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Old August 4, 2017, 15:57   #8
PowerWyrm
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Our house is starting to get a little small, so we invest our money into a bigger house. We drop the phial of Nendo and the heavy crossbow of Power in our new house along with our old possessions and donate the rest to the shops. We use the latest jump point we got to recall, but unfortunately it's in the middle of the sea. We try (-17,-23), and although we land on a small plain, we quickly find some water to the east and the sea to the south. We have no other choice than cross a river. A lost Easterling warrior (we're supposedly in Gondor here) drops a Silver Birch staff (of Summoning). While we're crossing the river, the night falls... and we find out that our phial doesn't give any light! I didn't spot that till now, since our axe that I switched for Til-i-arc was giving +1 light radius. A light source that doesn't provide light? Someone will have to find a good explanation to that... We get to the other side of the river, find an abandoned house and spend the night. And the next morning:

Sign: "Welcome to PWMAngband 1.1.12 beta 4"

That was quick. Unfortunately, our phial is still weightless and lightless, but the next randart light source we find will probably be fixed. We continue our journey east, crossing another river (well, mainly teleporting to the other side), until we reach some mountains. We decide to go around these mountains by going south. Since our destination is still very far away, we decide to go northeast to the nearby city of Minas Tirith. We don't manage to get there before the end of the day, so we spend another night in an abandoned house. The next morning, we arrive at Minas Tirith, check the shops, find nothing to buy, and continue our journey south. We'll make a pit stop at the town of Umbar next , so we get the location for future recalls. We cross South Ithilien to the river Poros, then South Gondor to the river Harnen. Now we are in the desert... better not get caught by the night here. We go southwest, hoping to find Umbar before the night (and its creatures) finds us. Luckily, we arrive in the evening, so we even get some time to check the shops there. Nothing much to buy, except a potion of Healing and a potion of *Healing* from the Black Market. We spend the night (literally... seems the last update also added a nice command for that), recall back to the location farthest east we know, and continue our journey to the Sandworm Lair. We meet tougher fire breathers as we progress east, but we're master of cold... and we're immune to fire. On our way, we find an ancient fighting pit: an arena. We try to enter it, but fail... something's wrong here. We take a small nap, and when we wake up we manage to enter the arena. We continue east a bit, but checking the time shows up that it's gonna be night soon, so we backtrack to the arena and spend the night inside. The next morning, we cross the Near Harad and arrive to the Sandworm Lair. Since we can, we recall to the last level. We spot the Sandworm Queen, activate our cloak for double poison resistance, quaff Speed, and attack the Queen. Our Ripper is very effective against her, and after dispatching a few summoned worms, we kill her. Unfortunately, she only drops a helm of Regeneration. The Sandworm Lair itself has no other feature (apart from sand and worms), so we recall outside, and back to Bree. We check the shops (the Expensive Black Market has a Trickery amulet... for a bit less than 700k, so instead we buy a rod of Mapping from the regular Black Market) and drop a few potions in our house. We get rid of the bugged phial of Nendo and star of Valima that we will never use, as well as a ring of Strength, and replace our ring of Lightning with a ring of Constitution. Our next destination: the bottom of the Barrow-Downs. But first 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:  18/37  +6  -3  +6 18/127
 Race   Thunderlord   Weight    16st 5lb  INT:  18/55  +2  +3 +11 18/215
 Class  Necromancer   Turns used:         WIS:     10  +1  +0 +11  18/40
 Title  Evoker        Game         34046  DEX:     10  +1  +0  +2     13
 HP     225/225       Player      170238  CON:     13  +3  -2  +4     18
 SP     220/220       Active      150302

 Level                 28    Armor     [48,+103]    Saving Throw     68%
 Cur Exp           153726                           Stealth          Bad
 Max Exp           153726    Melee       3d7,+20    Disarm - phys.   68%
 Adv Exp           190000    To-hit       30,+11    Disarm - magic  100%
                             Blows      1.0/turn    Magic Devices     84
 Gold                 349                           Searching        63%
 Burden          146.5 lb    Shoot to-dam    +11    Infravision     0 ft
 Overweight      -33.4 lb    To-hit       22,+13    Speed              2
 MaxDepth     1700' (L34)    Shots        2/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) 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: 62.3 vs. creatures not resistant to fire, 62.3 vs.
     creatures not resistant to cold, 102.7 vs. creatures susceptible to fire,
     102.7 vs. creatures susceptible to cold, 62.3 vs. trolls, 62.3 vs.
     giants, 62.3 vs. demons, and 35.3 vs. others.

b) a Sling of Extra Shots (x2) (+12,+11) <+1>
     Found lying on the floor in a vault at 1300 feet (level 26).

     +1 shooting speed.

c) a Tiger Eye Ring of Resist Poison
     Dropped by a death quasit at 1700 feet (level 34).

     Provides resistance to poison.

d) a Platinum Ring of Constitution <+3>
     Found lying on the floor in a vault at 1300 feet (level 26).

     +3 constitution.
     Sustains constitution.

e) a Pewter Amulet of Wisdom <+3>
     Dropped by a black orc at 1700 feet (level 34).

     +3 wisdom.
     Sustains wisdom.

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 13 to 24 turns to recharge at your current speed.
     Your chance of success is 96.4%

g) Gold Dragon Scale Mail (-2) [28,+17]
     Dropped by Draebor, the Imp at 1700 feet (level 34).

     Provides resistance to sound.

h) a Fur Cloak of Lordly Resistance [3,+24]
     Found lying on the floor in a vault at 1700 feet (level 34).

     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, fire.

     When activated, it grants temporary resistance to acid, lightning, fire,
     cold and poison for 40+1d40 turns.
     Takes 181 to 240 turns to recharge at your current speed.
     Your chance of success is 95.1%

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.

j) the Hard Leather Cap of Ciryonaed [2,+21] <+4, +1>
     Found lying on the floor of a labyrinth at 950 feet (level 19).

     +4 wisdom.
     +1 light.
     Provides immunity to fire.
     Provides resistance to acid, lightning.
     Provides protection from blindness.
     Cannot be harmed by acid.
     Prevents paralysis. Sustains your life force.
     Radius 1 light.
     Grants the ability to sense trolls.

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 74 percent.
     Takes 10 to 19 turns to recharge at your current speed.
     Your chance of success is 96.0%

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.

m) the Shovel of Fauron <+2>
     Dropped by Mughash the Kobold Lord at 1050 feet (level 21).

     +2 strength.
     +2 dexterity.
     +2 searching skill.
     Provides resistance to nexus.
     Provides protection from confusion.
     Prevents paralysis.


  [Character Quiver]

a) 2 Magic Bolts (1d5) (+0,+0)
     Returns when thrown.

b) the Iron Shot 'Ripper' (2d4) (+15,+5) {*@f1}
     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: 215.2 vs. creatures not resistant to cold, 344.4
     vs. creatures susceptible to cold, and 86 vs. others.

c) 2 Magic Arrows (1d4) (+0,+0)
     Returns when thrown.

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: 138.8 vs. creatures not resistant to lightning, 111
     vs. creatures not resistant to poison, 194.2 vs. undead, and 55.4 vs.
     others.

e) the Iron Shot 'Tardin' (1d4) (+11,+0)
     Dropped by Azog, King of the Uruk-Hai at 1150 feet (level 23).

     Branded with acid.
     Returns when thrown.

     Combat info:
     2 shots/round.
     Hits targets up to 100 feet away.
     Average damage/round: 137.8 vs. creatures not resistant to acid, and 55
     vs. others.


  [Character Inventory]

a) 2 Books of Necromancy [Necromancy for Beginners]

b) 2 Books of Necromancy [Dark Conjurings]

c) 2 Books of Necromancy [Necromantic Incantations]

d) 25 Light Yellow Potions of Cure Critical Wounds

e) 6 Pungent Potions of Restore Mana

f) a Cloudy Potion of Enlightenment

g) 4 Black Potions of Speed

h) 15 Scrolls titled "milemo quo" of Teleportation

i) 8 Scrolls titled "perolea in ter" of Magic Mapping

j) 8 Scrolls titled "alio fense lea" of Word of Recall {*@R-15,20}

k) 3 Tin Rods of Treasure Location

l) a White Gold Rod of Magic Mapping

m) a Nickel-Plated Rod of Acid Balls

n) a Zinc Rod of Teleport Other

o) a Gold-Plated Wand of Teleport Other (9 charges)

p) a Tulwar of *Slay Evil* (2d4) (+8,+8) <+1>
     Found lying on the floor in a vault at 1700 feet (level 34).

     +1 wisdom.
     Slays evil creatures.
     Provides resistance to fire.
     Blessed by the gods.
     Grants the ability to sense evil.

     Combat info:
     1.1 blows/round.
     With +4 STR and +0 DEX you would get 1.3 blows/round.
     With +0 STR and +4 DEX you would get 1.3 blows/round.
     Average damage/round: 27.9 vs. evil creatures, and 21.7 vs. others.

q) the Beaked Axe of Mahalvair (3d8) (+14,+9) [+27] <+3, +2, +1>
     Dropped by Ulfast, Son of Ulfang at 900 feet (level 18).

     +3 intelligence.
     +2 dexterity.
     +1 light.
     Provides resistance to dark, disenchantment.
     Cannot be harmed by acid, fire.
     Slows your metabolism. Grants the ability to see invisible things.
     Radius 1 light.

     Combat info:
     This weapon should be wielded with both hands.
     1.0 blows/round.
     With +7 STR and +0 DEX you would get 1.1 blows/round.
     With +0 STR and +2 DEX you would get 1.1 blows/round.
     Average damage/round: 30.7.


  [House List]

a) an Elven Cloak [6,+7] <+1>
b) a Short Bow of Numenor (x3) (+15,+13) <+1>
c) a Cypress Staff of Power (3 charges)
d) 10 Black Potions of Speed
e) a Gold Potion of Toughness
f) an Oily Yellow Potion of Healing
g) a Heavy Crossbow of Power (x4) (+15,+21)
h) 2 Dogwood Staves of Light (22 charges)
i) 2 Rosewood Staves of Teleportation (13 charges)
j) 4 Scrolls titled "phario ruma se" of Deep Descent
k) a Vermilion Potion of *Healing*
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