Damned Registrations
Furry Weeaboo Nazi Nihilist
- Joined
- Feb 24, 2007
- Messages
- 15,033
So, with the Pyramid down and cold immunity in hand, the next logical place to go is the dwarven graveyard, where we'll find two more pseudo-useful artifacts and probably get a whole pile of random items.
Also, I'm going to start doing the spoilered updates thing, because the first page got way too fucking long.
Anyways, quest complete. Where to next guys? I'm thinking the Tomb of the High Kings. The boss there shouldn't be able to confuse us as long as we have the sword and our confusion resist ring both equipped. So we only have to really worry about being one shot by his ranged magical attack, which is a thing that can happen. *Edit: After doing a bit more reading, it seems the 'Glowing Balls' spell he uses is actually fire elemental, so he should be safe to fight, I think.)
Alternately, we could go to the Tower of Eternal Flames and slowly burn to death before fighting the dragon that can one shot us far more easily and also confuse us.
Or, I could go to the Ice Queen's domain. Which has a bunch of dangerous enemies and shit and no real rewards at all.
Or I could go to Dark Forge. The steel golems there can hurt me real fucking bad in melee, but probably can't fuck my equipment up too bad if I wear a ring of ice and keep my fireproof blanket equipped. I might eventually be able to make my way past them to the armoury if I get enough readings out of my book of ball lightning. The lightning bolt spell is shit vs them, because they dodge bolt spells like fucking ninjas.
Or I could farm herbs in the big room, which would bring my hp up from 60 to around 120, and my will from 15 to 25 (30 with the sword) which would give the ball spells an extra square of radius.
Or I could wander around in the infinite dungeon for a while, hoping for something useful to show up. Realistically, the best I could hope for is something like a spellbook of burning hands, which I could get more quickly by farming wilderness encounters.
Or I could explore the map some more and try to find one of the new 'random dungeons' that are apparently in the game now. I've yet to see one though, so maybe they're not actually in this version? I also have no idea what we'd find inside one, they aren't well documented.
Also, I'm going to start doing the spoilered updates thing, because the first page got way too fucking long.
But before that, I want to take a trip back to high mountain village to sell some shit.
The first floor of this dungeon (the route to the HMV) generates monsters that are double your level. Generally still goblins and shit, but super experienced ones that can easily rape you dead in a turn or two. So we teleported straight to the down stairs. I wasn't really going to screencap the trip, but for some reason a scroll of identify is sitting on the ground here. Which is rather baffling. Presumably on my first trip through, something peaceful spawned in here, got killed by a non-peaceful enemy out of my line of sight, and dropped the scroll. Nice find, not that we're in dire need of ID scrolls, treasure hunter tends to provide a decent extra supply of them.
There are also a couple of shops in here along the way. The first one is this book shop. Sadly it's filled with useless shit light dark and light spellbooks. Magic missile is about the best thing on offer, and iirc that's the most common book in the game, hardly worth spending money on. Maybe we'll come back here in the distant future if we become fabulously wealthy and want to buy out his shop and have him restock with better books.
The second shop is potions. Not much here worth grabbing, though I do buy this (cursed) potion of insight. It's super cheap, we can uncurse it easily with a spell, and it'll give me a nice screenshot for you guys to know where we stand later.
Statues like this are a new dungeon feature added in 1.2 or thereabouts. They all do different shit if you kick them, pray on them, on simply walk on them. Or sometimes you need to do more specific things. I can't seem to get this one to do anything, and the wiki has no advice for it. There are like a hundred of these (I think it was a donator reward thing) and the shit they can do varies from pretty much killing you, to granting you awesome intrinsics or free loot, so being spoiled on them is highly advised.
Here's the result of using that potion of insight. We're pretty well off, only lacking acid resistance as far as main elements go. Getting Fate smiles intrinsically (as in we'd have it even while naked) would be a nice thing to do, and is part of the reason I'm making this trek. Hopefully we can get enough gold to do that.
I don't usually pickpocket these days, but when I do, I steal useless potions apparently. Yay. (I was pickpocketing in hopes of lowering my alignment as part of the requirements to do the full ending.)
This is where the HMV is technically located btw, in the very bottom right of the map, completely inaccessible except through the cave I came through. Which is a major pain because that cave is dangerous as fuck for characters without controlled teleport or at the very least frost bolt for crossing rivers.Many a character has been lost by going into the cave at level ~3, reaching level 8 or so inside, only to face a choice between drowning in an attempt to cross a river without swimming, or getting beaten to death by level ~16 monsters when you try to fight your way back out the way you came.
Also, this stone giant here is sometimes hostile. And also sometimes a stone giant lord. And also sometimes both of those things and instead of standing here, he's close enough to throw a rock and kill you the moment you arrive. Because that's fun apparently.
Sale price of one of our weapons was suspiciously high, so I tried it on and it turned out to be this. Nice enough to use for the foreseeable future.
I have vague memories of this message showing up when selling SIs (an artifact that replicates infinitely when it's in your inventory. Actually fairly useful as a potentially infinite source of money, if you have enough patience and the Strength of Atlas spell to render their weight irrelevant. Another reason herb farming is useful- the time you spend doing it lets the SIs replicate until you have a nice big wad you can cash in on. I just sold a few here to see the pricing and what the effect was on the shopkeeper, I don't have enough to make a pile of money off them yet.
Christ that is a scary shopkeeper.
And the SIs are making him stronger at an alarming rate. Hopefully he doesn't go berserk and murder me when I sell a big pile of them later on. Can't find any spoiler info on this effect.
Also, just realized I could have skipped the second trip through the dungeon. I guess the exit from HMV is two way? I could have sworn it was a one way trip, maybe it got changed.
I do some exploring to see how fast my SIs replicate now (apparently not at all, I guess it's based on spaces walked, not game time) and find this cave up here. Memory is fuzzy, but this is probably the tomb of the high kings we need to visit. Which we'll do later because it's got a decent chance of killing us with pure bullshit.
A random wilderness encounter with a pile of jackals nets us a spellbook of Ice Ball, which is like all the other ball spells except ice elemental.
It's also the cheapest apparently, unless fireball is even cheaper than 20pp. We'll get some mileage out of this in the ToEF eventually, maybe even using it to kill the boss if we can get our willpower high enough to add some range to it. 34 damage isn't too shabby, and I think that boss is weak to ice so triple that... it'll hurt him fairly bad. Except it's a dragon with a billion hp. Whatever, we'll fall off that bridge when we get to it.
Oh joy, more mind numbingly tedious Disarm Traps spam. I hate these fucking trap dungeons. Such a retarded idea. Traps in general tend to be bullshit in roguelikes, since dealing with them is either obvious (but tedious) or impossible. At least Nethack let you use polymorph traps to turn your pet doggy into a dragon you can fly around on.
And now for the massive room filled with weakling undead. Did I mention I already killed like 50 undead on the surface of the graveyard above? They dropped a bunch of random potions and shit. Time for the flawless roguelike strategy of walking to the end of a corridor (so you can't be surrounded) and then leaning on the 'walk east' button until you've either killed a huge pile of shit or die. It's flawless because the only other alternative is reading every combat message, which has the flaw that I'd quit the fucking game after about 10 minutes of that shit, never mind the 40 it would take to clear this room out.
Eventually this fucker walks out,, and we probably shouldn't lean into him,
Not super dangerous, but he hits hard enough to hurt us, and he can probably go super saiyan and wreck our shit if he gets injured. This is where being the only decent class in ADOM (spellcaster with teleport and teleport control) helps out.
Teleporting past the berzerker zombie puts this guy in line of sight. He's rather dangerous if you're not cold resistant, but we're cold immune, so he's pretty much a joke.
A single burning hands spells takes off 95% of his hp. He's weak to fire just like the mummies, and that spell hits like a truck, and he doesn't have many hp to begin with.
Making our way deeper into the room with another teleport, we get on top of Griff's grave. If you know that you can pour holy water on the ground by using it (I have no idea how you're supposed to figure that out, it's not a very sensible thing to do) you can do it here to instantly kill the dwarven ass raper. Also, doing it on levels that had herbs growing on them before will create herbs. Again, not sure how the fuck anyone figured that out.
With the only real dangerous guys in the room gone, I wipe the rest out with a combination of the corridor and acid ball spells. I want to use up the last of the stock so when I relearn the spell I get more castings, and I want to relearn the spell so it doesn't cost 50 damned pp when I need it.
Digging up the grave off the dwarf we were fighting a minute ago somehow disturbs his remains. It also reveals this shitty artifact sword, whose only real purpose is to boost willpower for wizards using ball spells. I suppose it's also decent for mindcrafters or if you're fighting enemies that can confuse you. As long as you don't need to hit those enemies with a melee weapon, because this one is shit.
To the east of the grave, behind a secret door, is this fucker. He's way too strong to kill in melee with our shitty wizard, but acid ball does the trick just fine.
And in the room he was in we find the elemental gauntlets, which are some of the best gauntlets in the game, by virtue of the fact that the gauntlets in this game really, really suck. Yes, even the other artifacts. These give us fire, frost, and shock resistance (which we already had on all counts) and more usefully, halve the corruption caused by invoking the elemental orbs, which can do some fairly useful shit.
The first floor of this dungeon (the route to the HMV) generates monsters that are double your level. Generally still goblins and shit, but super experienced ones that can easily rape you dead in a turn or two. So we teleported straight to the down stairs. I wasn't really going to screencap the trip, but for some reason a scroll of identify is sitting on the ground here. Which is rather baffling. Presumably on my first trip through, something peaceful spawned in here, got killed by a non-peaceful enemy out of my line of sight, and dropped the scroll. Nice find, not that we're in dire need of ID scrolls, treasure hunter tends to provide a decent extra supply of them.
There are also a couple of shops in here along the way. The first one is this book shop. Sadly it's filled with useless shit light dark and light spellbooks. Magic missile is about the best thing on offer, and iirc that's the most common book in the game, hardly worth spending money on. Maybe we'll come back here in the distant future if we become fabulously wealthy and want to buy out his shop and have him restock with better books.
The second shop is potions. Not much here worth grabbing, though I do buy this (cursed) potion of insight. It's super cheap, we can uncurse it easily with a spell, and it'll give me a nice screenshot for you guys to know where we stand later.
Statues like this are a new dungeon feature added in 1.2 or thereabouts. They all do different shit if you kick them, pray on them, on simply walk on them. Or sometimes you need to do more specific things. I can't seem to get this one to do anything, and the wiki has no advice for it. There are like a hundred of these (I think it was a donator reward thing) and the shit they can do varies from pretty much killing you, to granting you awesome intrinsics or free loot, so being spoiled on them is highly advised.
Here's the result of using that potion of insight. We're pretty well off, only lacking acid resistance as far as main elements go. Getting Fate smiles intrinsically (as in we'd have it even while naked) would be a nice thing to do, and is part of the reason I'm making this trek. Hopefully we can get enough gold to do that.
I don't usually pickpocket these days, but when I do, I steal useless potions apparently. Yay. (I was pickpocketing in hopes of lowering my alignment as part of the requirements to do the full ending.)
This is where the HMV is technically located btw, in the very bottom right of the map, completely inaccessible except through the cave I came through. Which is a major pain because that cave is dangerous as fuck for characters without controlled teleport or at the very least frost bolt for crossing rivers.Many a character has been lost by going into the cave at level ~3, reaching level 8 or so inside, only to face a choice between drowning in an attempt to cross a river without swimming, or getting beaten to death by level ~16 monsters when you try to fight your way back out the way you came.
Also, this stone giant here is sometimes hostile. And also sometimes a stone giant lord. And also sometimes both of those things and instead of standing here, he's close enough to throw a rock and kill you the moment you arrive. Because that's fun apparently.
Sale price of one of our weapons was suspiciously high, so I tried it on and it turned out to be this. Nice enough to use for the foreseeable future.
I have vague memories of this message showing up when selling SIs (an artifact that replicates infinitely when it's in your inventory. Actually fairly useful as a potentially infinite source of money, if you have enough patience and the Strength of Atlas spell to render their weight irrelevant. Another reason herb farming is useful- the time you spend doing it lets the SIs replicate until you have a nice big wad you can cash in on. I just sold a few here to see the pricing and what the effect was on the shopkeeper, I don't have enough to make a pile of money off them yet.
Christ that is a scary shopkeeper.
And the SIs are making him stronger at an alarming rate. Hopefully he doesn't go berserk and murder me when I sell a big pile of them later on. Can't find any spoiler info on this effect.
Also, just realized I could have skipped the second trip through the dungeon. I guess the exit from HMV is two way? I could have sworn it was a one way trip, maybe it got changed.
I do some exploring to see how fast my SIs replicate now (apparently not at all, I guess it's based on spaces walked, not game time) and find this cave up here. Memory is fuzzy, but this is probably the tomb of the high kings we need to visit. Which we'll do later because it's got a decent chance of killing us with pure bullshit.
A random wilderness encounter with a pile of jackals nets us a spellbook of Ice Ball, which is like all the other ball spells except ice elemental.
It's also the cheapest apparently, unless fireball is even cheaper than 20pp. We'll get some mileage out of this in the ToEF eventually, maybe even using it to kill the boss if we can get our willpower high enough to add some range to it. 34 damage isn't too shabby, and I think that boss is weak to ice so triple that... it'll hurt him fairly bad. Except it's a dragon with a billion hp. Whatever, we'll fall off that bridge when we get to it.
Oh joy, more mind numbingly tedious Disarm Traps spam. I hate these fucking trap dungeons. Such a retarded idea. Traps in general tend to be bullshit in roguelikes, since dealing with them is either obvious (but tedious) or impossible. At least Nethack let you use polymorph traps to turn your pet doggy into a dragon you can fly around on.
And now for the massive room filled with weakling undead. Did I mention I already killed like 50 undead on the surface of the graveyard above? They dropped a bunch of random potions and shit. Time for the flawless roguelike strategy of walking to the end of a corridor (so you can't be surrounded) and then leaning on the 'walk east' button until you've either killed a huge pile of shit or die. It's flawless because the only other alternative is reading every combat message, which has the flaw that I'd quit the fucking game after about 10 minutes of that shit, never mind the 40 it would take to clear this room out.
Eventually this fucker walks out,, and we probably shouldn't lean into him,
Not super dangerous, but he hits hard enough to hurt us, and he can probably go super saiyan and wreck our shit if he gets injured. This is where being the only decent class in ADOM (spellcaster with teleport and teleport control) helps out.
Teleporting past the berzerker zombie puts this guy in line of sight. He's rather dangerous if you're not cold resistant, but we're cold immune, so he's pretty much a joke.
A single burning hands spells takes off 95% of his hp. He's weak to fire just like the mummies, and that spell hits like a truck, and he doesn't have many hp to begin with.
Making our way deeper into the room with another teleport, we get on top of Griff's grave. If you know that you can pour holy water on the ground by using it (I have no idea how you're supposed to figure that out, it's not a very sensible thing to do) you can do it here to instantly kill the dwarven ass raper. Also, doing it on levels that had herbs growing on them before will create herbs. Again, not sure how the fuck anyone figured that out.
With the only real dangerous guys in the room gone, I wipe the rest out with a combination of the corridor and acid ball spells. I want to use up the last of the stock so when I relearn the spell I get more castings, and I want to relearn the spell so it doesn't cost 50 damned pp when I need it.
Digging up the grave off the dwarf we were fighting a minute ago somehow disturbs his remains. It also reveals this shitty artifact sword, whose only real purpose is to boost willpower for wizards using ball spells. I suppose it's also decent for mindcrafters or if you're fighting enemies that can confuse you. As long as you don't need to hit those enemies with a melee weapon, because this one is shit.
To the east of the grave, behind a secret door, is this fucker. He's way too strong to kill in melee with our shitty wizard, but acid ball does the trick just fine.
And in the room he was in we find the elemental gauntlets, which are some of the best gauntlets in the game, by virtue of the fact that the gauntlets in this game really, really suck. Yes, even the other artifacts. These give us fire, frost, and shock resistance (which we already had on all counts) and more usefully, halve the corruption caused by invoking the elemental orbs, which can do some fairly useful shit.
Anyways, quest complete. Where to next guys? I'm thinking the Tomb of the High Kings. The boss there shouldn't be able to confuse us as long as we have the sword and our confusion resist ring both equipped. So we only have to really worry about being one shot by his ranged magical attack, which is a thing that can happen. *Edit: After doing a bit more reading, it seems the 'Glowing Balls' spell he uses is actually fire elemental, so he should be safe to fight, I think.)
Alternately, we could go to the Tower of Eternal Flames and slowly burn to death before fighting the dragon that can one shot us far more easily and also confuse us.
Or, I could go to the Ice Queen's domain. Which has a bunch of dangerous enemies and shit and no real rewards at all.
Or I could go to Dark Forge. The steel golems there can hurt me real fucking bad in melee, but probably can't fuck my equipment up too bad if I wear a ring of ice and keep my fireproof blanket equipped. I might eventually be able to make my way past them to the armoury if I get enough readings out of my book of ball lightning. The lightning bolt spell is shit vs them, because they dodge bolt spells like fucking ninjas.
Or I could farm herbs in the big room, which would bring my hp up from 60 to around 120, and my will from 15 to 25 (30 with the sword) which would give the ball spells an extra square of radius.
Or I could wander around in the infinite dungeon for a while, hoping for something useful to show up. Realistically, the best I could hope for is something like a spellbook of burning hands, which I could get more quickly by farming wilderness encounters.
Or I could explore the map some more and try to find one of the new 'random dungeons' that are apparently in the game now. I've yet to see one though, so maybe they're not actually in this version? I also have no idea what we'd find inside one, they aren't well documented.
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