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LAST TIME, ON SLASH'EM:




Looking good!

CONTINUING ON SLASH'EM:



I kill an elf and he drops a milky potion. Milky potions have a random chance to produce a ghost when you quaff them, no matter what the potion actually is. This is like smoky potions except way worse!



Even if you have no use for killing unicorns, unicorn horns count as magical tools and can potentially polymorph into magic markers



Sandwiches are a new SLASh'EM food, they're low nutrition and notably are not vegan or vegetarian.



Cure Sickness is useful against both food poisoning and the sickness inducing attack of a handful of endgame monsters.

Again, we have intrinsic sickness-resistance



Intrinsic telepathy means we can see all brained monsters when blind, and applying a blindfold/towel is a quick and easy way to blind yourself. Nice to identify potential threats, because almost all dangerous monsters have a brain. Here, there's only a couple of baby dragons, no threat.



No golem has a brain so you can't detect them via telepathy, but realistically one one of the new SLASH'EM golems is notable this way. Straw golems are chumps.



Level teleport traps are completely resisted by magic resistance, which I don't have. This one just sends me somewhere else on the same level, which is laughable.



Quantum Mechanics are a weird monster. Eating them toggles intrinsic speed, and they have a good chance to drop a chest that will contain either a housecat or a housecat corpse. It is a Schrodinger's Cat joke.



I pick up a glass ring (which is a duplicate ring to me) on the level and drop it in the sink to show off the sinks function: Dropping rings in it gives a message that usually identifies the ring. Good as new is regeneration, which we have intrinsically.



That's polymorph control. The gold ring is a spare that we picked up on Oracle, not the one i wished for.



Grey oozes can grant us fire, cold, or poison resistance. That message is cold resistance! Cold is probably tied or slightly below shock resistance for least important of the big five resistances (fire, cold, shock, sleep, poison) but is still nice to have.



Giant ants are the weakest member of Team Ant and aren't really a threat at this point.



Wallaroos are the strongest of the new monster southern marsupial class, but that isn't saying much.



This level has an armour shop. Without a detailed look, that shirt is a Hawaiian t-shirt and very useful. There's only two shirts in the game and they're functionally identical, only serving as a slot to enchant for more AC. But that is useful!



I buy the shirt for just that reason.



Wear-iding it reveals it to be -4, which means its also likely to be cursed (and a check after confirms it )

Being -4 means it adds to my AC by four. which is not good!



I could have #youpoly'd to rip the shirt off, but instead I use a holy water to uncurse it. Shirts are rare, and if I can cancel and then enchant this one, it will be perfectly usable.



DL: 14 gives us an incubus. Incubus/Succubus are demons which can charm female/male characters for a handful of effects but I've never really bothered.





If you have any money in your open inventory (i.e. not a sack/other bag) leprechauns can hit you to steal some of it and teleport away.



Telepathy solves the problem of where he went easily.



I also find and kill a nymph, who drops a potion. Nymphs have a very, very good chance of starting with a potion of object detection. If you kill multiple nymphs and they drop the same type of potion, that's what it probably is.



Centaurs are very strong and this one made itself invisible, but telepathy has no problem finding invisible monsters.



Berserk is a Lycanthrope #technique which ups their damage for a handful of turns.



Chaotic Altar! Undead Slayers don't have a guaranteed first sacrifice gift like every other new class, but its still useful.



Having a scroll turn to dust as you pick it up means its scare monster, essentially a portable Elbereth. Blessing it makes it not dissolve when you pick it up but will remove blessing. Scare monster is a good reason not to pick up random scrolls in shops in case you can't pay for it disappearing.



Looking back, there was two down staircases on this level which means: Special level!



Grund's Stronghold is...Interesting.



Grund himself sits on a throne in the far left. We start in a small maze on the right.



Grates are a new SLASH'EM thing, you can look through them and potentially travel through them (by being polymorphed into a small monster or using the #technique liquid leap for doppelgangers)



The Grund's stronghold entrance guarantees a couple of powerful wands, one random orc tries to use one on us and dies due to our reflection.

Reflection: Saves lives!



When you're trying to engrave-id wands, make sure there's something on the ground first, even if its just something written in the dust. Three wands will vanish previous engravings, and you don't want to miss that vanish message. One of the vanish wands is cancellation, which WILL result in a magical explosion if you try to put in in your bag of holding, destroying everything within.

Don't put wands not confirmed vanish in your bags if you like keeping them.

Also, that statue in the middle is a guaranteed statue trap, making the statue on it (a gargoyle, here) come to life)



One of the other dangerous guaranteed wands is create horde. a step above create monster.



Hordes are extremely not fun to deal with so I retreat to the maze for protection. Things in the maze go very bad against a clay golem so I retreat out of the level for a while.



Gelatinous cubes can give a bunch of resistances, but like to eat items laying on the dungeon floor and can paralyze you when you attack them.



A momentary chill is fire resistance



Stupid golem that I don't have a way to deal with

I don't want to dive too deep right now, so I'll head back upstairs to explore more thoroughly before taking more things on.



NEXT TIME, ON SLASH'EM




Two left feet!