Comments - especially with the Thaumaturge...
Resting was really, really, really, really slow. To the point that I was browsing the net whilst waiting for resting to finish. One of the obvious things is that if their are NPCs nearby this seems to slow things down.
Thaumaturgy spells need to be sorted into power order (from lowest to highest...). It would make for simplicity when trying to find the best spell for the occasion.
Never really used mutations except to get armour bonuses and I did not get too many of them.
Other than that copious use of healing and mending potions (especially when I got surrounded/swamped) allowed me to clear each level before I went down.
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[Burned Oatmeal Biscuits 0.3.1 @ www.te4.org Character Dump]
Name: Zap HP: 261/261
Level: 19 MP: 435/435
Exp: 57% Current dungeon level: 15
Essence: 28515 Deepest dungeon level: 15
STR: 8 [Speeds]
DEX: 10 General: 0
CON: 9 Move: 0
POW: 17 Combat: 0
MAN: 15 Spell: 0
CRE: 9 Inventory: 0
Slash Resist: 0% Slash Armor: 15
Pierce Resist: 0% Pierce Armor: 9
Crush Resist: 0% Crush Armor: 5
Fire Resist: 0% Fire Armor: 0
Cold Resist: 0% Cold Armor: 0
Electricity Resist: 0% Electricity Armor: 0
Acid Resist: 0% Acid Armor: 0
Poison Resist: 0% Poison Armor: 0
Death Resist: 0% Death Armor: 0
[Bosses defeated]
At character level 6 and dungeon level 3, Zap destroyed the Eternal Guardian.
[Character skills]
Remaining skill points: 21
Weapon-mastery
Weapon fighting: 1/10
Bare-hand combat
Pugilism: 4/10
Mighty punches: 0/4
Magical strikes
Flame strike: 0/5
Chilling strike: 0/5
Lightning strike: 0/4
Corrosive strike: 0/4
Elemental control
Elemental casting: 0/10
Rune casting
Rune mastery: 0/10
Runic memory: 0/5
Thaumaturgy
Thaumaturgic knowledge: 9/10
Mutations
Refined mutations: 4/10
Malleable body: 1/6
[Character abilities, mutations and effects]
Abilities Mutations (1/4) Current effects
Cold blast (level 17) crocodile claws
Death bolt (level 1)
Cold bolt (level 15)
Electricity ball (level 22)
Cold blast (level 27)
Poison ball (level 10)
Cold blast (level 14)
Death beam (level 5)
Fire blast (level 25)
Electricity beam (level 16)
Fire blast (level 8)
Cold beam (level 6)
Fire ball (level 23)
Fire beam (level 9)
Poison beam (level 13)
Poison blast (level 24)
Fire bolt (level 3)
Acid ball (level 18)
Cold bolt (level 4)
Electricity beam (level 12)
Fire beam (level 26)
Acid ball (level 11)
Death ball (level 21)
Electricity blast (level 7)
Death blast (level 20)
Fire beam (level 19)
Fire bolt (level 2)
[Character melee blows and blocks]
Bare hand
Damage: 4d10 slash Accuracy: 22
Bare hand
Damage: 4d10 slash Accuracy: 22
[Character equipment]
*In hand*
*Main armor*
a) spiked leather armor 10/5/4
Type: armor / light armor
It increases your armor by: 10 (slash), 5 (pierce), 4 (crush)
*On head*
b) iron mask 2/2/1
Type: helmet / light helmet
It increases your armor by: 2 (slash), 2 (pierce), 1 (crush)
*Cloak*
c) leather cloak 1/0/0
Type: cloak / cloak
It increases your armor by: 1 (slash)
[Character inventory]
a) blood of life
Type: usable / potion
b) 7 clarity potion
Type: usable / potion
c) 8 healing potion
Type: usable / potion
d) 5 mending potion
Type: usable / potion
[Last messages]
Zap hits giant turtle for 66.00 death damage.
Zap uses Cold bolt.
Zap hits giant turtle for 119.00 cold damage.
Zap uses Electricity beam.
Zap hits giant turtle for 229.00 electricity damage.
Zap killed giant turtle!
You pickup small tail (worth 507 essence and 45 HP)
You pickup fresh meat (worth 424 essence and 99 HP)
You pickup fresh meat (worth 116 essence and 28 HP)
Resting starts...
Rested for 1549 turns (stop reason: HP and MP at maximum).
You bought the iron mask 2/2/1 for 1500 essence.
Zap wears: iron mask 2/2/1.
Zap drops on the floor: thin metal cap 1/1/0.
You bought the 3 healing potion for 3600 essence.
Ran for 4 turns (stop reason: terrain change on left side).
Ran for 9 turns (stop reason: terrain change on left side).
Ran for 3 turns (stop reason: terrain change on right side).
Zap uses Death bolt.
Zap hits creeping slime for 42.00 death damage.
Zap uses Cold bolt.
Zap hits creeping slime for 110.00 cold damage.
Zap uses Electricity beam.
Zap hits creeping slime for 123.00 electricity damage.
Zap killed creeping slime!
You pickup soiled jelly salt (worth 27 essence and 16 MP)
You pickup spoiled jelly fluid (worth 20 essence, 4 HP, and 1 MP)
You pickup soiled jelly salt (worth 44 essence and 25 MP)
Ran for 6 turns (stop reason: terrain ahead blocks).
Ran for 3 turns (stop reason: terrain change on right side).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 3 turns (stop reason: terrain ahead blocks).
Ran for 2 turns (stop reason: terrain change on left side).
Ran for 9 turns (stop reason: terrain change on right side).
Ran for 2 turns (stop reason: terrain change on left side).
Resting starts...
Rested for 191 turns (stop reason: HP and MP at maximum).
Saving game...
Saving done.
Request
I have a couple of suggestions
1) Trapper
The trapper is a monster you cannot see.
It does NOT show up when Targetting is turned on.
It will not attack you.
It is an invisible blocking monster.
You can attack it and kill it but it takes a little time
When running for your life from that nasty corpse-eater for instance do not bump into the trapper. You will then be trapped, especially in its favourite haunt... a corridor
If you die next to a Trapper it will eat your dead body! Perhaps a neat animation...
2) The Drop Forge
When you kill a Guardian a Drop Forge is created and you can then make use of it. Here you will find the finest and most exquisitely wrought pieces of equipment... All at a price!