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7/3/2025, 4:46:17 AM
>>529709437
I think this might be the first time I ever saw this room in person.
1 billlion scarabs pressed 3 dispersal traps every 1.0 aut. Every single turn, I tossed a javelin or silver javelin. There was never the slightest chance that I could have walked into the safety doors to the right or left. I am fairly sure that RN+++ is required to do this room, which I did not have.
The points in necromancy/air never did much good. By the end, the dispel undead could hit for most of its damage, but that damage was worse than just hitting things. A few times, I saved myself by using cigo's miasma, but more defense would have done the same job in all but one of those cases, and saved me a few blink scrolls for the one situation where cigo was required.
I just don't imagine that the +1slayer from fugue was really that good. On occasion, it would snowball, and so let me take out a lot of enemies very quickly, but doing that is how you end up dead anyway. It's better to just hit and retreat. The big thing it did was give me some way to handle surprise reinforcements, but again, I would be just as strong by default if I didn't spend exp on necro.
I FINALLY got silver javelins and max throwing in zot 5. That shit SLAPS fire orbs, probably through a meatshield. It also solves the royal jelly fairly easily. Might need haste, without okawaru. Works well with fugue.
I'm going to have to watch someone else handle tomb 3 later, because I'm not sure what one can do to counter being teleported every turn. Seems like a playground for ultimate AOE spells.
No RN+++ means you can't sustain the 4 hells, and that every turn in tomb is a chance to have 5% hp remaining. No reaonsable source of regen+ means you can't really farm abyss, even abyss 1, though that might have become less of a problem once I switched to good weapon+armor.
Never done pandemonium, but my understanding is that it's harder than.... well probably not the last floors of hells+tomb, but harder than everything else
I think this might be the first time I ever saw this room in person.
1 billlion scarabs pressed 3 dispersal traps every 1.0 aut. Every single turn, I tossed a javelin or silver javelin. There was never the slightest chance that I could have walked into the safety doors to the right or left. I am fairly sure that RN+++ is required to do this room, which I did not have.
The points in necromancy/air never did much good. By the end, the dispel undead could hit for most of its damage, but that damage was worse than just hitting things. A few times, I saved myself by using cigo's miasma, but more defense would have done the same job in all but one of those cases, and saved me a few blink scrolls for the one situation where cigo was required.
I just don't imagine that the +1slayer from fugue was really that good. On occasion, it would snowball, and so let me take out a lot of enemies very quickly, but doing that is how you end up dead anyway. It's better to just hit and retreat. The big thing it did was give me some way to handle surprise reinforcements, but again, I would be just as strong by default if I didn't spend exp on necro.
I FINALLY got silver javelins and max throwing in zot 5. That shit SLAPS fire orbs, probably through a meatshield. It also solves the royal jelly fairly easily. Might need haste, without okawaru. Works well with fugue.
I'm going to have to watch someone else handle tomb 3 later, because I'm not sure what one can do to counter being teleported every turn. Seems like a playground for ultimate AOE spells.
No RN+++ means you can't sustain the 4 hells, and that every turn in tomb is a chance to have 5% hp remaining. No reaonsable source of regen+ means you can't really farm abyss, even abyss 1, though that might have become less of a problem once I switched to good weapon+armor.
Never done pandemonium, but my understanding is that it's harder than.... well probably not the last floors of hells+tomb, but harder than everything else
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