Really enjoying (as well as dread...) the new additions Jeff! Make
for some tough challenges. I really like the burning trees :) Make
short work of any lurking kobold assassins... Never was able to
figure out how to make arrows from the trees yet and since I only
found a bow very late in game haven't played with the 'fire arrows'
yet.
I played Jeriss as a thief/rogue type with the "ah a monster, run
away" mentality.
He was a devout follower of Quizar for the entire game, although
Klaskov and Belweir were also very fond of him. All the rest hated
him with a passion....-305, -717, -389. so bad omens from the gods
frequently added to his troubles.
I didn't use a 'dress code' as the rogue/ranger dress code didn't
really fit the play style. What about a separate 'thief' dress code
or would it be too similar?
Say only quiet, light weight armor, and equipment. Two weapons short
sword, dagger or knife or buckler
My idea:
-Leather cap
-Leather tunic
-Short sword
-Dagger (silver optional), or knife, or buckler
-(most quiet option for boots, not sure which this is....)
This would give the thief type advantages as the DC would lead to the
path of skills like, duel wield, ambidex, riposte, bleeding wounds.
This kind of follow the path in the book of guile.
Some spoilers of Jeriss' journey follow:
Jeriss started out with a few basic 'rogue' items (leather tunic,
rapier) so this was the path he took. (Never did find better light
armor....) Very early in the game he learned the teleport spells and
quickly adapted to a "hit & run" approach using the terrain to his
advantage as much as possible. His first tactic was to find and seal
off a 'safe house' in which to explore from and teleporting back to it
when in trouble. This worked fairly well until the labyrinth, when
teleporting back to his 'safe house', Jeriss was very surprised to
find a green dragon (chameleon actually) had been generated inside.
He made a lucky escape and was fortunate to find a helm of warning
shortly afterwards. This helped considerablely in detecting what was
nearby before teleporting. Jeriss started setting up his "safe zones"
much closer by after this.
The first artifact he came across (wand of light Barwor) was pretty
minor but turned out to be quite useful. It was pretty humourous as
well, the wand bestows invisibility but only if you zap yourself
(didn't try wielding it....)and then it temporarily blinds you as
well. (I can't see myself, hmm must be invisible).
The 'safe zone' approach turned out to be a problem after defeating
the minotaur. As the caves afterward are generally open and mostly
unlit, Jeriss had to try a new tactic to avoid being trapped. Jeriss
had been studying the use of fire spells (and using them occasionly)
throughout his descent. By the time he reached the minotaur he had
gained enough to learn Sunfire. Jeriss would tend to use this spell
right when he entered a new level to establish a barrier of lava
around the staircase so that he could safely retreat to the stairs in
order to rest and recover (on previous level). This would keep most
monsters (except flying ones) away long enough for him to make an
escape or retreat to another safe zone.
Jeriss kept decending in this fashion until reaching the library
level. He tried the tridude warp but after almost getting overwealmed
by shear numbers (that fetch/summon spell sucks when used by an enemy)
was able to teleport back to the warp and escape. He returned after
getting himself a few more exp levels and experimenting with a ring of
poly/poly control he had just found and ID'd. Jeriss cleared out most
of the tridude portal in the form of the Minotaur wearing an amulet of
reflection. Except for having some problem navigating small corridors
'minotaur' Jerris made short work of the tridudes. In this case the
'fetch/summon' worked to his advantage as the tridudes would summon
his large body through places he would have to wait to be small to
enter.
Unfortunately the Golden Tridude didn't drop much of value except the
silver dagger Omaworklay (made a nice thrown weapon). Having defeated
the GT Jeriss now tried using it's form via polymorph to clear out the
areas near the library. Jeriss learned too late the price of his
experiments in polymorphing. He had not been paying close attention
to his hp and as he continually morphed, steadily lost numbers (down
to 72 from 102 grrr). He abandoned this tactic completely
afterwards.
The library puzzle (sudoku anyone :) thanks to previous decents by his
predecessors, posed only minor difficulty and loss of 5 items before
it was solved. Jeriss didn't find much in the library he didn't know
about but it was a good source of scrolls to poly into weapon & armor
enchantments. (Ironically he never did find a manual of guile. All
his rogue skills were granted and lv gained....)
Jeriss made his trip through the elemental level (Quizar's?) very
quickly, with little exploration and a lot of luck. Using his boots
of water walking he kept to exploring the water paths and creating
bridges with the available boulders. He was very lucky to discover
the stairs down quickly off of one of the acid paths and immediately
headed down. The arena and orc village posed little threat.
Jeriss' battle with "He who cannot be spelled properly" (HWCSP) went
fairly quickly. To prepare himself for this battle, Jerriss readied
all his best thrown weapons and group/stacked enchanted, poisoned and
blessed all he could. He started out by exploring the water areas as
to take complete advantage of the terrain and his water walking
boots. HWCSP noticed him during his explorations and fetch/summoned
him to battle (I really am beginning to hate that spell......) Jeriss
used his teleport spell and thrown weapons to do as much damage has
possible to HWCSP having to retreat (teleport) back to the stairs 4
times and resting back in the orc village. After a long battle he
finally delivered the final blow and recovered the black heart from
the bottom of the lake.
Jeriss started his accent and very quickly realized he had a problem.
So much of his previous strategy involved teleportation and he could
no longer do this carrying the heart! This first became a problem
when reaching the library and discovering he no longer had a way to
get to the stairs now surrounded by lava due to the Sunfire
spell..... Ahhh. Jeriss retreated to the safety of the library for
a long think knowing he did not have enough wands of ice, or enough hp
to survive multiple trips across the lava (he really had fun with
Sunfire.....). His first thought was to try throwing the
Heart and then teleporting to the stairs. After experimenting in the
library he quickly learned this was futile. He could only heave it 2
spaces forward, still not enough to get over to the stairs....
Jeriss then looked over the remaining books in the library and found
his answer in the tome of earth, "Downpour"! Using this spell he
was able to harden the lava into a navigatable path to the stairs on
each of his "Sunfire" made pitfalls. He cautiously made his way to
the surface and victory.
(Couldn't resist torching (fireball) the forests on the overworld,
Made a lot of smoke :)
POWDER 104
GBA Version
Name: Jeriss
------------------------------------------------------------------------
Physical: 88/22 (max 88)
Mental: 140/10 (max 140)
AC: 24
X: 555
Depth: 0
32539 moves over 6h17m54s
Score: 10680
------------------------------------------------------------------------
Spells:
+ Flash
+ Sticky Flames
+ Magic Missle
+ Fire Ball
+ Sunfire
+ Knock
+ Detect Curse
+ Teleport
+ Teleport with Control
+ Direct Wind
+ Grow Forest
+ Downpour
------------------------------------------------------------------------
Skills:
+ Dodge
+ Search
+ Evade Traps
+ Dual Wield
+ Ambidextrous
+ Helmets
+ Body Armour
+ Boots
+ Cloth Armour
+ Leather Armour
+ Exotic Armour
+ Small Weapons
+ Medium Weapons
+ Ranged Weapons
+ Edged Attacks
+ Pointed Attacks
+ Improvised Attacks
+ Disarm
+ Riposte
+ Parry
------------------------------------------------------------------------
Equipped Items:
- Holy +5 leather cap Wangyyztrey on head.
- Holy amulet of reflection around neck.
- Holy +5 flaming sword Shockorcorc in right hand.
- Holy +3 rapier in left hand.
- Holy +4 leather tunic over body.
- Holy ring of regeneration on right finger.
- Holy ring of see invisible on left finger.
- Holy +2 boots of water walking on feet.
------------------------------------------------------------------------
Artifacts:
The holy +5 flaming sword Shockorcorc
This artifact grants warning,light radius 2
Melee: 1d2+2 (fire), 1d5 (fire), 1d8 (physical)
Thrown 2: 1d2[-2] (physical)
The silver dagger Omaworklay
This artifact grants fire resistance.
Melee: 1d8[+1] (fire), 1d4[+1] (physical)
Thrown 5: 1d2+2[+2] (physical), 1d4+2[+2] (physical)
The holy +5 leather cap Wangyyztrey
This artifact grants teleport control, armour 10.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)
The +1 plain robe Slugbraskbaz
This artifact grants stoning resistance, armour 3.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)
The sandals Zubsmashsmash
This artifact grants light radius 2, armour 4.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)
The wand of digging (0) Klaytrey
This artifact grants freedom.
Melee: 2d3+3[+1] (cold)
Thrown 2: 1d2[-2] (physical)
The long sword Omaupa
This artifact grants acid resistance.
Melee: 2d5+1 (cold), 1d8 (physical)
Thrown 2: 1d2[-2] (physical)
The evil -1 sandals Bazshockshock
This artifact grants cold resistance, armour 3.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)
The plate mail Amywhiz
This artifact grants invisible, armour 8.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)
The chainmail Omaomabrask
This artifact grants acid resistance, reflective, armour 5.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)
The holy wand of light (2) Barwor
This artifact grants invisible.
Melee: 1d2 (physical)
Thrown 2: 1d2[-2] (physical)
------------------------------------------------------------------------
Inventory Items:
- Holy +3 silver dagger.
- Wand of invisibility (8).
- Holy potion of enlightenment.
- Wand of invisibility (4).
- Wand of invisibility (1).
- Holy +5 flaming sword Shockorcorc.
- 3 Spears.
- Silver spear.
- Evil Baezl'bub's black heart.
- 2 +1 Spears.
- Holy poisoned silver dagger.
- 4 Holy silver daggers.
- 3 Poisoned +2 spears.
- 7 Poisoned +2 spears.
- Scroll of magic mapping.
- Wand of polymorph (0).
- 13 Empty bottles.
- Silver dagger Omaworklay.
- Holy spear.
- Wand of fire (1).
- Potion of enlightenment.
- Holy scroll of identify.
- Holy +3 silver dagger.
- Holy amulet of reflection.
- Holy +5 leather cap Wangyyztrey.
- Holy +3 rapier.
- Holy +3 staff of destruction.
- +1 Rapier.
- Holy studded leather tunic.
- +1 Plain robe Slugbraskbaz.
- 7 Empty bottles.
- Evil wand of teleport (9).
- Ring of cold resistance.
- +2 Boots of water walking.
- Holy +1 rapier.
- Holy manual of armour (4).
- Ring of teleportation.
- 2 Evil cure potions.
- 2 Potions of blindness.
- Holy ring of regeneration.
- Evil smoke potion.
- Evil ring of polymorph control.
- Evil wand of fire (0).
- Evil acid potion.
- Ring of teleport control.
- Evil poison potion.
- Wand of polymorph (0).
- Wand of sleep (5).
- Wand of light (5).
- Sandals Zubsmashsmash.
- Wand of teleport (2).
- Wand of sleep (2).
- +1 Jump boots.
- Holy wand of digging (0) Klaytrey.
- Long sword Omaupa.
- Holy wand of teleport (4).
- Evil wand of slowness (10).
- Evil bow.
- Wand of slowness (5).
- Evil guide to armour (2).
- Tome of earth (2).
- Evil -1 sandals Bazshockshock.
- Glowing y-rune.
- Wand of invisibility (1).
- Holy cure potion.
- 4 Evil bottles of greek fire.
- 14 Bottles of holy water.
- Amulet of unchanging.
- Plate mail Amywhiz.
- Wand of digging (0).
- Evil wand of speed (6).
- Chainmail Omaomabrask.
- Holy wand of fire (1).
- Holy wand of light (2) Barwor.
- Ring of regeneration.
- 3 Smoke potions.
- 4 Arrows.
- Holy helm of warning.
- Cure potion.
- Tower shield.
- 5 Acid potions.
- 2 Torches.
- Helm of telepathy.
- Evil tome of fire (1).
- Wand of invisibility (0).
- Ring of polymorph.
- Ring of polymorph control.
- Holy silver sword.
- Holy ring of see invisible.
- Holy +4 leather tunic.
- Holy +4 speed boots.
Congratulations!
> Really enjoying (as well as dread...) the new additions Jeff! Make
> for some tough challenges. I really like the burning trees :) Make
> short work of any lurking kobold assassins...
H'ruth's level really changes in nature with the forest fires added.
> I didn't use a 'dress code' as the rogue/ranger dress code didn't
> really fit the play style. What about a separate 'thief' dress code
> or would it be too similar?
> Say only quiet, light weight armor, and equipment. Two weapons short
> sword, dagger or knife or buckler
>
> My idea:
> -Leather cap
> -Leather tunic
> -Short sword
> -Dagger (silver optional), or knife, or buckler
> -(most quiet option for boots, not sure which this is....)
This ends up very similar to the ranger dress code.
> This worked fairly well until the labyrinth, when
> teleporting back to his 'safe house', Jeriss was very surprised to
> find a green dragon (chameleon actually) had been generated inside.
Gah! That would be shocking!
> As the caves afterward are generally open and mostly
> unlit, Jeriss had to try a new tactic to avoid being trapped. Jeriss
> had been studying the use of fire spells (and using them occasionly)
> throughout his descent. By the time he reached the minotaur he had
> gained enough to learn Sunfire. Jeriss would tend to use this spell
> right when he entered a new level to establish a barrier of lava
> around the staircase so that he could safely retreat to the stairs in
> order to rest and recover (on previous level). This would keep most
> monsters (except flying ones) away long enough for him to make an
> escape or retreat to another safe zone.
Wow! How fun! The surface world must be wondering about the
frequency of the eclipses :>
> Jeriss kept decending in this fashion until reaching the library
> level. He tried the tridude warp but after almost getting overwealmed
> by shear numbers (that fetch/summon spell sucks when used by an enemy)
> was able to teleport back to the warp and escape. He returned after
> getting himself a few more exp levels and experimenting with a ring of
> poly/poly control he had just found and ID'd. Jeriss cleared out most
> of the tridude portal in the form of the Minotaur wearing an amulet of
> reflection. Except for having some problem navigating small corridors
> 'minotaur' Jerris made short work of the tridudes. In this case the
> 'fetch/summon' worked to his advantage as the tridudes would summon
> his large body through places he would have to wait to be small to
> enter.
Ah, very clever use of polymorph control! See, fetch isn't an
entirely bad things for the enemy to have.
> Jeriss' battle with "He who cannot be spelled properly" (HWCSP) went
Ooh, nice acronym. I must remember it.
> fairly quickly. To prepare himself for this battle, Jerriss readied
> all his best thrown weapons and group/stacked enchanted, poisoned and
> blessed all he could. He started out by exploring the water areas as
> to take complete advantage of the terrain and his water walking
> boots. HWCSP noticed him during his explorations and fetch/summoned
> him to battle (I really am beginning to hate that spell......)
Excellent :> Some spells are not so much for you to use as to be used
against you. I could see some cleric liking the Fetch spell, but its
true use shines in the hands of your enemies.
The most evil is the purple tridude special room. Purple tridudes
fetch you to the other side of a moat of acid. Then they forcebolt
you into the acid. Apparently this isn't very pleasant to encounter.
> Jeriss started his accent and very quickly realized he had a problem.
> So much of his previous strategy involved teleportation and he could
> no longer do this carrying the heart! This first became a problem
> when reaching the library and discovering he no longer had a way to
> get to the stairs now surrounded by lava due to the Sunfire
> spell..... Ahhh. Jeriss retreated to the safety of the library for
> a long think knowing he did not have enough wands of ice, or enough hp
> to survive multiple trips across the lava (he really had fun with
> Sunfire.....). His first thought was to try throwing the
> Heart and then teleporting to the stairs. After experimenting in the
> library he quickly learned this was futile. He could only heave it 2
> spaces forward, still not enough to get over to the stairs....
> Jeriss then looked over the remaining books in the library and found
> his answer in the tome of earth, "Downpour"! Using this spell he
> was able to harden the lava into a navigatable path to the stairs on
> each of his "Sunfire" made pitfalls. He cautiously made his way to
> the surface and victory.
Another apparently useless spell finds a good home. I also like
Downpour for fighting kobold mages if I lack fire resistance.
> (Couldn't resist torching (fireball) the forests on the overworld,
> Made a lot of smoke :)
All that work to save the world and the first thing you do is destroy
it!
> POWDER 104
> GBA Version
How did you get a text dump from the GBA version? Did you copy this
by hand? Or is my logic that calls it the GBA version broken?
> Name: Jeriss
> ------------------------------------------------------------------------
> Physical: 88/22 (max 88)
> Mental: 140/10 (max 140)
See, this is closer to my stats. Water elementals look different with
under 100 HP :>
> + Grow Forest
Did you ever find a use for this?
> The silver dagger Omaworklay
> This artifact grants fire resistance.
> Melee: 1d8[+1] (fire), 1d4[+1] (physical)
> Thrown 5: 1d2+2[+2] (physical), 1d4+2[+2] (physical)
This was the gold tridude drop, right? It might have been useful as
another solution for your way back to the surface. Also, I think it
beats the rapier for your off hand weapon.
> The holy +5 leather cap Wangyyztrey
> This artifact grants teleport control, armour 10.
> Melee: 1d2 (physical)
> Thrown 2: 1d2[-2] (physical)
That would be very useful for your tele-and run strategy. Did you
find it early on or were you using Tele-with-control?
--
Jeff Lait
(POWDER: http://www.zincland.com/powder)
> How did you get a text dump from the GBA version? Did you copy this
> by hand? Or is my logic that calls it the GBA version broken?
Yes <nurses cramped typing hand....> I had to do it
manually....<cringe>
(Anyone know of a way to play the NDS version from a GBA flash card?)
> > + Grow Forest
>
> Did you ever find a use for this?
I learned it in hopes of figuring out how to fashion the arrows. One
use I found was to use the trees like doors. If you placed one in a
doorway sometimes monsters wouldn't follow you through to the next
room. Could have just been luck though, it didn't always work. I
tried using them to set up traps, fairly effective, but very time and
mana consuming. I tried setting up a 3x3 area luring monsters into
it....and then of course fireballing it. By the time I did this much
easier methods existed for dispatching foes.
> > The silver dagger Omaworklay
> > This artifact grants fire resistance.
> > Melee: 1d8[+1] (fire), 1d4[+1] (physical)
> > Thrown 5: 1d2+2[+2] (physical), 1d4+2[+2] (physical)
> This was the gold tridude drop, right? It might have been useful as
> another solution for your way back to the surface. Also, I think it
> beats the rapier for your off hand weapon.
Hmm, that's true... Didn't get that identified for a while and just
used it as a thrown weapon.
> > The holy +5 leather cap Wangyyztrey
> > This artifact grants teleport control, armour 10.
> > Melee: 1d2 (physical)
> > Thrown 2: 1d2[-2] (physical)
> That would be very useful for your tele-and run strategy. Did you
> find it early on or were you using Tele-with-control?
Found this somewhere along the minotaur labyrinth. At first I was
using a helm of warning, (Wangyyztrey started with no +'s)and Tele-
with-cont. Once I knew what it could do I switched off with it
occasionally in order to conserve mana. Didn't start enchanting it
our using it exclusively until I found my flaming sword that had
warning. (that was a nice weapon!)
You either need to change the firmware of the NDS (to one of the
flashme variant) or buy an Passme-like (those were very popular in
06-07) cart.
Jean
Ouch! Well, one bit of good news is I can delete that bug I filed
about a missing space after a comma in your character dump...
> (Anyone know of a way to play the NDS version from a GBA flash card?)
It might depend on the sort of GBA flash cart you have, but the Pass
Me cards can do that. That is my method on the DS, I have a Supercard
Mini SD GBA slot 2 cartridge with a PassMe in the Slot 1.
> > > + Grow Forest
>
> > Did you ever find a use for this?
>
> I learned it in hopes of figuring out how to fashion the arrows. One
> use I found was to use the trees like doors. If you placed one in a
> doorway sometimes monsters wouldn't follow you through to the next
> room. Could have just been luck though, it didn't always work. I
> tried using them to set up traps, fairly effective, but very time and
> mana consuming. I tried setting up a 3x3 area luring monsters into
> it....and then of course fireballing it. By the time I did this much
> easier methods existed for dispatching foes.
Yeah, the best use I could think of was the 3x3 room trap. I think
you are right that it is inefficent for that purpose. No problem, I
do not require all spells to be efficient :>
The using it to block creatures works because it blocks Line of Sight
so they can lose track of you if you are lucky.