The player PurpleRed has set a new overall high score with an amazing Deep Elf Conjurer of Vehumet won with 15 runes in a mere 19,065 turns!
The previous record, a Deep Dwarf Warper of Makhleb won by the legendary Sapher in version 0.17-a, was the culmination of a resurgence of heavy melee characters that has dominated high scoring games for many versions using gods like Makhleb, Cheibriados, and The Shining One together with species good at melee. Although the best “pure magic” Deep Elf won in recent version before PurpleRed returned to speedrunning was still quite fast at 28,416 turns, this is today only good enough for 47th place in the rankings.
Since version 0.17, the removal of controlled teleport and evokable teleport from the ring of teleportation were seen as limitations that might prevent a new score world record from ever being achieved. However not long after winning a 15-rune DECj in an impressive 26,112 turns, PurpleRed ascended this new high scoring game for an incredible 75,249,848 points! Congrats!
1. Comment by dpeg
28/Sep/2016 at 13:26
Amazing!
About the ranking: what is that not-won game leading the list? And note that Sapher’s game was in fact two turns shorter than PurpleRed’s!
2. Comment by PurpleRed
28/Sep/2016 at 23:34
You are too kind Gamma. Thanks to the devs for silencing the lies of melee by removing infi-tele and thus guiding the faithful back to the truth of Elves.
Ps. According to Chequers the incomplete game is a bugged sprint game that needs to be scrubbed.
3. Comment by bwDraco - Brian Wong
29/Sep/2016 at 05:18
Wow. That shows just how high a skill ceiling this game is, and it’s what keeps me coming, even though I’ve never even managed to get one rune in any non-test game!
I love games that give me a lot of room to grow.
4. Comment by Charly
29/Sep/2016 at 11:50
How is infinite tele different on caster? It was mostly used in extended to boost exploration efficiency, and as far as I know works the same way on every build.
Anyway, congrats on an amazing win, I still think melee to superior to caster in terms of turncount speedrunning, which makes this score even more impressive.
One last thing, 4.8 k for extended and ascension without passive mapping and random tele spam is just surreal…
18k incomming.
5. Comment by gammafunk
29/Sep/2016 at 12:04
dpeg, you’re right about the negative turn difference, which I could have talked about, but I didn’t want to write too much more detail.
PurpleRed, like you I always believed in elves. Just not my elves that missed taking back HE score from you (sometimes by mere hundreds of turns!) But PurpleRed elves we surely can all believe in :)
Charly, you may be right about the tele working the same way fundamentally, but squishy casters are a lot less happy to randomly teleport next to nasty things. Perhaps using some statue form (possibly dropping form if the tele lands safely) would make that less bad for a mage, though.
6. Comment by PurpleRed
1/Oct/2016 at 13:29
Charly, yes you are right, my comment wasn’t serious. Mostly my comment was for Gammafunks benefit, for as you might have picked up, we both have history (and unfinished business) running Elves.
As for the balance between melee and caster for speed running, I’m not sure. The set of tools I used to replace rtele certainly call for a caster, but melee based variations are undoubtedly possible.
7. Comment by Sandman25
8/Oct/2016 at 02:49
Evoking a ring of teleportation costs some MP so I think it is worse for characters who rely on MP for killing things
8. Comment by hobgoblin
9/Oct/2016 at 21:51
i would love to watch a video of that run. amazing!