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Old August 31, 2017, 12:06   #11
kandrc
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Quote:
Originally Posted by PowerWyrm View Post
Found an area with a beach, air temperature 30C, water temperature 25C, so I bought a towel at the General Store and took three weeks vacation
Hey, you sass that hoopy PowerWyrm? There's a frood who really knows where his towel is.
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Old August 31, 2017, 14:20   #12
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We recall into the Barrow-Downs at 1700ft. Our next target is the Wight-King at 1750ft, which is sort of a glass cannon, with low health but devastating nether balls. With 225 hps, we should be fine... but not by much. We find a potion of Intelligence on the way to the next level and quaff it to reach 18/*** int with our current equipment. We feel anxious on 1750ft, but there seems to be something worthwhile. No Wight-King around, but an ancient red dragon in the distance, probably in a vault. Unfortunately, the only worthwhile item we find is Nimthanc.

Code:
p) the Dagger 'Nimthanc' (2d4) (+9,+12) [+10]
     Found lying on the floor at 1750 feet (level 35).

     Branded with cold.
     Provides resistance to cold.
     Cannot be harmed by acid.

     When aimed, it shoots a bolt or beam of frost that inflicts 6d8 points of
     damage, which your device skill increases by 84 percent.
     Takes 9 to 16 turns to recharge at your current speed.
     Your chance of success is 96.8%

     Combat info:
     2.0 blows/round.
     With +1 STR and +0 DEX you would get 2.3 blows/round.
     With +0 STR and +4 DEX you would get 2.3 blows/round.
     Average damage/round: 65.6 vs. creatures not resistant to cold, 96.4 vs.
     creatures susceptible to cold, and 45 vs. others.
We go kill the ancient dragon (which is not in a vault), and we obliterate Shagrat in the process. We find a Balsa staff (of Remove Curse), a scroll (of Recharging), a Rusty Iron rod (of Recall), a potion of Constitution (+7 hps), and Hithlomir (from Shagrat's drops).

Code:
p) the Soft Leather Armour 'Hithlomir' [8,+20] <+3>
     Dropped by Shagrat, the Orc Captain at 1750 feet (level 35).

     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, dark, nether.
     Cannot be harmed by acid, fire.
The Wight-King finally manages to find us and so we prepare to fight him. Our kill undead pebble will be the way to go. We quaff Speed and start the shooting. His first nether ball after four rounds does roughly 80 damage... so either he rolled low, or I overestimated the damage these nether balls could do. Two more rounds of shooting and he's dead. And we hit...

Lvl: 29, HP: 237, SP: 228

His drop: a randart staff.

Code:
q) the Elven Staff 'Aegil' (1d1) (+0,+0) <+2, +1>
     Dropped by The Wight-King of the Barrow-downs at 1750 feet (level 35).

     +2 intelligence.
     +2 dexterity.
     +1 light.
     Provides resistance to fire, nexus.
     Provides protection from fear.
     Cannot be harmed by acid, fire.
     Sustains constitution.
     Speeds regeneration. Grants the ability to see invisible things.
     Radius 1 light.
     Grants telepathy.

     When activated, it grants or extends protection from evil for 87+1d25
     turns.
     Takes 58 to 64 turns to recharge at your current speed.
     Your chance of success is 88.4%

     Combat info:
     This weapon should be wielded with both hands.
     2.0 blows/round.
     With +1 STR and +0 DEX you would get 2.3 blows/round.
     With +0 STR and +2 DEX you would get 2.3 blows/round.
     Average damage/round: 12.
Full telepathy, which means we can get rid of the weapon of *Slay Evil* in our inventory now. And so ends our journey in the Barrow-Downs. We recall back to Bree, donate some artifacts, restock on supplies, and head to our next destination: the Maze.
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Old August 31, 2017, 17:03   #13
Sky
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Wow 1d1 +0,+0

That RNG loves you.
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Old August 31, 2017, 17:37   #14
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Quote:
Originally Posted by Sky View Post
Wow 1d1 +0,+0

That RNG loves you.
All magic staves are hardcoded to be 1d1 +0 +0, either normal ones or artifacts. They're not meant to be used for melee, just for spellcasters when they have stats/abilities/resists as ego or artifact.
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Old August 31, 2017, 20:46   #15
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that's harsh. it might as well have Escaping, since you're not going to melee anything with 12 DPS
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Old August 31, 2017, 21:12   #16
Derakon
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that's harsh. it might as well have Escaping, since you're not going to melee anything with 12 DPS
Doesn't the fear caused by Escaping also penalize your spell failure rate?
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Old September 1, 2017, 02:23   #17
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it does?? i never noticed. i regularly wear two Escaping on my mage builds so i would lean towards no.

actually, let me go test that.

CL 33 mage with 18/10 INT.
yep, it does. a 44% fail Resistance goes up to 50% fail with two rings.
a 15% fail Earthquake spell goes up to 50% fail ..
a 6% fail Magic Missile goes up to ... 6% fail.
lesser recharging goes from 6% fail to 17% fail.

i can't really see how this works, but apparently the higher the spell level, the more they are affected by the penalty. or maybe, the lower the spell level, the more they are affected by the casting stats.
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Old September 1, 2017, 11:16   #18
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OF_AFRAID adds a flat 20% fail to the rate, which is the base spell failure rate minus the bonus from INT minus the bonus for "easy" spells (level < clvl). The result is capped vs the minimum/maximum failure rates. Because of these caps, the effect of OF_AFRAID is marginal, that's why using rings of escaping with a spellcaster is great. It's basically the same as a priest using a pointy weapon. Would be much less useful if the penalty was applied after the cap, like for example when the character is stunned.
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Old September 1, 2017, 15:21   #19
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We head southeast from Bree and quickly reach the entrance of the Maze... but we recall inside instead of taking the long route. As the name implies, the Maze is a dungeon made of labyrinth levels exclusively. We land on 1750ft, find an Ironwood staff... and blast the whole level when we ID it as a staff of *Destruction*. Time to go downstairs I guess... but not before finding a Turquoise ring (of Intelligence) in a small area that survived the destruction blast. Not that it matters now our intelligence is maxed. We feel nervous on 1800ft, but telepathy doesn't reveal anything out of depth. There's something worthwhile on the level though. We find a Tungsten wand (of Polymorph), an Ivory rod (of Hold Monster), and Celegorm:

Code:
q) the Leather Shield of Celegorm [8,+20]
     Found lying on the floor of a labyrinth at 1800 feet (level 36).

     Provides resistance to acid, lightning, fire, cold, light, dark.
     Provides protection from blindness.
     Cannot be harmed by acid.
There are clearly better shields than this. We go down to another (not so) nervous place, and immediately find some ego boots of Mirkwood. These could be helpful if we ever need to free up a ring slot and lack poison resistance. For now we'll keep our artifact boots and ring of Resist Poison. Nothing else on the level, we go down to 1900ft. We kill Fasolt and his escort of giants, but get nothing for our effort, so we go down again. This time, Castamir pays us a visit, and we get Bloodspike out of his corpse.

Code:
u) the Morning Star 'Bloodspike' (2d6) (+8,+22) <+4>
     Dropped by Castamir the Usurper at 1950 feet (level 39).

     +4 strength.
     Slays animals, orcs, trolls.
     Branded with poison.
     Provides resistance to nexus.
     Cannot be harmed by acid, fire.
     Grants the ability to see invisible things.

     Combat info:
     1.0 blows/round.
     With +1 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: 56.7 vs. creatures not resistant to poison, 48.8
     vs. animals, 56.7 vs. orcs, 56.7 vs. trolls, and 40.9 vs. others.
We find a Titanium wand (of Door Destruction) and proceed to the last level of the dungeon. The Minotaur of the Labyrinth awaits us, but unlike his mythological counterpart, he dies pretty easily. But we only get Paurnen from him.

Code:
q) the Set of Gauntlets 'Paurnen' (+3,+3) [3,+14]
     Dropped by The Minotaur of the Labyrinth at 2000 feet (level 40).

     Provides resistance to acid.
     Cannot be harmed by acid, fire.
     Makes you fall like a feather. Prevents paralysis.

     When aimed, it shoots a bolt or beam of acid that inflicts 10d8 points of
     damage, which your device skill increases by 76 percent.
     Takes 6 to 11 turns to recharge at your current speed.
     Your chance of success is 96.2%
We also get a 4d5 long sword from killing a lich, but it's not the one we were looking for...

Code:
t) the Long Sword of Angmar (4d5) (-22,-25) <-10>
     Dropped by a monastic lich at 2000 feet (level 40).

     -10 strength.
     -10 wisdom.
     -10 speed.
     Branded with fire.
     Cannot be harmed by acid.
     Slows your metabolism. Grants the ability to see invisible things.
     Prevents paralysis. Aggravates nearby creatures.
     Grants the ability to sense undead.

     Combat info:
     1.0 blow/round.
     With +7 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 +5 DEX you would attack a bit faster.
     With +7 STR and +5 DEX you would get 1.1 blows/round.
     With +0 STR and +8 DEX you would get 1.1 blows/round.
     Average damage/round: 13.2 vs. creatures not resistant to fire, 50 vs.
     creatures susceptible to fire, and 0 vs. others.
We recall back to Bree, donate some useless artifacts, drop the Mirkwood boots and the staff of *Destruction* in our house, and spend the night in the tavern. Our next destination, the Heart of the Earth, is quite far from Bree. We'll have to go to Rivendell, then east through Mirkwood forest, and then northeast. Better get well prepared before that...
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Old September 6, 2017, 16:50   #20
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Once we're ready, we begin our journey to the Heart of the Earth. We take the east road to Rivendell, cross the Misty mountains and Mirkwood forest (we'll be back here... but later). While we're at it, we put the Wounded Bear out of his misery. We continue to the northeast to the Iron Mountains and reach the path to the Heart of the Earth. We recall into the rocky dungeon at 2000ft, where we instantly spot an ancient gold dragon. The Queen Ant is also on the level, so we'll head in her direction instead. We find a Carved Oak amulet (of Inertia), a Waxy mushroom (of Sprinting)... and two artifacts in a chest!

Code:
p) the Fur Cloak of the Druedain [3,+10] <+4>
     Taken from a chest found at 2000 feet (level 40).

     +4 stealth.
     +4 searching skill.
     +4 infravision.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, fire.
Code:
q) the Pair of Leather Boots of Wormtongue (-1,-1) [2,+0] <+2, +3>
     Taken from a chest found at 2000 feet (level 40).

     +2 intelligence.
     +2 dexterity.
     +2 stealth.
     +3 speed.
     Cannot be harmed by acid, fire.
     Makes you fall like a feather.

     When activated, it teleports you randomly up to 10 squares away.
     Takes 24 turns to recharge at your current speed.
     Your chance of success is 95.8%
The extra speed on the boots is probably worth losing resistance to time and two points of intelligence. Not sure about that cloak, unless we get a nice ring in the near future that forces us to get poison resistance elsewhere. Unfortunately, there's also a 13-headed hydra on the way to the Queen Ant, so we have to back up close to the ancient gold dragon, which is now awake. Let's put some distance while sprinting is still active. We don't manage to outrun the dragon, so we start casting frost bolts to lower his health while he's still far away and probably can't one-shot us with his sound breath. He breathes once when at 50% health, which does roughly 40 damage to us, so we stop caring about him and simply pelt him with shots. For our effort, we get another artifact.

Code:
p) the Robe of Incanus [2,+20] <+3>
     Dropped by an ancient gold dragon at 2000 feet (level 40).

     +3 intelligence.
     +3 wisdom.
     +3 searching skill.
     Provides resistance to acid, lightning, fire, cold, mana.
     Cannot be harmed by acid, fire.
     Sustains intelligence, wisdom.
     Speeds regeneration. Grants the ability to see invisible things. Prevents
     paralysis.
A great robe, perfect for endgame spellcasters. For now, sound resistance is probably more important than resistance to mana. But we clearly want that equipped if we hope clearing the Nether Realm or the Void. We wait for the slowing part of the sprinting effect to go away and, since there's no other way, we activate our cloak for double fire/poison resistance and face that 13-headed hydra. Fortunately for us, it's weak to cold, and only breathes poison once before dying. We go kill the Queen Ant for a (Blessed) morning star and two random artifacts:

Code:
c) the Seeker Arrow of Nendol (4d4) (+9,+5)
     Dropped by The Queen Ant at 2000 feet (level 40).

     Slays demons (powerfully).
     Branded with lightning.
     Cannot be harmed by acid, fire.
     Returns when thrown.
Code:
u) the Quarterstaff of Rathon (1d11) (+16,+13) <+4, +3>
     Dropped by The Queen Ant at 2000 feet (level 40).

     +4 intelligence.
     +3 dexterity.
     Provides resistance to lightning, fire, shards, nether, disenchantment.
     Cannot be harmed by acid, fire.
     Prevents paralysis.

     Combat info:
     This weapon should be wielded with both hands.
     1.1 blows/round.
     With +4 STR and +0 DEX you would get 1.3 blows/round.
     With +0 STR and +2 DEX you would get 1.3 blows/round.
     Average damage/round: 28.5.
We'll have to check with the bow we have stored in our house, but the damage with this arrow is probably better than our sling/shot combo. The quarterstaff is outright better compared to the beaked axe we're carrying for disenchanters, so we'll dump that axe when we recall to a town. We find an Alexandrite ring (of Soulkeeping), and reach...

Lvl: 30, HP: 240, SP: 234

Since there's nothing more to do on the level, we go down to 2050ft. We put on our telepathy staff and feel anxious about a fallen Maia, vampire lord and ancient silver dragon, plus probably more stuff we'd have a hard time to kill now. But we feel there are very good treasures on the level, so we'll still explore a bit. The vampire lord doesn't reveal to be a threat after all when he easily dies from our undead slaying pebble. And he drops two useful potions of healing. Since our pack is full and we're carrying a potion of enlightenment, might as well use it on this level. There's an unidentified rod and and unidentified potion, but nothing more of interest. One equippable item might be an artifact though. In fact, we rapidly find a heavy crossbow of extra shots that is better than the one we have stored at home. The rod is in the same room as the fallen Maia, so we approach silently (or as silently as a thunderlord can be), we ID it as a rod of Acid Bolts, and we leave the room. The new potion on the level is a Cyan potion... of Augmentation! Oh and there's ANOTHER one on the level! The ancient silver dragon is in a little + cell (a lesser vault), so we teleport him away and go loot the cell. Unfortunately, an undetected Ariel was also in the vault, and by the time we teleport her away, there's only one item remaining in the vault.

Code:
s) the Spear 'Nimloth' (1d6) (+11,+13) <+3>
     Found lying on the floor in a vault at 2050 feet (level 41).

     +3 stealth.
     +3 speed.
     Slays undead.
     Branded with cold.
     Provides resistance to cold.
     Cannot be harmed by acid, fire.
     Grants the ability to see invisible things. Blessed by the gods.

     Combat info:
     2.0 blows/round.
     With +1 STR and +0 DEX you would get 2.3 blows/round.
     With +0 STR and +1 DEX you would get 2.3 blows/round.
     Average damage/round: 63 vs. creatures not resistant to cold, 85 vs.
     creatures susceptible to cold, 63 vs. undead, and 48.4 vs. others.
One extra point of speed and see invisible compared to Til-i-arc. We'll lose three points of intelligence, but it will do. And we manage to reach that second potion of Augmentation anyway... We also find a Coral amulet (of infravision) and a ring of constitution (+3), but wearing it would only give us 20 more hit points. Finally we manage to find Ariel again, but this time we prepare ourselves with double resistance from our cloak plus a Speed potion and wipe her with nether bolts. We find a Brass rod (of Polymorph), a Tin wand (of Disable Traps), and since our pack is more than full now, we recall back to Bree. We restock, drop some stuff at home and donate more useless atifacts. We keep our sling over a bow/arrow combo because we still have more versatility with our arsenal of pebbles and shots.

We recall back to the Heart of the Earth and go down again to 2050ft. The place feels terribly dangerous, and we spot Eol and Adunaphel, along with two great crystal drakes, which seem to be in a vault in the middle of the level. Adunaphel finds us quickly, so we quaff Speed and start shooting our slay undead pebble. We need to stop often to heal damage from her nether bolts, but she finally dies. Her drops: a book of magic spells (Resistances of Scarabtarices), some bolts of slay giant, some magical stuff, her Ring, and some artifact gauntlets.

Code:
n) the Black Ring of Power of Belfin (+7,+1) <+2, +3, +1, +5>
     Dropped by Adunaphel the Quiet at 2050 feet (level 41).

     +2 strength.
     +3 intelligence.
     +1 wisdom.
     +2 dexterity.
     +1 constitution.
     +5 infravision.
     Provides resistance to lightning, disenchantment.
     Provides protection from confusion.
     Cannot be harmed by lightning.
     Sustains strength.
     Aggravates nearby creatures.
     Grants telepathy.
Code:
q) the Set of Caestus of Sir Robin (-50,-50) [5,+30] <+3, +1>
     Dropped by Adunaphel the Quiet at 2050 feet (level 41).

     +3 stealth.
     +3 searching skill.
     +3 infravision.
     +1 light.
     Provides resistance to acid, lightning, fire, cold, poison, nether, chaos,
     disenchantment.
     Provides protection from blindness.
     Cannot be harmed by acid, fire.
     Sustains strength, intelligence, wisdom, dexterity, constitution.
     Slows your metabolism. Makes you fall like a feather. Speeds
     regeneration. Grants the ability to see invisible things. Prevents
     paralysis. Sustains your life force. Makes you afraid of melee, and worse
     at shooting and casting spells.
     Radius 1 light.
     Grants telepathy.
Mixed blessing artifacts, not sure if they're worth keeping. We also clear a lesser vault (we have to dispel a ranger chieftain), find a Glowing mushroom (of Clear Mind), a Garnet ring (of Bodykeeping), and reach...

Lvl: 31, HP: 278, SP: 242

We should probably avoid Eol, so he gets teleported away as soon as the wakes up. And the crystal drakes too. We start looting the vault they were in, find a book of hunting (Killing from Afar), a cursed Obsidian amulet (of Speed), and these artifacts:

Code:
t) the Dagger of Enethori (1d4) (+17,+25) [+18] <+2, +3>
     Found lying on the floor in a vault at 2050 feet (level 41).

     +2 strength.
     +3 wisdom.
     +2 dexterity.
     +2 infravision.
     +3 speed.
     Slays animals, giants, dragons (powerfully), undead (powerfully).
     Branded with weak poison.
     Provides resistance to dark.
     Cannot be harmed by acid.
     Sustains wisdom.
     Slows your metabolism. Makes you fall like a feather. Grants the ability
     to see invisible things. Blessed by the gods. Aggravates nearby
     creatures.
     Grants the ability to sense undead.
     Grants the ability to sense giants.
     Grants the ability to sense dragons.

     When activated, it allows you to randomly breathe sound, shards, chaos or
     disenchantment for 250 points of damage.
     Takes 313 to 460 turns to recharge at your current speed.
     Your chance of success is 97.0%

     Combat info:
     3.3 blows/round.
     With +1 STR and +0 DEX you would get 3.4 blows/round.
     With +0 STR and +1 DEX you would get 3.5 blows/round.
     Average damage/round: 137.8 vs. creatures not resistant to poison, 137.8
     vs. animals, 146.5 vs. giants, 164.1 vs. dragons, 164.1 vs. undead, and
     129.2 vs. others.
Code:
u) the Spear of Rundi (1d6) (+10,+16) <+4, +2, +3>
     Found lying on the floor in a vault at 2050 feet (level 41).

     +4 strength.
     +2 wisdom.
     +3 infravision.
     Branded with weak poison.
     Provides resistance to acid, disenchantment.
     Cannot be harmed by acid, fire.
     Sustains wisdom.
     Prevents paralysis. Blessed by the gods.
     Grants telepathy.

     When activated, it grants or extends protection from evil for 93+1d25
     turns.
     Takes 78 to 86 turns to recharge at your current speed.
     Your chance of success is 95.9%

     Combat info:
     3.0 blows/round.
     With +1 STR and +0 DEX you would get 3.3 blows/round.
     With +0 STR and +3 DEX you would get 3.3 blows/round.
     Average damage/round: 109.3 vs. creatures not resistant to poison, and
     98.4 vs. others.
Again, very nice, but not enough to consider using them. There'a another lesser vault on this crowded level, so why not clear that one too. We find a Light Green potion (of Dragon Breath), a Zirconium wand (of Acid Bolts), and pretty much nothing else. Our pack is full again, and after exploring only one level, we have to go back to the town again. We buy a scroll of Remove Curse and remove the curse on the Speed amulet we found, so we're now at +9 speed. We buy a potion of enlightenment and a scroll of Banishment from the Black Market and store them at home.

And back to 2050ft we go. The level is quite dull, so we quickly go down to 2100ft. The place seems not dangerous, but we feel superb treasures! Another useless deep book maybe. Mapping our starting area, we find out we're on a cavern level... well that's logical for the "Heart of the Earth", and we'll probably find more cavern levels as we go deeper. And as planned, we find a book of Summoning (Anti-summoning) on the level. We look for the closest stairs, kill an ancient blue dragon on the way... and he drops a book of Necromancy (Dark Evocations)! Finally we can learn more spells: Follow (order undead monsters to follow us), Ice Storm, Haste Self, Resistance (we won't need our cloak of lordly resistance anymore), Undead Form (we can die and play as a ghost if we want), Drain Life, and Teleport Level. We cast them all (except Undead Form) for the xp, and Teleport Level brings us back up to 2050ft. We find a convenient trap door in the corridor we start in and trigger it to go back to 2100ft. We spot a nasty vault south of our starting position, with all sorts of big Ds and even an iron lich. Said lich manages to find his way to us and starts summoning undead and casting water balls like mad, so we have to teleport away. We end up east to the vault next to Uvatha, which will pose less problems than the bloody lich. We kill him, but he only drops his ring:

Code:
q) the Black Ring of Power of Thlos <+1, +3>
     Dropped by Uvatha the Horseman at 2100 feet (level 42).

     +1 infravision.
     +3 tunneling.
     Cannot be harmed by lightning.
     Sustains strength.
     Slows your metabolism. Speeds regeneration. Aggravates nearby creatures.
     Grants the ability to sense evil.
     Grants telepathic awareness.
Junk. We teleport away most of the dangerous stuff from the vault and collect our loot: an Aluminium-Plated rod (of Illumination), a Molybdenum rod (of Slow Monster), a Malachite ring (of Slaying), a Gelatinous mushroom (of Stoneskin). We kill Uldor, and he drops Anarion.

Code:
r) the Large Metal Shield of Anárion [12,+20] {Uldor the Accursed}
     Dropped by Uldor the Accursed at 2100 feet (level 42).

     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid.
     Sustains strength, intelligence, wisdom, dexterity, constitution.
Nice if you like sustains. We take the closest stairs to 2150ft to end up right next to a zoo! Since most of the stuff inside is weak to cold, we clear it and reach...

Lvl: 32, HP: 285, SP: 250

Inside the zoo, we find a Titanium rod (of Detection) and a Copper amulet (of the Moon). We kill Fire Phantom and get this rapier:

Code:
t) the Rapier 'Arthlo' (1d6) (+20,+15) <+3>
     Dropped by Fire Phantom at 2150 feet (level 43).

     +3 dexterity.
     Slays dragons.
     Provides immunity to cold.
     Provides protection from blindness.
     Cannot be harmed by acid.
     Blessed by the gods.
     Grants the ability to sense dragons.

     Combat info:
     3.3 blows/round.
     With +1 STR and +0 DEX you would get 3.5 blows/round.
     With +0 STR and +1 DEX you would get 3.5 blows/round.
     Average damage/round: 116.2 vs. dragons, and 91.5 vs. others.
Nice swap item for cold immunity. We find a Shimmering potion (of Strength). We also kill Medusa, but we only get a copy of Raal's Tome of Destruction (Magic) and Forces of the Mind (Sorcery). And that's it for 2150ft. We go down to 2200ft where we don't find anything exceptional, except Akhorahil which we can probably kill. And indeed we do. One of his summons drops a Mithril-Plated wand (of Cold Balls). Akhorahil himself drops a bunch of magical stuff and his ring:

Code:
q) the Black Ring of Power of Falad <+3, +1>
     Dropped by Akhorahil the Blind at 2200 feet (level 44).

     +3 strength.
     +3 intelligence.
     +1 wisdom.
     +3 constitution.
     +1 light.
     It causes your melee attacks to slay undead (powerfully).
     Provides immunity to cold.
     Provides resistance to light, dark.
     Provides protection from confusion.
     Cannot be harmed by lightning.
     Sustains wisdom.
     Aggravates nearby creatures.
     Radius 1 light.
     Grants the ability to sense undead.
We flee from a drolem, which we can't kill fast enough at the moment. And there was actually something worthwhile on the level: Cambeleg.

Code:
s) the Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] <+2>
     Found lying on the floor at 2200 feet (level 44).

     +2 strength.
     +2 constitution.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
Tough choice here... the +2 to constitution is nice, but we need Paurhach for regeneration and we don't really need the melee damage boost. We'll keep these gloves for later, although this means having to carry them in our inventory for now (remember that we cannot drop true artifacts in our house). Pack is full again, which means another trip back to town. We get a potion of Toughness from our home and quaff it since our internal constitution is 18, then we won't need to care about these potions again. While in town, we cast Undead Form for the xp and revive at the Temple immediately. Nothing to buy in the shops (at least that we can afford), so we resume diving.

Back at 2200ft, we spot really out of depth monsters, like Ulik or a great ethereal wyrm, both which could obliterate us in one round. They seem to be in a small vault though. Kavlax is also in the room we start in, and Quaker close to use in a room to the south. We can probably kill Kavlax with Drain Life, and while hasted we have a speed advantage. And indeed it works (he breathes only nexus and lightning once). The first thing we find in the room even before looking at Kavlax's loot is Giver of Sleep:

Code:
f) the Mithril Shot 'Giver of Sleep' (2d4) (+5,+5)
     Found lying on the floor at 2200 feet (level 44).

     Slays undead (powerfully).
     Branded with fire.
     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 fire, 344.2
     vs. creatures susceptible to fire, 301.2 vs. undead, and 86 vs. others.
The fiery counterpart to the Ripper, and with that we get all four brands for our sling. Kavlax's drops are three magical items, and these gloves:

Code:
p) the Set of Mithril Gauntlets of Cuand [6,+8] <+1>
     Dropped by Kavlax the Many-Headed at 2200 feet (level 44).

     +1 strength.
     +1 speed.
     Provides resistance to lightning, poison, nexus.
     Provides protection from blindness.
     Cannot be harmed by acid, fire.
     Speeds regeneration. Prevents paralysis.
I guess we can get rid of Paurhach now... We feel there are excellent treasures on the level, probably good stuff in that vault with Ulik and the wyrm. It's gonna be tricky to deal with them, as they have a wide range of awareness and both ignore walls. But first, Quaker. Strangely, for an earth elemental, he doesn't resist acid. Around a corner, we find... a house foundation stone. And as we approach to pick it up, it turns into a monster: Emperor Mimic. We kill him and continue towards the vault. We map the area and find out they're in an Infinity vault. With a lot of stuff. And Ulik is already awake. But he breaks out the vault and we teleport him away. We start clearing vault monsters, and the wyrm wakes up. We need to teleport him away before he breathes nether and end our life. Next on the line is Scatha, which we will kill. And we do. And we reach...

Lvl: 33, HP: 330, SP: 258

We check Scatha's drops, and find this seeker bolt:

Code:
c) the Seeker Bolt 'Belerion' (4d5) (+1,+7)
     Dropped by Scatha the Worm at 2200 feet (level 44).

     Slays orcs, trolls, dragons.
     Branded with weak cold.
     Cannot be harmed by acid.
     Returns when thrown.
Nice damage and a couple slays. We'll check our damage output with a crossbow back in town. The rest of the vault is trivial to clear, and we loot a potion of Augmentation, a studder leather armor of Elvenkind (shards), Aiglos, an Aluminium wand (of Drain Life), a Lead wand (of Fire Balls), our fifth book (Advanced Necromancy), and this mithril bolt:

Code:
d) the Mithril Bolt 'Ninach' (5d5) (+0,+7)
     Found lying on the floor in a vault at 2200 feet (level 44).

     Slays orcs, giants.
     Branded with fire.
     Cannot be harmed by acid.
     Returns when thrown.
Another great find for shooting with a crossbow.

Code:
u) the Spear 'Aiglos' (3d6) (+15,+25) [+5] <+2, +4>
     Found lying on the floor in a vault at 2200 feet (level 44).

     +2 wisdom.
     +4 dexterity.
     Slays evil creatures, orcs, trolls, undead (powerfully).
     Branded with cold.
     Provides resistance to cold.
     Provides protection from fear.
     Cannot be harmed by acid, fire.
     Slows your metabolism. Prevents paralysis. Blessed by the gods.
     Grants the ability to sense undead.

     When aimed, it shoots a radius-2 frost ball that inflicts 96 points of
     damage at the centre, which your device skill increases by 76 percent.
     Takes 70 turns to recharge at your current speed.
     Your chance of success is 96.2%

     Combat info:
     3.7 blows/round.
     With +1 STR and +0 DEX you would get 3.8 blows/round.
     With +0 STR and +1 DEX you would get 4.0 blows/round.
     Average damage/round: 257.5 vs. creatures not resistant to cold, 380.7
     vs. creatures susceptible to cold, 216.8 vs. evil creatures, 257.5 vs.
     orcs, 257.5 vs. trolls, 339.6 vs. undead, and 175.7 vs. others.
This is worth considering using, as 175 vs all and 216 vs evil isn't that bad at this point. We learn four spells from our new book: Cold Brand (weapon), Detect Treasure, Word of Recall and Shield. We go back to town to sell some junk arts and check our new bolts with the crossbow we have stored at home (+16 heavy crossbow of extra shots). The result clearly favors the xbow vs the sling: we do roughly 300 damage vs all with the xbow (400-500 with fire/cold brand) instead of 80 with the sling (150-200 with brands). We switch our shooter and make room in our quiver in case we find more missiles. We check the shops and buy two scrolls of banishment from the Black Market. Still got a bit of exploring to do in the Heart of the Earth...

We land on a dull level, so we immediately go down to 2250ft. The level also being dull, we cast detection spells over and over before realizing that 2250ft is the bottom of the dungeon and there are no down stairs. So we start looking for the dungeon boss. We can pretty much obliterate anything that doesn't resist fire and cold at this point, so it should not be hard to finish this dungeon quickly. And we finally find Golgarach, the Living Rock and slay him. He drops a light crossbow of the haradrim, which is exactly the same as our heavy crossbow of extra shots, but since it's todam is lower, we keep our current crossbow. Finally we're done with this dungeon, so we recall back to Bree and check our next destination: the Small Water Cave. 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:  18/88  +6  -3  +4 18/158
 Race   Thunderlord   Weight    16st 5lb  INT! 18/100  +2  +3  +9 18/***
 Class  Necromancer   Turns used:         WIS:     15  +1  +0  +4  18/20
 Title  Conjurer      Game         39786  DEX:     16  +1  +0  +4  18/30
 HP     363/363       Player      200150  CON:  18/45  +3  -2  +4  18/95
 SP     251/258       Active      178025

 Level                 33    Armor      [53,+75]    Saving Throw     72%
 Cur Exp           829874                           Stealth          Bad
 Max Exp           829874    Melee       1d6,+23    Disarm - phys.   78%
 Adv Exp          1045000    To-hit       32,+21    Disarm - magic  100%
                             Blows      3.0/turn    Magic Devices     91
 Gold               91412                           Searching        89%
 Burden          160.8 lb    Shoot to-dam    +16    Infravision    40 ft
 Overweight      -19.1 lb    To-hit       24,+21    Speed             10
 MaxDepth     2250' (L45)    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 Spear 'Nimloth' (1d6) (+11,+13) <+3>
     Found lying on the floor in a vault at 2050 feet (level 41).

     +3 stealth.
     +3 speed.
     Slays undead.
     Branded with cold.
     Provides resistance to cold.
     Cannot be harmed by acid, fire.
     Grants the ability to see invisible things. Blessed by the gods.

     Combat info:
     3.0 blows/round.
     With +1 STR and +0 DEX you would get 3.3 blows/round.
     With +0 STR and +1 DEX you would get 3.3 blows/round.
     Average damage/round: 105.1 vs. creatures not resistant to cold, 138.4
     vs. creatures susceptible to cold, 105.1 vs. undead, and 82.7 vs. others.

b) a Heavy Crossbow of Extra Shots (x4) (+11,+16) <+1>
     Found lying on the floor at 2050 feet (level 41).

     +1 shooting speed.

c) a Turquoise Ring of Intelligence <+3>
     Dropped by a mature law drake at 2150 feet (level 43).

     +3 intelligence.
     Sustains intelligence.

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) an Obsidian Amulet of Speed <+3>
     Found lying on the floor in a vault at 2050 feet (level 41).

     +3 speed.

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 22 to 40 turns to recharge at your current speed.
     Your chance of success is 97.0%

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

     Provides resistance to sound.

h) the Fur Cloak of the Druedain [3,+10] <+4>
     Taken from a chest found at 2000 feet (level 40).

     +4 stealth.
     +4 searching skill.
     +4 infravision.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, fire.

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 Mithril Gauntlets of Cuand [6,+8] <+1>
     Dropped by Kavlax the Many-Headed at 2200 feet (level 44).

     +1 strength.
     +1 speed.
     Provides resistance to lightning, poison, nexus.
     Provides protection from blindness.
     Cannot be harmed by acid, fire.
     Speeds regeneration. Prevents paralysis.

l) the Pair of Leather Boots of Wormtongue (-1,-1) [2,+0] <+2, +3>
     Taken from a chest found at 2000 feet (level 40).

     +2 intelligence.
     +2 dexterity.
     +2 stealth.
     +3 speed.
     Cannot be harmed by acid, fire.
     Makes you fall like a feather.

     When activated, it teleports you randomly up to 10 squares away.
     Takes 40 turns to recharge at your current speed.
     Your chance of success is 96.2%

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) the Mithril Bolt 'Ninach' (5d5) (+0,+7) {*@f0}
     Found lying on the floor in a vault at 2200 feet (level 44).

     Slays orcs, giants.
     Branded with fire.
     Cannot be harmed by acid.
     Returns when thrown.

     Combat info:
     2 shots/round.
     Hits targets up to 140 feet away.
     Average damage/round: 543.4 vs. creatures not resistant to fire, 776.4
     vs. creatures susceptible to fire, 543.4 vs. orcs, 543.4 vs. giants, and
     310.4 vs. others.

b) the Seeker Bolt 'Belerion' (4d5) (+1,+7)
     Dropped by Scatha the Worm at 2200 feet (level 44).

     Slays orcs, trolls, dragons.
     Branded with weak cold.
     Cannot be harmed by acid.
     Returns when thrown.

     Combat info:
     2 shots/round.
     Hits targets up to 140 feet away.
     Average damage/round: 429.4 vs. creatures not resistant to cold, 572.6
     vs. creatures susceptible to cold, 501 vs. orcs, 501 vs. trolls, 501 vs.
     dragons, and 286.2 vs. others.

c) the Iron Shot 'Ripper' (2d4) (+15,+5)
     Dropped by Sangahyando of Umbar at 1300 feet (level 26).

     Branded with cold.
     Returns when thrown.

d) the Mithril Shot 'Giver of Sleep' (2d4) (+5,+5)
     Found lying on the floor at 2200 feet (level 44).

     Slays undead (powerfully).
     Branded with fire.
     Returns when thrown.


  [Character Inventory]

a) 3 Books of Necromancy [Necromancy for Beginners]

b) 3 Books of Necromancy [Dark Conjurings]

c) 2 Books of Necromancy [Necromantic Incantations]

d) 2 Books of Necromancy [Dark Evocations]
     Cannot be harmed by fire.

e) a Book of Necromancy [Advanced Necromancy] {*@R-15,20}
     Cannot be harmed by fire.

f) 30 Light Yellow Potions of Cure Critical Wounds

g) 10 Pungent Potions of Restore Mana

h) 13 Scrolls titled "milemo quo" of Teleportation

i) 3 White Gold Rods of Magic Mapping

j) a Zinc Rod of Teleport Other

k) 5 Gold-Plated Wands of Teleport Other (35 charges)

l) the Robe of Incanus [2,+20] <+3>
     Dropped by an ancient gold dragon at 2000 feet (level 40).

     +3 intelligence.
     +3 wisdom.
     +3 searching skill.
     Provides resistance to acid, lightning, fire, cold, mana.
     Cannot be harmed by acid, fire.
     Sustains intelligence, wisdom.
     Speeds regeneration. Grants the ability to see invisible things. Prevents
     paralysis.

m) the Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] <+2>
     Found lying on the floor at 2200 feet (level 44).

     +2 strength.
     +2 constitution.
     Cannot be harmed by acid, fire.
     Prevents paralysis.

n) the Elven Staff 'Aegil' (1d1) (+0,+0) <+2, +1>
     Dropped by The Wight-King of the Barrow-downs at 1750 feet (level 35).

     +2 intelligence.
     +2 dexterity.
     +1 light.
     Provides resistance to fire, nexus.
     Provides protection from fear.
     Cannot be harmed by acid, fire.
     Sustains constitution.
     Speeds regeneration. Grants the ability to see invisible things.
     Radius 1 light.
     Grants telepathy.

     When activated, it grants or extends protection from evil for 99+1d25
     turns.
     Takes 98 to 108 turns to recharge at your current speed.
     Your chance of success is 89.3%

     Combat info:
     This weapon should be wielded with both hands.
     3.8 blows/round.
     With +1 STR and +0 DEX you would get 4.0 blows/round.
     With +0 STR and +1 DEX you would get 4.0 blows/round.
     Average damage/round: 42.2.

o) the Spear 'Aiglos' (3d6) (+15,+25) [+5] <+2, +4>
     Found lying on the floor in a vault at 2200 feet (level 44).

     +2 wisdom.
     +4 dexterity.
     Slays evil creatures, orcs, trolls, undead (powerfully).
     Branded with cold.
     Provides resistance to cold.
     Provides protection from fear.
     Cannot be harmed by acid, fire.
     Slows your metabolism. Prevents paralysis. Blessed by the gods.
     Grants the ability to sense undead.

     When aimed, it shoots a radius-2 frost ball that inflicts 96 points of
     damage at the centre, which your device skill increases by 76 percent.
     Takes 70 turns to recharge at your current speed.
     Your chance of success is 96.2%

     Combat info:
     3.7 blows/round.
     With +1 STR and +0 DEX you would get 3.8 blows/round.
     With +0 STR and +1 DEX you would get 4.0 blows/round.
     Average damage/round: 257.5 vs. creatures not resistant to cold, 380.7
     vs. creatures susceptible to cold, 216.8 vs. evil creatures, 257.5 vs.
     orcs, 257.5 vs. trolls, 339.6 vs. undead, and 175.7 vs. others.

p) the Quarterstaff of Rathon (1d11) (+16,+13) <+4, +3>
     Dropped by The Queen Ant at 2000 feet (level 40).

     +4 intelligence.
     +3 dexterity.
     Provides resistance to lightning, fire, shards, nether, disenchantment.
     Cannot be harmed by acid, fire.
     Prevents paralysis.

     Combat info:
     This weapon should be wielded with both hands.
     2.3 blows/round.
     With +6 STR and +0 DEX you would get 2.7 blows/round.
     With +0 STR and +2 DEX you would get 2.8 blows/round.
     Average damage/round: 72.8.


  [House List]

a) an Elven Cloak [6,+7] <+1>
b) an Ironwood Staff of *Destruction* (1 charge)
c) a Short Bow of Numenor (x3) (+15,+13) <+1>
d) a Cypress Staff of Power (3 charges)
e) an Aluminium-Plated Rod of Illumination
f) 10 Oily Yellow Potions of Healing
g) a Pair of Leather Sandals of Mirkwood [1,+5]
h) a Sling of Extra Shots (x2) (+12,+11) <+1>
i) the Seeker Arrow of Nendol (4d4) (+9,+5)
j) the Rounded Pebble of North (1d2) (+19,+1)
k) the Iron Shot 'Tardin' (1d4) (+11,+0)
l) 3 Scrolls titled "se sus reculor" of Banishment
m) 3 Cloudy Potions of Enlightenment
n) 4 Scrolls titled "phario ruma se" of Deep Descent
o) a Vermilion Potion of *Healing*
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