Showing posts with label Crawl. Show all posts
Showing posts with label Crawl. Show all posts

Monday, 10 October 2011

Magic in DAEMON Part 1

I thought I'd write a little bit more about the Magic system in Daemon. Its very heavily (well, more like ripped-straight-off from) two real-world occult systems: the medieval grimoire Ars Goetia (also known as the Lesser Key of Solomon), and the Kabbalah (Tree of Life) of the Western Mystery Tradition.

The Real "Tree of Life"

I intend gameplay to metaphorically simulate the path of the Goetic (one who summons spirits) ascending the Sephiroth (Spheres of Tree of Life) whilst battling the evil forces of the inverse of the Sephiroth, the Qliphoth as one descends dungeon levels. Thus the spirits the Character can summon to assist him/her have thematic powers appropriate to the corresponding Qliphoth, foes will also be based upon said qliphoths, and the Sephiroth themselves will influence both the environment and also other powers that the Character may have.

For example, the dungeon levels corresponding to Geburah/Golachab (named Golachag in the game) will have enemies themed with destruction/burnings and ruins (in real-world occult lore, the qliphoth Golachab means "Burners with Fire" whereas the sephira Geburah embodies Strength), but the level itself will perhaps filled with martial armouries, great demonic captains or the remains of a dead god of war and so on.

The fluff in the game for Golachag states that:

"Spirits of Golachag are those who burn to do destruction - even onto themselves. They are known for inspiring in mortals unbridled radicalism and tyranny that brooks no opposition, and executes all its opponents.When manifested their bodies are forever consumed with an unburning liquid fire."

Summoning and using Spirits will cost the Character corruption and degeneration points, which will however, in return make summoning and using spirits easier. There will be ways to reduce both, although I've not finished designing these, but I suspect they will operate much like piety in Crawl does, although aligned upon Kabbalistic premises.

For example, in the screenshot above, it is possible to attempt to summon one of ten ranks of spirits, from the least, Soldier, to the greatest, King (as per the Ars Goetia). The more powerful a spirit summoned, the greater the powers available to the Character, but the more risks are involved.

Characters can summon and control three spirits at a time, and have access to the powers of the spirits (for example, in the above sphere, Neremoth (Fear), spirits will be able to frighten enemies, reducing their effectiveness or even preventing them from attacking altogether for a short period of time).

However, accessing their powers will reduce the spirit's life-force - represented by a hunger level. If the hunger level gets too low, then bad things (tm) could happen. I am still designing the consequences of what happens if this occurs. Perhaps the spirit could break free and attack the Character?

I'm also intending for environmental effects to play a big part in the game, akin to Unangband for example. These could make summoned spirits more or less effective, or easier to summon, and so on.

My aim is to make magic, and in fact, entire game-play a much more two-edged sword than in any previous roguelike, simulating some of the character progression in RPGs such as Kult (which is another influence).

Note that the names of the Spheres/Qliphoths have been altered slightly from their real-world equivalents and all spirits will have randomly generated names as to avoid harming any innocent spirits.

Tuesday, 12 July 2011

Source-diving

I now have the Angband source for a deep perusal, which will help with implementation of magic and better monster AI. I think I'm moving away from a Crawl-inspired game towards an Angband inspired game, although I think there are many wonderful features in Crawl worth stealing^H^H^H^H^H^H^Hborrowing. Both are excellent games though.

Saturday, 2 July 2011

Jade....meh?

So finally, after three billion years (approximately), JADE is out. Well, the first version anyway (0.10).

What did I think of it?

I have no idea.

I got as far as the 2nd character selection screen - the one with the gadzillion of skill options and went "sod it"; and switched back to stat-gaining my current Half-Troll Warrior on Angband.

There's a lesson for us all. And why Crawl is so successful. And why I ditched the intensive character min-maxing in a very early version of my own (as incomplete) roguelike.

Grab me in please. Without having to go through twenty-billion (contextless) options.

I just want to play!

Tuesday, 13 April 2010

...in which I admit I play DnD 4e

There are several main reasons why I've never won Crawl. The first is that I'm much too impatient. The second is that I'm not cautious enough. And the third is that I get complacent playing MdFis (my favourite class). Yet I'm glad about this. Mindlessly hacking things isn't and shouldn't be the way to win at Crawl, thankfully. Its a testament to how state-of-the-art (when it comes to Roguelikes) that Crawl has become, really.

That aside, that you have an added level of depth for "just" melee characters is something I'd like to emulate in Kharne. albeit via a slightly different mechanism. I've played a lot of DnD 4e recently and am impressed with some of the features that have been introduced to pep up playing fighter/melee classes.

So I'm going to make slight changes to the class system in Kharne. The five classes will stay the same (Warrior, Knight, Thief, Cleric, Mage), but as the character advances in level, they will gain powers and innate abilities.

They also gain a different name as they gain in level, for more atmosphere. For example, a level 1 Warrior would be a Grunt whereas a level 5 warrior would be a Soldier.

The full list of proposed names is as follows:

Warrior
Grunt, Soldier, Warrior, Commander, Warlord

Knight
Squire, Defender, Paladin, Champion, Hero

Rogue
Thug, Rogue, Criminal, Villain, Malefactor

Cleric
Novice, Acolyte, Cleric, Minister, Prelate

Mage
Initiate, Apprentice, Scholar, Sage, Archmage

I've not quite figured out all the powers that each class will have at different levels (suggestions are most welcome), but here's an example of what I had in mind for the Rogue class. The powers gained are cumulative, and would scale for the character's current level. They're also thematic.

Thug: every x turns, make your next attack a critical hit (where x is a reasonable length of time).
Rogue: every x turns increase your stealth dramatically for a short period of time (where x is a reasonable length of time).
Criminal: gain a bonus to critical hit damage.
Villian: gain a bonus to evasion.
Malefactor: give a percentage chance to cheat death once every y turns for a small period of time (where y is a fairly large number)

Now, of course, when you have, in a roguelike, a resource that regenerates over a period of time, you immediately open up the can of worms that is Pillar Dancing. I don't think there have been that many truely satisfactory solutions to Pillar Dancing, but I think that powers that recharge every x turns should only count turns when the character is actually doing something.

Some additional features that come to mind:
  • Powers could be recharged (or drained) by fountains
  • It wouldn't be good to display the exact number of turns left until a power is usable - but a descriptive indicator would work
  • There could be an item brand that decreases/increases the timer of the powers.
  • Powers could be enhanced, suppressed or even turned off by certain zones in the dungeon, or certain monsters
Thoughts? Suggestions for appropriate powers? Criticism?

Thursday, 20 August 2009

The Crawl Poll

There's a Crawl Poll out. Crawl is my favourite roguelike. Hence are my answers.

1. What is you age?

Let's just say Thirty-something :-)

2. Which country do you live in?

The United Kingdom.

3. Do you play locally, on a server or both?

Usually locally. I've tried playing on CAO, but the intricacies of setting up terminal options so that they're just so discourages me a bit.

I do like to be the voyeur and watch others playing though.

4. Do you play Tiles or ASCII or both?

Both. I would love the full screen mouse-tile interface to work with an ASCII version though. ASCII tiles perhaps? (hinthint)

5. Which Operating Systems do you use at home?

Primarily Windows (Vista, urgh...it came with the laptop, its not a patch on XP). I do have it dual-installed with Ubuntu which I do occasionally use (I was a former UNIX monkey. And before you ask, XEmacs).

6. Which Roguelikes have you played before? (Nethack, ADOM, Angbandetc.)

Of the big ones (and in order of time spent playing in descending order): Crawl, TOME, Angband, Unangband, Sangband, ADOM, Rogue.

And lots and lots of the minor ones.

You'll notice no Nethack. That's deliberate. I'm also especially crap at ADOM.

7. Where did you learn about Crawl?

I think it was actually r.g.r.m.

8. And when?

A long time ago, but not that long ago - I think it was just after Stone Soup came out and I had gotten back into roguelikes after a long time away. I should really play some b26 as well to see what that feels like in comparison to SS.

9. How often did you win Crawl? (If none, you may specify your best game.)

Win? You're having a laugh! My best was a 2-rune MDFi 19 that died due to "let's-die-from carelessness-for-no-good-reason-at-all-because-I-didn't-quite-have-my-Crawl-head-after-shortly-commencing-another-session-of-play-the-next-day" syndrome.

10. If you take part in the Crawl tournament: where did you hear about it?

I don't take part mainly due to lack of time and my own general crapness at Crawl.

11. Did you ever recommend Crawl to someone?

Yes, several. Including my other half, who has recently given up playing due to Orc Priests getting nerfed.

12. Which computer game played most in the last month (July)?

In July? Hardly any. Though I did reinstall and subsequentlydelete Civilisation 4 for what seems like the umpteenth time.

Wednesday, 22 July 2009

Crawl!

I'm really enjoying DCSS 0.5. For melee characters, it seems a lot less...fickle than previous versions. Bob III the MdFi (Yes, I know) has just picked up his second rune at the bottom of the Swamp (which equals my best from previous versions):


Having said that, there's been quite a few close shaves, especially in the bottom of the Snake Pit (greater naga's are an utter pain - its been a Trog's Hand/Beserk combo for every single blasted one of them):

21694 | Snake:5 | HP: 10/256 [naga warrior/uncursed club (6)]
21698 | Snake:5 | HP: 4/128 [poison]
22626 | Snake:4 | HP: 6/128 [poison]
22631 | Snake:4 | HP: 4/128 [poison]
22636 | Snake:4 | HP: 5/128 [poison]
24007 | Snake:5 | Got a serpentine rune of Zot

But thanks to a steady diet of extremely nutricious Naga Flesh, and a little help from dear old Trog (such a lovely chap), Bob III has been triumphant so far through the application of superior brute force.

Monday, 22 June 2009

Crawl 0.5

I can't believe I missed this. Dungeon Crawl Stone Soup 0.5 is out. Has anyone played it and can summarise the changes from the previous version? How does it compare to 0.4.5?

Friday, 3 April 2009

Crawl Advice Requested

What would you do in this circumstance?

Or:


........#
......###
......#
......# #########
......# #))/?(|)#
......# #N[)::()#
......# #(?!!?|!#
......# #?/)!))!#
......#########@#####
....................#
###################.#

You can see a guardian naga.


Excerpt of the Character Dump is below. I'm not very happy with the progress of this character, I've been quite unlucky so far in terms of armour and non-weapons, but I'm not convinced that I should take on the Naga just yet. I do have plenty of escape options, and I'm definitely not entering the vault itself, but I do not have Oka's haste ability, and I think that could make a big difference.


Dungeon Crawl Stone Soup version 0.4.5 (crawl-ref) character file.

Bob V the Basher (Mountain Dwarf Fighter) Turns: 13955, Time: 01:32:41

HP 84/84 AC 18 Str 23 Exp: 10/8562 (79), need: 1525
MP 6/6 EV 6 Int 5 God: Okawaru ***
Gold 375 SH 9 Dex 13 Spells: 0 memorised, 9 levels left

Res.Fire : . . . See Invis. : . y - +4,+2 hammer of Turmoil
Res.Cold : . . . Warding : . R - +0 plate mail
Life Prot.: . . . Conserve : . c - +1 dwarf shield
Res.Poison: + Res.Corr. : . (no helmet)
Res.Elec. : . Clarity : . D - +0 cloak
(no gloves)
Sust.Abil.: . Rnd.Telep. : . j - +0 pair of orc boots
Res.Mut. : . Ctrl.Telep.: . (no amulet)
Res.Slow : . Levitation : . w - shiny marble ring {tried}
Saprovore : . . . Ctrl.Flight: . L - iron ring {tried}

@: praying, quite resistant to magic, extremely unstealthy
A: no striking features
a: Might, Renounce Religion


You are on level 3 of the Lair of Beasts.
You worship Okawaru.
Okawaru is greatly pleased with you.
You are full.

You have visited 3 branches of the dungeon, and seen 13 of its levels.

Inventory:

Hand weapons
e - an uncursed great mace
n - an uncursed runed halberd of venom
o - an uncursed sling
r - an uncursed runed dwarven short sword of electrocution
x - an uncursed mace
y - the +4,+2 hammer of Turmoil (weapon)
(You found it on level 4 of the Dungeon)
It inflicts extra damage upon your enemies.
It protects you from poison.
It increases your resistance to enchantments.
It speeds your metabolism.
E - the +4,+0 mace of Abomination
(You bought it in a shop on level 5 of the Dungeon)
In the hands of one skilled in necromantic magic it inflicts extra damage
on living creatures.
It affects your AC (-1).
It affects your dexterity (+2).
It protects you from poison.
It increases your resistance to enchantments.
It enhances your eyesight.
F - an uncursed mace
I - an uncursed glowing orcish hammer
T - a hand crossbow
Missiles
s - 18 poisoned elven needles
t - 5 dwarven darts (quivered)
v - a dart of ice
Armour
c - a +1 dwarven shield (worn)
i - a chain mail
j - a +0 pair of orcish boots (worn)
D - a +0 cloak (worn)
R - a +0 plate mail (worn)
Magical devices
b - a short gold wand
J - a wand of magic darts {zapped: 1}
K - a worn iron wand
P - a wand of flame {zapped: 8}
Q - a wand of slowing {zapped: 1}
Comestibles
d - a bread ration
k - 8 grapes
Scrolls
f - 3 scrolls of detect curse
p - 6 scrolls of remove curse
q - 7 scrolls of teleportation
G - a scroll labeled PUENLO SKOTAM {tried}
M - a scroll of blinking
Jewellery
m - an uncursed ring of wizardry
w - a shiny marble ring (right hand)
L - an iron ring (left hand)
Potions
a - a potion of healing
l - a potion of cure mutation
u - 2 potions of restore abilities
z - a potion of heal wounds
B - 2 sedimented black potions
C - a cyan potion
H - a fizzy red potion
U - a brown potion
Books
A - a paperback book
N - a book of Minor Magic [frost]
O - a book of Minor Magic [flame]
Magical staves
g - a long smoking staff
Miscellaneous
S - a blazing lamp


You have 79 experience left.

Skills:
+ Level 8 Fighting
+ Level 12 Maces & Flails
+ Level 8 Armour
+ Level 9 Shields
+ Level 1 Traps & Doors


You have 9 spell levels left.
You don't know any spells.


Tuesday, 31 March 2009

The New UI


The new UI.

Yes, it is very Crawl-ey. That's deliberate. If anyone connected with Crawl is reading this, consider it in the spirit its given: a homage; a compliment of the highest order.

Sunday, 29 March 2009

Reintegrating the UI

I've been having thoughts about reintegrating some of the extra windows (e.g. Monsters and Minimap) into the UI:


Compare this to the Crawl Tiles UI:

However, I do wish to achieve a clarity in the UI comparable to say, Paprika:

I asked this question a long time ago (October 2007) in r.g.r.d., and to be honest, I've still not made up my mind. But I'm definitely not satisfied with the current interface.

Tuesday, 10 March 2009

Shameless Stealing of Ideas

The last version of Crawl Stone Soup I played was quite a few versions ago, so with the imminent 0.5 release, I thought I'd download the latest version 0.4.5:

I've not played it much yet, but I do love the new summary of all the visible monsters and their status. I think I'll have to steal that for Kharne at some point.

Wednesday, 14 January 2009

r.g.r.d. Roundup #1

Years ago (we're talking almost a decade ago), in a former incarnation, I didn't have a very good view of rec.games.roguelike.development - it seemed too elitist, too wed in the one true way of C. Part of that was my own fault, and yet it has changed remarkably over the years, and it seems every day now there are excellent threads on many aspects of programming roguelikes.

So, in the absence of my perceptible progress on my own creation, I'll be regularly rounding up some of the most notable (not necessarily the best) recent threads from the newsgroup here and giving my own two-penneth worth.
  1. "Keep it simple, stupid". For me, the pertinent post was made in this thread by copx regarding rewrites of Roguelikes. The KISS principle has particular meaning for myself - as I've said before was one of the main reasons the original version of Kharne failed. Although I suspect it won't happen due to the developers seemingly having their heads screwed on correctly, am I alone in thinking that Crawl Stone Soup is heading down the same road as Crawl v4.1 and in danger of becoming an (unintentional) overcomplicated mess? Who rewrites the rewriters?
  2. "Intriguing new Line Of Sight algorithm". Why oh why oh why oh why? New FOV algorithms may be interesting from a purely academic point of view (in the same way is probably fun to recalculate the Chandrasekhar limit for White Dwarves from basic physical laws), but do any roguelikes actually use any of these wonderful and new esoteric algorithms?
  3. "The Rogue Bard unveiling". Free music for Roguelikes. I've listened to some of these and they're excellent. However, whilst I have vague ideas of including a music engine in some distanct completed version of Kharne, I would not include any music along with the distribution. Music is, to me, too personal a thing for it to work with a Roguelike out of the box (although the idea of exploring a dungeon to the sounds of The Place Where The Black Stars Hang by Lustmord is somewhat appealing).
  4. "Crawl YASD - guillotined for no reason & orcs in Lair". Alright, this is a refugee from rec.games.roguelike.misc. But it illustrates simultaneously how evil and how excellent Crawl currently is. Crawl Stone Soup seems to be the roguelike to aim for at the moment, and this is a complement to the developers. It would be a real shame if it jumped the shark.
There have been a few other threads on items, item functionality and attributes which have also been of great interest, but since I intend my next few posts to be on this subject, I won't mention them any further at this point other than to say....go read them!

Thursday, 1 May 2008

What the RNG giveth, the RNG taketh away...

Not a direct Kharne-related post, but what follows is one of the reasons I love roguelikes so much, and hopefully someday, Kharne will have the same kind of atmosphere.

I started a new Crawl game the other night, and unusually for me for Crawl, I chose a non-Troll (I have an aversion to the Crawl hunger system born of too many deaths by starvation). I went with a Mountain Dwarf Fighter and almost immediately found a +0 gold dragon armour on the very first dungeon level. Now dragon armour gives an obscene AC for starting characters (at the cost of ruining your EV) along with lots of resistances.

Wearing it, I quickly found I was pretty much indestructible. Ogres and orc warriors were being two-shotted, and couldn't damage me. I stomped my way down to D10, and blatted the top levels of both the Orc Mines and the Lair (with enchanting the armour repeatedly, my AC was 30+).

I spotted an entrance to the Elven Halls. Now, historically, I've stayed out of this place because the amount of firepower those little 'e's can put out is obscene (and has bitten me severly before), but overconfidence got the better of me. So I went down, stomped about a bit, came back up and rested, and then went back down and then bamm!! - you know what happens next:

"Cast into the Abyss (deep elf mage)"

Oops. I panicked for a bit (I've not been to the Abyss for a long time, and have never been ported there), and then encountered an Executioner. Result, one dead mountain dwarf.

Obviously the karma of me getting an overpowered armour on D1 resulted in my death. Roguelikes, don't you just love 'em?
Anyway, here's part of the Morgue file:

Dungeon Crawl Stone Soup version 0.3.4 (crawl-ref) character file.

11855 Blorg the Cleaver (level 11, -4/90 HPs)

Began as a Mountain Dwarf Fighter on Apr 30, 2008.

Was a High Priest of Okawaru.

Slain by an Executioner (13 damage)

... in The Abyss on May 1, 2008.

The game lasted 01:36:17 (16959 turns).

Blorg the Cleaver (11855 points)

Race : Mountain Dwarf Res.Fire : + . . See Invis. : .
Class : Fighter Res.Cold : + + + Warding : .
Worship : Okawaru***** Life Prot.: . . . Conserve : .
Level : 11 Res.Poison: + Res.Corr. : .
Exp : 15335 Res.Elec. : . Saprovore : . . .
Next Level : 20084
Exp Needed : 4749 Sust.Abil.: + Rnd.Telep. : .
Spls.Left : 10 Res.Mut. : . Ctrl.Telep.: .
Gold : 1121 Res.Slow : . Levitation : .
Clarity : . Ctrl.Flight: .
HP : -4/90
MP : 7 Weapon : +4,+3 dwarven hand axe of chopping
Str : 22 Armour : +4 gold dragon armour
Int : 7 Shield : +0 dwarven shield
Dex : 12 Helmet : +2 helmet
AC : 32 Cloak :
Evasion : 2 Gloves : +3 pair of gloves "Ygimeoj"
Shield : 7 Boots :
Amulet :
Play time : 01:36:29 Ring : ring of protection from magic
Turns : 16959 Ring : ring of sustain abilities


You were in the Abyss.
You worshipped Okawaru.
Okawaru was exalted by your worship.
You were not hungry.

You visited 5 branches of the dungeon, and saw 20 of its levels.
You visited the Abyss 1 time.

Inventory:
Hand weapons
a - a +4,+3 dwarven hand axe of chopping (weapon)
n - a +1,+2 dwarven vampiric hand axe
J - a +3,+1 hand axe
Missiles
h - 12 +0 darts of ice
Armour
c - a +0 dwarven shield (worn)
g - the +3 leather armour of Clicank
(You found it on level 4 of the Dungeon)
It greatly protects you from fire.
It lets you teleport.

i - a +2 helmet (worn)
k - a +4 gold dragon armour (worn)
r - a +0 dwarven spiked helmet
s - the +3 pair of gloves "Ygimeoj" (worn)
(You found it on level 4 of the Dungeon)
It greatly protects you from cold.

Magical devices
t - a wand of flame (8)
y - a wand of confusion (3)
E - a wand of polymorph other (7)
O - a wand of confusion (4)
Q - a wand of slowing (7)
R - a wand of frost (8)
Comestibles
d - 4 bread rations
Scrolls
b - a scroll of torment
j - a scroll of detect curse
q - 7 scrolls of remove curse
I - a scroll of enchant weapon III
U - a scroll of paper
Jewellery
f - a ring of sustain abilities (left hand)
l - a ring of protection from magic (right hand)
o - an uncursed ring of ice
z - an uncursed ring of poison resistance
B - an uncursed ring of protection from fire
T - an uncursed ring of magical power
Potions
m - a potion of slowing
u - 2 potions of levitation
v - a potion of cure mutation
w - a potion of speed
Books
p - a book of Frost
A - a book of Hinderance
G - a book of Power
Magical staves
F - a staff of summoning


You had 1 experience left.

Skills:
+ Level 9 Fighting
+ Level 14 Axes
+ Level 1 Throwing
+ Level 8 Armour
+ Level 11 Shields


You had 10 spell levels left.
You didn't know any spells.

Overview of the Dungeon

Branches:

Temple: D:5 Orc : D:6 Elf : Orc:4 Lair : D:8
Swamp : Lair:2

Altars:

Okawaru: D:7, Orc:4
The Shining One: D:10
Beogh: Orc:3, Orc:4

Shops:

D:5: ? D:6: = Orc:3: *


Innate Abilities, Weirdness & Mutations



You have tough skin (AC +1).



Message History

The Executioner hits you but doesn't do any damage.

You hit the Executioner.

The Executioner is lightly wounded.

The ynoxinul hits you.

* * * LOW HITPOINT WARNING * * *

The Executioner hits you!

You die...



#

# .#

. . #

. .#.

. . #.#

....#.#.#

#.{1@#

#.{.3#.......#

...#.#. ...##..

. . .{ ...#

. .. ....

# ... #...#

##{ .#.#

.# ..#





----------------------------------------

Grand Total: 466 creatures vanquished

Notes
Turn Place Note
--------------------------------------------------------------
0 D:1 Blorg, the Mountain Dwarf Fighter, began the quest for the Orb.
0 D:1 Reached XP level 1. HP: 16/16 MP: 0/0
230 D:1 Reached XP level 2. HP: 21/23 MP: 1/1
1005 D:2 Reached XP level 3. HP: 29/29 MP: 1/1
1851 D:3 Reached XP level 4. HP: 32/37 MP: 2/2
2174 D:3 Reached XP level 5. HP: 36/42 MP: 3/3
2822 D:3 Defeated Garg's ghost
2822 D:3 Reached XP level 6. HP: 31/50 MP: 3/3
3012 D:4 Noticed Jessica
3018 D:4 Defeated Jessica
3207 D:5 Entered Level 5 of the Dungeon
3321 D:4 Defeated Monsty's ghost
3741 D:4 Reached XP level 7. HP: 56/57 MP: 4/4
3845 D:4 Noticed Ijyb
3861 D:4 Defeated Ijyb
3941 D:4 Identified the +3 pair of gloves "Ygimeoj" (You found it on level 4 of the Dungeon)
4280 D:5 Noticed Edmund
4308 D:5 Defeated Edmund
4436 D:5 Reached XP level 8. HP: 40/63 MP: 5/5
4817 D:5 Identified the +3 leather armour of Clicank (You found it on level 4 of the Dungeon)
4909 Temple Entered the Ecumenical Temple
4966 Temple Became a worshipper of Warmaster Okawaru
5202 Orc:1 Entered Level 1 of the Orcish Mines
5910 Orc:3 Acquired Okawaru's first power
6199 Orc:4 Entered Level 4 of the Orcish Mines
6531 D:7 Reached XP level 9. HP: 61/69 MP: 5/5
7527 Lair:1 Entered Level 1 of the Lair of Beasts
7557 D:8 Noticed Blork the orc
7567 D:8 Defeated Blork the orc
9406 Lair:1 Reached XP level 10. HP: 67/79 MP: 6/6
11998 D:10 Entered Level 10 of the Dungeon
12762 D:11 Defeated Brag's ghost
12965 D:11 Reached XP level 11. HP: 83/88 MP: 7/7
14995 Orc:4 Gained mutation: You have tough skin (AC +1).
15399 Elf:1 Entered Level 1 of the Elven Halls
15722 Orc:3 Acquired Okawaru's second power
16790 Elf:1 Cast into the Abyss (deep elf mage)
16790 Abyss Entered The Abyss
16959 Abyss Slain by an Executioner