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Old October 4, 2017, 16:42   #26
PowerWyrm
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Nice, new updates. For our next destination, we recall back to the Small Water Cave again, and follow the Misty Mountains south through the Dunland. We soon arrive at the Illusory Castle. We recall at 2500ft in this dungeon full of glass walls. We detect many items in a room, as well as a zoo, and we go check about these. The room is a normal room with seemingly higher object generation, but nothing worth mentioning (except a fight with a drolem). Same goes with the zoo. We feel something worthwhile, so we take some time exploring the rest of the level. unfortunately, the only worthwhile item we find is Elvagil.

Code:
n) the Long Sword 'Elvagil' (2d5) (+12,+12) <+2>
     Found lying on the floor at 2500 feet (level 50).

     +2 dexterity.
     +2 stealth.
     Slays orcs, trolls.
     Cannot be harmed by acid.
     Makes you fall like a feather. Grants the ability to see invisible
     things.
     Grants the ability to sense orcs.
     Grants the ability to sense trolls.

     Combat info:
     4.0 blows/round.
     Average damage/round: 195.2 vs. orcs, 195.2 vs. trolls, and 142.8 vs.
     others.
Even if you find that at 500' with a melee class, I'm not sure it's even worth it, so for us... We take the closest staircase to 2550ft and a cavern level. We'll go down again as soon as we find some stairs, but first we make a stop to kill Itangast with our dragon slaying bolt. We also kill a nycadaemon and reach...

Lvl: 37, HP: 705, SP: 297

Itangast drops an ego green DSM, Crisdurian, the horn of Helm, and some magical stuff.

Code:
q) the Executioner's Sword 'Crisdurian' (4d7) (+18,+19)
     Dropped by Itangast the Fire Drake at 2550 feet (level 51).

     Slays evil creatures, orcs, trolls, giants, dragons, undead.
     Cannot be harmed by acid.
     Grants the ability to see invisible things.

     Combat info:
     This weapon should be wielded with both hands.
     2.8 blows/round.
     With +0 STR and +1 DEX you would get 3.3 blows/round.
     Average damage/round: 211.1 vs. evil creatures, 263 vs. orcs, 263 vs.
     trolls, 263 vs. giants, 263 vs. dragons, 263 vs. undead, and 159.3 vs.
     others.
Melee class weapon. We'll pass...

Code:
s) the Horn of Helm <+2>
     Dropped by Itangast the Fire Drake at 2550 feet (level 51).

     +2 strength.
     +2 constitution.
     Provides resistance to cold.
     Provides protection from fear.
     Cannot be harmed by acid, fire.

     When activated, it awakens all nearby sleeping monsters and hastes for 25
     turns all monsters within line of sight.
     Takes 16 to 28 turns to recharge at your current speed.
     Your chance of success is 96.7%
Our pick is currently better. We take the closest staircase to 2600ft and look for our next victim: the Glass Golem. We cannot ESP him, but we use a spell and detect him right above us. Soon he wakes up, and we wait for him in a room to have clear space for shooting. The fight is longer than expected because one he resists all elements and isn't a type any of our bolts slay, and two he loves causing amnesia requiring a Cure Critical Wound potion to remove the status effect. And he drops nothing... I thought all dungeon bosses were supposed to drop at least one excellent item, but some stupid maintainer forgot to add drop flags for the Glass Golem. I guess we'll see another sign when we take a nap again... And with this we're done with the dungeon, so we recall back to Bree. As always, we do some inventory management and prepare for our next destination: the pass of Cirith Ungol.
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