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>> Chapter 4: Village Dungeon III
New dungeon floor!
And oh boy, time for one of the most important things in the game.
ALTARS are how we get in good standing with the Gods. From here, items can be sacrificed to the heavens, and good things happen as a result. If you sacrifice the right things.
Unfortunately, this is a black altar, meaning it serves gods of Chaos, not Law. This will require some modification.
First, find a chaotic monster!
Then, lure it towards the altar!
Thusly have I started a WAR BETWEEN TWO GODS.
...huh. Apparently I turned the altar neutral.
Once more, with feeling!
e
Floating Eye
Threat Level: 3/10
Special: Paralyzes in melee
Corpse: No effect
Floating eyes are very dangerous when encountered with other enemies, but since this one was alone, and I can kill it with one hit, the paralysis ends harmlessly.
g
Bugbear
Threat level: 2/10
Special: N/A
Corpse: No effect
Lord Morodwyn triumphs!
Now I have a lawul altar, as a lawful character. It's time to get to work.
Now to spend a while luring monsters to the altar and sacrificing them to my God!
But not too long, since I'm on a tight schedule for my quests.
@
Dark Sage
Threat Level: 2/10
Special: Shoots energy bolts
Corpse: Learn literacy
A few monsters later, I've sacrificed enough for Morodwyn to grant me the "Lucky" intrinsic, which fudges all sorts of things subtly in my favor. That will do for now!
h
Dwarf
Threat Level: 0/10
Special: Digs, not hostile to me
Corpse: Dwarves refuse to eat
j
Gelatinous Cube
Threat Level: 3/10
Special: Paralyzes in melee
Corpse: Causes paralysis
The dwarf is nice enough to take out this annoying monster for me!
z
Ghul
Threat Level: 3/10
Special: Paralysis attack
Corpse: Causes paralysis
SO MUCH PARALYSIS
Floor six! I'm almost done with this dungeon.
r
Wererat
Threat Level: 2/10
Special: Summons rats
Corpse: Sickness
s
Viper
Threat Level: 3/10
Special: Poison attack
Corpse: No effect
I'm lucky enough to kill the viper in one hit - poison is one of the biggest killers of low-level characters.
S
Cave Fisher
Threat Level: 3/10
Special: Poison attack
Corpse: Poisons, grants poison resistance
Sadly, no corpse! Poison resistance is an insanely useful intrinsic.
Incidentally, weapon skills!
As you attack with a weapon, you get Marks depending on the weapon group. Enough marks, and skill level with that weapon class increases, giving bonuses to accuracy, damage, and DV (evasion).
I started with a warhammer and switched to an axe, so I have some catching up to do!
Oho! A new spellbook.
The easiest way to find out what spell it's for is to read it!
I now know the least useful spell in the entire game!
As luck would have it, there's another spellbook in the corner!
Now we're cooking with gas. I have an offensive spell!
And look, something to try it out on!
o
Large Orc
Threat Level: 2/10
Special: N/A
Corpse: Dwarves refuse to eat
My melee attack currently does 9-14 damage. Baptism of fire does 14-28 damage.
The orc is reduced to ashes in one casting of the spell.
j
Gray Ooze
Threat Level: 4/10
Special: Breeder, corrode weapon on kill
Corpse: No effect
Aaaarrrgh. A much despised monster. I now do one less damage in melee.
I made a mistake here, but the correct way to handle a gray ooze is to kill it quickly, with magic.
And now...
Village Dungeon
Bottom floor
Threat Level: 2/5
T
Troll
Threat Level: 3/10
Special: Throws rocks
Corpse: Increases health regen rate
I don't expect to stay here long! I have exactly one objective: Find the carpenter.
This is trouble - my weapon isn't enough to reliably break through this troll's PV, and it can break through mine.
Solution?
BAPTISM IN FLAMES.
I
Imp
Threat Level: 3/10
Special: Poison attack, immune to fire
Corpse: Poisons
Oh, hell.
Poison deals damage every few turns - for this poison, the damage is 3-4.
This probably wouldn't kill me anyway, but the strategy is to use First Aid - if you use the skill the turn after taking any damage, and it succeeds, you recover 2-3 hitpoints. I can almost neutralize it completely, if I'm lucky!
And now I have more problems!
t
Yrrigs, the mad carpenter
Threat Level: 4/10
Special: Unique
Corpse: No effect
My strategy for dealing with Yrrigs: Don't deal with him!
I'm running away as fast as I can while dealing with this damn poison.
Every time I stop to treat my poison, Yrrigs moves one space closer to reaching me.
This is an emergency situation, so I'm going to stop using first aid for a while!
SAFEish.
Important facet of ADOM game mechanics: Time does not pass on floors you aren't on. Now that I'm back on floor six, He won't follow me until I go back.
Now to desperately fight this poison as my health dwindles.
After much suffering and drinking my healing potion, the poison wears off! Now to let my health recover and go back down.
Now, I haven't come down here to fight him.
I've come to LURE HIM UPWARD.
If a monster is adjacent to you while you climb a staircase, it will follow you. This is very important.
Time for another game mechanic!
TACTICS.
Tactics settings range from Coward to Berserk, and tradeoff defense for offense or vice versa. Since I'm just running from Yrrigs like a boss, I'm going full Coward!
Up to floor 5...
Then up to floor 4!
Remember that room I marked with a gold piece? I'm heading there now!
HEY JHAROD
Jharod, the healer, grunts: "Let me heal ye, friend."
Yrrigs, the mad carpenter, suddenly appears to be normal once more.
He bows to you and puts down some items before he leaves.
Carpenter saved! Let's see what I got.
Some of this is just crap Yrrigs picked up in the dungeon, but a few things here are important and guaranteed: The hatchet, the potion (it's a potion of rust removal), and the huge manual. Also, if I didn't have it, Jharod would now be willing to teach me
The manual teaches the skill Bridge Building! This can save my life in the future.
However, I only have 44 hours left to find that puppy. WILL I MAKE IT?
Next time: To a new quest!
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