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View Full Version : A hopeless UNE reject turns into a suprisingly easy normal win (Gnomish Bard)



paivi
03-17-2014, 11:43 PM
This was my second serious attempt at playing a bard. Everyone says they're awesome, and I'd have to concur.

I've never posted a YAVP before, or maybe I did back in the days of rec.games.roguelike.adom, can't remember. Anyway, I've won the game a few times during the years, but I tend to be a careless player and most of my characters die from sheer stupidity or oversight; and I've never managed an ultra. I've felt like going for UNE for some time and started rolling gnomish bards... And then this character happened. Thought to post this to show potential new players that even the most hopeless cases can at least aspire to a relatively effortless normal win.

From the start and up to the ToEF, this character was sort of unlucky. In some respect the bad luck lasted all through the game: for one thing, there was not a single fireproof blanket to be found in the whole game, and for a long time no decent weapons either, and the initial skillset was rather unimpressive. Sure, there were Gardening and Healing, which promised all kinds of good things later, but what persuaded me to try this character were the 6 starting talents, the Cup starsign and the combination Archery + Fletchery, which sounded great... except that there was not a single hatchet in the game, and I used fletchery exactly once on a log from the living forest. I spent ages drinking from pools and walking around the ID, but no wish and no AoLS. As a matter of fact, not a single wish (or an Aols) in the game. Also, no SoCRs except the guaranteed one in the HMV (see below for my library snafu), and no PoCCs except from Guth'Alak. Are we seeing a pattern here?

The skillset was so bad that by the time I approached level 25, I was praying for Alertness, Find Weakness and Concentration. I had even purchased every possible skill from Yergius and maxed them out to maximise my potential of getting something good. Well, here's what I got:

- Alchemy (ok, not bad, but a gnome has gemology for all her explosive needs. Never used this, and it finally hit 100 in D:50 which was a bit late.)
- Bridge Building (Let's not forget that not a single hatchet turned up in my game.)
- Food Preservation
- An improvement to Haggling, about the only skill I hadn't got to 100 by level 25
- and last but not least, Woodcraft.

Woo-hoo! \o/

I tend to play magic users and like to at least try to make casters out of my bards, but the lack of Concentration was seriously crippling this character's casting and reading abilities. At level 18, with a maxed-out Literacy and a Learning of 30+ she still occasionally failed to read Scare Monster. No matter, though, because the first corruption was babbling mouth, which pretty much kept the PP too low for any serious magic. At this point I saved my game, went away for the weekend and when I came back to the game, I promptly forgot that I had the babbling mouth and headed to the library to get the weird tome. You can guess how well that went. :p At least I got a Ring of Regeneration and some eternium armor out of it. (Got to love those chaos knights, they're like cute pink eternium gear dispensers.) Thought to get rid of the corruption and return for the tome, but in the end I didn't bother and babbling mouth kept me company until the end. So this character hardly ever used magic, a first for me. All my melee characters tend to die in mid-game, and I was sure this very much non-melee AND non-casting character was heading towards a sticky end in the tower.

Oh yes, the tower and the issue with weapons. I really struggled to find decent one-handed ego weapons that wouldn't melt in the tower. I scoured darkforge (nothing but crap), hopped around in the ID and even resorted to grave-robbing. The first grave I dug was guarded by an emperor lich. :D I also got crowned with Boots of the Divine Messenger, which were good for the tower, I guess.

In the end I really couldn't find anything better than an adamantium spear (+1, 1d8+3). Thanks to the eternium plate mail, monsters in the tower didn't manage to kill me, but it sure was taking me a long, long while to kill them, especially with less than stellar strength. Also, did I mention the lack of fireproof blankets? I needed one ring slot for ring of damage and one for the ring of ice, and the tool slot for a pickaxe. This meant no healing, no ring of regeneration and no confusion resistance. Didn't think much of my chances against the Wyrm, so my strategy was to thin out his crowd of followers, then run back to D:1 to switch rings. On my way to the stairs with the wyrm in pursuit, he happened to step on a light trap... and duly started staggering. Ever the opportunist, I waded in with the trusty old spear. Had to switch tactics to Berserk to even bypass his PV. He went down surprisingly easy, and suddenly I was a rather surprised owner of the fire orb.

And this is where the bard's luck finally changed and everything suddenly started being ridiculously easy. The Casino yielded Skullcrusher, a greater giant vault gave Robes of Resistance and D49 gift was the Iron Crown of Havlor. I still occasionally used the same adamantium spear as far down as the Earth Temple for the DV bonus (and I never did find a better spear). I was really quite attached to it by then. :) Anyway, nothing much managed to hurt me, the biggest scare was a a tension room of doppelganger kings in D20, didn't realise they start to appear that early and thought they were lords, waded in with the trusty useless spear... Came to my senses quickly after one hit took me down from full health to 34 hp. Wand of teleportation to the rescue.

Nuurag-Vaarn fell easily to arrows of humanoid slaying. Didn't bother with Sharad-Waador's quest.

The one last random artifact was Jet-Black Glaive dropped by someone in D:50, and the rune-covered trident had the good sense to appear exactly as I was battling the first ghost lords in D:50. Great timing, I say. The final 13 character levels all came in rapid succession as balors fell to the trident, and then that was that. Pack and go home, the usual.

Bards really are awesome, I can't remember the last time when I had such an easy time in D:50. Even my wizards have sweated more.



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Screenshot
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Oyaf St:35 Le:45 Wi:31 Dx:53 To:47 Ch:41 Ap:33 Ma:35 Pe:30 N=
DV/PV: 91/68 H: 822(822) P: 216(513) Exp: 50/15748826 DrCh Sp: 134
Blessed Satiated
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paivi
03-17-2014, 11:51 PM
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Inventory
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Total weight: 5779 stones Carrying capacity: 10938 stones

He: uncursed Iron Crown of Havlor (-6, -6) [+12, +12] {Le+4} [65s]
Ne: uncursed ankh [3s]
Bo: blessed robes of resistance (-4, -4) [+3, +12] {To+5} [60s]
Gi: blessed adamantium girdle [+2, +4] [18s]
Cl: blessed cloak of protection [+0, +6] [20s]
RH: blessed rune-covered club "Skullcrusher" (+12, 3d6+2) [-3, +0] {St+4}
LH: blessed tower crystal shield (+1) [+16, +4] [260s]
RR: blessed ring of slaying (+7 melee damage, +6 missile damage) [1s]
LR: blessed ring of the master cat [+0, +5] {Dx+16} (+16 spd) [1s]
Br: blessed bracers of toughness [+1, +0] {To+4} [10s]
Ga: uncursed elemental gauntlets (-1, +0) [+0, +3] [10s]
Bo: blessed seven league boots [+3, +3] [30s]
MW: -
Mi: blessed rune-covered trident (+6, 3d12+6) [+4, +4] {Dx+12} [80s]
Tl: heap of 43 blessed spenseweeds [86s]


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Stuff
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Boots ('[')
blessed seven league boots [+2, +3] [30s]
blessed boots of the divine messenger [+3, +3] {Dx+5} [25s]
blessed seven league boots [+1, +0] [30s]

//Also had two extra spares of 7lb in dwarftown. Can't have too many.

One-handed weapons ('(')
blessed adamantium spear (+3, 1d8+7) [36s]

//My little Wyrmlance-wannabe, all smithed up.



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Weapon Skills
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Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Unarmed fighting 1 +1 +0 +0 basic 19
Daggers & knives 1 +1 +0 +0 basic 25
Clubs & hammers 12 +12 +8 +4 Mastery 4393
Maces & flails 1 +1 +0 +0 basic 25
Swords 6 +4 +2 +1 skilled 104
Axes 1 +1 +0 +0 basic 25
Whips 1 +1 +0 +1 basic 25
Pole arms 13 +16 +10 +18 Mastery 3599
Twohanded weapons 1 +1 +1 +0 basic 25
Staves 1 +1 +0 +1 basic 25

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 3 +6 +4 +1 basic 32
Bows 10 +20 +15 +3 excellent 778
Crossbows 3 +6 +4 +1 basic 24
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 6 +12 +9 +2 skilled 129
Boomerangs & scurgari 0 +0 +0 +0 unskilled 7

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 11 +22 Mastery 1431


Damage caused with your melee weapons:
--------------------------------------
Right hand: +89 bonus to hit, 3d6+38 damage


Damage caused with your missile weapons:
----------------------------------------
Ammunition: 1, base range: 6, +85 bonus to hit, 3d8+48 damage




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Her achievements during her adventures:
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Oyaf, the gnomish bard, saved the world with her brave efforts and became a
great ruler while saving herself 12 times.
She scored 18864776 points and advanced to level 50.
She survived for 0 years, 67 days, 6 hours, 24 minutes and 24 seconds
(129895 turns).
317 companions were killed during her adventures.
Oyaf visited 119 places.
Her strength score was modified by +20 during her career.
Her learning score was modified by +21 during her career.
Her willpower score was modified by +21 during her career.
Her dexterity score was modified by +19 during her career.
Her toughness score was modified by +23 during her career.
Her charisma score was modified by +22 during her career.
Her appearance score was modified by +20 during her career.
Her mana score was modified by +21 during her career.
Her perception score was modified by +17 during her career.
She was the champion of the arena.
She was a member of the thieves guild.
She made a little water dragon very happy.
She brought back joy into the life of a tiny girl.
She adhered to the principles of the Cat Lord and thus rose to great fame.
She left the Drakalor Chain after completing her quest and became a great
leader and famous heroine.
5930 monsters perished under her attacks.
The following 23 artifacts were generated during her adventure:
the si
the scythe of corruption "Moon Sickle"
the ring of the master cat
the golden gladius "Death's Sting"
the Iron Crown of Havlor
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 lead-filled mace "Big Punch"
the rune-covered trident
the sword of Nonnak
the elemental gauntlets
the ring of the High Kings
the crown of science
the ancient mummy wrapping
the ankh
the boots of the divine messenger
the black torc
the rune-covered club "Skullcrusher"
the glaive "Long Sting"
the Chaos Orb of Elemental Mana
the robes of resistance
She possessed the following intrinsics:
She was fire resistant (also through items).
She was poison resistant.
She was cold resistant (also through an item).
She was acid resistant (also through an item).
She was lucky (also through an item).
Fate smiled upon her (also through items).
She was able to control teleportation.
She was stun resistant (gained through an item).
She was shock resistant (gained through items).
She was able to see invisible things (gained through an item).
She was immune to shock attacks.
She was able to resist confusion attacks (gained through an item).
She had the following talents: Alert, Basher, Beast of Burden, Boon to the
Family, Charming, Eagle Eye, Far Shot, Good Shot, Greased Lightning, Heir,
Keen Shot, Lightning Shot, Master Packager, Mighty Strike, Miser, Porter,
Powerful Strike, Quick, Quick Shot, Treasure Hunter, Very Quick.
She had a final speed score of 134 (final base speed: 123).
She was a messiah of Berwyn.
She asked for 1 divine intervention.
She was a holy champion of Balance.

paivi
03-17-2014, 11:55 PM
I'm still shocked at the unused spells. Even had Acid Ball. Didn't once use it. Magic missile was used a couple of times to bring down the health of a greater moloch.



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Skills
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Alchemy ..................100 (superb) [+2d4]
Appraising ...............100 (superb) [+2d4]
Archery ..................100 (superb) [+1d3]
Backstabbing .............100 (superb) [+1d5]
Bridge building .......... 36 (fair) [+3d5] (mr)
Climbing .................100 (superb) [+2d4]
Courage ..................100 (superb) [+1]
Detect traps .............100 (superb) [+2d4]
Disarm traps .............100 (superb) [+2d4]
First aid ................100 (superb) [+2d4]
Fletchery ................ 89 (great) [+1d3] (ma)
Food preservation ........100 (superb) [+2d4]
Gardening ................100 (superb) [+1d5]
Gemology .................100 (superb) [+1d5]
Haggling .................100 (superb) [+2d4]
Healing ..................100 (superb) [+2d4]
Herbalism ................100 (superb) [+2d4]
Listening ................100 (superb) [+3d4]
Literacy .................100 (superb) [+1d5]
Mining ...................100 (superb) [+1d5]
Music ....................100 (superb) [+2d4]
Pick locks ...............100 (superb) [+2d4]
Pick pockets .............100 (superb) [+2d4]
Smithing .................100 (superb) [+2d4]
Stealth ..................100 (superb) [+1d3]
Swimming .................100 (superb) [+1d3]
Tactics ..................100 (superb) [+1d3]
Two weapon combat ........100 (superb) [+1d3]
Ventriloquism ............100 (superb) [+2d4]
Woodcraft ................100 (superb) [+1d5]

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Spells
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Acid Ball : 662, 35pp (Effectivity: +0)
Acid Bolt : 138, 15pp (Effectivity: +0)
Bless : 332, 8pp (Effectivity: +4)
Burning Hands : 6, 15pp (Effectivity: +0)
Cure Disease : 630, 8pp (Effectivity: +0)
Cure Light Wounds : 33, 8pp (Effectivity: +0)
Cure Serious Wounds: 7, 19pp (Effectivity: +0)
Darkness : 1535, 4pp (Effectivity: +2)
Destroy Undead : 12, 15pp (Effectivity: +0)
Farsight : 335, 17pp (Effectivity: +2)
Fire Bolt : 17, 18pp (Effectivity: +1)
Fireball : 3, 39pp (Effectivity: +0)
Frost Bolt : 290, 12pp (Effectivity: +1)
Ice Ball : 1, 49pp (Effectivity: +0)
Identify : 757, 75pp (Effectivity: +0)
Invisibility : 638, 10pp (Effectivity: +1)
Knock : 498, 12pp (Effectivity: +0)
Know Alignment : 208, 10pp (Effectivity: +1)
Light : 221, 3pp (Effectivity: +3)
Lightning Ball : 7, 57pp (Effectivity: +0)
Lightning Bolt : 535, 12pp (Effectivity: +1)
Magic Lock : 545, 8pp (Effectivity: +0)
Magic Map : 146, 40pp (Effectivity: +0)
Magic Missile : 1805, 8pp (Effectivity: +2)
Mystic Shovel : 8, 192pp (Effectivity: +0)
Neutralize Poison : 42, 15pp (Effectivity: +0)
Petrification : 770, 120pp (Effectivity: +0)
Remove Curse : 308, 50pp (Effectivity: +0)
Revelation : 502, 33pp (Effectivity: +0)
Scare Monster : 352, 12pp (Effectivity: +0)
Slow Monster : 295, 7pp (Effectivity: +0)
Strength of Atlas : 214, 10pp (Effectivity: +2)
Stun Ray : 1, 15pp (Effectivity: +0)
Summon Monsters : 14, 55pp (Effectivity: +0)
Teleportation : 739, 26pp (Effectivity: +1)