleared things like the Snake Pits, nifty little trinkets like
the shield of protection or that cloak of preservation. I also
acquired an excellent set of mutations, with no negatives (or so I
thought).

Cleared out everywhere except for the Hells (those random effects
while you're in there are too nasty for me), Pandemonium (never been
in, sounds scary), Jelly Pits (damn paralysers and Azure Jellies) and
the Tomb (I've reached level 3 before, but it seems pretty much insane
unless you're a summoner).

I assaulted Zot without much preparation really - as soon as I'd
gotten my last rune from the Vaults, I charged down there. The early
levels were easy, but the fifth one...
Teleport control doesn't work there. For obvious reasons, I guess. But
this meant that with my 'Teleport occasionally' mutation, which
heretofore had been no big deal combined with my 'teleport control'
mutation, I kept popping around all over the map. Including right next
to Orbs of Fire.

I barely survived by randomnly teleporting away - thankfully, the Orbs
seemed to blast anything that came near me with fireballs that barely
hurt me. But every bit of damage was adding up, and I'd sacrificed
poison resistance for AC, Strength and damage, so I was constantly
getting whittled away at. But I cleared most of the tentacle type
things, the Guardians and the Abominations and the Dragons (to the
extent that I'd kill three Skeletal Dragons in a row and be maxxed out
on XP, 20000, with nowhere for it to go). Wandering tentatively back
toward the Orb of Zot, I saw no Fire orbs, so I assumed they'd chased
me off to the other side of the area, so I just grabbed the thing and
walked out. Beyond that, the ascent was easy - even with my rather
poor weapon, with might and haste, everything fell quite quickly
(Except for those Orbs - got one to Moderately Damaged before I was
teleported away, but that took quite a bit of bashing).

Main dangers - Stone Giants in the bottom level of the Vaults,
throwing rocks at me en masse. And paralysers.

Main benefits - Good mutations, good weapon (for the midgame, it was a
bit poor for the end), got lucky with non randart items.

The one thought I'm left with is that the very endgame (after Zot 5)
was a bit anticlimactic... in comparison to other Roguelikes I'm
familiar with - Nethack has the elemental planes and then that final
temple after the ascent up. Angband has Morgoth. This petered out a
bit - seeing a couple of imps and a Balrug on level 2 didn't really
make me doubt my ability to win at that point. Personally, I'd leave
one set of 'Up' stairs on level 1, and leave a big nasty beastie
guarding the exit. But I'm kind of a masochist Wink



Dungeon Crawl version 4.0.0 beta 26 character file.

Nic the Swordmaster (Human)
(Level 27 Fighter)

Play time: 17:08:55 Number of turns: 106695

Experience : 27/970567
Strength 28 Dexterity 21 Intelligence 8
Hit Points : 180 Magic Points : 36
AC : 32 Evasion : 15 Shield : 10
GP : 188

You escaped.
You worship Okawaru.
Okawaru is extremely pleased with you.
You are not hungry.

Inventory:
Hand weapons
a - the +3,+6 demon blade "Ijyfenudunoxu" (weapon) (3805 gold)
It poisons the flesh of those it strikes.

b - the +8,+8 bow of Krishna "Sharnga" (1938 gold)
A wonderful golden bow.
It allows its wielder to fire twice when they would otherwise have
fired
only once.
It affects your dexterity (+3).
It enhances your eyesight.
It once belonged to one foreign god. It works best with some kind
of
special arrows which are not generally available.

p - the +6,+5 scimitar of Offence (821 gold)
It insulates you from electricity.
It lets you turn invisible.
It causes teleportation.

x - a +3,+2 scimitar of flaming (384 gold)
Missiles
k - 22 +0 arrows (44 gold)
Armour
j - a +2 wizard's hat of intelligence (worn) (272 gold)
t - a +2 elven robe of magic resistance (176 gold)
F - the +5 pair of boots of Invincibility (worn) (692 gold)
It affects your strength (+1).
It enhances your eyesight.

P - a +2 shield of protection (worn) (461 gold)
R - the +0 banded mail "Inibed Qyfr Fu" (worn) (631 gold)
It affects your strength (+3).
It protects you from fire.
It insulates you from electricity.

(Found it in Vaults 8, first source of electricity resistance in the
game.)

T - a +2 elven cloak of preservation (worn) (181 gold)

(With this I was tempted to try the Jelly pits, but a combination of a
Giant Eyeball paralyzing me (Any way to resist that?) and an azure
jelly beating me around a bit made me rethink those plans. Nearly
died, actually.)

Y - a +2 pair of gloves of strength (worn) (201 gold)
Magical devices
g - a wand of disintegration (0) (3 gold)
y - a wand of teleportation (11) (96 gold)
B - a wand of cold (1) (54 gold)
Q - a wand of healing (0) (3 gold)
V - a wand of digging (2) (42 gold)
Z - a wand of draining (2) (84 gold)
Comestibles
D - 4 royal jellies (480 gold)
Scrolls
d - 2 scrolls of teleportation (60 gold)
e - 7 scrolls of remove curse (210 gold)
l - a scroll of blinking (30 gold)
o - 4 scrolls of identify (80 gold)
r - 2 scrolls of enchant weapon II (110 gold)
s - 4 scrolls of enchant weapon I (192 gold)
z - 4 scrolls of enchant armour (192 gold)
L - 2 scrolls of enchant weapon III (400 gold)
Jewellery
c - a ring of sustain abilities (175 gold)
h - the ring "Refih Woclyni" (left hand) (350 gold)
This ring provides protection from cold.
It protects you from fire.
(Shop, bottom of Lair)
m - the amulet of Ep Diregi (around neck) (595 gold)
This amulet repels some of the attacks of creatures which have
been
magically summoned.
It affects your evasion (+1).
It affects your damage-dealing abilities (+3).
It greatly protects you from cold.
It partially protects you from negative energy.
It protects you from magic.
It prevents spellcasting.

(Nifty, eh? Found it in a different shop at the bottom of the Lair.
That's basically what prompted me to attempt Zot - gave me a total of
3 levels of Cold, 2 of Fire, 1 of Life Protection, 1 of Electricity,
and 2 of magic)

n - a ring of protection from fire (210 gold)
q - an amulet of resist corrosion (210 gold)
u - an amulet of resist mutation (210 gold)
v - the ring "Ibadehu" (280 gold)
This ring provides protection from the effects of poisons and
venom.

A - an amulet of the gourmand (245 gold)
N - the cursed necklace of Bloodlust (238 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 affects your strength (+2).
It affects your intelligence (-2).
It affects your damage-dealing abilities (+3).
It protects you from magic.
It makes you less stealthy.
It makes you angry.
It has a curse placed upon it.
O - a ring of life protection (420 gold)
U - the ring of the Mage (511 gold)
This ring increases the ability of its wearer to use magical
spells.
It affects your intelligence (+3).
It protects you from magic.

(With this and that bow, I was awash with fixed artifacts not meant
for my player char.)

X - the ring of Eternal Vigilance (right hand) (392 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 (-2).
It affects your AC (+3).
It affects your evasion (+5).
It affects your strength (+2).

Potions
i - 3 potions of speed (75 gold)
w - 2 potions of cure mutation (300 gold)
C - 2 potions of heal wounds (60 gold)
I - 4 potions of might (100 gold)
J - a potion of healing (20 gold)
K - a potion of berserk rage (30 gold)
M - 2 potions of levitation (40 gold)
Orbs of Power
E - the Orb of Zot (250000 gold)
Miscellaneous
f - the horn of Geryon (5000 gold)
H - a decaying rune of Zot (10000 gold)
S - a silver rune of Zot (10000 gold)
W - a serpentine rune of Zot (10000 gold)


You have 16206 experience left.

Skills:
+ Level 18 Fighting
- Level 3 Short Blades
* Level 27 Long Blades
- Level 2 Polearms
+ Level 1 Bows
+ Level 2 Throwing
+ Level 14 Armour
+ Level 8 Dodging
- Level 1 Stealth
+ Level 2 Stabbing
+ Level 13 Shields
- Level 7 Unarmed Combat
+ Level 1 Spellcasting
+ Level 11 Invocations
+ Level 6 Evocations


You have 27 spell levels left.
You know the following spells:

Your Spells Type Success
Level
a - Magic Dart Conjuration Useless
1

Mutations & Other Weirdness
You digest meat inefficiently. *
You have a fast metabolism.
You are weak (Str -1). *
You are dopey (Int -1). *
You are clumsy (Dex -1). *
You can control translocations.
Space occasionally distorts in your vicinity.
You are resistant to magic.
You cover the ground quickly.
Armour fits poorly on your deformed body. *
You can translocate small distances instantaneously.
You have a pair of small horns on your head.
You occasionally forget where you are. *
Your vision is a little blurry.
You are very frail (-20 percent hp). * (1 level)
You are partially covered in ridged grey scales (AC + 2, dex - 1).


My (supposed) great list of mutations got a little damaged when I
blundered into a Zot trap in the Vaults, irradiating me and making me
produce around 6 harmful mutations (asterisk marked), with my Amulet
of Resist Mutation doing nothing to help. Is there any way to cure
that glow thing? The blurry vision, fast metabolism and second level
of frailty were gotten in Zot. The other ones, I got from eating
shapeshifter corpses and drinking potions of mutation in the midgame
(I had potions of cure mutation to spare).

Anyway, as mentioned above, the worst one on this list was that 'Space
occasionally distorts' thing. Avoid! Avoid like fire! Conversely, I
can't recommend that 'Cover the ground quickly' thing enough. Saved my
ass a few times.

Now to give Stone Soup a try!

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thiskidrob

External


Since: Oct 21, 2007
Posts: 2



(Msg. 2) Posted: Sun Oct 21, 2007 12:10 pm
Post subject: Re: YAFVP - Nic the HuFi [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Oct 20, 9:51 pm, conks....RemoveThis@gmail.com wrote:
> At last! Well, I say at last, I've only been trying a few months. But
> still, I'm done!

Well done.
>
> It became a personal challenge to win as a Human Fighter, especially
> after seeing how discounted they were next to things like Hill Orc, or
> Dwarves.

Nice combo for a first win.

> The early game wasn't particularly bad, thanks to early finds of
> boots, gloves, helmets, etc, that kept my AC relatively high. The
> worst problem was the total lack of resistance - beyond poison and
> magic, I had pretty much nothing up until the late midgame. Though to
> be fair, that was enough. I was just paranoid.

Poison and magic resistance are probably the 2 best resistances for
the early through midgame. Magic resistance is good against orc
wizards and priests, and anything that paralyzes and confuses you, or
teleports you (and probably a few other things). Poison resistance
has obvious benefits, and may be the best early game resistance there
is.

> Cleared out everywhere except for the Hells (those random effects
> while you're in there are too nasty for me), Pandemonium (never been
> in, sounds scary), Jelly Pits (damn paralysers and Azure Jellies) and
> the Tomb (I've reached level 3 before, but it seems pretty much insane
> unless you're a summoner).

Hells are annoying. Pan is difficult to escape and can kill a
potentially game winning character. The jelly pits are very doable
with magic or fighter types, if you have certain things. Ideally, you
would have artifact armor that cannot be destroyed, cold res for the
azure jellies, mut res for those pink colored eyes, and corrosion res
for the acid blobs and the eye of destruction. Mag res is also
important because there are floating eyes in here that can paralyze
you and end your game. You would want your AC at about 15 or higher
ideally, with at least 100 hit points. Also, if you dont have tele
control, you wont efficiently be able to get into the treasure on the
bottom floor...


I kept popping around all over the map. Including right next
> to Orbs of Fire.

This has ruined many of my games. Many times I picked up that
teleportitis in the jelly pits. It can be completely brutal about 90%
of the time, but you may get lucky and get teleported right next to
the orb. Either way, it usually makes for a wild endgame.


> The one thought I'm left with is that the very endgame (after Zot 5)
> was a bit anticlimactic... in comparison to other Roguelikes I'm
> familiar with - Nethack has the elemental planes and then that final
> temple after the ascent up. Angband has Morgoth. This petered out a
> bit - seeing a couple of imps and a Balrug on level 2 didn't really
> make me doubt my ability to win at that point. Personally, I'd leave
> one set of 'Up' stairs on level 1, and leave a big nasty beastie
> guarding the exit. But I'm kind of a masochist Wink

I've never died with the Orb so long as I can reach Zot4. However, I
can tell you that Zot 5 is not always a cakewalk. It usually isn't
for me anyway. You didn't even kill an Orb of Fire Wink
But seriously, you can't judge a game by the experience of one
character. And since you had teleportitis, it wasn't really a
standard Zot 5 experience, probably.


> Dungeon Crawl version 4.0.0 beta 26 character file.

Not playing Stone Soup? Crazy, I say, crazy!!!!! Its worth it for
the autotravel alone, at least for me.


> Nic the Swordmaster (Human)
> (Level 27 Fighter)
>
> Play time: 17:08:55 Number of turns: 106695
>
> Experience : 27/970567
> Strength 28 Dexterity 21 Intelligence 8
> Hit Points : 180 Magic Points : 36
> AC : 32 Evasion : 15 Shield : 10
> GP : 188
>
> You escaped.
> You worship Okawaru.
> Okawaru is extremely pleased with you.
> You are not hungry.
>
> Inventory:
>
> b - the +8,+8 bow of Krishna "Sharnga" (1938 gold)
> A wonderful golden bow.
> It allows its wielder to fire twice when they would otherwise have
> fired
> only once.
> It affects your dexterity (+3).
> It enhances your eyesight.
> It once belonged to one foreign god. It works best with some kind
> of
> special arrows which are not generally available.

Interesting


>
> x - a +3,+2 scimitar of flaming (384 gold)

I would drop this after completing the swamps. I would consider
carrying something else instead for the endgame.


> j - a +2 wizard's hat of intelligence (worn) (272 gold)

nice.


> F - the +5 pair of boots of Invincibility (worn) (692 gold)
> It affects your strength (+1).
> It enhances your eyesight.

Very nice, huge AC for a pair of boots...


>
> (With this I was tempted to try the Jelly pits, but a combination of a
> Giant Eyeball paralyzing me (Any way to resist that?) and an azure
> jelly beating me around a bit made me rethink those plans. Nearly
> died, actually.)

As mentioned early, magic resistance for the paralyzers out there.
Cold resistance will help with the azures.


> r - 2 scrolls of enchant weapon II (110 gold)
> s - 4 scrolls of enchant weapon I (192 gold)
> z - 4 scrolls of enchant armour (192 gold)
> L - 2 scrolls of enchant weapon III (400 gold)

Did you grab these on the way out? Did you meet any executioners on
the way out, or while in Zot?

> Jewellery

> h - the ring "Refih Woclyni" (left hand) (350 gold)
> This ring provides protection from cold.
> It protects you from fire.

this is pretty nice...

> (Shop, bottom of Lair)
> m - the amulet of Ep Diregi (around neck) (595 gold)
> This amulet repels some of the attacks of creatures which have
> been
> magically summoned.
> It affects your evasion (+1).
> It affects your damage-dealing abilities (+3).
> It greatly protects you from cold.
> It partially protects you from negative energy.
> It protects you from magic.
> It prevents spellcasting.

This is nice for your char because you are not a spellcaster. If you
were a spellcaster, that last effect would be a deal-breaker.
Otherswise, it is superb!


> venom.
> (With this and that bow, I was awash with fixed artifacts not meant
> for my player char.

Yeh, this happens alot in this game. I think they code it
purposefully to give you stuff you cant use. Wink

>
> X - the ring of Eternal Vigilance (right hand) (392 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 (-2).
> It affects your AC (+3).
> It affects your evasion (+5).
> It affects your strength (+2).

Wow, this ring must have bee huge for your character. Where did you
get it?

> You have 16206 experience left.
>
> Skills:
> + Level 18 Fighting
> - Level 3 Short Blades
> * Level 27 Long Blades
> - Level 2 Polearms
> + Level 1 Bows
> + Level 2 Throwing
> + Level 14 Armour
> + Level 8 Dodging
> - Level 1 Stealth
> + Level 2 Stabbing
> + Level 13 Shields
> - Level 7 Unarmed Combat
> + Level 1 Spellcasting
> + Level 11 Invocations
> + Level 6 Evocations

Good looking skills...

>
> You have 27 spell levels left.
> You know the following spells:
>
> Your Spells Type Success
> Level
> a - Magic Dart Conjuration Useless

It is possible to have magic using fighters, but usually not with
armored characters. A robed fighter is most capable of using magic in
the endgame, up to level 3 spells or so.


>
> Mutations & Other Weirdness
> You digest meat inefficiently. *
> You have a fast metabolism.
> You are weak (Str -1). *
> You are dopey (Int -1). *
> You are clumsy (Dex -1). *
> You can control translocations.
> Space occasionally distorts in your vicinity.
> You are resistant to magic.
> You cover the ground quickly.
> Armour fits poorly on your deformed body. *
> You can translocate small distances instantaneously.
> You have a pair of small horns on your head.
> You occasionally forget where you are. *
> Your vision is a little blurry.
> You are very frail (-20 percent hp). * (1 level)
> You are partially covered in ridged grey scales (AC + 2, dex - 1).
>
Well, mutations are the spice of Crawl Wink
You had a nice combo of blinking and teleport control. I hope you
were using that alot. Also the speed mutation is nice, but the frail
mutation is one of the worst!


Anyway congrats again, well done!

-thiskidorb

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r.shimmin

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Since: Oct 21, 2007
Posts: 2



(Msg. 3) Posted: Sun Oct 21, 2007 3:58 pm
Post subject: Re: YAFVP - Nic the HuFi [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Congratulations on the first win! It's good to see that your
resistance situation improved towards the end. Also congratulations
on surviving Zot 5 with teleportitis. The one time I had to do that,
I did not survive.
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conkstah

External


Since: Oct 19, 2007
Posts: 4



(Msg. 4) Posted: Sun Oct 21, 2007 4:21 pm
Post subject: Re: YAFVP - Nic the HuFi [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Oct 21, 8:10 pm, thiskidrob <thiskid....DeleteThis@yahoo.com> wrote:
> On Oct 20, 9:51 pm, conks....DeleteThis@gmail.com wrote:
> >
> > The one thought I'm left with is that the very endgame (after Zot 5)
> > was a bit anticlimactic... in comparison to other Roguelikes I'm
> > familiar with - Nethack has the elemental planes and then that final
> > temple after the ascent up. Angband has Morgoth. This petered out a
> > bit - seeing a couple of imps and a Balrug on level 2 didn't really
> > make me doubt my ability to win at that point. Personally, I'd leave
> > one set of 'Up' stairs on level 1, and leave a big nasty beastie
> > guarding the exit. But I'm kind of a masochist Wink
>
> I've never died with the Orb so long as I can reach Zot4. However, I
> can tell you that Zot 5 is not always a cakewalk. It usually isn't
> for me anyway. You didn't even kill an Orb of Fire Wink
> But seriously, you can't judge a game by the experience of one
> character. And since you had teleportitis, it wasn't really a
> standard Zot 5 experience, probably.
>

That teleportitis hurt more than helped. It typically teleported me
right into the middle of an Orb and its friends, before I read a
teleport scroll/zapped a wand to teleport out of there, and continued
trying to work my way in on foot.

Anyway, it wasn't Zot 5 I was remarking on - that was quite a
challenge. Biggest one in the game, I'd say. It's the parts AFTER Zot
I was talking about. The ascent from level 28 back to level 1. That
seems to pale in comparison a little to Zot, despite the fact that it
comes afterwards. (Compare the difference in number of 'Died on Zot:
5' posts to 'Died on level xx carrying the Orb' posts). Just stating
my preference for a climactic finish.

> You had a nice combo of blinking and teleport control. I hope you
> were using that alot. Also the speed mutation is nice, but the frail
> mutation is one of the worst!

Only lost about 30 HP or so from it, which was tolerable, though
annoying. As for the blink + teleport control - for some reason, upon
using the blink skill, it didn't let me control my destination. So it
was largely useless in that capacity. Well, it let me pick a general
direction, but that was all. A bug, perhaps.

Anyway, thanks for the comments!
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Andrew Schoonmaker

External


Since: Oct 22, 2007
Posts: 1



(Msg. 5) Posted: Mon Oct 22, 2007 4:00 pm
Post subject: Re: YAFVP - Nic the HuFi [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

In article <1192931512.268286.222860 RemoveThis @z24g2000prh.googlegroups.com>,
<conkstah RemoveThis @gmail.com> wrote:
>At last! Well, I say at last, I've only been trying a few months. But
>still, I'm done!

Congratulations!

>It became a personal challenge to win as a Human Fighter, especially
>after seeing how discounted they were next to things like Hill Orc, or
>Dwarves.

Human spellcasters aren't bad either (they're not quite the glass
cannons that Deep Elves are, in either the glass or the cannon
direction).

>Cleared out everywhere except for the Hells (those random effects
>while you're in there are too nasty for me), Pandemonium (never been
>in, sounds scary),

To a first approximation, Pandemonium in b26 is a Hell with an
arbitrarily large number of levels, treasure on a larger proportion of
them, no random effects, that's much harder to get out of.

>I assaulted Zot without much preparation really - as soon as I'd
>gotten my last rune from the Vaults, I charged down there. The early
>levels were easy, but the fifth one...
>Teleport control doesn't work there. For obvious reasons, I guess. But
>this meant that with my 'Teleport occasionally' mutation, which
>heretofore had been no big deal combined with my 'teleport control'
>mutation, I kept popping around all over the map. Including right next
>to Orbs of Fire.

Yeah, Zot:5 with teleportitis is a great way to die. I think I'm about
50/50 in wins vs. deaths from that scenario.

>The one thought I'm left with is that the very endgame (after Zot 5)
>was a bit anticlimactic... in comparison to other Roguelikes I'm
>familiar with - Nethack has the elemental planes and then that final
>temple after the ascent up. Angband has Morgoth.

I dunno, that seems kind of like saying that Angband is anticlimactic
after you've beaten Morgoth. Zot:5 is the endgame, and the rest is sort
of like the closing credits roll (except you can still die Smile

Anyhow, congrats again!

-Andrew (who hasn't played much Crawl lately)
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