Tom Henrik, on May 30 2006, 12:52 PM, said:
My character died against the black druid - as appearantly, the little creep is immune to magic, and I wasn't a match up close and personal. Oh well.
Not quite. He's immune to elemental magic. You could still have got him with Magic Missile - or normal missiles.
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Edit:
And by the way. After you kill 388 jackals, they become really tough

Last time I checked one of them, he had a DV of 29, PV of 0, 6 attacks per turn, and did around 30-45 in damage

Oh, and about 100-140 hitpoints.
It gets even worse...
Anyway, about the characters:
Challengine:
- DV/PV: FAR too low. No wonder you weren't a match for Keethrax. At that stage it ought to have been nearer to 30/20 - ideally even higher. I suspect you got stuck with those cursed clothes early on, but that's not a very good excuse, because if your armour gets destroyed, try on the armour that's most likely to have a high DV/PV bonus. Clothes are usually [+0, +0], so don't bother with them. (Yes, they *can* be better than that, but it's far more likely to find a robe or leather armour that will give you the same protection). And why were you not wearing those gauntlets and bracers of defence? That would have been an extra [+2, +1].
- Stats: so-so. Learning's a bit low for a wizard. You can train it by reading the less useful spellbooks (in your case Knock, Know Alignment, Revelation, Slow Monster, Stun Ray and Web) to bits. That will also help you to avoid getting strained and lowering your speed and DV even further. Willpower, dexterity and toughness might have been better, but then again you hadn't been able to do any herb training yet. Strength and mana are good for level 9.
- Combat situation: sorry, but that looks like an avoidable death to me. Keethrax probably didn't kill you in one blow (and if he did, you must have been too far weakened already, in which case you ought to have fled up the stairs to heal). The sensible thing would have been to switch to Coward setting and to leg it to the stairs. You'd definitely have made it if those books hadn't been weighing you down. Keethrax is fairly tough, especially for magic users whose most effective combat spells tend to be the ones he's immune against. (Acid might work on him, actually, but I'm not entirely sure at the moment). Next time, just go down the stairs to DD:7, so Keethrax is generated comparatively weak and leave straight away. You can come back for him later, as there's no time limit for this quest and no vital skills depend on it.
- Speed: too low. Don't carry too much unnecessary stuff around with you. Examples include the unnecessary spellbooks (700s) the clothes (120s), the leather girdle (5s) and since you weren't training swords anyway, the broadsword (80s). If you hadn't lugged all those around with you, you probably wouldn't even have been burdened, let alone strained. Carrying lots of junk in case it may come in handy is fine, but not if it's so much you can barely carry it anymore. Rocks weigh quite a lot as well. It would have been better to scum for kobolds in the ID and to hope for bows and arrows. They also do more damage than thrown rocks.
- Weapon marks: appallingly low. You just blasted everything with spells, didn't you? The flail wasn't the wisest choice of weapon in your case, by the way. It can only do between 6 and 10 points of damage. The battle axe would have given you between 6 and 11 points. Obviously you'd have needed to train axes as well, though...
- Talents: As Challengine seemed to be having a bit of a weight problem, Porter would have made more sense than Potent Aura.
I'll get on to Tom the Barbarian later.