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  #1801  
Old 02-26-2017, 02:31 PM
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Is it possible to win at this point?
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  #1802  
Old 02-26-2017, 03:13 PM
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Yes; with three runes, you can enter Zot, grab the Orb, and leave. Challenge-wise, Zot is an upgrade over Depths in much the same way Depths was an upgrade over Vaults. (I don't remember if we went to Vaults on this character.)
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  #1803  
Old 02-26-2017, 08:01 PM
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Originally Posted by aturtledoesbite View Post
Yes; with three runes, you can enter Zot, grab the Orb, and leave. Challenge-wise, Zot is an upgrade over Depths in much the same way Depths was an upgrade over Vaults. (I don't remember if we went to Vaults on this character.)
Yes, went but didn't touch 5. Not that you can be blamed for not remembering; it was like six months ago.

Most of Zot isn't too much tougher than Depths, but Zot 5 is a big step up, on par with most of extended.
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  #1804  
Old 02-26-2017, 10:00 PM
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So then will you do Zot 1-4 and then see how much 5 smashes Gandhi's (and his followers') faces in?
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  #1805  
Old 02-27-2017, 06:40 AM
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So then will you do Zot 1-4 and then see how much 5 smashes Gandhi's (and his followers') faces in?
Unless people start voting differently, the plan is Zot 1-5 and go win. There will certainly be some face- smashing involved.
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  #1806  
Old 02-27-2017, 05:36 PM
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Unless people start voting differently, the plan is Zot 1-5 and go win. There will certainly be some face- smashing involved.
And face-smiting?
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  #1807  
Old 02-27-2017, 05:40 PM
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And face-smiting?
Almost certainly! Though I'm not sure if orbs of fire have faces per se...
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  #1808  
Old 02-27-2017, 05:42 PM
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Smite whatever body part(s) you can hit and let Beogh sort it out.
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  #1809  
Old 02-28-2017, 05:45 AM
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I vote for face-smashing.

Take that how you will ;-)
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  #1810  
Old 02-28-2017, 01:13 PM
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I also want to see the Beogh Bros win it all. I requested a MfIE a long time ago after this Gandhi run, but... no way am I gonna complain if Gerad hangs it up after that. I've been pretty burned out on Crawl myself, so no need to run another different character like that through here.
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  #1811  
Old 02-28-2017, 02:02 PM
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I also want to see the Beogh Bros win it all. I requested a MfIE a long time ago after this Gandhi run, but... no way am I gonna complain if Gerad hangs it up after that. I've been pretty burned out on Crawl myself, so no need to run another different character like that through here.
I'm planning to finish out the queue (and therefore run it), but it might be a little shorter on the commentary than most. We've already shown most things off, anyway.
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  #1812  
Old 03-09-2017, 08:27 PM
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Fresh off their triumph over the Royal Jelly and his slimy allies in the Slime Pits, Gandhi the HOHu have only mission left: to infiltrate the Realm of Zot and bring the Orb of Zot back out of the dungeon. Itís time to go for the gusto.



Itís a bit difficult to keep everyone away from the acidic and painful walls on the way out, but Gandhi manages to get them out without suffering any permanent damage.



There are a bunch of random orcs kicking around Lair, so Gandhi hightails it back to his stash and pulls a recall to get the A team back. He ends up with a couple more than he had before; being lower-class, they may not last very long, but this is the endgame; the more the merrier! All the named orcs have gifts in hand, some better than others, but all helpful. I gave rF armor to the two that hadnít already gotten gifts at the end of Slime, which should hopefully help them withstand any orbs of fire that the squad may encounter.



Now to stock up in preparation for the final excursion. Even though Gandhiís current +9 antimagic exec axe isnít super effective against things without magic, he doesnít really have a remotely comparable option, so heíll go it without a backup axe.



In the scrolls and potions department, he picks up an acquirement scroll as well as his stacks of enchant and recharge scrolls. He also picks up his cure mutation potions and his stack of meat rations. The latter is almost certainly overkill, but better overprepared than starving.



The weapon enchants get dumped into a lajatang of speed, in case another orc gets a name at some point. Gandhi doesnít really use his arbalest at all any more, since his buddies tend to get in his firing line.



He switches out his plate armor for the rF. This leaves Gandhi with only MR+, which could be iffy for things that can paralyze (ancient liches), but his squad should be able to help him in those situations. The rF is important, because Gandhi only has rF+ from a mutation and has no swappable sources.



Gandhi has recharging for days; may as well juice up the digging and teleportation wands.



The acquirement is a tough choice, since Gandhi has all the wands he needs. He goes for jewelry in an attempt to get a nice artifact or at least rF, but winds up with a total dud.



And, with that, itís finally time to move on. Not a bad setup for Zot!



In we go! The graphical/textual flourishes for runes when entering Zot are always a nice touch.



Not a bad welcoming committee at all. Gandhi has some 20 magic mapping scrolls, so heíll be using one each floor and then finding the quickest route to a non-temporary stair. With the end of the game so close at hand and not much helpful loot in Zot, the less dangerous stuff the gang fights, the better.



There are a couple stairs to choose from, not far away. So far, so good!



Though the Zot threats are typically frightening, Gandhi and crew can handle any lone threat easily. Nothing lasts long when itís being poked by 6 orcs at once.



On to Z:2. Golden dragons are one of the more potentially dangerous threats for the orc crew, with their ability to breathe poison clouds, but this one goes down so quickly it barely has time to think about us.



And, again, the path forward is not too difficult.



So many moths! By themselves, theyíre worthless, but let them get ahold of a couple orb guardians and hoo-wee!



Some draconians and dragons step in Gandhiís way, but go down easy, and itís on to Z:3.



This floor has a more circuitous path to the stairs, but digging makes it into a simple short hop. One thingís for sure: Gandhi and company want no part of that vault-looking structure over on the left side of the level, well heeding the lesson of JBear and the Giant Square of Doors.



That short hop is a breeze. I canít remember whether lanterns of shadow were still any good or not in 0.17, but eventually just leave it on the ground.
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  #1813  
Old 03-09-2017, 08:28 PM
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Z:4 throws a wrench in things. This would ordinarily be the best stair, but it looks like some of Gandhiís orc pals have somehow managed to phase through the walls and wind up separated from him, and these stone walls canít be dug.



So Gandhi retreats upstairs, only to find that all of his followers have mysteriously vanished. Recall time!



Disaster is averted; the crew is intact, plus another knight who was probably chilling somewhere in Lair until he suddenly got yanked here.



The noise attracts enemies, so we have a fight on our hands. Itís more tedious than it is dangerous. Arbolt, wielding the Glaive of Prune, is rapidly becoming the team MVP.



The poor orc warrior gets one-shot from full HP by a draconianís fire breath, but heís the only casualty. He had a scimitar of electrocution! Unfortunately, no one new gets a name.



A new stair isnít perfect, but at least the squad is still together. Good enough.



Electric golems are frightening in theory, since no one on the orc team including Gandhi resists electricity, but antimagic shuts them down fairly well.



The trek to the stairs is a little longer this time, though I confess I included this shot largely to show off the sheer amount of damage Arbolt is putting out. If he turns into a prune, it was still worth it.



Oh, you surrounded Gandhi and his executionerís axe with enemies? Draconian shifter, youíre too kind!



Berserking Gandhi was a fairly suicidal move for a lone moth of wrath. With that, Gandhi is on to Z:5.



Z:5 is about as big as a Z:5 can get. A ghost moth wants to have an antimagic fight; itís not going to end well for the moth.



Z:5 is an exception in that Gandhi will fully clear it. If he or a follower has to emergency teleport or steps in a teleport trap, heís going to be happy that thereís a cleared level behind him. Here, thereís a ghost; very few ghosts could possibly be threatening at this point, and this one is no exception. Especially after a surprisingly friendly moth of wrath starts berserking orcs.



Weird spell set. Iím not sure investing in Necromancy enough for Dispel Undead was a good move for this guy, assuming this was going to be a 3-rune game.



The ghost takes some beating from angry Orkwin as he attempts to reduce his arbalest to splinters by way of the ghostís head, before blinking right next to Arbolt and the Glaive of Prune. Needless to say, itís short-lived.



The rest of the main body of the level is uneventful, and Gandhi and crew steel themselves for the vault and its near-guaranteed orbs of fire.



I wouldnít normally fight the opening three orb guardians by standing in the doorway and fighting all three at once, but it seems to be working out OK!



Orb guardians donít last long once they get into the middle of the orc horde. Nothing does, really.



Now for the atria. An alarm trap in the entrance to this one means that weíll be heading to the other one first.



This side is better. An ancient lich and an ice dragon is a pretty tame welcoming committee for Z:5.



Immediately, the decision to favor rF over MR bites Gandhi; the ancient lich paralyzes him and itís a waiting game to see if Gandhiís journey will continue. At least thereís only an ice dragon nearby Ė if there were a horde of enemies around Gandhi, heíd be dead already.
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  #1814  
Old 03-09-2017, 08:30 PM
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But the orcs have Gandhiís back; by the time he regains his senses, the ancient lich is dead, and heís hardly hurt at all.



Being Z:5, the parade of nasties wonít stop, including more potentially-paralyzing ancient liches. Gandhiís got an ace up his sleeve, though; if he can just close to melee and get a good whack in, anything with magic will be pretty well shut down. And anything that can threaten the squad at this point has magic.



Speaking of: this is the primary threat to the orc crew. And itís not a good time for it, with Orkwin already wounded. Remember, the warlords with the good weapons donít have any rF. The trident ones, at least, should be better protected.



Indeed, Orkwin goes down before Gandhi can even react. Rest in peace, Orkwin; you did your job well. Many things died at your hands, sped on to the afterlife by the quickblade ďUndertakerĒ.



Thankfully, the orb of fire spends the next few turns closing the distance rather than tossing fireballs while Gandhi repeatedly smites it. Once itís hit with antimagic and surrounded, its days are numbered.



Bam. It was a surprisingly clean fight, Orkwin excepted.



Arbolt and his Glaive of Prune continue to just wreck things. After this, he one-shot two killer klowns in a row.



The team manages to make a pit stop and rest up before pushing on Ė a rarity for Z:5, as there are usually teleport traps somewhere that will send nasties back behind you.



Smiting is getting a workout, too, enough that Gandhiís piety has dropped to 5*. He doesnít really mind Ė itís only losing Smite that would be a problem for him, and that wonít happen for another couple stars.



Gandhi picks up Undertaker to add to his pile of potential gifts and turns the corner to a nasty scenario. Normally, youíd duck around the corner and either get out or at least try to separate the orbs in this situation, but if Gandhi does that, his crew is very likely to take casualties. So he stands his ground. At least the first orb is likely to block the secondís line of fire.



So far, so good, with the first orb well on its way to whether nonliving balls of fire go when they die.



And down it goes, tantalizing us with unfulfilled visions of promoted knights.



The second one, though, seems determined not to go so quietly into the dark knight, and takes our high priest to near-death.



Gandhi attempts a flanking maneuver to pull the orbís attention away, allowing his infantry to charge in and catch it unawares.



It works! The orb goes for Gandhi, and the team is able to close in behindÖ



Öwhere they make quick work of it. Amazing that the orc high priest survived.



After resting up, itís time for the final push to the orb chamber, and we all know how well orb guardians do against a squad of angry orcs.



Sadly, though, one of the knights steps on a zot trap and goes off to live a monastic life in the Abyss, spreading the word of Gandhi and Beogh to its denizens. And the squad drops to seven.



After that, though, the orb guardians stream out to be slaughtered until other things start showing up, meaning that weíve killed all of the orb chamberís denizens and are now fighting off the other side of the vault.



Iíd normally just apport the orb and make a break for it, but a few things weigh against that course of action this time. For one, the orc crew will slow Gandhi down on the way out and risk being picked off if he leaves them behind; for another, itís probably safer to clear out the other side in case something nasty has teleported back near the entrance to the orb vault. But, perhaps most importantly, Gandhi isnít anywhere near being able to cast apportation; itís at 98% fail.
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  #1815  
Old 03-09-2017, 08:32 PM
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Itís quiet out here. Too quiet.



Aha! I knew it!



Again, Gandhi runs parallel to the orb as a diversion, and it again allows the cavalry to ride in behind him.



That orb is easy pickings. Another follows, but with the squad near full health, itís tough to be too afraid of it.



This one, too, manages to get surrounded without doing much damage. Itís not a good day to be an orb of fire.



At this point, team orc is a juggernaut. No lone threat can hope to slow them down.



At last, with Z:5 clear, itís time to gear up and go back to where it all began.



Iím not sure if an ice dragon can even be an orb run spawn, but here it is behind us. This is common on Z:5 with all the permanent tele traps there usually are.



Case in point. But itís been antimagicked, and so its death is only a matter of time.



Next up: an actual threat. Gandhi and his orcs all have low MR; the golden eyes will be able to confuse them at will. The other orcs shouldnít stay confused for long, though, with as high as their HD must be.



Gandhi wastes several turns chugging curing potions only to be immediately confused again. At last, though, his friends finish off the eyes, and he can move on. Good thing these eyes didnít spawn in before we engaged the orb of fire!



These are more standard orb run spawns, if not particularly dangerous for the most part.



The ancient lich knows Summon Horrible Things and Spellforged Servitor, but eventually succumbs to antimagic, just like everything else.



STOP IT!



When you dive Zot like we did, itís important to remember which stair to take up; you donít want to end up in a vault with stairs that you werenít expecting. Stick to the beaten path and itís possible you end up fighting orb runs or something that isnít where it was before, but you avoid a big, catastrophic ambush.



Also: use digging liberally. Itís not like you can take it with you!



We could probably take a seraph, but why try when the stairs are so close? About-face!



Oddly enough, weíre faced with a cherub upon escaping upstairs. But cherubim are no seraphim, thatís for sure!



The encounters get more sporadic in Depths, with only a few minor roadblocks interrupting Gandhi and friendsí journey to the surface.



Before long, weíre back in the main dungeon, where a pan lord arrives just a little bit too late to have a say in the matter.
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  #1816  
Old 03-09-2017, 08:32 PM
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Bored with the ease of the ascension so far, the orcs decide to continue it in conga line fashion.



When this screen merits a spot in the write-up, you know itís really been a ho-hum ascension.



Wa-hey, some excitement! And here we were, so close, too!



A lesser orc leader would have made a run for the stairs and left his minions to fight a desperate rearguard against the pan lord. But not Gandhi, no sir Ė Gandhi wades in and starts carving things up like a ham.



At last, weíre where it all began. Only a short sprint remains.



And, as Gandhi arrives at the finish line, a goblin and a kobold look on, wishing that they, too, could be part of the master race.

But isnít there something weíre forgetting? Or rather, somebodies?



Thatís right Ė you get to ascend! And you get to ascend! And you get to ascend!



And, of course, Gandhiís honor guard gets to leave the dungeon by his side.



And weíre out!



Hooray!

This is, by far, the best Iíve ever had an orc crew do. Usually I have four or five warlords make it to Z:5, but then the first orb of fire they see reduces them to one, and then there are none by the time I see the orb. This time, Gandhi could easily have made it out without losing any at all if things had gone a little differently. They even saved him from a possible death by paralysis. Really, by the time the whole gang got to Z:5, the game almost played itself. Itís great to circumvent the usual cycle of happiness as more and more orcs join the crew and get promoted, followed by fear and agony as they begin to die off, then finally depression as only a couple warriors and priests are left, soon to inevitably die. Not this time!

Thanks a lot for watching and supporting Gandhiís journey. Weíve only got one character left in the queue: a MfIE. Letís see if we can end things with a bang! Iíd like us to decide god choice now Ė MfIE ought to be a pretty straightforward character, so Iím willing to go with whatever 0.19 god the thread desires! Let me know what you think!
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  #1817  
Old 03-09-2017, 09:12 PM
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Hooray for Gandhi!

I don't really have a god preference, but I'll put a vote in for the dance god, just because this guy is MF DOOM.
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  #1818  
Old 03-09-2017, 09:25 PM
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Wow, grats! Well done.

If you squint a little, your orcs were splayed out in a heart formation as you ascended. <3
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  #1819  
Old 03-10-2017, 11:23 AM
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Congratulations on the win.

For the next run, I'd think the Wu Jian Council would be the most interesting, but without a 0.20 stable I'll instead advocate Hepliakqana as a new god and as a comparison in perma-allies with your Beogh run. Uskayaw's kind of hard to depict in screenshots, anyway.

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This floor has a more circuitous path to the stairs, but digging makes it into a simple short hop. One thingís for sure: Gandhi and company want no part of that vault-looking structure over on the left side of the level, well heeding the lesson of JBear and the Giant Square of Doors.
So much for my inverted and warped orb chamber vault, full of cheap plastic imitations of Zot floor spawns. I suspect the less inordinately lethal stair vaults in diving branches like Slime / Zot / the Hells could get much higher chances for stairs, rather than leaving them to only the foolhardy. Not that this is a year-half in which I'm working on Crawl.
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  #1820  
Old 03-10-2017, 12:44 PM
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Congratulations on the win.
Thanks! It was a long time coming!

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So much for my inverted and warped orb chamber vault, full of cheap plastic imitations of Zot floor spawns. I suspect the less inordinately lethal stair vaults in diving branches like Slime / Zot / the Hells could get much higher chances for stairs, rather than leaving them to only the foolhardy. Not that this is a year-half in which I'm working on Crawl.
Aw, I'm sorry. I'd normally clear it out for the LP's sake, but I'm kind of ready for the LP to finish up, and I really didn't want the orcs to die.
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  #1821  
Old 03-10-2017, 01:59 PM
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Oh yeah, ghost god is also cool. You could have Swamp Thing as your ancestor.
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  #1822  
Old 03-10-2017, 04:00 PM
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Beogh runs can be so much fun. Congrats on the win!

If you decide to go Hep, I think taking the Battlemage would be cool, just because I haven't seen anyone use it yet. Usually I see Knight and Hexer.
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  #1823  
Old 03-13-2017, 06:29 AM
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Congratulations Ghandi

Masterfully played, Gerad.
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  #1824  
Old 03-13-2017, 09:08 AM
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congrats Gerad, that was fun to watch!
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  #1825  
Old 03-15-2017, 10:54 AM
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Done Gerad?
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  #1826  
Old 03-15-2017, 11:49 AM
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Done Gerad?
No, have one more character I'm planning to run. Thanks for checking in.
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  #1827  
Old 03-15-2017, 11:55 AM
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No, have one more character I'm planning to run. Thanks for checking in.
You're a beast!
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  #1828  
Old 03-15-2017, 11:56 AM
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You're a beast!
Falselogic confirmed orc/merfolk racist.
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  #1829  
Old 04-06-2017, 09:01 PM
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And weíre back with our last character: MF Doom the Merfolk Ice Elementalist. Merfolk are a fairly vanilla race, with normal HP and MP, decent stats, and generally good if somewhat polarized aptitudes. Their major gimmick is that they can swim in both shallow and deep water, and when they do, their feet turn into a tail. This negates whatever boots theyíre wearing while swimming, but it gives them spriggan speed, a sizable stealth bonus, and a 25% EV bonus while theyíre doing it. While fighting in water is very bad for most races, itís excellent from merfolk. On top of the bonuses, it can be easy for merfolk to cheese things in water, as they can poke with a polearm from deep water where non-swimming/flying enemies canít reach them. Of course, there isnít a ton of water in the game outside of Shoals/Swamp, so it can be hard to find a place to take advantage of the water bonus.



Our background is Ice Elementalist, which is a strong background in general and one that merfolk are exceptionally well suited for. Like most magical backgrounds, itís chiefly differentiated by the spellbook it starts you withÖ



Öbecause youíre not getting many other toys. Still, the Book of Frost is quite possibly the best one to start with. Youíve got Freeze for excellent level 1 offense that stays relevant all the way through Lair, Ozocuboís Armour for bonus AC (especially necessary when your main spell is 1-range), then Summon Ice Beast and Throw Icicle in there for the midgame. Itís a strong, versatile book that covers all the bases.

Oh yeah, thereís Throw Frost too, I guess, if you really need to hit something at the other edge of LoS.



Starting skills are nothing to write home about, either. Ice Elementalist is a background thatís great for veteran players, who know how to survive in the early game and how to use a more varied toolset, but can be difficult for less experienced players.

MF Doom will be pounding Ice Magic at least until Freeze is at max spellpower. Youíve got to be able to kill things to survive in the early game.



Right off the bat, thereís some water to show off what makes merfolk special.



3 free EV and quick movement! Too bad you donít get to have that all the time.



Youíve also got to scrounge for your weapon and armor as a magic background; this will do well enough for MF Doom for now. Heíll eventually want a polearm; merfolk have a frankly ridiculous +4 polearms aptitude.



Level 2! XL1 is the most dangerous part of the game for pretty much all book starts, so this is a great thing.



And level 3 for some INT. Things are coming along nicely, with a +1 MR robe found on the ground. Freeze is a great spell against D:1 things; the twin properties of never missing and ignoring AC make it tough for things to live long against it. MF Doom picks up Ozoís Armour; itís the highlight of the IE start. Itís at 30% fail now, but thatíll come down quickly.



XL4 comes courtesy of an adder on D:3. MF Doom is still training Ice Magic only; Freeze isnít quite at maximum power yet, and getting it there is the top priority. But wait! A g-g-g-ghost!



Hey, no rC! Thatís what we want to see!



No rC means we can take a stab at killing this ghost Ė standing on the upstair for maximum security, of course. If anything goes wrong, safety is a quick < away.

The observant may also notice that MF Doom has found a spear somewhere. Itís key to find one somewhat early for the build Iím going for, which is basically Ice Magic -> Defenses -> ALL THE POLEARMS. MF Doom will being turning things into swiss cheese in no time.



WOOP WOOP ABORT MISSION



That was a bit close for comfort. Smarter players than I would probably avoid fighting this ghost altogether for now, but Iím a sucker for those big boluses of XP in the early game. Still, even I can learn the lesson of caution eventually, and we plow on to D:4, letting the ghost marinate for a bit.



Ah Ė I tried to circle around and avoid this bullfrog skeleton, as like most (all?) undead, it resists cold, and itís fast and can hit decently hard for this point in the game. Now that itís awake, itís time to hit the upstair ASAP Ė at least skelefrogs canít climb.



Yes, discretion valor etc. etc. Upstairs and rest it is.



Another downstair drops MF Doom in front of another ghost. This one is likely manageable by virtue of being a cat instead of a dang ogre.



Yep; no rC, and all the EV in the world ainít helping that cat out.



There, much smoother. Thanks for the XP!



On the other hand, this for-real ogre is probably even scarier than its ghostly cousin. Bye! MF Doom is unable to reach the upstair without the ogre catching up. There are a couple of options here Ė take advantage of the ogreís slow-swinging giant club to create the space needed to safely take the stair, or circle around one of the wall formations and beat the ogre to the stair. MF Doom opts for the latter.
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Old 04-06-2017, 09:01 PM
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Gerad Gerad is offline
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Only to find that the fire is far scarier than the frying pan. Grinderís paralyze and pain attacks make him an insta-avoid on their own; add in cold resistance and a chasing ogre and this is an instant panic. At least Grinder blinked somewhere out of sight; this should give MF Doom the opening he needs to get out of here.



Circling into uncharted territory was probably not the move here, but Grinderís compulsive blinking keeps him away, and MF Doom makes it back to the stairs and safety.



Letís just give this level a pass. Grinder has ended many a run.



Not much better, game. At least theyíre sleeping and can be safely ignored.



This got a little scarier than Iíd like, but hey! Level 6! More INT!



Freeze isnít quite at max strength, so weíll give it one more level. In the meantime, on go the defenses.



You can go invisible? Who cares, youíre frozen.



Wield-IDing a cursed staff of earth causes some panicked scroll-reading, but it all works out OK in the end.



Yikel, itís Pikel! Not a great time, for him to show up, either. Back to the stairs!



But the slaves get tangled up in each otherís feet, and MF Doom is safely back upstairs.



Wait a minute Ė youíre not reallyÖ



Uh, allís well that ends well, I guess. Looks like XP-lust got the best of me here. With a safe escape secured, thereís no reason to go fighting Pikel at half HP and three-quarters MP. But hey, Ozoís Armour and Freeze are a great combination.



Off goes Ice Magic and on goes Charms, to get Ozoís Armour to reliable casting ASAP. MF Doom gives D:4 another try, but that ogre shows up again to spoil the fun and itís back down to the relative safety of D:5.



Well thatís a hell of a door right there!



But closing doors is for the weak! We will fight the ant menace in the streets!



For ants provide the sustenance that we need to grow!



MP runs out, but MF Doom is able to finish off the ants before anything gets scary. Iím seeing lots of things that itís hard for me to believe I did in hindsight today.



Ogres again! Can we finally fight one?



Apparently we can! Thatís one roadblock down.



Eep. This could be trouble.
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