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Thread: Level 22 Troll Barbarian

  1. #1
    Join Date
    Jun 2008

    Default Level 22 Troll Barbarian

    I wanted to get a low level win without using any companions, so a troll barbarian seemed like the best choice, due to their slow levelling, excellent starting strength and great crowning gifts. I'm sure there's still plenty of room for improvement, but I'm happy with this win. I didn't make notes during my game, so some of the following might be in the wrong order.

    I started in the UD (after learning to pick pockets), where I found a great herb level. I picked a lot of stomafilia as well as a fair amount of stat herbs. After that, I levelled up to 6 in the upper CoC to get the literacy quest. Once I had literacy, I could uncurse my herbs. Unfortunately, there wasn't enough of them for a crowning. Not wanting the tediousness of picking more herbs, I instead went east and got the healing and detect trap skills and then cleared the dwarven graveyard. I also found a pair of seven league boots around this time.

    After a second herb session, I got crowned with ice immunity and grod. Not quite the fire immunity and vanquisher I got in my previous promising attempt, but still good enough. I did the remaining dwarven quests, except the last one, but wasn't rewarded with blankets. I made my way to the banshee level and back, clearing the water temple in between and getting the teleportitis corruption. Next up was darkforge. I killed the early golems and started drinking from pools. I got doomed four times and went back to clear it each time. I finally got invisibility, so decided to stop. I had also gained paralysis resistance, but no wish.

    With no fireproof blankets or rings of ice, I did the tower with an empty inventory. It was quite easy, with the wyrm falling in one hit, although I barely made it up in time when I came back with a wand of digging. Before starting my final dive, I fetched the ring of the high kings and did the pyramid.

    The air temple was a bit tricky, because of the background lightning, but I still got the orb without too much trouble and continued down. The earth temple was more difficult, as many creatures there can see invisible. This was the first place in a while where the monsters actually hurt me. At this point, I sort of regretted not farming for spensweed or petal, but figured I had enough healing potions for the rest of the game. IIRC, killing the stone beast got me to level 18, allowing the use of tremendous blows.

    The mana temple was tricky, as it usually is for melee characters, due to summon happy chaos wizards. The archmage hurt me quite badly after the tremendous blows, but I was never in danger of dying. I had used up all my potions of extra healing after that battle and only had one ultra left. I wasn't worried, though, as I could get healing from my god if necessary (my only prayer had been a typo). A diamond golem on D48 caused some damage, so I used the water orb for the only time before going down to D50. I decided to dig my way around the baddies there, but had forgotten the level layout and ended up in the chaos mutant rooms. I cleared those and the the two corridors to the levers. The two balors were killed with one hit, but some of the other monsters were more tricky. In the end, I used my healing potion as well as my two spensweeds and 15 petals. I then did the door and monster creation ending and ran away. With no corruption removal (although the flg showed I had found a SoCR on D50), I just left without worrying about my corruption.

  2. #2
    Join Date
    Jun 2008


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                                ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^+^^^      ^^^
                                 ^^^          ^^^^^^^^^^^^^^^^^^^^^^^^^^
    Garakh        St:46  Le:14  Wi:23  Dx:38  To:39  Ch: 3  Ap: 1  Ma: 9  Pe:25 N=
    DV/PV: 21/51   H: 455(455)    P: 52(52)      Exp: 22/5229940    DrCh  Sp: 132
    Blessed Invisible
                                Background Information
    Name: Garakh              Race: male Troll          Class: Barbarian
    Eye color: black          Hair color: black         Complexion: dark
    Height: 8'10"             Weight: 520 pounds
    Age: 12 (young)
    Star sign: Dragon         Birthday: 10/Dragon (day 160 of the year)
            Your mother was a wise shaman and healer. You didn't know your
     father and his origins seem to be very mysterious.
            As a child you were not accepted by the other children of your
     tribe. Your childhood was sad and lonely.
            In your youth you strived very hard to become the best warrior in
     your tribe. You watched, learned and became very strong and nimble.
            As a young adult your family was killed in a raid. You became
     embittered and filled with the desire for revenge.
            At the age of 12 you left your tribe.
    Total weight: 5831 stones                Carrying capacity: 9675 stones
    Head          : uncursed eternium cap [+0, +6]                        [28s]
    Neck          : uncursed ankh                                          [3s]
    Body          : uncursed eternium plate mail (-1, -2) [-1, +13]      [240s]
    Girdle        : uncursed girdle of strength [+0, +0] {St+4}           [15s]
    Cloak         : cursed hooded cloak [+5, +0]                          [40s]
    Right Hand    : blessed mighty morning star "Grod" (+16, 5d10+5) [-8, +0]
    Left Hand     : -
    Right Ring    : uncursed ring of mental stability [+3, +1] {Le+1}      [1s]
    Left Ring     : uncursed ring of the master cat [+0, +5] {Dx+16} (+16 spd)
    Bracers       : uncursed bracers of protection [+0, +2]               [10s]
    Gauntlets     : blessed thick gauntlets (-1, -2) [+0, +1]             [15s]
    Boots         : blessed seven league boots [+1, +2]                   [30s]
    Missile weapon: uncursed heavy crossbow of accuracy (+9, +3)         [140s]
    Missiles      : bundle of 2 blessed quarrels (+0, 2d6+1)               [4s]
    Tool          : uncursed broken pick axe (+0, 1d6+1)                  [75s]

  3. #3
    Join Date
    Jun 2008


                                    Weapon Skills
    Melee weapon           Lvl   Hit   Dam   DV   Level          Required marks
    ---------------------  ---   ---   ---   --   -------------  --------------
    Unarmed fighting         1    +1    +0   +0   basic                23
    Daggers & knives         1    +1    +0   +0   basic                23
    Clubs & hammers          1    +1    +0   +0   basic                23
    Maces & flails           1    +1    +0   +0   basic                23
    Swords                   1    +1    +0   +0   basic                23
    Axes                     1    +1    +0   +0   basic                23
    Whips                    1    +1    +0   +1   basic                23
    Pole arms                1    +1    +0   +0   basic                23
    Twohanded weapons       12   +14   +18   +4   Mastery              670
    Staves                   1    +1    +0   +1   basic                23
    Missile weapon         Lvl   Hit   Dam   Ra   Level          Required marks
    ---------------------  ---   ---   ---   --   -------------  --------------
    Slings                   0    +0    +0   +0   unskilled            7
    Bows                     6   +12    +9   +2   skilled              107
    Crossbows                1    +2    +1   +0   basic                9
    Thrown axes & hammers    0    +0    +0   +0   unskilled            7
    Thrown daggers           0    +0    +0   +0   unskilled            7
    Thrown rocks & clubs     0    +0    +0   +0   unskilled            3
    Thrown spears            0    +0    +0   +0   unskilled            7
    Boomerangs & scurgari    0    +0    +0   +0   unskilled            6
    Shields                Lvl   DV               Level          Required marks
    ---------------------  ---   ---              -------------  --------------
    Shields                  0    +0              unskilled            14
    Damage caused with your melee weapons:
    ?Right hand: ?+108? bonus to hit, ?5d10+62? damage
    Damage caused with your missile weapons:
    ?Ammunition: ?2?, base range: ?12?, ?+51? bonus to hit, ?2d6+17? damage
      Athletics ................ 73    (great)        [+3d3]
      Backstabbing ............. 74    (great)        [+3d3]
      Bridge building .......... 36    (fair)         [+3d3] (mr)
      Climbing .................100    (superb)       [+3d3]
      Courage .................. 67    (good)         [+3d3]
      Detect traps ............. 55    (good)         [+3d3]
      Dodge .................... 73    (great)        [+3d3]
      First aid ................ 67    (good)         [+3d3]
      Food preservation ........ 96    (superb)       [+3d3]
      Gemology ................. 30    (mediocre)     [+3d3]
      Haggling ................. 44    (fair)         [+3d4]
      Healing .................. 69    (good)         [+1d5]
      Herbalism ................100    (superb)       [+1d5]
      Listening ................100    (superb)       [+2d4]
      Literacy ................. 60    (good)         [+1]
      Mining ................... 36    (fair)         [+3d4]
      Pick pockets ............. 44    (fair)         [+1d5]
      Stealth .................. 73    (great)        [+2d4]
      Survival ................. 75    (great)        [+3d4]
      Swimming ................. 84    (great)        [+3d3]
      Tactics .................. 58    (good)         [+1d3]
      Two weapon combat ........ 71    (great)        [+2d4]
      Woodcraft ................ 75    (great)        [+3d4]
                                Effects of Corruption
    Your close attunement to corrupted astral space allows teleportation.
    Poison drips from your hands.
    Your skin is covered by tough scales (PV: +8, Dx: -6, Ap: -4).
    You rage (DV: -9, +6 melee damage)!
    You have grown thorns (3d3 melee damage, Dx: -2, Ap: -3).
    You exhale sulphur (Ch: -4).
    Your antennae explore the details of your environment (Ap: -4).
                                  His further life:
    After he leaves the Drakalor Chain he is welcomed by his people with great
    honors. They acknowledge his noble deeds, his valor, his cunning and his
    great skills that helped to prevent the complete destruction of the world he
    knows. His severe taint by the forces of Chaos prevents him from ever
    leading a normal life. He always remembers the glorious deeds that took his
    life away. His sacrifice is remembered in the stories of his people, but not
    in their hearts. He ends his life in loneliness and isolation.
                  His achievements during his adventures:
    Garakh, the trollish barbarian, saved the world with his brave efforts while
    saving himself 5 times.
    He scored 32729412 points and advanced to level 22.
    He survived for 0 years, 38 days, 2 hours, 16 minutes and 55 seconds (54500
    Garakh visited 98 places.
    His strength score was modified by +7 during his career.
    His learning score was modified by +9 during his career.
    His willpower score was modified by +17 during his career.
    His dexterity score was modified by +18 during his career.
    His toughness score was modified by +10 during his career.
    His charisma score was modified by +6 during his career.
    His appearance score was modified by +7 during his career.
    His mana score was modified by +6 during his career.
    His perception score was modified by +15 during his career.
    He was the champion of the arena.
    He was a member of the thieves guild.
    He adhered to the principles of the Cat Lord and thus rose to great fame.
    He left the Drakalor Chain after completing his quest and became a famous
    2283 monsters perished under his attacks.
    The following 18 artifacts were generated during his adventure:
      the si
      the scythe of corruption "Moon Sickle"
      the ring of the master cat
      the potion of literacy
      the golden gladius "Death's Sting"
      the Chaos Orb of Elemental Water
      the Chaos Orb of Elemental Air
      the Chaos Orb of Elemental Fire
      the Chaos Orb of Elemental Earth
      the mighty morning star "Grod"
      the elemental gauntlets
      the ring of the High Kings
      the crown of science
      the ancient mummy wrapping
      the ankh
      the Chaos Orb of Elemental Mana
      the rune-covered heavy mace "Purifier"
      the crown of leadership
    He possessed the following intrinsics:
      He was fire resistant.
      He was poison resistant.
      He was acid resistant.
      He was lucky (enhanced through an item).
      Fate smiled upon him (enhanced through items).
      He was petrification resistant.
      He was able to control teleportation.
      He was invisible.
      He was stun resistant (enhanced through an item).
      He was paralyzation resistant.
      He was able to see invisible things (gained through an item).
      He was immune to fire attacks (gained through an item).
      He was immune to ice attacks.
      He was able to resist confusion attacks (gained through an item).
    He had the following talents: Aggressive, Basher, Greased Lightning, Mighty
    Strike, Powerful Strike, Quick, Stealthy, Strong, Very Quick.
    He had a final speed score of 132 (final base speed: 116).
    He was a messiah of Ne'Ftrr.
    He asked for 1 divine intervention.
    He was a holy champion of Balance.
    He was severely tainted by Chaos.

  4. #4
    Join Date
    Oct 2009


    I beat the game with a trollish barbarian that I got up to 99 strength and 99 toughness. Just a normal ending. I hate getting vanquisher. In my experience trollish barbarians strength bonus make vanquisher pointless. Just equip either eternium two-handed sword or minotuar axe and you are a monster. I found myself killing things and having to check messages to find out what it was, like molochs. Just yesterday I was messing around with save scumming and wishes. My level 15 trollish barbarian can take out molochs and eternium golems, though they almost kill me.


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