Heyoooo
Dungeon Crawl Stone Soup version 0.19-a0-1627-gc26532d (tiles) character file.
3494863 Gravenous the Hoplite (level 27, 245/245 HPs)
Began as a Merfolk Gladiator on Sept 30, 2016.
Was a High Priest of Hepliaklqana.
Escaped with the Orb
... and 5 runes on Oct 1, 2016!
The game lasted 02:10:26 (61971 turns).
Gravenous the Hoplite (Merfolk Gladiator) Turns: 61971, Time: 02:10:27
Health: 245/245 AC: 21 Str: 20 XL: 27
Magic: 35/35 EV: 30 Int: 21 God: Hepliaklqana [*****.]
Gold: 5294 SH: 20 Dex: 14 Spells: 6 memorised, 20 levels left
rFire + . . SeeInvis + y - +9 demon trident (pierce)
rCold + . . Gourm . P - +4 moon troll leather armour {Spirit, Regen++ MP+5}
rNeg . . . Faith . O - +3 warlock's mirror {reflect}
rPois . Spirit + Y - +2 helmet {SInv}
rElec + Dismiss . G - +1 cloak of the Sun {rElec Str+2 Int+4}
rCorr . Reflect + l - +1 pair of gloves
MR ++... Harm . b - +2 pair of boots {Stlth+}
Stlth +......... i - +6 amulet of reflection
g - ring "Kitz" {Wiz rC+ Str+3 Dex-2}
u - ring of protection from fire
@: studying Armour
A: change form in water, swift swim, stealthy swim, reduced essence, low mp 1,
robust 1, weak 1, MP-powered wands
a: Recall Ancestor, Ancestor Identity, Transference, Idealise, Renounce Religion
0: Orb of Zot
}: 5/15 runes: decaying, slimy, silver, abyssal, gossamer
You escaped.
You worshipped Hepliaklqana.
Hepliaklqana was extremely pleased with you.
You were not hungry.
You visited 10 branches of the dungeon, and saw 52 of its levels.
You visited the Abyss 2 times.
You visited 1 bazaar.
You also visited: Labyrinth, Ossuary, Ice Cave and Desolation.
You collected 8542 gold pieces.
You spent 3248 gold pieces at shops.
Inventory:
Hand Weapons
y - a +9 demon trident of piercing (weapon)
Armour
b - a +2 pair of boots of stealth (worn)
l - a +1 pair of gloves (worn)
G - the +1 cloak of the Sun (worn) {rElec Str+2 Int+4}
(You found it on level 3 of the Depths)
It affects your strength (+2).
It affects your intelligence (+4).
It insulates you from electricity.
O - the +3 warlock's mirror (worn) {reflect}
(You acquired it on level 6 of the Lair of Beasts)
P - the +4 moon troll leather armour (worn) {Spirit, Regen++ MP+5}
(You bought it in a shop on level 12 of the Dungeon)
It affects your magic capacity (+5).
It increases your rate of regeneration.
Y - a +2 helmet of see invisible (worn)
Rods
p - a +4 rod of clouds (14/14)
(You found it on level 5 of the Pits of Slime)
V - a +2 rod of inaccuracy (10/10)
(You found it on level 5 of the Pits of Slime)
X - a +9 iron rod (12/12)
(You took it off a vampire knight on level 2 of the Depths)
Jewellery
c - the ring "Licko" {*Corrode rPois rC+ Int+5 Dex+6}
(You found it in the Desolation of Salt)
[ring of dexterity]
It affects your intelligence (+5).
It affects your dexterity (+6).
It protects you from cold.
It protects you from poison.
It may corrode you when you take damage.
g - the ring "Kitz" (right hand) {Wiz rC+ Str+3 Dex-2}
(You found it in the Desolation of Salt)
[ring of wizardry]
It improves your spell success rate.
It affects your strength (+3).
It affects your dexterity (-2).
It protects you from cold.
i - a +6 amulet of reflection (around neck)
m - an uncursed ring of resist corrosion
o - the ring of Shadows {Umbra +Inv Stlth+}
(You found it on level 3 of the Depths)
[ring of stealth]
It lets you turn invisible.
It makes you more stealthy.
u - a ring of protection from fire (left hand)
x - an uncursed ring of poison resistance
H - an uncursed ring of protection from magic
N - an uncursed amulet of regeneration
T - a +5 ring of protection
Wands
e - a wand of teleportation (5/9)
n - a wand of teleportation (6/9)
A - a wand of teleportation (1/9)
Z - a wand of digging (5/24)
Scrolls
h - 18 scrolls of identify
j - 5 scrolls of fog
q - 5 scrolls of magic mapping
z - 8 scrolls of fear
F - 5 scrolls of enchant armour
I - 5 scrolls of amnesia
J - 31 scrolls of remove curse
K - 9 scrolls of teleportation
W - 3 scrolls of recharging
Potions
d - 28 potions of curing
s - a potion of might
w - 3 potions of resistance
C - 5 potions of cancellation
D - 4 potions of cure mutation
E - 3 potions of invisibility
R - 4 potions of magic
Books
B - a manual of Armour
Miscellaneous
L - 2 phantom mirrors
M - a fan of gales
Comestibles
f - 27 bread rations
k - 18 meat rations
r - 8 beef jerkies
v - 39 fruits
Skills:
- Level 26.0 Fighting
- Level 14.0 Polearms
- Level 2.0 Throwing
- Level 10.8 Armour
- Level 26.0 Dodging
* Level 26.6 Shields
- Level 7.6 Spellcasting
- Level 17.3 Charms
- Level 8.9 Invocations
- Level 11.6 Evocations
You had 20 spell levels left.
You knew the following spells:
Your Spells Type Power Failure Level Hunger
a - Haste Chrm ######.. 1% 6 ######.
b - Repel Missiles Chrm/Air #####. 1% 2 None
c - Apportation Tloc #......... 4% 1 None
d - Deflect Missiles Chrm/Air #####..... 16% 6 ######.
e - Blink Tloc N/A 7% 2 None
f - Passage of Golubria Tloc N/A 58% 4 ###....
Dungeon Overview and Level Annotations
Branches:
Dungeon (15/15) Temple (1/1) D:4 Lair (6/6) D:11
Swamp (4/4) Lair:4 Spider (4/4) Lair:3 Slime (5/5) Lair:5
Orc (2/2) D:11 Elf (0/3) Orc:2 Vaults (5/5) D:14
Crypt (0/3) Vaults:3 Depths (5/5) D:15 Zot (5/5) Depths:5
Altars:
Ashenzari
Cheibriados
Dithmenos
Elyvilon
Fedhas
Gozag
Hepliaklqana
Kikubaaqudgha
Makhleb
Nemelex Xobeh
Okawaru
Qazlal
Ru
Sif Muna
Trog
Uskayaw
Vehumet
Xom
Yredelemnul
Zin
The Shining One
Beogh
Jiyva
Shops:
D:9 *: D:11 } D:12 *==[ Orc:2 [[= Vaults:2 [?(
Portals:
Hell: Lair:6 Depths:1 Depths:2 Depths:3 Depths:4 Depths:5
Abyss: Depths:1 Depths:2 Depths:4 Depths:5
Pandemonium: Depths:3 Depths:5
Ziggurat: Depths:4
Trove: D:12 (give horn of Geryon)
Annotations:
Swamp:3 exclusion: Roxanne, Roxanne
Innate Abilities, Weirdness & Mutations
You revert to your normal form in water.
You are very nimble and swift while swimming.
You are very stealthy in the water.
Your life essence is reduced. (-10% HP)
Your magical capacity is low. (-10% MP)
You are robust. (+10% HP)
You are weak. (Str -2)
You expend magic power (3 MP) to strengthen your wands.
Message History
The hellwing is heavily wounded.
Ankherfenedjef hits the hellwing but does no damage.
You block the hellwing's attack. x2
You impale the hellwing!!
You kill the hellwing!
No target in view!
(D) Dungeon (T) Temple (L) Lair (S) Swamp
(N) Spider Nest (M) Slime Pits (O) Orcish Mines (E) Elven Halls
(V) Vaults (C) Crypt (U) Depths (H) Hell
(Z) Zot
Where to? (Enter - D:1 @ (x,y), ? - help)
Okay, then.
(D) Dungeon (T) Temple (L) Lair (S) Swamp
(N) Spider Nest (M) Slime Pits (O) Orcish Mines (E) Elven Halls
(V) Vaults (C) Crypt (U) Depths (H) Hell
(Z) Zot
Where to? (Enter - D:1 @ (x,y), ? - help)
There is a staircase leading out of the dungeon here.
You can't go down here!
You have escaped!
Graven presents The Whimsical Adventures of Fish Dude and Ghost Knight Grandma!
The first of a (hopeful) number of quick little wins to try out the new gods. This time, Hepliaklqana!
I went Knight ancestor, since I had more or less tried the other ones in less fortunate runs. Ghost Knight Grandma (actual name Ankherfenedjef) was really tough, with a Broad axe of Speed and a Large shield of Reflection, and supported by a moderate stream of Idealises able to stand toe-to-toe with any non-elemental foe. Elemental damage, however, was a major threat, with Storm Dragons regularly two-shooting her. Not really sure if any of my stats or resists are transferred over to the ancestor, but doesn't seem this way. However I didn't exactly do much reading on the god before embarking on Fish Dude's merry adventures, so it's entirely possible I'm wrong.
The Ancestor is pretty useful even from the start, with the usual benefits of summons - distracting enemies, dying in your place, etc. Once you pick their class, they become either a severely damaging caster/melee (battlemage), a constant storm of disables (Hexer) or in my case, a decent melee person. Yeah, Knight may be the weakest ancestor in general, but was perfectly serviceable, and the broad axe let her do well against waves of less powerful enemies.
Me and Ghost Knight Grandma had a really fun hold in a two-tile wide corridor in Vaults:5, with me perma-Marked due to my shit resistances. Our regen and haste allowed us to triumph against a rather large wave of various enemies and was genuinely fun, and rather cinematic.
God abilities:
- Get dude - gets you a permanent ghost dude which respawns a short time after dying.
- Wot dude - allows you to customise name and gender. If it did anything else it certainly didn't tell me, and I didn't actually think to try it later. May allow for greater customisation!
- Get dude a class - lets you pick a class, as described above. The wiki claims you get to choose their path later on, didn't really notice this in my case, guess it may have been changed at a point, but I noticed at one point the message said "Ankherfenedjef remembers the speed of her axe!" and what was a flaming broad axe became Speed without any input on my side.
- Swap dude with enemy - lets you do some decent shuffling, since it doesn't seem to cost that much piety. At higher piety drains everyhing around the swap. What I tended to use it for was swap a distant squishy enemy to get it closer, then swap the now-distant Ghost Knight Grandma with a dangerous melee threat getting her close and having a nice double-drain.
- Heal/Buff dude - someone mentioned in the SA forum that it outright doubles the Ancestor's damage, either way, a way to keep them alive and have them bash even more face.
All in all, the god permanently takes 10% of your HP and gives you a pretty powerful ally and some interesting and not too expensive abilities to play with. A++, would adventure with Ghost Grandma again, most likely making her a Hexer to see what spells she gains at later levels.
I also got to play with some fun randarts:
- Moon troll armour - Regen++ is nice, and cuts down on rest time significantly. On the other hands it limits your resistances, since you're not in Dragon Armour of Choice.
- Warlock's Mirror - a buckler of increasingly powerful reflect (based on your SH rating, which is why I'm wearing that amulet), which reflects seemingly everything. Reflection is always fun, and having it be actually useful by reflecting paralyse attempts and the like is always, well, useful. A++ would reflect dragon breaths again.
All in all a pretty positive run with a non-OP melee dude. My resists were bad, but I had regen and nice buffs. It was an engaging late-game and orb run, slightly marred by having to run from an asshole Seraph and his Angelic host not once, but twice on the way up.