The Cathedral of Attnam

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'''Battle-Axes''':
Bigger axes that aren't necessarily better. Lighter materials can be wielded uncomfortably in one hand, and the roundness is much better due to its size (about double), but the overall damage dealt is lower due to low accuracy and heaviness. This can be mitigated through enchantments, but there are better weapons to enchant, making axes better.
'''Beast Claws''':
'''Non-magical Whips''':
They come in either a completely normal variety or are runed, which increases their total damage without an enchantment. In older version of the game, whips could not break, making them overpowered when coated with poison or sulfuric acid, but now with low level material whips, break easily. They are too strong to train agility with, yet too weak to serve as good weapons without good materials. Technically they serve as fine weapons when highly enchanted, but the allure of a magic whip greatly overshadows normal whips.
'''Pick-axes''':
'''Sickles''':
The worse short swords. Their lightness takes off a bit of damage in compensation for their better defending ability, but that lost damage hurts them a lot. They do have a 50% damage bonus to plants, but since most enemies are not plant plants (wait, they aren't????), are often outclassed.
'''Spears''':
'''[[Telecontrol]]:''' Provides the simple ability of being able to choose where to teleport when you get teleported, and the range is based on the user's current intelligence. This sounds simple, but can be innumerably helpful later on (see RUN AWAY). To get it permanently, a ring of telecontrol would do the trick, but it is much easier to remember the phrase "friends, and food". By making [[Blink Dog|blink dogs]] teleport around either as a friend or foe, they generate more of their kind. Killing and eating three of them in quick succession will give you telecontrol permanently.
'''[[ESP]]:''' Enables the user to detect intelligent enemies, no matter their location or current visibility status. However, if their [[intelligence|int]] is below 5, they cannot be detected (including veteran kamikaze dwarves, golems, and [[Invisible Stalker|invisible stalkers]]). Killing and eating three [[Floating eye|floating eyes]] will grant permanent ESP, though it might be difficult to find three at once. consider leaving their bodies on other floors to prevent rot.
'''[[Levitation]]:''' In contrast to [[haste]], nearly no strong enemy has levitation except for One-eyed Sam, but it practically serves as it's own psuedo-aols (see wishes for a larger rant). You could get unbelievably lucky on a fountain, but it's often not worth the risk, so you are forced to either get a [[belt of levitation]] or a cloak of flying, both rare, rare items.
'''[[Fearless]]:''' Prevents panic. A new ability, and also the least needed one, assuming you get strong enough. However, if you don't, or if somehow [[Petrus]] chops off 3 limbs, it helps to deal just a little more damage, or to run away. Can only be acquired permanently with a ring of bravery or the [[Filthy tunic of martyr Bessica]], but a horn of bravery usually works better and doesn't take up a ring/armor space.
'''[[Invisibility]]:''' If they can't see you, that's good. It decreases their accuracy against you, and increases your accuracy against them. About 50 zaps of wands of invisibility are required for permanent invisibility, but be careful that it, as its own drawback to go with it. I personally would just go with a ring of invisibility off an elite guard (which can be acquired with a prayer to Dulcis, having fun figuring out how to do that). You could also choose to tame a mage or light frog and have them cast invisibility on you until it becomes permanent.
'''[[Haste]]:''' Haste will speed up everything you do, from combat to reading, so acquiring it is a '''top-tier priority'''. Every strong enemy in the game has some form of haste. [[Petrus]] has the [[Justifier]], [[Ischaldirh]] can haste himself, [[Sherarax]] has inherent haste, the rulers of [[Aslona]] have mystic frogs, [[One-eyed Sam]] has the ring of ludicrous speed, etc. Again, you could get lucky on a fountain, but you could also get permanent slow, so forget that. With approximately 70 zaps with wands of haste will do the trick, or a bit less with 'a'pplying wands or prayers to Cleptia. Also, mages and light frogs can once again come in to help you. This buff has no drawbacks, so get it.
'''[[Regeneration]]:''' A recent and decent ability added that greatly speeds up your healing rate and even eventually grows back limbs. Concurrently the only source of permanent regeneration is found in a belt of regeneration, but its the help it provides is unmistakabledecently strong.
'''[[Life Saved]]:''' There are only 3 ways to acquire this power: Body swap to an archangel, the [[Blessed Shield of the Phoenix]], and an Amulet of Life Saving. While the first one is just stupidmeme tier, the other two provide the ability to survive death itself and regenerate to full health instantly. If your character gets really strong, '''you want this'''.
='''Victory and values'''=
For the former, this is done by increasing [[charisma]] and pawning off duplicate items. Even a single point of [[charisma]], if it were to increase the selling price of that horrible bronze dagger by 1 gold, and you had several of those daggers, would make quite the profit when taking into consideration that [[charisma]] (henceforth referred to as charm) also lowers the prices of shop goods. Praying to [[Dulcis]] is currently the most effective method of this, as she can shoot your charm up permanently to about 29, but you can also utilize [[ommel tears]] well. An obscure method is to polymorph into a siren, giving you 75 charm temporarily, but don't waste a wand of polymorph on this. You may also consider the recently added wand of alchemy, which turns materials into pure currency regardless of charm, which can be game breaking with the right materials (namely gold, which can be found without too much difficulty).
For the latter, it's easier said than done, really. Killing the well armed guards and the honestly very strong shopkeepers are a challenge regardless of who they are. If you have an archangel of any type (with the possible unlucky exception of [[Amatrix]]), [[Merka]] and the rest of the shopkeepers can be killed with ease. However, they quite literally have a back backer that can absolutely whoop youhard than a fart cushion. If you so choose to kill [[Merka]] or another dungeon shopkeeper, do not dare venture into the [[Black Market]] without an army or a will (I'll make an exception for the one man army, but that man better be Petrus or stronger). The guards there are strong and fast enough to rip through just about any armor you might be wearing. As for [[Hulbo]], the [[attnam]] shopkeeper, he's well spoken for. This may seem discouraging, but I promise you, unless you can seek to gain from that pick-axe all shopkeepers hold, accept their scams instead.
==[[scar|Scars]]==
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