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Messages - AmnEn

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16
Traditional Roguelikes (Turn Based) / Re: CastlevaniaRL 0.7 released!
« on: March 04, 2010, 07:59:06 PM »
Try to (p)lunge into the water.
Also if there's a skeleton blocking the way and you don't have any ranged skills, try to (t)hrow some Bibuti Powder.

17
Traditional Roguelikes (Turn Based) / Re: CastlevaniaRL 0.7 released!
« on: March 02, 2010, 08:58:18 PM »
Okay, I take it they just didn't spawn or when they did, that was what made me crash.
Eitherway, a small writeup, section wise, pure opinion. Might contain some spoilers, also note I may not know the exact names in which case I might end up describing the area instead.

[SPOILER WARNING]

Dark Forest
The starting area. Difficulty wise it's absolutely brutal with a fresh character. In a way, the starting area serves the same purpose as Sigmund, slaughter anyone foolish enough to not run away.

Petra Town
The usual training ground for me. Curiously enough, everytime a quick leveling exploit I reported gets fixed, I find another. This time around: Some weapons finally work under water - which is great. However you can attack while standing in the pond, the enemies on the other hand can't. Either way, I usually do a couple of levels the normal way, gain some money and weapon proficiency in the process. From that money, the first purchase always ends up as either an armor or a shield.

Dark Forest
Back in business, still, I avoid everything that gets thrown at me and rush my way to the bridge. Did the white skeletons get a rate of fire buff? They do seem to throw their bones much more often. Anyways, they're not worth the trouble.

The Bridge
Heya Skeleton Suckers. Goodbye Skeleton Suckers. Not much to say. Again the white skeletons aren't worth the hassle thus I jump off the bridge and take the water route to the other side, get out safely and proceed alive. Going over the bridge seems a bit problematic, long single tile passages and machine gun (white) skeletons firing away to their hearts content. most of the time they bump you into the water one way or another so might as well save the time and HP and ignore them alltogether.

Castle Hall
First area inside the castle. Ghouls are a great way to gain another couple of levels. Just wait till they're next to you and happily bash away. Thanks to the introduction of active dodge (yay) and an optimized level structure (YAY!) this area has improved a lot in playability. Being able to dodge projectiles and hide behind obstacles is fun.

Inner Quarters
I always forgot the name. It's the first branch in the castle. It's a place I'll only venture in under one of two conditions. One, I found a silver weapon or an artefact with critical hit properties. Two, I gained a couple of levels and grinded a RNG 2+ weapon. Otherwise it's a pretty straightforward area with decent rewards.

The Moat
Will you bloody stand still already? The merman are a nuisance at this point. Most classes aren't fast enough to close the gap fast enough for a hit, thus its a perpetuum mobile between running towards them and them running away. Usage of jumping and skills can remedy that to a degree. It's not a particular fun area to pass through, but not a difficult one either.

Boss: Giant Bat
Same as the merman, hard to hit, unless you're spamming skills or abuse its teleportation. Not hard, not a challenge either.

Castle Lab
Now we're slowly getting somewhere. Another good place to stock up on a couple of levels. Medusa Heads are quite predictable in their pattern. Healthy distribution of potions, keeps you running for a while if not for rescue missions. While rescue missions can appear earlier than that, this is where I mostly find my first captive. Backtracking included.
Castle Lab can be a bit difficult first time you enter it but there are no real surprises here. Medium difficulty.

Boss: Medusa
Mileage may vary. You need to be quick to take her down, once she had time to builtup an army you've lost. It's a hit or miss thing. Difficulty fluctuates quite a bit. Usually she isn't a problem though.

Chapel
I can't stand the music in here so I usually deactivate it. Other than that, an area most will breeze through. Especially since for some reason, somewhere in the previous levels there seems to be a surplus of keys. More often than not I can head straight for the door without searching any keys whatsoever.

Castle Ruins
Brickwall. It's quite the steep jump in difficulty from previous areas, although it does seem to have improved a bit from earlier versions. Or that's experience. Or it's the new and improved Manbeast. Actually from this point on I can't say whether its the new manbeast changes or just generally the areas since I've only went that far with a manbeast in the new version. Medium to High Difficulty

Boss: That thing
I forgot its name, sorry. No challenge, not even the need to use skills, just bump into it until it dies or you have to quaff a potion or two.

Cave
Forgot the name again, know what, from here on out I don't know all of them anymore. So after you've gotton this far, the Cave seems really lackluster in difficulty. It's a drop, everything suddenly turns easy again with the exception of the Mantis and the Golem. Luckily those aren't respawns so its safe cruising from here.

Warehouse Branch
The Warehouse doesn't seem to work properly. The Vampire Bats don't seem to attack, they just fly around randomly and only do damage if they accidently hit me on their way. Very easy with absolutely no challenge. Also this is another fine leveling spot. Find a corner, jam down attack key. Measure your hitpoints while you spamkill Vampire Bats. If you're a Renegade or Manbeast, you can do this indefinitely.

Underwater Reservoir
OUCH. It's not that it is a hard area, it's that the enemies spawn so fricking fast I can't keep up with killing. Sooner or later I'll be swarmed to death by an entire screen full of enemies that all spam fire in my direction. Every step literally takes 10-20 seconds to play out with all the projectiles flying. I don't like this area one bit and will have to try again with a weapon that deals critical hits to those enemies. I do realize that it's not mandatory to beat the game.

Continued: Warehouse

Catacombs
Tough enemies. I would have loved it if the Icebrand weapon dealt critical damage to the enemies here since its an icebased weapon and they all seem firebased. My approach to this area was to ignore all that moves, collect the keys and proceed.

Boss: Legion
Hard. Really Hard. But kinda cool. Hits like a truck and spams Enemies all over the place. I took it down by spamming skills at it (Claw Assault) and once I ran out of hearts I had ample supply from all the mobs. There's yet another exploit here. Remember the leveling exploit I sent you a couple of years ago? The very fast spawnrate here kinda forces that onto you and renders you invulnerable.

Continued Cave
Back on the quest again. Still not much of a challenge.

Boss: Dragonking
Not that difficult either, bumping into him did the trick although by that time, my character was almost indestructible. The def had skyrocketed to 3+11, I had 40% Dodge and Manbeast Regeneration. Somewhere in that mix, something got too strong. Or perhaps that's because I once again took some turns levelling up the character.

Castle Courtyard
Forgot the name again. The one you get to once you leave the cave. Nice change of visuals, refreshing to see something new. As well as some old friends getting another turn.

Castle Thingie
That storyrelated thing where there are a couple of merchants. I didn't like the Bats here, they were pointless. By this time they can't even damage you anymore so you just waltz through them. I'd say either put stronger enemies there or take out the bats, they do seem out of place.

Dinner Hall
No problems here but... what's the point? I actually found 3 hallway like things that would represent exits in all other areas but didn't do so here. Where they bugged or was that intentional or just some missing tile graphics?

Castle Dungeons
Looking good, feels good balancewise as well. Neither too hard nor too easy, although I did turn around and went for another try at the Underwater Reservoir, only to lose my Level 28 Manbeast to the Blast Crash.


General Observations:
I like the weather effects. But I think they could do with some reduction both on the effect intensity but also the frequency. After a bit of playing, my eyes started to hurt because I had a lot of trouble of actually seeing something in the dense fog.
Balance of the Manbeast, it's a much more stable character now. Once it has gotten a couple of levels, it does seem rather strong but I'm really not sure if that isn't a result of my vivid levelling. I think the Defense plus through Levelling could use a lid at some point. Also I haven't compared it to the Paladin, does he gain Defense at the same or an even faster speed? At the point of crash the highest damage I took was 1 Damage and that was perhaps the case of 1 in 20 attacks.

Special: Petra Sewer
Surviveable. It's a looooooong way down though. Same thing as with the Underwater Reservoir, they do spam, pardon me, spawn pretty fast.

____________________________________
Well, that's it for now. Don't consider this a suggestion, it's just some general feedback. Impressions I had while playing up to that point which I reckon isn't that far off from actually completing the game. Hope its useful to you in some regard.

18
Traditional Roguelikes (Turn Based) / Re: CastlevaniaRL 0.7 released!
« on: March 01, 2010, 09:56:28 PM »
Version 0.73 released!

By the way... those were not merman but... THE MANDRAGORA! :)

Also, you seem to go pretty far! I am glad the game is playable up to those depths into the castle. Any feedback is more than welcome!

Huh? Merman Blades? The ones in that underwater reservoir with the Triton and the Shades?
Anyways, I'll try some more things before I'll get back with some feedback on the whole experience.

19
Traditional Roguelikes (Turn Based) / Re: CastlevaniaRL 0.7 released!
« on: February 28, 2010, 05:46:21 PM »
It's amazing to see things get patched so fast. Thanks for all the work you're putting into this.
Anyways, should I report another one or will you hit me if I do? :P

> Equipping a weapon deletes the one that was previously equipped.
> There's occasionally no boss spawning in the Dragon King Lair, making it so you get stuck once you enter it.
> Random Crash when attempting to punch my way through way too many merman:
Quote
Programming Assertion Failed:Tried to get an invalid BLAST Action
Sidenote: Gosh do they spawn uber fast. :|

I'll see if I can find some more until the next time it gets chosen in a Powerpoll.

20
Traditional Roguelikes (Turn Based) / Re: CastlevaniaRL 0.7 released!
« on: February 26, 2010, 06:21:33 PM »
Saw it, tried it. Shields work well now.
There are two more things I've noticed. After a bit of playing the weather effects start to multiply. Meaning you can have a sunny yet foggy, yet rainy day all at the same time.

And the other thing, I got another crash on save. I can't reproduce it, seems entirely random.

Quote
CastlevaniaRL 0.71: Error

Unrecoverable error: Error saving the game
Unable to serialize class: crl.ui.graphicsUI.GFXUserInterface
Field hierarchy is:
  null [class=crl.game.Game]
    private crl.level.Level crl.game.Game.currentLevel [class=crl.level.Level]
      private crl.player.Player crl.level.Level.player [class=crl.player.Player]

        private java.util.Vector crl.player.Player.availableSkills [class=java.u
til.Vector]
          private java.util.Vector crl.player.Player.availableSkills[write:1] [c
lass=[Ljava.lang.Object;]
            protected sz.util.Position crl.action.Action.targetPosition[1] [clas
s=crl.player.Skill]
              private crl.action.Action crl.player.Skill.action [class=crl.actio
n.manbeast.EnergyScythe]
                protected crl.actor.Actor crl.action.Action.performer [class=crl
.player.Player]
                  private java.util.Vector crl.player.Player.availableSkills [cl
ass=java.util.Vector]
                    private java.util.Vector crl.player.Player.availableSkills[w
rite:1] [class=[Ljava.lang.Object;]
                      private java.lang.String crl.monster.Monster.featurePrize[
4][5][6][7][8][9][3] [class=crl.player.Skill]
                        private crl.action.Action crl.player.Skill.action [class
=crl.action.manbeast.LupineMorph]
                          protected crl.actor.Actor crl.action.Action.performer
[class=crl.player.Player]
                            protected crl.ai.ActionSelector crl.actor.Actor.sele
ctor [class=crl.ui.graphicsUI.GFXUISelector]
                              private crl.ui.UserInterface crl.ui.UISelector.ui
[class=crl.ui.graphicsUI.GFXUserInterface] <----- field that is not serializable

java.io.NotSerializableException: Unable to serialize class: crl.ui.graphicsUI.G
FXUserInterface
Field hierarchy is:
  null [class=crl.game.Game]
    private crl.level.Level crl.game.Game.currentLevel [class=crl.level.Level]
      private crl.player.Player crl.level.Level.player [class=crl.player.Player]

        private java.util.Vector crl.player.Player.availableSkills [class=java.u
til.Vector]
          private java.util.Vector crl.player.Player.availableSkills[write:1] [c
lass=[Ljava.lang.Object;]
            protected sz.util.Position crl.action.Action.targetPosition[1] [clas
s=crl.player.Skill]
              private crl.action.Action crl.player.Skill.action [class=crl.actio
n.manbeast.EnergyScythe]
                protected crl.actor.Actor crl.action.Action.performer [class=crl
.player.Player]
                  private java.util.Vector crl.player.Player.availableSkills [cl
ass=java.util.Vector]
                    private java.util.Vector crl.player.Player.availableSkills[w
rite:1] [class=[Ljava.lang.Object;]
                      private java.lang.String crl.monster.Monster.featurePrize[
4][5][6][7][8][9][3] [class=crl.player.Skill]
                        private crl.action.Action crl.player.Skill.action [class
=crl.action.manbeast.LupineMorph]
                          protected crl.actor.Actor crl.action.Action.performer
[class=crl.player.Player]
                            protected crl.ai.ActionSelector crl.actor.Actor.sele
ctor [class=crl.ui.graphicsUI.GFXUISelector]
                              private crl.ui.UserInterface crl.ui.UISelector.ui
[class=crl.ui.graphicsUI.GFXUserInterface] <----- field that is not serializable

        at sz.util.SerializableChecker.check(SerializableChecker.java:169)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.check(SerializableChecker.java:190)
        at sz.util.SerializableChecker.access$2(SerializableChecker.java:160)
        at sz.util.SerializableChecker$1InterceptingObjectOutputStream.replaceOb
ject(SerializableChecker.java:254)
        at java.io.ObjectOutputStream.writeObject0(Unknown Source)
        at java.io.ObjectOutputStream.defaultWriteFields(Unknown Source)
        at java.io.ObjectOutputStream.defaultWriteObject(Unknown Source)
        at java.util.Vector.writeObject(Unknown Source)
        at sun.reflect.GeneratedMethodAccessor15.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at java.io.ObjectStreamClass.invokeWriteObject(Unknown Source)
        at java.io.ObjectOutputStream.writeSerialData(Unknown Source)
        at java.io.ObjectOutputStream.writeOrdinaryObject(Unknown Source)
        at java.io.ObjectOutputStream.writeObject0(Unknown Source)
        at java.io.ObjectOutputStream.writeObject(Unknown Source)
        at sz.util.SerializableChecker.check(SerializableChecker.java:260)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.check(SerializableChecker.java:190)
        at sz.util.SerializableChecker.access$2(SerializableChecker.java:160)
        at sz.util.SerializableChecker$1InterceptingObjectOutputStream.replaceOb
ject(SerializableChecker.java:254)
        at java.io.ObjectOutputStream.writeObject0(Unknown Source)
        at java.io.ObjectOutputStream.defaultWriteFields(Unknown Source)
        at java.io.ObjectOutputStream.defaultWriteObject(Unknown Source)
        at java.util.Vector.writeObject(Unknown Source)
        at sun.reflect.GeneratedMethodAccessor15.invoke(Unknown Source)
        at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
        at java.lang.reflect.Method.invoke(Unknown Source)
        at java.io.ObjectStreamClass.invokeWriteObject(Unknown Source)
        at java.io.ObjectOutputStream.writeSerialData(Unknown Source)
        at java.io.ObjectOutputStream.writeOrdinaryObject(Unknown Source)
        at java.io.ObjectOutputStream.writeObject0(Unknown Source)
        at java.io.ObjectOutputStream.writeObject(Unknown Source)
        at sz.util.SerializableChecker.check(SerializableChecker.java:260)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.checkFields(SerializableChecker.java:333)

        at sz.util.SerializableChecker.check(SerializableChecker.java:278)
        at sz.util.SerializableChecker.writeObjectOverride(SerializableChecker.j
ava:371)
        at java.io.ObjectOutputStream.writeObject(Unknown Source)
        at crl.game.GameFiles.saveGame(GameFiles.java:231)
        at crl.game.Game.commandSelected(Game.java:52)
        at crl.ui.UserInterface.informPlayerCommand(UserInterface.java:143)
        at crl.ui.graphicsUI.GFXUserInterface.processSave(GFXUserInterface.java:
1281)
        at crl.ui.graphicsUI.GFXUserInterface.commandSelected(GFXUserInterface.j
ava:1773)
        at crl.ui.UserInterface.informPlayerCommand(UserInterface.java:143)
        at crl.ui.graphicsUI.GFXUserInterface.selectCommand(GFXUserInterface.jav
a:2392)
        at crl.ui.graphicsUI.GFXUISelector.selectAction(GFXUISelector.java:65)
        at crl.actor.Actor.act(Actor.java:74)
        at crl.player.Player.act(Player.java:1071)
        at crl.game.Game.run(Game.java:79)
        at crl.game.Game.resume(Game.java:164)
        at crl.Main.loadGame(Main.java:356)
        at crl.Main.title(Main.java:264)
        at crl.Main.loadGame(Main.java:358)
        at crl.Main.title(Main.java:264)
        at crl.Main.loadGame(Main.java:358)
        at crl.Main.title(Main.java:264)
        at crl.Main.loadGame(Main.java:358)
        at crl.Main.title(Main.java:264)
        at crl.Main.loadGame(Main.java:358)
        at crl.Main.title(Main.java:264)
        at crl.Main.main(Main.java:561)
Drücken Sie eine beliebige Taste . . .

21
Traditional Roguelikes (Turn Based) / Re: CastlevaniaRL 0.7 released!
« on: February 24, 2010, 09:20:59 PM »
Alright. Here's a reproducable crash bug, happens everytime I try to equip a Shield on a Manbeast, have not yet tried to do so on other classes. Java Version: 1.60_18.

Quote
CastlevaniaRL 0.7: Error

Unrecoverable error: Unrecoverable Exception [Press Space]
null
java.lang.NullPointerException
        at crl.action.Equip.execute(Equip.java:90)
        at crl.actor.Actor.execute(Actor.java:64)
        at crl.actor.Actor.act(Actor.java:75)
        at crl.player.Player.act(Player.java:1071)
        at crl.game.Game.run(Game.java:79)
        at crl.game.Game.newGame(Game.java:198)
        at crl.Main.newGame(Main.java:369)
        at crl.Main.title(Main.java:261)
        at crl.Main.newGame(Main.java:371)
        at crl.Main.title(Main.java:261)
        at crl.Main.loadGame(Main.java:358)
        at crl.Main.title(Main.java:264)
        at crl.Main.main(Main.java:561)
Drücken Sie eine beliebige Taste . . .

22
Traditional Roguelikes (Turn Based) / Re: CastlevaniaRL 0.7 released!
« on: February 24, 2010, 01:35:26 PM »
Thank you for the new release. :)
I played it a bit and so far the changes, especially on the manbeast side, seem pretty good.
I've had a couple of savegame crashes however, I'll play some more and see if there's any consistency on the crashes before I report back about it.

23
Programming / Re: Death in Roguelikes
« on: February 02, 2010, 11:31:59 PM »
There is one important thing many commercial games tend to ignore though. The tutorial must not slow down the player. There's nothing I hate more in games than having to wait through a Tutorial that forcefeeds me stuff I already know and puts roadblocks ahead of me which I can't get past unless I do exactly as the Tutorial tells me to. I'd even consider "press any key to continue" Info Popups as roadblocks if they're too frequent.

24
I'm slightly surprised at the ferocity of the critics.
Usually Roguelikes either get praise or no response at all (which some of them do not deserve). And yet here is a game that gets so much Nonstop Flak which makes me wonder: Is this the worst Roguelike to have ever been made or what spawned this religious zeal to dismantle it?



25
Off-topic (Locked) / Re: Your browser game isn't that damned important.
« on: January 27, 2010, 12:52:36 PM »
A couple of years ago I used to report all those bugs and problems I stumbled across in games and other projects and learned a valuable lesson in return. People don't want feedback, people want praise. In terms of bugs, often when I reported those I got no reply at all and the bug remained active for months, other times I even get a slab of insults. So in the end, my motivation to report bugs and provide feedback has been completely deconstructed.

26
Classic Roguelikes / Re: Never beat Crawl? Enter here! :-)
« on: January 24, 2010, 04:47:46 PM »
Congratulations on the Win. :)
Would it be possible to see a list of spells or overall Skills?

27
I'm naturally frustrated with roguelike controls for the sole reason of the Numpad. Most if not all roguelikes heavily rely on it with no way for me to rebind it. Me being a Notebook User, thus have to rely on using really obscure keyboard shortcuts to temporarily activate a simulated Numpad which of course overrides other keys, walk diagonally, deactivate it again to do an action, reactivate it yet again and... wash, rinse and repeat.

When I dabbled in Processing for a bit, I used something different. I had the Control Key tilt the Arrow Keys by 45° counter clockwise. While holding Control, pressing the Up Key would move the character up/left. The right arrow would move it up/right, etc. It worked for me and felt intuitive too. If it was suggested already, sorry, still do it, implement it, stop shunning Notebook Users :P



28
Classic Roguelikes / Re: Never beat Crawl? Enter here! :-)
« on: January 19, 2010, 07:50:22 PM »
Well I tried a Chaos Knight of Xom. It was quite funny, they really added lots of flair to him. Well, it's always fun and jokes until he drops you off right in front of Sigmund and paralyzes you while commenting your death with manic laughter.

//On an Off Topic Sidenote, I quite like how this place has livened up a bit lately. Much more activity going 'round.

29
Classic Roguelikes / Re: Never beat Crawl? Enter here! :-)
« on: January 19, 2010, 11:36:56 AM »
Thanks for the advice, at the moment I'm somewhat too frustrated to give it another try though.
I did try to go for a high EV but that was the best the game came up with. Still, the high strength was nice while it lasted, tearing dragons apart with one swipe was somewhat satisfying, although probably in honor to the Random Number God (not you Xom, I hate you).
Curious thing about that Axe, even though I didn't have a lot of Skill in it, it was about as strong as my unarmed attacks but in Retrospective, that's probably thanks to the high strength of the character. I'll keep in mind about not using Berserker down in Zot anymore. And yes I used Trogs Hand, didn't know that the Regen would stack (nice to know), but the bonus in Magic Resistance was always welcome.

30
Classic Roguelikes / Re: Never beat Crawl? Enter here! :-)
« on: January 18, 2010, 08:40:32 PM »
/edit:
Oh boy do I know cursed weapon deaths. Hilarious, but painfull.

Also does anyone else share my deep hatred for the Swamp Branch? It's wide open so no proper Auto Explore, you have to navigate tile by tile and if you're a melee fighter you get to enjoy fumbling constantly in the water while the enemies mock you by attacking and zooming away the second you even as much scratch them. Gnaaarrrrr.

I've also reached the point where I'm about to say "screw this game to hell". I currently don't feel like there's any way I can improve at this game and not get my ass handed to me the second I step into the Realm of Zot. Berserker Rage ended one turn after I activated it (wtf!?) and left me slowed and exhausted in front of Draconians that stepped up to the challenge and obliberated me that very same turn. Fun.
Still, up until that point it was a very decent character even though I paid dearly for entering the Tomb (for no real gain either :|). I call him the "Mutatortron" aka "Don't sleep near Nuclear Power Plants". And curse my habit of just using the same name all the time, makes it really irritating to meet your own ghost and not know which one it is the ghost off.

 Dungeon Crawl Stone Soup version 0.5.2 (crawl-ref) character file.

488106 AmnEn the Heavyweight Champion (level 25, -3/187 (239) HPs)
             Began as a Troll Berserker on Jan 17, 2010.
             Was a Priest of Trog.
             Killed from afar by a black draconian (22 damage)
             ... with a bolt of lightning
             ... on Level 1 of the Realm of Zot on Jan 18, 2010.
             The game lasted 06:37:32 (118506 turns).

AmnEn the Heavyweight Champion (Troll Berserker)              Turns: 118506, Time: 06:37:32

HP  -3/187 (239) AC 23     Str 38      Exp: 25/1038919 (1), need: 86830
MP  14/14        EV 25     Int 12      God: Trog ***
Gold 5323        SH 10     Dex 13      Spells:  0 memorised, 26 levels left

Res.Fire  : + + .   See Invis. : +   j - +6,+9 broad axe (chop) {god gift}
Res.Cold  : . . .   Warding    : .   a - +6 robe {rC+ rF+}
Life Prot.: . . .   Conserve   : +   x - +2 shield {AC+3}
Res.Poison: .       Res.Corr.  : +   e - +2 elf wizard hat
Res.Elec. : .       Clarity    : +   y - -1 orc cloak {rCorr, Cons}
                                     (gloves unavailable)
Sust.Abil.: +       Rnd.Telep. : .   (boots unavailable)
Res.Mut.  : .       Ctrl.Telep.: .   g - amulet of the Thirteen Seas {Clar -CAST EV
Res.Slow  : .       Levitation : .   h - ring of Saviour {MR AC+4 Dex+2 Int+4 SInv
Gourmand  : +       Ctrl.Flight: .   K - ring of Ymokh {SustAb rF+ rC- AC+3 Str+2 I

@: exhausted, very slow, slowed, very resistant to magic, very stealthy
A: unfitting armour, regeneration 2, fast metabolism 3, saprovore 2, gourmand, AC +3
a: Burn Spellbooks, Berserk, Trog's Hand, Renounce Religion

Miscellaneous
 c - an ornate deck of war
 n - a golden rune of Zot
 D - the horn of Geryon
 E - a decaying rune of Zot
 F - a silver rune of Zot
 G - a serpentine rune of Zot

   Skills:
 + Level 16 Fighting
 + Level 3 Axes
 + Level 1 Armour
 + Level 19 Dodging
 + Level 9 Stealth
 + Level 6 Stabbing
 + Level 12 Shields
 + Level 5 Traps & Doors
 * Level 27 Unarmed Combat
 + Level 1 Spellcasting
 + Level 3 Evocations


You had 26 spell levels left.
You didn't know any spells.

Overview of the Dungeon

Branches:
Temple: D:6       Orc   : D:9       Elf   : Orc:4     Lair  : D:10  
Swamp : Lair:5    Slime : Lair:8    Snake : Lair:5    Hive  : D:14  
Vault : D:17      Blade : Vault:5   Crypt : Vault:2   Tomb  : Crypt:3
Coc   : Hell      Zot   : D:27      

Altars:
Trog: Swamp:4
The Shining One: D:17
Kikubaaqudgha: Lair:6
Yredelemnul: Crypt:4, Crypt:5
Xom: Elf:7
Vehumet: Orc:4
Okawaru: Swamp:2
Makhleb: Elf:7
Elyvilon: D:15

Shops:
D:10: ?+[*(  D:20: (  D:22: /  D:27: !  Orc:3: [=  Elf:1: !  Lair:2: =  Swamp:2: [(*+
Snake:1: (  Snake:4: !  Vault:3: *  Vault:5: !  Vault:8: +

Portals:
Hell: D:21 D:22 D:23 D:24 D:25 D:26
Abyss: D:25
Pan: D:22 D:24 D:26

                    Level Annotations

Dungeon
10: Stash

Slime Pits
 6: Forgot means of Teleport Control... slime says *slurp* =(

Snake Pit
 1: Holy Wrath - Shop Reminder


                    Innate Abilities, Weirdness & Mutations

You have claws for hands.
Your body does not fit into most forms of armour.
You have very tough skin (AC +2).
You heal very quickly.
Your metabolism is lightning-fast.
You can eat rotten meat.
You like to eat raw meat.
You are covered in fur (AC +1).


  3091 | D:3     | Gained mutation: You can breathe flames.
  3091 | D:3     | Gained mutation: You are partially covered in supple grey scales (AC +1).
 26845 | D:10    | Lost mutation: You can breathe flames.
 26845 | D:10    | Lost mutation: You are partially covered in supple grey scales (AC +1).
 30563 | D:14    | Gained mutation: Armour fits poorly on your deformed body.
 32193 | D:16    | Lost mutation: Armour fits poorly on your deformed body.
 32193 | D:16    | Gained mutation: You are partially covered in purple scales (AC +2).
 32428 | D:16    | Gained mutation: Your muscles are strong (Str +1).
 32428 | D:16    | Gained mutation: Your magical capacity is low (-10% MP).
 32428 | D:16    | Gained mutation: You have hooves in place of feet.
 47465 | D:27    | Gained mutation: Your muscles are strong (Str +2).
51943 | Snake:4 | Gained mutation: You are partially covered in black scales (AC +1).
 51943 | Snake:4 | Gained mutation: You have a pair of small horns on your head.
 52479 | Snake:4 | Lost mutation: You have a pair of small horns on your head.
 52760 | Snake:5 | Gained mutation: Your muscles are strong (Str +1), but stiff (Dex -1).
 52761 | Snake:5 | Lost mutation: Your magical capacity is low (-10% MP).
 61683 | Vault:5 | Gained mutation: You are resistant to magic.
 63503 | Vault:6 | Gained mutation: Your system is resistant to poisons.
 66101 | Vault:7 | Gained mutation: Your flesh is cold resistant.
 67774 | Vault:8 | Gained mutation: Your vision is a little blurry.
 67775 | Vault:8 | Lost mutation: Your vision is a little blurry.
 87497 | D:10    | Gained mutation: You occasionally shout uncontrollably.
 87497 | D:10    | Gained mutation: You are highly resistant to magic.
 87497 | D:10    | Gained mutation: You have a pair of small horns on your head.
 99827 | Slime:3 | Gained mutation: Armour fits poorly on your deformed body.
 99924 | Slime:3 | Gained mutation: Your vision is a little blurry.
100123 | Slime:4 | Gained mutation: You sometimes yell uncontrollably.
108767 | Tomb:1  | Gained mutation: Your vision is quite blurry.
108776 | Tomb:1  | Gained mutation: You are frail (-10% HP).
109824 | Tomb:2  | Gained mutation: Your digestive system is specialised to digest meat.
109872 | Tomb:2  | Lost mutation: Your vision is quite blurry.
109975 | Tomb:2  | Gained mutation: You are clumsy (Dex -1).
110058 | Tomb:2  | Gained mutation: Your body is slowly deteriorating.
110221 | Tomb:2  | Lost mutation: You have a pair of small horns on your head.
110241 | Tomb:2  | Gained mutation: You frequently scream uncontrollably.
113701 | Tomb:3  | Gained mutation: Space occasionally distorts in your vicinity.
115513 | D:10    | Lost mutation: Your vision is a little blurry.
115513 | D:10    | Lost mutation: You are frail (-10% HP).
115513 | D:10    | Lost mutation: You frequently scream uncontrollably.
115513 | D:10    | Lost mutation: You sometimes yell uncontrollably.
115514 | D:10    | Lost mutation: Your body is slowly deteriorating.
115514 | D:10    | Lost mutation: Your muscles are strong (Str +2).
115514 | D:10    | Lost mutation: Your muscles are strong (Str +1).
115514 | D:10    | Lost mutation: Armour fits poorly on your deformed body.
115515 | D:10    | Lost mutation: You are highly resistant to magic.
115515 | D:10    | Lost mutation: You are clumsy (Dex -1).
115515 | D:10    | Lost mutation: You are partially covered in black scales (AC +1).
115515 | D:10    | Lost mutation: You are resistant to magic.
115516 | D:10    | Lost mutation: Space occasionally distorts in your vicinity.
115516 | D:10    | Lost mutation: You occasionally shout uncontrollably.
115516 | D:10    | Lost mutation: Your system is resistant to poisons.
115516 | D:10    | Lost mutation: Your muscles are strong (Str +1), but stiff (Dex -1).
115517 | D:10    | Lost mutation: You are partially covered in purple scales (AC +2).
115517 | D:10    | Lost mutation: Your digestive system is specialised to digest meat.
115517 | D:10    | Lost mutation: Your flesh is cold resistant.
115518 | D:10    | Lost mutation: You have hooves in place of feet.


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