Snake Sneak
Posts: 123
Joined: Monday, 3rd January 2011, 14:47
YAVP MuWz 15 runes + 13 zig wins (including some advice)
1.I reached level 8 on floor 3 after killing Grinder and Sigmund, Luckily I found a book of power on level 2.
2. I killed 498 demon lords, only 2 more for 500.
3.The most demon lords I killed in one go was 30 on lvl 27 of a zig, I also killed 26 on another lvl 27 of a zig.
4. The toughest level was on lvl 22 an angel level, but through keeping my distance and firestorm/tornado including 2 charges of a wand of healing just for safety, it wasn't really a problem. (ashame I never got a 27 angel level, could have been fun)
5.I only killed 8 orbs of fire (bad luck here after 14 zigs you would think it would be more.)
6.The last few zigs were quite boring, I got so many spider/snake levels it was pretty much, go forward everything dies. (not to mention getting no decent loot.)
7.I was never reduced to single digit hps, even though I only found my first wand of healing on level 18 of my first zig. (I bailed at level 22 just because I felt it was time to convert to Makhleb.)
8. Apparently the game doesn't keep track of zig levels very well, according to it I finished 10 zigs and only 250 levels, when I actually finished 13 zigs with 373 levels, this is based on the log.
A bit about strategy:
With mummies it's even more important to train fighting as early as you can, my practice is to search for a venom weapon and enchant it as much as I can, next, I stop using magic arrow and only use mephic. (I never found one in this game so I used a short sword of freezing).
It's worth it using any enchant scroll as soon as you get it, anyway you will switch to staff of air when you find it, never needing to enchant another weapon.
Learn to use blink, don't wait until you have low life, use it immediately if you are too close to a dangerous enemy to get away. (if you have any doubt about your ability to handle a certain foe, use blink and get to safety, return after you have a plan.)
Once you have swiftness, deflect missiles and poisonous cloud it's safe to take on elf 5, you can also do it without deflect missiles but swiftness/boots of running are a must. (Be careful of master archers.)
I like victory dancing air when I can, so I can cast poisonous cloud as soon as it's available, in this game I had it usable on dungeon floor 7, it makes lair/orc and hive easy, use mystic blast/wands on snakes/hydras and spined toads.
Vault 8 is just as safe, just go up and down the stairs killing everything slowly with poisonus cloud.
I leave snake 5 and swamp 5 until after I can cast tornado or freezing cloud/refrigeration and after elf 5 and vault 8, the risk is not worth the reward of doing them earlier.
Once I can cast tornado at great without Vehumet's bonus, I switch as soon as I can to Makhleb, which makes the character pretty much invincible. (leading to a stupid death, ie. Spammed hellfire after attacking for 10 turns with a staff of channeling, R.I.P mighty and ancient mummy)
Wait for tornado to take on Mara/Menna's/Borris the rest can be killed with Poisonous cloud/Mephic but do not take on Nikola without resist lightning no matter how powerful you are, learn insulation if you must.
To beat Zigs without real risk you need: Tornado,Haste, Deflect missiles, Swiftness, Makhleb and sustain ability for the mummy levels, you can add in Darkness for over kill.
Do not call your character Liri in a fit of boredom, it's a stupid name for a mummy and you will regret it later on...
About Mummies:
Not being able to use potions is easier than I expected,
They are by far the best late game characters, their natural resistances mean they can load up on evasion/ac/stats modifiers (as can be seen with my character) and their lack of hunger means they can skip using staff of energy and instead use staff of air. (giving them another resistance)
Necromutation does the same, but refreshing it all the time is annoying and it running out in the midst of battle can lead to death.
If you find refrigeration in the early game it's worth pumping ice to about 12 as soon as you can, just because it makes most of the game pathetically easy.
Oh and a list of my stupid Mummy deaths:
Killed on Shoals 5 by a javeliner with silver javelins ater taking around 75 damage from one javelin because I forgot to refresh deflect missiles after clearing all the shoals. (had the best item I ever found: +5 +3 Crossbow with lightning, ++res fire, ++res cold, Res poison, res lightning and MR, I just bought it for 3200 gold or so... )
Killed on lair 8 by a spriggan druid, with an elemental staff and cloak of flash, never met them before and two sunlights and a bunch of tree slaps made short work of the unfortunate mummy.
Killed by a spriggan berserker on enchantress level after taking 50 damage in a turn, last enemy in the forest and was playing on auto pilot.
Killed in pan by a pit fiend. (was just a bit weaker than this character, had max res, tornado and ice storm and a demon whip of speed with around +10 damage, not to mention around 40 evasion/ac, attacked with a staff of channeling and tornado in a tight corridor, a few hellfires later all that was left was ashes)
- Code:
4922466 Liri the Meteorologist (level 27, 265/265 HPs)
Began as a Mummy Wizard on Apr 12, 2011.
Was the Champion of Makhleb.
Escaped with the Orb
... and 15 runes (of 15 types) on Apr 17, 2011!
The game lasted 21:52:02 (515844 turns).
Liri the Meteorologist (Mummy Wizard) Turns: 515844, Time: 21:52:02
HP 265/265 AC 51 Str 14 Exp: 27/8999999 (76762)
MP 49/49 EV 46 Int 32 God: Makhleb [******]
Gold 4852 SH 51 Dex 21 Spells: 13 memorised, 0 levels left
Res.Fire : + + + See Invis. : + Y - staff of air
Res.Cold : + + + Warding : . . a - +10 pearl dragon armour
Life Prot.: + + + Conserve : . X - +3 large shield {rF+}
Res.Acid. : . . . Res.Corr. : . N - +0 helmet of Qauqapt {Dex+5 Acc+1}
Res.Poison: + Clarity : . r - +6 cloak of Ciplis {Str+4 Int+2}
Res.Elec. : + Spirit.Shd : . i - +2 pair of Fencer's gloves {EV+3 Dex+3 Acc
Sust.Abil.: . . Stasis : . c - +2 pair of boots {run}
Res.Mut. : + Ctrl.Telep.: . A - amulet of Suspected Treachery {rMut rF+ rC
Res.Rott. : + Levitation : . U - ring "Claimp" {Wiz rElec rF++ SInv}
Saprovore : . . . Ctrl.Flight: . K - ring of the Nightingale {EV+3 Dex+3 Int+4}
@: deflect missiles, phasing, very slightly glowing, hasted, very quick, extremely resistant to
hostile enchantments, incredibly stealthy
A: strongly in touch with death, cold resistance 1, life protection 3, poison resistance,
torment resistance, unbreathing
a: Self-Restoration, Minor Destruction, Lesser Servant of Makhleb, Major Destruction, Greater
Servant of Makhleb, Renounce Religion
You escaped.
You worshipped Makhleb.
Makhleb was exalted by your worship.
You were not hungry.
You visited 19 branches of the dungeon, and saw 114 of its levels.
You visited Pandemonium 29 times, and saw 263 of its levels.
You visited the Abyss 5 times.
You visited 1 Labyrinth.
You visited 10 Ziggurats, and saw 250 of their levels.
You visited 5 portal chambers: ossuary, ice cave, bailey, wizlab, trove.
You collected 59029 gold pieces.
You spent 2387 gold pieces at shops.
You used 51810 gold pieces for miscellaneous purposes.
Inventory:
Hand weapons
y - the +4,+4 Staff of Dispater
(You took it off Dispater on level 7 of the Iron City of Dis)
z - the cursed +6,+6 Sword of Cerebov {unknown, flame,}
(You took it off Cerebov in Pandemonium)
It emits flame when wielded, causing extra injury to most foes and up to
double damage against particularly susceptible opponents. Big, fiery blades
are also staple armaments of hydra-hunters.
It has a curse placed upon it.
Armour
a - a +10 pearl dragon armour (worn)
c - a +2 pair of boots of running (worn)
i - the +2 pair of Fencer's gloves (worn) {EV+3 Dex+3 Acc+5}
(You found it on level 19 of a ziggurat)
It affects your evasion (+3).
It affects your dexterity (+3).
It affects your accuracy (+5).
r - the +6 cloak of Ciplis (worn) {Str+4 Int+2}
(You found it on level 22 of a ziggurat)
It affects your strength (+4).
It affects your intelligence (+2).
B - the +2 shield of the Ecumenical Temple {rF+ MR Dex+3 Stlth++}
(You acquired it in Pandemonium)
It affects your dexterity (+3).
It protects you from fire.
It increases your resistance to enchantments.
It makes you much more stealthy.
J - the +3 pair of boots "Jadasia" {rC++ Dam+4}
(You found it on level 26 of a ziggurat)
It affects your damage-dealing abilities (+4).
It greatly protects you from cold.
L - the +5 leather armour "Strufeti" {MR Str+3 Int+3 SInv}
(You took it off a merfolk on level 23 of a ziggurat)
It affects your strength (+3).
It affects your intelligence (+3).
It increases your resistance to enchantments.
It enhances your eyesight.
N - the +0 helmet of Qauqapt (worn) {Dex+5 Acc+1}
(You found it on level 26 of a ziggurat)
It affects your dexterity (+5).
It affects your accuracy (+1).
X - a +3 large shield of fire resistance (worn)
Magical devices
e - a wand of disintegration (15)
g - a wand of healing (9)
n - a wand of healing (9)
F - a wand of teleportation (8)
Jewellery
j - the amulet of Yrirahadgh {rCorr Dex+3}
(You found it on level 27 of a ziggurat)
[amulet of resist corrosion]
It affects your dexterity (+3).
t - the ring of Leodai {SustAb +Inv rElec Str+4}
(You found it on level 22 of a ziggurat)
[ring of sustain abilities]
It affects your strength (+4).
It insulates you from electricity.
It lets you turn invisible.
A - the amulet of Suspected Treachery (around neck) {rMut rF+ rC++ rN+}
(You found it in a Labyrinth)
[amulet of resist mutation]
It protects you from fire.
It greatly protects you from cold.
It protects you from negative energy.
K - the ring of the Nightingale (left hand) {EV+3 Dex+3 Int+4}
(You found it on level 14 of a ziggurat)
[ring of evasion]
It affects your evasion (+3).
It affects your intelligence (+4).
It affects your dexterity (+3).
U - the ring "Claimp" (right hand) {Wiz rElec rF++ SInv}
(You found it on level 14 of a ziggurat)
[ring of wizardry]
It greatly protects you from fire.
It insulates you from electricity.
It enhances your eyesight.
Magical staves
H - a staff of channeling
Y - a staff of air (weapon)
Orbs of Power
h - the Orb of Zot
Miscellaneous
b - a demonic rune of Zot
d - a fiery rune of Zot
f - a golden rune of Zot
k - the horn of Geryon
l - a bone rune of Zot
m - an icy rune of Zot
o - an iron rune of Zot
p - a magical rune of Zot
q - an obsidian rune of Zot
s - a serpentine rune of Zot
u - a silver rune of Zot
v - an abyssal rune of Zot
w - a slimy rune of Zot
x - a decaying rune of Zot
S - a dark rune of Zot
T - a glowing rune of Zot
You had 76762 experience left.
Skills:
* Level 27 Fighting
- Level 6 Short Blades
* Level 27 Staves
* Level 27 Armour
* Level 27 Dodging
* Level 27 Stealth
- Level 5 Stabbing
* Level 27 Shields
* Level 27 Traps & Doors
* Level 27 Spellcasting
* Level 27 Conjurations
+ Level 22 Hexes
* Level 27 Charms
* Level 27 Summonings
* Level 27 Necromancy
* Level 27 Translocations
+ Level 5 Transmutations
* Level 27 Fire Magic
+ Level 22 Ice Magic
* Level 27 Air Magic
* Level 27 Earth Magic
+ Level 24 Poison Magic
* Level 27 Evocations
You couldn't memorise any spells.
You knew the following spells:
Your Spells Type Power Success Level Hunger
a - Fire Storm Fire/Conj #########. Excellent 9 N/A
b - Summon Dragon Summ #########. Excellent 9 N/A
c - Tornado Air #########. Excellent 9 N/A
d - Controlled Blink Tloc N/A Excellent 7 N/A
f - Blink Tloc N/A Perfect 2 N/A
g - Haste Chrm ######### Perfect 6 N/A
h - Phase Shift Tloc #########. Perfect 5 N/A
i - Deflect Missiles Air/Chrm #########. Perfect 6 N/A
l - Shatter Erth ########.. Excellent 9 N/A
s - Swiftness Air/Chrm #########. Perfect 2 N/A
v - Dig Erth/Trmt #######.. Perfect 4 N/A
x - Ice Storm Ice/Conj #########. Excellent 9 N/A
Z - Abjuration Summ #########. Perfect 3 N/A
Dungeon Overview and Level Annotations
Branches:
Dungeon (27/27) Temple (1/1) D:6 Orc (4/4) D:7
Elf (5/5) Orc:4 Lair (8/8) D:13 Swamp (5/5) Lair:3
Slime (6/6) Lair:6 Snake (5/5) Lair:5 Hive (2/2) D:13
Vault (8/8) D:16 Blade (1/1) Vault:6 Crypt (5/5) Vault:3
Tomb (3/3) Crypt:3 Dis (7/7) Hell Geh (7/7) Hell
Coc (7/7) Hell Tar (7/7) Hell Zot (5/5) D:27
Altars:
Ashenzari
Cheibriados
Elyvilon
Fedhas
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Sif Muna
The Shining One
Trog
Vehumet
Xom
Yredelemnul
Zin
Beogh
Jiyva
Shops:
D:5: = D:6: ( D:15: [ D:19: ! D:24: [![** Orc:4: [=%%[ Elf:1: / Elf:4: = Snake:2: !
Vault:1: / Vault:2: ! Vault:3: ? Vault:6: %
Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:26 D:27 Dis:1*** Dis:2 Dis:3 Dis:4* Dis:5 Dis:6** Dis:7** Geh:1 Geh:2 Geh:3 Geh:4 Geh:5 Geh:6* Geh:7 Coc:1 Coc:2 Coc:3* Coc:5* Coc:6 Coc:7** Tar:1** Tar:2 Tar:3 Tar:4** Tar:6 Tar:7
Abyss: D:3 D:21 D:24 D:25
Pan: D:24 D:25
Annotations
Elf:3 exclusion: ice statue
Lair:4 exclusion: oklob plant
Innate Abilities, Weirdness & Mutations
Your flesh is vulnerable to fire.
You are strongly in touch with the powers of death.
You can restore your body by infusing magical energy.
Your flesh is cold resistant.
You are immune to negative energy.
Your system is resistant to poisons.
You are immune to unholy pain and torment.
You do not need to breathe.
Message History
You channel some magical energy.
Nothing appears to happen.
Nothing appears to happen. You block the ufetubus' attack. The ufetubus completely misses you.
Wield which item (- for none, * to show all)? (? for menu, Esc to quit)
Y - a staff of air (weapon)
Are you sure you want to leave the Dungeon?
You have escaped!
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