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TriggerLoaded2011-01-18 20:56:33

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Okay, let's try this again.

So, we go down the steps. As you can see, (And as the whole "Reality will be altered" bit in the last post was about) it's different from last time. I'm sure you're all aware this is a trait of Roguelikes, that the dungeons are randomly generated like this. I'm sure I mentioned it in passing, though...

Anyways, since I covered basic gameplay already, let's just speed things along.

Just a few steps down, I spy a Kobold. I think I mentioned this already as well, but if you can see an enemy from a distance, it means he's in a lit room. Though you won't see the lit room until you're in it.

A little later, the next room holds two skeletons. As mentioned, at my low level everything except normal Goblins, rats, and kobolds are a threat. Skeletons don't have the hitpoints Walking corpses do, but they're still pretty dangerous. I pelt them with Magic Arrows, falling back when need be.

This is interesting. Sometimes creatures are generated in a room in something I've dubbed "Sleep Mode." I'm not sure if it's intentional programming or a glitch, but occasionally you'll find a creature sitting in a room who does absolutely nothing. They'll awaken if you hit them with a spell or move into melee range. But otherwise you can have combat in the room, walk all around them, and they won't chase you.

A rather unpleasant nasty, a Viper waits in the next room. Vipers aren't too tough in melee, but poison is an unpleasant effect, slowly sucking away your health. I've died a few times trying to "rest" and the poison takes me out. It saps your life at a pretty good rate. At higher levels when you have oodles of hitpoints, it's more of an inconvenience. But at these levels, it's dangerous.

Here's the map of the new first level. It seems mostly complete, but I still check around a bit for secret doors. Most likely location for a room I missed is the bottom left corner.

Though when searching for a room, I find a teleport trap. Can be quite inconvenient. Step into one, and find yourself shunted elsewhere. The destination is random. These could come in handy if you find yourself surrounded, though. Heck, there are spells that do the same thing to yourself.

Anyways, that's all for this floor. Here's the loot we got. You notice I'm carrying the Rusty Armour in my free hand. Rusty Armour is incredibly heavy and bulky, and I can't fit more than one suit in my pack. Wanting to get every copper I can (Even if it's only worth 25 copper) I still take it with me. As for everything else, the dagger won't be much good, and I doubt I'll need the potions, but the shield could be good, if it's not cursed. The rings I will admit are a little unusual. You usually don't get magical rings for a little while.

The problem, though, is that it's very expensive to identify items at Snorri's. It's a little cheaper to identify potions and scrolls, but everything else tends to take quite a few coppers. Indeed, I wasn't paying attention, and spent all my gold on identifying a few things that turned out to be not worth it. Unwilling to sell a bunch of unidentified stuff, I leave a pile of stuff in the mine's entryway (Level 0) and descend.

Nothing much to say on this floor. I just wander around and kill some monsters, but end up getting poisoned by a dual strike of vipers. You can see my hitpoint total tinted green in the corner.

I close the door and wait until the poison works its way out of my system, dropping me a few hitpoints. Closing the doors can help in keeping out unintelligent monsters, (Except one that I know of) but many will just open it again. Still, good to use to keep doors closed behind you, or if you need to hide in a corner and rest. Keeping out only half of the monsters is still better than none.

That's actually what I ended up doing in here. I found a dead-end hallway, closed the door, and rested. Sleeping is dangerous since enemies get one free attack on you to wake you up, but resting is a bit safer. And a lot quicker. True, it only brings back hitpoints, but that's what keeps you alive. I also note that ONLY sleeping will bring back mana points. Time or resting won't replenish mana.


Important! After killing a goblin fighter, I have unlocked the next level of spells. Please select what my next few spells will be. For the time being, I pick Identify. It'll save us a LOT of gold, since we almost never have to use Snorri to identify our stuff. However, for some reason, not EVERYTHING can be identified with the spell, so Snorri will still have a use here and there.


Anyways, with that, floor 2 is done. And here's our haul. And thanks to identify, I just cast and sleep to identify all our items, including stuff from the last haul.

You'll notice several "useless" items here, such as the Ring of Adornment and Distillation of Water. (Hey, why is that useless? Fresh water is a lifesaver!) I also see that the dagger is enchanted. The problem is that the game doesn't give you the actual stats on the dagger or the enchantment. All you have is the vague idea of what weapons are better than others. So though I can sell the dagger for a lot of money, I'm not sure if it's really all that much better than my spear.

Anyways, marching back to town and selling our loot, I pick up a few things. Here's what we got. I upgraded to a Mace, and swapped our shield with the bigger one.

Oh, and here's an example of those gruesome death descriptions I was talking about.

You crush the Hobgoblin, splintering bone and spraying gore.

But anyways, moving on.


Dungeon level 3. Already quite a bit going on in the first screen. Also quite handy to have the next stairs down close by. Makes getting up and down quite easy, at least until we get Rune of Return.

I just like the look of this crossroad.

Here's an example of a dark room. Like the halls, you can only see a square in front of you. Weirdly, a single light spell will illuminate the entire room. But cast it in the hall, and it'll only go in a 3*3 square around the selected point. (So, one square out.)

The full dark room.

Level 3 over and done with. And our haul. I already emptied the bag. Oh, sweet! We got an enchanted mace! That's probably going to be our main weapon for a little while.

Back to town, sell stuff, buy stuff, this is our new steup. I upgraded to Ring Mail, and also bought an enchanted cape. Not sure why I'm keeping the Ring of Adornment.

Oh, and because I forgot, this is what the mine entrance looks like.


NEXT: What lies at the bottom of the mine? Is there a trope about to take place here?


And reader survey time. Remember this? All the new spells I have access to. What spells should I pick for the next few levels?

Clairvoyance detects secret doors within a limited range. Levitation makes you immune to traps. Phase Door is a short-range teleportation spell. But we also have access to the next level attack spell, Cold Bolt!

Oh, and if you haven't played the game before, guess what trope comes into play when we reach the bottom of the mine?

Comments

Deathonabun Since: Dec, 1969
Jan 19th 2011 at 12:15:20 PM
Cold Bolt. Sounds useful.

And...maybe levitate? I guess I don't know how dangerous traps are.

Light might come in handy.
TriggerLoaded Since: Dec, 1969
Jan 20th 2011 at 4:49:23 PM
Oooh, yeah, disregard Levitation, really not worth it.

Except at the lowest of levels, traps are never anything more than a minor annoyance. Levitation doesn't last all that long as a spell, so I'd probably end up walking around without it anyways simply because I forgot to recast it. Mana is a bit more precious in the dungeons.

And, finally, there's a good chance that before the end of the first chapter, we'll find magic boots of levitation.
jebuz Since: Dec, 1969
Mar 7th 2011 at 8:27:06 PM
You do recover mana with time, it just takes an hour for 1 point! (So sleeping just puts you to sleep for long enough to recover).

If you really want, the weapon and enchantment stats are available in the help sections. Not that you really need them (generally "better" means "more expensive").

Go for Light / Cold Bolt / Neutralise Poison.
TriggerLoaded Since: Dec, 1969
Mar 20th 2011 at 8:44:35 PM
Indeed, after a bit more playing, I do see that mana does recover slowly over time. My mistake, there.
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