The Angband Ladder: Patient Thinker, Mindflayer High-Mage by <>

  [Hengband 1.6.2 Character Dump]

                          Name  : Patient Thinker

 Sex      : Male             Age               103    STR!:  18/150
 Race     : Mindflayer       Height             70    INT!:  18/***
 Class    : High-Mage        Weight            139    WIS!:  18/***
 Magic    : Crusade          Social Class       31    DEX!:  18/140
                             Align          Lawful    CON!:  18/***
                                                      CHR!:   18/80

 Right hand      (+54,+23)   Hit point    920/ 920    Fighting    : Chaos Rank
                             SP (Mana)    596/ 596    Bows/Throw  : Chaos Rank
 Blows/Round         5+0+1                            Saving Throw: Amber [2]
 AverageDmg/Rnd      145+0   Level              50    Stealth     : Superb
                             Experience   14223201
 Shooting        (+54,+14)   Max Exp      14223201    Perception  : Superb
 Multiplier          x4.44   Exp to Adv      *****    Searching   : Superb
 Shots/Round          0.83   Gold         13170599    Disarming   : Superb
                                                      Magic Device: Amber [17]
 AC              [16,+107]   Time     Day 67  6:44
 Speed            (+48+10)   Play time    40:24:02    Infra-Vision: 120 feet

                         (Character Background)
          You have slimy skin, empty glowing eyes, and four tentacles
          around your mouth.

          ...You retired from the adventure after the winning.

 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : Mindflayer    STR!: 18/110 -3 -4 -1 12 18/150         .4...3...32..
 Class : High-Mage     INT!: 18/130  4  4 -1 12 18/***         2.....33...4s
 Level : 50            WIS!:  18/70  4  0  1 11 18/***         2.....33.3..s
 Hits  : 920/920       DEX!:  18/80  0  0 -2  8 18/140         .4.........4.
 Mana  : 596/596       CON!: 18/110 -2 -2  2 16 18/***         .4...3...324.
                       CHR!: 18/100 -3  1  0  0  18/80         .............

         abcdefghijkl@            abcdefghijkl@                abcdefghijkl@
 Acid  : .+.....+.....    Sound : ...........+.    Speed     : ..+++.+.++.+#
 Elec  : .......+.+...    Nether: +............    FreeAction: .....+.+..+..
 Fire  : ..+....+.+.+.    Nexus : +............    SeeInvisi.: +....+++++..+
 Cold  : .......+.+.*.    Chaos : +.....+..+...    Hold Life : +.....+......
 Poison: .........+...    Disnch: ++...........    Warning   : .............
 Light : ..+......+...    Fear  : ............#    SlowDigest: .+...........
 Dark  : .+......+....    Reflct: .............    Regene.   : .....+...+...
 Shard : ++.........+.    AuFire: .............    Levitation: .......++....
 Blind : .........+...    AuElec: .............    Perm Lite : .....+...+...
 Conf  : ......+..+...    AuCold: .............    Cursed    : .............

             ab@                abcdefghijkl@                  abcdefghijkl@
 Slay Evil : +..    Telepathy : ............+    Add Blows   : +............
 Slay Und. : +..    ESP Evil  : .............    Add Tunnel  : .............
 Slay Demon: +..    ESP Noliv.: .............    Add Infra   : .....+..+....
 Slay Drag.: +..    ESP Good  : .............    Add Device  : .............
 Slay Human: ...    ESP Undead: .............    Add Stealth : ........+....
 Slay Anim.: +..    ESP Demon : .............    Add Search  : .+.....+.....
 Slay Orc  : ...    ESP Dragon: .............
 Slay Troll: ...    ESP Human : .........+...    Riding      : .............
 Slay Giant: ...    ESP Animal: .............    Throw       : .............
 Acid Brand: ...    ESP Orc   : .............    Blessed     : +............
 Elec Brand: ...    ESP Troll : .............    No Teleport : .............
 Fire Brand: ...    ESP Giant : .............    Anti Magic  : .............
 Cold Brand: ...                                 Econom. Mana: .......+.....
 Poison Brd: ...    Sust Str  : .............
 Sharpness : ...    Sust Int  : .......+....+    Drain Exp   : .............
 Quake     : ...    Sust Wis  : .......+....+    Rnd.Teleport: .............
 Vampiric  : ...    Sust Dex  : .............    Aggravate   : .............
 Chaotic   : ...    Sust Con  : .+...........    TY Curse    : .............
 Force Wep.: ...    Sust Chr  : .............


  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  4
  Warg problem                             (Danger  level:   5) - level 11
  Brodda, the Easterling                   (Dungeon level:   6) - level 13
  Nar, the Dwarf                           (Dungeon level:  12) - level 14
  The Sewer                                (Danger  level:  15) - level 20
  Orc Camp                                 (Danger  level:  15) - level 21
  Doom Quest 1                             (Danger  level:  15) - level 21
  Jaian, the Boss of the Kids              (Dungeon level:  24) - level 28
  The Mimic's Treasure                     (Danger  level:  25) - level 28
  Vapor Quest                              (Danger  level:  25) - level 30
  Old Man Willow Quest                     (Danger  level:  22) - level 31
  Dark Elven Lords Quest                   (Danger  level:  25) - level 31
  The Cloning Pits                         (Danger  level:  45) - level 38
  The Old Castle                           (Danger  level:  50) - level 45
  Judge Mortis                             (Dungeon level:  38) - level 46
  Beld, Ruler of Marmo                     (Dungeon level:  44) - level 46
  The Lernean Hydra                        (Dungeon level:  50) - level 47
  Raou the Conqueror                       (Dungeon level:  56) - level 47
  Julian, Master of Arden Forest           (Dungeon level:  62) - level 47
  Bahamut, Celestial Dragon of Good        (Dungeon level:  76) - level 48
  Gothmog, the High Captain of Balrogs     (Dungeon level:  88) - level 50
  Oberon                                   (Danger  level:  99) - level 50
  Serpent of Chaos                         (Danger  level: 100) - level 50

< Failed Quest >

  [Miscellaneous Information]

 Recall Depth:
    Angband         : level 100
    Yeek cave       : level   5
   !Labyrinth       : level  18
   !Dragon's lair   : level  72
   !Graveyard       : level  70
   !Hell            : level 696
   !R'lyeh          : level  96
    Anti-melee cave : level  40

 Preserve Mode:      ON
 Autoscum:           OFF
 Small Levels:       OFF
 Arena Levels:       OFF
 Num. Random Quests: 10

 Arena: Champion

 You have defeated 12178 enemies.


Your alighnment : Lawful

You are a great champion of Enlightenment.
You have strayed from the path of Mysticism.
You are the living embodiment of Knowledge.
You have sinned against Honour.
You are the living embodiment of Justice.
You are virtuous in Valour.
You are an enemy of Patience.
You are the living embodiment of Sacrifice.


 You can emit confusing, blinding radiation.
 You have evil looking tentacles (dam 2d5).

  [Character Equipment]

a) The Scimitar 'Soulsword' (2d5) (+10,+11) (+2 attacks)
b) The Large Leather Shield 'Scale of Vrtra' [6,+17] (+4 to searching) {Armoury
c) The Light Crossbow of Brand (x4) (+10,+14) (+10 to speed) {Sp;FiLi;Xm}
d) a Ring of Speed (+11) {Corwin}
e) a Ring of Speed (+12) {Oberon}
f) The Necklace of the Dwarves (+3) {Rupart StCnIf;FaSiRgLu}
g) The Jewel of Judgement (+3 to speed) {Ungoliant SpInWi;CfCa;SiHl}
h) The Robe of Incanus [2,+20] (+3) {InWiSr;AcElFiCo;MaFaSiLv(InWi}
i) a Cloak of the Bat (-11,-11) [1,+10] (+5) {It Clone SpSlIf;Dk;SiLv}
j) The Golden Crown of Amber [0,+15] (+3) {SpStWiCn;ElFiCoPoLiBlCfCa;SiRgLu~p}
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {StCn;Fa}
l) The Pair of Metal Shod Boots 'Ongalruin' (+6,+4) [6,+16] (+4 to speed) {Norsa

  [Character Inventory]

a) 5 Crusade Spellbooks [Rites of Initiation] {@ma!s!d!k}
b) 5 Crusade Spellbooks [Ways of War] {@mb!s!d!k}
c) a Crusade Spellbook [Exorcism and Dispelling] {@mc!s!d!k}
d) a Crusade Spellbook [Wrath of God] {@md!s!d!k}
e) 15 Rations of Food
f) 15 Potions of Cure Critical Wounds
g) 6 Potions of Healing {!k}
h) 9 Potions of Restore Life Levels {!q}
i) 34 Scrolls of Phase Door
j) 5 Rods of Perception {@z6!s!d!k}
k) 2 Rods of Recall {!s!d!k}
l) 8 Rods of Detection {@z3}
m) 4 Rods of Healing {!s!d!k}
n) 11 Rods of Acid Balls {!s!d!k}
o) 12 Rods of Cold Balls {!s!d!k}
p) 14 Rods of Stone to Mud {@z7}

  [Home Inventory]

 ( page 1 )
a) 38 Crusade Spellbooks [Rites of Initiation] {@ma!k}
b) 3 Crusade Spellbooks [Ways of War] {@mb!k}
c) 3 Crusade Spellbooks [Ways of War] {@mb!s!d!k}
d) 37 Crusade Spellbooks [Exorcism and Dispelling] {@mc!k}
e) 3 Crusade Spellbooks [Exorcism and Dispelling] {@mc!s!d!k}
f) 2 Crusade Spellbooks [Wrath of God] {@md!k}
g) 35 Mushrooms of Restoring {!E}
h) 73 Rations of Food
i) 94 Potions of Speed
j) 92 Potions of Resist Heat
k) 26 Potions of Resist Cold
l) 65 Potions of Healing {!k}

 ( page 2 )
a) 31 Potions of *Healing* {!k}
b) 6 Potions of Life {!k}
c) 35 Potions of Restore Mana {!q}
d) 8 Potions of Restore Life Levels {!q}
e) 2 Potions of Strength
f) 2 Potions of Intelligence
g) a Potion of Wisdom
h) 2 Potions of Dexterity
i) 5 Potions of Constitution
j) a Potion of Charisma
k) 22 Potions of Enlightenment
l) 2 Potions of *Enlightenment*

 ( page 3 )
a) 3 Potions of Self Knowledge {!q}
b) 49 Potions of Resistance {50% off}
c) 11 Potions of Curing
d) 2 Potions of New Life {!q}
e) 43 Scrolls of Phase Door
f) 11 Scrolls of Teleportation
g) 2 Scrolls of Identify
h) 2 Scrolls of Rune of Protection
i) 3 Scrolls of *Destruction*
j) 2 Scrolls of Mass Genocide
k) 12 Rods of Trap Location {@z1}
l) 4 Rods of Door/Stair Location {@z2}

 ( page 4 )
a) 3 Rods of Recall {!s!d!k}
b) 24 Rods of Illumination {@z5}
c) a Rod of Speed
d) 13 Rods of Teleport Other {!s!d!k}
e) 7 Rods of Lightning Balls {!s!d!k}
f) 2 Rods of Fire Balls {!s!d!k}
g) 9 Rods of Cold Balls {!s!d!k}
h) 9 Wands of Teleport Other (96 charges)
i) 27 Wands of Stone to Mud (324 charges) {@a1!s!d!k}
j) a Wand of Disintegrate (4 charges) {!s!d!k}
k) 10 Staffs of Perception (10x 21 charges) {@u1}
l) 13 Staffs of Enlightenment (13x 11 charges)

 ( page 5 )
a) 4 Staffs of Object Location (4x 15 charges)
b) 2 Staffs of Curing (2x 8 charges)
c) 2 Staffs of Healing (2x 4 charges) {!s!d!k}
d) a Staff of the Magi (4 charges)
e) 18 Staffs of Speed (18x 8 charges) {!s!d!k}
f) 2 Staffs of *Destruction* (2x 5 charges) {!s!d!k}
g) a Staff of Mana Storm (5 charges)
h) a Ring of Poison Resistance
i) a Ring of Free Action
j) a Ring of Lightning [+14] {!s!d!k}
k) a Ring of Constitution (+5) {BM}
l) a Ring of Constitution (+4)

 ( page 6 )
a) a Ring of Constitution (+3) {BM}
b) a Ring of Slaying (+13,+10) {BM}
c) a Ring of Speed (+5)
d) The Ring 'Frakir' (+1)
e) The Ring of Tulkas (+4) {SpStDxCn}
f) The Ring of Power (Narya) (+10,+10) (+1) {SpStInWiDxCnCh;*Fi;FaSiSdRg(StDx}
g) 3 Rings of Nether Resistance
h) a Ring of Nexus Resistance
i) a Ring of Confusion Resistance
j) 2 Rings of Shard Resistance
k) a Ring of Chaos Resistance {BM}
l) a Ring of Lordly Protection [+15]

 ( page 7 )
a) a Ring of Extra Attacks (+2 attacks)
b) a Ring of Mana
c) an Amulet of Reflection
d) The Amulet of Carlammas (+2) {Cn;Fi}
e) The Amulet of Ingwe (+3)
f) an Amulet of Anti-Magic
g) an Amulet of Resistance {AcElFiCoPoCa}
h) an Amulet of Resistance and Levitation {AcElFiCoBl;Lv}
i) 2 Amulets of Resistance {AcElFiCoPo}
j) an Amulet of Resistance
k) The Amulet of Faramir (+12,+0) (+3) {Sl;Cf(Dx}
l) The Torque of Boromir (+0,+8)

 ( page 8 )
a) The Bead 'Yasaka-no-Magatama' (+3) {InChSr;ElFiCo;FaSi}
b) The Inro of Mito Koumon (+2) {InWiChSrIf;Si}
c) The Amulet of Sacred Knights [+10] (+2) {StWi;CfCa;FaSiHlRgBs}
d) The Collar Harness of the Hell (+15,+15) [-5] (-2)
e) The Charmed Pendant [+5] (+2) {InChSrIf;FaSiSdRgLuWr[FEC}
f) The Pendant of Gogo (+4) {InWiDx;SiLu}
g) The Phial of Galadriel (+1 to searching)
h) The Palantir of Westernesse (+3) (charging)
i) The Ring Mail 'Power Shield' (-2) [12,+9] (+4 to stealth) {StSl;CfNt(St}
j) The Metal Scale Mail of Julian (-2) [15,+40] (+4) {StCh;AcElFiCoDkNtDi~Z}
k) The Chain Mail of Arvedui (-2) [14,+15] (+2) {StCh;AcElFiCoShNxCa}
l) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)

 ( page 9 )
a) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
b) The Metal Lamellar Armour of The Padre (+5,+5) [23,+17] (+2)
c) The Full Plate Armour of Isildur [25,+25] (+2) {Cn;AcElFiCoCfSoNx}
d) The Robe 'Shadow' [2,+15] (+4 to stealth) {StSlSr;PoSo;Fa}
e) a Robe of Resistance [2,+16] {AcElFiCoDi}
f) The Soft Leather Armour 'Hithlomir' [4,+20] (+4 to stealth)
g) Soft Studded Leather of Elvenkind [5,+10] (+3 to stealth) {Sl;AcElFiCoNt}
h) The Hard Leather Armour of Himring [6,+15] {PoNtCa[C}
i) Hard Studded Leather of Elvenkind (-1) [7,+16] (+2 to stealth)
j) The Rhino Hide Armour 'Eregtharlome' (-1) [8,+19] (+3 to stealth)
k) The Cord Armour 'Sumo wrestler's loincloth' [4,+0] (+4)
l) Cord Armour of Resistance [6,+11] {AcElFiCoPoDi}

 ( page 10 )
a) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Dx;AcShNt}
b) Leather Scale Mail of Resistance (-1) [11,+14] {AcElFiCoPoSo}
c) The Leather Scale Mail of *intelligence* (-1) [11,+17] (+2) {InWiCn;SoCa}
d) The Cloak of Jack of Shadow [1,+19] (+7 to stealth)
e) The Cloak 'Colluin' [1,+15] {AcElFiCoPo!!}
f) The Cloak 'Maiden's Hope' [1,+18] (+3 to stealth) {Oremorj CnChSl;Fa~Evil}
g) a Cloak of Aman [1,+19] (+3 to stealth) {Sl;Bl}
h) an Elven Cloak [4,+7] (+4 to stealth)
i) a Fur Cloak of the Bat (-10,-13) [3,+6] (+4)
j) a Small Metal Shield of Reflection [5,+14]
k) The Large Leather Shield of Celegorm [6,+20] {AcElFiCoLiDk}
l) a Large Leather Shield of Resistance [6,+10] {Armoury ;AcElFiCoPo}

 ( page 11 )
a) The Knight's Shield of Earendil [10,+20] {ElFiDkBlNt;Lu~Good}
b) The Mirror 'Yata-no-Kagami' [0,+18] (+3) {InWiIf;RfSiHlLu~Tele}
c) an Iron Crown of the Magi [0,+9] (+3) {In;AcElFiCoNt;Sd(In}
d) an Iron Crown of Might [0,+9] (+2) {StDxCn;Po;Fa(StDxCn}
e) an Iron Crown of Might [0,+8] (+2) {BM StDxCn;Nx;Fa(StDxCn}
f) an Iron Crown of Might [0,+15] (+1) {StDxCn;Dk;Fa(StDxCn}
g) The Golden Crown 'Crypt Creep' [0,+19] (+4 to infravision) {DxIf;CoShNx}
h) a Golden Crown of the Magi [0,+16] (+3) {In;AcElFiCoBl;Rg(In}
i) a Golden Crown of the Magi [0,+9] (+2) {In;AcElFiCoCf;Si(In}
j) The Massive Iron Crown of Chaos [0,+0] (+125) {cursed,
k) The Hard Leather Cap of Indra [2,+18] (+5) {InWiCh;*El;Bl(InWiCh}
l) The Hard Leather Cap of Thranduil [2,+10] (+2) {InWi;PoBl~Tele}

 ( page 12 )
a) The Metal Cap 'Great Snowfield' [3,+20] (+4 to infravision) {InCnIf;FiCo;Rf}
b) The Iron Helm 'Holhenneth' [5,+10] (+2) {InWiSr;Bl;Si}
c) The Steel Helm of Hammerhand [6,+20] (+3) {StDxCn;AcNx}
d) a Dragon Helm [8,+15] {FiCfNxDi}
e) a Dragon Helm [8,+16]
f) a Dragon Helm [8,+17] {BlFe}
g) The Set of Gauntlets 'Blessed Fusion' [2,+14] (+4 to searching)
h) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {Dx;Ac;FaLv}
i) The Pair of Soft Leather Boots of Shiva's Avatar (+5,+5) [4,+16] (+4 to
speed) {SpDx;Nx;FaLv(Dx}
j) a Pair of Soft Leather Boots of Stealth [2,+6] (+2 to stealth) {Sl}
k) a Pair of Hard Leather Boots of Levitation [3,+4] {BM ;Bl;Lv}
l) a Pair of Hard Leather Boots of Free Action [3,+6] {Fa}

 ( page 13 )
a) a Pair of Dragon Boots [5,+15] {PoLiShFe}
b) a Pair of Dragon Boots [5,+21] {AcBl}
c) The Dagger of Fiona (2d4) (+6,+9) (+2) {AtSpDx;Co;ThSiSdRg|CoP}
d) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) {SpInDx;FaSi/TP~oTP}
e) The Rapier 'Silver Chariot' (2d6) (+17,+12) (+2 to speed)
f) The Rapier 'Quickthorn' (1d7) (+27,+9) (+3 attacks) {AtDx;CaDi;FaSi/U}
g) The Sabre 'Grayswandir' (2d7) (+20,+12) (+4)
h) a Tulwar of Westernesse (2d4) (+7,+9) (+2)
i) The Long Sword 'Werewindle' (2d5) (+8,+12) (+2)
j) The Katana 'Aglarang' (8d4) (+7,+7) (+2) {AtSpDx|S(Dx}
k) The Spear of Hagen (1d6) (+11,+13) (+3 to speed) {SpSlIf;CoDk;ThSi|Co/L}
l) a Trident (Defender) (1d8) (+10,+12) [+7] (+1 to stealth)

 ( page 14 )
a) The Broad Spear of Destiny (2d9) (+15,+15) (+4)
b) The Mace 'Taratol' (3d4) (+12,+12) {*El|E/XD}
c) a Wizardstaff (Holy Avenger) (1d2) (+10,+12) [+1] (+1) {!t}
d) a Wizardstaff of Force (1d2) (+16,+12) (+2)
e) a Wizardstaff (1d2) (+3,+7)
f) 2 Wizardstaffs (1d2) (+5,+4)
g) a Wizardstaff (1d2) (+7,+1)
h) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
i) The Mattock of Nain (3d8) (+12,+18) (+6 to searching)
j) The Short Bow 'Photon Torpedo' (x3) (+19,+20) {Ca;Xm}
k) The Gun 'Crimson' (x0) (+20,+20) (+4 to speed) {Wong SpSl;NtCa;Si}
l) a Capture Ball (a Planetar)

 ( page 15 )
a) a Capture Ball (a Planetar)
b) a Capture Ball (an Archon)
c) a Capture Ball (an Archon)

  [Check Sum: "b4eb8b67d62a4e05ec"]

Posted on 24.9.2005 06:46
Last updated on 2.10.2005 06:47

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2371. on the Ladder (of 15568)
121. on the Hengband Ladder (of 692)
11. for this player (out of 25)

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Yes! Yes! Yes! Yes! Feel My Wrath!!
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The Destroyer is Destroyed!


Jump to latest

On 24.9.2005 06:46 wrote:
Greatly saddened by recent deaths of very promising characters, one my fault, and one extremely unlucky, I decided to try something I've never tried before. Not sure this is a good combo or not, but Rob, I hope to be giving Holy Word an honest shot this go around!

Pretty decent start stat-wise. That and a Force dagger have really helped the early going. But I am saddened to see that my evil alignment is negatively impacting my spell fail rates! Perhaps this character will spend a fair amount of time in Zul undergoing the ritual of balance?

On 24.9.2005 13:07 wrote:
Isn't the race/class combo a little redundant? I mean, they both get intrinsic ESP...

On 24.9.2005 17:33 wrote:
No redundancy ... High Mages do not get ESP (Perhaps you are thinking of Mindcrafters?) Well anyway, take 1 of this character died to stupidity. Wormtongue went down quickly and I missed the fact that he cast create traps ... Got an Armageddon trap or something that froze me and death was instantaneous. Here is take 2

Things are going good so far. Holy Orb is a nice spell, but the price is still quite high, even for a High Mage (12sp at the moment at Skilled). I'll try to be more careful this time and at least make CL30 ...

On 24.9.2005 21:57 wrote:
Slow going as expected. And, Dave, no Staves of Speed! I hope you are finally happy ;-P
Holy Orb does 100hp to evil monsters for 8sp thanks to my wizardstaff. Of course there is Star Dust for the rest, until Judgement Thunder comes down a bit (33% fail for 140 pts of lightning damage). Actually, this class has more damage output than I anticipated, but still much less than a Chaos HMage. I'm more worried about the end game than right now ... Is Wrath of the God enough? What would a Crusade High Mage take down the Serpent with? The Destroyer? Well, I'll attempt to cross that bridge much much later ...

On 25.9.2005 01:20 wrote:
Aahhh... sweet Telepathy at last. Gotta love that CL30 racial power :-)

Actually, this character has been quite enjoyable so far. Holy Orb is my staple damage, but Star Dust is never far behind for those non-evil foes. And if I really need it, this wand of Disintegration is just plain awesome! 230hp per shot! Wow!

Do I have a plan from this point on?? Of course not! I just need to hold my depth until something comes along to make me more powerful, as is typical for a mage character. But telepathy should make my stay at these depths oh so much more enjoyable.

On 25.9.2005 04:11 wrote:
I wasn't planning on ever melee'ing ... honestly I wasn't. But with Silver Chariot and Cambeleg, perhaps I'll be able to handle orcs and such. Also, just bought a +3 Con ring so I finally have some respectable Hp (for a mage, that is!) Now if I could just get a decent Amulet??

On 25.9.2005 05:50 wrote:
Excellent at fighting? No way!

Crown of Might +2 ... nice.
Levitation with RBlindness ... ok.
Ring of Slaying .. ok.

Now what? I'm still too weak to proceed any deeper. I've found many random artifacts, but all have been extremely whimpy. I guess I'm just waiting for some more good stuff ...

On 25.9.2005 05:52 wrote:
Oh, and it took 11+ hours to finally get staves of speed. Definitely the longest wait ever ;-)

And I've only seen 2 Amulets of Intelligence, but Wisdom, I've probably seen 15 or so (+6 as the highest ... sigh).

On 25.9.2005 16:48 wrote:
(CL34:Anti-Melee DL40)
Well, sometimes Thinker is not all that bright ;-) It finally dawned on the tentacled one that the Anti-Melee cave might be a better strategy than clearing 500-1000 levels at DL35 in Angband. The jump in monster power between DL35 and DL40 is significant, as is the XP increase. Plus, with stairs in the wilderness, he can carefully pick is foes, and avoid nastiness like Malekith and Yib, and even Jasra. Also, a couple 3rd books have shown up, even though I think they are DL50 items ...

On 25.9.2005 17:11 wrote:
Ah, I did indeed think you were a mind-crafter for some reason.

I vote for arcane magic using high mage as the weakest class in Hengband.

On 25.9.2005 19:13 wrote:
Returned to town with some heavy elvenkind armour to sell and what do I find??

Screen Shot attached :-) :-) :-)

On 25.9.2005 20:41 wrote:
(CL37:DL60 Dragon's Lair)
Took 5 minutes in the lair to net Exorcism and Dispelling, courtesy of Smaug. Right now, Storm Wyrms and Ice Wyrms are right on the edge of my power to handle ... Requires good setup as I need a long straight corridor in order to pelt them with the 20 or so Holy Orbs required for death. At +10 hasted speed, its not so easy.

Could I do the Cloning Pits now? Probably, but I'll wait a bit more just to be safe. Perhaps CL40 ...

On 25.9.2005 22:46 wrote:
Super sweet. I'm in the Cloning Pits as we speak, killing the Its and one dropped a +5 Cloak of the Bat!! Awesome. Dump to follow completion of the quest ...

On 25.9.2005 23:30 wrote:
(CL38:Cloning Pits Completed)
As is so often the case, the Cloning Pits represents a turning point in the power arc of my characters. Thinker stepped in at +0 base speed, a fairly formidable player. Formidable enough to handle the quest with ease (*Love* that Starburst for the Dungeon Cleaners and Fire Ants) And out he steps at +9 speed! Wow! I really need decent armour of resistance, something with Nether perhaps. But this config allows the Wizardstaff, and I now have the following offensive spell options:
[1] 0% fail Holy Orb for 8sp - 135 damage to Evil.
[2] 0% fail Judgement Thunder for 22sp - 190 damage (Lightning)
[3] 0% fail Starburst for 29sp - 176 damage (Light)

Holy Word still has a 30% fail, so that is not a first option at the moment. There is also Dispel evil, but there seems be such variability in damage output when the damage is d152. Sometimes orcs survive the spell :-P

Well, back to the Lair to see if I notice a difference ;-)

On 26.9.2005 00:25 wrote:
OK, I'm killing Hell Wyrms and Bile Wyrms now. And I can see that Holy Word will indeed become useful ... 100hp of healing seems like a whole heck of a lot when you have none!

Now where is that Wrath of God ;-)

On 26.9.2005 00:53 wrote:
I was kidding above, but check out the screenshot.


On 26.9.2005 01:06 wrote:
I just can't believe my luck! Here's the dump. Up to this point, I saw Necronomicon once in the dungeon and in the BM. I also just saw Hellfire Tome in the BM. But an Ice Wyrm was happy to oblige me with a copy of my dream book!

Key points:
0% Armageddon. So blindness resistance is again a priority, and I gladly give up some Hp for Thranduil.

6% Eye for an Eye. I always wanted to try this one out. Is it powerful? Sounds like it!

16% Wrath of the God. Need to practice using this one to see if the awesome damage promise can actually be realized. The balls seem to scatter widely, so maybe this is just a crowd control spell. We'll see ...

Now I just need to relax and go up some levels :-)

On 26.9.2005 01:13 Matthias wrote:
maybe there is some secret code giving high mages a higher chance of finding their 4th book... At least you found your books in order :)

Anyway, why don't you carry those cold ball rods with you? Eat magic should be low enough fail by now to make good use of them. The destruction rate is really low, like 5% maybe less i'd guess

On 26.9.2005 01:20 wrote:
I used the Cold Balls in the Cloning Pits, and was impressed. I had good position against the Queen Ants and did not want to give it up, so regaining ~300mana was really handy. Why am I not carrying them at the moment? Don't need them ;-) Well, I picked 'em back up just in case.

But OMG (again, I know, this is getting tiresome). Just got Colluin, so I've transformed into fighter mode. 312 damage a round from a mage?? Ridiculous!

On 26.9.2005 01:50 wrote:
Mandatory CL40 post.

Who was I kidding, my fighting skills suck. Even at Chaos Rank I went 0 for 15 against a Great Ice Wyrm. So back to Mage mode, where an Ice Wyrm is a piece of cake!

The Charmed Pendant means rods can stay at home. I'm still building cash, so I need the inventory slots. And 1 more !Int and !Con should max out my 2 key stats.

This character is coming along nicely, and I must say I really underestimated the power of the Crusade realm ...

On 26.9.2005 06:20 wrote:
I still haven't found WoG so I can't verify, but I think Wrath of God casts like Star Dust--meaning all balls will hit if you use it in a hallway or other tight space. 825-1500 dmg? Yes please!

On 26.9.2005 07:32 wrote:
Actually it's not like the stardust spell and the effective area is too wide to attack a single monster.

The final attack spells of the Crusade realm are 'an eye for an eye' and 'divine intervention', both of which are far more powerful than you can imagine from the spoiler, though the latter one is very costly and too difficult for paladins and warriror-mages, I suppose.
But no effective spell against unique A's is in this realm, so maybe you have to use the wrath of god spell sometimes.

On 26.9.2005 07:49 wrote:
Bummer on Wrath of God. Sounds like Holy Word is a better spell for handling a room. Oh well, I plan on making HEAVY use of Eye for an Eye once I get it--that's a spell better suited to the paladin/warrior-mage than the high-mage, I imagine. Crusade sounds freakish, but I don't expect to handle the upkeep on pets very well. As I've been playing my paladin I've been thinking about how a Mage/High-Mage would fare with Crusade. You'll have to post a good story or two about how you use your Army of Holy Might.

On 29.9.2005 02:51 wrote:
Here I am, playing on Wednesday again ...
Must ... level ... carefully :-)
Got Divine Intervention last level and worked it up to master. I'm still mostly killing with Holy Orb, but I must say that if a monster manages to get next to me, they are in for a big surprise! 21% fail is a bit high (heading to 0% baby!) but the cost is a mere 59. Not bad, and I love the suspend monsters effect (400hp of damage ain't too shabby either). Holy Word is also starting to get a workout with a hefty 13% fail rate. Like I said, a few more careful levels to get the fail rates down and I should be ready for deeper challenges.

On 29.9.2005 04:03 wrote:
Your DI fail rate is already better than my Paladin's, and I use it pretty extensively. I can't imagine how awesome it would be to spam at 0 fail. Also, to have more than 500 sp...

Have you noticed some kind of damage cap on Eye for an Eye? It seems to run out for me long before the 10+d10 turns when I'm getting hammered, and it's not Dispel Magic. The spell just seems to cut off early. I'm finding it less useful than expected.

On 29.9.2005 04:12 wrote:
Hmmm ... Eye for an Eye hasn't come up much for me, I suppose because I am still farming greater elemental dragons and they just don't breathe enough for me to bother with casting the spell. Perhaps the 10+d10 is not accurate? Perhaps there is a damage cap? Dunno, but I will try to find out. Its still a good spell for you I think, as you are no doubt slicing up monsters with your sword. The Aura's damage just adds to your already impressive output!

I hate spell fail rates ... even at 21% I went 1 for 5 against a life draining Dracolich. Annoying. But the annoyance should be temporary :-)

On 29.9.2005 04:24 wrote:
OK, my new favorite way to kill Storm Wyrms and such.

Just sneak up next to them and cast DI. Many times, every single cast will suspend them! Wow! That's one powerful spell ...

On 29.9.2005 04:40 wrote:
Re: the spell "An Eye for an Eye"

If you got hit by whatever attacks the spell wears off very quickly. Reduces 5 turns for each set of attacks, probably?

But the spell is still very powerful - actually without this kind of restriction the spell is way too powerful, to say the least possible.

On 29.9.2005 04:45 wrote:
DI is borderline broken. Do you realize what I can do to a group of monsters that take 400 damage and then freeze in place for a while? I let summoners bring in their reinforcements just so I can feel like I'm being efficient with the number of monsters I execute whlie they are paralyzed. Without it, I'd never have cleared Eric's Stronghold.

Eye for an Eye works nicely against something like a Bloodthirster--a high damage output monster that can take a while to kill even with Vorpal. EE really speeds the process along. And you're right, if the spell didn't wear off quickly, it would be insane. I could kill Destroyer with that spell and a ton of healing (still might do it that way, actually).

On 29.9.2005 05:02 wrote:
I just bought a decent Ring of Speed in the Black Market, of all places (450,000gp). I'll need to play around with Crusade a bit, but I have a hunch Divine Intervention will remain my favorite spell.

And Wrath of the God? Well, I just use that to open the dungeon up a bit and save charges on Stone to Mud ...

On 29.9.2005 13:07 wrote:
Wow. I'm feeling inspired by all these tales of Crusade power. I had always pooh-pooh'ed it, because it didn't have ANY of the (to me) game-breaking buffing spells (haste, temporary rBase, telepathy, Dimension Door/Switch Places, Healing, and Glyph of Protection). Plus, since I figured Chaos was the leader in attack spells (and it felt a little underwhelming to my mage), I figured why woud anyone bother with Crusade. Looks like I sold it short.

On 29.9.2005 15:23 wrote:
Well, it does have haste (Crusade), but that's an inefficient way to haste yourself for sure. I've got the cost of that spell down to about 100 now (at skilled), so I tend to use Feanor instead. ;)

I have been trying to give Crusade more of a shot as a meat-shield generator; you know, to have just a little more time to get into my ASC or whatever. But basically, against a powerful unique, the summons of Crusade are fairly bleh. Even when the As start showing up via chain-summoning, I haven't seen really good results. Let me know if it works better for you, blackreaver.

On 29.9.2005 16:51 wrote:
(CL45:Old Castle)
I know, I know ... another post at CL45. But after seeing Brand a couple dozen times, I decided to kill him and risk the Blood Curse. The reward was worth it, but left me without Chaos resistance. To cover that, my Int went down to 18/203, which added 6% failure to my favorite spell. Unacceptable!

So off to the Old Castle, which was fairly easy. Greater Titans? A joke when DI is used! Iron Lich? Nothing. Only somewhat tricky moment was when a Death Knight summoned Judge Fire who summoned Kuoko, who is not evil and has 3,000hp. Teleported and took down the horse with Eye for an Eye and Starburst.

But Indra means I can keep my Int maxed and go with Sacred Knights, allowing me to cover all resistances with a pretty good base speed (+24). I just wish I had more Hp, as a double move from many things will just kill me ...

On 30.9.2005 02:54 wrote:
I've been messing up on the damage calculations for Divine Intervention ... I forgot that the Holy Damage to adjacent monsters will actually be doubled if the monster is evil (so when I said 400hp of damage above I was very, very wrong!)

Wow this is one darn good spell and deals much more damage than a simple Mana Storm ;-)

On 30.9.2005 03:10 wrote:
Yes but like Holy Orb, good monsters are immune to the holy part (which is 200 at lvl50). So (like with all Crusade magic) if you pick your spots, you are super-powerful. If

On 30.9.2005 03:13 wrote:
Check that, the holy damage is 275 at lvl 50. The spoiler lists the damage in reverse order from the actual game, so I got confused.

On 30.9.2005 04:00 wrote:
Yup ... and against evil that is a cool 550. Plus the other 200 you do to all creatures. Plus all the effects. Plus the 100hp healing on top.

Tasty ;-)

Not much Crusading going on yet ... I don't like how pet upkeep drains mana and dismissing whimpy paladins takes too long. Maybe later ...

On 30.9.2005 04:28 wrote:
Hmmm...just used Crusade to great effect taking out Shuma Gorath. I got a ton of Templars and Ulta-Elites, and Shuma seemed content to keep summoning stuff to kill them while I stood beside him hammering away with Vorpal. Dunno if that's good luck or a bug in his AI or what. You should give it a shot, since I doubt it will work well against those lvl90+ uniques (but what do I know?).

On 30.9.2005 16:46 wrote:
Well, it looks like Crusade might be pretty good after all ... I'll have to play around with it a bit more. Right now, I am simply *Destructing* my way thru dungeons looking for choice uniques/dragons/demons.

Worked my way thru various quests and received ... nothing useful. I think I'll wait a bit before the DL76 quest as I see Anabasis got Azriel, whom I could never kill ;-)

At the moment, I'm going with Con to keep my Hp above the magic 800 mark, but honestly, I'm killing GWoChaos left and right and they generally never get a single move before dying (except possibly to run away) let alone a double move ... Gotta love that now 6% failure Divine Intervention.

On 1.10.2005 02:58 wrote:
Another post at the same CL, but I've undergone quite a transformation. You see, Norsa, who was surprisingly easy to kill, dropped the best rand art boots I have ever seen!! Now I can put Incanus to use (keeps me unencumbered for max sp ...)

On 1.10.2005 03:23 wrote:
Wow those ARE great boots. Good job on the Norsa, that thing's not easy. I'm not sure Anabasis has killed it yet--I had to run from it once, long ago (before Colluin, probably). Jealous of your great fail rates--Paladins get some nice %s, but nothing like yours. Let me know when you have a 0% fail 750dmg demon killer, then I can really weep.

On 1.10.2005 03:53 wrote:
NICE boots!

Oh, and what universe do you live in that has an easily handled Norsa? I'd like to move there.

On 1.10.2005 03:55 wrote:
Drew Bahamut as my DL76 quest ... could it be any worse? Perhaps. I killed the Good Dragon with Eye for an Eye and Divine Intervention but it took a long time. Withstood at least a dozen double moves (probed at +20 speed vs. my +35) and it got so bad that I was half expecting a triple move to end my brief, but enjoyable life!

But I prevailed. And I must say I have no plans to kill any good unique, so long as they leave me alone ;-)

On 1.10.2005 03:58 wrote:
Oh, Elliot, double resistance and a 6% fail spell for 730 pts of damage were more than enough for the Norsa ... No healing required (other than the 100hp you get from DI). Now Bahamut required 1 !Healing and 1 rod of healing ... but he's good you see, and immune to most of DI's damage.

On 1.10.2005 04:23 wrote:
Yeah it doesn't take long to realize that good monsters are strictly off-limits to Crusaders. I figure if the Serpent summons them, I'll watch them duke it out from a safe distance. I'm VERY impressed that you took Bahamut--I've destructed him about 10 times now. The Unicorn? Don't make me laugh...

On 1.10.2005 04:25 wrote:
BTW, if I win I plan on retiring quickly so I can have my first "Green" Heng character, but if I weren't I'd definitely take a trip to Hell. I think a Crusader could wreak some serious carnage there. Your thoughts, blackreaver?

On 1.10.2005 04:27 wrote:
Yes, Bahamut was very risky, but since he was a quest monster, I decided to give it a go. Eye for an Eye was most helpful. Would Crusade have made things easier? Dunno. He summons so we fought tightly nestled away ...

But as far as I know, the Serpent will not summon good monsters. I've never seen this happen, and most of my winners never kill the Unicorn, and many do not kill Nodens or Raphael. So I'm hoping I can just leave most of them alone :-)

On 1.10.2005 04:31 wrote:
Hell ... Why Yes! Armageddon is essential there, and I get it for a mere 13sp. Perhaps I'll give that a go, but last time I tried I died.


Saddness! Perhaps I will quickly retire as well ;-)

On 1.10.2005 05:45 wrote:
(CL50:DL86 R'lyeh)
Well, there it is ...
0% Demon Shredder and me in the lair of the most powerful demon ever. I've become quite hasty, and now desire a certain necklace. Soon, it will be mine!

111 uniques remaining ...

On 1.10.2005 15:50 wrote:
Nice. I found R'lyeh pathetically easy, but I didn't take out everyone's favorite Chthonic deity. What necklace are you talking about?

On 1.10.2005 16:36 wrote:
I was referring to the Necklace of the Dwarves, which I am now wearing. Not a huge powerful item, but I am just filling out my kit and the +3 Str is important (I was running into encumbrance issues at 18/90 Str) as is the +3 Con (My Con is now 18/***) and actually, Regeneration is quite important as it allows you to rest and regain mana quicker than many monsters will heal ... but Eat Magic on 16 rods of cold balls kind of makes that less important.

Well, +37 base speed, all resistances, and Int and Con maxed out. I think my equipment is set. Of course, I would wear Narya if it shows up for the Fire Immunity, so perhaps that is the next item I would like.

I decided to go ahead and risk the final random quest, figuring that if I drew a good monster (e.g., the Unicorn) or the Destroyer, that I would just fail the quest and not even bother. But I drew Gothmog ... What a joke ;-)

On 1.10.2005 16:47 wrote:
Gothmog! Hahahah. That's pretty funny. I actually had Narya when I fought him (and Lungorthin) which made it even funnier, since two of his melee attacks are fire-based. The spoiler really understates how impressive Crusade realm is against evil monsters. Paladin has never been my favorite--I prefer mages--but Crusade, oh Crusade...I may never try another realm.

I noticed that you don't have reflect. I was going to hold off on Serpent until I had it, but you sound like you'll go ahead without it. Is that right?

On 1.10.2005 18:27 wrote:
You don't need reflection against the Serpent. But the Destroyer on the other hand ...

I'm still waiting for an amulet of reflection to show up. But I'm not sure ... Should I even bother with the Destroyer? Perhaps Crusade might help, as an army of knights might be able to chisel away at the mighty juggernaut ...

On 1.10.2005 18:48 wrote:
OK, here is my first Crusade story. And it only concerns Wahha-Man, not the big boy Destroyer. But Wahha is wanted, so I figured I better kill him.

Wahha is good, hits as hard as the Destroyer in melee, tunnels thru walls, but that is all. No ranged attacks. So I Crusaded and drew a couple Knight Templars and a bunch of Ultra Elites. Dismissed all but the 10 most powerful pets and sent them to pound on Wahha. Me, I just sat in a corner invoking Starbursts (all my summons resist light, and did not seem to mind) and eating charges from my rods of cold balls the whole time. Eventually, a Planetar pet teleported Wahha away, but I knew he would return. More of the same upon is re-emergence and the "little g" went down without ever dealing any damage to myself.

Now would this work on the "big g"? Perhaps if it does not resist light. I'll give it a shot, and this strategy will prevent the need for reflection, as any mana bolts will hit my summons ... The alternative is Eye for an Eye and *lots* of healing. I wonder if the Eye will return damage on a reflected mana bolt?

On 1.10.2005 18:51 wrote:
I've thought about that a lot, but I'm too chicken to try. That dis breath makes it all very dicey, I think. But if you give it a shot, maybe I will too. Surrounding him with templars and As does sound pretty good...

On 1.10.2005 18:53 wrote:
Good job on Wahha. I killed him differently (can't remember if I posted how)--he was in a vault with Carcharoth, they battled each other down to 2 or 3 stars, I ran in and finished them off. It was still really, really hard.

You've convinced me to at least try the Destroyer. I can survive a few breath attacks.

On 1.10.2005 19:02 wrote:
The Disintegration breath is not that strong (something like 250hp maybe? Can't quite remember). Its the mana bolts you need to watch out for (400hp or more, I think). And melee can really hurt.

I think I can take him, but we'll see. Oh, I did monster research on the Destroyer and he does not resist light (Starburst) or shards (you are using Crimson). So be sure to use both. But he has a heck of a lot of hp. Bring your staves of healing too, all 6 of them.

You might be able to kill the Destroyer with Eye for an Eye and melee if you really wanted to, the return strike on EE will be large, and 24 charges on your staves of healing might be enough. If you get really low on hp, teleport him away to heal. He'll find his way back to you soon enough!

On 1.10.2005 19:08 wrote:
Wahha-Man being a "mini-Destroyer" seems like a good analogy to me :) Usually I would have to shoot it to death (it would take 100+ shots usually) a high-mage, though, it's not really an option for you (although it can be done!)

The Destroyer does NOT resist your strategy could work...the disintegrates did about 200ish damage to my Ninja, so it shouldn't be too bad for you :)

On 1.10.2005 19:08 wrote:
I'm fighting him right now (I bet you are too). My planetar just teleported him away, he still had not lost any stars. Ugh.

On 1.10.2005 19:15 wrote:
1 star = 2980hp.

Be patient ;-) For myself, Starburst costs 26sp, so I can do over 4000hp in light damage each run thru my mana. So figure 8 runs thru my mana to be safe. Good thing I am now carrying 8 rods of acid balls to go with my 16 rods of cold balls. So there is 24*60 or about 1500sp I can recover. So I think I can do it, but he hasn't shown up yet.

On 1.10.2005 19:21 wrote:
I failed on my first try, but I know I can do it now. I'm not sure your way will work, but I will try it once. The way that *was* working was chain summoning. My 3 templars brought in 3 planetars who brought in GWof Space-Time, Law, and Balance. THAT was an army worth having. My problem was upkeep, so I'm coming back down with 10-20 mana potions.

Still, he regenerates SO fast. I'm not sure if summons can do enough damage alone, so I might have to do it your way...

On 1.10.2005 19:30 wrote:
Most of my characters melee the Destroyer. You need reflection. Then the battle goes like so:
Phase Door or Teleport or Teleport Other and Heal.

Phase Door is best in your case since he regenerates so fast. And you should be thinking about healing whenever you get to 700hp or so. Never never never heal while the g is standing next to you ;-)

I'm still waiting for him to show up and just killed Cantoras. Man was I scared, but there was no need to be ... Its just that Cantoras gave my RedMage a really hard time, nearly killing him on 3 occasions.

On 1.10.2005 19:41 wrote:
I've got Destroyer's number, and I would have won if a stupid GM Mystic hadn't shown up and summoned hounds. I had him focused on my templars and angels, and he rarely attacked my directly. I easily took 2 stars with Vorpal before I had to abort, so now I'm going back and I've got murder in my heart. I don't know why I was so afraid of this guy for so long.

On 1.10.2005 19:59 wrote:
Me too ... screen shots attached above.

The battle was long, though, and I was always running out of charges on my rods. But the end result was never in question!

I needed 2 charges from my staves of healing, mostly when I took a Mana Bolt as R'lyeh is notoriously flooded and it was hard for my Crusading army to surround the g on all sides. Perhaps Angband would have been a better place for the fight ...

On 2.10.2005 00:32 wrote:
(CL50: Arena)
Ran the arena easily, including the suspendable GWoP. But the babble? What could I do? Immune to all spells! Well, I gave it a shot, but I probably should have brought some bolts to shoot ...

Back to the real adventure ...

On 2.10.2005 01:12 wrote:
Oberon is down. He dropped quickly, but did manage to threaten my life once by bringing me down to 200 or so hp.

The take: +12 Ring of Speed and the Royal Crown of Amber. Now I am plenty fast at +53 speed!

I have the goods for the final battle, I would just like to kill a few remaining uniques.

On 2.10.2005 02:58 leafsrock2k@... wrote:
Wow...looks like you and Rob seem to be showing us the power of Crusade magic...I wonder if you'll finish at the same time :)

On 2.10.2005 05:11 wrote:
Just a few more uniques to kill ... Azathoth, Qlzqqlzuup, Godzilla. Maybe a couple more. And then various Dungeon Masters: Null, Layzark, Chameleon Lord. 35 uniques in all, but good ones like Nodens, the Unicorn and Raphael shall remain untouched.

And then it is time ...

On 2.10.2005 06:02 wrote:
My big mistake in fighting the J was not clearing the dungeon guardians. He summoned aid OFTEN and it would have been nice had he not cluttered up the battle with people like Null and Chameleon Lord.

Looks like you should have a victory dump tomorrow...

On 2.10.2005 06:05 wrote:
Well, as is typical, I grew impatient and did not kill the Dungeon Masters. Serpent is down!! It was a very easy battle ... details to follow once I clean up.

On 2.10.2005 06:18 wrote:
Damn, that felt good. Especially after my recent high level character disasters!

Lets just say that a Crusade High Mage is extremely powerful. I forgot all about Eye for an Eye in the final battle, and the battle was still quick and easy. 750hp of damage from DI was unbelievably powerful. And the 100hp healing meant I could go toe to toe for just that much longer. If Cyberdemons were summoned, I laughed knowing they would be held in suspended animation while I battled the giant J.

No *Healing* required. No Life required. Maybe 5 or 6 restore mana, but you know what, I could have just brought my 30 rods with me and done just fine. All in all, a very easy battle. I didn't even Crusade!

I think I'll dash to the bottom of hell just for the fun of it ...

On 2.10.2005 06:47 wrote:

Made it to the bottom of hell, but much destruction was used. Heck, once the serpent is dead, my motivation for playing rapidly wanes, so I dove rather quickly.

So here is my retirement! And man, this character was fun! I was pretty lucky getting Wrath of God early like I did ... not sure how I would have done if I had to wait til DL95 to get a copy! But the power of Crusade reigns supreme, and today, the Serpent has died twice to the forces of justice!

On 2.10.2005 11:21 wrote:
Way to go! I too wonder what would have happened without WoG early--I found that for a big part of the game I was relying on my fighting power waiting for WoG to drop. Of course you'd be better off than I was with your sp, cost, and fail rates, but it still would have been a tough trek, I think. But very well done indeed!

On 2.10.2005 19:05 Atriel wrote:
After my paladin, i tried HM crusade, i LOVE stardust... and at 4 mana(if i remember well) it is a pretty cool early/ mid spell...
The spell from WoG that makes disintegration rain... is it useful? i didnt experiment with it a lot... but once i couldnt kill a forest troll with the spell targeted on it... :)

On 2.10.2005 22:02 wrote:
I agree: Star Dust is very useful early on. But Holy Orb is probably even more so. In fact, the orb can carry you quite a ways in the game. I was killing Hell Wyrms and Venom Wyrms with nothing but Holy Orb when Wrath of God showed up.

As far as the disintegration spell, "Wrath of the God", I did not use if offensively that much. Oh I did manage to destroy the corpse of a wanted monster with the damn spell ... You are right, the dispersal pattern of the disintegration balls is too wide to be useful, unless you enjoy fighting monsters in a crowd which I definitely do not ;-)

I'd say that Holy Orb and late game Holy Word are your best bets until the 4th book shows up. There is always Starburst and Judgment Thunder for good/neutral monsters ...

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