Now YAVP: How to get Hell ready?


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Temple Termagant

Posts: 12

Joined: Thursday, 24th November 2011, 12:57

Post Thursday, 24th November 2011, 13:09

Now YAVP: How to get Hell ready?

Hello everyone, long time lurker finally posting.

I've won a few games as a fighter and a few as a conjurating caster. I'm hoping to go a little further with this guy. I've done Vaults/Slime and the 2 easy Lair branches. There's a trove out there needing the abyssal rune.
My current plan is to finish clearing Zot 1-4, then do elf 5. After that, I'm going to convert to TSO and do the Crypt for piety. Then hells and/or abyss here I come. I'm going to save Zot 5 for the end. Which weapon should I brand holy wrath? I'm hoping to get haste/flight/swiftness castable...is that realisitic in the chain mail I'm wearing? Is there anything other than rN (TSO will help I hope) that I need to work on for the extended endgame?

I'll have to say, I've never had anywhere close to to damage output this guy has. One shotting stone giants and draconians is a lot of fun. My level is low due to very little rN in the vaults and the weird bubbly vault on D27 full of shadow dragons.

Crap, I don't know how to post a dump in the nice scrolly boxes. Currently have Axes and spellcasting on. Axes in case I find a monster executioner axe. That ring is the best single item I've ever seen.




Dungeon Crawl Stone Soup version 0.9.1 character file.

Pete the Conqueror (Mountain Dwarf Fighter) Turns: 84387, Time: 06:23:51

HP 234/234 (237) AC 34 Str 25 (26) XL: 23 Next: 96%
MP 27/27 EV 8 Int 16 God: Okawaru [******]
Gold 5937 SH 39 Dex 11 Spells: 3 memorised, 22 levels left

Res.Fire : + + + See Invis. : + o - +6,+5 dwarf broad axe (drain) {god gift}
Res.Cold : + + + Warding : . . b - +11 chain mail of Mieph {rC++ Acc+3 Dam+3}
Life Prot.: . . . Conserve : + X - +4 shield of Naigumoi {Spirit, Int+2 Dam+4
Res.Acid. : + . . Res.Corr. : + v - +1 helmet {Int+3} {god gift}
Res.Poison: . Clarity : . r - +2 elf cloak {rCorr, Cons}
Res.Elec. : + Spirit.Shd : + c - +2 pair of gloves of the Invisible Hand {g
Sust.Abil.: . . Stasis : . s - -1 pair of elf boots {run}
Res.Mut. : + Ctrl.Telep.: . n - amulet of resist mutation
Res.Rott. : . Levitation : . L - ring "Thykh" {Hunger- +Blink +Rage rF++ rC
Saprovore : . . . Ctrl.Flight: . g - +3,+4 ring of slaying

@: quick, extraordinarily resistant to hostile enchantments, extremely unstealthy
A: no striking features
a: Heroism, Finesse, Renounce Religion, Evoke Blink, Evoke Berserk Rage
}: 4/15 runes: serpentine, barnacled, slimy, silver


Hand weapons
a - a demon blade of draining
f - an uncursed double sword of slicing {god gift}
k - an uncursed scimitar of flaming
m - a +1,+0 dwarven broad axe of flaming
o - a +6,+5 dwarven broad axe of draining (weapon) {god gift}
u - a +6,+2 demon blade of venom

b - the +11 chain mail of Mieph (worn) {rC++ Acc+3 Dam+3}
(You found it on level 21 of the Dungeon)
L - the ring "Thykh" (right hand) {Hunger- +Blink +Rage rF++ rC+ SInv}
(You acquired it on level 7 of the Vaults)
E - a +6 rod of demonology (14/14)
(You found it on level 8 of the Vaults)
K - a +4 rod of demonology (13/13)
(You found it on level 6 of the Pits of Slime)


O Level 27 Fighting
- Level 21 Long Blades
+ Level 20 Axes
Level 23 Shields
- Level 20 Armour
Last edited by Homard on Monday, 28th November 2011, 01:14, edited 2 times in total.

Lair Larrikin

Posts: 29

Joined: Wednesday, 30th March 2011, 12:34

Post Thursday, 24th November 2011, 13:51

Re: CiP: How to get Hell ready?

If you're switching to TSO for the extended lategame you're probably going to benefit most from putting your holy wrath enchant on a great big 2 handers, a triple sword or executioner's axe in your case. Not sure which one will work out better after the holy wrathing here. This is because shields don't block the main sources in damage in endgame (hellfire, torment) so the extra damage ends up being a case of offence being the best defence and all that. Also your current shield has guardian spirit on it which can be a headache to have, even if you didn't want to branch into spellcasting.

You will need a lot of skill investment to pull off spellcasting and the TSO switch, spellcasting in particular will require a lot of investment trying to cast through chainmail's 4 EVP and with Mds cruddy int value. Perhaps If you want to take both I'd get the weapon skill of choice to min delay for the big 2 hander (24 for long blades and 26 for axes I think) and then start pumping Invocations (10 is probably enough to make proper use of TSO but more can really buff up cleansing flame) and spellcasting for whatever spells you would like to use. I guess haste is the main thing to aim for but not sure how much skill you'll need for it. Probably quite a large amount I'd guess 16 charms skill or something.

One thing to note is with this being .9 the +damage items are still fantastic. Maybe someone could actually do the maths to see if switching to a 2 hander is even worth it for you with the shield giving +4dam? (Shameless buck passing to no-one in particular)
User avatar

Snake Sneak

Posts: 92

Joined: Friday, 7th October 2011, 06:24

Location: HI

Post Thursday, 24th November 2011, 13:57

Re: CiP: How to get Hell ready?

Use the [c.ode][/c.ode] tags (without '.') to put dumps in boxes. As far as the extended game, I only won one 15 rune extended game with a fighter type and that was a MiDK of TSO. I can say spellcasting is definitely doable in armour, because my Mi could cast spells like Haste, DMsl, etc in GDA! Of course, that was after mastering about 3 skills and had literally nothing else to spend xp on, along with being absurdly powerful in general. You have a very solid set of resists there, so extended game should be doable for you.

On blessing a weapon, I would go with a beefy twohander like an executioner's axe or a triple sword if you have/can find one. Shields aren't going to do much good in extended because the biggest threats are torment and hellfire, which are both unblockable. It's better to just kill the torment/hellfire guys faster with a strong twohander over squeezing a little more defense with shields. Although, if you can't find either of those, then you could make do with a broad axe, demon blade, or double sword with a shield. My MiDK personally couldn't find a triple sword, so he just went with double sword + shield and that worked pretty well on him. Looking at your particular shield, that wouldn't be a bad idea either with that Dam+4!

Here's proof of being able to cast spells in GDA:
  Code:
Dungeon Crawl Stone Soup version 0.9.1 character file.

7235085 Dead Head the Conqueror (level 27, 254/254 (275) HPs)
             Began as a Minotaur Death Knight on Nov 4, 2011.
             Was the Champion of The Shining One.
             Escaped with the Orb
             ... and 15 runes on Nov 8, 2011!
             
             The game lasted 16:01:10 (251557 turns).

Dead Head the Conqueror (Minotaur Death Knight)                                       Turns: 251557, Time: 16:01:10

HP 254/254 (275) AC 46     Str 29      XL: 27
MP  14/38        EV  7     Int 11      God: The Shining One [******]
Gold 10457       SH 79     Dex 11      Spells: 13 memorised, 18 levels left

Res.Fire  : + + .   See Invis. : .    a - +8 Blessed Blade
Res.Cold  : + + +   Warding    : . .  G - +7 gold dragon armour
Life Prot.: + + +   Conserve   : +    m - +3 large shield {rflct}
Res.Acid. : + . .   Res.Corr.  : +    X - +2 wizard hat
Res.Poison: +       Clarity    : .    t - +2 cloak {rCorr, Cons}
Res.Elec. : +       Spirit.Shd : .    L - +2 pair of gloves {Str+3}
Sust.Abil.: . .     Stasis     : .    C - +2 pair of boots {run}
Res.Mut.  : +       Ctrl.Telep.: x    i - amulet of resist mutation
Res.Rott. : .       Levitation : +    f - ring "Ceusiup" {rElec rF+ rC++}
Saprovore : . . .   Ctrl.Flight: +    s - ring "Strakh" {cTele Dam+4}

@: deflect missiles, silence, flying, very slightly glowing, hasted, very quick, quite resistant to hostile
enchantments, extremely unstealthy
A: horns 2, -10% mp, Str -1
a: no special abilities
}: 15/15 runes: decaying, barnacled, slimy, silver, golden, iron, obsidian, icy, bone, abyssal, demonic, glowing,
magical, fiery, dark


You escaped.
You worshipped The Shining One.
The Shining One was exalted by your worship.
You were very full.

You visited 19 branches of the dungeon, and saw 114 of its levels.
You visited Pandemonium 7 times, and saw 46 of its levels.
You visited the Abyss 7 times.
You visited 1 Labyrinth.
You visited 2 bazaars.
You visited 2 Ziggurats, and saw 17 of their levels (deepest: 7).
You visited 3 portal chambers: bailey, bailey, trove.

You collected 21160 gold pieces.
You spent 3963 gold pieces at shops.
You used 6760 gold pieces for miscellaneous purposes.

Inventory:

Hand weapons
a - a +8,+8 Blessed Blade (weapon)
c - the +9,+6 Wyrmbane {slay drac, +Rage rPois rF+ AC+5}
   (You took it off Ereshkigal on level 7 of Tartarus)   
   
   This legendary weapon is deadly to all dragonkind. It also provides some
   protection from the breath attacks of dragons and other creatures.
   
   
   It affects your AC (+5).
   It protects you from fire.
   It protects you from poison.
   It lets you go berserk.
n - the +1,+11 quick blade of Internal Strife {slay orc, rElec MR}
   (You found it in the bailey)   
   
   It is especially effective against all of orcish descent.
   
   
   It insulates you from electricity.
   It increases your resistance to enchantments.
Y - the +3,+1 Elemental Staff {protect, Hunger Noisy rF++ rC++ MR}
   (You bought it in a shop in a bazaar)   
   
   It protects the one who wields it against injury (+5 to AC).
   
   
   It greatly protects you from fire.
   It greatly protects you from cold.
   It increases your resistance to enchantments.
   It makes noises.
   It speeds your metabolism.
   
   This powerful staff used to belong to the leader of the Guild of Five
   Elements.
Missiles
p - 9 +7 javelins of returning (quivered)
Armour
k - the +3 cloak of Flash {+Lev EV+4}
   (You found it on level 9 of a ziggurat)   
   
   
   It affects your evasion (+4).
   It lets you levitate.
l - the +7 ice dragon armour of Xom's Whim {Dex+4 Acc+2}
   (You found it in the bailey)   
   
   
   It affects your dexterity (+4).
   It affects your accuracy (+2).
m - a +3 large shield of reflection (worn)
t - a +2 cloak of preservation (worn)
u - the +8 plate mail "Ryts" {Acc+3}
   (You found it in the Abyss)   
   
   
   It affects your accuracy (+3).
x - a +0 crystal plate mail
C - a +2 pair of boots of running (worn)
G - a +7 gold dragon armour (worn)
H - the +0 cloak of the Countless Hells {Str+3 Dam+2}
   (You acquired it in Pandemonium)   
   
   
   It affects your strength (+3).
   It affects your damage-dealing abilities (+2).
L - a +2 pair of gloves of strength (worn)
X - a +2 wizard hat (worn)
Z - the +5 plate mail of Sif Muna's Displeasure {rC+}
   (You found it on level 8 of the Vaults)   
   
   
   It protects you from cold.
Magical devices
F - a wand of digging (10)
O - a wand of disintegration (6)
Q - a wand of hasting (8)
R - a wand of healing (8)
W - a wand of teleportation (10)
Comestibles
B - a royal jelly
U - 8 meat rations
Jewellery
d - the amulet "Kutt" {Gourm Int+4 Dam+3}
   (You found it on level 8 of the Vaults)   
   
   [amulet of the gourmand]
   
   It affects your intelligence (+4).
   It affects your damage-dealing abilities (+3).
e - the ring of Shaolin {EV+8}
   (You found it on level 5 of the Elven Halls)   
   
   [ring of evasion]
   It affects your evasion (+8).
f - the ring "Ceusiup" (right hand) {rElec rF+ rC++}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   
   [ring of protection from fire]
   
   It greatly protects you from cold.
   It insulates you from electricity.
g - a +4,+4 ring of slaying
h - a +0,+5 ring of slaying
i - an amulet of resist mutation (around neck)
j - the ring "Tyess" {Wiz rF+ rC+ Stlth++}
   (You bought it in a shop on level 4 of the Orcish Mines)   
   
   [ring of wizardry]
   
   It protects you from fire.
   It protects you from cold.
   It makes you much more stealthy.
o - the ring of the Mage {Wiz MR Int+3}
   (You found it on level 10 of a ziggurat)   
   
   [ring of wizardry]
   
   It affects your intelligence (+3).
   It increases your resistance to enchantments.
q - the ring of Pyche {Hunger- Dex+2 Int+3}
   (You found it on level 6 of the Pits of Slime)   
   
   [ring of sustenance]
   
   It affects your intelligence (+3).
   It affects your dexterity (+2).
r - the amulet of False Pretenses {+Rage rF- Dex+2}
   (You found it on level 8 of the Vaults)   
   
   [amulet of rage]
   
   It affects your dexterity (+2).
   It makes you vulnerable to fire.
s - the ring "Strakh" (left hand) {cTele Dam+4}
   (You found it on level 8 of a ziggurat)   
   
   [ring of teleport control]
   
   It affects your damage-dealing abilities (+4).
v - the ring "Bentof" {+Inv Str-3 Int+4}
   (You found it on level 7 of Tartarus)   
   
   [ring of invisibility]
   
   It affects your strength (-3).
   It affects your intelligence (+4).
w - the cursed brooch of Shielding {Ward AC+4 EV+4}
   (You found it on level 5 of the Elven Halls)   
   
   [amulet of warding]
   
   It affects your AC (+4).
   It affects your evasion (+4).
   
   Back in the good old days, every adventurer had one of these handy devices.
   That, and a pony.
   It has a curse placed upon it.
y - the amulet of Freedom {rCorr Dex+3 Int+4}
   (You found it in a treasure trove)   
   
   [amulet of resist corrosion]
   
   It affects your intelligence (+4).
   It affects your dexterity (+3).
A - the ring of Thrarikyaph {+Blink rPois Str+2 Dex+4 Int-3}
   (You found it on level 7 of Tartarus)   
   
   [ring of intelligence]
   It affects your intelligence (-3).
   
   It affects your strength (+2).
   It affects your dexterity (+4).
   It protects you from poison.
   It lets you blink.
D - the ring "Vaunibre" {Ice MR Int-1 Acc+1 Dam+4}
   (You found it on level 6 of a ziggurat)   
   
   [ring of ice]
   
   It affects your intelligence (-1).
   It affects your accuracy (+1).
   It affects your damage-dealing abilities (+4).
   It increases your resistance to enchantments.
E - the ring of Pnoudy Huakk {Ice Dex+1 Int+1}
   (You found it on level 6 of the Pits of Slime)   
   
   [ring of ice]
   
   It affects your intelligence (+1).
   It affects your dexterity (+1).
I - the ring of Robustness {AC+8}
   (You found it on level 2 of the Hive)   
   
   [ring of protection]
   It affects your AC (+8).
J - the ring "Osuthruca" {rPois Int+3}
   (You found it on level 7 of the Iron City of Dis)   
   
   [ring of poison resistance]
   
   It affects your intelligence (+3).
K - the ring of Xocothisa {Hunger MR Dam+2}
   (You found it on level 7 of the Iron City of Dis)   
   
   [ring of hunger]
   
   It affects your damage-dealing abilities (+2).
   It increases your resistance to enchantments.
M - the amulet "Pauph" {Faith rF+}
   (You found it on level 7 of Tartarus)   
   
   [amulet of faith]
   
   It protects you from fire.
N - an uncursed ring of regeneration
P - the amulet of Rajo Xem {Clar MR SInv}
   (You found it in the Abyss)   
   
   [amulet of clarity]
   
   It increases your resistance to enchantments.
   It enhances your eyesight.
S - the ring of Taenta {rF+ MR EV+2 Int+3}
   (You found it on level 5 of the Elven Halls)   
   
   [ring of evasion]
   It affects your evasion (+2).
   
   It affects your intelligence (+3).
   It protects you from fire.
   It increases your resistance to enchantments.
T - the ring "Reuterof" {+Blink Dex+4}
   (You found it on level 7 of Cocytus)   
   
   [ring of dexterity]
   It affects your dexterity (+4).
   
   It lets you blink.
V - the ring of Frief {rPois AC+2}
   (You found it on level 6 of the Pits of Slime)   
   
   [ring of protection]
   It affects your AC (+2).
   
   It protects you from poison.
Orbs of Power
z - the Orb of Zot
Miscellaneous
b - the horn of Geryon


   Skills:
O Level 27 Fighting
- Level 10 Short Blades
- Level 24 Long Blades
- Level 1 Axes
- Level 1 Maces & Flails
- Level 19 Throwing
O Level 27 Armour
- Level 6 Dodging
- Level 1 Stealth
- Level 1 Stabbing
- Level 25 Shields
- Level 10 Traps & Doors
- Level 1 Unarmed Combat
+ Level 18 Spellcasting
* Level 10 Hexes
+ Level 19 Charms
- Level 15 Summonings
- Level 9 Translocations
- Level 1 Ice Magic
+ Level 14 Air Magic
- Level 20 Invocations
- Level 9 Evocations


You had 18 spell levels left.
You knew the following spells:

Your Spells              Type           Power        Success   Level  Hunger
a - Control Teleport      Chrm/Tloc      ######....   Excellent   4    Choko
b - Levitation            Air/Chrm       ######....   Excellent   2    None
c - Recall                Tloc/Summ      N/A          Excellent   3    None
d - Deflect Missiles      Air/Chrm       ######....   Very Good   6    Honeycomb
e - Flight                Air/Chrm       ######....   Excellent   4    Choko
f - Summon Ice Beast      Ice/Summ       #####.....   Good        4    Choko
q - Blink                 Tloc           N/A          Excellent   2    None
r - Swiftness             Air/Chrm       ######....   Excellent   2    None
s - Haste                 Chrm           #######..    Excellent   6    Honeycomb
w - Repel Missiles        Air/Chrm       ######....   Excellent   2    None
x - Abjuration            Summ           ######....   Excellent   3    None
z - Summon Butterflies    Summ           ######...    Excellent   1    None
A - Silence               Air/Hex        ######....   Very Good   5    Honeycomb

For this message the author nosrepemos has received thanks:
Homard

Temple Termagant

Posts: 12

Joined: Thursday, 24th November 2011, 12:57

Post Thursday, 24th November 2011, 16:38

Re: CiP: How to get Hell ready?

Yeah, I'm really hoping to find a better shield or go 2 handed. As far as spellcasting with the shield, if it comes to that, I'd be doing mostly preparatory casting before combat so hopefully the Spirit things wouldn't be too much of a nuisance. Anyway, I guess I've got a lot of doing before I get into the endgame stuff, so I shouldn't put the cart before the horse. Hopefully the abyss, Zot and elf 5 don't crunch me first.

Temple Termagant

Posts: 12

Joined: Thursday, 24th November 2011, 12:57

Post Friday, 25th November 2011, 17:21

Re: CiP: How to get Hell ready?

I've converted to TSO and held down tab and O in the crypt. I decided to make my demon blade into a blessed blade as I found no axe or triple sword. I have the basic spells on very good or better. Flight, Swiftness and Abjuration being the main ones. Hopefully I'll get Deflect Missles and Haste soon. My biggest weakness is Abjuration could go away when/if I get damaged in a big fight (guardian spirit) and that's when I'll need it most.

I'm currently wandering the Abyss looking for a rune. After that, I have no idea. Is Pan generally easier than the Hell branches. I'm thinking of cleaning out the hell branches but not the ends and then deciding on Pan or the end branches (provided I don't splat first). Any advice? The only other time I went to the hells was with, I now realize, a woefully underprepared MDFi and Asmodeus smoked me very very quickly.

Mines Malingerer

Posts: 54

Joined: Monday, 14th February 2011, 15:26

Post Friday, 25th November 2011, 17:59

Re: CiP: How to get Hell ready?

Very good is still pretty shitty, so try to get any spells you'll be relying on in combat to excellent. Even the lower end of excellent (95%) is still a bit weak for the critical spells.

I've never been fond of the guardian spirit enchantment myself, but I have a tendency to get controlled blink on every character and so seven mp does a hell of a lot more for my survival than seven hp.

I find pan easier than the hells for two reasons: No hell effects and translocations work normally. So even if you find one of the pan lords impossible to kill, it's pretty easy to flee and ninja the rune with controlled blinks.

If/when you go to hell, do *not* clear the early levels. Just dive as quickly as possible as you'll return to the vestibule upon going up any up stair. Even if you feel up to killing the big guys down in the hells, don't be afraid to ninja the runes first to remove the translocation interference. It'd still be far wiser just to run the moment you have the rune, though.

Temple Termagant

Posts: 12

Joined: Thursday, 24th November 2011, 12:57

Post Saturday, 26th November 2011, 02:42

Re: CiP: How to get Hell ready?

I've been running around Pan for the first time. Took out Mnoleg with little trouble. Now I'm on Cerebov's level. I've taken out everything but Cerebov and his friends. I think there's a pit fiend in there. I've taken 2 runs at him. First time I blinked away. I'm out of blink scrolls now. I've tried to control teleport into his room, but I guess you can't do that. I tried 4 angels on him and got him to half before he firestormed the crap out of them. I ran by him, but he caught up when okuwaru decided to wrath me in a hall way.

I'm thinking if I can't teleport ninja this rune, he can keep it. 6 runes is the most I've ever gotten and I think I can take the hells, so I'm not going to die trying the toughest guy in the game. Is there any reasonable way for a non-controlled blinker to ninja Cerebov's rune?

Temple Termagant

Posts: 12

Joined: Thursday, 24th November 2011, 12:57

Post Saturday, 26th November 2011, 03:07

Re: CiP: How to get Hell ready?

I have all sorts of teleport scrolls and wands. I can control with a ring or spell. I've tried to control teleport into the explored area of his room 3 times now and I always end up in back of the castle. Is it possible to teleport into his rooms (explored or unexplored)? Am I just getting unlucky with my teleports and hitting walls and being deflected elsewhere? I have no idea of the game mechanics behind teleport control, thus the questions. If I can teleport in, I may try to lure him out again with angels in tow and teleport into his suite of rooms with the hope of nabbing the rune. It's getting more dangerous though as I've burned some resources in my first 2 poor attempts.

Spider Stomper

Posts: 205

Joined: Sunday, 25th September 2011, 15:41

Location: Somewhere on the surface of Sol.

Post Saturday, 26th November 2011, 03:19

Re: CiP: How to get Hell ready?

My favorite Pan tactic is to use a scroll of magic mapping, use a ctele to get the rune and then C Blink my way to safety IF I have C Blink... otherwise a second Controlled tele can work if you have the HP and healing to last long enough for it to kick in.

And you COULD be getting unlucky in a major way, what I would do is lure Cerebov away from where the rune is and while you are running teleport back to the castle. if he's far enough away you SHOULD be golden as long as you don't end up in the middle of a torment hellfire storm after the tele.

Temple Termagant

Posts: 12

Joined: Thursday, 24th November 2011, 12:57

Post Sunday, 27th November 2011, 13:41

Re: CiP: How to get Hell ready?

I managed to teleport right next to Cerebov and use butterflies as a smokescreen to ninja his rune. Since then I've also gotten the random pan rune and Gehenna and Dis runes. Asmodeus and Dispater were both a little scary with their fiend friends. Tartarus is mostly clear. I'm learning Dig so I can find my way into the rune vault with the boss. Cocytus shouldn't be a big problem after Gehenna (which was a little touch and go with Asmodeus and 4 fiends onscreen at one point).

I have to get 2 more pan runes from Lom and Gloorx, two hell runes from Tartarus and Cocytus, and the Tomb. Is the Tomb the toughest place in the game for a non-lichform fighter? I'm hoping to use angels to whack most of the nasty cursers, but I've never been there before. I cleared the entryway in the crypt. a few greater mummies and some sphinxes as I remember. Scary.

I'm also hoping to find a heal wand before I get there. I have no healing other than potions and killing evil things and it's getting to be a bit of an inconvenience.

Temple Termagant

Posts: 12

Joined: Thursday, 24th November 2011, 12:57

Post Monday, 28th November 2011, 00:16

Re: now YAVP: How to get Hell ready?

Whew, that's it. First win with > 3 runes. Gehenna had a moment with Asmodeus and 4 fiends onscreen at once that was a little scary. Cerebov was insurmountable for me. I didn't even try Antaeus but I expect I could've taken him. Ereshkigal died so fast I didn't even see the tile :). The Tombs were by far the scariest place I've ever been; even with angel helpers. Stair-danced the greater mummies on Tomb 3, but they hurt. Accidentally blinked when I entered tomb 2...hit z-c (Blink) instead of a-c to summon an angel. Ouch. I came very very close to dying there, but managed to get to a corner. I think I got fairly lucky in Pan as I never really had any danger there. Gloorx without poison resist was a little touchy, but the executioners healed me nicely as they popped one after another. I was tempted to try a Ziggurat on Lom's Pan level, but I didn't dare risk it at that point with 14 runes down. I don't think I'd have made it without some advice from clees in webtiles.

TSO is great fun in pan and the hells. I found myself looking at skeletal warriors as mobile heal potions. I'm glad I finished when I did though. No healing wand all game, haste wand on floor 3 of the Tomb. I was almost out of heal potions and I'd bought every one I could find. It would've been no fun to have to scum pan for heal potions to finish the tomb.

  Code:

 Dungeon Crawl Stone Soup version 0.9.1 character file.

10030215 Pete the Conqueror (level 27, 254/254 (277) HPs)
             Began as a Mountain Dwarf Fighter on Nov 23, 2011.
             Was the Champion of The Shining One.
             Escaped with the Orb
             ... and 15 runes on Nov 27, 2011!
             
             The game lasted 13:47:13 (165775 turns).

Pete the Conqueror (Mountain Dwarf Fighter)                                                                                                       Turns: 165775, Time: 13:47:13

HP 254/254 (277) AC 41     Str 27      XL: 27
MP  34/42        EV  9     Int 18      God: The Shining One [******]
Gold 15797       SH 42     Dex 11      Spells: 15 memorised,  6 levels left

Res.Fire  : + + +   See Invis. : +    a - +8,+7 Blessed Blade
Res.Cold  : + + +   Warding    : . .  b - +11 chain mail of Mieph {rC++ Acc+3 Dam+3}
Life Prot.: + + +   Conserve   : +    X - +4 shield of Naigumoi {Spirit, Int+2 Dam+4
Res.Acid. : + . .   Res.Corr.  : +    v - +2 helmet {Int+3} (curse) {god gift}
Res.Poison: .       Clarity    : .    r - +2 elf cloak {rCorr, Cons} (curse)
Res.Elec. : +       Spirit.Shd : +    c - +2 pair of gloves of the Invisible Hand {g
Sust.Abil.: . .     Stasis     : .    s - +2 pair of elf boots {run} (curse)
Res.Mut.  : +       Ctrl.Telep.: x    n - cursed amulet of resist mutation
Res.Rott. : .       Levitation : .    L - cursed ring "Thykh" {Hunger- +Blink +Rage
Saprovore : . . .   Ctrl.Flight: .    g - cursed +3,+4 ring of slaying

@: burdened, quick, incredibly resistant to hostile enchantments, extremely unstealthy
A: no striking features
a: Divine Shield, Cleansing Flame, Summon Divine Warrior, Renounce Religion, Evoke Blink, Evoke Berserk Rage
}: 15/15 runes: serpentine, barnacled, slimy, silver, golden, iron, obsidian, icy, bone, abyssal, demonic, glowing, magical, fiery, dark


You escaped.
You worshipped The Shining One.
The Shining One was exalted by your worship.
You were encumbered.
You were completely stuffed.

You visited 19 branches of the dungeon, and saw 114 of its levels.
You visited Pandemonium 3 times, and saw 20 of its levels.
You visited the Abyss 3 times.
You visited 3 portal chambers: ice cave, wizlab, trove.

You collected 22048 gold pieces.
You spent 6271 gold pieces at shops.


  Skills:
 O Level 27 Fighting
 - Level 21 Long Blades
 - Level 20 Axes
 - Level 1 Maces & Flails
 - Level 1 Throwing
 O Level 27 Armour
 - Level 2 Dodging
 - Level 1 Stealth
 - Level 1 Stabbing
 O Level 27 Shields
 - Level 10 Traps & Doors
 - Level 2 Unarmed Combat
 + Level 16 Spellcasting
 + Level 13 Charms
 + Level 12 Summonings
 - Level 1 Necromancy
 - Level 18 Translocations
 - Level 7 Transmutations
 + Level 13 Air Magic
 - Level 8 Earth Magic
 - Level 1 Poison Magic
 - Level 19 Invocations
 - Level 10 Evocations


You had 6 spell levels left.
You knew the following spells:

 Your Spells              Type           Power        Success   Level  Hunger
a - Flight                Air/Chrm       #######...   Excellent   4    None
b - Summon Butterflies    Summ           #######..    Excellent   1    None
c - Blink                 Tloc           N/A          Perfect     2    None
d - Abjuration            Summ           #######...   Excellent   3    None
e - Swiftness             Air/Chrm       #######...   Excellent   2    None
f - Recall                Tloc/Summ      N/A          Excellent   3    None
g - Control Teleport      Chrm/Tloc      #######...   Excellent   4    None
h - Cure Poison           Pois           ####......   Great       2    None
i - Apportation           Tloc           #######...   Perfect     1    None
j - Repel Missiles        Air/Chrm       #######...   Excellent   2    None
k - Haste                 Chrm           #######..    Great       6    Honeycomb
l - Silence               Air/Hex        ######....   Very Good   5    Choko
m - Deflect Missiles      Air/Chrm       #######...   Great       6    Honeycomb
n - Dig                   Erth/Trmt      ######...    Excellent   4    None
o - Controlled Blink      Tloc           N/A          Excellent   7    Ration


Asmodeus (Geh:7)
  Gloorx Vloq (Pan)
  Ignacio (Pan)
  Mnoleg (Pan)
 the royal jelly (Slime:6)
  Ereshkigal (Tar:7)
  Lom Lobon (Pan)
 the Serpent of Hell (Coc:7)
Boris (twice) (Crypt:1 Crypt:3)
  20 greater mummies    (shudder)


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