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Old July 31, 2017, 12:14   #7
PowerWyrm
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Join Date: Apr 2008
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PowerWyrm is on a distinguished road
Instead of a grave with a tombstone saying "Killed by a mature green dragon", we find ourselves as a ghost entombed in the walls of 1300ft in the Land of Rhun. As a necromancer, we are able to overcome death itself if we are smart and powerful enough. And it seems it was the case. We can move around and even kill monsters, but we can't interact with the objects on the ground. This means we'll have to leave the good treasures of the vault that killed us behind. To regain a tangible body, we'll have to go back to a town and visit the Temple. We're lucky, because less powerful necromancers would overcome death at a terrible price: leaving all their mundane possessions behind with their corpse, and resurrect as naked as a baby; luckily we were able to retain all our equipment and carried stuff. We find out rapidly that our current ghostly state drains our health (or in this case our life force) pretty quickly: one hp per step. And no life force means that we'll die completely and permanently. As a ghost, we can float up and down, so we float up to the surface instead of recalling... it's faster. Then we recall to Bree, as we watch our life force going lower and lower... but we manage to enter the Temple before we're out of juice. The process of resurrection leaves us quite weakened: we lost one point of constitution, and half our hard gained experience. This means we are back to:

Lvl: 23, HP: 142, SP: 162

Next time we'll have to be more careful. As a necromancer, we get the chance to resurrect if we die, but the number of resurrections we can go through is limited. Next time, we may die permanently. While we're in town, we drop some items we don't need right now (rings of strength and constitution, our Star) and check the shops. Nothing interesting (there's a nice torch of Presentiment with 5000 turns worth of telepathy in the Black Market, but we cannot afford it). We get rid of a Fluorite ring (of Light). We also spend the night in the inn. When the sun rises, we go back to the Land of Rhun and try this time to stay alive. We recall to 1300ft and clear a lesser vault (an eog golem gives us a hard time, as it resists everything but acid and seems to deflect our acid branded shot a lot). We find some scrolls (of Summon Undead), an Onyx ring (of Free Action), a scroll (of Protection from Evil), a Metallic Green potion (of Intellect), and regain:

Lvl: 24, HP: 149, SP: 193

Our intelligence stat is now 18/197, all our spells (except Recharging, and of course Nether Bolt which at this point is forgotten) are now at 1% fail. We also find another scroll that reveals to be Teleport Level and we rise up through the ceiling back to 1250ft. We find the closest staircase and go back to 1300ft. We kill a group of dark elven warlocks, and one of them drops this pebble:

Code:
d) the Rounded Pebble of North (1d2) (+19,+1)
     Dropped by a dark elven warlock at 1300 feet (level 26).

     Slays undead (powerfully).
     Branded with lightning, weak poison.
     Returns when thrown.

     Combat info:
     2 shots/round.
     Hits targets up to 100 feet away.
     Average damage/round: 138 vs. creatures not resistant to lightning, 110.4
     vs. creatures not resistant to poison, 193.4 vs. undead, and 55.2 vs.
     others.
Now we have a third brand for our sling, this time lightning. And a way to kill undead easily. We identify a Carnelian ring (of Accuracy), and the curse of anti-teleportation. We're finally able to go down to 1350ft... right next to an ogre pit. We'll shoot them with the Ripper. Surely, we regain:

Lvl: 25, HP: 162, SP: 201

We find ego pebbles (of Slay Giant), a Walnut staff (of Haste Monsters) and nothing else. We take the stairs to 1400ft, and since the level is boring, we climb down to 1450ft immediately. Here we detect an area packed with monsters and treasure. Mapping reveals a lesser vault, with Beorn inside. He wakes up early and gets outside of the vault first, so we quaff Speed and kill him with frost bolts/balls/shots. He drops a book of prayers (Ethereal Openings), and the two remaining phials...

Code:
s) the Phial of Nendo
     Dropped by Beorn, the Shape-Changer at 1450 feet (level 29).

     Provides resistance to dark, nether.
     Cannot be harmed by fire.

     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 96.0%
Code:
t) the Phial of Galadriel <+3>
     Dropped by Beorn, the Shape-Changer at 1450 feet (level 29).

     +3 light.
     Cannot be harmed by fire.
     Radius 3 light.

     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 96.0%
Nether resistance is nice, but the +4 to intelligence on our current phial is more valuable at this point. We clear the rest of the vault and get a Copper rod (of Probing), a Viscous Pink potion (of Brawn), a Copper-Plated wand (of Lightning Bolts), a book of sorcery (Disruptive Forces), a wooden torch of *Brightness* and a book of hunting (Killing from Afar). A young black dragon drops a Cypress staff (of Power) and a Bone amulet (of Slow Digestion). We also identify the Gold potion (of Toughness) and the Rune wand (of Scare Monster). And we finally take the stairs to 1500ft, where we can start to find stat potions more often. The first thing we find is a Bloodstone ring (of Acid), but it's cursed with cowardice. There's a scroll of Deep Descent in the room, and since at this point I'm more interested to kill Ulfang than exploring 1500ft, we read it and end up at 1700ft (bottom of the area). We kill Ibun who drops a useless glaive of Frost, and again we reach:

Lvl: 26, HP: 165, SP: 209

We see Ulfang (with his son Ulwarth) and an ogre pit (with lots of ogre shamans). We quaff Speed (we have 16 of those, so we can afford to use some) and start shooting at Ulfang, which is currently our best option. He summons a death knight which we teleport away and some other adventurers which we kill. Eventually both father and son die. Ulwarth drops Haraddeket:

Code:
v) the Scimitar 'Haradekket' (4d2) (+9,+11) <+2>
     Dropped by Ulwarth, Son of Ulfang at 1700 feet (level 34).

     +2 dexterity.
     +2 attack speed.
     Slays evil creatures, animals, undead.
     Cannot be harmed by acid.
     Grants the ability to see invisible things.

     Combat info:
     3.0 blows/round.
     With +7 STR and +0 DEX you would get 3.1 blows/round.
     With +0 STR and +3 DEX you would get 3.1 blows/round.
     Average damage/round: 83.5 vs. evil creatures, 83.5 vs. animals, 103 vs.
     undead, and 64 vs. others.
We could use it to melee more stuff, but we'll have to use our axe as a swap in case we need to protect ourselves against disenchantment or see invisible stuff that cannot be detected by telepathy. Ulfang drops some pebbles of Lightning, a main gauche of Gondolin (marginally useful), and this shield:

Code:
i) the Orcish Shield of Hungorod [12,+17] <+1>
     Dropped by Ulfang the Black at 1700 feet (level 34).

     +1 strength.
     +1 constitution.
     Provides resistance to lightning, cold, dark, nexus, nether.
     Cannot be harmed by acid.
     Prevents paralysis.
Not awesome, but better than what we have. We clear the ogre pit, and get a scroll of Wilderness mapping (-28, -40), a heavy crossbow of Power and a Gloopy Green potion (of Constitution). We also gain:

Lvl: 27, HP: 177, SP: 216

We're done with the level, but it's the beginning of the night outside, so we'll explore a bit more of the area. Problem is: our pack is full. We regenerate the level, find a Quartzite ring (of Dexterity), quaff a potion of Brawn (for the full +3 strength effect at the cost of a point of wisdom), shoot Draebor to death, get Gold DSM for our effort (leaving our old red DSM behind), quaff a Blue potion (of Dexterity), eat a Slimy mushroom (of Vigor), read some scrolls (of Enchant Weapon To-Dam)... and find a permawalled vault. We left our scrolls of Mapping behind, but we still have one potion of Enlightenemnt left, so we may as well drink it here. There are three unID flavored items on the level and one deep book, but it's a book of Summoning. Hard to get the deep books of your own class when there are nine schools around... We kill a few monsters and find a Maple staff (of Confuse Monsters). The most dangerous monsters inside the vault seem to be a berserker and the Stone Troll trio. We quaff Speed, kill the berserker who comes first from the vault, then Bill (we use the lightning branded pebble since he resists cold). We cannot see Bert or Tom anymore, meaning that the berserker must have stomped over them. We clear the vault, find some scrolls (of Door Destruction), an Amethyst ring (of Ice), two Bubbling potions (of Intelligence), an ego great hammer (of Westernesse), an ego tulwar (of *Slay Evil*), a fur cloak of Lordly Resitance, Til-i-arc and a book of summoning (Summoning).

Code:
u) the Pike 'Til-i-arc' (3d7) (+10,+12) [+10] <+3, +2>
     Found lying on the floor in a vault at 1700 feet (level 34).

     +3 strength.
     +3 intelligence.
     +2 speed.
     Slays trolls, giants, demons.
     Branded with fire, cold.
     Provides resistance to fire, cold.
     Cannot be harmed by acid, fire.
     Sustains intelligence.
     Slows your metabolism.
     Grants the ability to sense demons.
     Grants the ability to sense giants.

     Combat info:
     This weapon should be wielded with both hands.
     1.0 blows/round.
     With +2 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: 62.2 vs. creatures not resistant to fire, 62.2 vs.
     creatures not resistant to cold, 102.6 vs. creatures susceptible to fire,
     102.6 vs. creatures susceptible to cold, 62.2 vs. trolls, 62.2 vs.
     giants, 62.2 vs. demons, and 35.3 vs. others.
Using it instead of our axe means losing disenchantment resist, but gain +2 speed. It's ok, we'll keep the axe as a swap for stuff like Mim or storms of unmagic. It's now daytime outside, so we'll hurry while clearing the rest of the level. We obliterate a horde of dragons in a gorth room, find a Tiger Eye ring, which happens to be a ring mimic, an Elm staff (of Sleep Monsters), and another Tiger Eye ring, which this time is real: a ring of Resist Poison. Finally we can go pay a visit to the Sandworm Lair. We also reach:

Lvl: 28, HP: 197, SP: 222

We recall from the Land of Rhun, and back to Bree.
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