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Old July 26, 2017, 17:07   #6
PowerWyrm
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A new level, with Khim on sight. And he's stuck behind a pool of water... We feel sorry, but we shoot him from the other side of the pool and kill him. Our reward (a magical cap) matches our lameness... We find an ego short bow (of Numenor) on the ground, which gives resistance to light and deals a little more damage against non acid resistant monsters compared to our sling/randart shot combo. I'll keep that in case we find an artifact arrow. We replace our Searching amulet with a Pewter amulet (of Wisdom), and find Forasgil on the ground.

Code:
a) the Rapier 'Forasgil' (1d6) (+12,+19) <+1>
     Found lying on the floor of a special room at 1200 feet (level 24).

     +1 light.
     Slays animals.
     Branded with cold.
     Provides resistance to cold, light.
     Cannot be harmed by acid.
     Radius 1 light.

     Combat info:
     1.3 blows/round.
     With +2 STR and +0 DEX you would get 1.6 blows/round.
     With +0 STR and +4 DEX you would get 1.6 blows/round.
     Average damage/round: 44.5 vs. creatures not resistant to cold, 59 vs.
     creatures susceptible to cold, 39.7 vs. animals, and 34.8 vs. others.
We do more melee damage with it, but our axe gives us stats, resists and abilities. Before going down to the last level of the forest, we slaughter Nar, who only drops some magical arrows. At 1250ft, we rapidly detect our target, Old Man Willow. He resists acid, so our wand and shot won't do much harm to him. We stick with frost bolts and kill him. Unfortunately, his drop is just this axe:

Code:
a) the Broad Axe 'Mindor' (2d6) (-13,-10) {cursed}
     Dropped by Old Man Willow at 1250 feet (level 25).

     It poisons you from time to time.
     It occasionally summons a demon.
     Slays demons (powerfully).
     Branded with weak fire.
     Provides resistance to fire.
     Cannot be harmed by acid, fire.
     Grants the ability to sense demons.

     Combat info:
     1.0 blow/round.
     With +2 STR and +0 DEX you would attack a bit faster.
     With +10 STR and +0 DEX you would get 1.1 blows/round.
     With +0 STR and +4 DEX you would attack a bit faster.
     With +2 STR and +4 DEX you would get 1.1 blows/round.
     With +0 STR and +7 DEX you would get 1.1 blows/round.
     Average damage/round: 7.1 vs. creatures not resistant to fire, 21.7 vs.
     creatures susceptible to fire, 29 vs. demons, and 0 vs. others.
Zero damage vs others... very funny. Since there's nothing more to find in the forest, we recall back to... wait, it is the 4th hour of the night. Better explore the forest a little bit more. We go back to 1200ft and immediately feel nervous about the place... but there seems to be excellent treasures too. We find a Tortoise Shell Amulet (of Adornment), and detect a lesser vault. Let's check that vault, the excellent treasures are probably there. There's an unbeliever inside that vault who interferes with our spells, so we stick with sling and shot to kill the residents (worse in there is some ice trolls, so shooting works nicely). We find two Cloudy potions (of Enlightenment), and quaffing one for id-by-use reveals that the "excellent" treasure is probably some adamantite plate mail that's in a little alcove. The vault also has some Red DSM, which we equip for the activation (we don't need the resists from our armor of Resistance anymore), an ego mage staff (of Power), Narthanc, two Dark Red potions (of Nimbleness), and the aforementioned (useless magical) adamantite plate mail.

Code:
a) the Dagger 'Narthanc' (2d4) (+9,+12) [+10]
     Found lying on the floor in a vault at 1200 feet (level 24).

     Branded with fire.
     Provides resistance to fire.
     Cannot be harmed by acid.

     When aimed, it shoots a bolt or beam of fire that inflicts 12d8 points of
     damage, which your device skill increases by 70 percent.
     Takes 9 to 16 turns to recharge.
     Your chance of success is 95.7%

     Combat info:
     1.3 blows/round.
     With +2 STR and +0 DEX you would get 1.6 blows/round.
     With +0 STR and +4 DEX you would get 1.6 blows/round.
     Average damage/round: 40.6 vs. creatures not resistant to fire, 61.1 vs.
     creatures susceptible to fire, and 27.1 vs. others.
Same as Forasgil... our axe is better. It's now the 10th hour of the night, so we will be able to recall soon. In the meantime, there's still an unid staff on the level, might as well go see what it is. A moaning spirit drops an Opal ring (of Escaping), and we identify the staff as a Redwood staff of Curing. We recall to Bree, donate some useless artifacts, drop our Numenor bow in our house, restock on Cure Critical Wounds (we can get rid of the Serious ones now), buy a rod of Teleport Other from the Black Market (for all our money), then plan for our next destination. I'd like to get poison resistance before taking on the Sandworm Lair, so our next destination will be the Land of Rhun. We'll use the convenient jump point we learned at (29, 3) to get closer to our goal. We kill a bandit and rob his house, getting more potions of Speed, and a Firm mushroom (of Emergency). Then we go north till we find the Sea of Rhun. We'll have to go around the big lake, since we cannot swim effectively in deep water. Unfortunately the sun sets, and soon we start to meet hydras on the seashore. Time to go back to town for the night. The next morning, we can recall at (30, 11), not far from our destination. The swampy area now has frogs and nagas instead of hydras, which is much more manageable. Killing some animals makes us reach...

Lvl: 25, HP: 163, SP: 76

We can now learn the mighty Nether Bolt spell, but unfortunately it's at 50% fail. We'll have to improve our intelligence and experience level to be able to use it effectively. We enter the Land of Rhun and recall at 1250ft. A quick detection reveals a swampy dungeon full of humanoids and animals. We find a Lapis Lazuli ring (of Digging) and take the closest stairs. We should be able to survive deeper. The next level seems terribly dangerous... and we can already detect an ancient white dragon with our natural affinity with dragons. It's probably a vault on the other side of the level, may as well investigate. We find an Ivory wand (of Stone to Mud), a Gold-Plated wand (of Teleport Other)... and another lesser vault on our way. This one is smaller, we'll clear it first. We clear the monsters and collect a Platinum ring (of Constitution), an Oily Yellow potion (of Healing), a Zircon ring (of See Invisible), a Dark Green potion (of Wisdom), a Nickel rod (of Lightning Bolts), a Sea Shell amulet (of Regeneration), and an ego sling (of Extra Shots) which replaces our old sling of Power. We also disintegrate Khufu, the Mummified King, but he doesn't drop anything. The bigger vault is also nastier: along with the ancient dragon is a minotaur, all sorts of mature dragons, and Lokkak. And everything in the vault is awake, thanks to our pathetic stealth. The ancient dragon is not a problem, since we're the specialist of cold magic and we can get speed parity with potions. Lokkak is next, and has 30% hp left when he reaches melee range. We phase and finish him off with our sling. He drops an elven cloak (magical), the forgotten shoes...

Code:
l) the Pair of Ethereal Slippers That Were Forgotten [0,+0] <+4>
     Dropped by Lokkak, the Ogre Chieftain at 1300 feet (level 26).

     +4 intelligence.
     +4 wisdom.
     Provides resistance to time.
     Cannot be harmed by acid, fire.
And this phial:

Code:
f) the Phial of Amannar <+4>
     Dropped by Lokkak, the Ogre Chieftain at 1300 feet (level 26).

     +4 intelligence.
     Provides resistance to cold, dark.
     Provides protection from fear.
     Cannot be harmed by fire.
     Sustains constitution.

     When activated, it lights up a radius-3 area, or the entire room if you
     are in one, inflicting 2d15 points of damage on any light-sensitive
     creatures within the radius.
     Takes 12 to 22 turns to recharge at your current speed.
     Your chance of success is 95.9%
We feel *much* more intelligent suddenly! Not often we get three straight upgrades from unique drops. On a negative note, we fail to recharge our wand of Acid Balls... but we more than doubled our mana pool, so anything not resistant to cold will suffer now. Back to the vault, we get rid of the minotaur, and reach:

Lvl: 26, HP: 164, SP: 183

And our mana pool is bigger than our hit points... On a side note, this is our first bad hp roll in a while (average for this race/class combination at our level would be 188, so we're still way behind). We can learn a new spell, but now we need the deeper dungeon books, so it's probably not gonna be in a while. In the vault, we paste the Umbar pirates and meet the Ripper:

Code:
d) the Iron Shot 'Ripper' (2d4) (+15,+5)
     Dropped by Sangahyando of Umbar at 1300 feet (level 26).

     Branded with cold.
     Returns when thrown.

     Combat info:
     2 shots/round.
     Hits targets up to 100 feet away.
     Average damage/round: 214.4 vs. creatures not resistant to cold, 343.2
     vs. creatures susceptible to cold, and 85.8 vs. others.
This is the cold branded counterpart to our acid branded randart, but does way more damage. So now everything not resistant to cold will truly suffer. And then I do something stupid... Feeling invulnerable, I rush into the vault, frost bolting and frost balling everything, mature red and blue dragons alike, until:

"The mature green dragon breathes poison. You die."

Code:
[Scene of Death]

         #  ##########.#####.##...## #.# #.#     #*# ###  ####.#    #*##       
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             *##  # ...#.....#..#....#      #.######~# #*#.........# #*# #*####
             # #####...#..#.##..#...##      #.#####~## ###########.#########   
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           ..# #### ##.##########.##### ## #########...## #      ...#. #   ##*#
          ...########~.#  ###   ####*###*#######   #*#.##  ## d   ..#  #   ####
          .............####*#  ####### ##### #*#######.##   T##########    #   
 ### #####*###########.##*###  # *#   #####*#####*#  #.##    d     #       #   
            #  ###   #.####    # ###### # #########  #.##    T     #       #   
#### ########### #   # #       ### # ######  #  #    #.##         #        #   
   #  ####### ####   # #  ####  ### ##       #### ####.##     #  ## #      #   
   ## # # ## ##      # #  # *#  # ###     ###     # ##.##     #  #  #      #   
##### ### ####       ###  ####  ###       #*#     ####.*#    T#  # T#O     #   
 ##   *####          ###   # #       ###  ###       #~.##    T# ## T#      #   

1300' (L26)  LF:7-5 Full Study (1)
And so this seems to be the end of our necromancer... or is it???
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