Difference between revisions of "Rogue/SLASH'EM"
(formatting) |
(Make reference into link) |
||
(3 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
In [[SLASH'EM]], rogues can be [[Doppelganger (starting race)|doppelgangers]], [[human]]s, [[orc]]s, or [[Vampire (starting race in SLASH'EM)|vampires]], and are always [[chaotic]]. | In [[SLASH'EM]], rogues can be [[Doppelganger (starting race)|doppelgangers]], [[human]]s, [[orc]]s, or [[Vampire (starting race in SLASH'EM)|vampires]], and are always [[chaotic]]. | ||
− | + | ==Starting equipment== | |
+ | |||
Rogues start with the following equipment: | Rogues start with the following equipment: | ||
*1500-1999 [[gold]] pieces | *1500-1999 [[gold]] pieces | ||
Line 16: | Line 17: | ||
*20% chance of [[blindfold]] | *20% chance of [[blindfold]] | ||
− | + | ==Skills== | |
{{Rogue skill table (SLASH'EM)}} | {{Rogue skill table (SLASH'EM)}} | ||
− | + | ==Techniques== | |
Rogues gain the following techniques: | Rogues gain the following techniques: | ||
{|class="prettytable" | {|class="prettytable" | ||
Line 32: | Line 33: | ||
|} | |} | ||
− | + | ==Other abilities== | |
− | Rogues can steal gold from monsters with the #[[borrow]] command. This is not terribly useful, as at low levels where gold matters there are much more efficient ways of getting it (e.g. credit cloning with your [[oilskin sack]]), and the amount of gold stolen is only your level x 25-50. Finally, it has a chance of angering peacefuls, most of whom are dangerous in the early game. | + | Rogues can steal gold from monsters with the #[[borrow]] command. This is not terribly useful, as at low levels where gold matters there are much more efficient ways of getting it (e.g. [[credit cloning]] with your [[oilskin sack]]), and the amount of gold stolen is only your level x 25-50. Finally, it has a chance of angering peacefuls, most of whom are dangerous in the early game. |
− | + | ==Strategy== | |
− | + | ||
+ | Try to get the Great Dagger of Glaurgnaa (chaotic Necromancer great dagger) if you can, because can drain levels from monsters and gives you magic resistance when carried. | ||
+ | |||
+ | === Early game === | ||
The early game for [[SLASH'EM]] rogues is about finding an altar and doing a sac-fest for the [[Bat from Hell]]. Once you have this item, you will be very strong in melee through the end game. Additionally, Rogues start with a lot of gold, which can be used to run the protection racket or buy some decent equipment in [[Minetown]] or the [[Mall]] (though Rogues will pay a markup of 3x the normal rate). Other than that, the early game is played much the same as in Vanilla ... acquire daggers in the [[Gnomish Mines]], advance skill to expert, pummel foes from range as they approach. This is slightly more difficult if you start with the pistol and bullets instead of daggers, but a careful approach to fighting weaker foes should allow you to get a stack of daggers and decent dagger skill relatively quickly. Use a [[scroll of teleportation]] to get out of scrapes, and poison your stack of daggers with your [[potion of sickness]] for maximum effectiveness. | The early game for [[SLASH'EM]] rogues is about finding an altar and doing a sac-fest for the [[Bat from Hell]]. Once you have this item, you will be very strong in melee through the end game. Additionally, Rogues start with a lot of gold, which can be used to run the protection racket or buy some decent equipment in [[Minetown]] or the [[Mall]] (though Rogues will pay a markup of 3x the normal rate). Other than that, the early game is played much the same as in Vanilla ... acquire daggers in the [[Gnomish Mines]], advance skill to expert, pummel foes from range as they approach. This is slightly more difficult if you start with the pistol and bullets instead of daggers, but a careful approach to fighting weaker foes should allow you to get a stack of daggers and decent dagger skill relatively quickly. Use a [[scroll of teleportation]] to get out of scrapes, and poison your stack of daggers with your [[potion of sickness]] for maximum effectiveness. | ||
+ | |||
+ | === Middle game === | ||
The mid-game is also similar to Vanilla, but since non-[[Lycanthrope (starting race)|lycanthrope]] and non-[[Doppelganger (starting race)|doppelgangers]] rogues can two-weapon, and SLASH'EM allows two-weaponing with artifacts, it's worth trying to get one of the stronger artifact weapons (or a strong non-artifact such as a [[silver saber]], [[silver long sword]], or [[crysknife]]) as a second to use with the bat. [[Doomblade]], [[Serpent's Tongue]], and [[Stormbringer]] are all good choices here, as is the [[Great Dagger of Glaurgnaa]] if you have a [[wish]]. You will also encounter [[Yendorian army]] members in the mid-game, from whom you can and should collect as many [[bullet]]s as possible and enchant up to +7, then keep an [[assault rifle]] or two handy for use in mowing down powerful opponents. Rogues and [[Undead slayer]]s are the only roles that can achieve expert in [[firearm]] skill, which gives a chance of up to two extra shots fired per round. A rogue who is expert in firearms, firing +7 bullets from an assault rifle will fire 5-9 shots per round (average 7) and do 1d20 + 7 damage per hit (average 17.5), for an incredible average of 122.5 damage per round. Using [[silver bullet]]s for special occasions ([[Demogorgon]], etc.) would add an additional 73.5 average damge to that. | The mid-game is also similar to Vanilla, but since non-[[Lycanthrope (starting race)|lycanthrope]] and non-[[Doppelganger (starting race)|doppelgangers]] rogues can two-weapon, and SLASH'EM allows two-weaponing with artifacts, it's worth trying to get one of the stronger artifact weapons (or a strong non-artifact such as a [[silver saber]], [[silver long sword]], or [[crysknife]]) as a second to use with the bat. [[Doomblade]], [[Serpent's Tongue]], and [[Stormbringer]] are all good choices here, as is the [[Great Dagger of Glaurgnaa]] if you have a [[wish]]. You will also encounter [[Yendorian army]] members in the mid-game, from whom you can and should collect as many [[bullet]]s as possible and enchant up to +7, then keep an [[assault rifle]] or two handy for use in mowing down powerful opponents. Rogues and [[Undead slayer]]s are the only roles that can achieve expert in [[firearm]] skill, which gives a chance of up to two extra shots fired per round. A rogue who is expert in firearms, firing +7 bullets from an assault rifle will fire 5-9 shots per round (average 7) and do 1d20 + 7 damage per hit (average 17.5), for an incredible average of 122.5 damage per round. Using [[silver bullet]]s for special occasions ([[Demogorgon]], etc.) would add an additional 73.5 average damge to that. | ||
{{todo|Does having skilled or expert in firearms give extra damage per hit?}} | {{todo|Does having skilled or expert in firearms give extra damage per hit?}} | ||
+ | |||
+ | === Late game === | ||
In the late game, you may want to reverse-[[genocide]] gypsies and wish for a few stacks of [[silver dagger]]s for use in [[Gehennom]]. Thrown weapons can strike from behind as well, so a stack of +7 silver daggers becomes an extremely powerful weapon against the demon princes. Between the bat, your silver daggers, and your assault rifles, you should be nigh-unstoppable in the end game. | In the late game, you may want to reverse-[[genocide]] gypsies and wish for a few stacks of [[silver dagger]]s for use in [[Gehennom]]. Thrown weapons can strike from behind as well, so a stack of +7 silver daggers becomes an extremely powerful weapon against the demon princes. Between the bat, your silver daggers, and your assault rifles, you should be nigh-unstoppable in the end game. | ||
Line 51: | Line 59: | ||
+5 [[gauntlets of dexterity]] | +5 [[gauntlets of dexterity]] | ||
+5 [[helm of telepathy]] or a +7 [[elven leather helm]] | +5 [[helm of telepathy]] or a +7 [[elven leather helm]] | ||
− | One of the following: +5 [[speed boots]] | + | One of the following: +5 [[speed boots]], +7 [[elven boots]], +5 [[jumping boots]], or +5 fireproof [[water walking boots]] |
If you can two-weapon: | If you can two-weapon: | ||
− | +7 [[Bat from Hell]] | + | +7 [[Bat from Hell]] (primary weapon) |
+7 [[Doomblade]] or +7 [[Serpent's Tongue]], +7 [[Frost Brand]], or +7 [[Fire Brand]] | +7 [[Doomblade]] or +7 [[Serpent's Tongue]], +7 [[Frost Brand]], or +7 [[Fire Brand]] | ||
+7 [[Stormbringer]] for drain resistance | +7 [[Stormbringer]] for drain resistance |
Latest revision as of 00:19, 11 June 2020
In SLASH'EM, rogues can be doppelgangers, humans, orcs, or vampires, and are always chaotic.
Contents
Starting equipment
Rogues start with the following equipment:
- 1500-1999 gold pieces
- +0 short sword (can be poisoned) (or orcish short sword for orcs)
- ranged weapons chosen from the following options:
- 70% chance of 6-15 +0 daggers (orcish daggers for orcs) and 25-34 +0 darts
- 30% chance of +0 pistol and 25-34 +0 bullets
- +1 leather armor
- uncursed potion of sickness
- 4 blessed scrolls of gold detection
- 4 blessed scrolls of teleportation
- lock pick
- oilskin sack
- 20% chance of blindfold
Skills
Rogue skills | |
---|---|
Max | Skills |
Basic |
|
Skilled |
|
Expert |
|
Techniques
Rogues gain the following techniques:
Level | Technique |
1 | Critical strike |
15 | Cutthroat |
Other abilities
Rogues can steal gold from monsters with the #borrow command. This is not terribly useful, as at low levels where gold matters there are much more efficient ways of getting it (e.g. credit cloning with your oilskin sack), and the amount of gold stolen is only your level x 25-50. Finally, it has a chance of angering peacefuls, most of whom are dangerous in the early game.
Strategy
Try to get the Great Dagger of Glaurgnaa (chaotic Necromancer great dagger) if you can, because can drain levels from monsters and gives you magic resistance when carried.
Early game
The early game for SLASH'EM rogues is about finding an altar and doing a sac-fest for the Bat from Hell. Once you have this item, you will be very strong in melee through the end game. Additionally, Rogues start with a lot of gold, which can be used to run the protection racket or buy some decent equipment in Minetown or the Mall (though Rogues will pay a markup of 3x the normal rate). Other than that, the early game is played much the same as in Vanilla ... acquire daggers in the Gnomish Mines, advance skill to expert, pummel foes from range as they approach. This is slightly more difficult if you start with the pistol and bullets instead of daggers, but a careful approach to fighting weaker foes should allow you to get a stack of daggers and decent dagger skill relatively quickly. Use a scroll of teleportation to get out of scrapes, and poison your stack of daggers with your potion of sickness for maximum effectiveness.
Middle game
The mid-game is also similar to Vanilla, but since non-lycanthrope and non-doppelgangers rogues can two-weapon, and SLASH'EM allows two-weaponing with artifacts, it's worth trying to get one of the stronger artifact weapons (or a strong non-artifact such as a silver saber, silver long sword, or crysknife) as a second to use with the bat. Doomblade, Serpent's Tongue, and Stormbringer are all good choices here, as is the Great Dagger of Glaurgnaa if you have a wish. You will also encounter Yendorian army members in the mid-game, from whom you can and should collect as many bullets as possible and enchant up to +7, then keep an assault rifle or two handy for use in mowing down powerful opponents. Rogues and Undead slayers are the only roles that can achieve expert in firearm skill, which gives a chance of up to two extra shots fired per round. A rogue who is expert in firearms, firing +7 bullets from an assault rifle will fire 5-9 shots per round (average 7) and do 1d20 + 7 damage per hit (average 17.5), for an incredible average of 122.5 damage per round. Using silver bullets for special occasions (Demogorgon, etc.) would add an additional 73.5 average damge to that.
A user has suggested improving this page or section as follows:
"Does having skilled or expert in firearms give extra damage per hit?"
Late game
In the late game, you may want to reverse-genocide gypsies and wish for a few stacks of silver daggers for use in Gehennom. Thrown weapons can strike from behind as well, so a stack of +7 silver daggers becomes an extremely powerful weapon against the demon princes. Between the bat, your silver daggers, and your assault rifles, you should be nigh-unstoppable in the end game.
A good ascension kit for a Rogue is:
+7 silver daggers (or elven daggers if you don't want to spend the wishes) +7 assault rifle and a stash of +7 bullets (you may also want to keep and enchant any silver bullets you find during the game, but these are not worth wishing for) +7 cloak of magic resistance (enchant an elven cloak to +7 and then upgrade it) +5 gauntlets of dexterity +5 helm of telepathy or a +7 elven leather helm One of the following: +5 speed boots, +7 elven boots, +5 jumping boots, or +5 fireproof water walking boots
If you can two-weapon:
+7 Bat from Hell (primary weapon) +7 Doomblade or +7 Serpent's Tongue, +7 Frost Brand, or +7 Fire Brand +7 Stormbringer for drain resistance +5 silver dragon scale mail amulet of life saving or drain resistance, or flying
If you can't two-weapon:
+7 Bat from Hell +5 shield of reflection +5 deep dragon scale mail An amulet of life saving or flying
All other ascension kit items apply.