The Angband Ladder: Mighty Beastlord, Beastman BeastMaster by <>

  [Entroband 1.7.1 Character Dump]

                          Name  : Mighty Beastlord

 Sex      : Male             Age                19   STR :  18/***
 Race     : Beastman         Height             65   INT :       8
 Class    : BeastMaster      Weight            137   WIS :   18/44
 Magic    : Trump            Social Class       13   DEX :  18/165
 Patron   : Nurgle           Align          Lawful   CON :  18/***
                                                     CHR :   18/86

 Right hand      (+98,+92)   Hit point    673/1075   Fighting   : Legendary[37]
                             SP (Mana)    124/ 185   Bows/Throw : Legendary[52]
 Blows/Round         6+0+1                           SavingThrow: Heroic
 AverageDmg/Rnd      882+0   Level              50   Stealth    : Very Bad
                             Experience    7840277
 Shooting       (+102,+15)   Max Exp       7840277   Perception : Fair
 Multiplier          x3.60   Exp to Adv      *****   Searching  : Fair
 Shots/Round          1.66   Gold         11047167   Disarming  : Very Good
                                                     MagicDevice: Superb
 AC              [21,+103]   Time     Day 23 15:08
 Speed     Riding (+34+10)   Play time    48:38:29   Infra-Vision: 0 feet

                         (Character Background)
          A Demon Lord of Chaos decided to have some fun, and so he
          created you.  You have the black eyes of a bird, dirty
          brown fur, and bird's feet.

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

 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : Beastman      STR : 18/127  2  1  2  5 18/***         ....1..s332.4
 Class : BeastMaster   INT :     18 -2 -1 -2 -5      8         ....12.s....4
 Level : 50            WIS :  18/64 -1 -1 -1  1  18/44         ....123s.3.s4
 Hits  : 673/1075      DEX : 18/115 -1  1  0  5 18/165         2...1..s3...3
 Mana  : 124/185       CON :  18/96  2  0  1 11 18/***         ....1..s332.2
                       CHR :  18/96 -2  2  0 -1  18/86         2...123s....1
         | }=="*((]]]             | }=="*((]]]                 | }=="*((]]]
         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  : .......+.....

  [*Winning* Message]

  Didn't get the Chemist, but lived to tell the tale.

  [Option Settings]

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

  [Recall Depth]

    Angband         : level 100
    Yeek cave       : level   1
    R'lyeh          : level  80
    Dark cave       : level  55

  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  8
  Warg problem                             (Danger  level:   5) - level 12
  Mughash the Kobold Lord                  (Dungeon level:   6) - level 13
  The Sewer                                (Danger  level:  15) - level 16
  Logrus Master                            (Danger  level:  25) - level 16
  Orc Camp                                 (Danger  level:  15) - level 18
  The Mimic's Treasure                     (Danger  level:  25) - level 20
  Old Man Willow Quest                     (Danger  level:  22) - level 21
  Tengu and Death Swords                   (Danger  level:  25) - level 21
  Doom Quest 1                             (Danger  level:  15) - level 24
  Vapor Quest                              (Danger  level:  25) - level 24
  Dark Elven Lords Quest                   (Danger  level:  25) - level 25
  Ulwarth, Son of Ulfang                   (Dungeon level:  24) - level 26
  The Vault                                (Danger  level:  30) - level 26
  The Tower                                (Danger  level:  30) - level 26
  Utgard-Loke                              (Dungeon level:  38) - level 31
  Madame Debby                             (Dungeon level:  44) - level 33
  Petshop                                  (Dungeon level:  50) - level 35
  The Cloning Pits                         (Danger  level:  45) - level 36
  Haunted House                            (Danger  level:  48) - level 37
  Habu the Champion of Chaos               (Dungeon level:  56) - level 38
  Biketal of Fire                          (Dungeon level:  62) - level 41
  Cantoras, the Skeletal Lord              (Dungeon level:  76) - level 47
  Oberon                                   (Danger  level:  99) - level 50
  Serpent of Chaos                         (Danger  level: 100) - level 50

< Failed Quest >
  Eol, the Dark Elven Smith                (Dungeon level:  12) - level 18
  Cerberus, Guardian of Hades              (Dungeon level:  88) - level 50

 Arena: True Champion

  [Defeated Monsters]

You have defeated 7071 enemies including 182 unique monsters in total.

< Unique monsters top 10 >
  The Serpent of Chaos                     (level 100)
  Oberon, King of Amber                    (level  99)
  Sauron, the Sorcerer                     (level  98)
  Cerberus, Guardian of Hades              (level  94)
  Shuma-Gorath                             (level  88)
  Loki the Trickster                       (level  85)
  Ymir the Ice Giant                       (level  85)
  Cantoras, the Skeletal Lord              (level  84)
  The Tarrasque                            (level  84)
  Godzilla                                 (level  84)


Your alighnment : Lawful

You are the polar opposite of Nature.
You are a great champion of Chance.
You are a great champion of Vitality.
You are an enemy of Patience.
You are a great champion of Knowledge.
You are very virtuous in Justice.
You are a bitter enemy of Sacrifice.
You are very virtuous in Harmony.


 You can smell nearby monsters.
 You can consume solid rock.
 You can emit bright light.
 You can drive yourself into a berserk frenzy.
 You can polymorph yourself at will.
 You can cause mold to grow near you.
 You can harden yourself to the ravages of the elements.
 You can consume magic energy for your own use.
 You can feel the strength of the magics affecting you.
 You can run for your life after hitting something.
 You can emit confusing, blinding radiation.
 You are subject to berserker fits.
 You are teleporting randomly.
 Your body produces alcohol.
 You attract demons.
 You have a scorpion tail (poison, 3d7).
 You move faster or slower randomly.
 Chaos deities give you gifts.
 You receive warnings about your foes.
 You occasionally stumble and drop things.
 You are puny (-4 STR).
 You are moronic (-4 INT/WIS).
 You are extremely fat (+2 CON, -2 speed).
 You are resistant to magic.
 Electricity is running through your veins.
 Your skin has turned into scales (-1 CHR, +10 AC).
 You are regenerating.
 Your body is very limber (+3 DEX).
 There is a white aura surrounding you.

  [Leading Pets]

a Sky Drake called +29 speed(riding)

  [Command for Pets]

 Pets open doors:                    OFF
 Pets pick up items:                 OFF
 Allow teleport:                     OFF
 Allow cast attack spell:            ON
 Allow cast summon spell:            OFF
 Allow involve player in area spell: OFF

  [Character Equipment]

a) The Broad Sword 'Chainsword' (11d5) (+9,+15) (-2) {SpDxChSl;SiAg|S/poT~poT}
b) (nothing)
c) The Light Crossbow 'Vajra' (x3) (+18,+15) {*El;Co;FaXs}
d) a Quartzite Ring of Damage (+17)
e) The Ring 'Frakir' (+1) {StInWiDxCnChSlSr;Po;SiWr}
f) The Collar Harness of the Hell (+15,+15) [-5] (-2) {InWiChSl;DkNt;SiAg~L}
g) The Palantir of Westernesse (+3) (charging) {WiCh~Tele}
h) The Leather Jacket of Shiva's Avatar (+3,+4) [12,+20] (+1 attack)
i) The Elven Cloak 'Maelstrom' (+8,+8) [3,+25] (+3) {StDxCn;Nt;Si}
j) The Golden Crown of Amber [0,+15] (+3) (charging)
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {StCn;Fa}
l) The Pair of Dragon Boots 'Death Spurs' (+7,+5) [5,+12] {DkShDi(Wi}

  [Character Inventory]

a) 3 Trump Spellbooks [Conjurings & Tricks]
b) a Trump Spellbook [Deck of Many Things]
c) 3 Trump Spellbooks [Trumps of Doom]
d) a Trump Spellbook [Five Aces]
e) 2 Rations of Food
f) 34 Purple Potions of Heroism {25% off}
g) 40 Red Potions of Cure Critical Wounds {50% off}
h) 20 Scrolls titled "blaata arze" of Teleportation
i) 7 Scrolls titled "shu urfor" of Word of Recall {25% off}
j) 8 Scrolls titled "stafoo lechi" of Holy Chant
k) 5 Scrolls titled "vlytox" of *Destruction*
l) 3 Scrolls titled "ashval paylech" of Genocide
m) 2 Scrolls titled "rolsan triple" of Mass Genocide
n) 2 Rusty Rods of Detection (2 charging)
o) 2 Iron Rods of Probing (1 charging)
p) 7 Aluminum Rods of Teleport Other (1 charging)
q) 9 Chromium Rods of Disarming
r) 4 Lead-Plated Rods of Lightning Balls (1 charging)
s) 10 Molybdenum Rods of Stone to Mud {25% off}
t) 18 Bolts of Holy Might (1d5) (+10,+10) (100/166)
u) a Capture Ball (empty)

  [Home Inventory]

 ( page 1 )
a) 20 Trump Spellbooks [Conjurings & Tricks]
b) 11 Trump Spellbooks [Trumps of Doom]
c) 5 Yellow Mushrooms of Restoring
d) a Copper Speckled Potion of Detect Invisible
e) 5 Metallic Blue Potions of Speed {25% off}
f) a Gold Speckled Potion of Resist Heat
g) 70 Purple Potions of Heroism {25% off}
h) 10 Pink Speckled Potions of Restore Mana {25% off}
i) a Gray Speckled Potion of Restore Wisdom
j) a Gold Potion of Restore Dexterity
k) a Brown Potion of Enlightenment
l) 2 Gloopy Green Potions of Self Knowledge

 ( page 2 )
a) 15 Silver Potions of Resistance {25% off}
b) 2 Red Speckled Potions of Curing
c) a Metallic Purple Potion of Invulnerability
d) a Hazy Potion of New Life
e) 2 Scrolls titled "alacre re org" of Summon Pet
f) a Scroll titled "sefeng danod" of *Identify*
g) 2 Scrolls titled "bie xuxuval" of Enchant Weapon To-Hit
h) a Scroll titled "nihum khomar" of *Enchant Weapon*
i) 3 Scrolls titled "klis glenash" of Recharging
j) a Scroll titled "erk bieklis" of Mundanity
k) 72 Scrolls titled "stafoo lechi" of Holy Chant
l) 2 Scrolls titled "triapp trolpet" of Protection from Evil

 ( page 3 )
a) 3 Scrolls titled "ooder dokrog" of Rune of Protection
b) 2 Scrolls titled "re ab evssna" of Dispel Undead
c) 3 Zinc-Plated Rods of Trap Location
d) 2 Cast Iron Rods of Door/Stair Location
e) a Brass Rod of Recall
f) a Tin-Plated Rod of Enlightenment
g) 2 Steel Rods of Healing
h) 3 Silver Rods of Acid Balls
i) 3 Adamantite Rods of Fire Balls
j) 3 Gold-Plated Rods of Cold Balls
k) an Ivory Wand of Heal Monster (8 charges)
l) 2 Brass Wands of Haste Monster (11 charges)

 ( page 4 )
a) a Zinc-Plated Wand of Clone Monster (4 charges)
b) 2 Tin Wands of Teleport Other (17 charges)
c) a Walnut Staff of Starlight (9 charges)
d) a Walnut Staff of Starlight (7 charges)
e) 2 Walnut Staffs of Starlight (2x 8 charges) {25% off}
f) a Hawthorn Staff of Enlightenment (7 charges)
g) a Balsa Staff of Curing (5 charges)
h) a Hemlock Staff of the Magi (4 charges)
i) 6 Spruce Staffs of Speed (6x 8 charges)
j) a Spruce Staff of Speed (7 charges)
k) a Spruce Staff of Speed (5 charges)
l) a Maple Staff of Probing (7 charges)

 ( page 5 )
a) a Maple Staff of Probing (5 charges)
b) a Maple Staff of Probing (4 charges)
c) an Aspen Staff of Dispel Evil (8 charges)
d) an Aspen Staff of Dispel Evil (5 charges)
e) a Sycamore Staff of Holiness (5 charges)
f) a Sycamore Staff of Holiness (4 charges)
g) a Cottonwood Staff of *Destruction* (5 charges)
h) a Mulberry Staff of Mana Storm (4 charges)
i) a Rhodonite Ring of Flames [+7]
j) 4 Lapis Lazuli Rings of Poison Resistance
k) 3 Marble Rings of Free Action
l) an Opal Ring of See Invisible

 ( page 6 )
a) a Wire Ring of Constitution (+2)
b) a Quartzite Ring of Damage (+12)
c) a Quartzite Ring of Damage (+7)
d) a Tanzanite Ring of Slaying (+9,+12)
e) a Tanzanite Ring of Slaying and Heroism (+9,+9)
f) a Calcite Ring of Light and Darkness Resistance
g) 2 Engagement Rings of Nether Resistance
h) 2 Brass Rings of Nexus Resistance
i) 2 Bloodstone Rings of Confusion Resistance
j) a Tortoise Shell Ring of Shard Resistance
k) an Onyx Ring of Chaos Resistance
l) a Diamond Ring of Extra Attacks (+1 attack)

 ( page 7 )
a) an Azurite Ring of Extra Shots
b) a Silver Ring of Sustaining {(StInWiDxCnCh}
c) a Driftwood Amulet of Resist Acid and See Invisible
d) a Diamond Amulet of Charisma and Hold Life (+2)
e) The Amulet of Ingwe (+3) {InWiChIf;AcElCo;FaSi}
f) an Obsidian Amulet of Anti-Magic
g) a Ruby Amulet of Anti-Teleportation and See Invisible
h) an Amber Amulet of Resistance {AcElFiCo}
i) The Amulet of Faramir (+24,+0) (+3) {Sl;BlCf(Dx}
j) The Torque of Boromir (+0,+16) {Fe(St}
k) The Bead 'Yasaka-no-Magatama' (+3) {InDxChSr;ElFiCo;FaSi}
l) The Amulet of The Pitch Dark Night [+5] (+4) {SlSr;Dk;SiLu}

 ( page 8 )
a) The Charmed Pendant [+5] (+2) {InChSrIf;FaSiSdRgLuWr[FEC}
b) The Pendant of Gogo (+4) {InWiDx;SiLu}
c) a Feanorian Lamp of Immortal Eye {Bl;Si}
d) 2 Feanorian Lamps of Extra Light
e) The Incandescent Light of Yeduson (+3 to infravision)
f) The Phial of Galadriel (+1 to searching)
g) The Star of Elendil (+1 to speed) {Sp;SiHl}
h) The Jewel of Judgement (+3 to speed) {SpInWi;CfCa;SiHl}
i) The Stone of Lore
j) The Levitation Stone of Laputa (+2 to speed) {SpInCh;HlLv}
k) The Bronze Dragon Scale Mail 'hanuithil' (-2) [40,+17] (+4) {InCn;BlCfNt(In}
l) Balance Dragon Scale Mail (-2) [40,+14] {ShSoCaDi}

 ( page 9 )
a) The Chain Mail of Arvedui (-2) [14,+15] (+2) {StCh;AcElFiCoShNxCa}
b) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {InWiCn;AcPoBlCf}
c) The Double Chain Mail 'Darknesslurker' (-2) [16,+8] (+4) {WiDx;Ac;Sd[M(Dx}
d) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
e) The Splint Mail 'linorod' (-2) [19,+14] (+4) {Dx;Sh;Rg(Dx}
f) The Do-maru of Rite (-2) [20,+13] (+4 to searching) {InWiSrIf;FiSo;Lu(InWi}
g) The Metal Lamellar Armour 'Muffler' (-3) [23,+7] (+3) {CnCh;Co[C}
h) The Haramakido 'mithhuan' (-2) [17,+11] (+2 to stealth) {Sl;Fi;Rg}
i) The Full Plate Armour of Isildur [25,+25] (+3) {Cn;AcElFiCoCfSoNx}
j) The O-yoroi 'Miniskirt' (-2) [24,+15] (+4 to searching) {InChSr}
k) Mithril Chain Mail of Elvenkind (-1) [28,+13] (+1 to stealth)
l) The Soft Leather Armour 'Hithlomir' [4,+20] (+4 to stealth)

 ( page 10 )
a) The Hard Leather Armour of Himring [6,+15] {PoNtCa[C}
b) Hard Studded Leather of Elvenkind (-1) [7,+20] (+3 to stealth)
c) The Hard Studded Leather of Merlin's Pattern (-1) [7,+11] (+3)
d) The Hard Studded Leather 'Endurance' (-1) [7,+17] (+4 to infravision)
e) The Rhino Hide Armour of Passion (-1) [8,+18] (+3) {Ch;ElCa;Te}
f) Cord Armour of Resistance [6,+15] {AcElFiCoPoSh}
g) Padded Armour of Resistance [5,+17] {AcElFiCoPoCa}
h) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Dx;AcShDi}
i) a Cloak of Aman [1,+20] (+2 to stealth) {Sl;So}
j) a Cloak of Aman [1,+11] (+3 to stealth) {Sl;Nx}
k) The Cloak 'caranlaer' [1,+19] (+3) {St;Sh;RfLu(St}
l) The Cloak of Jack of Shadows [1,+19] (+7 to stealth) {SlSr;FaSiHl~Tele}

 ( page 11 )
a) The Cloak 'Colluin' [1,+15] {AcElFiCoPo}
b) an Elven Cloak [4,+11] (+4 to stealth)
c) an Elven Cloak of Stealth [4,+15] (+2 to stealth)
d) a Fur Cloak of Aman [3,+28] (+2 to stealth) {Sl;Sh}
e) a Small Leather Shield of Resistance [3,+21] {AcElFiCoPo}
f) The Small Metal Shield of Anabasis (+10,+10) [5,+25] (+2)
g) a Large Leather Shield of Reflection [6,+7] {25% off}
h) The Large Leather Shield of Celegorm [6,+20] {AcElFiCoLiDk}
i) The Large Metal Shield of Piety [8,+16] (+2 to speed) {SpWi;Rf}
j) a Dragon Shield of Resist Lightning [8,+15] {AcElDkBlSoCa}
k) a Mirror Shield [10,+18]
l) The Mirror 'Yata-no-Kagami' [0,+18] (+3) {InWiIf;RfSiHlLu~Tele}

 ( page 12 )
a) an Iron Crown of the Magi [0,+11] (+3) {In;AcElFiCoPo~Good(In}
b) an Iron Crown of the Magi [0,+11] (+2) {In;AcElFiCoNx;Si(In}
c) an Iron Crown of the Magi [0,+7] (+1) {In;AcElFiCoBl;Wr(In}
d) a Golden Crown of the Magi [0,+6] (+1) {In;AcElFiCoPo;Sd(In}
e) a Golden Crown of Seeing [0,+12] (+3 to searching) {Sr;Bl;Si~DP}
f) a Jewel Encrusted Crown of Lordliness [0,+6] (+3) {WiCh;Dk(WiCh}
g) a Jewel Encrusted Crown of Might [0,+10] (+1) {StDxCn;Nx;Fa(StDxCn}
h) The Massive Iron Crown of Chaos [0,+0] (+125) {cursed,
i) The Hard Leather Cap of Thranduil [2,+10] (+2) {InWi;Bl~Tele}
j) a Metal Cap of Beauty [3,+13] (+4)
k) a Jingasa of Seeing [4,+6] (+1 to searching) {Sr;Bl;Si}
l) The Iron Helm 'Terror Mask' (+18,+18) [5,+10] (-1)

 ( page 13 )
a) The Steel Helm of Hammerhand [6,+20] (+3) {StDxCn;AcNx}
b) a Dragon Helm [8,+14] {Sh}
c) a Dragon Helm [8,+16] {Dk}
d) a Dragon Helm of Beauty [8,+25] (+4) {Ch;Po(Ch}
e) a Set of Leather Gloves of Power (+2,+2) [1,+7] (+1) {St;Li}
f) The Set of Leather Gloves 'Snowlets' [1,+20] (+3 to infravision) {InIf;Co}
g) a Set of Gauntlets of Genji (+8,+0) [2,+8] (+3)
h) a Set of Gauntlets of Power (+1,+4) [2,+14] (+4) {St;Li}
i) The Set of Gauntlets of Spec (+24,+16) [2,+32] (+2 to speed) {cursed,
j) a Set of Dragon Gloves [4,+15] {PoLiNt}
k) a Set of Dragon Gloves [4,+25] {Cf}
l) a Set of Cesti of Genji (+3,+0) [5,+8] (+2)

 ( page 14 )
a) a Pair of Soft Leather Boots of Levitation [2,+8] {Bl;Lv}
b) The Pair of Soft Leather Boots of Shiva's Avatar (+5,+5) [4,+16] (+4 to
speed) {SpDx;Nx;FaLv(Dx}
c) a Pair of Hard Leather Boots of Speed [3,+6] (+5) {Sp}
d) a Pair of Dragon Boots [5,+17] {FiNtFe}
e) a Pair of Dragon Boots [5,+16] {PoNx}
f) a Pair of Dragon Boots [5,+16] {LiNx}
g) a Pair of Dragon Boots [5,+15] {LiSo}
h) a Pair of Dragon Boots [5,+15] {Li}
i) The Main Gauche 'Littlethorn' (1d5) (+18,+6) (+3) {InCh;Nx;FaSiRg/*}
j) The Small Sword 'Sting' (1d6) (+7,+8) (+2 attacks)
k) a Short Sword of Slaying (2d8) (+7,+10)
l) a Long Sword of Force (2d5) (+9,+10) (+2) {InWi;Si|M}

 ( page 15 )
a) The Scimitar 'Virus' (2d5) (+16,+15) {Rg|S}
b) The Katana 'Aglarang' (8d4) (+9,+9) (+2) {AtSpDx|S(Dx}
c) The Katana 'Kusanagi-no-tsurugi' (4d4) (+15,+15) (+3 to stealth)
d) The Katana 'Zantetsuken' (10d4) (+17,+21) (+2) {StDxDg|S}
e) The Katana of Musashi (3d4) (+28,+17) (+3) {Dx(Dx}
f) a Bastard Sword of Extra Attacks (3d4) (+7,+8) (+1 attack)
g) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed, Cn;Di;Ag/XD/*pTU}
h) a Falchion of Slaying (8d5) (+12,+15)
i) a Two-Handed Sword of Extra Attacks (3d6) (+10,+6) (+2 attacks)
j) The Two-Handed Sword 'Gurthang' (4d6) (+13,+17) (+2) {St;FaHlSdRg/XD/T}
k) a No-dachi of Force (5d4) (+10,+9) (+2)
l) The Executioner's Sword of Jongnamk, Son of Jongil (4d5) (+15,+17) (+2 to
infravision) {ChIf|CaM}

 ( page 16 )
a) a Blade of Chaos (6d5) (+7,+6)
b) a Blade of Chaos (Pattern Weapon) (6d5) (+11,+10) (+2)
c) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2) {cursed,
d) a Diamond Edge (7d5) (+16,+18) (+4) {Dg|S}
e) 4 Poison Needles (1d1) (+0,+0)
f) The Spear of Hagen (1d6) (+11,+13) (+3 to speed) {SpSlIf;CoDk;ThSi|Co/L}
g) a Broad Axe of Slaying (5d7) (+12,+8) {|P}
h) The Glaive 'Starlit Angel' (2d6) (+20,+20) (+2 to searching) {WiSrDg;Bs(Wi}
i) a Scythe (Pattern Weapon) (5d3) (+15,+21) (+1) {StCn;Fe;FaSiHl/*UL}
j) The Lochaber Axe 'Nncompbu' (3d8) (+20,+20) {Ac|M/P}
k) a Heavy Lance (Defender) (4d8) (+14,+10) [+8] (+2 to stealth)
l) a Heavy Lance of Force (4d8) (+15,+12) (+1) {InWi;Si|M}

 ( page 17 )
a) a Scythe of Slicing (8d4) (+7,+7)
b) The Fishingpole of Taikobo (1d1) (+0,+0)
c) The Mace 'Taratol' (5d4) (+12,+12) {*El|E/XD}
d) The Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] (+4)
e) The Jo Staff 'Matoi' (1d7) (-5,+10) [+3] (+3) {StCh;Fi}
f) a Morning Star of Extra Attacks (2d6) (+8,+6) (+2 attacks)
g) a Flail (Defender) (2d6) (+11,+10) [+1] (+2 to stealth)
h) a Lead-Filled Mace of Burning (3d4) (+13,+19)
i) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
j) The Dwarven Shovel 'Warrior's Charge' (1d3) (+16,+16) (+4) {CnDg;Fe/o}
k) The Mattock of Nain (3d8) (+12,+18) (+6 to searching)
l) a Short Bow of Extra Might (x3) (+6,+4) {Sh;Xm}

 ( page 18 )
a) a Long Bow of Accuracy (x3) (+9,+8)
b) The Light Crossbow 'Scorpion' (x4) (+18,+11) {AcPoDkNxCa;Xm}
c) The Light Crossbow 'Icicle' (x4) (+13,+11) (+4) {DxDg;CoPoBl;FaXm}
d) a Heavy Crossbow of Extra Might (x5) (+8,+11) {Dk;Xm}
e) a Heavy Crossbow of Extra Shots (x4) (+14,+10)
f) a Heavy Crossbow of Velocity (x4) (+12,+20)
g) 22 Steel Bolts (3d5) (+2,+1) (90/150)
h) 25 Steel Bolts (3d5) (+5,+6) (108/180)
i) 35 Steel Bolts (3d5) (+7,+7) (111/185)
j) 21 Bolts of Shocking (1d5) (+8,+4) (79/131)
k) 23 Bolts of Hurt Evil (1d5) (+6,+6) (86/143)
l) 26 Bolts of Hurt Animal (1d5) (+4,+9) (97/161)

 ( page 19 )
a) 19 Steel Bolts of Flame (3d5) (+9,+5) (104/173)
b) 20 Bolts of Hurt Evil (1d5) (+7,+8) (93/155)
c) 33 Arrows of Hurt Evil (1d4) (+3,+3)
d) 27 Arrows of Shocking (1d4) (+2,+5)
e) 15 Arrows of Hurt Evil (1d4) (+4,+8)
f) 23 Seeker Arrows (6d4) (+5,+3)
g) 19 Seeker Arrows of Hurt Dragon (6d4) (+5,+7)
h) 35 Mithril Shots (4d3) (+4,+5)
i) a Capture Ball (empty)
j) a Capture Ball (empty)
k) a Capture Ball (empty)
l) a Capture Ball (an Ancient multi-hued dragon) 'Speed +10'

 ( page 20 )
a) a Capture Ball (a Steel dragon) '+12 speed'
b) a Capture Ball (a Great Wyrm of Law) '+12 speed'
c) The Corpse of Wormtongue, Agent of Saruman
d) a Magic Whistle


 ( page 1 )
a) The Ring of Cower (Darnya) (-15,-15) (-5) {cursed}
b) The Cloak of the Fool [1,-15] (-4 to searching) {cursed, InSr;AgTy}
c) a Can of Toys (empty)

  [Check Sum: "07d98b188b784e05ec"]

Posted on 24.12.2005 22:53
Last updated on 25.6.2006 16:53

Download this dump

3712. on the Ladder (of 15621)
70. on the Entroband Ladder (of 299)
19. for this player (out of 103)

Related screenshots:
Now THAT is a sharp weapon!
As close as he was going to get


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On 25.12.2005 07:14 wrote:
(clevel:26, dlevel:23) Decided it was time to give Nightmare mode another shot. Chris's recent win reminded me that I had thought Beastmasters might be good in Nightmare mode (if everything has double hp and +5 speed, your mount should, too. Plus, the continual Moronification from those nasty nightmares is a much smaller problem when CHR is your casting stat. Beastlord just flipped from Computer to Moronic, and it had zero impact on his game play), but had never actually tried one.

After a number of unsuccessful attempts, I've got one up and running. Having your dlevel 6 random monster (Mughash, in this case) drop a pair of boots of speed is always a plus. These might just be the first boots of speed I've ever actually found in Entro/Hengband. Definitely bought a pair once, but I'm not sure if I've ever found them. Suddenly, failing the Cloning Pits wouldn't be the worst thing in the world.

Had been using that nifty defender heavy lance, but just got Sting, so he'll swap to the sword at least until he gets a decent mount. Haven't gotten anything very formidible yet, and they keep getting shot out from under him.

Awesome collection of functional mutations so far, with Smell Monster combining with Trump Spying to give him actually quite good detection, emit light makes the Phial expendible, grow mold and panic hit (which I've never really used before) are tremendous defensive tools, and extra legs, limber, and resist magic are great all around. If given the choice between losing limber and swapping the entire mutation set for the 4 stat boosters plus extra legs, I'd probably choose to lose limber.

On 25.12.2005 07:17 wrote:
Eol was a bit more than he could handle on dlevel 12, which is in line with my last Nightmare mode character who drew Bleys at dlevel 24. At least the Vault quest was fairly bland. I had a character run into Atlas in there once.

On 26.12.2005 05:01 wrote:
(clevel:29, dlevel:36) After sticking me with Eol, the RNG made up for it by having It drop Cambeleg (even being in a position to see and kill It counts a stroke of luck), and then providing Ulwarth as a very easy draw for dlevel 24.

Managed to catch a 9-headed hydra on dlevel 23 and had visions of riding it into battle. After being thrown 90% of the time anything happened, I realized it wasn't a good plan so the hydra is sitting a capture ball at home. Summon Animals produced Tyrannosaurus Rexs without too much trouble, thus providing mounts for the next few levels. They did nicely and Beastlord's rate of getting thrown dropped rapidly and has gone down noticeably fast with practice.

The T. Rexs seemed a bit fragile, oddly enough, while a captured Hippogriff seemed unusually durable, so he swapped. After it died, he picked up the current Pegasus, and its working out very nicely so far. I had planned to switch back to the hydra once his skill in Riding got to Skilled, but that seems to be taking quite a long time.

Mutations have been continued being good, though Produce Alcohol has definintely proved a pain, as it seems to kick off hallucinations more often than Hallucinatory Insanity used to. White Aura is always a great pickup, but for a character without a ready source of temporary resists, Harden to the Elements is a godsend, and one I actually considered scumming for at the beginning instead of a Chaos Patron.

On 26.12.2005 22:39 wrote:
(clevel:33, dlevel:43) Slowly moving up in the world. Right after the last post, he finally hit "Skillled" in Riding, so he switched to the hydra. Riding skill was now high enough for it to be feasible, and Beastlord was soon off terrorizing Angband on his new mount. Unlike his prior steeds, this one has been durable enough to stick around and it eventually evolved into an 11-headed hydra. While I would love to switch to a law drake or even a dragon and upgrade it, the hydra has been a doughty adventuring companion.

Beastlord has had great weapon luck so far this game. He finds good weapons, and then soon after finds one that is even better. The Thieves' Den reward was an ego broadspear, and Lionheart dropped a scimitar of slaying (4d5). Shortly afterward, he sold everything of value he owned to buy that defender heavy lance. Used the lance from levels ~18-26 until he got Sting from the Vault. Sting worked great, but within half an hour of play, the long sword of force showed up and it was used for all of 5 minutes, most of which was spent killing Ishikawa Goemon who dropped Zantetsuken. Zantetsuken was also wielded for 5 minutes as the next encounter after Goemon was a pack of Bloodletters, one of which dropped the nifty Blade of Chaos of Pattern, which he's wielding now. Its been a serious revolving door of weapons, but in a good way.

The quest for Utgard-Loke shows how Nightmare mode can be nasty. Not only did the bugger have 8k hp, but his frost breath did max damage (166 vs double cold resist) until I had knocked off 3k of his hp. Ungoliant isn't normally very scary, but here she has 22k hp, which is bad news for breath attacks (no, the max doesn't go up, but she can throw max damage attacks for a looooong time).

Contemplating the level 44 quest, but it might be Baphomet, so I'm waiting a bit. Cloning Pits would be nice, but since he won't get much benefit from the speed boost of the boots (his current speed boots are actually sitting at home) because of the way riding works, its actually not a big deal.

On 26.12.2005 22:43 wrote:
Eldrich Horror shocks can apparently permanently reduce INT and WIS in Nightmare mode (can they do it in regular, too? I never noticed.). I'm especially glad CHR is his casting stat.

On 27.12.2005 05:55 wrote:
(clevel:35, dlevel:50) Quaffed a potion of Polymorph and it both gave him Sickeningly Fat AND took away Extra Legs. For another character, that would have meant a -5 total hit to speed, which would have been catastrophic in the mid-game. However, as long as Beastlord can stay on his mount, the only impact on him is the +2 CON, so its actually welcome.

That reliable 11-headed hydra finally croaked while fighting Petshop (my doubled cold resist didn't extend to my mount, it would seem), but Petshop was almost done, and Beastlord was able to finish him on foot. Snagged a rather slow AMHD after that, which is fine for now, but definitely leaves room for improvment. I can see that Probe is going to be an important part of the game when hunting for steeds.

Looks like all stat drains have a chance of being permanent, which I discovered after an especially painful encounter with Yibb-Tstil.

Still scared of the Cloning Pits, and the RNG has rewarded that fear by giving Beastlord a series of easy Random Quest draws. I'll probably break down and do the Cloning Pits once Beastlord has a Wyrm-grade mount.

On 28.12.2005 05:02 wrote:
(clevel:36, dlevel:51) Even in Nightmare mode, riding a GWoL (and a slow one, at that) makes the Cloning Pits a breeze. Of course, Beastlord inflicting nearly 700 damage/round against demons when Berserk helped as well. I also realized before going in that he could swap Arvedui for Isildur, which helped his AC pretty dramatically.

Saw a (special) (x4) light crossbow, but it turned out to be a randart. I realized after some teeth gnashing that Brand actually wouldn't have been very useful. Not bothering with the new shoes as +4 DEX, +9 AC, and (+5,+5) isn't worth losing rDisenchant. Found the heavy crossbow of extra might, and he needed rDark, so out goes the heavy crossbow of extra shots.

Skipped the middle man with the GWoL. Went to R'lyeh to cash in the arena scroll of *acquisition*, and there was a GWoL there, so Beastlord lured it into a tunnel and beat it down until he could snare it with a capture ball.

On 28.12.2005 08:40 wrote:
Are Mana Storm damages increased in Nightmare? Even if it's not, I'm having trouble imagining how you took care of the Black Reaver, despite decent equipment, at +8+10 speed, and with no real sources of healing.

Heck, I woulda thought that the DE Sorceror would have been the stopping point. Any tricks you pulled?

On 28.12.2005 17:10 wrote:
The sorcerer was actually easy. Heavy crossbow of extra shots plus those bolts of hurt evil worked nicely against the sorcerer. Thanks to Harden against the elements, I was double resisted against everything and reflected to boot, so he had trouble hitting me very hard.

The Shambler was rough, because while I was wearing that randart with IMMElectric, I think I was still riding the hydra at that point, and it was NOT. I was ok, but the hydra was hanging by a thread when the battle ended and losing that would have dropped me from speed +20 or so down to, hmm, +3 or so, which likely would have been bad.

The Reaver was rough, and even worse, he opened up by mana storming me. Mana storm appears to do regular damage in Nightmare mode. As far as I can tell, the only changes in Nightmare Mode are: A) always awake monsters, B) Monster base speeds increased by +5 (though with normal variation. His captured GWoL is only +8 speed. Bleh.), C) Monstes have double hp (which does affect breath attacks), D) The nastiness at midnight, and E) If you lack rFear, sometimes you are randomly made afraid. I haven't seen any change to monster attacks (other than breath attacks), monster accuracy, or spell casting. Haven't seen any changes to character spellcasting or combat, either.

So, how did I win against the Reaver? Well, Beastlord's AMHD steed got credit for that. Remember that all the Nightmare mode monster buffs apply to the steeds as well. The AMHD had 4,200 hp, and the Reaver didn't resist fire (or acid or electricity for that matter), which means 1,400 point breath attacks. Additionally, the steed appears to get actions even when you move on it. So on rounds that I moved forward to charge the reaver, the AMHD could still breathe or cast spells. It was a close fight, and all the Reaver needed to do to win was cast a second Mana Storm, but it stuck with melee, curses, and nether balls at the AMHD, none of which hurt nearly as much.

On 28.12.2005 17:49 wrote:
Oh, two more changes in Nightmare mode. I'm not 100% sure, but I believe rDisenchantment does not provide 100% protection, and stat drains are occasionally permanent.

Dave, have you played a Calvary or Beastmaster character before? Once you get a serious mount, they are extremely powerful.

The steed gets its own moves and half of all monster attacks are aimed at it instead of you. I don't even notice weak/annoyance monsters anymore. Starting about with the 11-headed hydra as a mount, Cave orcs, townfolks, the lesser vortices, etc. couldn't get within 20 squares of me before my steed would breathe and destroy them.

On 29.12.2005 12:38 wrote:

I've played them a little, but never got far enough to get a good mount... my characters keep getting their early mounts fried from under their feet--Chris has mentioned that I should try going without for the first 20 clvls, but haven't gotten around to it yet.

Is damage always 1/2 chance to mount, or do monsters intelligently target either you or your steed?


On 29.12.2005 18:56 wrote:
I disagree with going entirely on foot for the first 20 levels. In the early going, I kept trying to ride horses and the like, and while the riding didn't hurt me and actually did help a little, the mounts tend to die so fast that its a revolving door.

However, while they may not be doing much good, an advantage of that early mount usage is that it slowly builds your riding skill. Riding skill may be the slowly building skill int he game. Not riding anything and then trying to hop on an AMHD is a recipe for frustration as it will throw you contiually.

I found that I had built up enough skill to ride level ~20 mounts (like the T Rice, to use some Steamband humor), which at least didn't die quite as fast and then built up to the upper hydras.

On 29.12.2005 18:58 wrote:
Looks like targeting is 50/50.

On 22.2.2006 06:06 wrote:
Nope. He's not dead, just in hibernation for a while. I'm sort of clearing out all the characters I've started and am playing them out.

Nightmare mode is rough, but this character is a powerhouse and after a tenative start as I got used to Nightmare mode again, he's doing quite nicely.

Additionally, I had forgotten that this character might just have the best collection of mutations of any Beastman I've ever played. White Aura, Harden to the Elements, Emit Blinding radiation, Grow Mold, Eat Magic, and Resist Magic is an awfully strong list. Steel skin, Resilient, and Telepathy would make it the perfect combo.

On 22.2.2006 16:39 wrote:
Actually, you have one other Super-Mutation that you may not have been using effectively thus far--Hit and Away. That mutation is really great against melee Uniques, and in general when you would rather quaff 6 !CCW rather than a !oHealing. It's even better when you have "Wreck Dungeon," but even without, I'd rank it as the fourth most useful mutation (after Eat Magic, Harden to Elements, and Magic Resistance).

On 22.2.2006 17:11 wrote:
Huh. I've used that mutation before, but it always seemed like any strategy involving a lot of teleporting/blinking away from an enemy was a bad idea. Guess it depends on the situation. I can certainly see its value against, say, Wahha-Man.

On 22.2.2006 17:22 wrote:
Hit and Away would also be wonderful for an Archer or other missle weapon using character.

On 23.2.2006 05:41 wrote:
As usual, Habu was a PitA. When he wasn't mana storming, he was teleporting away and making me hunt him down across a large level. Finally, the GWoL got a double move and breathed sound twice, stunning Habu and pinning him down for the kill.

On 23.2.2006 14:55 wrote:
Haven't read Order of the Stick before, but I really like it! Thanks for the recommendation!

Has "Moving faster or slower randomly" caused any trouble yet? I've had it activate for slow inconvenient a couple times (which probably means I was playing too riskily in the first place), so I also tend to regard it as one of the worst mutations (the only one being definitely worse is Vulnerability to Elements).

On 23.2.2006 16:50 wrote:
Glad you like OotS. I got quite a few chuckles out of it. Plus, its up to #285 or so now, so that's many hours of built-up entertainment.

Ran into the Unicorn on dlevel 57 and only survived by frantically teleporting away until the Unicorn finally lost me.

"Faster or Slower" (aka Manic-Depressive) is indeed annoying. The slow side can't really be negated (casting spells, etc. won't get rid of it) until it runs out. On the bright side, the manic part appears to work even while mounted. That's nice, because normal haste doesn't work with a steed. Overall, I'd give it a solid thumbs-down. However, I wouldn't say its 2nd worst (yup, elemental vulnerability is definitely the worst), because that's siutational. A character who has resilient and gets albino, has steelskin and gets rotting disease, or a non-rider who has extra legs and gets stumps, are worse swings. -7 or so CON for the first, -25 AC, -1 CON, and -2 CHR for the second, and -5 (or is it 6?) speed for the 3rd. I'd probably say switching from Resilient to Albino is the 2nd worst one.

On 23.2.2006 18:14 wrote:
Actually, Extra Legs and Stumps aren't "opposites". You can have both, and get 0 speed modifier (I'm pretty sure I got this once before..).

I was going by "most of the characters, most of the time" definition for best and worst mutations. You can find some pretty extreme/amusing combinations if you're looking at specifics. For example, normally "Face is shrouded in illusion" is pretty good, because a lot of characters have lower CHA than provided by that. One time I picked that up while playing Bard though, and the effect was a -6 to CHA. For the longest time I couldn't figure out why I had a -6 Self modifier on CHA..

On 23.2.2006 18:16 wrote:
Oh, presumably if I played that until clvl 50 instead of dying, then it would have been an effective -12 to CHA...

On 28.3.2006 15:22 wrote:
(clevel:40, dlevel:58)

Still not dead, just distracted. Slowly advancing in power and moving down levels.

Dave, with "Face shrouded in illusion" your CHR is tied to your clevel, so it probably would have been less than -12 at 50, but I agree that it does suck for Bards. I seem to recall once playing a bard who got it and responded by going to Zul and purging until it was gone, but I might be imagining it.

On 6.4.2006 04:33 wrote:
(clevel:41, dlevel:61) Level 61 was a very small, but good, level for Beastlord as he killed Hastur, then Caine, then Ancalagon (tried to tame him, but guess the capture balls and hi spells don't work on uniques) who summoned Fafner and Smaug, so Beastlord took care of them, too, along with a bunch of wyrms and higher level zephyr hounds.

The carnage produced Laputa, the good palantir, Caine's wanted corpse, a randart crossbow with IMElectricity was in the BM when Beastlord went to turn in Caine's corpse, and, best of all, the first diamond blade any of my characters have seen in a long time. Getting a scroll of artifact creation will take some doing, but now simply using

On 31.5.2006 00:50 wrote:
(clevel:42, dlevel:68) Another diamondblade was dropped by an Amberite (Julian, I think), but when he died, a bunch of monsters were summoned, including a Nightcrawler. Beastlord immediately picked the diamond edge up, and the Nightcrawler hit him, destroying the diamond edge with its acid. Doh!

The RNG was very kind on dlevel 68, producing both Maelstrom AND Anabasis! Of course, Anabasis isn't all that handy to a Beastlord, but who knows? Maybe something will kill the new steed and he'll be forced to fight on foot. Since he's now riding a steel dragon, that doesn't seem terribly likely.

On 5.6.2006 02:52 wrote:
Sometimes stupidity is your best friend. I decided a poison needle was the only way to beat the Arena, so I took a trial run at the Fenghuang.

Remarkably, it went pretty well. Well enough that, feeling stupid, he went right back in to take on the GWoP. I wouldn't say it went smoothly, but he prevailed (is it my imagination or do poison needles always hit now?).

Beastlord went into the dungeon and practiced dimension door until he was pretty good at it, and, *gulp* went after the Babble.

And he beat it! Using Dimension door to move around, eat magic on the hoard of rods he brought in to replenish his SP, and Berserk to heal, Beastlord was able to buy just enough time to stay upright, and landed blows when he'd get a lucky double move. The Poison Needle must always hit now, because Beastlord's first 5 hits all landed.

Hit #5 proved fatal.

On 5.6.2006 02:59 wrote:
Continuing the successful stupidity, I totally forgot about the Diamond Edge sitting in his home, and read the scroll on the Dragonboots with rDisenchant. The boots came out with (in addition to rDisenchant) rShards, rDark, sustain Wis, and some combat bonuses.

At first it didn't seem like much, and remembering the diamond edge I kicked myself pretty hard. Then I realized that swapping Frakir in for the ring of rShards would open up his weapon and launch slots. Bringing in that randart xbow gives him ImmElec, and the Chainsword (plus the new boot bonus) ups his damage output against evil monsters by nearly 20%, not even counting the new vorpal bonuses, and non-evil monsters by more like 50%.

Of course, he aggravates now, but so what?

Jumping back into the dungeon, telepathy immediately picked up the Defiler, Charon, Saruman, Kenshirou, and Judge Fear. Beastlord ate them all for breakfast. VROOM-VROOM!

On 5.6.2006 05:34 wrote:
(clevel:44, dlevel:70) That level also proved to contain Dio Brando, Walken, Eol, and Bleys, and when Bleys died, the Bloodcurse summoned Gerard and Mario, and Beastlord beat them all like rented mules.

He was drained down to level 42 when Bleys died, and was then paralyzed by the curse despite the resist magic mutation. Not sure how that happened, but he survived without too much trouble and then pounded Gerard into the ground, not even needing to heal along the way.

On 5.6.2006 06:58 wrote:
This is impressive. You played this char over 5-6 months, playing other chars or whatever at various points? It was a neat read regardless. I have only tried a beastmaster once, and I second that riding seems the slowest skill.

My hat's off to you on nightmare mode. Beating the game period is challenging enough for me in the foreseeable future. I think I've only beat Entro once, though almost a few others.

On 16.6.2006 00:57 wrote:
(clevel:47, dlevel:71) Feeling pumped after taking down a very OOD Sauron. Wasn't in a vault or anything, just wandering an arena level. Next time around, Sauron should probably spend a little less time meleeing the Steel Dragon mount, and a little more time mana storming. Plus, Sauron is human in Entroband, which was a excellent fit with Beastlord's Chainsword.

On 17.6.2006 14:33 wrote:
Found Aglarang, which does somewhat more base damage and doesn't have teh chainsword's penalties, but lacks the slays and mega-vorpal effects (only regular vorpal), so after using it for a bit, I kinda got disenchanted with it. Then the Jacket of Shiva's Avatar showed up, so I swapped back to the Chainsword.

Wielding Aglarang in this dump because its base damage is still very slightly higher, and I think the 1123 damage/round output in the dump might be the highest ever for one of my characters.

On 17.6.2006 22:55 wrote:
The late-game uniques are really tough in Nightmare mode. Was fighting Loki on dl75 who teleported Beastlord down a level to face his next set unique encounter: Cantoras.

Cantoras is a tough opponent with his +30 speed, though I generally think of him a step down from Vecna when it comes to undead wizards. He's not exactly frail, but I also don't think of him as having the staying power of the truly nasty uniques.

So on nightmare mode, Cantoras walks into Beastlord's anti-summoning corridor at the end of which awaits a fully buffed Beastlord. At the 2nd to last square, Cantoras first summons the Witch-King, and when Beastlord finally disposes of him (requiring a teleport away to heal and recover. Thank heavens for Dimension Door.) Cantoras's first move is to summon Thuringwethil to do the job the Witch-King just failed to do.

Once they were both gone, Cantoras decided to take matters into his own hands and stepped into melee range. Beastlord gleefully sliced into him with the Chainsword, hitting 5 of 6 times, including 4 vorpal hits: 1 gouge, 1 smite, and 2 cleaves. Then the steel dragon got a double-move, landing what I estimated to be ~200 points worth of melee attacks. I don't know the exact numbers, but I'm guessing that's probably 1,300-1,400 points of total damage and about as hard as Beastlord can hit against a non-human. Cantoras didn't even lose a star. Oh, boy.

On 17.6.2006 23:24 wrote:
(clevel:47, dlevel:76) Fortunately for Beastlord, Cantoras couldn't back up that intimidating start. I had forgotten that he couldn't cast anything nastier than mana bolt and psychospear, many of which were even thrown at Beastlord's steel dragon instead of at Beastlord. Beastlord did quaff a potion of healing once during the fight, but it was only just to be safe. The Witch-King and even Thuringwethil were both actually more trouble.

Cantoras did prove generous, however. First, he dropped the Vorpal Blade, a spectacular weapon and one of the very few standard artifacts that might actually be more destructive than the Chainsword. They're both really good, and deciding between them will take a fair bit of calculating.

Also, more intriguingly, Cantoras dropped a heavy lance of force. No Vorpal effects at all, but at 40 lbs it deals wicked criticals (even an eviscerating hit doesn't match getting a *GREAT* hit in sheer entertainment value) and unlike the Chainsword and the Vorpal Blade, the lance is not only "suitable for mounted use", which is a bonus for to-hit and damage, but its also specially made for mounted use. That means it does 6d8 when used while mounted, not the usual 4d8. Combine that with a force brand and you're looking at 18d8 damage on regular hits.

Not sure what he'll end up wielding now, but I'm quite sure that, as wonderful as it may be, Aglarang is going into storage.

On 18.6.2006 04:10 wrote:
Force is actually 3.5x or 21d8. A *GREAT* makes that 63d8 (actually 3*3.5*6d8). Definitely worthwhile against monsters not effected by *any* slay, such as the Destroyer or the Unicorn (though I can't imagine facing either in Nightmare mode ;-).

Vorpal Blade is better than Chainsword vs. Evil non-human/orc/troll monsters ...

On 19.6.2006 08:59 wrote:
Just wondering... do you actually use Amber for its activation, which such bad Magic Device Skill? The 700 point heal really is only good for emergencies, since you have Berserk-at-Will mutation, no?

On 19.6.2006 23:35 wrote:
Oh, yes, Amber's activation gets used quite a bit. For serious battle emergencies I tend to use potions as Beastlord's MD skill is indeed poor, and he's often Berserked on top of that. Amber is usually used for those in-between moments, when he's reasonably badly hurt and is currently more or less clear (nothing life-threatening in LoS, anyway), but expects to be in battle pretty soon. I'll usually use a CCW to clear the Berserk, spend 2 or 3 turns activating Amber (very rarely takes longer than that) and then Berserks again. Situations like that actually happen quite a bit, thanks to Beastlord being able to control where he fights battles by casting Dimension Door.

When he's got more time and is genuinely safe, yes, Berserk is the primary source of healing. However, given the option, I'd prefer to take 4-6 rounds before being able to be back at the monsters at near full strength, rather than taking 30 to 40 (including the time spent Eating Magic to get some SP back). The longer you're away, the more bad things can happen.

On 19.6.2006 23:38 wrote:
The lance does good damage, but just uses up to many SP for my taste. Berserk, Harden to the Elements, Dimension Door... all are handy abilities that cost SP to use. The lance just doesn't do quite enough damage to warrant being out of SP all the time.

So, going with the Vorpal Blade for now. Still not quite 100% sure its better than the Chainsword, but it feel like it's slightly better in more situations. Of course, if he makes it to the Chemist, the Chainsword is coming back out.

On 22.6.2006 00:32 wrote:
(clevel:49, dlevel:87) Slowly cleaning up the level 70-80 uniques and the much coveted clevel 50. Just took out Ymir (17-friggin-thousand HP. I'm REALLY not looking forward to Oberon), Azriel, and the Tarrasque in short order, three of the nastiest uniques in the game, IMO, so Beastlord's punching power is getting the job done.

Ymir was troublesome because of his summoning and varied spellcasting. Azriel only breathed once or twice, so while the fight took a while, it was surprisingly tension-less. The Tarrasque fight was kinda funny, in that while many monsters have gotten into the habit of attacking Beastlord's succession of increasingly imprevious mounts (yeah, YOU try killing a 9k HP steel dragon while Beastlord is beating on you, or the 10k HP Great Wyrm of Space-Time (+14 speed) that he had upgraded to), including Sauron, resulting in their doom, the Tarrasque was finally a unique with the muscle to do the job.

The fight seemed to be going fine, with the Tarrasque down to 4 stars and Beastlord taking less damage than I expected, when suddenly the Tarrasque reduced Beastlord to ~150 hp with an apparent triple move. The Tarrasque had managed to kill Beastlord's double HP Great Wyrm of Space-Time from full HP and I hadn't even realized it. Suddenly at speed +3, Beastlord fled, healed, summoned a new mount (Ethereal Dragon) and returned to finish it off.

All ended well, but he needs a new mount now.

On 22.6.2006 02:25 wrote:
To be honest, I'm somewhat surprised that the Tarrasque didn't manage to disenchant any of your important gear (i.e. Shiva's Jacket, Cambeleg, Maelstrom, etc), since I seem to recall you mentioning that RDisenchant isn't perfect in Nightmare mode. Guess coverage is still pretty darn good then.

On 22.6.2006 02:26 wrote:
Er, wait, was it Godzilla that did the big disenchantments? I remember Norsa is RBase breaths, but I don't remember between Tarrasque and Godzilla, which one likes which elements..

On 22.6.2006 02:31 wrote:
There really weren't that many chances for stuff to get disenchanted, since the Tarrasque's melee attacks don't disenchant. 2 hits to attack, and 2 hits to drain charges. Sure, it has a disenchant breath attack, but it can also breath mana and... something else. Fire, maybe. I bet it only breathed Disenchantment 3 or 4 times during the fight, and the protection is good enough to handle that.

Those breath attacks were mostly aimed at Beastlord's mount, which is probably what killed the poor thing. Looking over the stats, I realize the GWoST lacked a bunch of basic resists. Since in the version I'm playing the monsters are smart about hitting resist holes, that might explain why the Tarrasque kept hitting the mount instead of the rider. Double fire-resisted rider vs. unresisted mount? An easy choice which to target.

One other interesting observation is that the GWoST used its breath attacks in melee all the time without hurting Beastlord (it is not permitted ot use attack spells when Beastlord is in the AoE). Can other Wyrms breathe on melee opponents without hurting their rider?

On 22.6.2006 04:55 wrote:
(clevel:50, dlevel: 88)
Woo hoo. Level 50.

Failed to get Cerberus (which is a shame, as its one of the easiest draws you can get) when Unmakers started taking over the level and Cerberus opened the fight by summoning Nexus hounds (didn't fight him in an anti-summoning cooridor. Panicked when I saw the Unmakers and tried to get Cerberus immediately rather than getting an optimal battlefield. Tried summoning mold to cover the area, but Cerberus kept killing them all.) which was a huge problem as I had decided to punt rNexus.

By the time I realized I could teleport Cerberus away, hopefully to better terrain, the Unmakers had taken over half the map and it was too late.

On the bright side, Beastlord also encountered on the level, and took down, Shuma Gorath, Loki, and Ulik. When he came down the stairs, totally unbuffed, Shuma Gorath was sitting right there next to the stairs, in melee range. Uh, oops. Beastlord managed to recover (Dimension door away, buff, dimension door back in) and take out a varsity-level opponent. Loki's a nasty one, but Beastlord got him into an anti-summoning corridor and just beat the crap out of him.

On 22.6.2006 14:50 wrote:
Hm, wouldn't a GWoManyColors work better? GWoBalance still doesn't have any of the RBase.. and high resistance coverage isn't nearly as complete. (Plus, GWoMC has a buttload of HP, especially in nightmare mode)

On 24.6.2006 23:34 wrote:
(clevel:50, dlevel:99) Stocking up for the fight against Oberon, which I expect to be the unique who is most upgraded from Normal to Nightmare. I believe the game caps HP at 30k, so everyone significantly above him doesn't get the full hp boost.

A GWoMC would be a problem, as it has all 3 elemental sheaths, and Beastlord only has IMMElec. The GWoST resolved the problem by getting itself shot out from under Beastlord while fighting Tiamat. After it went down, Beastlord went back to his Steel Dragon mount, but for Oberon he's switching to that +29 Speed Sky Drake he summoned and captured. He'll still take cold damage, but I'm willing to live with it for a few big fights.

On 25.6.2006 13:51 wrote:
First trip down to 99 was a fiasco as it proved to be a "Who's Who" of remaining high level uniques. Cerbereus, Huan, and Carachoth were all in LoS when he came in, Kronos, Hela, the Destroyer, and a few of the Cthulu ones as well. A Greater Lich Angel-Daemon-Dragon-whatever-thing was there and saved Cerberus's flaming hide with a timely arrival and time stop. I REALLY wanted to capture it as it was both human (among other things. Making it vulnerable to the Chainsword) and its ridable. Plus, it can stop time, which is pretty damn nice ability to get from your mount.

Just couldn't do it, though, as the level was taken over by summons.

Oh the Vorpal Blade just disappeared on me. Dunno what happened. Glad I had teh Chainsword.

On 25.6.2006 17:02 wrote:
Nightmare-mode True-Winner!

Oberon apparently counts as human for the Chainsword, so actually wasn't a problem. One of the easier fights against the Serpent as Beastlord could just about go toe-to-toe with it and had plenty of healing built up.

Got Cerberus down to 2 stars or less 4 times, and Nodens 3 times, but just couldn't put either of them away...

Uh, wait a minute, it says Cerberus is dead. Hmm. Dunno how that happened, but I'm very happy for it. I blew ridiculous resources trying to get them, so I'm glad one did in fact die.

Chemist was its usual tough self, but with his dimension door and swap position spells, great speed (+44 when hasted on the Sky Drake), and huge offense against humans, Beastlord was pretty much the ideal guy to kill him. If I hadn't blew that healing on Cerberus and Nodens, I could have had him. As it was, I wanted to secure a Nightmare mode True-Winner more than I wanted the Chemist dead. Maybe next time.

On 25.6.2006 19:27 wrote:
Congrats Elliott! Of couse, you realize how I'm going to have to give Nightmare Mode another go... ^^

On 25.6.2006 19:41 wrote:
How much resources did you have to use for tackling the Serpent? I remember thinking to myself last time I show this dump that, "Hm, Elliott has an awfully small !oHealing/?oDestrution stockpile, considering it's Nightmare Mode."

Normally (for a character without Healing/Herbal Healing), I like to have at least 10 !o*Healing* and 20 !oHealing. and 10 ?oDestruction, plus plenty of Staves of Destruction with Scrolls of Recharging.

On 25.6.2006 23:10 wrote:
Well, the Serpent wasn't really any tougher than it is in normal, and those numbers aren't terribly far off from what I brought in. Maybe 10-12 *healing*, 7 or 8 healing, and 12 scrolls of destruction. Didn't take anywhere near that. Used maybe 2-3 destruction scrolls (dimension door and swap position was a real life-saver for bad situations, though it did fail annoyingly often. His fail-rate was generally around 5% anyway, so I dunno about the hidden 5% fail-rate.), about 5 *healing* and all but 2 of the healing potions.

Oberon scared me, but was really easy. I don't remember exactly what he required, but I do remeber having him at 4 stars left, and having used only Amber's activation and 2 healing potions.

Went after the Chemist with about 10 destruction scrolls, ~7 *healing*, and 2 healing potions. Used 3 of the *healing* and 1 healing, plus Amber's activation trying (with mixed success) to kill Cerberus and Nodens. If I had just destructed them both away (though I was deeply frustrated with both of them, and was willing to give up on the Chemist if it meant getting them), and gone after the Chemist, he just might have gotten it done.

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