Abyss Ambulator
Posts: 1093
Joined: Sunday, 12th August 2012, 02:29
YAVP: DDBe with 15 runes. 1st time after the depths patch
- Code:
Dungeon Crawl Stone Soup version 0.14-a0-884-g88d061b (tiles) character file.
17400666 The Axer the Conqueror (level 27, 302/302 HPs)
Began as a Deep Dwarf Berserker on Nov 17, 2013.
Was the Champion of Makhleb.
Escaped with the Orb
... and 15 runes on Nov 19, 2013!
The game lasted 08:00:15 (88879 turns).
The Axer the Conqueror (Deep Dwarf Berserker) Turns: 88879, Time: 08:00:15
HP 302/302 AC 60 Str 31 XL: 27
MP 10/10 EV 23 Int 14 God: Makhleb [******]
Gold 5516 SH 0 Dex 14 Spells: 9 memorised, 15 levels left
Res.Fire : + + . See Invis. : + G - +9 executioner's axe (antimagic)
Res.Cold : + . . Warding : . s - +14 crystal plate armour
Life Prot.: + . . Conserve : + (no shield)
Res.Poison: . Res.Corr. : + p - +2 hat of the Alchemist {rElec rF+ rC+ MR+}
Res.Elec. : + Clarity : + f - +2 dwarf cloak {rCorr, Cons}
Sust.Abil.: . . Spirit.Shd : . q - +2 pair of fencer's gloves {EV+3 Dex+3 Acc+8}
Res.Mut. : + Stasis : . J - +2 pair of orc boots {run}
Res.Rott. : . Flight : . r - amulet of resist mutation
Saprovore : . . . v - ring of Fun {Str+2 Int+4 SInv}
e - ring of protection from fire
@: non-regenerating, very slightly contaminated, hasted (expiring), very quick,
incredibly resistant to hostile enchantments, extremely unstealthy
A: damage resistance, recharge devices, claws 1, clarity, mutation resistance 1,
life protection 1, sense surroundings 3, slow healing 3, Str -2, Dex -2
a: Device Recharging, Minor Destruction, Lesser Servant of Makhleb, Major
Destruction, Greater Servant of Makhleb, Renounce Religion
0: Orb of Zot
}: 15/15 runes: serpentine, barnacled, slimy, silver, golden, iron, obsidian,
icy, bone, abyssal, demonic, glowing, magical, fiery, dark
You escaped.
You worshipped Makhleb.
Makhleb was exalted by your worship.
You were very full.
You visited 18 branches of the dungeon, and saw 101 of its levels.
You visited Pandemonium 1 time, and saw 20 of its levels.
You visited the Abyss 1 time.
You visited 1 bazaar.
You visited 1 Ziggurat, and saw 9 of its levels.
You also visited: Labyrinth, Trove and Ice Cave.
You collected 15089 gold pieces.
You spent 6313 gold pieces at shops.
You used 3260 gold pieces for miscellaneous purposes.
Inventory:
Hand weapons
G - a +9,+9 anti-magic executioner's axe (weapon)
Armour
f - a +2 dwarven cloak of preservation (worn)
p - the +2 hat of the Alchemist (worn) {rElec rF+ rC+ MR+}
(You bought it in a shop on level 3 of the Vaults)
It protects you from fire.
It protects you from cold.
It insulates you from electricity.
It affects your resistance to hostile enchantments.
q - the +2 pair of fencer's gloves (worn) {EV+3 Dex+3 Acc+8}
(You found it on level 5 of the Vaults)
It affects your evasion (+3).
It affects your dexterity (+3).
It affects your accuracy (+8).
s - a +14 crystal plate armour (worn)
J - a +2 pair of orcish boots of running (worn)
Magical devices
c - a wand of heal wounds (3)
g - a wand of disintegration (6)
j - a wand of hasting (1)
D - a wand of teleportation (3)
I - a wand of teleportation (7)
K - a wand of digging (11)
Comestibles
R - 6 meat rations
S - 4 bread rations
Scrolls
w - 4 scrolls of identify
y - 2 scrolls of blinking
A - 3 scrolls of remove curse
F - 5 scrolls of fog
Jewellery
d - the ring "Straiqi" {+Blink +Inv MR++ Dex+4 Int+2}
(You found it on level 7 of the Iron City of Dis)
[ring of dexterity]
It affects your dexterity (+4).
It affects your intelligence (+2).
It affects your resistance to hostile enchantments.
It lets you turn invisible.
It lets you blink.
e - a ring of protection from fire (left hand)
i - a cursed ring of sustain abilities
r - an amulet of resist mutation (around neck)
v - the ring of Fun (right hand) {Str+2 Int+4 SInv}
(You found it on level 2 of the Depths)
[ring of see invisible]
It affects your strength (+2).
It affects your intelligence (+4).
x - an uncursed ring of protection from cold
Y - a cursed amulet of stasis
Potions
a - a potion of flight
b - 2 potions of resistance
h - 9 potions of restore abilities
n - 8 potions of curing
u - 2 potions of cure mutation
L - 3 potions of agility
U - a potion of speed
Books
k - a book of Conjurations
Spells Type Level
Magic Dart Conjuration 1
Searing Ray Conjuration 2
Dazzling Spray Conjuration/Hexes 3
Iskenderun's Mystic Blast Conjuration 4
Iskenderun's Battlesphere Conjuration/Charms 4
Fulminant Prism Conjuration/Hexes 5
l - a book of Death
Spells Type Level
Corpse Rot Necromancy 2
Sublimation of Blood Necromancy 2
Agony Necromancy 5
Dispel Undead Necromancy 5
Excruciating Wounds Charms/Necromancy 5
Bolt of Draining Conjuration/Necromancy 6
Miscellaneous
o - a lamp of fire
M - a lamp of fire
Skills:
O Level 27 Fighting
- Level 26.0 Axes
- Level 5.1 Throwing
O Level 27 Armour
O Level 27 Dodging
- Level 6.0 Spellcasting
- Level 13.5 Hexes
- Level 10.5 Charms
- Level 5.1 Summonings
- Level 7.6 Translocations
- Level 14.4 Air Magic
* Level 18.3 Invocations
- Level 8.6 Evocations
You had 15 spell levels left.
You knew the following spells:
Your Spells Type Power Failure Level Hunger
a - Apportation Tloc ####...... 3% 1 None
b - Summon Butterflies Summ ###..... 12% 1 None
c - Blink Tloc N/A 6% 2 #......
d - Repel Missiles Chrm/Air #####..... 1% 2 #......
e - Spectral Weapon Hex/Chrm #####... 1% 3 ###....
f - Flight Chrm/Air #####..... 1% 3 ###....
g - Swiftness Chrm/Air #####..... 1% 2 #......
h - Silence Hex/Air #####..... 10% 5 #####..
i - Control Teleport Chrm/Tloc ####...... 21% 4 ####...
Dungeon Overview and Level Annotations
Branches:
Dungeon (16/16) Temple (1/1) D:6 Orc (4/4) D:9
Elf (3/3) Orc:3 Lair (8/8) D:11 Shoals (5/5) Lair:5
Snake (5/5) Lair:3 Slime (6/6) Lair:7 Vaults (5/5) Depths:2
Blade (0/1) Vaults:4 Crypt (5/5) Vaults:2 Tomb (3/3) Crypt:3
Hell (1/1) Dis (7/7) Hell Geh (7/7) Hell
Coc (7/7) Hell Tar (7/7) Hell Zot (5/5) Depths:6
Depths (6/6) D:16
I wasn't too thrilled with the new dungeon layout, since it meant less dungeon floors and potentially less xp by the time I get to Zot. So I decided to go with the easy combo (DDBe) and see what the depth looks like, in addition to getting a 15-rune DD win.
For me, I felt the depths were too densely packed with monsters. I often faced 8-9 monsters whenever I went down the stairs. And of course, not a group of orcs or kobolds but a pack of iron trolls, stone giants, liches, and ettins. Felt like it would be quite challenging to engage in such kind of situations as a caster.
Besides that, my only other point of frustration was torment. Having slow healing is really abysmal when you have 3~4 greater mummies and mummy priests waiting downstairs. I guess that's when recharge devices comes handy. Don't think I ever used it when I played as a DD healer, but this time used it 7~8 times to make up for the lost health.
Last edited by nordetsa on Tuesday, 19th November 2013, 14:48, edited 1 time in total.