With tricks I don't mean stuff you can find out be source diving or
reading spoilers.
Naming Sting for example wouldn't fit, as that should be in the artifact
spoiler. Copying your save file and restoring would not only not fit, it
would be pretty lame.
So here's my list of stuff:
- The above mentioned item kicking (no glass items, of course)
- making the stuff on Sokoban's pits fall by throwing other items onto
them
- Crossing the Castle Moat by putting all
rustables/dilutables/blankables in my BoH, throwing that across
and then diving into the moat until I came out on the other side
- Putting lots of Gems into your inventory for L's to curse (yeah, some
will say this is cheating, some will say you can use the weight for
more scrolls and holy water, etc.)
- resting in Vortices to heal up (I didn't invent this, but I used it
quite successfully in the past)
Not a very long list, and since I have some of the toughest characters
to go (Priest, Monk, Tourist), and not getting all that far, I was
hoping for some general tricks to further my quest for an ascension in
all 13 classes :)
--
GP_Spukgestalt, human neutral Water Nymph Monk, smiling seductivly :)
- 5parrow
I've never seen pudding farming be worth the effort. ;)
--
Bruce Labbate | Between the tall buildings
shiftless layabout | Are snow-covered alleys.
| Between us is nothing but grace.
| - Kristin Hersh
Casting light at each stairway in Gehennom.
Naming spellbooks with the turn they were read and using the
/ command to see when spells will expire.
Using cursed items and Elbereth to block doorways or
corridors. Most hostile monsters won't cross and the pets
won't pick up them item. Put a cursed item on top of a box
so the pets won't move it.
Naming a box "stash" if I put something in it.
Naming a monster if it is about to have a chance to steal
from me.
Purposely not buc id or identifying stackable weapons so new
like weapons found will stack. I pet test and price ID and
then name "3 elven daggers named +1 ok" for example.
Canceling all my various elven daggers before enchanting.
Doing Gehennon upside down (provided I have TC).
--
Wes
The early bird may get the worm,
but the second mouse gets the cheese.
> Naming spellbooks with the turn they were read and using the
> / command to see when spells will expire.
This is possibly a dumb question, but how does the / command show when
spells expire? is it not used to tell what a map symbol represents?
--
Norvell Spearman
abe...@fgrabpnyy.pbz
> On Tue, 27 Jan 2004 15:00:52 -0600, Wes Irby wrote:
>
>> Naming spellbooks with the turn they were read and using the
>> / command to see when spells will expire.
>
> This is possibly a dumb question, but how does the / command show when
> spells expire? is it not used to tell what a map symbol represents?
It does, if you name your spellbook of identify, for instance, "1021"
when you read it, so you can tell that the spell will expire around
turn 21021. It's not completely reliable (and I for one think it's far
too much hassle) but it does work.
Raisse, killed by an exploding rune
--
ir...@valdyas.org LegoHack: http://www.valdyas.org/irina/nethack/
Status of Raisse (piously neutral): Level 8 HP 63(67) AC -3, fast.
> It does, if you name your spellbook of identify, for instance, "1021"
> when you read it, so you can tell that the spell will expire around
> turn 21021. It's not completely reliable (and I for one think it's far
> too much hassle) but it does work.
It probably helps to use '\' instead of '/', too.
--
Bruce Labbate | I've tried to trap her in my head
shiftless layabout | But she knows where the light comes in
| And those rays live to make her spin.
| - Maria McKee
How does this help? I can see you might be able to find the stairs
easier in the case of amnesia, or mightb e able to jump away from the
stairs when you're at them. Ah, you could also jump to the stairs if a
monster is near them and wants to flee upstairs...
> Naming spellbooks with the turn they were read and using the
> / command to see when spells will expire.
Ah yes, also individualy naming the spellbooks with the number of times
they've been read (or polymorphed).
> Using cursed items and Elbereth to block doorways or
> corridors. Most hostile monsters won't cross and the pets
> won't pick up them item. Put a cursed item on top of a box
> so the pets won't move it.
>
> Naming a box "stash" if I put something in it.
>
> Naming a monster if it is about to have a chance to steal
> from me.
>
> Purposely not buc id or identifying stackable weapons so new
> like weapons found will stack. I pet test and price ID and
> then name "3 elven daggers named +1 ok" for example.
I remember Tina Hall saying something like this some time ago. Is this
the same as calling a dagger 'c' and all cursed daggers will stack with
it(providing same enchantment)?
> Canceling all my various elven daggers before enchanting.
>
> Doing Gehennon upside down (provided I have TC).
This one I've got to try out also (providing a "friendly" L's about).
--
GP_Spukgestalt, human Tourist, currently in Mine Town.
> Wes Irby wrote:
>> Purposely not buc id or identifying stackable weapons so new
>> like weapons found will stack. I pet test and price ID and
>> then name "3 elven daggers named +1 ok" for example.
>
> I remember Tina Hall saying something like this some time ago. Is this
> the same as calling a dagger 'c' and all cursed daggers will stack
> with it(providing same enchantment)?
Quite. I name potions of water I buy in a shop for 5 zorkmids as "plain
water" so I'll know that anything that doesn't stack is either holy or
unholy.
Raisse, killed by boiling potions
Though I don't do the above, I occasionally do something similar
at Medusas level to cross it. Trying to use as few scrolls of
earth as possible (boulder pushing puzzle).
Is whistling a pet onto a poly trap something worth mentioning?
Or feeding a chamaeleon while it is some d, f, u?
Or digging at Orcus' level down to surprise him from below with
a chicken in hand at the stairs of his lair?
Hard to tell what's a trick and what's usual gameplay...
Janis
>So here's my list of stuff:
>- The above mentioned item kicking (no glass items, of course)
Above what? Mentioned when?
>- Crossing the Castle Moat by putting all
> rustables/dilutables/blankables in my BoH, throwing that across
> and then diving into the moat until I came out on the other side
That's fun. I never get to the situation, because I always wait until
I've got levitation and a backup levitation before even venturing to
medusa. I don't care if it takes 30,000 more turns.
>- resting in Vortices to heal up (I didn't invent this, but I used it
> quite successfully in the past)
I'm surprised the Gem-inventory-is-cheating crowd don't try to criticize
this one as well!
>Naming a box "stash" if I put something in it.
The trick here is that you have to name the box before you fill it.
> Is whistling a pet onto a poly trap something worth mentioning?
When you have magic resistance, stand on the polymorph trap and displace
your pet onto it. I've never seen that one mentioned here before, yet to
me it's common practice.
--
Boudewijn Waijers (kroisos at home.nl).
"Perhaps your sole purpose in life is to serve as a warning to others."
> Janis Papanagnou, cunningly disguised as Janis_Pa...@hotmail.com
> wrote:
>
>> Is whistling a pet onto a poly trap something worth mentioning?
>
> When you have magic resistance, stand on the polymorph trap and displace
> your pet onto it. I've never seen that one mentioned here before, yet to
> me it's common practice.
Though it won't kill your pet, won't that still count against alignment?
Using the whistle, however, isn't a displacement.
> I was wondering what kind of tricks people on r.g.r.n know.
>
> With tricks I don't mean stuff you can find out be source diving or
> reading spoilers.
Fun with beartraps:
- Placing a beartrap (or a set of them) beside the entrance to a
bottleneck will provide good traffic management against beasties.
I've used this to do Fort Ludious and the Soko zoo without engraving.
- Intentionally trapping yourself besides water *seems* to keep you from
being pulled in by eels. I need to try this more to confirm whether it
truly works or it's just a coincidence, but I've been successful with
it three times.
Stormbringer's bonuses and level drain also work if you use it as a
thrown weapon, making it a still-possibly-useful weapon for chaotic monks
who are avoiding wield conduct and anyone else who just doesn't feel safe
keeping it in hand all the time. Of course, I should probably YANI this as
an abuse of wisdom. ;)
I'm not really a "person on RGRN" anymore, but I've sometimes followed a
strategy I call the "pet racket".
You stay on DL 1, XL 1 until your pet is maxed out. You #pray for food.
It takes 3-5 k turns.
This works best in conjunction with the protection racket: with a large
pet you have a high chance of making it to mine town. And if you do,
your chance of ascension goes way up. Overall I get a very high rate of
success with this.
It works well with As and Hs. As can dig themselves into a corner on
the first level so that you don't have to worry about monsters
interrupting you. Something like
----
| @#
###########
----
works well. And once your pet is maxed out, you can find some vaults
before continuing to mine town. H's, of course, start with some gold
and potions of healing so they're a good candidate for the protection
racket to begin with.
----------
As a pacifist, it's hard to kill Medusa, and if you don't kill her
she'll decimate your pets (or so I'm told). The best way I've found to
kill her is throw her a wand of death and wait for her to zap you with
it. The bounce will kill her.
Naturally, this works better if you have reflection.
jason
> I'm not really a "person on RGRN" anymore, but I've sometimes followed a
> strategy I call the "pet racket".
> You stay on DL 1, XL 1 until your pet is maxed out. You #pray for food.
> It takes 3-5 k turns.
Why do that? I've done quite a few successful "protection rackets"
without this--I just clear up all pre-mines DoD levels completely and
then, depending on situation and pet level I may clear up completely
some mines levels as well.
> As a pacifist, it's hard to kill Medusa, and if you don't kill her
> she'll decimate your pets (or so I'm told). The best way I've found to
> kill her is throw her a wand of death and wait for her to zap you with
> it. The bounce will kill her.
> Naturally, this works better if you have reflection.
Surely, this won't work if you have reflection, as in this case you
will be her killer. (I guess you'll have to be invisible for this work
at all, since Medusa will stone herself if she sees you with
reflection?) At least that's been the case on the versions I've been
playing.
--
Stanislav Traykov http://home.cs.tum.edu/traykovs/
>I was wondering what kind of tricks people on r.g.r.n know.
>
>With tricks I don't mean stuff you can find out be source diving or
>reading spoilers.
>
>Naming Sting for example wouldn't fit, as that should be in the artifact
>spoiler. Copying your save file and restoring would not only not fit, it
>would be pretty lame.
>
>So here's my list of stuff:
>- The above mentioned item kicking (no glass items, of course)
>- making the stuff on Sokoban's pits fall by throwing other items onto
> them
>- Crossing the Castle Moat by putting all
> rustables/dilutables/blankables in my BoH, throwing that across
> and then diving into the moat until I came out on the other side
- Diluting potions by almost the same method, just keeping the potions
to dilute (or spells to blank) while jumping into water. No more worries
about running out of fountains.
Jagnj
Well, if you think it's a good thing to do, tell us about it :)
--
GP_Spukgestalt, crushed to death by an exploding drawbridge.
>Tars_Tarkas wrote:
>>
>> I was wondering what kind of tricks people on r.g.r.n
>> know.
>>
>> With tricks I don't mean stuff you can find out be source
>> diving or reading spoilers.
>
>Casting light at each stairway in Gehennom.
>
>Naming spellbooks with the turn they were read and using the
>/ command to see when spells will expire.
>
>Using cursed items and Elbereth to block doorways or
>corridors. Most hostile monsters won't cross and the pets
>won't pick up them item. Put a cursed item on top of a box
>so the pets won't move it.
>
>Naming a box "stash" if I put something in it.
"Dead Man's Chest", buy/find one empty, name it, & carry
it upstairs/downstairs to where it will be most useful.
- Do a list of the boxes contents, then copy/paste the screen
into a textfile called current_game_notes.txt. That way you
can figure out where you left stuff.
- Do the above with any important level, so you can find it again.
>
>Naming a monster if it is about to have a chance to steal
>from me.
>
>Purposely not buc id or identifying stackable weapons so new
>like weapons found will stack. I pet test and price ID and
>then name "3 elven daggers named +1 ok" for example.
>
>Canceling all my various elven daggers before enchanting.
>
>Doing Gehennon upside down (provided I have TC).
If a monster is too big to carry its corpse to the altar, make sure
to kill it ON the altar so that it can be sacrificed.
Jagnj
It doesn't hurt your pet, so why should it count against alignment? If
you zap it with a WoPolymorph, it doesn't go against alignment (or does
it?).
--
GP_Spukgestalt, killed by a large dog called Vodka.
If you have no BoWW, that's a good idea (provided your armor won't rust
and such...)
--
GP_Spukgestalt, drowned by an electric eel.
> It doesn't hurt your pet, so why should it count against alignment? If
> you zap it with a WoPolymorph, it doesn't go against alignment (or does
> it?).
It does if the polymorph kills it due to system shock.
Erik
>- Putting lots of Gems into your inventory for L's to curse (yeah, some
> will say this is cheating, some will say you can use the weight for
> more scrolls and holy water, etc.)
What use is a bunch of cursed gems?
Lloyd
Yes then it does, but as Yasichi wrote "Though it won't kill your pet,
won't that still count against alignment?"
--
GP_Spukgestalt.
The idea isn't to get cursed gems, the idea is that the gems will be
cursed instead of other things.
None. But as L's curse random items in your inventory, it's a good idea
to maximize chances of the curse hitting something completely
unimportant like a gem.
Paul
As much as a bunch of uncursed gems, which is precisely the point. L's
(and others) randomly curse stuff in your inventory, so you can decrease
the chance of something important getting cursed by having lots of stuff
in your inventory. And the stuff that weighs the least is gems, plus
their buc status is completely irrelevant.
Some have just recently argued this is abuse, since how could the
character know about L's cursing stuff randomly. I for one don't see how
the character knows kobold corpses are poisonous.
David Damerell argued that instead of the gems, you can just carry
another ?oRC or some more holy water, but I like the gems solution,
since those are otherwise totally irrelevant, don't boil or burn, so I
don't have to have them in a bag, etc...
--
GP_Spukgestalt, killed by an Arch-Lich.
>Lloyd Gilbert wrote:
>> On Tue, 27 Jan 2004 18:22:34 +0100, Tars_Tarkas
>> <Tars_...@ganja.com> wrote:
>>
>>
>>>- Putting lots of Gems into your inventory for L's to curse (yeah, some
>>> will say this is cheating, some will say you can use the weight for
>>> more scrolls and holy water, etc.)
>>
>>
>> What use is a bunch of cursed gems?
>
>As much as a bunch of uncursed gems, which is precisely the point. L's
>(and others) randomly curse stuff in your inventory, so you can decrease
>the chance of something important getting cursed by having lots of stuff
>in your inventory. And the stuff that weighs the least is gems, plus
>their buc status is completely irrelevant.
Ah, I see. Thanks.
I shall endeavour to remember this trick for next time the RNG sees
fit to let me live long enough to see an L.
Lloyd
To be clear here, I don't object to the gems solution - all this "what
would the character know" is a bit too much roleplaying for me, I play the
game mechanics - but I think it's a lot of hassle, and I'd rather just
carry the curing items.
--
David Damerell <dame...@chiark.greenend.org.uk> flcl?
> I was wondering what kind of tricks people on r.g.r.n know.
The simplest one I know is to always go down each stairway
immediately as you find it, and then back up. That way if
you fall through a hole or a trapdoor, you already know where
the "up" staircase is.
xanthian.
Not much help if you find the trapdoor before the stairs,
though. I just finished getting creamed in a game where
I took two steps and fell down to level 3!
--
Posted via Mailgate.ORG Server - http://www.Mailgate.ORG
Oh yeha, and also, all the starting monsters for that level are
generated when you visit it, so if you level up on Dlvl n and you
haven't visited Dlvl n+1, the monsters on n+t might be a little tougher
than if you had first taken a short dip to Dlvl n+1, come back up,
leveled up on Dlvl n and then went down again...
Not that much of an issue maybe, but an additional bonus to the above...
--
GP_Spukgestalt, orcish Rogue, 0wned by a pack of fire ants.
I don't see the phrase "useful tricks" in the OP's post ;)
--
- 5parrowhawk
To email, please rearrange as appropriate.
() ascii ribbon campaign - against html e-mail
/\ - against microsoft attachments
I purpousfully left out any qualifiers, since what is useful to one
might be useless or even abusive to another... I just wanted to hear how
all you people play. Since there are lots and lots of ways to get to
Astral (with even more twisted little passages on the side ;), I assumed
there would be many things that I had never heard of/thought of that
others do routinely.
--
GP_Spukgestalt, silly rabbit.
The point is to minimize risk. For the A it is also much faster. A
strong pet will easily dispose of the low-level monsters you'll see on
the way to mine town.
>>As a pacifist, it's hard to kill Medusa, and if you don't kill her
>>she'll decimate your pets (or so I'm told). The best way I've found to
>>kill her is throw her a wand of death and wait for her to zap you with
>>it. The bounce will kill her.
>
>
>>Naturally, this works better if you have reflection.
>
> Surely, this won't work if you have reflection, as in this case you
> will be her killer. (I guess you'll have to be invisible for this work
> at all, since Medusa will stone herself if she sees you with
> reflection?) At least that's been the case on the versions I've been
> playing.
If you don't have reflection you'll be killed. You need to have
reflection and blindfold yourself. You will not be labeled as the
killer (unless this has changed in the most recent version).
Of course I recommend testing it in explore mode before you do it.
jason
For artifacts it may not be worth the effort because plenty of
monsters appear fast enough to keep sacraficing. But for the
intrinsics I've often considered it worth it.
No regular monster will throw any non-missile weapon so it will never
be thrown back at you. So no need to wield Excalibur. Cool.
Similar: Sting-pong. Throw Sting at a line of advancing orcs and the
front one dies from the double damage. Next one picks it up and
throws it at you, maybe missing but at least giving single damage.
Lather rinse repeat and the entire line can be dead before they inflict
serious damage on you.
On a stash level, using more detailed names. I often have
boxes or chests with names like "Ascension kit" "Armory"
"Treasure chest" "Cursed stuff" and so on on a stash+altar
level. Cursed stuff is almost never + bonused so it is
not as useful in a polypile; may as well isolate it.
Wishing for ascension kit items if you haven't found them
yet, like oilskin sack, or if you're the wrong class so
you can't get an athame without a wish. Probably could be
figured out while source diving, though.
I've seen arch-lichs drop athames. I know they are never randomly
generated, but IIRC L's can start with them
--
-JH
Ascended V,A,W(x2),B,K,Ro
Use reflection and get a black dragon on the other side of tough monsters to
breathe on you.
Pet purple worms are cool, too.
>>>You stay on DL 1, XL 1 until your pet is maxed out. You #pray for food.
>>> It takes 3-5 k turns.
>>
>> Why do that? I've done quite a few successful "protection rackets"
>> without this--I just clear up all pre-mines DoD levels completely and
>> then, depending on situation and pet level I may clear up completely
>> some mines levels as well.
> The point is to minimize risk. For the A it is also much faster. A
> strong pet will easily dispose of the low-level monsters you'll see on
> the way to mine town.
It cannot be faster than just descending straight away. If the point
is to minimize risk, one should not spend unneeded time in the
dungeons, provoking nasty prayer time-out/foodlessness combinations
and such. Growing to large [cat|dog]/warhorse takes quite a few kills
and is usually not needed for a pet to take care of the monsters that
would be generated for a XPLvl 1 character at these depths. That's my
experience, at least.
>>>As a pacifist, it's hard to kill Medusa, and if you don't kill her
>>>she'll decimate your pets (or so I'm told). The best way I've found to
>>>kill her is throw her a wand of death and wait for her to zap you with
>>>it. The bounce will kill her.
>>>Naturally, this works better if you have reflection.
>> Surely, this won't work if you have reflection, as in this case you
>> will be her killer. (I guess you'll have to be invisible for this work
>> at all, since Medusa will stone herself if she sees you with
>> reflection?) At least that's been the case on the versions I've been
>> playing.
> If you don't have reflection you'll be killed. You need to have
> reflection and blindfold yourself. You will not be labeled as the
> killer (unless this has changed in the most recent version).
If you can't see medusa, you won't be killed--no need of reflection.
If you do have reflection, she will kill herself without the need of
any wands (or you being blinded). That's why I said you probably have
to be invisible..
> Similar: Sting-pong. Throw Sting at a line of advancing orcs and the
> front one dies from the double damage. Next one picks it up and
> throws it at you, maybe missing but at least giving single damage.
> Lather rinse repeat and the entire line can be dead before they inflict
> serious damage on you.
Sadly, they don't seem to pick it up--would've been too helpful.
> > Casting light at each stairway in Gehennom.
>
> How does this help? I can see you might be able to find the stairs
> easier in the case of amnesia, or mightb e able to jump away from the
> stairs when you're at them. Ah, you could also jump to the stairs if a
> monster is near them and wants to flee upstairs...
Sometimes, particularly if you have pets an item will be
left on the stairway. I don't want to have to search for the
stairway again, particularly once Rodney is in play. It also
saves me some real time on those occasions where I overlook
the location at first and have to spend several seconds
peering at the screen. Then use : < . to see if I've
overlook it or if it's under something.
> > Naming spellbooks with the turn they were read and using the
> > / command to see when spells will expire.
Whoops, that should be \.
>
> > Purposely not buc id or identifying stackable weapons so new
> > like weapons found will stack. I pet test and price ID and
> > then name "3 elven daggers named +1 ok" for example.
>
> I remember Tina Hall saying something like this some time ago. Is this
> the same as calling a dagger 'c' and all cursed daggers will stack with
> it(providing same enchantment)?
Yes, have a pet identify one as cursed and name it something
clever. Like items will then stack.
>
> > Doing Gehennon upside down (provided I have TC).
>
> This one I've got to try out also (providing a "friendly" L's about).
Usually by the time I start Gehennom I'm prepared for the
whole thing. I explore differently if I know I'm on the
bottom. Above the bottom I don't step in any corners I can
avoid, a disproportionate number of traps seem to be there.
--
Wes
The early bird may get the worm,
but the second mouse gets the cheese.
>
> If a monster is too big to carry its corpse to the altar, make sure
> to kill it ON the altar so that it can be sacrificed.
I've tried this and they just don't seem to like going into temples.
The only time I've ever been able to kill a monster on an altar was
when I created him in the temple.
--
Mark Heaely
marknews(at)healeyonline(dot)com
The praying spoiler I have (by Matthew Lahut) says you get -3
alignment for displacing your pet into a trap. I assume a polymorph
trap counts.
It also says that that -3 stacks with the -15 for killing the pet if
it dies from the trap.
> I've tried this and they just don't seem to like going into temples.
> The only time I've ever been able to kill a monster on an altar was
> when I created him in the temple.
>
I certainly find it harder to make monsters die on the altar in a co-aligned
temple, because they're all scared of me, so I never sacrifice much in one if
I can help it. (That is, if there's any others around.)
Hmm, ok, that's not so good, but what about displacing a dragon onto a
pit? It won't fall in and will be quite unaffected by it... Ok, on a
polymorph trap it would be affected.
Wasn't Dylan writting a traps spoiler? (hint hint ;)
--
GP_Spukgestalt, human Samurai, killed by falling onto poisoned spikes
(with taught me not go into the mines without poison resistance).
> Above the bottom I don't step in any corners I can
> avoid, a disproportionate number of traps seem to be there.
Unlike what's often the case, this not only seems to be the case, but is
actually true.
In mazes, traps may only be generated at the points where the "grid"
crosses. The way a maze is constructed can be described as follows:
+-------------------
|...................
|.x.x.x.x.x.x.x.x.x.
|...................
|.x.x.x.x.x.x.x.x.x.
|...................
This is your fictitious start. The x-es mark where walls are built. Now,
corridors are constructed by building more walls:
+-------------------
|...................
|.xxx.xxxxxxxxx.xxx.
|.x...x.......x...x.
|.xxxxx.xxx.x.xxxxxx
|.x...x...x.x.......
Finally, traps may be construed on places marked + below:
+-------------------
|+.+.+.+.+.+.+.+.+.+
|.xxx.xxxxxxxxx.xxx.
|+x+.+x+.+.+.+x+.+x+
|.xxxxx.xxx.x.xxxxxx
|+x+.+x+.+x+x+.+.+.+
These spots are guaranteed to contain no walls. Note that if you would dig
through the walls, on a "safe" line, you would never run into a trap. Note
also that only 1/4 of all spots can have a trap.
If I am not mistaken, items are *also* created on spots marked + above.
--
Boudewijn Waijers (kroisos at home.nl).
"Perhaps your sole purpose in life is to serve as a warning to others."
> I've tried this and they just don't seem to like going into temples.
> The only time I've ever been able to kill a monster on an altar was
> when I created him in the temple.
Monsters will not enter a co-aligned temple that has a priest *and* you
inside it.
If they are already in it, they'll wander around randomly until they've
left, so it's easy to kill them while they're inside.
If they don't have a ranged attack, you can also kill easily them from
inside the temple, using a ranged attack yourself when they show
themselves at the front door.
A question for the source divers: are items on top of a stack more likely
to meld into a golem than items lower in the pile?
Is there a per-item chance that using items up for golem creation starts
at that item? If so, you could put a lot of cursed items of the same
material in the top of your pile, and you'd be pretty sute that *they*
would merge into the golem, thus keeping the stuff lower in the pile safe.
Anyone?
> The praying spoiler I have (by Matthew Lahut) says you get -3
> alignment for displacing your pet into a trap. I assume a polymorph
> trap counts.
>
> It also says that that -3 stacks with the -15 for killing the pet if
> it dies from the trap.
Once you get to levels with polymorph traps, your alignment should be
quite high, so a few hundred attempts to displace your pet onto the trap
won't hurt.
Unlike luck, which moves between -10 and +10, alignment doesn't have un
upper limit, and it may easily go up high, IIRC.
> Similar: Sting-pong. Throw Sting at a line of advancing orcs and the
> front one dies from the double damage. Next one picks it up and
> throws it at you, maybe missing but at least giving single damage.
> Lather rinse repeat and the entire line can be dead before they inflict
> serious damage on you.
If orcs indeed pick it up, I think this is a bug. I don't suppose they do,
though. Have you tried this out?
Anyway, if they inflict, say, seven times single damage on you, and you
inflict seven times double damage on each single one, you still get seven
times the damage, which can kill you.
Hmm, sounds like an interesting idea. I tried it (with an archeologist):
Turn 800~1000: had to pray for food; no sign of pet growth yet.
Turn 1738: no growth; had to pray, but Camaxtli was displeased. Read the
rnz() function; it seems that this wasn't a hugely unlikely outcome.
So it didn't really work out for me; this is how it continues, anyway:
Turn 2082 (level 2): found a vault: 531 zorkmids. (667 total)
Turn 2433 (level 2): finally got that damn (no longer little) dog to come
to me in order to descend; gave him an unpleasant name.
Turn 2449 (mines: 3): killer bee swarm; dog gone walkies; life expectancy
somewhat short. Time for a stupid last move: I'll try to dig to the next
level. (Never tried this before so I didn't realise how long it'd take.)
Turn 2450: dead. Amulet on first level was life saving; scroll on second
was taming.
You were fervently aligned.
Camaxtli was angry with you.
You had lost the will to live.
You are dead.
...
You made the top ten list! (Uh, I had a `make install' accident.)
--
++acr@,ka"
If they do pick it up, schouldn't they be blasted by it's power or some
such? I mean it doesn't do double damage against o's for nothing...
--
GP_Spukgestalt, orcish Rogue, blasted by Sting's power.
This will not help leave a Mumakil corpse on the altar though...
Also, when they are inside, they "turn to flee", don't they? Not that
this means they will move away from you or stop attacking you, of course...
--
GP_Spukgestalt, killed by a fleeing Monster.
I wrote a message saying that the spoliers point to a -3 alignment hit
for displacing a pet onto a trap. Some code reading and wizard mode
testing show that that only applies if the monster actually becomes
trapped. Arrow traps, polymorph traps and so on don't give you the 3
alignment hit, but bear traps and such do. It also does not seem to be
cumulative with death. If it dies from your displacement (including
drowning) you have a 3/4th chance of getting a -15 hit ("You feel
guilty about losing your pet like this.").
The code also doesn't seem to handle any sort of death by polytrap. Is
it posible for a monster to die of system shock on a polymorph trap?
Sorry about the misinformation.
The stack is traversed from the top, the first thing that both
"shudders" (which is more likely for cursed objects, and again for
objects in stacks of 5 or greater) and passes a 1 in (Luck + 45) check
will become the material for golem creation. For the golem creation
itself, the stack is again traversed from the top; mostly, things of the
relevant material will be taken, and other things will be skipped, but
this is somewhat randomized. Cursed objects are no more likely to be
consumed. Golem creation will eat as many individual objects as the
units of weight of the golem... so to really protect the bottom of the
pile, you need to either be clever about materials, or you would want
hundreds or thousands of junk objects at the top of the pile. That's
probably a lot even for you.
Robert
Once a monster has set up a trap of a certain type, it won't ever hit
any others of that type. Thus two beartraps in a row, or two pits, is
an uncrossable barrier. I often used this to contain cockatrices in
pacifist attempts.
Robert
Better: combine this with a boulder-pushing regimen: push a boulder
back and forth, back and forth until strength is maxed. It's quite
helpful with A's, which can use their pick-axe to make a nice boulder
run, and have some food so they can stretch the prayer times. Since
you're going to get quite a few lichen corpses, you can last a long time
before you run any substantial risk of divine anger.
While you're at it, pick up a crude dagger and practice it, without
killing too many things.
Then you can go down to level 2 with a large pet, strength 16-18 and
basic in dagger. No food, but that's a small price to pay.
Robert
> Is whistling a pet onto a poly trap something worth mentioning?
This is what I always try to do. My absolute favorite pet
is a purple worm. There are so many monsters who carry a
potion of healing, wand of teleportation or whatever to
escape from danger, but my pet doesn't give them any chance
to use it. "Burrrps" - and the potion or wand is mine!
> Or feeding a chamaeleon while it is some d, f, u?
Bad idea. Maybe it changes into a yellow light... a monster
comes, it explodes...
> Or digging at Orcus' level down to surprise him from below
> with a chicken in hand at the stairs of his lair?
I prefer to close the stairs with a boulder before I wake
him up.
> Hard to tell what's a trick and what's usual gameplay...
You know it _was_ a trick when the programmers made it
impossible in the current version :-/
Many years ago I published my shop robbing trick, after that
the programmers invented the self-repairing walls.
In the latest version I found that I can not polymorph myself
into a Xorn anymore and escape in the rocks around the Astral
level. Too bad... :-(
Anyway it is still possible to wish for a cockatrice corpse in
the Astral level and kill all the nasty priests with one blow.
And it is still possible to wish for a purple worm corpse, zap
a wand of undead turning, read a blessed scroll of taming, and
my pet swallows all those nasty priests... :-)
Paul Lenz
>> A question for the source divers: are items on top of a stack more
>> likely to meld into a golem than items lower in the pile?
> The stack is traversed from the top, the first thing that both
> "shudders" (which is more likely for cursed objects, and again for
> objects in stacks of 5 or greater) and passes a 1 in (Luck + 45) check
> will become the material for golem creation. For the golem creation
> itself, the stack is again traversed from the top; mostly, things of the
> relevant material will be taken, and other things will be skipped, but
> this is somewhat randomized. Cursed objects are no more likely to be
> consumed. Golem creation will eat as many individual objects as the
> units of weight of the golem... so to really protect the bottom of the
> pile, you need to either be clever about materials, or you would want
> hundreds or thousands of junk objects at the top of the pile. That's
> probably a lot even for you.
Not really. You underestimate me, young man!
My current healer has a stockpile of 41 pages, but that is, of course,
only a start.
My inventory:
~~~~~~~~~~~~
Weapons
a - the blessed rustproof +1 Vorpal Blade (weapon in hand)
Armor
c - a blessed +2 gray dragon scale mail (being worn)
d - an uncursed +2 elven cloak (being worn)
e - a blessed greased +5 large round shield
f - an uncursed greased +4 pair of hard shoes (being worn)
g - a blessed +3 pair of leather gloves (being worn)
h - an uncursed +2 crested helmet (being worn)
Amulets
b - an uncursed amulet of reflection (being worn)
Tools
i - an uncursed magic whistle
j - a blessed unicorn horn
k - an uncursed key
l - an uncursed blindfold
m - a blessed bag called holding
n - an uncursed stethoscope
o - an uncursed lamp called magic (lit)
p - an uncursed pick-axe
Comestibles
q - an uncursed lizard corpse
Gems
r - an uncursed stone called luckstone
(end)
Contents of the bag:
~~~~~~~~~~~~~~~~~~~
Rings
a - an uncursed ring of conflict
b - an uncursed ring of levitation
c - an uncursed +2 ring of gain constitution
Comestibles
d - an uncursed lizard corpse
e - 5 uncursed meatballs
f - 3 uncursed eucalyptus leaves
Potions
g - 2 blessed potions called water
Wands
h - an uncursed wand of teleportation
i - an uncursed wand of fire
Gems
j - an uncursed stone called luckstone
(end)
Contents of my stash chest:
~~~~~~~~~~~~~~~~~~~~~~~~~~
Coins
a - 48257 gold pieces
Weapons
b - an uncursed runed dagger named Sting
c - an uncursed long sword named Giantslayer
d - an uncursed flail
e - an uncursed staff
f - an uncursed staff
g - an uncursed staff
h - an uncursed staff
i - an uncursed staff
j - an uncursed runed bow
k - an uncursed bow
l - an uncursed staff
m - an uncursed staff
n - an uncursed broad short sword
o - an uncursed broad pick
p - an uncursed broadsword
q - an uncursed staff
r - an uncursed broad short sword
s - an uncursed staff
t - an uncursed crossbow
(1 of 41)
a - an uncursed silver saber
b - an uncursed staff
c - an uncursed staff
d - an uncursed staff
e - an uncursed worm tooth
f - an uncursed worm tooth
g - an uncursed runed broadsword
h - an uncursed runed broadsword
i - an uncursed club
j - an uncursed lance
k - an uncursed runed broadsword
l - an uncursed runed broadsword
m - an uncursed crude bow
n - an uncursed flail
o - an uncursed trident
p - an uncursed worm tooth
q - an uncursed flail
r - an uncursed short sword
s - an uncursed angled poleaxe
t - an uncursed runed short sword
u - an uncursed crude bow
v - an uncursed curved sword
w - an uncursed broadsword
x - an uncursed sling
(2 of 41)
a - an uncursed runed broadsword
b - an uncursed crude short sword
c - an uncursed staff
d - an uncursed runed broadsword
e - an uncursed axe
f - an uncursed broadsword
g - an uncursed silver saber
h - an uncursed runed broadsword
i - an uncursed bow
j - an uncursed crossbow
k - an uncursed double-headed axe
l - an uncursed short sword
m - an uncursed flail
n - an uncursed long sword
o - an uncursed hooked polearm
p - an uncursed short sword
q - an uncursed beaked polearm
r - an uncursed pole sickle
s - an uncursed runed bow
t - an uncursed runed short sword
u - an uncursed worm tooth
v - an uncursed hilted polearm
w - an uncursed angled poleaxe
x - an uncursed runed broadsword
(3 of 41)
a - an uncursed long sword
b - an uncursed hilted polearm
c - an uncursed runed bow
d - an uncursed runed broadsword
e - an uncursed bow
f - an uncursed short sword
g - an uncursed long sword
h - an uncursed long poleaxe
i - an uncursed beaked polearm
j - an uncursed curved sword
k - an uncursed forked polearm
l - an uncursed curved sword
m - an uncursed double-headed axe
n - an uncursed curved sword
o - an uncursed crude bow
p - an uncursed long sword
q - an uncursed short sword
r - an uncursed runed bow
s - an uncursed runed short sword
t - an uncursed runed bow
u - an uncursed vulgar polearm
v - an uncursed single-edged polearm
w - an uncursed club
x - an uncursed axe
(4 of 41)
a - an uncursed broad short sword
b - an uncursed sling
c - an uncursed sling
d - an uncursed crossbow
e - an uncursed crossbow
f - an uncursed broad pick
g - an uncursed curved sword
h - an uncursed sling
i - an uncursed long sword
j - an uncursed worm tooth
k - an uncursed sling
l - an uncursed club
m - an uncursed club
n - an uncursed pole sickle
o - an uncursed crossbow
p - an uncursed mace
q - an uncursed long sword
r - an uncursed long sword
s - an uncursed flail
t - an uncursed axe
u - an uncursed bow
v - an uncursed curved sword
w - an uncursed axe
x - an uncursed runed bow
(5 of 41)
a - an uncursed runed short sword
b - an uncursed broad short sword
c - an uncursed crossbow
d - an uncursed sling
e - an uncursed axe
f - an uncursed broad short sword
g - an uncursed curved sword
h - an uncursed broad short sword
i - an uncursed axe
j - an uncursed crossbow
k - an uncursed thonged club
l - an uncursed bow
m - an uncursed crossbow
n - an uncursed crossbow
o - an uncursed axe
p - an uncursed broad short sword
q - an uncursed bow
r - an uncursed crude bow
s - an uncursed club
t - an uncursed long poleaxe
u - an uncursed runed bow
v - an uncursed club
w - an uncursed mace
x - an uncursed broad short sword
(6 of 41)
a - an uncursed broad pick
b - an uncursed angled poleaxe
c - an uncursed curved sword
d - an uncursed thonged club
e - an uncursed worm tooth
f - an uncursed curved sword
g - an uncursed dart
h - an uncursed knife
i - an uncursed crude dagger
j - an uncursed dagger
k - an uncursed arrow
l - an uncursed dagger
m - an uncursed arrow
n - an uncursed knife
o - 2 uncursed poisoned darts
p - 3 uncursed daggers
q - 7 uncursed crossbow bolts
r - 8 uncursed poisoned crude arrows
s - 9 uncursed spears
t - 9 uncursed runed spears
u - 12 uncursed crude daggers
v - 12 uncursed runed daggers
w - 16 uncursed knives
x - 42 uncursed daggers
(7 of 41)
a - 59 uncursed crossbow bolts
b - 68 uncursed arrows
c - 81 uncursed runed arrows
d - 101 uncursed darts
e - a +0 scalpel
f - a blessed flail
g - a blessed curved sword
h - a blessed short sword
i - a blessed runed short sword
j - a blessed runed bow
k - a blessed flail
l - a blessed staff
m - a blessed long sword
n - a blessed curved sword
o - a blessed runed bow
p - a blessed bow
q - a blessed short sword
r - a blessed club
s - a blessed long sword
t - a blessed silver saber
u - a blessed runed broadsword
v - a blessed runed short sword
w - a blessed flail
x - a blessed sling
(8 of 41)
a - a blessed flail
b - a blessed long sword named angel
c - a blessed staff named wielded for long
d - a blessed knife
e - a blessed runed dagger
f - a blessed knife
g - a blessed runed spear
h - a blessed crude spear
i - a blessed lance
j - a blessed stiletto
k - a blessed crude dagger
l - 2 blessed daggers
m - 2 blessed crude daggers
n - 2 blessed runed daggers
o - 2 blessed arrows
p - 3 blessed runed arrows
q - 6 blessed darts
r - 11 blessed poisoned runed arrows
s - 12 blessed darts
t - 13 blessed crossbow bolts
u - 14 blessed arrows
v - 19 blessed poisoned crude arrows
w - a cursed double-headed axe
x - a cursed beaked polearm
(9 of 41)
a - a cursed runed broadsword
b - a cursed flail
c - a cursed bow
d - a cursed short sword
e - a cursed staff
f - a cursed staff
g - a cursed bullwhip
h - a cursed boomerang
i - a cursed broad pick
j - a cursed mace
k - a cursed staff
l - a cursed beaked polearm
m - a cursed broadsword
n - a cursed silver saber
o - a cursed runed bow
p - a cursed flail
q - a cursed club
r - a cursed broad short sword
s - a cursed runed bow
t - a cursed bow
u - a cursed crude dagger
v - a cursed knife
w - a cursed crude dagger
x - a cursed runed dagger
(10 of 41)
a - a cursed dagger
b - a cursed spear
c - a cursed arrow
d - a cursed dart
e - a cursed knife
f - 2 cursed scalpels
g - 2 cursed knives
h - 2 cursed crude daggers
i - 4 cursed runed daggers
j - 5 cursed arrows
k - 9 cursed daggers
l - 10 cursed darts
m - 16 cursed runed arrows
n - 44 cursed arrows
Armor
o - a cursed +0 robe
p - a cursed -1 helm of opposite alignment
q - an uncursed +0 apron
r - an uncursed +0 slippery cloak
s - a cursed elven cloak
t - a cursed elven cloak
u - an uncursed +0 splint mail
v - an uncursed +1 pair of leather gloves
w - an uncursed +1 pair of walking shoes
(11 of 41)
a - an uncursed +0 dented pot
b - an uncursed very burnt +0 small shield
c - an uncursed -1 crested helmet
d - an uncursed burnt +0 blue and green shield
e - an uncursed +0 pair of walking shoes
f - an uncursed +0 pair of hard shoes
g - an uncursed +0 hard hat
h - an uncursed +0 iron skull cap
i - an uncursed +0 iron skull cap
j - an uncursed +0 red-eyed shield
k - an uncursed +0 crude chain mail
l - an uncursed +0 mummy wrapping
m - an uncursed +0 iron skull cap
n - an uncursed +0 crude chain mail
o - an uncursed +0 hooded cloak
p - an uncursed +0 mummy wrapping
q - an uncursed +0 mummy wrapping
r - an uncursed +0 pair of hard shoes
s - an uncursed +0 leather hat
t - an uncursed +0 iron skull cap
u - an uncursed +0 mummy wrapping
v - an uncursed +0 crested helmet
w - an uncursed +0 pair of hard shoes
x - an uncursed +0 iron skull cap
(12 of 41)
a - an uncursed +0 small shield
b - an uncursed +0 iron skull cap
c - an uncursed +0 pair of leather gloves
d - an uncursed +0 pair of leather gloves
e - an uncursed +0 elven mithril-coat
f - an uncursed +0 mummy wrapping
g - an uncursed +0 elven mithril-coat
h - an uncursed +0 leather hat
i - an uncursed +0 pair of jackboots
j - an uncursed +0 crested helmet
k - an uncursed +0 iron skull cap
l - an uncursed +0 crested helmet
m - an uncursed +0 iron skull cap
n - an uncursed +0 dented pot
o - an uncursed +0 pair of leather gloves
p - an uncursed +0 crested helmet
q - an uncursed +0 small shield
r - an uncursed +0 small shield
s - an uncursed +0 pair of walking shoes
t - an uncursed +0 pair of leather gloves
u - an uncursed +0 leather hat
v - an uncursed +0 ring mail
w - an uncursed +0 iron skull cap
x - an uncursed +0 large shield
(13 of 41)
a - an uncursed +0 leather hat
b - an uncursed +0 blue and green shield
c - an uncursed +0 red-eyed shield
d - an uncursed +0 large shield
e - an uncursed +0 banded mail
f - an uncursed +0 elven mithril-coat
g - an uncursed +0 leather hat
h - an uncursed +0 mummy wrapping
i - an uncursed +0 leather hat
j - an uncursed +0 iron skull cap
k - an uncursed +0 pair of jackboots
l - an uncursed +0 bronze plate mail
m - an uncursed +0 leather armor
n - an uncursed +0 hooded cloak
o - an uncursed +0 elven mithril-coat
p - an uncursed +0 small shield
q - an uncursed +0 small shield
r - an uncursed +0 pair of walking shoes
s - an uncursed +0 pair of leather gloves
t - an uncursed +0 pair of jackboots
u - an uncursed +0 pair of walking shoes
v - an uncursed +0 pair of walking shoes
w - an uncursed +0 pair of walking shoes
x - an uncursed +0 pair of leather gloves
(14 of 41)
a - an uncursed +0 pair of leather gloves
b - an uncursed +0 pair of leather gloves
c - an uncursed +0 crude chain mail
d - an uncursed +0 pair of leather gloves
e - an uncursed +0 pair of walking shoes
f - an uncursed +0 blue and green shield
g - an uncursed +0 blue and green shield
h - an uncursed +0 red-eyed shield
i - an uncursed +0 blue and green shield
j - an uncursed +0 white-handed shield
k - an uncursed +0 blue and green shield
l - an uncursed +0 pair of leather gloves
m - an uncursed +0 pair of hard shoes
n - an uncursed +0 pair of hard shoes
o - an uncursed +0 blue and green shield
p - an uncursed +0 leather hat
q - an uncursed +0 blue and green shield
r - an uncursed +0 blue and green shield
s - an uncursed +0 leather hat
t - an uncursed +0 pair of leather gloves
u - an uncursed +0 blue and green shield
v - an uncursed +0 red-eyed shield
w - an uncursed +0 pair of elven boots
x - an uncursed +0 elven mithril-coat
(15 of 41)
a - an uncursed +0 blue and green shield
b - an uncursed +0 leather hat
c - an uncursed +0 iron skull cap
d - an uncursed +0 pair of hard shoes
e - an uncursed +0 iron skull cap
f - an uncursed +0 iron skull cap
g - an uncursed +0 pair of leather gloves
h - an uncursed +0 pair of walking shoes
i - an uncursed +0 pair of leather gloves
j - an uncursed +0 pair of jackboots
k - an uncursed +0 iron skull cap
l - an uncursed +0 pair of jackboots
m - an uncursed +0 elven mithril-coat
n - an uncursed +0 pair of jackboots
o - an uncursed +0 pair of walking shoes
p - an uncursed +0 leather hat
q - an uncursed +0 pair of jackboots
r - an uncursed +0 pair of leather gloves
s - an uncursed +0 pair of jackboots
t - an uncursed +0 pair of walking shoes
u - an uncursed +0 pair of leather gloves
v - an uncursed +0 small shield
w - an uncursed +0 small shield
x - an uncursed +0 small shield
(16 of 41)
a - an uncursed +0 small shield
b - an uncursed +0 pair of walking shoes
c - an uncursed +0 small shield
d - an uncursed +0 small shield
e - an uncursed +0 small shield
f - an uncursed +0 blue and green shield
g - an uncursed +0 pair of hard shoes
h - an uncursed +0 hooded cloak
i - an uncursed +0 pair of walking shoes
j - an uncursed +0 hooded cloak
k - an uncursed +0 pair of hard shoes
l - an uncursed +0 hard hat
m - an uncursed +0 leather hat
n - an uncursed +0 pair of hard shoes
o - an uncursed +0 mummy wrapping
p - an uncursed +0 pair of hard shoes
q - an uncursed +0 pair of hard shoes
r - an uncursed +0 pair of hard shoes
s - an uncursed +0 small shield
t - an uncursed +0 small shield
u - an uncursed +0 small shield
v - an uncursed +0 crested helmet
w - an uncursed +0 large shield
x - an uncursed +0 large shield
(17 of 41)
a - an uncursed +0 crested helmet
b - an uncursed +0 large shield
c - an uncursed +0 pair of walking shoes
d - an uncursed +0 crested helmet
e - an uncursed +0 small shield
f - an uncursed +0 small shield
g - an uncursed +0 small shield
h - an uncursed +0 mummy wrapping
i - an uncursed +0 crested helmet
j - an uncursed +0 crested helmet
k - an uncursed +0 dented pot
l - an uncursed +0 dented pot
m - an uncursed +0 dented pot
n - an uncursed +0 crested helmet
o - an uncursed +0 ring mail
p - an uncursed +0 crested helmet
q - an uncursed +0 leather armor
r - an uncursed +0 studded leather armor
s - an uncursed +0 crested helmet
t - an uncursed +0 crested helmet
u - an uncursed +0 hooded cloak
v - an uncursed +0 crested helmet
w - an uncursed +0 mummy wrapping
x - an uncursed +0 dented pot
(18 of 41)
a - an uncursed +0 crested helmet
b - an uncursed +0 crested helmet
c - an uncursed +0 white-handed shield
d - an uncursed +0 iron skull cap
e - an uncursed +0 hard hat
f - an uncursed +0 leather hat
g - an uncursed +0 iron skull cap
h - an uncursed +0 hooded cloak
i - an uncursed +0 hooded cloak
j - an uncursed +0 pair of hard shoes
k - an uncursed +0 hard hat
l - an uncursed +0 hard hat
m - an uncursed +0 hard hat
n - an uncursed +0 pair of hard shoes
o - an uncursed +0 coarse mantelet
p - an uncursed +0 mummy wrapping
q - an uncursed +0 pair of hard shoes
r - an uncursed +0 blue and green shield
s - an uncursed +0 pair of hard shoes
t - an uncursed +0 hooded cloak
u - an uncursed +0 hooded cloak
v - an uncursed +0 pair of hard shoes
w - an uncursed +0 hooded cloak
x - an uncursed +0 pair of hard shoes
(19 of 41)
a - an uncursed +0 pair of walking shoes
b - an uncursed +0 leather hat
c - an uncursed +0 pair of hard shoes
d - an uncursed +0 hooded cloak
e - an uncursed +0 hooded cloak
f - an uncursed +0 mummy wrapping
g - an uncursed +0 pair of walking shoes
h - an uncursed +0 hooded cloak
i - an uncursed +0 hooded cloak
j - an uncursed +0 pair of hard shoes
k - an uncursed +0 hooded cloak
l - an uncursed +0 pair of hard shoes
m - an uncursed +0 pair of hard shoes
n - an uncursed +0 pair of hard shoes
o - an uncursed +0 hooded cloak
p - an uncursed +0 mummy wrapping
q - an uncursed +0 pair of hard shoes
r - an uncursed +0 blue and green shield
s - an uncursed +0 white-handed shield
t - an uncursed +0 iron skull cap
u - an uncursed +0 mummy wrapping
v - an uncursed +0 iron skull cap
w - an uncursed +0 hooded cloak
x - an uncursed +0 hooded cloak
(20 of 41)
a - an uncursed +0 mummy wrapping
b - an uncursed +0 mummy wrapping
c - an uncursed +0 mummy wrapping
d - an uncursed +0 small shield
e - an uncursed +0 iron skull cap
f - an uncursed +0 pair of hard shoes
g - an uncursed +0 pair of walking shoes
h - an uncursed +0 hooded cloak
i - an uncursed +0 iron skull cap
j - an uncursed +0 iron skull cap
k - an uncursed +0 crested helmet
l - an uncursed +0 mummy wrapping
m - an uncursed +0 elven mithril-coat
n - an uncursed +0 hooded cloak
o - an uncursed +0 hard hat
p - an uncursed +0 hooded cloak
q - an uncursed +0 iron skull cap
r - an uncursed +0 hooded cloak
s - an uncursed +0 pair of hard shoes
t - an uncursed +0 iron skull cap
u - an uncursed +0 mummy wrapping
v - an uncursed +0 pair of jackboots
w - an uncursed +0 red-eyed shield
x - an uncursed +0 crested helmet
(21 of 41)
a - an uncursed +0 small shield
b - an uncursed +0 iron skull cap
c - an uncursed +0 iron skull cap
d - an uncursed +0 red-eyed shield
e - an uncursed +0 iron skull cap
f - an uncursed +0 large round shield
g - an uncursed +0 hard hat
h - an uncursed +0 crested helmet
i - an uncursed +0 hooded cloak
j - an uncursed +0 pair of walking shoes
k - an uncursed +0 iron skull cap
l - an uncursed +0 hooded cloak
m - an uncursed +0 hooded cloak
n - an uncursed +0 mummy wrapping
o - an uncursed +0 large shield
p - an uncursed +0 large shield
q - an uncursed +0 leather armor
r - an uncursed +0 leather armor
s - an uncursed +0 crested helmet
t - an uncursed +0 leather armor
u - an uncursed +0 blue and green shield
v - an uncursed +0 elven mithril-coat
w - an uncursed +0 large shield
x - an uncursed +0 crested helmet
(22 of 41)
a - an uncursed +0 leather cloak
b - an uncursed +0 crested helmet
c - an uncursed +0 dented pot
d - an uncursed +0 leather cloak
e - an uncursed +0 large shield
f - an uncursed +0 chain mail
g - an uncursed +0 hooded cloak
h - an uncursed +0 hooded cloak
i - an uncursed +0 pair of hard shoes
j - an uncursed +0 elven cloak
k - an uncursed +0 apron
l - an uncursed +0 pair of elven boots
m - an uncursed +0 elven cloak
n - an uncursed +0 elven cloak
o - an uncursed +0 pair of elven boots
p - an uncursed +0 elven cloak
q - an uncursed +0 pair of elven boots
r - an uncursed +0 pair of elven boots
s - an uncursed +0 elven cloak
t - an uncursed +0 elven cloak
u - an uncursed +0 slippery cloak
v - an uncursed +1 leather armor
w - an uncursed +1 crested helmet
x - an uncursed +1 small shield
(23 of 41)
a - an uncursed +1 banded mail
b - an uncursed +1 pair of hard shoes
c - an uncursed +1 blue and green shield
d - an uncursed +1 mummy wrapping
e - an uncursed +1 hooded cloak
f - an uncursed +1 crested helmet
g - an uncursed +1 pair of walking shoes
h - an uncursed +1 pair of walking shoes
i - an uncursed +1 iron skull cap
j - an uncursed +1 leather armor
k - an uncursed +1 pair of leather gloves
l - an uncursed +1 pair of jackboots
m - an uncursed rotted +1 pair of leather gloves
n - an uncursed +2 ring mail
o - an uncursed +3 plate mail
p - an uncursed +4 mummy wrapping
q - an uncursed +4 pair of walking shoes
r - a blessed +0 pair of elven boots
s - a blessed +0 hooded cloak
t - a blessed +0 hooded cloak
u - a blessed +0 plate mail
v - a blessed +0 iron skull cap
w - a blessed +0 leather hat
x - a blessed +0 elven mithril-coat
(24 of 41)
a - a blessed +0 crested helmet
b - a blessed +0 blue and green shield
c - a blessed +0 pair of walking shoes
d - a blessed +0 small shield
e - a blessed +0 iron skull cap
f - a blessed +0 pair of walking shoes
g - a blessed +0 pair of walking shoes
h - a blessed +0 iron skull cap
i - a blessed +0 dented pot
j - a blessed +0 small shield
k - a blessed +0 small shield
l - a blessed +0 large shield
m - a blessed +1 pair of elven boots
n - a blessed +1 small shield
o - a blessed +1 pair of hard shoes
p - a blessed +1 pair of leather gloves
q - a blessed +1 leather hat
r - a blessed +1 studded leather armor
s - a blessed +1 pair of jackboots
t - a blessed +1 iron skull cap
u - a blessed +1 banded mail
v - a blessed +1 leather hat
w - a blessed +1 ring mail
x - a blessed +1 pair of hard shoes
(25 of 41)
a - a blessed +1 mummy wrapping
b - a blessed +1 hooded cloak
c - a blessed +1 mummy wrapping
d - a blessed +1 small shield
e - a blessed rusty +1 pair of hard shoes
f - a blessed +2 pair of walking shoes
g - a blessed +2 hooded cloak
h - a blessed +2 studded leather armor
i - a blessed +2 hooded cloak
j - a blessed +2 hooded cloak
k - a blessed +2 pair of leather gloves
l - a blessed +2 plate mail
m - a blessed +2 splint mail
n - a cursed large shield
o - a cursed pair of walking shoes
p - a cursed pair of leather gloves
q - a cursed crested helmet
r - a cursed crested helmet
s - a cursed small shield
t - a cursed crested helmet
u - a cursed blue and green shield
v - a cursed leather hat
w - a cursed banded mail
x - a cursed large shield
(26 of 41)
a - a cursed mummy wrapping
b - a cursed elven mithril-coat
c - a cursed pair of walking shoes
d - a cursed white-handed shield
e - a cursed hooded cloak
f - a cursed pair of walking shoes
g - a cursed blue and green shield
h - a cursed mummy wrapping
i - a cursed blue and green shield
j - a cursed pair of hard shoes
k - a cursed hooded cloak
l - a cursed mummy wrapping
Amulets
m - an uncursed amulet versus poison
n - an uncursed amulet of restful sleep
Rings
o - a cursed ring of teleportation
p - an uncursed ring of searching
q - a cursed ring of hunger
r - an uncursed ring of poison resistance
s - an uncursed ring of shock resistance
t - an uncursed ring of sustain ability
u - a cursed ring of polymorph
v - an uncursed ring of sustain ability
(27 of 41)
a - an uncursed ring of searching
b - a cursed ring of teleportation
Tools
c - an uncursed sack
d - an uncursed leather drum
e - an uncursed magic marker
f - an uncursed magic marker
g - an uncursed unicorn horn
h - an uncursed unicorn horn
i - an uncursed unicorn horn
j - an uncursed unicorn horn
k - an uncursed unicorn horn
l - an uncursed unicorn horn
m - an uncursed unicorn horn
n - an uncursed looking glass
o - an uncursed blindfold
p - an uncursed pick-axe
q - an uncursed bugle
r - an uncursed bugle
s - an uncursed bugle
t - an uncursed bugle
u - an uncursed looking glass
v - an uncursed bugle
w - an uncursed pick-axe
(28 of 41)
a - an uncursed unicorn horn
b - an uncursed looking glass
c - an uncursed looking glass
d - an uncursed blindfold
e - an uncursed bugle
f - an uncursed looking glass
g - an uncursed looking glass
h - an uncursed key
i - an uncursed blindfold
j - an uncursed key
k - an uncursed key
l - an uncursed whistle called tin
m - an uncursed looking glass
n - an uncursed key
o - an uncursed leash
p - an uncursed lock pick
q - an uncursed looking glass
r - an uncursed can of grease
s - an uncursed tin opener
t - an uncursed whistle called tin
u - an uncursed stethoscope
v - an uncursed looking glass
w - an uncursed lamp called oil
x - an uncursed looking glass
(29 of 41)
a - an uncursed key
b - an uncursed brass lantern named empty
c - an uncursed towel
d - an uncursed pick-axe
e - an uncursed key
f - an uncursed brass lantern named empty
g - an uncursed key
h - an uncursed looking glass
i - an uncursed pick-axe
j - an uncursed key
k - an uncursed whistle called tin
l - an uncursed looking glass
m - an uncursed whistle called tin
n - an uncursed looking glass
o - an uncursed pick-axe
p - an uncursed looking glass
q - an uncursed sack
r - an uncursed towel
s - an uncursed looking glass
t - an uncursed looking glass
u - an uncursed pick-axe
v - an uncursed key
w - an uncursed looking glass
x - an uncursed looking glass
(30 of 41)
a - an uncursed sack
b - 2 uncursed candles
c - 4 uncursed candles
d - 4 blessed candles
e - a cursed stethoscope
f - a cursed lock pick
g - a cursed sack
h - a cursed blindfold
i - a cursed pick-axe
j - a cursed lamp called oil
k - a cursed pick-axe
l - a cursed stethoscope
m - a cursed key
n - a cursed pick-axe
o - a cursed bugle
p - a cursed leash
q - a cursed lock pick
r - a cursed lamp called oil named empty
s - a cursed pick-axe
t - a cursed pick-axe
u - a cursed unicorn horn
v - a cursed stethoscope
w - a cursed bell
x - a cursed whistle called tin
(31 of 41)
a - a cursed blindfold
Comestibles
b - an uncursed pear
c - an uncursed cram ration
d - an uncursed clove of garlic
e - an uncursed carrot
f - 2 uncursed K-rations
g - 2 uncursed apples
h - 2 uncursed lembas wafers
i - 2 uncursed eggs
j - 2 uncursed fortune cookies
k - 2 uncursed pancakes
l - 3 uncursed cream pies
m - 3 uncursed mandarijntjes
n - 3 uncursed lizard corpses
o - 6 uncursed C-rations
p - 6 uncursed tripe rations
q - 7 uncursed lichen corpses
r - 33 uncursed food rations
s - 828 uncursed meatballs
Potions
t - 13 blessed potions called water
u - an uncursed potion called booze
v - an uncursed potion called acid
(32 of 41)
a - an uncursed potion of gain level
b - an uncursed potion of paralysis
c - an uncursed potion called sickness
d - an uncursed potion of levitation
e - 2 uncursed potions of enlightenment
f - 2 uncursed potions of speed
g - 2 uncursed potions of gain energy
h - 3 uncursed potions of full healing
i - 2 uncursed potions of sleeping
j - 3 uncursed potions of gain ability
k - 3 uncursed potions called mandarijntje juice
l - an uncursed potion called restore ability
m - 4 uncursed potions of healing
n - 4 uncursed potions of invisibility
o - 3 uncursed potions called see invisible
p - 7 uncursed potions of extra healing
q - 14 uncursed potions of object detection
r - a blessed potion of healing
s - a blessed potion of object detection
t - a blessed potion of speed
u - a cursed potion of sleeping
v - a cursed potion of gain energy
w - a cursed potion called hallucination
x - a cursed potion of full healing
(33 of 41)
a - a cursed potion called booze
b - a cursed potion of speed
c - a cursed potion called restore ability
d - 2 cursed potions of paralysis
e - 3 cursed potions of extra healing
f - 3 cursed potions of object detection
g - 5 cursed potions of healing
Scrolls
h - a cursed scroll of identify
i - a cursed scroll labeled ELBIB YLOH
j - a blessed scroll labeled ANDOVA BEGARIN
k - a blessed scroll labeled DUAM XNAHT
l - a blessed scroll labeled ELAM EBOW
m - an uncursed scroll labeled TEMOV
n - a blessed scroll labeled XIXAXA XOXAXA XUXAXA
o - a blessed scroll labeled KERNOD WEL
p - 3 uncursed scrolls labeled VELOX NEB
q - 2 uncursed scrolls labeled VE FORBRYDERNE
r - 2 uncursed scrolls labeled PRATYAVAYAH
s - an uncursed scroll labeled PRIRUTSENIE
t - an uncursed scroll labeled HACKEM MUCHE
u - a cursed scroll labeled DAIYEN FOOELS
v - a cursed scroll labeled ANDOVA BEGARIN
w - an uncursed scroll labeled XIXAXA XOXAXA XUXAXA
(34 of 41)
a - a cursed potion called booze
b - a cursed potion of speed
c - a cursed potion called restore ability
d - 2 cursed potions of paralysis
e - 3 cursed potions of extra healing
f - 3 cursed potions of object detection
g - 5 cursed potions of healing
Scrolls
h - a cursed scroll of identify
i - a cursed scroll labeled ELBIB YLOH
j - a blessed scroll labeled ANDOVA BEGARIN
k - a blessed scroll labeled DUAM XNAHT
l - a blessed scroll labeled ELAM EBOW
m - an uncursed scroll labeled TEMOV
n - a blessed scroll labeled XIXAXA XOXAXA XUXAXA
o - a blessed scroll labeled KERNOD WEL
p - 3 uncursed scrolls labeled VELOX NEB
q - 2 uncursed scrolls labeled VE FORBRYDERNE
r - 2 uncursed scrolls labeled PRATYAVAYAH
s - an uncursed scroll labeled PRIRUTSENIE
t - an uncursed scroll labeled HACKEM MUCHE
u - a cursed scroll labeled DAIYEN FOOELS
v - a cursed scroll labeled ANDOVA BEGARIN
w - an uncursed scroll labeled XIXAXA XOXAXA XUXAXA
(34 of 41)
a - an uncursed scroll labeled KERNOD WEL
b - 2 uncursed scrolls labeled ANDOVA BEGARIN
c - 2 uncursed scrolls labeled DUAM XNAHT
d - 3 cursed scrolls labeled TEMOV
e - 2 cursed scrolls labeled ELAM EBOW
f - 2 uncursed scrolls of create monster
g - 2 uncursed scrolls called earth
h - 11 uncursed scrolls of teleportation
i - 20 uncursed unlabeled scrolls
j - a blessed scroll called earth
k - a blessed scroll of teleportation
l - 2 blessed unlabeled scrolls
m - 2 blessed scrolls of create monster
n - 2 cursed scrolls of teleportation
o - 4 cursed unlabeled scrolls
p - 6 cursed scrolls of create monster
Wands
q - an uncursed wand called glass, tried
r - an uncursed wand called hexagonal, tried
s - an uncursed wand of wishing
t - an uncursed wand of striking
u - an uncursed wand of lightning
v - an uncursed wand of magic missile
w - an uncursed wand of speed monster
(35 of 41)
a - an uncursed wand of sleep
b - an uncursed wand of fire named empty
c - an uncursed wand of teleportation named empty
d - an uncursed wand of striking
e - an uncursed wand called slow monster
f - an uncursed wand of teleportation
g - an uncursed wand of fire
h - an uncursed wand of cold
i - an uncursed wand of speed monster
j - an uncursed wand of fire
k - an uncursed wand of digging
l - an uncursed wand of digging
m - an uncursed wand of lightning
n - an uncursed wand of fire
o - an uncursed wand of magic missile
p - an uncursed wand of striking
q - an uncursed wand of magic missile
r - an uncursed wand of digging
s - an uncursed wand of magic missile
t - an uncursed wand of magic missile
u - an uncursed wand of striking
v - an uncursed wand of striking
w - an uncursed wand of speed monster
x - an uncursed wand of create monster
(36 of 41)
a - an uncursed wand of sleep
b - an uncursed wand of teleportation
c - an uncursed wand called glass, tried
d - an uncursed wand of striking
e - an uncursed wand of teleportation
f - an uncursed wand of lightning
g - an uncursed wand of digging
h - an uncursed wand of digging
i - an uncursed wand called hexagonal, tried
j - an uncursed wand called hexagonal, tried
k - an uncursed wand of magic missile named empty
l - an uncursed wand called glass, tried
m - an uncursed wand of create monster
n - an uncursed wand of lightning
o - an uncursed wand of create monster named empty
p - an uncursed wand of striking
q - an uncursed wand called glass, tried
r - an uncursed wand of striking
s - an uncursed wand of striking
t - an uncursed wand of create monster named empty
u - an uncursed wand of sleep
v - an uncursed wand of magic missile
w - an uncursed wand of digging
x - an uncursed wand called glass, tried
(37 of 41)
a - a wand of sleep (0:3)
b - a blessed wand of teleportation
c - a blessed wand of digging
d - a blessed wand of lightning
e - a blessed wand of sleep
f - a cursed wand of speed monster named empty
g - a cursed wand of teleportation
h - a cursed wand of sleep
i - a cursed wand of sleep
j - a cursed wand of lightning named empty
k - a cursed wand called CANCELLATION !!!!
l - a cursed wand of digging
Spellbooks
m - an uncursed spellbook of dig
n - an uncursed spellbook of cure sickness
o - an uncursed plain spellbook
p - a blessed spellbook of stone to flesh
q - a blessed spellbook of extra healing
r - a blessed spellbook of stone to flesh
s - a blessed spellbook of stone to flesh
t - a blessed spellbook of healing
u - a cursed spellbook of extra healing
v - a cursed spellbook of extra healing
w - a cursed spellbook of healing
(38 of 41)
a - a cursed spellbook of stone to flesh
b - a cursed spellbook of dig
c - an uncursed spellbook of restore ability
d - an uncursed spellbook of clairvoyance
e - an uncursed spellbook of detect monsters
f - an uncursed spellbook of detect treasure
g - an uncursed spellbook of slow monster
h - an uncursed spellbook of magic missile
i - an uncursed spellbook of remove curse
j - an uncursed spellbook of light
k - an uncursed spellbook of jumping
l - an uncursed spellbook of detect food
m - an uncursed spellbook of sleep
n - an uncursed spellbook of fireball
o - an uncursed spellbook of restore ability
p - an uncursed spellbook of knock
q - an uncursed spellbook of magic missile
r - an uncursed spellbook of light
s - an uncursed spellbook of extra healing
t - an uncursed spellbook of detect monsters
u - an uncursed spellbook of clairvoyance
Gems
v - 2 uncursed white gems
w - 4 uncursed stones called flint stone
(39 of 41)
a - an uncursed stone called touchstone
b - an uncursed blue gem
c - 5 uncursed yellow gems
d - 10 uncursed red gems
e - an uncursed green gem
f - 5 uncursed black gems
g - an uncursed red gem
h - 4 uncursed white gems
i - 7 uncursed orange gems
j - an uncursed orange gem
k - 3 uncursed yellowish brown gems
l - 3 uncursed black gems
m - 7 uncursed violet gems
n - 3 uncursed green gems
o - an uncursed black gem
p - 4 uncursed blue gems
q - 4 uncursed blue gems
r - 11 uncursed orange gems
s - 11 uncursed black gems
t - 17 uncursed yellow gems
u - 18 uncursed red gems
v - 19 uncursed violet gems
w - 21 uncursed yellowish brown gems
x - 22 uncursed green gems
(40 of 41)
a - 29 uncursed white gems
b - 224 uncursed rocks
c - 3 cursed stones called touchstone
d - a cursed white gem
e - 2 cursed yellow gems
f - 2 cursed black gems
g - 2 cursed blue gems
h - 3 cursed orange gems
(41 of 41)
Note that I even sort most of the stuff in the box. I guess I qualify for
having been hit by the AD&D spell "compulsive order"...
:-)
By the way, this is the first character that I keep a log for. So far, it
only covers the appr. 80000 move so far, but I plan on editing it later
for my ascension post.
I know, I shouldn't have said that: the RNG will no doubt kill me
merciless after another 80000 turns.
Here's my log so far:
Started yet another gnomish healer, Kroisos.
This is the first character I ever made a log for.
Quaffed all potions but one normal healing potion for emergencies.
Unwielded my scalpel. Keep it, just for emergencies.
5 Pw, which should be just enough to cast healing...
Five previous healers died by overeating before, so I should be quite
reluctant to cast stone to flesh lateron.
Nothing much interesting on levels 1 and 2.
Found a large general shop on level 3. Robbed the shop blind with my pet:
+0 elven boots; uncursed concave amulet, worn for a while, no visible
effect, taken off; key; lantern; 4 food rations; lots of potions: dark, 2
cyan, sky blue, puce, bubbly, orange; lots of scrolls: PRATYAVAYA, VE
FORBRYDENE, DUAM XNATH, ELAM YBOH, ANDOVA BEGARIN, identify, XIXAXA XOXAXA
XUXAXA, ZELGO MER; 3 wands: jeweled, hexagonal, glass; some gems: white,
white, black, yellow
Afterwards, I had 3 food rations left, and had prayed several times for
food.
Tried wands. Jeweled one is wishing. Blessed +2 grey dragon scale mail.
Should have been two blessed scrolls of charging, in hindsight.
Hexagonal no message.
Shopkeeper rid of money, now have appr. 4800.
Ventured on to discover stairs to mines on level 3.
Rothond fell through trapdoor, went after him.
To reach him, had to collect 19 XP, never wielded or used my scalpel.
Found another shop (potion) on level 4, left this one alone.
Went back to level 3, and into mines.
Cannot collect any more XP if I want to get all possible protection.
The first level of the mines was unlit, but my lamp lasted and the stairs
were halfway the level. No kills.
The second level of the mines was lit, and was a bones level, with one
peaceful former pet, and a ghost called Boudewijn.
The ghost was dispensed with by my doggie, as well as his former pet. I
didn't want another one.
Picked up some of the stuff of the previous healer, but only as much as
not to be burdened.
Next level was Mine Town, apparently no bones level.
Reached the priest without much trouble, and still no unnecessary kills.
EXP 19, and started chatting.
3 AC from the first chat, the rest was easy, since I had 5800 zorkmids by
now.
Naked AC 1 with 3000 left, might just as well try the rest.
To 0 for 400, nothing for 400, nothing for 400, -1 for 400, nothing for
400, nothing for 400, nothing for 400...
Still, 2 more protection for 2800 zorkmids is better than expected.
Now try the buc-ided armour. A large round shield +0, a hooded cloak +0.
Nothing special, but AC now at -18, while still EXP 1/19 myself!
That would seem enough. Let's gain some EXP, finally!
I'm planning on wishing for the Eye of the Aethiopica, but first, I've got
to gain some more HP.
After all, the blast might kill me, having only 23 HP maximum.
Conduct so far: never hit with a wielded weapon, no genocides, no
polymorph self or object, used one wish, no artifact wishing.
Time is at 7938 now.
I do not plan on keeping any conducts this game. I want this to be my
first ascension.
I decide not to use my scalpel at all this game, but use the recently
found runed dagger instead.
Experience in the dagger will help both hand-to-hand combat *and* thrown
skill, after all.
My first kill is an iguana, which had even more trouble hitting me than I
had hitting it.
EXP 2/36: almost doubled my EXP with this one kill. Pw 11 now, so casting
is a little bit easier.
Meanwhile, my dog dispensed of the dwarf that was ruining the level
layout, but hadn't reached the temple yet.
To help things a bit, let's name the dagger "Sting". It works: I can
immediately see two orcish zombies through some walls.
Also, have to work at my skill in quarterstaff to practice for my Quest
artifact, but no staff found yet.
Changed my helmet for a hard hat. AC 19.
Practice some more on a shrieker. EXP 3/64.
An orc zombie is next, no match for Sting. EXP 4/93. HP now at 42, Pw at
27. And I can enhance my dagger skill...
Must *not* cast stone to flesh on boulders, even if I can.
Found a maple wand engrave-id under my stash in the temple, appears to be
teleportation, invisibility or cancellation.
Upon leaving the temple, I read "maple wand maple wand" in the dust, so
maple can be renamed to teleportation.
What a convenient place for the engraving to end up...
Off to rob some more shops: Pameunpeuk's deli and Nieb's hardware store.
A towel is the first thing to be lifted from the shop, and off I go to
that floating eye I spotted earlier.
I kill the monstrous beast, but alas, it leaves no corpse. EXP 4/110. Back
to that shop.
Another lantern and a bag are next. Already had a bag from the bones
level, but it was cursed and so far unused.
This bag is the same type, but not cursed. There are also a tin whistle
and opener, which I take out out of principle.
The deli *had* a food ration and a sky blue potion. EXP now at 5/167.
Chibougamau's general store would be next, but unfortunately my pet has a
run-in with the watch captain.
Let's go look for a replacement, while trying to avoid that nymph that's
so far escaped my pet.
My first run-in with the nymph "only" costs me my 4 daggers, so dispensing
with it myself will be difficult.
Luckily, there is a little dog around on this level, which is easily
bribed with some tripe.
Cornered by that nymph again. No other option but hand-to-hand combat: I
want to save the teleportation charges.
My AC saves me: she doesn't get a hit in, while I hit almost every time.
Exit nymph.
Back to the temple. I've three bags of the same type now, so it's really
time to test one.
It doesn't seem to be a bag of holding, so let's put one inside another to
be sure. Right. It's a sack of some sort.
Two killer bees and a homunculus later, I'm EXP 6/347 with HP 51 and Pw
49.
I am getting hungry again, but there is a section of the level where there
are some leftover boulders and rocks.
Since stone to flesh is at 32% by now, I decide to cast it after all and
eat the huge chunk of meat.
Now I must remember not to eat anything for the next 1000 turns or so!
This already killed five predecessors of Kroisos.
Izchak is next (sorry!). Just some candles and another oil (?) lamp.
Having some meatballs now certainly speeds up things.
Back one level, to get the remainder of the bones file's items.
That didn't appear much special, except for two grey stones, none of them
cursed, none of them a loadstone.
I keep both stones in my main inventory: with a bit of luck one of them at
least is a luckstone.
Back to the main dungeon, level 4, where there's also an altar, that I
plan to convert and use as a BUC-IDing place.
Two sacrifices wouldn't let Hermes win from Athena, but a leprechaun did.
The Mine Town altar was Poseidon's, by the way.
Not much later, I am EXP 7/1037 with HP 57 and Pw 66, time 15108. I like
to do things at my leisure.
I do some offering to get my luck up.
I try my wand of wishing for 2 blessed scrolls of charging, my forgotten
first wish. Damn! Empty...
Anyway, using my healing skills, I can help my doggie (now at 72 HP)
dispense of the two watch captains.
Next, I go down a level in the Mines.
On the first level after Town, I find some armour which, in Town, raises
my AC to -22.
Without me moticing, I'd gone up to EXP 8/2166, HP 61, Pw 81, time 14802.
Next, one level deeper, I found a +2 crested helmet, bringing my AC
to -23.
A bit later, level 9 of the Mines got me to EXP 9/2631, HP 66, Pw 85, time
16746.
On level 8, I lost one of my pets and a level to a chameleon vampire lord,
which my other pet defeated while it was a horned devil.
Luckily, I found +4 hard shoes there, just after my old ones had gone
rusty, and a +2 elven cloak to replace my +2 hooded.
AC is now at -26.
Level 10 marked the discovery of a polymorph trap, which I later used to
promote my cat to first an orc mummy and later a silver dragon.
On level 11 was the bottom of the Mines, with two grey stones.
The loadstone could easily be identified, so now I finally knew which one
of the two I was carrying was the luckstone.
While on the bottom level, I passed the 20000 time limit, so my spells had
run out.
Not much later, killing a sergeant got me over the level 10 landmark: EXP
10/5188, HP 74, Pw 88, time 20383.
Somewhat later, I noticed that my lamp was still on, and that is wasn't
labeled "oil". Magic!
Returning to Mine Town, I found and killed a tengu in the temple, and ate
it.
"You feel in control of yourself". I gambled, and won (I didn't have
teleportitis yet).
Being in the temple, and having since bought long maximum protection, I
opened the doors for Snertkat, my ex-cat, now silver dragon, who quickly
got rid of that pesky priest of Poseidon, so I could go and look for a
nice corpse to offer to Hermes, so the altar could become rightfully His.
Next, I pushed my luck up, with some of the wands of create monster that I
had found somewhat deeper in the Mines.
One of the creatures I summoned was another tengu, which promptly gave me
the teleportitis I wanted.
This is a first timer for me: two tengu, both leave a corpse, and they
give me control and teleport, in that order!
The first gift was Giantslayer, upon which I promptly stopped sacrificing
for items.
I planned to wish for some the Eye later, and only sacrificed for luck.
After I re-read my spells in the normal dungeon, level 3, I took my dragon
to level 4 and got rid of Narodnaja.
His shop contained 3x10 potions, with only 1 mimic.
Took his potions to level 4, to buc-ID the potions at the altar.
Back down into the Mines, finished off two of the shopkeepers.
I kept Izchak and Chibougamau alive, the first out of principle, the
second because he owns a general store, which may come in handy later to
price-ID.
I went back and forth from the Mines to level 4, where I planned to keep
my provisionary stash.
On my way, Snertkat, my silver dragon, killed a dwarf king, who was
carrying a blessed +5 large round shield. AC now -33.
Too good to worry about my spell failure rates: I would take off my shielf
for casting anyway.
Lateron, I finally managed to convert Athena's altar on level 4 to Hermes,
with a chickatrice' corpse.
Dungeon level 6 was another bones level, and it was soon empty, including
the still untouched zoo there.
Somewhat later, on the oracle level (Dlev 7, one spellbook), I got to EXP
11/10046, HP 83, Pw 92, time 29167.
Conduct still: no genocides, no polymorph self or object, used one wish,
no artifact wishing.
Level 8 contained a spellbook in a statue, a potion of gain level in a
chest, and of course the stairs to Sokoban.
Sokoban was uneventful. I found two rings that didn't autoidentify, one
that was cursed.
The fourth ring was +2 constitution. There was no armour of any special
value.
I also found some more already unidentified wands, and a few potions,
among which two potions of gain level.
The reward was the amulet of reflection. There were also two spellbooks.
I went back to the altar at level 4, and BUC-id-ed my newly found stuff.
Then I put on my ring of constitution, and quaffed both potions of gain
level.
I was now EXP 13/40000, HP 101, Pw 109, time 34858. Without the ring, my
stats were S18/D12/C18/I11/W15/C16.
Went to Mine Town to price the books: both were level 2. At level 13, I
guess I should easily be able to read them, even with 11 Int.
Mmm. Magic missile and slow monster.
I ventured deeper into the dungeon now, pushing through to level 11, where
there was another of Hermes' altars.
I establish a stash here, in a chest next to that altar, which in turn was
two moves away from the stairs up.
There was a beehive here, boosting my strength to 18/08.
I went deeper, and found a shop at level 13. Before I could get there,
however, me and my dragon fell through a trap door.
Level 16 was next. Nothing special, on first sight, but a chest contained
a wand of fire and a cursed ring.
Going up, there was an altar to Poseidon on level 15. *Was*, since a few
helpful uruk-hai made it Hermes'.
This would be a good alternative to set up a stash, since it's deeper than
my planned stash at level 11.
And the stairs down are in the same room, like the upstairs at level 11.
A magical explosion takes me to Pw 111. There's also a polymorph trap in
the middle of level 16.
Level 14 appeared to have the portal to the Quest on it, but since I was
only level 13, all I did is take a peek.
There was a treasure zoo at that level as well, with two nurses in it.
Unfortunately, there was a landmine inside the zoo, so all monsters on my
side woke up, including one of the nurses.
I managed to trap myself behind the nurse, and she got me to 105 HP before
teleporting away, right next to my dragon.
The second nurse was still asleep, so I first killed the rest of the room,
including the two rust monsters.
She consequently took me to 112 HP, and then teleported out of the
dungeon.
Level 17 was the rogue level, there was a +3 plate mail there. Polypile
fodder for later...
Levels 18 and 19 proved plain, level 20 had a barracks. Before entering
it, back to level 15 to drop my stuff.
While there, a helpful soldier ant was killed and got Hermes yet another
altar.
Next, her sisters and a troll boosted my luck. Let's go back to level 11
and move my stuff there over here.
While going up, I noticed the as-yet unplundered shop at level 13. If it's
a general shop, I'll let Chibougamau live...
It *is* a general store, so he's lucky, for now. I need him to price my
spellbooks. I only read them at level 3 or less.
Going up and down now several times between levels 11 and 20, while the
stash on level 15 grows bigger and bigger.
Unfortunately, a golden naga cursed some of my stuff in a fight, and I
failed to check which items.
Some time later, I got confused by eating a C-ration, so I applied my
unicorn horn. You feel clumsy!
That's a coincidence, I thought, so I applied the horn again. You feel
sick!
Oops! I get the message... Pray immediately (I only pray in emergencies),
problem solved.
First put the horn in my sack, to avoid these problems in the future. Now
back to my stash at level 4 for another horn...
Meanwhile, a brown pudding rotted my faithful gloves, so my AC is now -32.
While on my way up, a freindy female colleague raised my max HP to 116,
while Snertkat covered my back.
On the same level, the leftovers of some giants raised my Str to 18/30
(needed three teleports to become unsatiated first).
At level 4 I replaced my +1 gloves for unrotted ones, took a new horn (and
a spare one), and a spare blindfold to be sure.
I also took with me my candles, a can of grease, my magic marker and
rings, Giantslayer, my old scalpel, all blessed and some missile weapons,
and a new, shiny, uncursed key. Also, I took some snacks with me for on
the way back down.
Back to level 20, with my new gear.
The barracks was easily emptied, and a couple of Woodland-elves later, I
felt awake, finally!
One of the gloves was +2, so I replace the current +1 pair: AC -34. There
wasn't much other valuable armour.
I did pluke the pet-test twice, though; the first time wasn't so bad,
since I could pray.
The second time, however, I had to wait out the prayer timeout before I
could try to pray again. I waited 2000 turns.
After a second prayer, I took off the cursed -2 ring mail and put the gray
dragon scale mail back on.
This took some time, you will understand.
While I was busy trying out armour behind closed doors, lots of monsters
were generated.
When I finally exited the room, me and Snertkat had to wade through scores
of corpses.
After a while, I noticed Snertkat was hovering around the 10 HP mark, so I
decided to back off to level 21, and spend some time there to let my pet
heal (I hadn't read my spellbooks in ages).
After finishing level 21, I started on level 22, where I fell through a
trapdoor, only to arrive on Medusa's level.
There was yet another wand of fire there. Half of my wands seem to be
fire...
It was the titan room, but I managed to get to the stairs before he could
get next to me. Back to level 22 it is.
There is also a treasure room on that level, but it's hardly worth
mentioning: 2 by 6.
The level had a statue, though, which contained a spellbook of extra
healing, so I could relearn the spell.
Next, I healed Snertkat back to 176 HP. Back to level 20, then. The first
thing I beat was a wraith.
I took the ring of +2 constitution I was carrying just for this case, and
put it on. Next, eat the wraith corpse.
Unfortunately, the food is rotten, and there's no level gain.
Luckily, I already was at 72784 experience: almost the 80000 needed for
level 14.
The gelatinous cube that I killed next *did* help: my health was
amplified.
Back on level 15, I BUC-IDed my stuff. No unexpected things. Lets go
level-id my spellbooks.
Now some going up-and-down from 15 to the lower levels where I left stuff
around. A cleanup round, so to say.
On level 19 was a nurse, who was quite good for her superior. She took me
from my 116 to 135 HP.
My conduct is still unchanged. I went back to the store on level 13, and
killed the mimics there.
I hadn't watched my experience, and I passed the 80000 mark without
noticing in advance.
That meant I didn't wear my +2 constitution ring when it happened, which
probably cost me some HP. Never mind.
I was now EXP 14/80029, HP 144, Pw 124, time 61203. By now, my stats had
gone up to S18-30/D13/C18/I11/W16/C16.
I identified the level of my spellbooks in the store I was in, then let my
pet in.
Next thing you know, the shop's contents appeared on the altar at level
15.
Among other things, there were: an oilskin cloak and apron, a drum, bag
and magic marker, a potion of gain level, two scrolls of identify, two new
spellbooks, and a triangular amulet.
Also, the shopkeeper was so freindly to identify the amulet of life saving
for me during his talk with Snertkat, my pet.
I went back to my stash at level 15 and to level 21 to get my non-body
armour.
Alas, my faithful silver dragon pet killed itself, by refusing to
recognise that an ochre jelly just might defend itself.
Never mind, let's go find another pet.
I recall having left a cat somewhere around level 18, and there should be
a polymorph trap around there as well.
Tamed the cat, and polymorphed it into all kinds of creatures, including
an incubus, an ogre king and a titanothere.
Meanwhile, a dog was tamed as well and changed into a storm giant, but he
was easily disposed of by a winged gargoyle.
At least, he served as a good snack for Snertkat III, my new pet, while I
ate the gargoyle.
Next, Snertkat changed into a cockatrice, which I think make lousy pets,
since they attack hardly anything.
Finally, after a gecko, a snake and a steam vortex, I settled on a baby
white dragon.
On our way back, Snertkat dropped something at my feet. A magic whistle...
What an intelligent pet!
A while later, I found another wraith corpse. Put on the ring, try to
eat... level 15!
I was now EXP 15/160000, HP 156, Pw 136, AC -34, at time 66594. And I got
warning.
Stats were S18-50/D14/C18/I11/W16/C16 (I'd met some giants on the way back
up).
Well, I don't think I need the price-id-ing anymore, so let's say goodbye
to Akalapi on level 3.
So long, and thanks for all the fish^H^H^H^Hwands. There's still
Chibougamau in the Mines if I need a shop.
Speaking of which, I still have some stuff in the temple there, which I
might just as well fetch now.
I was still wielding the uncursed, unidentified Sting.
Since I'd be wielding the Staff of Aesculapius later, I thought I might as
well practice with some blessed staff now.
Meanwhile, I'd be transferring everything from my stash at level 4 to the
one at level 15.
But first, I should make some holy water (still haven't found any).
With 3 potions of water and an altar, that won't be a problem. Bless my
unicorn horn and my bag of holding, keep the rest.
Later my charisma went up by a magic trap, and my Pw by a newt. Level 9 of
the dungeons had a cat (might be useful later).
With my blessed bag of holding, it only took one trip to completely empty
the lower levels of the Mines.
They proved to have a +3 pair of gloves, which took my AC dwon one point
to -28 (without shield, I was wielding a staff).
Praying on the level 4 altar (I hadn't prayed in a long time) gained me
the blessed rustproof Vorpal Blade.
AC would be -35 with a shield now. Let's see how much damage my various
weapons do: that's easy with a stethoscope.
The uncursed Sting did 283/45=6,29 damage, the blessed staff 396/53=7,07,
Vorpy 504/47=10,72.
So I stuck with Vorpy, with the added benefit of being able to use my +5
shield. I'll get another staff later.
Now, my longstanding problem, that I didn't talk about yet. I can't do
either Medusa or the Quest, since I lack levitation.
Let's just continue scourging the dungeon for now, perhaps I'll find
something useful.
I don't feel like digging down Medusa and coming up, hoping for Perseus'
cursed levitation boots.
I will do some create monster tricks in Medusa left room, perhaps some
creature will drop something useful.
They did drop a ring, but it was cursed. Anyway, I had another five cursed
unIDed rings at my stash.
Back to my stash then, and let's ID some potions. There were three unIDed
blessed ones...
The first was enlightenment: gain one Int and one Wis, and list all
intrinsics: all resistances except disintegration, see invisible,
telepathic, teleport plus control, warning, infravision, fast, Envoy of
Balance.
Also the extrinsics: magic protection and reflection, uncursed luckstone.
The second potion was gain ability. My stats were now at
S18-50/D15/C18/I13/W18/C18.
The third was either see invisible or mandarijntje juice, I can't tell
yet.
Now for the uncursed ones (eight unIDed ones).
The first cleared in the unicorn horn test. Must have been be
hallucination; I already knew hallucination and confusion.
The second, even being uncursed instead of blessed, had a tame djinni
emerging. Let's call her Jeanny.
Try the smoky one again, later, if still possible.
The third was monster detection, the fourth was either see invisible or
mandarijntje juice, the fifth sleeping.
The sixth was gain energy, the seventh levitation (found at last...).
The last one turned into a sky blue potion, so it must have been sickness,
and sky blue is mandarijntje juice.
Now having water and mandarijntje juice in my inventory, still
un-BUC-IDed, I wanted to show that both were uncursed, so I dropped them
onto the altar... still levitating. Lost these two potions.
After waiting out the levitation, I got out another smoky potion, and it
was restore ability.
Good to know that smoky potions can be wasted trying for wishes: the
unicorn horn takes care of the restore ability.
That took care of the potions. Now let's make some more holy water: I had
only one of those, way too few.
Nine potions of confusion, seven blindness, one hallucination. I already
had one normal and one holy water.
That gave a total of 18 holy water. ^A came in handy here. Now I blessed
my 6 uncursed scrolls of identify.
Unfortunately, none of them gave a full inventory identification. A total
of 19 items was identified: the blessed rustproof +1 Vorpal Blade, a
cursed -1 helm of opposite alignment, a cursed +0 robe, a blessed +2 gray
dragon scale mail, an amulet versus poison, an amulet of restful sleep,
rings of searching, poison resistance, shock resistance and sustain
ability, cursed rings of levitation, conflict, teleportation, hunger and
polymorph, a sack, a leather drum, and spellbooks of dig and cure
sickness.
I was especially glad with the spellbook of cure sickness (my specialty
spell) and the rings of levitation and conflict.
A pity that the robe (from a bones level) wasn't enchanted, or I would
have swapped it with my +2 elven cloak.
First I uncursed the rings: now I can finally cross the first Quest level,
Medusa's sea, and, later, the Castle moat.
Next, I read the spellbooks. Cure sickness was easy, and at 42% fail, even
with large shield and iron helmet.
Dig was my first fifth level spell, I learnt it at the first try. Of
course, it's at 100% fail, even naked.
Shortly after that, Jeanny was killed by a fire giant, while I was reading
cursed scrolls of genocide for offer fodder.
With my newly identified ring of levitation, I went to the Quest.
Here Snertkat III, my faithful white dragon, was disintegrated by a
distant black relative.
I'll have to pack a tripe ration in my bag, just in case I see another
potential pet.
At least the black bastard left a corpse, which I just manage to chow down
on completely, meanwhile interrupted a few
times by other monsters.
A few minutes later, I was sent on my Quest by Hippocrates.
So what will happen next to Kroisos?
--
Boudewijn Waijers (kroisos at home.nl).
My name is Efembe.
> Bad idea. Maybe it changes into a yellow light... a monster
> comes, it explodes...
A character I am currently playing (not the healer I posted about in
another thread) was testing potions (at a safe place, with two pets around
to protect her), but forgot to #dip for polymorph first. She changed into
a yellow light, which was actually a good thing, since this way she
finanally got rid of those cursed boots she was wearing. All armour just
dropped to the floor, nothing was broken in the polymorph.
--
Boudewijn Waijers (kroisos at home.nl).
"Perhaps your sole purpose in life is to serve as a warning to others."
> - Placing a beartrap (or a set of them) beside the entrance to a
> bottleneck will provide good traffic management against beasties.
> I've used this to do Fort Ludious and the Soko zoo without engraving.
I never use Elbereth, and I cannot say that I've ever had trouble with
either Fort Ludious or the Sokoban zoo.
Just let the monsters come out to you, and wait for them at the entrance.
No need for pits, beartraps, or Elbereth whatsoever.
Only a bad idea if you think it is a good pet which it isn't.
No bad idea, if you then polymorph it into something stable.
>>Hard to tell what's a trick and what's usual gameplay...
>
> You know it _was_ a trick when the programmers made it
> impossible in the current version :-/
I interpreted the "request for tricks" primary *not* as some
conceptional flaw or bug, but as hints not yet described in
the spoilers. I tend to not use unfixed flaws.
> And it is still possible to wish for a purple worm corpse, zap
> a wand of undead turning, read a blessed scroll of taming, and
> my pet swallows all those nasty priests... :-)
Not guaranteed that such a scroll always works; it depends on
the monsters resistance to magic(?), AFAIK. My current Tourist
had run into his tame high level vampire lord by accident while
confused. It took him three blessed scrolls of taming to make
him tame again.
Janis
Something interesting: as expected, exploding causes you to return to
human form (tested in wizmode).
This could prove to be an interesting method of removing cursed items if
nothing else is available.
On another note, sadly you cannot morph into a black light:
You explode! The Kop Kaptain is freaked by a blast of kaleidoscopic
light! -more-
The Kop Kaptain is jonesing! -more-
...
--
- 5parrowhawk
To email, please rearrange as appropriate.
() ascii ribbon campaign - against html e-mail
/\ - against microsoft attachments
I've done it almost infinity times and never had a pet die...not proof, just
that it would have to be so rare as to make /oWishing seem common.
--
Steveyo
Being blindfolded and having reflection causes the loss of pacifism if
Medusa stones herself. I found out the hard way, pal.
--
Steveyo
>Another trick for the castle, if you have a wand of opening and one of
>locking (or the spells), zap them alternately at the drawbridge. Ranged
>attack, insta-kill, with no luck penalty or chance of missing.
Or just play the passtune over and over. All the above advantages,
with unlimited "charges".
--
Kevin Wayne
"Stark raving sane."
-- Rosencrantz and Guildenstern
> > Bad idea. Maybe it changes into a yellow light... a monster
> > comes, it explodes...
>
> Only a bad idea if you think it is a good pet which it isn't.
> No bad idea, if you then polymorph it into something stable.
Because you spoke about camaeleon corpse. Usually you have
only one. And I think a yellow light will not eat.
> > You know it _was_ a trick when the programmers made it
> > impossible in the current version :-/
>
> I interpreted the "request for tricks" primary *not* as some
> conceptional flaw or bug, but as hints not yet described in
> the spoilers. I tend to not use unfixed flaws.
Do you think it was a flaw or bug, when you was able to
polymorph yourself into a Xorn and walk into the rocks
around the astral level to have peace?
Or my shop robbing trick: dig a tunnel from outside into a
shop, go one step out of the shop into your tunnel, dig a
hole through the floor, go back to the shop level, go into
the shop, pick up whatever you like, go to your tunnel,
leave all the Keystone Kops and the angry shop keeper
through your hole... a flaw, a bug? I don't think so.
Paul Lenz
No.
--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Hi! I'm Prozac the Bear!" :
: -- Prozac the Bear, "Triangle and Robert" :
Certainly you can; your hallucination attack just "affects" the monster,
though, and it's confused (since monsters don't hallucinate).
(Only sighted monsters can be confused in this manner, naturally.)
> So what will happen next to Kroisos?
Kroisos, Killed by famine, while helpless.
Atleast you'll get a good run up to that :)
--
Daniel Zinsli
Oslo, Norway
> Turn 2449 (mines: 3): killer bee swarm; dog gone walkies; life expectancy
> somewhat short. Time for a stupid last move: I'll try to dig to the next
> level. (Never tried this before so I didn't realise how long it'd take.)
> Turn 2450: dead. Amulet on first level was life saving; scroll on second
> was taming.
Was the amulet cursed, or were you not wearing it to keep your food
consumption down? It's safe to wear unidentified noncursed amulets,
apart from the slight risk of restful sleep activating at the wrong
moment.
Also, I'd recommend trying unidentified items when one turn away from
death, because they might save you and there's nothing you can lose.
Your scroll of taming would have saved you; if it had been
teleportation, that would also have saved you; if it had been amnesia,
well, you were dead anyway.
Eva.
--
Eva Myers, Computer Officer, Statistical Laboratory, University of Cambridge
Email: erm...@cam.ac.uk WWW: http://www.statslab.cam.ac.uk/~eva/
Ignorance and deception can't save anybody. *Knowing* saves them.
Alignment does have an upper limit, but it is equal to 10 plus the number
of moves played divided by 200. Hence by the time you see polytraps your
alignment will usually have a high upper limit.
--
David Damerell <dame...@chiark.greenend.org.uk> flcl?
Who needs engraving in a chokepoint? I never use Elbereth, and don't have
any difficulty unless I get stupid, overconfident, and plunge past the
chokepoint.
> "Janis Papanagnou" <Janis_Pa...@hotmail.com> wrote:
>
>> > Bad idea. Maybe it changes into a yellow light... a monster
>> > comes, it explodes...
>>
>> Only a bad idea if you think it is a good pet which it isn't.
>> No bad idea, if you then polymorph it into something stable.
>
> Because you spoke about camaeleon corpse. Usually you have
> only one. And I think a yellow light will not eat.
He didn't say anything about a camaeleon corpse. He said "Or feeding a
chamaeleon while it is some d, f, u?", chamaeleons have an intrinsic
polymorph ability so if it happens to change into a yellow light then all
you have to do it wait a little while and it'll change into something
else. Janis was suggesting the idea that you could tame a chamaeleon
while it is in a form that can be tamed with food, which may or maynot
count as a "trick".
:) That's still only 3020 individual items, by my count, not including
gold. Only about an iron golem and a half! Impressive, though.
> By the way, this is the first character that I keep a log for. So far, it
> only covers the appr. 80000 move so far, but I plan on editing it later
> for my ascension post.
So you've decided to overcome the boredom of Gehennom and finally
ascend?!
Robert
The latter, of course.
> Also, I'd recommend trying unidentified items when one turn away from
> death, because they might save you and there's nothing you can lose.
Yes, yes, I know. I would likely've read the only other scroll that I
had first, though, and whatever that was (I forget), it would not have
saved me. The experiment was a failure by that point anyway, so I was
not really going to go out of my way to keep this character alive.
--
++acr@,ka"
Works great in a regular room with an altar but not in a temple with a
priest. So once you've found at least one of each, keep the priest
for feeding gold and use the regular room with the altar as your base
of operations.
Also, as you eat a monster it gets lighter, but its corpse is still
available for sacrafice. So when in doubt try eating it. If you're
already well fed, you may be able to eat it down to carriability
before getting asked if you want to quit eating.
Also orcs lack skill so they throw a lot morew than they hit. Being
missed by a thrown dagger doesn't hurt and it does put it on the ground
in your spot.
> > If orcs indeed pick it up, I think this is a bug. I don't suppose they do,
> > though. Have you tried this out?
I've done it a lot over many years. That might be the problem. I've
done it since before there are artifacts at all. It's possible the
behavior of orcs changed so they no longer pick up Sting and I didn't
notice. Since orcs miss a lot, ping-pong throwing any type of dagger
at a row of them works okay.
> If they do pick it up, schouldn't they be blasted by it's power or some
> such? I mean it doesn't do double damage against o's for nothing...
I don't think artifacts blast monsters but I don't have the source on hand
to check.
> Janis was suggesting the idea that you could tame a chamaeleon
> while it is in a form that can be tamed with food
I see, I misunderstood. Sorry.
Paul Lenz
The code has a function touch_artifact to check if the artifact
refuses to be touched. It is checked before a monster picks up
something. So, basically they'd know better than to pick it up.
The fucntion is also checked before wielding and in a few other
places. It is the same function that blasts you, but works slightly
different when it's not you. For example, you have a 3/4 chance of not
getting blasted while picking it up, but for a monster, it always
returns that it refuses to be touched, but doesn't blast them.
I don't think many people claimed that carrying lots of different gems
was abuse. They (and I) claimed that naming gems individually, so as
to spread them out over multiple slots, was abuse. The reason was not
that the character should not know how lich cursing works. The
character could very well know how that works, from chatting with
other adventurers, or some such. And anyway, that's a role-playing
consideration, which isn't that important.
The real claim was that using the #name feature to fight against lich
cursing is using a feature intended to help the UI to alter game
mechanics. I don't say this to start the argument again (in fact, I
conceded the argument and am convinced this is not abuse). I say this
because I don't like to leave my viewpoint misrepresented. I also
think the leveraging the UI for a game bonus is still abuse; this case
just doesn't fall into that category.
I don't want to comment on individual gameplay; it's up to
you to decide how you like to play. NH is a single player
game and no one will notice what others do. :-)
I have my own code of conduct and occasionally add my 2ct
telling other people about it.
Janis
[Pacifist killing Medusa]
> Being blindfolded and having reflection causes the loss of pacifism if
> Medusa stones herself. I found out the hard way, pal.
Yes, Medusa stoning herself will certainly break your pacifism. But if
you're blindfolded she will not be stoned, as I recall. Of course being
invisible works as well.
jason
> The reason was not that the character should not know
> how lich cursing works.
The player always knows more than the character.
The player knows that nymphes carry potions of object detection.
He knows that the scroll behind a secret door is a scroll of
teleportation. He knows that 4 scrolls of gold detection and
4 potions of confusion are very useful in the end game.
IMHO there is only one real cheat: if you write your inventory
on a paper or even print the screen of every level for the case
that a mind flayer takes your knowledge.
Paul Lenz
> Also, as you eat a monster it gets lighter, but its corpse is still
> available for sacrafice. So when in doubt try eating it. If you're
> already well fed, you may be able to eat it down to carriability
> before getting asked if you want to quit eating.
I was under the impression that an incomplete corpse cannot be
successfully sacrificed. Have I always been wrong?
> Even so, 41 pages is a good pile. I'm trying to remember now how many
> pages there were in Fort Ludios..
Hey, I haven't found Ludios yet!
Looking for it, though, but I'm afraid it doesn't exist in this game.
> Huhh.. a reminder of *who* got famous with the tourist named Efembe a
> few years ago :-)
Did you look at he signature? :-)
> Did you raid Ludios?
It would have been in my log, then, but I can understand you gave up
reading the entirety of my post. :-)
It's as longwinded as this game itself.
>> Note that I even sort most of the stuff in the box. I guess I qualify
>> for having been hit by the AD&D spell "compulsive order"...
> I used to often do that, too, before the sortloot patch.
> The patch sorts lists at output, so it doesn't matter in which order the
> stuff is put in the container. Have you considered trying it?
No. I only play unmodified vanilla, straight from the site.
> :) That's still only 3020 individual items, by my count, not including
> gold. Only about an iron golem and a half! Impressive, though.
If I make only one pile, won't that mean that the bottom half of the pile
will be completely polymorphed (once...)?
>> By the way, this is the first character that I keep a log for. So far,
>> it only covers the appr. 80000 move so far, but I plan on editing it
>> later for my ascension post.
> So you've decided to overcome the boredom of Gehennom and finally
> ascend?!
It would be a first ascension post for me, indeed. Note however that *I*
never said that Gehennom was boring.
> NH is a single player game
No it's not.
> and no one will notice what others do. :-)
How about the score file? Every user can see it.
You _can_ sacrifice a partly-eaten corpse; its sacrifice value
is reduced in proportion to the amount of it that has been eaten.
("Hey, Odin, wanna share?")
Could you, maybe, make that point clear to me?
What I meant was, you won't meet another - ignore bones - active player
in your game.
>>and no one will notice what others do. :-)
>
> How about the score file? Every user can see it.
True. Didn't thought about multi user OSes at the moment. What a shame!
Janis
Which begs the question. if your pet has an amulet of reflection, will
medusa stone herself, and you keep your pacifism? (and will the pet
die?)
I'll have to remember to bring a fire elemental or something
unstonable if I ever try a pacifist conduct. Or take off the
reflection item, and let the wall bounce from the wand of death kill
her I guess.
> Who needs engraving in a chokepoint? I never use Elbereth, and don't have
> any difficulty unless I get stupid, overconfident, and plunge past the
> chokepoint.
It's a way of not standing on a keypad direction beside the choke while
still keeping all the {soldiers|*} from rushing in the door. It's a
little excessive at the zoo, but instead of doing it at the door I like to
engrave at the top of the corridor. So just call me too sneaky for my own
good; that's why I play chaotics. :)
lately i've been lifting every single corpse i didn't eat myself, then
dropping it, stepping aside and quite quickly gaining a very happy pet.
nikolai
---
quaff everything before reading anything
> lately i've been lifting every single corpse i didn't eat myself, then
> dropping it, stepping aside and quite quickly gaining a very happy pet.
This counts as apport(?), or?
>> lately i've been lifting every single corpse i didn't eat myself, then
>> dropping it, stepping aside and quite quickly gaining a very happy pet.
> This counts as apport(?), or?
No, it counts as a myth. See Eva Myers's NetHack Myths page.
--
Stanislav Traykov http://home.cs.tum.edu/traykovs/
This counts for nothing, actually, other than a waste of time, but if it
makes you feel like you're involved in your pet's development, feel free
to continue doing so.
--
++acr@,ka"
I've done it in recent games. Works fine.
> You _can_ sacrifice a partly-eaten corpse; its sacrifice value
> is reduced in proportion to the amount of it that has been eaten.
I've used it to reduce my prayer timeout and figured this would be
true, but with a monster too big to carry when intact, some of a lot
is better than none of a lot. I've also used it with my prayer
timeout already zero because the artifact gift logic doesn't care
about size. It's as likely to get a gift sacraficing a newt as a
dragon.
But I've never tried it to reduce devine anger. I have no idea if
part of a dragon is considered as tough to offer as an entire dragon.
> ("Hey, Odin, wanna share?")
I've seen Christians share their meal with Jesus by praying over it
first. Why shouldn't Norse pagans have done the exact same thing
using a different gesture? In person I prefer sharing with Thor,
but that's my own religious preference. I don't convert my Nethack
characters to Thor. Oh right, Thor isn't in the list so I can't.
No wonder I don't. ;^)