Slappy the Wood-Elf Monk - First-ever Day in the Life story

This is a continuation of a thread in the strategy section. It's a (semi) blow by blow account of how I got a monk character going. It will not be of interest to everyone. If you think you'll be bored by this thread, then don't bother reading it

By all means, please post with your questions/comments. I doubt I can answer them all, but hopefully someone else can.

A few caveats: - I've never played a monk before, so you'll probably see beginner's mistakes. I've never won a game, either. - Nasty critiquers will be invited to type up their OWN day in a life - Starting out, I will put in a lot of detail, but later on it's going to get trimmed down. If there's any specific detail you want that you don't see, please say so.

That being said, I hope you enjoy. Slappy, the Abbess of Pain, has gotten to CL10. For convenience, I'll post a link to her oook dump here. And hopefully, the fact of my posting her before CL20 will not result in YASD any time soon.

Day in a life #1: Rolling up a character

The first thing I did was NOT to roll up a character.

  1. I pulled up the online help and I read. Remember, I've never played a monk before! I don't go so far as planning every last skill point as some do. I'd probably be better off if I did but I don't have the patience. Still, I try to make informed decisions.

Monk stat bonuses. Hmmm, +1 to STR, WIS & DEX, -2 int, no change to CON. They get 1.000 in monster lore and in corpse preservation, but 0.000 in possession and music. Hrmmmm. (Music? Possession? Do I want those?)

The main things to pump are barehand combat, combat itself, and dodging. As skill level goes up, you get speed and increased blows. Big penalty for carrying weapons/armor at higher levels. Fine. The monk barehand blows seem to be affected only by character level, not STR or DEX, how odd...

Mental shortlist: I want Speed, STR, Stealth, and infravision. INT and/or WIS for spell casting would be nice too, and DEX always helps. At high levels I will probably not be wearing any armor or weapon, so all the intrinsics I can get are desireable. I need levitate (or flying), ID/mapping, trap management, healing, and some sort of ranged attack. And all four immunities , while I'm wishing!

Monks get access to spells in the Meta, Temporal, & Mind schools of magic. I go read about those. Meta--eh. Recharge isn't worth 10 skill points. Mind--hrm, a possibility. I don't think I'd take it past Armor of Fear if I did. Hm, Fire Golem, never used that before, mental note: search forum on that, is it useful? Temporal -- Ah-hah. Now this could be good. Magelock turns at L30 to glyph of warding. Don't know if I want to go that high, but worth noting. Slow monsters turns into a zone spell at L20. Essense of speed at L15. And grow trees at 6. That's a keeper - to L15, anyway.

Gods. Hmm. I usually play Eru characters, but I don't think that'll work here. I want speed, so I'll probably try Manwe for the first time ever. Doublechecking the gods spoiler shows Manwe gives levitate, FA and flying (great!) and he likes elves. Well, I like elves too, so that works. Manwe's spells -- they look good for a monk. Manwe also gives access to the Air and Conveyance schools. Air--eh. Conveyance gives a few good spells but probably more skill points than I want to spend there.

Add to mental short list: See if I can't get spells from the Divination School somehow. Hear that, FF???

Short list for races after skimming birth.txt: Dark elf, dunadan (no infra), elf, gnome, high elf, half elf, hobbit, wood elf. Oook shows a number of RohanKnight & Deathmold monks, but I'm not interested in either of those. Deathmolds are weird, and RKs have rotten stealth. I suppose a monk doesn't have to be stealthy, but I'll take any advantage I can get.

In the end, I pick a Wood Elf. Why? I love wood elves. They get intrinisic tree walking, which is a great way of keeping a low level character alive. AFAIK (please correct me) you can get tree walking in one of three ways: Being a Wood Elf, being an Ent, and worshipping Yavanna in order to buy it.

Race modifiers: Ooooh, vampires! That would be perfect. Except... it's not a birth option. Rats. Lostsoul is tempting, but I've got another one right now. Classical it is.

So, I'll run a Classical Wood Elf Monk. Second choice would be a LostSoul Hobbit Monk/Possessor.

Abilities: Treewalking is intrinsic. Of the rest, I don't know yet if extra blows apply to monks. (Do they?) If so, then YES. Of the others, only 'make ammo' appeals, and I can live without that.

Summary: Wood-Elf Monk, Manwe, looking for Divination & Symbiosis, keeping in mind Temporal and maybe Mind or Mindcraft. Or even Thaumaturgy. Music?? We'll see what FF brings.

I pick a female classical wood elf monk. Worshipping Manwe. 98 quests. Stupid monsters (OK, I'm a wimp), no arenas. I set the autoroller to SIWDCC = 15 15 15 18 11 --. Three rolls later, I have a character with decent stats (for an elf) and social class 81, which means 428 AU on startup.

Thus is born Slappy, Abbess of Pain. Whether it be her pain or that of her opponents is yet to be determined.

Next installment: CL1 - CL10.

Notes:

I'd write this from the perspective of the character, but it'd make it even wordier.

From now on until I say otherwise, whenever I kill townspeople or other critters, I take the corpse if there is one, hack it up and sell it. Edit: This relates only to town/surface level. The only time I drag a corpse up from the dungeon is for a Beastmaster quest.

Starting AU = 428

I level up in the swamp south of Bree. Others prefer the hills. I usually level up faster than this, but I'm not familiar with the Monk class.

Day in a life #2: CL1 - CL10 (Levelling up)

CL1:

CL5:

CL6:

CL7:

CL8:

CL9:

CL10:

2 skill points (max) into barehand, 2 into dodging; hold the rest.

Recap at CL10: 2 blows/round, 2 shots/round. Melee damage 4-64. AC 39. 95 HP.

Boring Kit: Maggot's Sling, Brass Lantern, Soft Studded Leather [5,+6], Cloak o' Stealth [1,+9], Metal Cap [3,+2], Boots [2,+0], 35 Iron Shots (0,), Shovel +1

A day in the life #3: CL10 - CL18 (The Barrow Downs)

Notes

I'm wrapping this up late at night, *WAY* past my bedtime, so I apologize in advance for typos/formatting/wavering tenses and the like. I may add on later and will point it out if I do so, but I wanted to get this posted tonight. Er, this morning. - M.

Oook dump is updated.

OK, the Barrow Downs. Some people elect to start elsewhere, and all the more power to them. I always start in the Barrow Downs. Generally speaking, the quest rewards help quite a bit with starting kit (more on that in a moment) and I almost never get killed there.

98 quests, so there's a Princess or Lost-Sword quest on every level. Two changes this time around.

The first is just a general one for me. Used to be I'd explore every level completely, but now I'm going through as quickly as possible. (I'll probably slow down later on, but I'm still not going to try to scour the entire level each time.)

The second is the Princess rewards. This character is a monk. I don't want weapons, so if the rewards are all weapons I'm going to pick whichever one I think is most likey to be an artifact so I can sell it. If it's armor, if it's something lightweight that I *might* be able to wear, like a cloak or a golden crown, *maybe* boots, I'll take that. If it's heavy armor, again, I'll look for an artifact to sell.

For Fumblefingers, I'll just cross my own fingers. Seems to me FF is even more valuable to Monks than to most classes.

I'm not going to write down every last thing she kills anymore -- it's no longer feasible -- but if anything unusual comes up I'll note it. I am going to track the princess offerings, though, just for grins, and what FF offers. I'll also note Piety, AU and other stats occasionally.

Oh yes: I'm also tracking total # slime molds eaten, to see when/if she gets the mold-growing power. Total to date, at CL18, is 2. Don't know why I haven't found more, maybe it's just the fast diving.

continuing with CL10

Recap: When last we left Slappy, she had just shot a Crebain in the swamp south of Bree, and reached CL10. Once again I put 2 skill points each into Barehand and Dodging, and held the remaining skill points.

In the midst of celebrating her achievement and ruminating on things to come, she purchased a copy of Manwe's Blessing and stored it at home for future use. Then she made an unhappy discovery. She'd been killing all those evil things in the swamp... and had not been praying to Manwe at the time! Doh! Much chagrined, she became a much better worshipper forthwith. (Thanks, khearn, for your post. She's an elf, so I'll leave her praying all the time.)

Enchanted Maggot's sling up to +3 to-dam. And toted along 3 Mushrooms of Unhealth from Maggot's quest. I didn't write down whether I carried any ID scrolls but I'm sure I did.

Barrow Downs 1:

Princess / 13 Brown Yeeks. A pushover, though I did use Maggot's Sling almost entirely. The Shots are good for softening them up, then sometimes I'd get close in and polish them off with only a * left. Offered: Sabre, Main Gauche, Sabre. Took the Main Gauche for no particular reason. Sharp Main Gauche (+7,+5). Rats. Put it on the sell list. Continued down to-

Barrow Downs 2:

Princess / 5 Novice Paladins.

Offered: Metal Cap, Flight Arrows, Small Metal Shield. Picked the Cap, got a Cap o' Infravision [3,+1] (+3). I can live with that. Continued down to-

Barrow Downs 3:

Princess / 5 Cave Lizards. Not worried about this either, but a) my pack's full and b) my missiles are cursed. I WOR out as soon as I arrive. (I usually do this - go down a level and then leave - to see if there's anything particularly nasty I need to prepare for. With my Thaumaturgist character I ran into a BDw2 FF quest for 20 Stegocentipedes. Ack!)

In Bree:

Back to BDw3:

CL11

Offered: Trident, Short Bow, Morning Star. Picked the last, got a MS of Slay Demon (+4,+4). Spent a little while cruising around the level in case that inviso-creature was Smeagol or somebody else, even though I still think it was a ghost. Don't find it, and continued down to-

Barrow Downs 4:

Princess / 14 War Bears. You have an excellent feeling.

CL12

Offered: Whip, Light War Axe, Small Metal Shield. Picked the shield, got a RA (3,+3).

Continued down to-

Barrow Downs 5:

Princess / 5 Black Harpies. Ooooooh, I'm scared! I'm also a little miffed that there've been no FFs so far. And my pack is also full, so I read my last WOR. (I *hate* having only one WOR!) While waiting for it to activate, I walk around a little and find a Potion of Speed. Then back to-

Bree:

Gondolin:

I'm not sure when I went back to Bree, I think it was before recalling down again. Oops.

Back to Barrow Downs 5:

Offered: Beaked Axe, Spear, and Arrow Trap Set. Picked the Axe and got Beaked Axe of Slaying (3d7) (+4,+3). Continued down to-

Barrow Downs 6:

Princess / 14 Red Jellies

CL12

Offered: Broad Spear, Light War Axe, Lance. Picked the Axe and got Axe o *Slay Animal* (+7,+5) (+2 stealth). Continued down to-

Barrow Downs 7:

Princess / 6 Clear Hounds.

Offered: Spear, Light Crossbow, Longsword. Picked the crossbow. ID shows it to be The Light Crossbow "Hirth" (+4 to speed). YAYYYYYY! Happy dance, happy dance. But I do NOT wield it yet. It's not *ID*'d. AFAIK this is a randart - Cubragol is the only artifact light crossbow I've heard of - and I've been burned by this before. Never, but never, wield an un-*ID*'d randart! So I do one more happy dance, toss some salt over my shoulder just in case, and continue down to-

Barrow Downs 8:

Princess / 5 Pseudodragons.

Bree:

+4 to STR, INT, WIS, DEX, CHA, and Speed. Fires missiles excessively fast. Mind you, I've seen many better artifacts than this, but I'm sure not knocking this one! (Well, that CHA could be CON, darnit, but oh well ) Happy dance time again. I dump Maggot's sling in the house (I'll probably Mathom it) and ditch the shots. Turns out there are no arrows to be had in town, but I don't care.

OK, not Bree, but I sat back and thought for a while.

Where the heck is FF? And why haven't I seen any god quests? FF, I know, is just being a tease. I find myself wondering if I need to have skill points in prayer to get god quests, and post a question about that. Turns out no, I don't, so it turns out Manwe is being a tease too. Hrmmphh...

My little mental note (see first post) to check spoiler on armor somewhere between CL15-CL20 has gone off, even though she's only CL13. I spend some time with a spreadsheet and figure out that it's well worth it to take off armor, cap and boots, but the cloak can stay for now:

Starting AC=42 Soft Leather Armor (4,+0): take off -> AC 58 Boots (2,+0) : take off -> AC 62 Cap o' Infra (3,+1)(+3): take off -> AC 63 (I thought about keeping the cap, but I've got 40' base infra, don't have to have 70'.) The cloak does not (yet) give a bonus AC upon its removal, so it stays. Plus, I like the stealth, even if it's only +1.

Sold the armor, boots and cap, and gained 21 AC. Weird. Wish my Loremaster could do that!

I wonder if this crossbow is going to cause me problems. I experiment a bit and find that to-hit, to-dam, & fighting are all positively affected by the it. The weight of it (and future ammo) *WILL* affect Dodging, but I'm not worried about that for now. The bow will have to go, eventually, though.

Back to Bree: From home, I grab 1 potion of speed and 3 shrooms of unhealth, just in case the pseudos are problematic.

I only have 2 WORs, which worries me, but there's no more in Bree and I don't want to go to Gondolin. I'm itching to finish the Downs. But then I see that I'm also out of ID, so I go anyway. I drag along an un-ID'd staff and a sabre, doublecheck that I have enough scrolls of sat hunger, and set off to-

Gondolin:

Bree:

Back to-

Barrow Downs 8:

(princess for 5 pseudodragons, remember?)

CL15

(Note: As I'm typing this up, I realize I must have leveled to 14 somewhere in between and missed it. Oops. It was quite late at night when I was at this point.)

Offered: Spear, Mace, Wooden Boomerang. I pause and peek at oook. The boomerang artifact I MIGHT want is metal. I can't use spear or mace, so I pick spear and this time the odds favor me. Sort of.

I wind up with a randart again: The Spear of Maramanie (+12,+5) (+3). I didn't actually *ID* it til much later (post BD10 completion) so for the sake of flow: +3 STR, DEX and CON; drains life; very sharp and cuts foes; xtra dam vs demons; blessed. Nice little randart. Too bad I can't use it. Continue downward to-

Barrow Downs 9:

Princess / 14 Driders. Very good feeling.

They cast dark, magic missile, and confuse at me. I dodge into the trees, come back out, and 6 blows kills the first one...

CL16

Hello, here's the first God quest! "quite some way from current location" & SW of Lothlorien. Thank you, Manwe!

Offered: Lead Filled Mace, Katana, Dagger. Picked the last, as I often find *thancs from Princesses, and get a Dagger of Slay Giant (+7,+13). Ah well.

Oops, inventory's full and I can't pick up the dagger. ID on the ring reveals Nothing again, literally. Darn it. I destroy it, pick up the dagger, and continue down to-

Barrow Downs 10:

Lost Sword quest (FF that is) for 20 Ochre Jellies.

Bree:

Barrow Downs 10:

CL17

FF offered: Disarming 2.7 +0 Weaponmastery 0.3 +0.1 Sprituality 2.7 +0 Monster-Lore 3.3 +0 Well, weaponmastery's out. I'm ambivalent about spirituality skill. Monster Lore.... it's already at 1.0. 4.3 in M-L will give me about 10% xp of pet kills. 10 will give me 24% and 2 companions. I'm very tempted, but in the end, I put it into Disarming. I've only got 54xp to make level, so I want to do that before wrapping up and posting. I run into more Novice Mindcrafters and end up killing them off in the midst of staggering around in confusion and fear. Again. Yet...

CL18

Bree:

OK, that's it for the Barrow Downs, folks!

CL18 summary (see the dump for everything):

+12 to hit
+29 to dam
3 blows/round
6-150 damage per blow
brisk -> +7 speed
9247 AU
-799 Pt
big stack of unused skill points

Observations:

A day in the life #4: CL18 - CL25 (Intermission/1st God Quest)

Continuing with CL18:

Strategy: So what do I do now?

Assorted things cross my mind:

After some mulling, I decide this:

a) Load up on the stuff that needs to be sold and sell at Gondolin. b) Stop by Angband on the way back, while not carrying anything valuable. Try not to die. c) Stop at Bree, pick up whatever I want to take with, and relocate ops base to Lothlorien. d) Get the beastmaster quest and the house. I'm not worried about Wargs.

Subject to change of course, but that's the basic idea.


Hm, do I donate Maggot's sling? I guess so. Though the bow is heavy, arrows are light, and carrying lots of shots or pebbles outweighs (literally) the bow. Not to mention the plusses on the crossbow

Gondolin:

Surface wilderness at Angband:

CL19

CL20

CL21

CL22

It says: 'Kill, kill, kill. Let's play chess.' It says: 'Hey! WATCH IT! You almost hit me.' It says: 'You da Bomb!'

CL23

CL24

Bree:

Head to Lothlorien:

Lothlorien House quest It's a complete pushover. I kill everything & stash my stuff in new home.

I head over to-

Mirkwood 11:

First quest is Princess/14 Lesser Mimics. Hrmmmm.... that might not be bad. I try it.

CL25

Offered: Scimitar, Metal Cap, Hard Leather Armor. Ouch. The cap and the armor are most likely to be an artifact. I can't wear armor, and really shouldn't wear a cap either. So it's a "which is the artifact?" guess-type decsion. I choose the cap.

Mirkwood 12:

FF / 18 Cold Vortices. I can handle that. My pack is full, though, so I recall out of Mirkwood (up to Wilderness level) and overland back to-

Lothlorien:

The lost temple turns out to be almost due south of Bree - it's only one square to the east of Bree, and about halfway between Moria and the Paths of the Dead.

First God Quest

Lost Temple -10:

"It sniggers." Huh??? Since when do things that wail at me snigger? It must be something else. In fact, it sounds an awful lot like... I take another two steps and suddenly there's this light blue 'h' amidst the 'w's and: "Smeagol misses you. <2x>" Hah! I hit him, stun him, stun him more...in fact, I beat the heck out of him, and he never lands a blow on me before he dies. Then I have to beat the worms out of the way (they've multiplied badly by now) and grab the ring. Smeagol's also dropped a Beaked Axe of *Slay Evil* (+2). Well, now I can be invisible, even if I can't SEE invisible I swap out the levitate ring, mainly because I don't want to lose the RoI to a passing thief and have to chase it down. I get out of there because the worms are out of control - I *should* have closed the door when I entered the room. They're not dangerous, just annoying.

Lost Temple -11:

==== Lothlorien: ====


Where now? Umm.... Orc Caves or Mirkwood. I could do Mirkwood, but I think I'll take Orc Caves. I want to check for dungeon towns and get Deathwatch, and do it before I'm bored to tears by how easy it is. *knocks on wood!* Might have to drop by Angband again, too.

CL25 summary (see dump for everything):

+14 to hit
+31 to dam
3 blows/round
2 shots/round
6-180 damage/round
brisk -> +7 speed
78357 AU
Pt: -740
57 unused skill points. Suggestions?

Observations:

A Day in the Life #5: CL25-CL29 (Orc Cave)

Recap: Done are Barrow Downs and the first God Quest. Have Bree and Lothlorien houses, am residing now in Lothlorien. Sore lack of SI and rconf, Pt -740.

Wilderness of Angband:

CL26

CL27

Orc Cave 10:

Orc Cave 11 / superb feeling:

Bree:

Lothlorien:

Recall-

Orc Cave 11 / excellent:

Orc Cave 12 / good:

Orc Cave 13 / very good:

Orc Cave 14 / strangely lucky:

Orc Cave 15 / strangely lucky:

Orc Cave 16 / very good:

Orc Cave 17 / You hear the sounds of a market:

Lothlorien:

Orc Cave 17 / Town:

Orc Cave 18 / good:

Orc Cave 19 / luck turning:

Land in a room with a novice paladin (note: don't kill it!!!), a pile of black orcs and assorted other foo. I kill off all the orcs etc, but the one novice paladin turns to be at least 13 novice paladins, and they are mobbing me. I walk carefully around them, trying to grab an un-ID'd rod tip I've seen. I'm down to 99/244 hp. I read a scroll of Teleportation for the first time and start to rest up...and MORE novice paladins attack me. Agh! I read a WOR and a Teleport, in that order.... the tport takes me straight back to the first batch of novice paladins. (Did I mention the RNG hates me?) I manage to get to a corridor and run down it (causing a rude demise to some creeping gold coins, which I literally ran over), and in the process get yanked back up to-

Lothlorien:


I correct my skills spreadsheet *AGAIN* (thanks, Vagabond!) and experiment a little. The weight of my inventory really doesn't matter all that much. However, it turns out that while the 1.0 lb cloak doesn't make a big difference to armor class, it makes an ENORMOUS difference to Dodging. With the cloak, the dodge change for a melee attack by a L30 monster is (if I've got this right) 71.44%. Without the cloak, it's 91.44%.

The cloak comes off (bye-bye 8 pts of stealth) and just so I can't change my mind later, I destroy it. Slappy is now completely armorless (and, I suppose, a Nudist Abbess of Pain. ) I notice that when I took off an AC 9 cloak, my AC only dropped 3 points from 100 to 97.

Spot check: AC 97, 138740 AU, -3413 Piety (sigh), 4 blows/round, 8-288 dam/round, 244 hitpoints. Currently in my pack: junkart of remove fear/cure poison, 42 CCW, 5 scrolls of teleportation, 4 WOR, 40 ID, 10 satisfy hunger, a Wand of Manathrust [3|15] (13 charges) and 25 empty bottles. I have rbase, rfear, levitate, and (intrinsic) FA & rlight.

-WOR down to-

Orc Cave 19 / luck turning:

Orc Cave 20 / superb:

Lothlorien:

==== Orc Cave 20 / good (the level above Deathwatch): =====

CL28

The archers are just plain missing me. Oops, the shaman finally gets lucky and confuses me. I quaff 6 CCWs and look around. Everyone's milling all over because I'm invisible.

Lothlorien:

Of course, this means I now *have* to go Overland, as I bought every CCW in Lothlorien before going down the last time. Very grumpily, I head to Minas Anor for the first time.

Minas Anor:

There is zilch here except for 8 CCWs, a staff of sense hidden, and a quest I receive that I'm not going to be doing any time soon. On my way back to Lothlorien, I receive my first fate.

Lothlorien:

Orc Cave 20 / good:

Deathwatch: