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Old October 16, 2017, 17:43   #28
PowerWyrm
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Our next trip is going to be very interesting, as we'll have to cross the western sea to reach the sunken land of Numenor. Since we don't have anything remotely close to recall to, we recall west to Hobbiton and start going even more west. Once we attain the western shore, we turn south. We cross the sea (with a lot of teleporting) until we touch land again. Once at the entrance of the dungeon, we recall to our deepest point. This trip will also be very short, as our deepest point is also the depth of this dungeon's boss. And for sure, Ar Pharazon is here. But first, we have to clear a P pit which happens to be on our path to Ar Pharazon. We get a rusty wand (of Lightning Balls) from the giants, and this sword:

Code:
q) the Short Sword 'Felcarin' (1d7) (+12,+16) [+30] <+3, +1>
     Dropped by an enchantress at 2750 feet (level 55).

     +3 dexterity.
     +1 infravision.
     Slays evil creatures, demons (powerfully).
     Branded with lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid.
     Slows your metabolism. Speeds regeneration.
     Grants the ability to sense undead.
     Grants the ability to sense demons.

     Combat info:
     4.0 blows/round.
     Average damage/round: 184.8 vs. creatures not resistant to lightning,
     167.6 vs. evil creatures, 219.2 vs. demons, and 150.4 vs. others.
Well it seems there was also an enchantress among the giants... We go around the pit and meet Ar Pharazon. Since he resists fire and lightning, we switch to our cold branded seeker bolt to shoot him from afar. We go away a few times, come back, face a few summons, and vanquish him. The kill happens to be profitable, as we get four artifacts off his corpse:

Code:
q) the Blue Stone of Arent <+5, +1, +2>
     Dropped by Ar-Pharaz˘n the Golden at 2750 feet (level 55).

     +5 intelligence.
     +1 wisdom.
     +2 dexterity.
     Provides immunity to lightning.
     Provides resistance to acid.
     Provides protection from fear.
     Speeds regeneration. Grants the ability to see invisible things. Prevents
     paralysis.
     Grants the ability to sense animals.
That's a nice boost to INT, although we don't need that at this point. I guess it can be used as a swap for lightning immunity.

Code:
r) the Arkenstone of Thrßin <+3>
     Dropped by Ar-Pharaz˘n the Golden at 2750 feet (level 55).

     +3 light.
     Provides resistance to light, dark.
     Cannot be harmed by fire.
     Grants the ability to see invisible things. Sustains your life force.
     Radius 3 light.

     When activated, it completely lights up and magically maps the current
     level, sensing all objects.
     Takes 142 to 280 turns to recharge at your current speed.
     Your chance of success is 93.4%
Pointless once you have the corresponding randart.

Code:
s) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3>
     Dropped by Ar-Pharaz˘n the Golden at 2750 feet (level 55).

     +3 dexterity.
     +3 speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
Good but not great.

Code:
v) the Heavy Crossbow of Thanth (x6) (+10,+16) [+20] <+2>
     Dropped by Ar-Pharaz˘n the Golden at 2750 feet (level 55).

     +2 constitution.
     +2 shooting power.
     Provides immunity to fire.
     Cannot be harmed by acid, fire.
Massive might, but the extra shot on our current xbow is more important: damage would go down from 312-546 to 234-351 with our fire branded bolt. We recall back to Bree, drop a couple arts and consumables in our home and prepare for the next journey: the forest of Mirkwood.
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