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Part 3 - Troll In The Dungeon



With Floor 12, I'm one level away from finding trolls (represented by a T in ASCII), which can totally wreck my shit in with up to 28 damage per attack. From that point on, I'm most likely never going to be able to kill something without assistance from a tool.





Or, I guess starting from now. Thankfully, it would already have been moving toward me if it was awake, so thank you ring of stealth!



In the other direction, I come across a nymph (represented by a N in ASCII), which is like the leprechaun except it can steal items before it disappears forever. So, much worse than a leprechaun.



However, they also drop items like leprechauns, so I shoot it down.



It drops a potion of restore strength, nice!



I just noticed that my strength is currently at max right now as well, so I quaff the potion of gain strength I had laying around. The ceiling for how high it can be raised is 31, but it's unlikely to reach that point without severe grinding.



There's a spear lying on the ground here. It's still useless for melee combat, but I pick it up anyway due to my lack of arrows at the moment.



Killing an aquator nets me another level up, with the rank of Rogue and eight max HP! I'm likely to only get about one or two more levels before I die have to run away from everything.



Level 13 starts out calm.



Over on this end of the map is a wraith (represented by a W in ASCII). These guys can drain my experience levels, so it's a bad idea to fight them.



I then proceed to accidentally hit the wrong button and fight it . Thankfully, he doesn't manage to drain me.



This guy right here is a yeti (represented by a Y in ASCII). They do the same damage as a centaur, but have slightly better defenses and are worth three times the XP. Definitely possible to take down if it is necessary to kill it.



I leave him alone and find another scroll of confuse monster! Score!



I step on a poison trap on the way over to this fight to a different yeti



I find some more food next to an aquator to keep my stockpile ridiculously high.



The level is cleared, but I can't seem to find the stairs, which means it was probably underneath a sleeping enemy.



And I'm betting it's this yeti.



Ding ding ding! We have a winner!



I beat it up, but it isn't pretty. It drops an unidentified scroll, too.



While resting up, a troll wanders in to say hello. I say, goodbye!



I SAID GOODBYE. Man, what is up with all these trolls?



Picking up the chain mail below me, I head over to the stairs and read my unidentified scroll. It turns out to be enchant armor!



I promptly ditch my old, corroded piece of shit chain mail and put on a fresh new set (all ready to get corroded :v



I find another potion of gain strength on Level 15! Gonna be the strongest coward you've ever seen!



Over here is a venus flytrap (represented by an F in ASCII). They grab you, hold you in place, and do increasing amounts of damage per turn. They usually don't cause death on their own (usually it's the monster that was chasing you when you stumbled into it), but they can if you get particularly unlucky.



On the way out I find more identify. This is usually much harder to get a hold of, so I'm appreciative (even if I haven't found another scare monster scroll yet).



Even more restore strength available for me on Level 16.



As well as more gain strength!



This prompts me to look at my inventory, and I decide I should probably get my remaining potions identified. However, I'm a bit paranoid about quaffing blindness (I'm not too concerned about hallucination when I'm avoiding everything anyway), so I decide blow my identify scroll on one of the three.



Well, what do you know? Turns out the first one was blindness! I'll keep it to throw at monsters, since it is as effective as using a ranged scroll of confuse monster.



I also decide to quaff my other two potions, since I'm not concerned about hallucination, and I plan on restoring strength if it turns out to be poison (which reduces your strength by 1-3 points). This one turns out to be extra healing, so I guess quaffing blindness wouldn't have been that big of a deal. Extra healing heals you for about 45%-100% of your HP, and gives you +1 max HP if you used it while injured (or +2 max HP if you were full/near full HP).



My other potion turns out to be healing, which heals for 20%-60% of your HP. However, since I'm already at full HP from the extra healing potion, it just adds +1 to my max HP.

Not exactly the way I wanted to find what my healing potions were, but I guess it's still useful to know for the future.



I quaff restore strength to bring myself up to max, then make like Popeye and drink me spinach to get nice and strong.



What is up with all this food, seriously? I mean, I know I have slow digestion on, but this has been ridiculous compared to other games where I barely scrape by with 1-2 rations in my inventory at most.



I find some much needed arrows as well, in case I need to attack something at range again.



The last room has two potions, which turn out to be gain strength and blindness! I swallow the strength and store the blindness.



Yet more sleeping trolls on Level 17.





And also sleeping griffins (represented by a G in ASCII). These guys aren't supposed to be showing up for another two levels! Thankfully it's sleeping, since I haven't died by stepping into melee range of it. They do up to 30 damage per attack, and follow the kestrel's movement rules of being able to go two spaces a turn (making it impossible to get away except via staircase or other trickery).



So buff!
Thankfully, even though I haven't found a real weapon to use yet, my high strength offsets this by providing a pretty big bonus to damage. Of course, it would be even better with a real weapon, but I can't have everything.



I continue to sweep the level for anything else that could give me an advantage.



Or I could fall down a trap door, I guess.


NEXT TIME: Oh shit, I can't kill that either!