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Old July 19, 2017, 15:36   #3
PowerWyrm
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PowerWyrm is on a distinguished road
We wake up after a nap at 500ft in the Barrow-Downs. It seems that the problem with our ring of Polymorphing is gone during our slumber. When equipped, it now properly identifies as a "ring of Polymorphing of white harpy", and when inspected, it just says it "can be activated to polymorph into the corresponding monster." We don't find anything useful on the level, so we recall back to Bree to restock on supplies. In town, we're told to investigate the Orc Cave to the north, to put an end to the raids led by Azog's orc band. So we head north through the menacing wilderness. We kill an Easterling warrior on our way, and he drops a Gold ring (of Teleportation). We stop for a while to find some loot in a suburb area, but we find none this time... and the night falls on us. And surely, the daylight monsters and replaced by more dangerous nighttime ones. We have to flee from a sabre-tooth tiger, we kill a giant yellow scorpion, and reach...

Lvl: 14, HP: 79 (average would be 104!), SP: 29

Then we are ambushed by a giant GREY scorpion (base depth: 1700'). These things are fast and sting for massive poison damage, but we have Phase Door and a good sling. We kill it, then a killer white beetle, and Bloodfang also pays us a visit. Unfortunately for him, he's much weaker than a giant scorpion or beetle. Our dragon affinity kicks in while we are reaching the Orc Cave and we spot a MATURE blue dragon not far away. Better leave him sleep peacefully there. We have to flee the nearby mountain area, as we are immediately attacked by a STORM giant. We should definitely be sleeping peacefully in town instead of wandering at night in the wilderness... even more when after a while we still didn't manage to find the entrance to the cave. We recall back to Bree and spend the night in the tavern.

The next morning, we recall to the Orc Cave area and immediately spot the entrance to the cave. This time, the worst monster we have to kill before entering the cave is a tiger... We immeditely feel anxious about the place. Maybe it's simply because its base depth is 500ft, and not 50ft. But we have already been 500ft deep in a dungeon, so that should be manageable. We find an Indigo potion (of Resist Poison), a Locust staff (of Magic Mapping), and a Rusted Steel rod (of Light). We find out that the feeling is caused by a thief pit, and we start clearing the hordes of bandits that rush as us. We manage to kill a few of them before being surrounded and having the phase away, but it's enough for...

Lvl: 15, HP: 89, SP: 31

We learn the Guard spell this level: we can now control the will of undead monsters and order them to stay in place. The necromancer's version of the Hold Monster spell, but only for undead. We loot an unidentified scroll (we will refrain from reading it because we didn't id Deep Descent yet) and resume the killing. Frost Bolt is now effective (4% fail), and we can cast it 10 times with our mana pool. For our effort, we get Light Pink potions (of Lose Memories -- so we're back at Lvl 14 now after quaffing one for id), and another unidentified scroll. We also find a +6 small metal shield on the ground, and an Azurite ring (of Protection). Somewhere during the fight with the bandits, we lost our second book and didn't manage to retrieve it from the corpses. Since our xp is also drained, we leave the cave and recall to Bree. We read our unidentified scrolls and we get a scroll of Light and a scroll... of Wilderness Mapping??? Surely this thing was not in the scroll catalog yesterday, it must have been a new addition made during the night by the Dungeon Master. Anyway, we learn more about the area at (-17, -23). Could be useful as a jump point if we have to travel to the south (sounds like an area in South Gondor from its location on the map). In town, we buy a potion of Restore Life Levels, a few scrolls of Teleportation from the Black Market (you never know when you'll meet a monster surronded by an antimagic field), a copy of the second necromancy book, and we restock on basic supplies.

We recall back to the Orc Cave area, kill an ogre and get another ring of Protection. We enter the cave, and after a while we feel something worthwile on the level. And surely after some exploration, we find 'Paurhach'. We wear it, learn some runes, and use a scroll of Identify to learn the remaining rune (resist fire) from the gloves.

Code:
k) the Set of Gauntlets 'Paurhach' [3,+14]
     Found lying on the floor at 500 feet (level 10).

     Provides resistance to fire.
     Cannot be harmed by acid, fire.
     Speeds regeneration. Prevents paralysis.

     When aimed, it shoots a bolt or beam of fire that inflicts 12d8 points of
     damage, which your device skill increases by 49 percent.
     Takes 9 to 16 turns to recharge.
     Your chance of success is 93.5%
We also detect Vort, the Kobold Queen in the area, so we go pay a visit and slaughter a kobold horde. She drops an ego ball-and-chain we identify as slaying orcs. The weapon does a little more damage vs orcs than our venomous short sword, and remember in which cave we're in? So we equip the ball-and-chain for now. We also find a Chromium wand (of Light). And with this, we're done with the level. We take the closest staircase to 550ft. And we feel superb treasures! That's probably an out-of-depth useless item, but we'll investigate nonetheless. We find a good unidentified maul, so we equip it and learn three new curses (poison, demon summon and treacherous weapon)... then of course leave it behind. We find an unidentified scroll, smite some snagas with our ball-and-chain, kill a forest troll, and...

Lvl: 16, HP: 92, SP: 33

Our condition is not improving much... The place is reasonable safe, so we still progress smoothly through the level. We spot a trap in our corridor and since we don't want our constitution drained, we cast Disable Traps... and nothing happens? We move forward and... trigger the trap. Sorry DarkGod, but you have something else to fix now... We try to move, but suddenly feel very sleepy...

We awake from our surprising slumber and find a sign: "Try to disable that trap now." We do so, and indeed the trap gets disabled and we can cross the stat-draining device without triggering it this time. That was a very quick fix... Unfortunetely, as foreseen, the "superb" treasure reveals to be a book of Prayers (Godly Insights). For a priest or a paladin, this would have been golden, but for us, since we cannot even sell it to shops, it is completely useless. Wormtongue is next to the book, so we'll simply clear our frustration on him. Our luck doesn't improve much, as he only drops a stack of ego bolts... No need to stay longer here, so we go down to 600ft... and immediately spot a minor demon pit. This time we may be able to clear it completely. We loot a Calcite ring (of Reckless Attacks), some Tin rods (of Treasure Location) and a Beryl ring (of Resist Fire and Cold). Nothing more on the level, so to 650ft we go. We detect a group of minor demons again... could that be another pit? It is not: using a charge of our staff of Mapping reveals an odd-shaped room filled with minor demons and... lava. We kill the demons, and reach...

Lvl: 17, HP: 93 (avg 125), SP: 35

We learn the last spell in our second book... and that is Identify! We manage to cast the spell (47% fail right now), and learn the rune of slay demons from the bolts that were dropped by Wormy. We also find another scroll of Wilderness Mapping and learn the area at (29, 3). We detect Ufthak nearby and decide to kill him. A baby water dragon breathes at us, we clear the status ailments with a potion, and find out Ufthak has also been stunned and confused by the dragon. Too bad for him... we even push the insult to killing him (and his escort) in melee with our orc slaying weapon. He drops this interesting randart hammer:

Code:
a) the Great Hammer of Elemet (8d1) (-6,-8) {cursed}
     Dropped by Ufthak of Cirith Ungol at 650 feet (level 13).

     It poisons you from time to time.
     It paralyses you every now and then.
     It occasionally summons an undead.
     It makes your weapon attack you.
     Cannot be harmed by acid, fire.
     Grants the ability to see invisible things. Blessed by the gods. Prevents
     teleportation.

     Combat info:
     1.0 blow/round.
     With +4 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 +6 DEX you would attack a bit faster.
     With +4 STR and +6 DEX you would get 1.1 blows/round.
     With +0 STR and +9 DEX you would get 1.1 blows/round.
     Average damage/round: 3.
Of course we discard this atrocity, and instead pick up a Nickel wand (of Confuse Monster). Since I didn't do it till now, let's have a look at our stats and equipment before taking another nap...

Code:
  [PWMAngband 1.1.12 Character Dump]

 Name   PowerWyrm     Age             19         Self  RB  CB  EB   Best
 Sex    Male          Height      14'11"  STR:     17  +6  -3  +1  18/30
 Race   Thunderlord   Weight    16st 5lb  INT:     18  +2  +3  +0  18/50
 Class  Necromancer   Turns used:         WIS:     10  +1  +0  +0     11
 Title  Illusionist   Game          8250  DEX:     10  +1  +0  +0     11
 HP     93/93         Player       33740  CON:     10  +3  -2  +0     11
 SP     35/35         Active       33596

 Level                 17    Armor      [22,+55]    Saving Throw     56%
 Cur Exp             9619                           Stealth          Bad
 Max Exp             9619    Melee        1d7,+6    Disarm - phys.   55%
 Adv Exp            11020    To-hit        24,+6    Disarm - magic   75%
                             Blows      1.0/turn    Magic Devices     62
 Gold                8399                           Searching        40%
 Burden          140.8 lb    Shoot to-dam    +19    Infravision     0 ft
 Overweight      -15.1 lb    To-hit        16,+8    Speed         Normal
 MaxDepth      650' (L13)    Shots        1/turn

 You are one of several children of a Thunderlord. You have a Blue Eagle.

Ac :.............. Nxs:..............
El :......+....... Ntr:..............
Fi :..........+..+ Chs:..............
Co :.............+ Dsn:..............
Po :.............. FF :.............+
Lt :.............. Fe :..............
Dk :.............. Bld:..............
Snd:.............. Cnf:..............
Shr:.............. Stn:..............

Lit:............+. Tun:............+.
Rgn:..........+... Spd:..............
ESP:.............. EA :..............
SI :.............. XS :..............
FA :..........+... XM :..............
HL :.............. Dig:..............
Stl:.............. -HP:..............
Src:.............. Afr:..............
Inf:.............. Agg:..............

Rad:..............
Evi:..............
Ani:..............
Und:..............
Dem:..............
Orc:..............
Tro:..............
Gia:..............
Dra:.............+


  [Character Equipment]

a) a Short Sword of Venom (1d7) (+5,+3)
     Conjured forth by magic at 250 feet (level 5).

     Branded with poison.

     Combat info:
     1.0 blows/round.
     With +3 STR and +0 DEX you would get 1.1 blows/round.
     With +0 STR and +6 DEX you would get 1.1 blows/round.
     Average damage/round: 19.4 vs. creatures not resistant to poison, and
     10.7 vs. others.

b) a Sling of Power (x2) (+7,+19)
     Bought from a store on the surface.

c) an Azurite Ring of Protection [+12]
     Dropped by an ogre on the surface.

d) an Azurite Ring of Protection [+8]
     Found lying on the floor at 500 feet (level 10).

f) a Lamp (Everburning)
     Dropped by Grishnįkh, the Hill Orc at 400 feet (level 8).

     Cannot be harmed by fire.
     Radius 3 light. No fuel required.

g) Soft Leather Armour of Resist Lightning [8,+5]
     Bought from a store on the surface.

     Provides resistance to lightning.

h) a Cloak [1,+5]
     Found lying on the floor at 100 feet (level 2).

i) a Small Metal Shield [5,+6]
     Found lying on the floor at 500 feet (level 10).

j) a Metal Cap [3,+0]
     Bought from a store on the surface.

k) the Set of Gauntlets 'Paurhach' [3,+14]
     Found lying on the floor at 500 feet (level 10).

     Provides resistance to fire.
     Cannot be harmed by acid, fire.
     Speeds regeneration. Prevents paralysis.

     When aimed, it shoots a bolt or beam of fire that inflicts 12d8 points of
     damage, which your device skill increases by 52 percent.
     Takes 9 to 16 turns to recharge.
     Your chance of success is 93.9%

l) a Pair of Leather Boots [2,+5]
     Found lying on the floor at 450 feet (level 9).

m) the Shovel of the Miner <+1>
     Found lying on the floor at 450 feet (level 9).

     +1 strength.
     +1 tunneling.
     +1 light.
     Radius 1 light.


  [Character Quiver]

a) 20 Bolts of Slay Demon (1d5) (+9,+4)
     Dropped by Wormtongue, Agent of Saruman at 550 feet (level 11).

     Slays demons.

b) 5 Iron Shots (1d4) (+1,+4)
     Bought from a store on the surface.

     Combat info:
     1 shot/round.
     Hits targets up to 100 feet away.
     Average damage/round: 51.4.
     25% chance of breaking upon contact.

c) 14 Iron Shots (1d4) (+4,+2)
     Found lying on the floor on the surface.

     Combat info:
     1 shot/round.
     Hits targets up to 100 feet away.
     Average damage/round: 47.5.
     25% chance of breaking upon contact.

d) 20 Iron Shots (1d4) (+5,+5)
     Bought from a store on the surface.

     Combat info:
     1 shot/round.
     Hits targets up to 100 feet away.
     Average damage/round: 53.6.
     25% chance of breaking upon contact.


  [Character Inventory]

a) 2 Books of Necromancy [Necromancy for Beginners]

b) 2 Books of Necromancy [Dark Conjurings]

c) 2 Pieces of Elvish Waybread

d) 12 White Potions of Cure Serious Wounds

e) 5 Light Yellow Potions of Cure Critical Wounds

f) 5 Black Potions of Speed

g) 10 Scrolls titled "ando fabia" of Phase Door

h) 6 Scrolls titled "milemo quo" of Teleportation

i) 11 Scrolls titled "perolea in ter" of Magic Mapping

j) 2 Scrolls titled "cio dessi" of Satisfy Hunger

k) a Scroll titled "aedivus lo" of Identify

l) 4 Scrolls titled "alio fense lea" of Word of Recall {*@R-14,28}

m) a Scroll titled "salis simus"

n) 2 Tin Rods of Treasure Location

o) a Nickel-Plated Rod of Acid Balls

p) 2 Rusted Steel Rods of Light

q) a Locust Staff of Magic Mapping (3 charges)

r) a Dogwood Staff of Light (13 charges)

s) a Ball-and-Chain of Slay Orc (2d4) (+4,+4)
     Dropped by Vort the Kobold Queen at 500 feet (level 10).

     Slays orcs.

     Combat info:
     1.0 blow/round.
     With +3 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 +6 DEX you would attack a bit faster.
     With +3 STR and +6 DEX you would get 1.1 blows/round.
     With +0 STR and +9 DEX you would get 1.1 blows/round.
     Average damage/round: 23 vs. orcs, and 12.5 vs. others.
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