The Angband Ladder: Mighty Smiter, Beastman Priest by <>

  [Entroband 1.7.1 Character Dump]

                          Name  : Mighty Smiter

 Sex      : Male             Age                17   Str :  18/171 18/176
 Race     : Beastman         Height             72   Int!:   18/35  18/40
 Class    : Priest           Weight            174   Wis!:  18/175 18/210
 Magic    : Crusade, Nature  Social Class        1   DEX!:  18/170
                             Align          Lawful   Con :  18/207 18/212
                                                     Chr :  18/108 18/113

 Two hands      (+118,+64)   Hit point    -42/ 981   Fighting   : Legendary[32]
                             SP (Mana)    275/ 275   Bows/Throw : Legendary[27]
 Blows/Round           7+0                           SavingThrow: Heroic
 AverageDmg/Rnd      605+0   Level              50   Stealth    : Excellent
                             Experience   10811508
 Shooting        (+85,+14)   Max Exp      10742901   Perception : Fair
 Multiplier          x4.52   Exp to Adv      *****   Searching  : Fair
 Shots/Round          0.83   Gold            82849   Disarming  : Excellent
                                                     MagicDevice: Superb
 AC              [40,+148]   Time     Day 40  9:44
 Speed            (+30+10)   Play time    58:21:42   Infra-Vision: 30 feet

                         (Character Background)
          You are the blasphemous crossbreed of unspeakable creatures
          of chaos.  You have green reptilian eyes, no hair at all,
          and human feet.

          ...You were killed by The Mad Chemist on level 127 of

 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : Beastman      Str :  18/86  2 -1  2  6 18/176 18/171  .....3...3...
 Class : Priest        Int!:  18/70 -2 -3 -2  4  18/40  18/35  .......4.....
 Level : 50            Wis!: 18/100 -1  3 -1 10 18/210 18/175  ......34.3...
 Hits  : -42/981       DEX!: 18/110 -1 -1  0  8 18/170         ..........44.
 Mana  : 275/275       Con : 18/122  2  0  1  6 18/212 18/207  .....3...3...
                       Chr :  18/83 -2  2  0  3 18/113 18/108  ......3......
         \ }=="*[(]]]             \ }=="*[(]]]                 \ }=="*[(]]]
         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  : .............

  [Last Messages]

> The Monastic lich appears healthier.
> The Mad Chemist hits you.
> The Olog wails out in pain!
> The Olog is embedded in the rock!
> The Mad Chemist hits you.
> The Mad Chemist misses you.
> The Mad Chemist touches you.
> You're not as wise as you used to be...
> The Great Wyrm of Space-Time misses you. <x4>
> The Keeper of Secrets breathes confusion.
> The Great Wyrm of Space-Time resists.
> The Mad Chemist resists.
> The Olog looks confused.
> It casts a fearful illusion in front of the Monastic lich.
> The Monastic lich refuses to be frightened.
> The Unicorn of Order kicks the Young gold dragon. <x2>
> The Young gold dragon roars with pain.
> The Unicorn of Order butts the Young gold dragon.
> The Young gold dragon dies.
> The Mad Chemist misses you. <x2>
> The Mad Chemist hits you.
> You feel very weak.
> You feel clumsy for a moment, but the feeling passes.
> You feel very sickly.
> You feel very stupid.
> You feel very naive.
> You feel very ugly.
> The Mad Chemist touches you.
> You feel life has clocked back.
> Life planned out before my birth, nothing could I say.
> Goodbye, Smiter!

  [Option Settings]

 Preserve Mode:      OFF
 Small Levels:       ENABLED
 Arena Levels:       ENABLED

  [Recall Depth]

   !Angband         : level 127
    Yeek cave       : level   5
    Dragon's lair   : level  30
   !Forest          : level  32
    R'lyeh          : level  80
    Mountain        : level  43
    Dark cave       : level  55

  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  4
  Warg problem                             (Danger  level:   5) - level 12
  Hobbes the Tiger                         (Dungeon level:   6) - level 13
  Ulfast, Son of Ulfang                    (Dungeon level:  12) - level 17
  Orc Camp                                 (Danger  level:  15) - level 21
  Vapor Quest                              (Danger  level:  25) - level 23
  The Sewer                                (Danger  level:  15) - level 24
  Logrus Master                            (Danger  level:  25) - level 24
  The Vault                                (Danger  level:  30) - level 24
  Tengu and Death Swords                   (Danger  level:  25) - level 25
  The Mimic's Treasure                     (Danger  level:  25) - level 25
  The Tower                                (Danger  level:  30) - level 25
  Doom Quest 1                             (Danger  level:  15) - level 26
  Old Man Willow Quest                     (Danger  level:  22) - level 26
  Dark Elven Lords Quest                   (Danger  level:  25) - level 26
  Grendel                                  (Dungeon level:  24) - level 27
  The Cloning Pits                         (Danger  level:  45) - level 36
  The Old Castle                           (Danger  level:  50) - level 37
  Zhar the Twin Obscenity                  (Dungeon level:  44) - level 39
  Ansalom, the Dark Wizard                 (Dungeon level:  50) - level 40
  Brand, Mad Visionary of Amber            (Dungeon level:  56) - level 41
  The Rise and Fall of Micro$oft           (Danger  level:  50) - level 42
  Node of Nature                           (Danger  level:  65) - level 42
  Node of Chaos                            (Danger  level:  65) - level 42
  Bleys, Master of Manipulation            (Dungeon level:  62) - level 44
  Doom Quest 2                             (Danger  level:  55) - level 48
  Killing Fields                           (Danger  level:  50) - level 49
  Spawning Pits                            (Danger  level:  65) - level 49
  Eric's Stronghold                        (Danger  level:  70) - level 49
  Cyaegha                                  (Dungeon level:  76) - level 50
  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 >
  Quachil Uttaus, Treader of the Dust      (Dungeon level:  38) - level 31

 Arena: True Champion

  [Defeated Monsters]

You have defeated 12611 enemies including 197 unique monsters in total.

< Unique monsters top 10 >
  The Serpent of Chaos                     (level 100)
  Oberon, King of Amber                    (level  99)
  Gothmog, the High Captain of Balrogs     (level  95)
  Cerberus, Guardian of Hades              (level  94)
  Carcharoth, the Jaws of Thirst           (level  92)
  Qlzqqlzuup, the Lord of Flesh            (level  92)
  Shub-Niggurath, Black Goat of the Woods  (level  91)
  Fenris Wolf                              (level  90)
  Tulzscha, the Green Flame                (level  89)
  Kronos, Lord of the Titans               (level  87)


Your alighnment : Lawful

You are the living embodiment of Faith.
You are the living embodiment of Temperance.
You are very virtuous in Chance.
You are a great champion of Justice.
You have strayed from the path of Nature.
You are somewhat virtuous in Patience.
You are an arch-enemy of Honour.
You are the living embodiment of Harmony.

  [Character Equipment]

a) The Mace of Disruption 'Smiter's Other Smiter' (5d8) (+11,+18) (+2 attacks)
b) (wielding with two-hands)
c) The Light Crossbow of Brand (x4) (+10,+14) (+10 to speed) {Sp;FiNx;Xm}
d) a Carnelian Ring of Slaying (+13,+12)
e) a Beryl Ring of Speed (+13)
f) The Necklace of the Dwarves (+3) {StCnIf;Di;FaSiRgLu}
g) The Palantir of Westernesse (+3) (charging) {WiCh~Tele}
h) The Mithril Chain Mail of Lohengrin (-1) [28,+18] (+4 to stealth)
i) The Fur Cloak 'Ooproka' [3,+12] {*Ac;Sh;Lu[FE}
j) The Golden Crown of Amber [0,+15] (+3) {SpStWiCn;ElFiCoLiBlCfNtCa;SiRgLu~D}
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {Dx;Ac;Fa}
l) The Pair of Soft Leather Boots of Shiva's Avatar (+5,+5) [4,+16] (+4 to
speed) {SpDx;Nx;FaLv(Dx}

  [Character Inventory]

a) 2 Books of Crusade Magic [Exorcism and Dispelling]
b) 2 Books of Crusade Magic [Wrath of God]
c) 2 Books of Nature Magic [Call of the Wild]
d) a Book of Nature Magic [Nature Mastery]
e) 2 Books of Nature Magic [Nature's Gifts]
f) 2 Books of Nature Magic [Nature's Wrath]
g) 19 Violet Mushrooms of Restoring
h) 16 Gray Speckled Potions of Speed
i) 18 Green Speckled Potions of Cure Critical Wounds
j) 19 Magenta Potions of Healing {25% off}
k) 9 Pink Potions of *Healing*
l) 3 Ivory White Potions of Life
m) 25 Bubbling Potions of Restore Mana
n) 21 Green Potions of Resistance
o) 27 Scrolls titled "trolsee mex" of Teleportation {50% off}
p) 3 Scrolls titled "sri nelgun" of Word of Recall
q) 19 Scrolls titled "rolsan triple" of Holy Chant
r) a Tin Rod of Probing (charging)
s) 3 Silver-Plated Rods of Healing
t) 6 Iron Rods of Teleport Other (1 charging)
u) 4 Uridium Rods of Stone to Mud (4 charging)
v) a Ruby Amulet of Anti-Magic
w) The Jewel of Judgement (+3 to speed) {SpInWi;CfCa;SiHl}

  [Home Inventory]

 ( page 1 )
a) 3 Books of Crusade Magic [Rites of Initiation]
b) 13 Books of Crusade Magic [Ways of War] {50% off}
c) 21 Books of Crusade Magic [Exorcism and Dispelling]
d) a Book of Crusade Magic [Wrath of God]
e) 13 Books of Nature Magic [Call of the Wild]
f) 5 Books of Nature Magic [Nature Mastery]
g) 25 Books of Nature Magic [Nature's Gifts]
h) 2 Books of Nature Magic [Nature's Wrath]
i) a Book of Chaos Magic [Armageddon Tome]
j) a Book of Sorcery [Grimoire of Power]
k) a Bronze Potion of Restore Wisdom
l) 8 Orange Speckled Potions of Enlightenment {50% off}

 ( page 2 )
a) 2 Light Green Potions of Curing
b) a Red Potion of Invulnerability
c) a Metallic Red Potion of New Life
d) a Scroll titled "ankh sanfu bit" of Summon Pet
e) a Scroll titled "misat dernin" of *Identify*
f) a Scroll titled "bluju wex blu" of *Enchant Weapon*
g) 2 Scrolls titled "for mic rol" of Recharging
h) 46 Scrolls titled "rolsan triple" of Holy Chant
i) 3 Scrolls titled "sefeng danod" of Rune of Protection
j) 11 Scrolls titled "wexab jahnag" of *Destruction*
k) 2 Scrolls titled "sehsat ulkab" of Genocide
l) 2 Scrolls titled "snetrol uni" of Mass Genocide

 ( page 3 )
a) a Nickel Rod of Perception
b) 2 Magnesium Rods of Detection
c) 8 Iron Rods of Teleport Other
d) 14 Chromium Rods of Disarming
e) 5 Uridium Rods of Stone to Mud
f) 3 Silver-Plated Wands of Teleport Other (27 charges)
g) an Aluminum Wand of Stone to Mud (7 charges)
h) a Copper-Plated Wand of Disintegrate (4 charges)
i) a Cast Iron Wand of Rockets (4 charges)
j) 5 Maple Staffs of Starlight (5x 11 charges)
k) a Bamboo Staff of Healing (3 charges)
l) a Mistletoe Staff of the Magi (4 charges)

 ( page 4 )
a) an Elm Staff of Speed (8 charges)
b) 3 Elm Staffs of Speed (3x 7 charges)
c) 2 Elm Staffs of Speed (2x 6 charges)
d) 4 Elm Staffs of Speed (4x 2 charges)
e) 6 Elm Staffs of Speed (6x 0 charges)
f) a Dogwood Staff of Holiness (5 charges)
g) an Ironwood Staff of *Destruction* (5 charges)
h) an Ironwood Staff of *Destruction* (4 charges)
i) 2 Ironwood Staffs of *Destruction* (2x 3 charges)
j) a Moonstone Ring of Levitation
k) a Rusty Ring of Poison Resistance
l) a Bronze Ring of Free Action and Wizardry

 ( page 5 )
a) 2 Bloodstone Rings of See Invisible
b) a Jasper Ring of Strength (+2)
c) an Emerald Ring of Constitution (+2)
d) an Emerald Ring of Constitution and Slaying (+4,+3) (+3)
e) a Platinum Ring of Accuracy (+8)
f) a Pearl Ring of Damage (+14)
g) a Pearl Ring of Damage and Heroism (+16)
h) a Pearl Ring of Damage and Heroism (+9)
i) a Carnelian Ring of Slaying (+7,+13)
j) a Carnelian Ring of Slaying (+5,+8)
k) a Beryl Ring of Speed (+11)
l) a Beryl Ring of Speed and Fire ball (+7)

 ( page 6 )
a) a Beryl Ring of Speed and Frost bolt (+7) {50% off}
b) The Ring 'Frakir' (+1) {StInWiDxCnChSlSr;Po;SiWr}
c) a Gold Ring of Fear Resistance
d) a Steel Ring of Light and Darkness Resistance
e) 2 Tortoise Shell Rings of Nether Resistance
f) a Dilithium Ring of Nexus Resistance
g) a Silver Ring of Sound Resistance
h) a Wedding Ring of Confusion Resistance
i) a Zircon Ring of Shard Resistance
j) a Ruby Ring of Disenchantment Resistance
k) a Quartzite Ring of Chaos Resistance
l) an Engagement Ring of Extra Attacks (+1 attack)

 ( page 7 )
a) a Malachite Ring of Extra Shots
b) a Malachite Ring of Extra Shots and Damage (+0,+4)
c) an Emerald Amulet of Reflection
d) The Amulet of Ingwe (+3) {InWiChIf;AcElCo;FaSi}
e) an Amber Amulet of Resistance {AcElFiCoPo}
f) an Amber Amulet of Resistance {AcElFiCo}
g) The Amulet of Faramir (+24,+0) (+3) {Sl;BlCf(Dx}
h) The Torque of Boromir (+0,+16) {Fe(St}
i) The Amulet of The Pitch Dark Night [+5] (+4) {SlSr;Dk;SiLu}
j) The Amulet of Sacred Knights [+10] (+2) {SpStWi;CfCa;FaSiHlRgBs}
k) The Collar Harness of the Hell (+15,+15) [-5] (-2) {InWiChSl;DkNt;SiAg~L}
l) The Charmed Pendant [+5] (+2) {InChSrIf;FaSiSdRgLuWr[FEC}

 ( page 8 )
a) The Pendant of Gogo (+4) {InWiDx;SiLu}
b) a Feanorian Lamp of Immortal Eye {Bl;Si}
c) The Incandescent Light of Yeduson (+3 to infravision) {If[FE}
d) The Star of Elendil (+1 to speed)
e) The Stone of Lore
f) The Levitation Stone of Laputa (+2 to speed) {SpInCh;HlLv}
g) The White Dragon Scale Mail 'Sudden Marriage' (-2) [40,+20] (+4 to searching)
h) The Red Dragon Scale Mail 'veadeloth' (-2) [40,+20] (+3 to infravision)
i) The Pseudo Dragon Scale Mail 'Miniskirt' (-2) [40,+19] (+4) {DxCh;LiDkSh(Ch}
j) Gold Dragon Scale Mail (-2) [40,+26]
k) Chaos Dragon Scale Mail (-2) [40,+15] {CaDi}
l) Balance Dragon Scale Mail (-2) [40,+11]

 ( page 9 )
a) The Double Ring Mail 'The Depth of Abyss' (-2) [15,+9] (+3) {Ch;PoCfNtCa}
b) The Double Ring Mail of Scorpio (-2) [15,+21] (+4) {Ch;ElPoNtNx;Si(Wi}
c) Augmented Chain Mail of Elvenkind (-2) [16,+14] (+1 to stealth)
d) Metal Brigandine Armour of Elvenkind (-3) [19,+16] (+2 to stealth)
e) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
f) Full Plate Armour of Elvenkind (-3) [25,+12] (+1 to stealth) {Sl;AcElFiCoCa}
g) The Full Plate Armour of Isildur [25,+25] (+3) {Cn;AcElFiCoCfSoNx}
h) The Robe of Incanus [2,+20] (+3) {InWiSr;AcElFiCo;MaFaSiLv(InWi}
i) Soft Leather Armour of Elvenkind [4,+5] (+2 to stealth) {Sl;AcElFiCoCa}
j) The Soft Leather Armour 'Hithlomir' [4,+20] (+4 to stealth)
k) Soft Studded Leather of Resistance [5,+22] {AcElFiCoSh}
l) The Hard Leather Armour of Himring [6,+15] {PoNtCa[C}

 ( page 10 )
a) Cord Armour of Elvenkind [6,+17] (+1 to stealth) {Sl;AcElFiCoCa}
b) Cord Armour of Elvenkind [6,+5] (+1 to stealth) {Sl;AcElFiCoPo}
c) The Cord Armour 'Sumo wrestler's loincloth' [4,+0] (+4) {StCn;Fe;Fa(StCn}
d) The Padded Armour 'Cosmocleaner' [5,+19] {PoSh}
e) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Dx;AcShFe}
f) The Black Clothes of Merlin's Pattern [4,+20] (+4 to stealth)
g) The Stone and Hide Armour 'Hound' (-1) [15,+4] (+4 to searching) {DxSr}
h) a Cloak of Aman [1,+20] (+1 to stealth) {Sl;Ca}
i) an Elven Cloak [4,+9] (+4 to stealth)
j) a Shadow Cloak [6,+11] {LiDk}
k) The Small Leather Shield of Insulator [3,+13] {AcFiCf}
l) The Small Metal Shield 'Maiden's Hope' [5,+17] (+3 to stealth) {InChSl;BlCf}

 ( page 11 )
a) The Large Leather Shield of the Bee Master [6,+17] {ElPoShSo;Sd}
b) The Large Leather Shield of Celegorm [6,+20] {AcElFiCoLiDk}
c) The Large Metal Shield of Anarion [8,+18] {AcElFiCoDk(StInWiDxCnCh}
d) a Dragon Shield [8,+15] {CoPoDkCa}
e) a Dragon Shield [8,+10] {AcElSoDi}
f) a Dragon Shield [8,+17] {AcSoDi}
g) a Dragon Shield [8,+26] {Nx}
h) a Dragon Shield [8,+20] {Sh}
i) a Dragon Shield [8,+22] {Li}
j) a Knight's Shield of Resistance [10,+12] {AcElFiCoCa}
k) The Mirror 'Yata-no-Kagami' [0,+18] (+3) {InWiIf;RfSiHlLu~Tele}
l) an Iron Crown of Telepathy [0,+6] {~Tele~o}

 ( page 12 )
a) an Iron Crown of the Magi [0,+17] (+3) {In;AcElFiCoDi;Sd(In}
b) an Iron Crown of the Magi [0,+9] (+3) {In;AcElFiCoCa;Rg(In}
c) an Iron Crown of Seeing [0,+6] (+3 to searching) {Sr;Bl;Si}
d) The Iron Crown 'fimernil' [0,+13] (+4 to speed) {SpDxChIf;PoDkNt}
e) a Golden Crown of Telepathy [0,+6] {~Tele~L}
f) The Massive Iron Crown of Chaos [0,+0] (+125) {cursed,
g) The Hard Leather Cap of Thranduil [2,+10] (+2) {InWi;Bl~Tele}
h) The Steel Helm of Hammerhand [6,+20] (+3) {StDxCn;AcNx}
i) a Dragon Helm [8,+14] {Ca}
j) a Set of Leather Gloves of Slaying (+5,+1) [1,+10]
k) a Set of Gauntlets of Genji (+5,+0) [2,+12] (+3) {Dx}
l) a Set of Gauntlets of Slaying (+3,+3) [2,+10]

 ( page 13 )
a) The Set of Gauntlets of Spec (+24,+16) [2,+32] (+2 to speed) {cursed}
b) a Set of Dragon Gloves [4,+18] {LiNtNx}
c) a Set of Dragon Gloves [4,+23] {ShNx}
d) a Set of Dragon Gloves of Genji (+6,+0) [4,+21] (+1)
e) a Pair of Soft Leather Boots of Free Action [2,+9]
f) a Pair of Hard Leather Boots of Levitation [3,+13] {Nt;Lv}
g) a Pair of Hard Leather Boots of Stealth [3,+1] (+3 to stealth)
h) a Pair of Dragon Boots [5,+16] {PoBlCfNt}
i) a Pair of Dragon Boots [5,+18] {NtDi}
j) a Pair of Dragon Boots [5,+16] {DkCf}
k) a Pair of Dragon Boots [5,+19] {Bl}
l) The Pair of Metal Shod Boots 'Tetsu-geta of Flame' (+5,+10) [6,+20] (-1 to
stealth) {InWiChSl;FiFe;Rg[F(StCn}

 ( page 14 )
a) The Dagger of Fiona (2d4) (+6,+9) (+2) {AtSpDx;Co;ThSiSdRg|CoP}
b) The Dagger of Rilia (2d4) (+4,+3) {PoDi;Th|P/o}
c) The Main Gauche of Azaghal (2d5) (+9,+11) {*Fi;Sh;Bs/XD~D}
d) The Rapier 'Quickthorn' (1d7) (+27,+9) (+3 attacks) {AtDx;CaDi;FaSiBs/U}
e) The Basillard 'Hydrazone' (1d8) (+9,+18) {Wr|P/oZ}
f) The Sabre 'Grayswandir' (2d7) (+20,+12) (+4)
g) The Broad Sword 'Glamdring' (3d5) (+10,+15) (+1 to searching)
h) The Broad Sword 'Orcrist' (3d5) (+10,+15) (+3 to stealth)
i) The Long Sword 'Excalibur' (4d5) (+21,+19) [+5] (+3)
j) The Long Sword of the Dawn (3d5) (+20,+20) (+3 to infravision)
k) The Long Sword 'Werewindle' (2d5) (+8,+12) (+2)
l) The Long Sword 'Anduril' (3d5) (+10,+15) [+5] (+4) {St;FiFe;FaSiLu|F/*oT(Dx}

 ( page 15 )
a) The Long Sword 'Ringil' (4d5) (+17,+21) (+10 to speed)
b) The Scimitar 'Soulsword' (2d5) (+9,+11) (+2 attacks)
c) The Katana 'Kusanagi-no-tsurugi' (4d4) (+15,+15) (+3 to stealth)
d) an Executioner's Sword of Extra Attacks (4d5) (+13,+18) (+2 attacks)
e) a Blade of Chaos of Melting (6d5) (+13,+10) {AcCa|A}
f) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2) {cursed}
g) The Diamond Edge 'Smiter's Smiter' (7d5) (+17,+20) (+4) {WiDg;Ca;Bs|S/*~P}
h) 2 Poison Needles (1d1) (+0,+0) {99% off}
i) a Falcon Sword (1d6) (-9,-3) (+1 attack) {cursed}
j) The Spear of Hagen (1d6) (+11,+13) (+3 to speed) {SpSlIf;CoDk;ThSi|Co/L}
k) a Trident of Extra Attacks (1d8) (+10,+11) (+2 attacks)
l) The Broad Spear 'Tonbo giri' (4d9) (+6,+23) [+10] (+3)

 ( page 16 )
a) The Broad Spear of Destiny (2d9) (+15,+15) (+4)
b) The Lucerne Hammer 'bruiestel' (2d5) (+14,+13) (+4 to stealth)
c) The Scythe 'Avavir' (8d3) (+8,+8) [+10] (+3) {DxCh;FiCoLi;FaSiLu|FCo}
d) a Scythe of Slicing (8d4) (+6,+6)
e) a Death Scythe  (10d10) (+10,+30) {99% off}
f) a Mace (Defender) (2d4) (+14,+11) [+6] (+1 to stealth)
g) a Morning Star of Force (2d6) (+9,+8) (+1)
h) The Flail 'Winblows' (8d6) (+0,+30) (-4 to speed) {cursed, SpInWiSl;Ag|CaQ}
i) a Lead-Filled Mace of Slaying (6d4) (+8,+6)
j) The Tetsubo of Shuten-douji (4d7) (+0,+20) [+10] (+6) {St;Fe}
k) a Two-Handed Flail of *Slay* Dragon (3d6) (+9,+9) (+1) {Cn;AcFiPo/XD~D}
l) The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) (+4) {St;ElFiDk;Lu|EF/oTZ}

 ( page 17 )
a) The Great Hammer 'Golden Hammer' (2d6) (+0,+0) { }
b) The Mattock of Nain (3d8) (+12,+18) (+6 to searching)
c) The Long Bow of Bard (x4) (+17,+19) (+3) {Dx;FaXm}
d) a Light Crossbow of Extra Might (x4) (+10,+9) {Bl;Xm}
e) The Gun 'Crimson' (x0) (+18,+19) (+4 to speed) {SpSl;PoNt;Fa}
f) The Black Arrow of Bard (8d4) (+30,+19)
g) a Capture Ball (empty)
h) a Capture Ball (empty)
i) a Capture Ball (a Master mindcrafter)


 ( page 1 )
a) The Wizardstaff 'Coffin Nail' (1d2) (-18,-13) (-5) {cursed, Dx;MaLuTy[T/*}
b) a Clay Statue of The Mad Chemist

  [Check Sum: "07d98b188b784e05ec"]

Posted on 2.11.2005 19:23
Last updated on 16.11.2005 17:12

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2519. on the Ladder (of 12038)
65. on the Entroband Ladder (of 299)
15. for this player (out of 101)

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On 2.11.2005 19:32 wrote:
(clevel:25, dlevel:22) And the race has begun!

Going with a Beastman Priest in honor of HolyMutant (though I didn't scum for a Chaos Patron for a change, out of fear I'd spend 2 hours trying fruitlessly, only to discover Brian had removed that particular trick), but if something happens to him I'll probably switch to a Bard. Going with Crusade (I always meant to try a Crusade Priest after the great stories people were telling about Crusade a while back) and then Nature seemed like the best complement. Plus, if killing the Babble is required to fulfill Brian's competition, he'll want to have access to Nature magic to do it.

Good starting luck with armor in finding 3 suits of resistance/elven armor already. Forgot to %all the suit he's wearing. It has rPoison and Maggot was kind enough to contribute it.

I like the fact that there are zero comparable characters right now :).

On 2.11.2005 21:32 wrote:
Either I'm really unlucky or some summoners are tougher and/or have more leeway in summoning OOD creatures.

While hanging out down at level 22 in Angband, gaining exp until he picks up his 4th attack, Smiter ran into a Poleaxe of Animated attack that was stuck behind a disenchanter mold. I got LoS on it and lobbed exactly one Holy Orb at it (no rDisen, so I didn't want to melee the mold), when the Poleaxe went nuts, summoning Lugdush plus escort, a pack of trolls, a pack of shadow hounds, some more orcs, some ogrillions, and on and on. It was the monster-o-matic. After barely escaping the first time, Smiter found his way back, positioned himself, and then farmed the PoleAxe's summons until his pack was full.

After recalling back in, still on 22, Smiter just had a Mi-Go summon a PACK of Fleshhounds of Khorne. I kinda figured that Fleshounds come in packs now, when they didn't in Heng. The surprise is that they are level 33 monsters summoned by a piddly Mi-Go down on level 22. Fortunately they're in a manageable spot and good exp, too, so its ok, but it was a surprise.

On 2.11.2005 22:01 wrote:
Just did the Dark Elven Lords quest, and got a scroll of acquirement for my trouble (for some reason, this quest has always produced piddly little rewards, while the Mimic's Treasure quest has generally been great. This time around, the Mimic's Treasure coughed up some randart armor and a crown of telepathy (that has true telepathy), while the best item in the Dark Elven Lords quest was a rod of frost bolts, and that's about what I'd expect from both).

That's fine, except I don't have the Phial, yet. I assume its gone and the Dark Elven Lords quest now just gives you a scroll of acquirement. If so, that's a nice way of handling the Sewer quest/Dark Elven Lords quest redundant rewards issue.

On 2.11.2005 22:03 wrote:
Jogged over to the Dragon Lair to cash in the acquirement scroll... ah ha! Yes, I think the Dragon Lair won't be quite as useful for scumming anymore.

On 2.11.2005 23:40 wrote:
(clevel:27, dlevel:25) Ugluk, of all people, coughed up the 3rd Crusade book on dlevel 24 while Smiter was hunting for Grendel. Didn't help with that fight, but I'm glad to have it.

After seeing the state of the Dragon Lair, Smiter read the Dark Elven Lord quest scroll of acquisition in the Dark Cave and was rewarded with a kleenex of nose blowing (+0.1), so when he got the second one from the Arena, I spent a little more time looking around. Smiter had levitation and ESP, so I figured as long as he brought tons of teleport scrolls and was quick with the rod of detection, R'lyeh should be safe enough, right?

Well, lets just say I'm pleased he was both able to grab the product of the scroll AND make it up the stairs because it was darn close. Maybe I won't do that again. On the other hand, the scroll produced a ring, and the ring was a ring of speed (+7), so maybe I WILL do it again.

Wearing it dents his already pop-gun offense since the ring of slaying had to come off, but so be it. Just plundered his house to raise cash for a potion of STR, which was just enough to get him that elusive 4th attack. Things are looking good, even if his damage/blow is still pretty sad.

On 2.11.2005 23:47 wrote:
INSANITY! A decent RoSpeed from a ?oAcquirement, I'm jealous.

On 3.11.2005 01:33 wrote:
Actually, just getting to R'lyeh was a pretty big risk, no? One bad ambush I you could have just been killed (I've had characters with 800hp have trouble in the deep waters ...)

So you've earned that ring! But I am now dying to know what happened to the Dragon' Lair.

I think we need to stop telling Brian all of our favorite tricks or there will be nothing left, and we will all be dying to the Mad Chemist ;-)

On 3.11.2005 01:45 wrote:
My guess is that Dragon Lair starts at lvl 1 now. Or at least something substantially less than 60. OK, time for me to get in on this char will post once I get a semi-decent start--been screwed by RNG a few times now.

On 3.11.2005 17:00 wrote:
(clevel:29, dlevel:37) Plugging along, debating whether to go after the dlevel 38 monster before or after the Cloning Pits. Not ready for either yet, so just leveling for a little while.

Seems like uniques appear asleep more often. While walking to a dungeon (forget which one) at night, Smiter saw Brodda snoring away right next to the dungeon entrance. Don't think I've seen that before.

Low AC is proving a much bigger problem than mediocre offense, though Holy Orb is a very nice weapon. Knocked King Koopa down to 4 stars with Holy Orb and had doubled fire resist, but the fight was still much closer than I expected, because the stupid turtle hit me hard with almost every attack. He then dropped that nifty randart armor Smiter is now wearing. Yeah, yeah, not having rPoison probably means death, but so did having an AC of 50, and I just couldn't pass it up.

Re: Acquisition, in Hengband, I'd usually read the first one in the Dragon Lair, and then if more were found later, the character would usually be quite a bit more powerful and I'd read it in the Mine (the small space in that one scares me a bit). Since neither was a good option, and the result from the Dark Cave disappointed, I thought I'd roll the dice. Yeah, I knew it was dangerous, but I was curious how it would turn out. In the future, I'll probably stick with the Dark Cave.

Incidentally, I like those two (and Numenor) as the ones with deep starting levels. The undersea ones are indeed dangerous to get to, and the bad visibility of the Dark Cave makes scumming FAR less useful. As a side effect, I wonder if this makes scumming for Ishikawa Goemon more difficult, or at least restricts it to the area above the Dark Cave.

On 3.11.2005 19:57 bcbarnes wrote:
I never really use capture balls, and rarely see other people using them in dumps. how useful is it for your character?

On 3.11.2005 23:43 wrote:
(clevel:32, dlevel:40) The RNG has just about proposed marriage at this point. Shortly after the last dump, Smiter checked out a BM and noticed a Ring of Speed (+7) was for sale (for 300k gold or something), along with a Potion of CON. Smiter had quite a bit of gold (one side benefit of being a priest is that you've got lots of gold from all the bladed ego weapons you have to sell), and rings and armor had started building up again in his house, so I decided to sell some stuff and see how close he could get to buying the speed ring.

When the house runs out of stuff, he's over 200k gold, so he's in the ballpark, but not close enough. Oh well. Buying the potion of CON will be a really nice consolation prize, I think. So Smiter walks back over to the BM to see that in the 30 or so turns since he was last there, a new owner came in! Everything is 50% off! Smiter cheerfully buys both the potion AND the ring and does an enthusiastic happy dance.

Of course, that meant the ring of damage had to come off, so his melee damage is truly sucky for someone at this stage of the game (Holy Orb is most of his offense. For anything significant, Holy Orb beats the monsters up and does the heavy lifting, while melee finishes them off when he runs out of mana).

Going after Quachil Uttaus was a bad idea. He was a fairly bad draw at level 38 (plus, I did that math afterwards andt using a decent ring of damage at +7+10 speed is probably better than +14+10 without it.). Tried capturing monsters and distracting him with a menagere of creatures while Smiter hit him with Holy Orb and then melee, but to no avail. Time breath chewed up the support monsters, and his time melee beat Smiter's stats and attacks/round down to a nub in no time. Oh well.

On level 40 got a "Special" feeling about the level, which I presumed meant there was something there I really didn't want to miss. It was at the tail end of a run, and his ID was gone, but the level wasn't big and a potion of enlightenment made it easier to search. Most of the way through, he managed to kill It, which dropped a (3d5) longsword, something there aren't many of.

Anduril, and a helm turned out to be hammerhand. An awesome combo, except that Anduril isn't blessed and I'm not willing to give up ESP at this point. Oh well.

On 4.11.2005 18:57 wrote:
My capture ball usage is very class dependent. At one end of the scale, Bards are all about LoS attacks so there's no point in using them, while on the other hand, Imitators can imitate their pet's tricks so having something with good powers (like an AMHD or an Arch-Priest) is spectacular.

IMO, the most broadly useful pet is a tough, straightforward melee monster like a bloodthirster. It'll sit there and tank for you whlie dishing out decent damage to boot. No, it probably won't win a battle for you by itself, but it'll make your life much easier and you don't need to worry about it accidentally breathing disintigration on you like a GWoP.

However, summoners are good too. Like the Zephyr Lord Smiter was carrying around for a while. It was wonderful for area cleanup and monster delaying. If something nasty was charging and I didn't want to deal with it right now, or just generally clean an area up, the masses of hounds it would summon worked very nicely.

On 4.11.2005 19:03 wrote:
(clevel:35, dlevel:43) Ok, I'm finally ready to hit the Cloning Pits. Too a VERY long time, but I think I was just being overcautious. When I finally bit the bullet and swapped the ESP crown for Hammerhand and the defender mace for Quickthorn (only got 4 attacks with Anduril, or I would have gone with it instead), which allowed him to wield Celegorm (which I think I got stiffed on. Where's the extra random resist?), his offense perked up and I suddenly realized he had all resists covered except Shards.

Hard to believe Quaker is the highest level unique he's killed. Botei-Building and his shards breath was definitely the toughest. Smiter's kill list actually starts with a bunch of regular monsters -a Nycadaemon, Iron Liches, AMHDs, etc. were all at least as tough as the top uniques he's killed.

When he successfully blessed Quickthorn on the first try and then pummeled the Nycadaemon into the ground, I realized he was well past being ready for Cloning Pits.

On 4.11.2005 22:28 wrote:
(clevel:37, dlevel:43) Cloning Pits and Old Castle are done (still picking through the Old Castle loot). Cloning Pits went fine despite presence of Ghatanothoa. While I probably waited longer than necessary, the key was realizing how much offense he was giving up to hang onto telepathy. Found Ringil, Loehngren and a copy of Wrath of God, all of which were very appreciated. Knocked a few points off Ringil before it was finally blessed, which was a shame, but certainly a worthwhile trade-off.

Old Castle was tougher, entirely because of the Greater Titans. Everything else was a piece of cake. Fallen Angel, Dracolisk, etc. were all easily dispatched (went with the ring of slaying instead of a second ring of speed, figuring +21+10 was more than enough), but those damn Titans were fierce.

They fought harder than I expected in melee and summoned Charon, the Stormbringer, Borel, and worst of all, a whole pack of Warriors of the Dawn. Had to kill every single one until they stopped coming back. Not so much dangerous as really, really tedious.

On 4.11.2005 22:55 wrote:
There, Old Castle is now formally finished. Best items were, other than the Palantir, a +11 ring of speed to upgrade the +7 one he had been using and 3 copies of Nature's Gifts. The 4th Nature book is (IMO) kinda crappy, so he now has access to just about all the spells his going to use.

On 4.11.2005 23:29 wrote:
Ringil :-) (+18,+22) is still pretty darn good. Congrats! Oh, since you are finished with Quickthorn, could you pass it my way? Stupid rapier refuses to show up!

The one time I played a priest without Life I sort of regretted it ...

Don't discount the 4th Nature book entirely. Call Sunlight can be very useful, especially if the Jewel proves stubborn in showing itself. Enlightenment is very powerful for locating resources.

On 5.11.2005 03:29 wrote:
You're quite right. Enlightenment is quite useful, and I've just realized its going to be even more important than I thought...

Just realized a minute ago that I'm playing with Preserve: Off. I'm reminded of the famous words of Socrates, who once said, "I drank WHAT?!?!"

On 5.11.2005 04:46 wrote:
Does it tell you what artifacts you missed?

My main objection to dropping Preserve Mode is the insane vault frequency. Sauron, Morgoth and friends all seem to show up before 2500' in greater vaults, which seem to be all too common. I will personally hold out with Preserve mode on until the mighty maintainer pries my fingers from the clutches of the birthmode option ... or just fixes the vault frequencies ;-) (Spectral Wyrms when you only have 200 or so hp are just no fun ... )

On 7.11.2005 02:56 wrote:
Even I, a stickler for Preserve Off, opted to play with it on given the frequency of nasty vaults in E. :)

On 7.11.2005 04:32 wrote:
I've actually seen very few vaults so far. Just one greater pattern vault and no GCVs or the like. Of course, AFAIK, there's no list of artifacts that have been missed already, and I didn't even realize the issue until after doing the Old Castle quest, so there could have been plenty of vaults that I simply missed.

On 7.11.2005 15:21 wrote:
Small levels and sticking in Angband might be altering your vault frequencies. My Archer has probably seen 20 or so vaults he just couldn't handle, all in the range of DL30-DL45.

On 7.11.2005 15:51 wrote:
(clevel:43, dlevel:58) The fight with Brand set off a small chain-reaction of events in that Brand managed to both disenchant Ringil and Loehengren AND give Smiter the "Attract Demons" mutation, causing me to switch to Quickthorn for a while. The plan being to use Quickthorn for the resists until a shield/gloves/cloak with rCHaos showed up at which point he'd go after Bull Gates for his ring and then switch back to Ringil.

Plus, adding Attract Demons to Moronic and Halluncinatory Insanity was enough to make Smiter head up to get his mutations purged. He lost most of his mutations getting rid of those 3. The highest profile one lost was Limber, but it didn't really matter at this stage. Probably the most annoying to lose was Spit Acid, because it has a 2-square burst radius and was great for clearing un-IDed stuff while sorting through loot.

While getting the mutations purged, he went for the Nature and Chaos Node quests, in small part for the book of Nature's Wrath, but mostly for the concentrated exp. Both went fine, and a shield with rChaos (along with the Collar Harness of the Hell) turned up, so after that it was off to face Bull.

Those are all taken care of now, and Smiter is back in Angband. The level 62 quest was for Bleys who I find deeply annoying with his teleporting away. He also summoned Fiona, Baphomet, and the Lernaean Hydra, but he did finally die.

Just went down the stairs to level 63 before recalling to town which was a mistake. Big vault and lots of nasty uniques (Tselakus, Banor=Rupart, Omarax, etc. etc.). Nothing in it that's incontrovertably an artifact, but you can't be sure. Plus his pack is full, his remaining staff of speed is empty, and he's out of teleport scrolls. Sigh.

On 7.11.2005 17:29 wrote:
Ended up deciding to sacrifice half the vault to get the other half. Read a scroll of *Destruction*, which nuked about half the vault, and eliminated a bunch of the uniques, including the 3 mentioned above. Still managed to kill Saruman, Atlach-Nacha, and Y'Golonac, and the remaining loot included Isildur, so it wasn't a complete loss.

On 7.11.2005 19:21 wrote:
(clevel:46, dlevel:65) Barely squeeked by the Black reaver in the Arena. It opened with 3 consecutive mana storms, which Smiter was forutnately able to counter with 3 consecutive successful Herbal Healings. Practicing your useful spells for teh win!

The battle was well worth it when the resulting scroll of *acquisition* was read in R'yleh (ok, still dangerous but rather less so at this point), producing a pair of dragon gloves of Genji! Ok, they only provide rFear, but its still pretty darn cool.

Found a diamond edge along the way, and only a PDSM would supplant it as a target for a create artifact scroll. Feeling pretty formidable with current weaponry, though. Genji allows decent to-hit% against even well armored foes, and dual-wielding Quickthorn let Smiter wield his ring of slaying.

Feeling pretty formidable after running into Santa Claus, Bast, the Defiler, Nyogtha, Angamite, Itangast, and Fafner almost simultaneously on a small arena level and totally mopping the floor with them.

Unsure what he's still looking for at this point, other than some ludicriously powerful randart. A cloak with rShards would be nice.

On 7.11.2005 22:37 wrote:
Killed the Babble in the Arena using Dave's strategy of filling in the entire Arena with stone so it couldn't get away. Brian must have changed the AI a bit, though, because it didn't just try to blink away, it whacked Smiter with everything it had. Smiter got lucky with the dual-wielded poison needles and got a fatal blow the 3rd time he hit it. Would have been close without that blow as Smiter was down to ~300 hp.

On 7.11.2005 23:13 wrote:
Cashed in the Artifact Creation scroll on that Diamond Edge in R'lyeh (its like crack! I can't stay away!) and I'm quite pleased with the result +WIS, slay evil, rChaos, and pre-blessed (thus saving some disenchantment woes if Smiter had to do it himself). A very nice reward for killing the Babble.

On 7.11.2005 23:34 wrote:
You should be able to see your "Artifacts Seen" list in the ~ menu... or is it |, I forget. I think it's the tilda. Anything generated will be there. Let us know if you've irrevocably lost anything--it sounds like you probably have, given your destruction story, and other vaults you may have missed.

On 8.11.2005 01:29 bcbarnes wrote:
if I put new randart code in, to make them more interesting and useful, I may make preserve mode off the only playstyle available. I'm still undecided about this. players 'expect' to get certain artifacts, but if they didn't find them in most games, would it end up enhancing the overall experience? possibly.

it would be really rough on berserkers, that's for sure. the only class that can't read scrolls or use wands to help clear vaults... I suppose after they get earthquake, that complaint partially goes away.

On 8.11.2005 03:35 wrote:
After playing with Preserve mode off for a little while, especially now that I've got Enlightment, its a lot less scary than it initially was. Sure, your diving slows down a lot, and I wouldn't dream of taking a low-level character for some risky spelunking in the old Dragon Lair, but when you get down to it, there aren't really THAT many items sitting on the ground at the start of any given level.

The exception, of course, is for vaults. I've run into relatively few vaults so far (they've been popping up more often as I've gotten deeper, but still nothing like the frequency with which others have spotted them. As long as vault frequency is kept moderate, buffed randarts would certainly make up for the occasional lost artifact and would allow greater variation in gameplay, which is a big win in my eyes. I hate it when all the winners in a certain 'band seem to all have variations of the same kit, and this would help prevent it.

On 8.11.2005 16:00 wrote:
Checked through the list of "known" artifacts, looking for any I missed, and it looks like there have only been a few. While I have vague memories of finding some of these, I'm pretty sure I'm misremembering another character.

Anyway, the list is: Holhenneth, Arvedui, Terror Mask, the Phial, and the bead "Yasaka-no-Magatama". Losing the Phial would explain why Smiter got the scroll of Acquisition from the Dark Elven Lords quest.

On 8.11.2005 16:34 wrote:
I see a downside to being able to do this. Level 73 had a mid-sized vault with some late 60's to mid 70s level uniques and a bunch of high level monsters. Smiter opened the vault, painstakingly cleared most of the uniques and many of the monsters just in time to get chased off the level when some Unmakers got out of hand. Checking the list of known uniques, I now know that the crown of Numenor was in there somewhere. Numenor is fine, but if it had been the crown of Gondor I'd be pissed.

I fear that I'm going to get sucked into checking that screen after every level, just to kick myself if I missed something.

On 8.11.2005 17:45 wrote:
WHAT!?!?!? The code for Metal Babble AI has been tweaked!? Crap, now I can't even claim to be the master of the Babble fight.. Congrats on beating it anyway. And I think I've just lost interest in redoing Forcetrainer Nature.. :/

On 8.11.2005 18:15 bcbarnes wrote:
heh, I didn't change the babble AI (yet). it's possible something was changed in heng 1.7.0, I suppose. when my android berserker fought the babble, the AI certainly didn't mess around. it kept its distance and nuked me, at one point launching many straight psycho spears.

if there is one class which is well-suited for playing with preserve mode off, it has to be a priest. good magic device skills, enlightenment from book, good healing. bad break with the unmakers; they are bastards.

looking forward to your post-winner impressions on preserve off (I fully expect this character to win!). by the way, why are you not wearing isildur? it seems like you could really use the +CON, and find res_dark somewhere else.

On 8.11.2005 18:20 wrote:
Thanks. Having never tried that tactic against the Babble before, I couldn't say exactly what might have changed, just that it cheerfully blazed away at Smiter. Perhaps it was the set-up. The entire arena was full of stone except the square Smiter was standing on, the square the Babble was standing on, and another square behind Smiter (I didn't fill that square in after breaking that final wall to start the "real" fight). The Babble did do a fair bit of blinking back and forth between those two squares (with Smiter in the middle, so he was always able to attack it) and it didn't appear to ever try to melee, but it certainly invoked logrus, cast fireballs, etc. along the way.

The GWoP was actually much, much harder than the Babble. It didn't occur to me to use the poison needles on it, and when I tried to hide at the start of the battle to buff properly, it... well, lets just say it gave me a rude surprise. After that, I lured it all the way to the right side of the arena, fought it until Smiter's hp and sp ran low, then Portal'ed to the other side of the screen (and thus out of its LoS), rested up, and portaled back, always being careful to keep it as close to the right side as possible. Took at least 6 or 7 iterations of that to finally kill it.

On 8.11.2005 18:25 wrote:
The extra AC and +CON from Isildur would be nice (extra CON and rShards are probably his two biggest needs right now. He carries around a swap ring of rDisenchantment.), and with the +WIS from his diamond edge, taking off Loehngren would only drop him to 18/210, which would be acceptable, although Isildur's extra weight would cost some spell points.

No, the main reason I'm sticking with it is the big activate for healing (777) and heroism. Very, very handy to have a big source of renewable healing. Its saved many potion of healing and its vastly more reliable than Herbal Healing (which still has a fail rate in the 20% range).

On 8.11.2005 18:49 wrote:
Feeling a big confident, so Smiter is running around, doing some of the quests that I've never actually done, like Doom Quest 2 and Eric (which was a complete disaster the only other time I tried it. This time, Smiter snuck into the castle while everyone slept, stone-to-mudded his way to Eric, fought him a bit, and then chased him down when he would teleport away. It actually went very smootly, and this is a character who is actually rather grateful for a potion of Augmentation.

Spawning Pits next? Hmm, doesn't seem like a good idea. Maybe if he fills the level up with stone...

On 8.11.2005 20:24 wrote:
Spawning Pits were pretty difficult, especially since Narse, Ungoliant, and Caine were all summoned by various creatures, but it was even more tedious than difficult. Divine Intervention made the quest quite a bit easier, and I'm still unsure how most classes would complete it. While the suit of Balance DSM was appreciated and might actually get used at some point, it still feels wholy inadequate as a reward for the degree of effort, though PDSM would be TOO much. Hmm. Does "Polished" DSM exist in Entroband? If so, making the Balance DSM reward Polished might be a nice touch.

On 8.11.2005 21:18 wrote:
For GWoP in the Arena, I find that I can do it fairly easily, if you have a Vampiric Weapon and a steady source of healing. Of course, with Nature your Herbal Healing was probably less than reliable, but I think the big thing was the lack of Vampirism.

Hm, that's odd about the Babble--I don't remember it breathing Logrus or Psycho-Spearing me when it was in the "2 spots open" position.. I had Fire Immunity and Reflect though, so maybe I've been getting lucky, and it chose the wrong attacks. Or maybe something changed from 1.6.2 to 1.7.0

On 8.11.2005 21:20 wrote:
BTW, Life Priests have no problems against Unmakers. Just cast Sterilize at the beginning of every dlvl, and breeders will never multiply. Of course, that does require finding Blessings of the Grail, which sometimes is difficult.

On 8.11.2005 22:39 wrote:
Cool! Mephistophiles was carrying: Brand, Rillia, Mattock of Nain, Thalkettoth, and Anarion. I had kinda been hoping for Belthronding to cover the rDisenchantment hole, but I guess I'll have to live with +38 base speed. For the final battles, I'm thinking of leaving the RoS at home and relying instead on potions of speed to get over +35. Having a character with this kind of speed is definitely new ground for me.

On 8.11.2005 23:04 wrote:
(clevel:50, dlevel: 82) Big, nasty looking vaults are now showing up on pretty much every level and are slowing Smiter's descent somewhat. I don't want to miss any useful artifacts and he's only got 6 uniques to go to finish the Wanted List (I've never even gotten half of the list before), so I'm looking out for them with the Palantir. On the other hand, after Yig dropped the crown of Gondor and that randart cloak with rShards turned up, I'm not exactly sure there's anything left to look for.

On 8.11.2005 23:46 bcbarnes wrote:
you should upgrade to 1.7.1 before you're deep enough to encounter the Mad Chemist... nice Diamond Edge and randart cloak, by the way.

On 9.11.2005 00:14 wrote:
Yeah, its weird. I thought I did, though I had trouble with the original Entroband testing, too, and it was entirely of my own making.

On 9.11.2005 16:18 wrote:
Major equipment reshuffle. Had been dual-wielding the Smiter and Ringil with good effect, but a spectral wyrm dropped both the necklace of the dwarves (rDisenchantment! Hurray! Smiter's equipment, even the good artifacts, has taken a few nicks, I'm ashamed to say) and that shield-mirror-thingy.

Swapping out the Palantir for the Jewel, those great dragon gloves for Fingolfin, Ringil for the mirror, and Faramir for the Dwarven necklace gains him 70ish hp, more thorough rDisenchantment, reflection, and while his theoretical potential damage output goes down, his accuracy is a lot better, so his expected damage should go up quite a bit. He also drops from +38 permanent speed to +31, but he's use the freed up inventory slot (the ring of rDisenchantment) to carry around staves of speed. He's got tons of them and they're cluttering up his house anyway.

On 9.11.2005 16:23 wrote:
Successfully upgraded to 1.7.1. I figured out what I had done wrong and fixed it (its too stupid to explain).

Also, in an amusing twist to my usual Beastman play, a recently consumed potion of polymorph gave Smiter a Chaos Patron! Jeez, he's already level 50, Hiornhurn! Aren't you jumping on the bandwagon a little late? I don't think it'll have any effect on game play, so its just for chuckles.

On 9.11.2005 16:39 wrote:
Did you ever do the 'Compare Weapons' thingy in the town when you were dual wielding? I'd be curious to know what your % to hit an AC175 monster was then vs. now.

On 9.11.2005 18:39 wrote:
I certainly did. Numerous times and with various buffs going. Didn't always compare directly with 175, though. It was more a sliding scale depending on what I was running into at the time. For this last round, it was indeed vs 175.

With both heroism and blessed active, dual-wielding while wearing Faramir, Shiva's shoes, and the dragon gloves of Genji (but no influencing rings) to-hit AC 175 was in the neighborhood of 48% with both weapons (Ringil was a smidgen better). With all blows landing vs an evil opponent, the Smiter would average about 370 damage/round and Ringil 285.

With the current set-up (well, he just found a slightly better ring of slaying, so not truly current, but close enough), he's at about 68% to-hit AC 175, and the Smiter would average about 510 damage/round with all blows landing against an evil opponent.

Various other combinations gave him to-hit AC 175 scores ranging from just above 60% at the low end to the high 70s and differing damage amounts. I liked the current set-up the best.

On 9.11.2005 22:59 wrote:
Finished the wanted list, finally. Ymir was very hard to find and if not for the Palantir, I probably would have given up. Qlqllzuuup was surprisingly easy since he doesn't blink or teleport away.

Deciding what to use the scroll on. Balance Dragon Scalemail? Mace of Disruption? Hmm...

On 10.11.2005 01:02 wrote:
Had a fun experience with a butterfly vault. It had a ton of powerful uniques and other monsters inside, and while I was checking out the rest of the level, they started fighting and summoning. Something must have been throwing around gravity or teleport other attacks, because every few turns a monster would suddenly appear outside the vault.

First, about a half-dozen moderately wounded warp demons appeared right after the other. However, my first real clue as to the ferocity of the fighting inside the vault was when a Star-Spawn appeared that was all the way down to 2 stars. I mean, those things are pretty tough. Later, Bahamut appeared down to 1 star and barely alive, and even Shuma-Gorath appeared down to 3 stars (IMO, Shuma-Gorath is one of the top 5 or 10 uniques around, so this was quite impressive to me. I'm not sure exactly what was going on in there, but I think Sauron and the Destroyer were double-teaming folks).

Shuma-Gorath got away, but Abhoth, Bahaumut, and the Yamata-no-Orochi (sic) didn't, and they coughed up the Soulsword and Excalibur (first time I've found it. Very nice, although I kinda thought it was (5d5) rather than (4d5) for some reason.

On 10.11.2005 21:08 wrote:
(clevel:50, dlevel:100) Serpent and Oberon are both dead, and Smiter is starting to hunt the Chemist. Spotted him one time on level 98, but kept my distance.

Oberon was pretty tough, but manageable once I remembered that the game had shifted from the "accumulate resources" phase to the "spend resources" phase and stopped trying to conserve potions. Near the end of that fight, I also realized that Armageddon was down to 0% fai and only cost 27 or so spell points, so those scrolls of *Destruction* which Smiter had painstaking collected the entire game were nothing more than a semi-handy backup.

I finally decided to read the 2nd scroll of create artifact on a mace of disruption (I realized Lohengrin was only actually covering rPoison and rDark at that point, neither of which the Balance DSM would have covered) and the result was a huge help against Oberon! No useful brands or slays, but +2 blows and Vampiric! I spent ages juggling his kit to get the 1 more point of STR needed to get a 7th attack with it. Finally made the questionable decision to quaff a potion of new life. It knocked his WIS and DEX down quite a bit, but I had forgotten he had Moronic, so his net WIS was actually up a little, and it did raise his STR and CON (and hp, too, though that was a slam dunk as his life rating was like 93/100 to start). A little shop scumming turned up a potion of Augmentation and it was off to the races with the new weapon. After a little more practice, the mace was a fair bit more accurate than the sword.

Serpent was its usual difficult self, but Smiter was probably the best supplied of any character I've ever sent against the Serpent. As a result, unlike with previous characters, if Smiter was knocked down below, say, 500 hp or so, and the Serpent hadn't dispelled his buffs, he'd pop a healing or *healing* potion to get a few more rounds in. Didn't realize that vampiric doesn't work on the Serpent, otherwise I might have tried switching back to the sword. The problem was that even the slightest STR drain would cost Smiter a blow/round, and losing 2 points would make the mace awkward to use, hurting his to-hit and to-dam numbers a bit. Fortunately, I brought a bunch of mushrooms of restoration, but it was still a running problem that would have been much less serious with the much lighter diamondedge.

Like in previous fights, the Serpent started the battle on a serious Dispel Magic kick, once casting it on 3 consecutive moves (first knocked off all my buffs, then I cast resistance, dispelled, and I cast resistance again, and again it was dispelled. Smiter just teleported away after that.). But it seemed to lose interest in casting it about half-way through. It would still fire it off periodically, but nothing like the way it did early on.

The Serpent also did less breathing but more melee and more "special" summoning than in previous fights. Fortuntely for Smiter, having cheap, reliable *Destruction* made that less of a problem. The Destroyer was summoned and *Destructed* 3 times and Sauron and the Unicorn twice each (yes, the Serpent did indeed summon the Unicorn. Well, the Serpent would cast "summon special" and then there would be a bunch of unique monsters there, including the Unicorn, so maybe something else was summoning it, but it really looked like the Serpent did it.).

On 10.11.2005 22:42 wrote:
This Chemist guy is a pain in the ass to find.

On 10.11.2005 23:17 wrote:
(clevel:50, dlevel:127) The Chemist claims his first victim.

It was a big, ugly general melee, but I had *destruction*-ed most of the big bad guys (except the Unicorn, which was safely on the other side of a very thick wall), and the part of the map where I was fighting the Chemist was pretty clear of monsters (it was a big *destruction* zone). I didn't really notice TY curses for the first few rounds. Either Smiter was successfully saving, or they had trivial results.

Then, about the time the Chemist's first star came off, two curses went off right in a row. A burst of energy and then I think one that summoned a bunch of monsters, some Ologs, a Great Wyrm of Space-Time, and a Keeper of Secrets (though it might have been the Chemist. I missed some of the comments). I was hesitant to teleport away, there was some real ugliness where the Unicorn was taking on a pack of dragons, and I was afraid of getting one-turn killed if I landed close to them. So, with ~600 hp left, I decided to take another round of melee against the Chemist while I decided what to do about the various monsters surrounding Smiter. Honestly, I wasn't that worried about them, as Smiter was at +30+10 speed and the vampiric effect of his mace worked against the Chemist, boosting his HP a bit more.

That was Smiter's last move, sadly enough. Going through my memory and reading the final messages, I'm not sure exactly what happened. The Chemist got a double move, but just used melee both times, and the Keeper of Secrets breathed confusion. The GWOS-T was the only thing significant within range.

Lets see, the Keeper was at full health, so his breath probably did 450 perhaps .5 for resistance, so maybe 225 damage. That means the Chemist's 5 melee hits must have done 350-400 damage. I probed him at the start of the battle, and I guess that's actually about right. Maybe a bit on the high side, but not outrageously so. He's clearly more dangerous than the Serpent.

That was fun.

On 11.11.2005 00:59 bcbarnes wrote:
that double move when you were at +40 speed was rough, but the chemist is really fast. nice try. the summons, by the way, almost certainly came from the curse of topi ylinen. the chemist can only summon uniques and cyberdemons.

so far, nobody has killed the chemist in direct combat! I thought you had a good chance, with lots of healing as a priest. my android almost did it, only to lose him to some falling rock (and then to just die from negligence). I look forward to the first non-monster-assisted chemist kill ;)

On 11.11.2005 01:01 wrote:
I was just about to congratulate you on a win (having noticed your earlier serpent post while I was still at work) when I see to great sadness that the Chemist has claimed his first victim. But you are still a winner in my book, having defeated the Serpent, and I think the least that could warrant was the glorious green banner on oook. Sorry it isn't so ...

TY_CURSE for meleeing a monster is just crazy!! I won't even kill Amberites for fear of a single TY_CURSE, and cannot fathom ever daring to endure the Chemist in melee. You are far far bolder than I!

The Chemist was tough in 1.7.0 and is now crazy tough in 1.7.1. I think he gained Invulnerability this go around too!

Well, at any rate, I think this priest has done very well!!!

On 11.11.2005 01:04 wrote:
Oh, Brian, do you think my Archer might stand a chance? I'm debating attempting it. Melee will most certainly not be involved, however ...

I do think the TY_CURSE might be a bit overboard due to the statue effect. That would most certainly be an instadeath. But I'm sure someone will pull it off :-)

On 11.11.2005 01:24 bcbarnes wrote:
who said you had to melee the chemist for the curse to go off? the chance is based on _any_ damage at all :)

as for your archer --- well, get level 50 and kill the serpent, then ask me again :)

On 11.11.2005 01:27 wrote:
While I don't think Smiter had a good chance of beating the Chemist (remember, he was a Crusade Priest, not a Life priest. His best healing actually came from Nature, and even at the end Herbal Healing wasn't down to 0% failure), , I'm kicking myself for 3 things that could have helped. #1 and #2 were the Jewel and the amulet of anti-magic, both of which I hauled all over Angband while hunting for the Chemist, precisely so I could wield them for the battle against him (for the +3 speed and almost guaranteed TY curse resist). When I finally found him, I completely forgot about them and didn't wield either. The extra speed might have helped against the double move, and with the amulet, the TY curses that damaged Smiter and summoned the monsters might have been resisted.

#3 was the Death Scythe I forgot at home. Oberon dropped it, and it did at least 2x the mace's damage/blow and probably 35% more damage/round. I had even successfully blessed it in anticipation of using it against the Chemist. Sure, the return blows would have been nasty, but I thought it was an acceptable price to pay for cutting the TY curses in half.

Oh well. Most of my thoughts are detailed voluminously above, but a couple parting thoughts. First, I'm always amazed at how differently the various class/race combinations play. By the end, I couldn't remember how my other characters had survived without Create Stone and Armageddon, even though Smiter was the first character I've ever played who used either to any degree.

Second, Preseve Mode: Off, isn't that big a deal, at least not for a character who gets Enlightment. I didn't run into that many vaults, but even so, there just aren't very many artifacts lying on the ground. By the time Smiter finished the Old Castle (prior to which I didn't even realize it was off), he had missed, what, 4 or 5? And I didn't even really check until after beating the Babble in the Arena, so they could have been missed even later.

Sure, the Terror Mask would have been nice, but he still got all the ones he needed. By the end he had missed a LOT more, but it was mostly after his kit was pretty much done and I wasn't looking for stuff anymore. At one point, I saw the glaive of pain lying on the ground. Smiter *ID*ed it to be sure, looked it over, and I thought "Nah". Just left it there for inventory reasons, and that certainly contributed to missing stuff.

On 11.11.2005 01:56 bcbarnes wrote:
the TY curse is not a normal curse: it's not a spell that is cast and may be resisted. instead, it's a series of (possible) effects. anti-magic would not help you much there.

I'm glad you all are having some positive reactions to preserve off, combined with recurring level feelings. barring wholesale revolt, this may become a permanent fixture. of course, it will completely change how an ironman_rooms game is played...

On 11.11.2005 02:06 wrote:
Antimagic is actually beneficial against the TY_CURSE, as it guarantees immunity to the statue effect, which is what makes the curse so annoying (Unless you changed it, of course :-) Antimagic and CL35 means you Saving Throw is high enough that the Statue Effect will never occur (Did you change this?)

Brian, I am probably the biggest resister of the Preserve Mode change. But I am willing to give it a shot, especially now that I see other characters succeed with this option.

But I think the Chemist will be safe against me. Thanks for revealing the TY_CURSE will activate even from spells/ranged attacks. I'm not sure why I assumed melee only, but man that would have been a surprise :)

On 11.11.2005 02:35 bcbarnes wrote:
well, the statue effect (paralyzation) has a chance of going off if your saving throw is less than 125 in the internal units that the code uses (even if you have FA). I don't know offhand how much anti-magic adds to the saving throw -- it may put it out of range, it may not. as always, the higher the save, the better your chances. you could be right, CL35 + anti-magic may be enough. I'd have to check.

elliott's comment was just talking about resisting the TY curse in general, which of course is not possible. he may have been thinking of getting paralyzed, too, though.

On 11.11.2005 06:16 wrote:
Ah, I always thought that the different effects had different chances to be resisted, and thus the straightforward monster summons could potentially be resisted as well. Looks like I was wrong about that.

On 11.11.2005 07:51 bcbarnes wrote:
there is a good spoiler about the TY curse, which is generally accurate for entroband, at or, of course, you could track down the function "activate_ty_curse" in the entro source distro :)

On 17.11.2005 00:12 wrote:
Oh, two things worth noting for the record. #1 - since he had some exp drained, I had to manually change his exp so the dump would work properly. #2 - Smiter did run into Ishikawa Goemon about mid-way through, but, sadly, he wasn't carrying the super-katana.

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