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Old September 1, 2017, 14:21   #19
PowerWyrm
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We head southeast from Bree and quickly reach the entrance of the Maze... but we recall inside instead of taking the long route. As the name implies, the Maze is a dungeon made of labyrinth levels exclusively. We land on 1750ft, find an Ironwood staff... and blast the whole level when we ID it as a staff of *Destruction*. Time to go downstairs I guess... but not before finding a Turquoise ring (of Intelligence) in a small area that survived the destruction blast. Not that it matters now our intelligence is maxed. We feel nervous on 1800ft, but telepathy doesn't reveal anything out of depth. There's something worthwhile on the level though. We find a Tungsten wand (of Polymorph), an Ivory rod (of Hold Monster), and Celegorm:

Code:
q) the Leather Shield of Celegorm [8,+20]
     Found lying on the floor of a labyrinth at 1800 feet (level 36).

     Provides resistance to acid, lightning, fire, cold, light, dark.
     Provides protection from blindness.
     Cannot be harmed by acid.
There are clearly better shields than this. We go down to another (not so) nervous place, and immediately find some ego boots of Mirkwood. These could be helpful if we ever need to free up a ring slot and lack poison resistance. For now we'll keep our artifact boots and ring of Resist Poison. Nothing else on the level, we go down to 1900ft. We kill Fasolt and his escort of giants, but get nothing for our effort, so we go down again. This time, Castamir pays us a visit, and we get Bloodspike out of his corpse.

Code:
u) the Morning Star 'Bloodspike' (2d6) (+8,+22) <+4>
     Dropped by Castamir the Usurper at 1950 feet (level 39).

     +4 strength.
     Slays animals, orcs, trolls.
     Branded with poison.
     Provides resistance to nexus.
     Cannot be harmed by acid, fire.
     Grants the ability to see invisible things.

     Combat info:
     1.0 blows/round.
     With +1 STR and +0 DEX you would get 1.1 blows/round.
     With +0 STR and +4 DEX you would get 1.1 blows/round.
     Average damage/round: 56.7 vs. creatures not resistant to poison, 48.8
     vs. animals, 56.7 vs. orcs, 56.7 vs. trolls, and 40.9 vs. others.
We find a Titanium wand (of Door Destruction) and proceed to the last level of the dungeon. The Minotaur of the Labyrinth awaits us, but unlike his mythological counterpart, he dies pretty easily. But we only get Paurnen from him.

Code:
q) the Set of Gauntlets 'Paurnen' (+3,+3) [3,+14]
     Dropped by The Minotaur of the Labyrinth at 2000 feet (level 40).

     Provides resistance to acid.
     Cannot be harmed by acid, fire.
     Makes you fall like a feather. Prevents paralysis.

     When aimed, it shoots a bolt or beam of acid that inflicts 10d8 points of
     damage, which your device skill increases by 76 percent.
     Takes 6 to 11 turns to recharge at your current speed.
     Your chance of success is 96.2%
We also get a 4d5 long sword from killing a lich, but it's not the one we were looking for...

Code:
t) the Long Sword of Angmar (4d5) (-22,-25) <-10>
     Dropped by a monastic lich at 2000 feet (level 40).

     -10 strength.
     -10 wisdom.
     -10 speed.
     Branded with fire.
     Cannot be harmed by acid.
     Slows your metabolism. Grants the ability to see invisible things.
     Prevents paralysis. Aggravates nearby creatures.
     Grants the ability to sense undead.

     Combat info:
     1.0 blow/round.
     With +7 STR and +0 DEX you would attack a bit faster.
     With +13 STR and +0 DEX you would get 1.1 blows/round.
     With +0 STR and +5 DEX you would attack a bit faster.
     With +7 STR and +5 DEX you would get 1.1 blows/round.
     With +0 STR and +8 DEX you would get 1.1 blows/round.
     Average damage/round: 13.2 vs. creatures not resistant to fire, 50 vs.
     creatures susceptible to fire, and 0 vs. others.
We recall back to Bree, donate some useless artifacts, drop the Mirkwood boots and the staff of *Destruction* in our house, and spend the night in the tavern. Our next destination, the Heart of the Earth, is quite far from Bree. We'll have to go to Rivendell, then east through Mirkwood forest, and then northeast. Better get well prepared before that...
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