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Old October 20, 2017, 09:13   #31
PowerWyrm
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Quote:
Originally Posted by Pete Mack View Post
I'm not sure why you're donating a lightning brand bolt. That will work against things like the Tarrasque, and it just takes a slot in the Quiver, not a full inventory slot.
Because the crossbow I have already has lightning brand.
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Old October 20, 2017, 17:39   #32
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The dungeon of Mordor is actually located near the Black Gate. We make a quick pit stop in Minas Anor and head north from there. We arrive at the Black Gate, enter Udun and recall down to 3200ft. Right next to Ulik... He's still asleep, but it won't last and if he hits us, we're in big trouble. He hits harder than a greater titan, so we need to take care of him from a safe distance. We phase away, he wakes up, and we use shoot and phase to kill him. We loot this shield from his corpse:

Code:
l) the Leather Shield of Sulos [8,+20] <+2, +1>
     Dropped by Ulik the Troll at 3200 feet (level 64).

     +2 intelligence.
     +1 light.
     Provides immunity to cold.
     Provides resistance to acid, shards.
     Cannot be harmed by acid.
     Grants the ability to see invisible things.
     Grants telepathy.
Cold immunity and full ESP is nice, but can we really replace Thorin? We don't detect anything interesting on the level, so we go down. This time, our trip will be short, since we're already at the bottom of the dungeon. The Mouth of Sauron is here, as well as Saruman. We spot an area filled with giants, but it's not a pit. We wait for our arkenstone to recharge and we activate it again. The Mouth is awake and already on his way, so we buff up and wait. Bad news: he resists lightning, cold and nether, so most of our attacks are hopeless. Stunning him with ice storm and shooting seems to be the best strategy still. Things go well until he decides to summon a bunch of greater demons. Each demon by himself is not a real threat, as our arrow can wipe over 800 hps worth of demons each round, but they continue to summon more demons and soon we have to teleport away. We land near Saruman, so we decide to kill him first. Of course, he summons some stuff and after a few rounds teleports us away. And now the Mouth is closer, so we switch targets again. We need to be careful, as one of his whirlpools of water brings us to heavy stun status. We clear the effect and resume shooting. He's now almost dead, but he decides to summon even more demons, and we have to retreat once more. We clear the demon pack, and then give the final blow to the Mouth. Time to collect some loot:

Code:
b) the Mithril Arrow 'Dailir' (3d4) (+10,+3)
     Dropped by The Mouth of Sauron at 3250 feet (level 65).

     Slays demons, dragons, undead.
     Cannot be harmed by acid, fire.
     Returns when thrown.

     Combat info:
     3 shots/round.
     Hits targets up to 120 feet away.
     Average damage/round: 550.8 vs. demons, 550.8 vs. dragons, 550.8 vs.
     undead, and 275.4 vs. others.
Could be useful vs dragons and undead that resist lightning.

Code:
o) the Metal Scale Mail of Nimar (-2) [38,+18] <+4, +2>
     Dropped by The Mouth of Sauron at 3250 feet (level 65).

     +4 constitution.
     +4 stealth.
     +2 searching skill.
     Provides resistance to cold, shards.
     Cannot be harmed by acid.
     Speeds regeneration.
     Grants the ability to sense evil.
Not enough resists, so will be donated, even if it gives a nice CON boost.

Code:
s) the Mattock of Ibungwar
     Dropped by The Mouth of Sauron at 3250 feet (level 65).
                                                    
     Prevents paralysis.
     Grants the ability to sense evil.

     When activated, it cures 4d8 points of damage and neutralizes poison.
     Takes 118 to 129 turns to recharge at your current speed.
     Your chance of success is 92.6%
Lame. As we find out, we did fight the Mouth of Sauron right next to a golem pit, so we have to clear our way through a bunch of constructs before being able to chase Saruman again. We also get this crown from a random kill:

Code:
q) the Iron Crown of Guirech [0,+7] <+4, +1>
     Dropped by a black wraith at 3250 feet (level 65).

     +4 dexterity.
     +1 stealth.
     +4 searching skill.
     Provides resistance to acid, lightning, fire, cold, poison, dark,
     disenchantment.
     Provides protection from fear, blindness.
     Cannot be harmed by acid.
     Prevents paralysis.
A bunch of resists, could be useful later when we rethink about what we'll equip for the endgame. We find Saruman again, fight a bit, and get teleported away... again. This continues for a while, with Saruman either teleporting away, or teleporting us away. Finally the hide and seek game ends, and we get more loot to collect. Unfortunately, the only item that doesn't get squelched in the process is this rapier:

Code:
t) the Rapier of Aelvas (1d6) (+8,+15) [+40] <+3, +2>
     Dropped by Saruman of Many Colours at 3250 feet (level 65).

     +3 strength.
     +2 constitution.
     +3 searching skill.
     Slays evil creatures, undead (powerfully).
     Provides resistance to fire, dark.
     Cannot be harmed by acid.
     Grants the ability to see invisible things. Prevents paralysis.
     Grants the ability to sense animals.
     Grants the ability to sense undead.
     Grants the ability to sense orcs.

     Combat info:
     4.0 blows/round.
     Average damage/round: 173.6 vs. evil creatures, 218.4 vs. undead, and
     158.8 vs. others.
Another crappy weapon... We're about to recall when we spot a down staircase in the area. Isn't this level supposed to be the bottom of the dungeon? We go investigate, ready to report another bug, but instead of a staircase... we bump into a stairway to hell. Of course it had to be a mimic... We go clear the room of chambers filled with giants and recall back to Bree. We drop more consumables and randarts in our house (starting to get a good supply of healing potions now), swap the Necklace of the Dwarves for a speed amulet again (our CON is maxed ithout it), and prepare for our next journey: the lonely mountain of Erebor.
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Old October 27, 2017, 17:11   #33
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Sign: "Welcome to PWMAngband 1.1.12 beta 7"

And more updates...

We recall somewhere between Mirkwood and the Heart of the Earth, head northwest and soon reach Erebor. We should be prepared to fight a lot of dragons in this mountainous dungeon, as our target is none other than their father, Glaurung. We recall down to 3250ft, and our goal here is 3500ft. Wyrms are now in depth, and there are two on this level, as well as a lesser vault. We clear the vault and kill the wyrms, but get nothing worth mentioning from them except some experience, enough for use to reach:

Lvl: 42, HP: 809, SP: 337

As a Thunderlord, we will now require massive amounts of experience to level up, so juicy wyrms are more than welcome to lower our burden. Next level has two lesser vaults, and of course more dragons. An ancient black dragon drops a scroll of deep descent, and we will read it once we're done here. From the first vault, we get a Tungsten rod (of Fire Balls) and this Elfstone:

Code:
q) the Elfstone 'Silin' [+10] <+3, +2, +4, +5>
     Found lying on the floor in a vault at 3300 feet (level 66).

     +3 strength.
     +2 intelligence.
     +3 wisdom.
     +4 dexterity.
     +5 constitution.
     Provides resistance to acid, light, dark.
     Provides protection from fear.

     When activated, it allows you to randomly breathe fire or nexus for 200
     points of damage.
     Takes 516 to 756 turns to recharge at your current speed.
     Your chance of success is 92.8%
This amulet makes the poor Necklace of the Dwarves a pathetic joke. We'll store it for later use. On our way to the second vault, we spot what seems to be a pit, but we cannot sense anything inside. A spell of detection reveals that it's again a golem pit. We clear it for a bit of money, and then proceed to the vault which doesn't yield anything except a few useful potions. We read the scroll of deep descent and end up at the bottom of the dungeon. Glaurung is outside of a small permawalled vault, which should be a nice playground for the fight. Before we can approach the vault, we see a menacing wraith coming towards us... and it's the Witch-King of Angmar. We dispatch (quite easily) the chief of the ringwraiths, as well as a few major demons he summoned during the fight. For our efforts, we get:

Code:
p) the Black Ring of Power of Barnor <+2, +5, +1, +4>
     Dropped by The Witch-King of Angmar at 3500 feet (level 70).

     +2 strength.
     +5 intelligence.
     +1 dexterity.
     +4 searching skill.
     +2 speed.
     +1 light.
     Provides immunity to acid, lightning.
     Provides resistance to fire, cold, poison, dark, nether.
     Cannot be harmed by lightning.
     Sustains wisdom, dexterity.
     Prevents paralysis. Aggravates nearby creatures.
     Grants the ability to sense demons.
     Grants telepathic awareness.

     When activated, it destroys a radius-15 circular area around you and
     blinds you for 10+1d10 turns.
     Takes 372 to 456 turns to recharge at your current speed.
     Your chance of success is 98.1%
Resists, stats, immunities and activates for destruction. Probably worth using if we find Deathwreaker or any other aggravating "must use" item.

Code:
u) the Blade of Chaos 'Hunger Strike' (6d5) (+32,+32) <+2>
     Dropped by The Witch-King of Angmar at 3500 feet (level 70).

     +2 strength.
     +2 dexterity.
     +2 speed.
     Slays evil creatures.
     Provides resistance to chaos.
     Cannot be harmed by acid.
     Slows your metabolism. Speeds regeneration. Grants the ability to see
     invisible things. Prevents paralysis.

     Combat info:
     4.0 blows/round.
     Average damage/round: 390.8 vs. evil creatures, and 308.8 vs. others.
Here we go. We probably have our Morgoth-slayer weapon here. Looking at our current staff, we only use it for the disenchantment resistance it provides. We should be able to get that elsewhere and use that blade as our main weapon. Before we can get to the vault, Glaurung wakes up and comes at us. Since he resists the base elements, we use our dragon slaying arrow against him. He summons quite an impressive number of children, but we kill him and his offsprings afterwards. Ironically, he drops a multihued dragon scale mail of stealth. He also drops the following artifacts:

Code:
t) the Set of Gauntlets 'Pauraegen' [3,+14] <+1>
     Dropped by Glaurung, Father of the Dragons at 3500 feet (level 70).

     +1 light.
     Provides resistance to lightning, light.
     Cannot be harmed by acid, fire.
     Prevents paralysis.

     When aimed, it shoots a beam of lightning that inflicts 6d6 points of
     damage, which your device skill increases by 93 percent.
     Takes 25 to 44 turns to recharge at your current speed.
     Your chance of success is 97.5%
A bit late for such crap.

Code:
v) the Great Axe 'Mirnin' (6d6) (+18,+11) <+4, +1>
     Dropped by Glaurung, Father of the Dragons at 3500 feet (level 70).

     +4 intelligence.
     +1 infravision.
     +1 light.
     Slays evil creatures, trolls, giants, demons (powerfully), dragons
     (powerfully).
     Branded with poison.
     Provides resistance to chaos.
     Cannot be harmed by acid, fire.
     Makes you fall like a feather.
     Grants the ability to sense evil.
     Grants the ability to sense dragons.

     When activated, it cures blindness and grants or extends the power to see
     invisible for 12+2d6 turns.
     Takes 210 to 233 turns to recharge at your current speed.
     Your chance of success is 95.0%

     Combat info:
     This weapon should be wielded with both hands.
     3.8 blows/round.
     With +0 STR and +1 DEX you would get 4.0 blows/round.
     Average damage/round: 398.5 vs. creatures not resistant to poison, 307.2
     vs. evil creatures, 398.5 vs. trolls, 398.5 vs. giants, 581.3 vs. demons,
     581.3 vs. dragons, and 216.1 vs. others.
Impressive. Also from one of his summons, we found:

Code:
q) the Kolla of Teindon [3,+21] <+1>
     Dropped by a great bile wyrm at 3500 feet (level 70).

     +1 strength.
     +1 wisdom.
     +1 dexterity.
     +1 constitution.
     +1 light.
     Provides resistance to acid, cold, shards.
     Cannot be harmed by acid, fire.
     Sustains strength, dexterity, constitution.
Less impressive. We're quite overloaded now, and we didn't even touch the vault, so we quaff a potion of enlightenment and drop some minor consumables to carry all these artifacts. We clear the vault and discard a book of prayers (Wrath of God), identify an Ivory amulet (of Weaponmastery) and a Platinum wand (of Dragon's Flame). We also find Hammerhand, but we're full and Dwar has decided to pay us a visit. Before anything else, we must fight him. We get rid of him and make more room in our inventory to get the following:

Code:
l) the Black Ring of Power of Vaneleb <+5, +3, +1, +2>
     Dropped by Dwar, Dog Lord of Waw at 3500 feet (level 70).

     +5 strength.
     +3 intelligence.
     +5 wisdom.
     +3 constitution.
     +1 searching skill.
     +2 speed.
     Provides resistance to acid, lightning, cold, light, dark, nether.
     Provides protection from fear, blindness, confusion.
     Cannot be harmed by lightning.
     Speeds regeneration. Grants the ability to see invisible things. Prevents
     paralysis. Aggravates nearby creatures.
     Grants the ability to sense animals.
     Grants the ability to sense giants.
     Grants telepathic awareness.

     When activated, it cures 500 points of damage, cures all stunning, heals
     all cut damage, neutralizes poison, and cures blindness, confusion and
     amnesia.
     Takes 421 to 518 turns to recharge at your current speed.
     Your chance of success is 98.1%
As good as the Witch-King's ring. Still not worth aggravating for now.

Code:
s) the Steel Helm of Hammerhand [9,+20] <+3>
     Found lying on the floor in a vault at 3500 feet (level 70).

     +3 strength.
     +3 dexterity.
     +3 constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid.
     Prevents paralysis.
A super crown of might, but not worth carrying around. Since we probably won't use a +3 amulet of speed in the long run, we discard it in favor of the weaponmastery amulet and equip Hunger Strike. We find a Steel wand (of Annihilation), but waste charges on a lich and a hellhound to identify it, and since it's empty now, we leave it behind. We also leave behind a potion of augmentation, since our stats are maxed and not drained. What a waste...

With this, we're done with Erebor. We recall back to Bree, where we have a bit of inventory/house management to do. We buy a bigger house, transfer our randarts in it and drop the ones we don't need from our inventory. We now have 30 potions of healing stored in our house, so we can start carrying some for harder fights. We take a quick rest and then prepare for our next destination: the Sacred Land Of Mountains.
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Old October 30, 2017, 13:49   #34
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Our destination... is the home of the Thunderlords! Our home... We have a recall point close to it, so we recall there and go west until we reach the Sacred Land Of Mountains. In our absense, a rebel Thunderlord has usurped the throne of our land. Our throne... He must be punished. We recall to 3500ft, and our goal is 3600ft. Here's Osse, but for now we skip him. We clear a minor vault and we find a ring of speed +11, an Aspen staff (of Banishment), a Hickory staff (of Healing), and a book of magic spells (Mordekainen's Escapes). Finally we decide that it's time to take down Osse once and for all. During the fight, we have to empty our healing staff and use four out of the five healing potions we were carrying, but we finally get rid of the annoying Maia. And all we get for our effort is this lance...

Code:
r) the Lance 'Angar' (3d10) (+15,+12)
     Dropped by Ossė, Herald of Ulmo at 3500 feet (level 70).

     Slays evil creatures, undead (powerfully).
     Provides immunity to acid.
     Provides resistance to poison, nexus.
     Cannot be harmed by acid, fire.
     Grants the ability to see invisible things.
     Grants the ability to sense evil.

     When aimed, it shoots a bolt of magical energy that inflicts 150 points
     of damage, which your device skill increases by 83 percent.
     Takes 279 to 341 turns to recharge at your current speed.
     Your chance of success is 96.8%

     Combat info:
     This weapon should be wielded with both hands.
     3.3 blows/round.
     With +0 STR and +1 DEX you would get 4.0 blows/round.
     Average damage/round: 250.7 vs. evil creatures, 442.2 vs. undead, and
     187.1 vs. others.
Pretty average weapon. We descend to an uninteresting 3550ft, but our telepathy cap detects the Learnean Hydra in the distance, so instead of taking the stairs immediately, we go say hello to the big lizard. On the way, we kill a great crystal wyrm and reach...

Lvl: 43, HP: 831, SP: 345

And now we have three spells we cannot learn. We kill the Learnean Hydra easily, and take the closest stairs to 3600ft. Two minor vaults, a hydra pit, and Trone, the Rebel Thunderlord are on the level. But the first thing we find in the room we landed are these boots:

Code:
s) the Pair of Iron Shod Boots of Eondorien [4,+16] <+10>
     Found lying on the floor in a vault at 3600 feet (level 72).

     +10 speed.
     Cannot be harmed by acid, fire.
     Sustains intelligence.
Basically boots of speed +10, but still a straight improvement over our current boots. We kill a Gelugon guarding the rest of this vault and loot this necklace:

Code:
q) the Necklace of Doron <+3, +4, +1>
     Found lying on the floor in a vault at 3600 feet (level 72).

     +3 wisdom.
     +4 dexterity.
     +3 constitution.
     +1 light.
     Provides immunity to fire.
     Provides resistance to chaos.
     Sustains strength.
     Prevents paralysis.

     When activated, it cures 500 points of damage, cures all stunning, heals
     all cut damage, neutralizes poison, and cures blindness, confusion and
     amnesia.
     Takes 444 to 546 turns to recharge at your current speed.
     Your chance of success is 94.1%
Could be useful. In fact, we're currently using an amulet of Weaponmastery only for the disenchantment resistance, and our hat only gives fire immunity. So we could free the hat slot if we find disenchantment resistance elsewhere. We start to play with a great storm wyrm and a great ice wyrm, but soon we are surrounded by a bunch of dragons. We have to phase away and use one potion of healing when they all start to breathe at once. In the end, we earn a nice amount of experience, and this shield:

Code:
r) the Mithril Shield of Nibunin [16,+28]
     Dropped by a great bile wyrm at 3600 feet (level 72).

     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid.
     Makes you fall like a feather. Speeds regeneration. Prevents paralysis.
     Grants the ability to sense animals.
Well not all artifacts are meant to be useful... Next is the hydra pit. Unfortunately, we misjudge how the hydras would come at us and we're quickly in sight of the whole pit. We teleport away, kill a gelugon, and get a new potion. Since we're badly wounded at this time (courtesy of the hydras' poison breaths and plasma bolts), we quaff the potion for identification purposes, but it's not a potion of Life... it's a potion of Experience. We head back to the pit and clear it this time. Then we head for the second vault, but it has nothing interesting inside. We ask an archlich to stay still, too bad we don't have our last spellbook, as such an ally would have been great for the fight against Trone. Our main concerns about Trone and his minions: they breathe time and can abuse the teleport other spell. But they don't resist lightning and we can shoot them to death. In the blink of an eye, we regain our throne. And a bunch of artifacts. Clearly at this point, it's an artifact... backpack that we would need. We have to leave many things behind to be able to carry them all...

Code:
m) the Amulet of Carlammas <+1, +3>
     Dropped by a blue Thunderlord at 3600 feet (level 72).

     +1 strength.
     +3 constitution.
     Provides resistance to fire.

     When activated, it grants or extends protection from evil for 129+1d25
     turns.
     Takes 723 to 1440 turns to recharge at your current speed.
     Your chance of success is 94.1%
Clearly with randarts activated, this will never be used. See the Necklace of Doron for comparison...

Code:
o) the Augmented Chain Mail 'Nienegion' (-2) [42,+15] <+3>
     Dropped by Trone, the Rebel Thunderlord at 3600 feet (level 72).

     +3 constitution.
     Provides immunity to acid.
     Provides resistance to fire, light, dark, sound.
     Cannot be harmed by acid.
     Slows your metabolism.
Would be great if we didn't have Thorin and Incanus.

Code:
p) the Soft Leather Armour of Scarlet Order [8,+20] <+2>
     Dropped by Trone, the Rebel Thunderlord at 3600 feet (level 72).

     +2 strength.
     +2 dexterity.
     Provides resistance to lightning, fire, cold.
     Provides protection from confusion.
     Cannot be harmed by acid, fire.
     Speeds regeneration. Prevents paralysis. Sustains your life force.
Midgame stuff, can't compare with most artifacts past 2000ft.

Code:
v) the Quarterstaff 'Eriril' (1d11) (+13,+15) <+4, +1>
     Dropped by Trone, the Rebel Thunderlord at 3600 feet (level 72).

     +4 intelligence.
     +4 wisdom.
     +1 light.
     Slays evil creatures.
     Provides resistance to light.
     Cannot be harmed by acid, fire.
     Grants the ability to see invisible things.
     Grants the ability to sense evil.

     When activated, it detects all treasure and objects in the immediate area.
     Takes 163 to 320 turns to recharge at your current speed.
     Your chance of success is 96.8%

     Combat info:
     This weapon should be wielded with both hands.
     4.0 blows/round.
     Average damage/round: 210.8 vs. evil creatures, and 184.4 vs. others.
Same problem... great midgame item, but has now passed the point of usefulness. We recall out of the dungeon and back to Bree. Our next destination will be south of the Mirkwood forest: the tower of Dol Guldur.
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Old October 31, 2017, 12:10   #35
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This time, we have an evil necromancer to kill. We recall into the Mirkwood forest and head south. We make a small stop at the town of Lothlorien, then go east to the tower of Dol Guldur. We recall at 3600ft, with nothing really noticeable except a huge starbust room where the stairs down are. But we won't need to go there, as a dread kindly drops a scroll of deep descent for us. We read it and end up at 3750ft, where we detect the evil Necromancer of Dol Guldur... along with Thuringwethil, Cantoras and a pit fiend. A nasty vault it seems... We wait for our arkenstone to recharge, and reveal the layout of the level. The Necromancer of Dol Guldur is alone in a gorth room. Thuringwethil is also alone in another room. Cantoras and the rest of the nasties are in a lesser vault in a third part of the level. We'll do it one by one. First, we kill a sorcerer and reach...

Lvl: 44, HP: 850, SP: 353

More hps is always better. Now we need over a million experience to level up again. But it's fine, we have more dungeons to visit. Our necromancer friend doesn't find a path to us, he's probably blocked by the pools of water we can find in the dungeon. We'll engage combat at range then. He completely forgets he can cast nasty spells and just creates traps, and launches a few nether balls we immediately cure with life drain. Hell... the nightwalker he summoned at the end (which we didn't manage to convert to friendly) did a better job at trying to kill us. We don't get any drops from him (he dropped some spellbooks that were squelched), but in the gorth we find this:

Code:
p) a Scythe of Slicing (Holy Avenger) (8d6) (+15,+18) [+3] <+3>
     Found lying on the floor of a special room at 3750 feet (level 75).

     +3 wisdom.
     Slays evil creatures, demons, undead.
     Provides protection from fear.
     Sustains intelligence.
     Grants the ability to see invisible things. Blessed by the gods.
     Grants the ability to sense undead.
     Grants the ability to sense demons.

     Combat info:
     This weapon should be wielded with both hands.
     3.3 blows/round.
     With +0 STR and +1 DEX you would get 4.0 blows/round.
     Average damage/round: 357.9 vs. evil creatures, 464.2 vs. demons, 464.2
     vs. undead, and 251.4 vs. others.
Switching around equipment to gain that extra dex point, damage increases to 302 vs all and 430 vs evil. Amazing endgame weapon, even slightly better than our current artifact sword against evil. We'll store that in our house in the case we decide to use it later. Next is Thuringwethil, and it seems she's also blocked by water (she forgot she could fly apparently). We start shooting again, but this time, she puts up a good fight and keeps summoning waves of vampires and undead. One of them drops a new Crimson potion, and since we're drained and wounded, we quaff it to see if it's a potion of Life this time. And it is. We resume the fight and soon she falls. She drops one of our spellbooks that we already have, and these boots:

Code:
p) the Pair of Leather Boots 'Elemenen' [2,+21] <+6>
     Dropped by Thuringwethil, the Vampire Messenger at 3750 feet (level 75).

     +6 speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, fire.
Alright, that could be one source of disenchantment resistance, but would cost us 4 points of speed. We'll see when we recall back to our house. Finally, we go clear that lesser vault. Not sure if we can cope with Cantoras at this point, so we'll leave him alone for now (he's in a closed part of the vault). Instead, we clear the rest of the vault, which means killing more high demons and wyrms, but we only get this as reward:

Code:
f) the Rock 'Crusher' (3d6) (+10,+10)
     Found lying on the floor in a vault at 3750 feet (level 75).

     Cannot be harmed by acid.
     Returns when thrown.
Great if you find it at 500ft, pointless at our level. We also find a Brass wand (of Dragon's Breath), and decide finally to take on Cantoras. We retreat behind some water, and again Cantoras forgets he can levitate and just sits there spamming all sorts of elemental spells while we shock him with our arrow. He doesn't even summon any help before dying. His loot consists of a lot of trash egos, and this sword:

Code:
t) the Zweihander 'Arion' (3d8) (+8,+16) <+3>
     Dropped by Cantoras, the Skeletal Lord at 3750 feet (level 75).

     +3 tunneling.
     Slays evil creatures, animals, orcs.
     Branded with cold.
     Provides resistance to cold, light, chaos.
     Cannot be harmed by acid.
     Prevents paralysis.
     Grants the ability to sense animals.
     Grants the ability to sense giants.

     Combat info:
     This weapon should be wielded with both hands.
     3.8 blows/round.
     With +0 STR and +1 DEX you would get 4.0 blows/round.
     Average damage/round: 329.4 vs. creatures not resistant to cold, 502.2
     vs. creatures susceptible to cold, 271.8 vs. evil creatures, 271.8 vs.
     animals, 329.4 vs. orcs, and 214.2 vs. others.
More crap to donate. We pick up a few scrolls of deep descent for later use and recall back to Bree. We can now discard our wands of teleport other, as we have seven rods. I decide to equip the necklace of Doron, the crown of Numenor and the boots Elemenen, which makes us drop from +24 to +20 speed (which is still more than enough for now), but we gain pStun and it frees up an inventory slot. Our stats are now amazing: 18/*** to all except wisdom, which is at 18/210. We do 400 vs evil with our weapon, and 600 vs non lightning resistant monsters with our shooter. Our next destination will be the Paths of the Dead, and although we don't have Anduril with us, I'm sure we can still beat Feagwath, the Undead Sorcerer.
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Old October 31, 2017, 12:26   #36
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Dump is here: http://angband.oook.cz/ladder-show.php?id=14664.

Note: this overwrote an old char, the comments about an ironman sorceror are now irrelevant.
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Old October 31, 2017, 17:28   #37
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What on earth is a gorth room?
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Old October 31, 2017, 18:56   #38
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It seems to me that if all your stats are at 18/220, there is something wrong with randarts generation...
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Old October 31, 2017, 19:02   #39
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PowerWyrm mentioned wielding an Amulet of DOOM, so I believe they're taking advantage of a rare effect in ToME-alikes, where uncursing a cursed item has a small chance to flip the pluses on it. Amulets of DOOM impose large penalties to all stats, and they can re-curse themselves when uncursed, so you can just sit around, uncursing the amulet, until its stats flip, and suddenly you have an amulet of e.g. +5 to all stats.
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Old November 2, 2017, 09:22   #40
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Quote:
Originally Posted by Derakon View Post
What on earth is a gorth room?
This is how everyone was calling the room that has an inner room with 4 compartments since I started playing MAngband. Fifth room hardcoded in build_large().
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