[PWMAngband] A necromancer in Middle Earth
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it does?? i never noticed. i regularly wear two Escaping on my mage builds so i would lean towards no.
actually, let me go test that.
CL 33 mage with 18/10 INT.
yep, it does. a 44% fail Resistance goes up to 50% fail with two rings.
a 15% fail Earthquake spell goes up to 50% fail ..
a 6% fail Magic Missile goes up to ... 6% fail.
lesser recharging goes from 6% fail to 17% fail.
i can't really see how this works, but apparently the higher the spell level, the more they are affected by the penalty. or maybe, the lower the spell level, the more they are affected by the casting stats.Last edited by Sky; September 1, 2017, 01:47."i can take this dracolich"Comment
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OF_AFRAID adds a flat 20% fail to the rate, which is the base spell failure rate minus the bonus from INT minus the bonus for "easy" spells (level < clvl). The result is capped vs the minimum/maximum failure rates. Because of these caps, the effect of OF_AFRAID is marginal, that's why using rings of escaping with a spellcaster is great. It's basically the same as a priest using a pointy weapon. Would be much less useful if the penalty was applied after the cap, like for example when the character is stunned.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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We head southeast from Bree and quickly reach the entrance of the Maze... but we recall inside instead of taking the long route. As the name implies, the Maze is a dungeon made of labyrinth levels exclusively. We land on 1750ft, find an Ironwood staff... and blast the whole level when we ID it as a staff of *Destruction*. Time to go downstairs I guess... but not before finding a Turquoise ring (of Intelligence) in a small area that survived the destruction blast. Not that it matters now our intelligence is maxed. We feel nervous on 1800ft, but telepathy doesn't reveal anything out of depth. There's something worthwhile on the level though. We find a Tungsten wand (of Polymorph), an Ivory rod (of Hold Monster), and Celegorm:
Code:q) the Leather Shield of Celegorm [8,+20] Found lying on the floor of a labyrinth at 1800 feet (level 36). Provides resistance to acid, lightning, fire, cold, light, dark. Provides protection from blindness. Cannot be harmed by acid.
Code:u) the Morning Star 'Bloodspike' (2d6) (+8,+22) <+4> Dropped by Castamir the Usurper at 1950 feet (level 39). +4 strength. Slays animals, orcs, trolls. Branded with poison. Provides resistance to nexus. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Combat info: 1.0 blows/round. With +1 STR and +0 DEX you would get 1.1 blows/round. With +0 STR and +4 DEX you would get 1.1 blows/round. Average damage/round: 56.7 vs. creatures not resistant to poison, 48.8 vs. animals, 56.7 vs. orcs, 56.7 vs. trolls, and 40.9 vs. others.
Code:q) the Set of Gauntlets 'Paurnen' (+3,+3) [3,+14] Dropped by The Minotaur of the Labyrinth at 2000 feet (level 40). Provides resistance to acid. Cannot be harmed by acid, fire. Makes you fall like a feather. Prevents paralysis. When aimed, it shoots a bolt or beam of acid that inflicts 10d8 points of damage, which your device skill increases by 76 percent. Takes 6 to 11 turns to recharge at your current speed. Your chance of success is 96.2%
Code:t) the Long Sword of Angmar (4d5) (-22,-25) <-10> Dropped by a monastic lich at 2000 feet (level 40). -10 strength. -10 wisdom. -10 speed. Branded with fire. Cannot be harmed by acid. Slows your metabolism. Grants the ability to see invisible things. Prevents paralysis. Aggravates nearby creatures. Grants the ability to sense undead. Combat info: 1.0 blow/round. With +7 STR and +0 DEX you would attack a bit faster. With +13 STR and +0 DEX you would get 1.1 blows/round. With +0 STR and +5 DEX you would attack a bit faster. With +7 STR and +5 DEX you would get 1.1 blows/round. With +0 STR and +8 DEX you would get 1.1 blows/round. Average damage/round: 13.2 vs. creatures not resistant to fire, 50 vs. creatures susceptible to fire, and 0 vs. others.
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Once we're ready, we begin our journey to the Heart of the Earth. We take the east road to Rivendell, cross the Misty mountains and Mirkwood forest (we'll be back here... but later). While we're at it, we put the Wounded Bear out of his misery. We continue to the northeast to the Iron Mountains and reach the path to the Heart of the Earth. We recall into the rocky dungeon at 2000ft, where we instantly spot an ancient gold dragon. The Queen Ant is also on the level, so we'll head in her direction instead. We find a Carved Oak amulet (of Inertia), a Waxy mushroom (of Sprinting)... and two artifacts in a chest!
Code:p) the Fur Cloak of the Druedain [3,+10] <+4> Taken from a chest found at 2000 feet (level 40). +4 stealth. +4 searching skill. +4 infravision. Provides resistance to poison, dark. Cannot be harmed by acid, fire.
Code:q) the Pair of Leather Boots of Wormtongue (-1,-1) [2,+0] <+2, +3> Taken from a chest found at 2000 feet (level 40). +2 intelligence. +2 dexterity. +2 stealth. +3 speed. Cannot be harmed by acid, fire. Makes you fall like a feather. When activated, it teleports you randomly up to 10 squares away. Takes 24 turns to recharge at your current speed. Your chance of success is 95.8%
Code:p) the Robe of Incanus [2,+20] <+3> Dropped by an ancient gold dragon at 2000 feet (level 40). +3 intelligence. +3 wisdom. +3 searching skill. Provides resistance to acid, lightning, fire, cold, mana. Cannot be harmed by acid, fire. Sustains intelligence, wisdom. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis.
Code:c) the Seeker Arrow of Nendol (4d4) (+9,+5) Dropped by The Queen Ant at 2000 feet (level 40). Slays demons (powerfully). Branded with lightning. Cannot be harmed by acid, fire. Returns when thrown.
Code:u) the Quarterstaff of Rathon (1d11) (+16,+13) <+4, +3> Dropped by The Queen Ant at 2000 feet (level 40). +4 intelligence. +3 dexterity. Provides resistance to lightning, fire, shards, nether, disenchantment. Cannot be harmed by acid, fire. Prevents paralysis. Combat info: This weapon should be wielded with both hands. 1.1 blows/round. With +4 STR and +0 DEX you would get 1.3 blows/round. With +0 STR and +2 DEX you would get 1.3 blows/round. Average damage/round: 28.5.
Lvl: 30, HP: 240, SP: 234
Since there's nothing more to do on the level, we go down to 2050ft. We put on our telepathy staff and feel anxious about a fallen Maia, vampire lord and ancient silver dragon, plus probably more stuff we'd have a hard time to kill now. But we feel there are very good treasures on the level, so we'll still explore a bit. The vampire lord doesn't reveal to be a threat after all when he easily dies from our undead slaying pebble. And he drops two useful potions of healing. Since our pack is full and we're carrying a potion of enlightenment, might as well use it on this level. There's an unidentified rod and and unidentified potion, but nothing more of interest. One equippable item might be an artifact though. In fact, we rapidly find a heavy crossbow of extra shots that is better than the one we have stored at home. The rod is in the same room as the fallen Maia, so we approach silently (or as silently as a thunderlord can be), we ID it as a rod of Acid Bolts, and we leave the room. The new potion on the level is a Cyan potion... of Augmentation! Oh and there's ANOTHER one on the level! The ancient silver dragon is in a little + cell (a lesser vault), so we teleport him away and go loot the cell. Unfortunately, an undetected Ariel was also in the vault, and by the time we teleport her away, there's only one item remaining in the vault.
Code:s) the Spear 'Nimloth' (1d6) (+11,+13) <+3> Found lying on the floor in a vault at 2050 feet (level 41). +3 stealth. +3 speed. Slays undead. Branded with cold. Provides resistance to cold. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Blessed by the gods. Combat info: 2.0 blows/round. With +1 STR and +0 DEX you would get 2.3 blows/round. With +0 STR and +1 DEX you would get 2.3 blows/round. Average damage/round: 63 vs. creatures not resistant to cold, 85 vs. creatures susceptible to cold, 63 vs. undead, and 48.4 vs. others.
We recall back to the Heart of the Earth and go down again to 2050ft. The place feels terribly dangerous, and we spot Eol and Adunaphel, along with two great crystal drakes, which seem to be in a vault in the middle of the level. Adunaphel finds us quickly, so we quaff Speed and start shooting our slay undead pebble. We need to stop often to heal damage from her nether bolts, but she finally dies. Her drops: a book of magic spells (Resistances of Scarabtarices), some bolts of slay giant, some magical stuff, her Ring, and some artifact gauntlets.
Code:n) the Black Ring of Power of Belfin (+7,+1) <+2, +3, +1, +5> Dropped by Adunaphel the Quiet at 2050 feet (level 41). +2 strength. +3 intelligence. +1 wisdom. +2 dexterity. +1 constitution. +5 infravision. Provides resistance to lightning, disenchantment. Provides protection from confusion. Cannot be harmed by lightning. Sustains strength. Aggravates nearby creatures. Grants telepathy.
Code:q) the Set of Caestus of Sir Robin (-50,-50) [5,+30] <+3, +1> Dropped by Adunaphel the Quiet at 2050 feet (level 41). +3 stealth. +3 searching skill. +3 infravision. +1 light. Provides resistance to acid, lightning, fire, cold, poison, nether, chaos, disenchantment. Provides protection from blindness. Cannot be harmed by acid, fire. Sustains strength, intelligence, wisdom, dexterity, constitution. Slows your metabolism. Makes you fall like a feather. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. Sustains your life force. Makes you afraid of melee, and worse at shooting and casting spells. Radius 1 light. Grants telepathy.
Lvl: 31, HP: 278, SP: 242
We should probably avoid Eol, so he gets teleported away as soon as the wakes up. And the crystal drakes too. We start looting the vault they were in, find a book of hunting (Killing from Afar), a cursed Obsidian amulet (of Speed), and these artifacts:
Code:t) the Dagger of Enethori (1d4) (+17,+25) [+18] <+2, +3> Found lying on the floor in a vault at 2050 feet (level 41). +2 strength. +3 wisdom. +2 dexterity. +2 infravision. +3 speed. Slays animals, giants, dragons (powerfully), undead (powerfully). Branded with weak poison. Provides resistance to dark. Cannot be harmed by acid. Sustains wisdom. Slows your metabolism. Makes you fall like a feather. Grants the ability to see invisible things. Blessed by the gods. Aggravates nearby creatures. Grants the ability to sense undead. Grants the ability to sense giants. Grants the ability to sense dragons. When activated, it allows you to randomly breathe sound, shards, chaos or disenchantment for 250 points of damage. Takes 313 to 460 turns to recharge at your current speed. Your chance of success is 97.0% Combat info: 3.3 blows/round. With +1 STR and +0 DEX you would get 3.4 blows/round. With +0 STR and +1 DEX you would get 3.5 blows/round. Average damage/round: 137.8 vs. creatures not resistant to poison, 137.8 vs. animals, 146.5 vs. giants, 164.1 vs. dragons, 164.1 vs. undead, and 129.2 vs. others.
Code:u) the Spear of Rundi (1d6) (+10,+16) <+4, +2, +3> Found lying on the floor in a vault at 2050 feet (level 41). +4 strength. +2 wisdom. +3 infravision. Branded with weak poison. Provides resistance to acid, disenchantment. Cannot be harmed by acid, fire. Sustains wisdom. Prevents paralysis. Blessed by the gods. Grants telepathy. When activated, it grants or extends protection from evil for 93+1d25 turns. Takes 78 to 86 turns to recharge at your current speed. Your chance of success is 95.9% Combat info: 3.0 blows/round. With +1 STR and +0 DEX you would get 3.3 blows/round. With +0 STR and +3 DEX you would get 3.3 blows/round. Average damage/round: 109.3 vs. creatures not resistant to poison, and 98.4 vs. others.
And back to 2050ft we go. The level is quite dull, so we quickly go down to 2100ft. The place seems not dangerous, but we feel superb treasures! Another useless deep book maybe. Mapping our starting area, we find out we're on a cavern level... well that's logical for the "Heart of the Earth", and we'll probably find more cavern levels as we go deeper. And as planned, we find a book of Summoning (Anti-summoning) on the level. We look for the closest stairs, kill an ancient blue dragon on the way... and he drops a book of Necromancy (Dark Evocations)! Finally we can learn more spells: Follow (order undead monsters to follow us), Ice Storm, Haste Self, Resistance (we won't need our cloak of lordly resistance anymore), Undead Form (we can die and play as a ghost if we want), Drain Life, and Teleport Level. We cast them all (except Undead Form) for the xp, and Teleport Level brings us back up to 2050ft. We find a convenient trap door in the corridor we start in and trigger it to go back to 2100ft. We spot a nasty vault south of our starting position, with all sorts of big Ds and even an iron lich. Said lich manages to find his way to us and starts summoning undead and casting water balls like mad, so we have to teleport away. We end up east to the vault next to Uvatha, which will pose less problems than the bloody lich. We kill him, but he only drops his ring:
Code:q) the Black Ring of Power of Thlos <+1, +3> Dropped by Uvatha the Horseman at 2100 feet (level 42). +1 infravision. +3 tunneling. Cannot be harmed by lightning. Sustains strength. Slows your metabolism. Speeds regeneration. Aggravates nearby creatures. Grants the ability to sense evil. Grants telepathic awareness.
Code:r) the Large Metal Shield of Anárion [12,+20] {Uldor the Accursed} Dropped by Uldor the Accursed at 2100 feet (level 42). Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid. Sustains strength, intelligence, wisdom, dexterity, constitution.
Lvl: 32, HP: 285, SP: 250
Inside the zoo, we find a Titanium rod (of Detection) and a Copper amulet (of the Moon). We kill Fire Phantom and get this rapier:
Code:t) the Rapier 'Arthlo' (1d6) (+20,+15) <+3> Dropped by Fire Phantom at 2150 feet (level 43). +3 dexterity. Slays dragons. Provides immunity to cold. Provides protection from blindness. Cannot be harmed by acid. Blessed by the gods. Grants the ability to sense dragons. Combat info: 3.3 blows/round. With +1 STR and +0 DEX you would get 3.5 blows/round. With +0 STR and +1 DEX you would get 3.5 blows/round. Average damage/round: 116.2 vs. dragons, and 91.5 vs. others.
Code:q) the Black Ring of Power of Falad <+3, +1> Dropped by Akhorahil the Blind at 2200 feet (level 44). +3 strength. +3 intelligence. +1 wisdom. +3 constitution. +1 light. It causes your melee attacks to slay undead (powerfully). Provides immunity to cold. Provides resistance to light, dark. Provides protection from confusion. Cannot be harmed by lightning. Sustains wisdom. Aggravates nearby creatures. Radius 1 light. Grants the ability to sense undead.
Code:s) the Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] <+2> Found lying on the floor at 2200 feet (level 44). +2 strength. +2 constitution. Cannot be harmed by acid, fire. Prevents paralysis.
Back at 2200ft, we spot really out of depth monsters, like Ulik or a great ethereal wyrm, both which could obliterate us in one round. They seem to be in a small vault though. Kavlax is also in the room we start in, and Quaker close to use in a room to the south. We can probably kill Kavlax with Drain Life, and while hasted we have a speed advantage. And indeed it works (he breathes only nexus and lightning once). The first thing we find in the room even before looking at Kavlax's loot is Giver of Sleep:
Code:f) the Mithril Shot 'Giver of Sleep' (2d4) (+5,+5) Found lying on the floor at 2200 feet (level 44). Slays undead (powerfully). Branded with fire. Returns when thrown. Combat info: 2 shots/round. Hits targets up to 100 feet away. Average damage/round: 215.2 vs. creatures not resistant to fire, 344.2 vs. creatures susceptible to fire, 301.2 vs. undead, and 86 vs. others.
Code:p) the Set of Mithril Gauntlets of Cuand [6,+8] <+1> Dropped by Kavlax the Many-Headed at 2200 feet (level 44). +1 strength. +1 speed. Provides resistance to lightning, poison, nexus. Provides protection from blindness. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis.
Lvl: 33, HP: 330, SP: 258
We check Scatha's drops, and find this seeker bolt:
Code:c) the Seeker Bolt 'Belerion' (4d5) (+1,+7) Dropped by Scatha the Worm at 2200 feet (level 44). Slays orcs, trolls, dragons. Branded with weak cold. Cannot be harmed by acid. Returns when thrown.
Code:d) the Mithril Bolt 'Ninach' (5d5) (+0,+7) Found lying on the floor in a vault at 2200 feet (level 44). Slays orcs, giants. Branded with fire. Cannot be harmed by acid. Returns when thrown.
Code:u) the Spear 'Aiglos' (3d6) (+15,+25) [+5] <+2, +4> Found lying on the floor in a vault at 2200 feet (level 44). +2 wisdom. +4 dexterity. Slays evil creatures, orcs, trolls, undead (powerfully). Branded with cold. Provides resistance to cold. Provides protection from fear. Cannot be harmed by acid, fire. Slows your metabolism. Prevents paralysis. Blessed by the gods. Grants the ability to sense undead. When aimed, it shoots a radius-2 frost ball that inflicts 96 points of damage at the centre, which your device skill increases by 76 percent. Takes 70 turns to recharge at your current speed. Your chance of success is 96.2% Combat info: 3.7 blows/round. With +1 STR and +0 DEX you would get 3.8 blows/round. With +0 STR and +1 DEX you would get 4.0 blows/round. Average damage/round: 257.5 vs. creatures not resistant to cold, 380.7 vs. creatures susceptible to cold, 216.8 vs. evil creatures, 257.5 vs. orcs, 257.5 vs. trolls, 339.6 vs. undead, and 175.7 vs. others.
We land on a dull level, so we immediately go down to 2250ft. The level also being dull, we cast detection spells over and over before realizing that 2250ft is the bottom of the dungeon and there are no down stairs. So we start looking for the dungeon boss. We can pretty much obliterate anything that doesn't resist fire and cold at this point, so it should not be hard to finish this dungeon quickly. And we finally find Golgarach, the Living Rock and slay him. He drops a light crossbow of the haradrim, which is exactly the same as our heavy crossbow of extra shots, but since it's todam is lower, we keep our current crossbow. Finally we're done with this dungeon, so we recall back to Bree and check our next destination: the Small Water Cave. Let's have a look at our stats and equipment before taking another nap...
Code:[PWMAngband 1.1.12 Character Dump] Name PowerWyrm Age 19 Self RB CB EB Best Sex Male Height 14'11" STR: 18/88 +6 -3 +4 18/158 Race Thunderlord Weight 16st 5lb INT! 18/100 +2 +3 +9 18/*** Class Necromancer Turns used: WIS: 15 +1 +0 +4 18/20 Title Conjurer Game 39786 DEX: 16 +1 +0 +4 18/30 HP 363/363 Player 200150 CON: 18/45 +3 -2 +4 18/95 SP 251/258 Active 178025 Level 33 Armor [53,+75] Saving Throw 72% Cur Exp 829874 Stealth Bad Max Exp 829874 Melee 1d6,+23 Disarm - phys. 78% Adv Exp 1045000 To-hit 32,+21 Disarm - magic 100% Blows 3.0/turn Magic Devices 91 Gold 91412 Searching 89% Burden 160.8 lb Shoot to-dam +16 Infravision 40 ft Overweight -19.1 lb To-hit 24,+21 Speed 10 MaxDepth 2250' (L45) Shots 2/turn You are one of several children of a Thunderlord. You have a Blue Eagle. Ac :.........+...+ Nxs:........+.+.+. El :........+++..+ Ntr:........+..... Fi :.........*...+ Chs:.............. Co :+....+..+....+ Dsn:.............. Po :.......+..+... FF :...........+.+ Lt :.............. Fe :.....+........ Dk :.....+.++..... Bld:.........++... Snd:......+....... Cnf:............+. Shr:.............. Stn:.............. Lit:.........+.... Tun:.............. Rgn:..........+... Spd:+...+.....++.. ESP:.............. EA :.............. SI :+............. XS :.+............ FA :........+++.+. XM :.............. HL :.........+.... Dig:.............. Stl:+......+...+.. -HP:.............. Src:.......+....+. Afr:.............. Inf:.......+...... Agg:.............. Rad:.............. Evi:.............. Ani:.............. Und:.............. Dem:.............. Orc:.............. Tro:.........+.... Gia:.............. Dra:.............+ [Character Equipment] a) the Spear 'Nimloth' (1d6) (+11,+13) <+3> Found lying on the floor in a vault at 2050 feet (level 41). +3 stealth. +3 speed. Slays undead. Branded with cold. Provides resistance to cold. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Blessed by the gods. Combat info: 3.0 blows/round. With +1 STR and +0 DEX you would get 3.3 blows/round. With +0 STR and +1 DEX you would get 3.3 blows/round. Average damage/round: 105.1 vs. creatures not resistant to cold, 138.4 vs. creatures susceptible to cold, 105.1 vs. undead, and 82.7 vs. others. b) a Heavy Crossbow of Extra Shots (x4) (+11,+16) <+1> Found lying on the floor at 2050 feet (level 41). +1 shooting speed. c) a Turquoise Ring of Intelligence <+3> Dropped by a mature law drake at 2150 feet (level 43). +3 intelligence. Sustains intelligence. d) a Platinum Ring of Constitution <+3> Found lying on the floor in a vault at 1300 feet (level 26). +3 constitution. Sustains constitution. e) an Obsidian Amulet of Speed <+3> Found lying on the floor in a vault at 2050 feet (level 41). +3 speed. f) the Phial of Amannar <+4> Dropped by Lokkak, the Ogre Chieftain at 1300 feet (level 26). +4 intelligence. Provides resistance to cold, dark. Provides protection from fear. Cannot be harmed by fire. Sustains constitution. When activated, it lights up a radius-3 area, or the entire room if you are in one, inflicting 2d15 points of damage on any light-sensitive creatures within the radius. Takes 22 to 40 turns to recharge at your current speed. Your chance of success is 97.0% g) Gold Dragon Scale Mail (-2) [28,+17] Dropped by Draebor, the Imp at 1700 feet (level 34). Provides resistance to sound. h) the Fur Cloak of the Druedain [3,+10] <+4> Taken from a chest found at 2000 feet (level 40). +4 stealth. +4 searching skill. +4 infravision. Provides resistance to poison, dark. Cannot be harmed by acid, fire. i) the Orcish Shield of Hungorod [12,+17] <+1> Dropped by Ulfang the Black at 1700 feet (level 34). +1 strength. +1 constitution. Provides resistance to lightning, cold, dark, nexus, nether. Cannot be harmed by acid. Prevents paralysis. j) the Hard Leather Cap of Ciryonaed [2,+21] <+4, +1> Found lying on the floor of a labyrinth at 950 feet (level 19). +4 wisdom. +1 light. Provides immunity to fire. Provides resistance to acid, lightning. Provides protection from blindness. Cannot be harmed by acid. Prevents paralysis. Sustains your life force. Radius 1 light. Grants the ability to sense trolls. k) the Set of Mithril Gauntlets of Cuand [6,+8] <+1> Dropped by Kavlax the Many-Headed at 2200 feet (level 44). +1 strength. +1 speed. Provides resistance to lightning, poison, nexus. Provides protection from blindness. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis. l) the Pair of Leather Boots of Wormtongue (-1,-1) [2,+0] <+2, +3> Taken from a chest found at 2000 feet (level 40). +2 intelligence. +2 dexterity. +2 stealth. +3 speed. Cannot be harmed by acid, fire. Makes you fall like a feather. When activated, it teleports you randomly up to 10 squares away. Takes 40 turns to recharge at your current speed. Your chance of success is 96.2% m) the Shovel of Fauron <+2> Dropped by Mughash the Kobold Lord at 1050 feet (level 21). +2 strength. +2 dexterity. +2 searching skill. Provides resistance to nexus. Provides protection from confusion. Prevents paralysis. [Character Quiver] a) the Mithril Bolt 'Ninach' (5d5) (+0,+7) {*@f0} Found lying on the floor in a vault at 2200 feet (level 44). Slays orcs, giants. Branded with fire. Cannot be harmed by acid. Returns when thrown. Combat info: 2 shots/round. Hits targets up to 140 feet away. Average damage/round: 543.4 vs. creatures not resistant to fire, 776.4 vs. creatures susceptible to fire, 543.4 vs. orcs, 543.4 vs. giants, and 310.4 vs. others. b) the Seeker Bolt 'Belerion' (4d5) (+1,+7) Dropped by Scatha the Worm at 2200 feet (level 44). Slays orcs, trolls, dragons. Branded with weak cold. Cannot be harmed by acid. Returns when thrown. Combat info: 2 shots/round. Hits targets up to 140 feet away. Average damage/round: 429.4 vs. creatures not resistant to cold, 572.6 vs. creatures susceptible to cold, 501 vs. orcs, 501 vs. trolls, 501 vs. dragons, and 286.2 vs. others. c) the Iron Shot 'Ripper' (2d4) (+15,+5) Dropped by Sangahyando of Umbar at 1300 feet (level 26). Branded with cold. Returns when thrown. d) the Mithril Shot 'Giver of Sleep' (2d4) (+5,+5) Found lying on the floor at 2200 feet (level 44). Slays undead (powerfully). Branded with fire. Returns when thrown. [Character Inventory] a) 3 Books of Necromancy [Necromancy for Beginners] b) 3 Books of Necromancy [Dark Conjurings] c) 2 Books of Necromancy [Necromantic Incantations] d) 2 Books of Necromancy [Dark Evocations] Cannot be harmed by fire. e) a Book of Necromancy [Advanced Necromancy] {*@R-15,20} Cannot be harmed by fire. f) 30 Light Yellow Potions of Cure Critical Wounds g) 10 Pungent Potions of Restore Mana h) 13 Scrolls titled "milemo quo" of Teleportation i) 3 White Gold Rods of Magic Mapping j) a Zinc Rod of Teleport Other k) 5 Gold-Plated Wands of Teleport Other (35 charges) l) the Robe of Incanus [2,+20] <+3> Dropped by an ancient gold dragon at 2000 feet (level 40). +3 intelligence. +3 wisdom. +3 searching skill. Provides resistance to acid, lightning, fire, cold, mana. Cannot be harmed by acid, fire. Sustains intelligence, wisdom. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. m) the Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] <+2> Found lying on the floor at 2200 feet (level 44). +2 strength. +2 constitution. Cannot be harmed by acid, fire. Prevents paralysis. n) the Elven Staff 'Aegil' (1d1) (+0,+0) <+2, +1> Dropped by The Wight-King of the Barrow-downs at 1750 feet (level 35). +2 intelligence. +2 dexterity. +1 light. Provides resistance to fire, nexus. Provides protection from fear. Cannot be harmed by acid, fire. Sustains constitution. Speeds regeneration. Grants the ability to see invisible things. Radius 1 light. Grants telepathy. When activated, it grants or extends protection from evil for 99+1d25 turns. Takes 98 to 108 turns to recharge at your current speed. Your chance of success is 89.3% Combat info: This weapon should be wielded with both hands. 3.8 blows/round. With +1 STR and +0 DEX you would get 4.0 blows/round. With +0 STR and +1 DEX you would get 4.0 blows/round. Average damage/round: 42.2. o) the Spear 'Aiglos' (3d6) (+15,+25) [+5] <+2, +4> Found lying on the floor in a vault at 2200 feet (level 44). +2 wisdom. +4 dexterity. Slays evil creatures, orcs, trolls, undead (powerfully). Branded with cold. Provides resistance to cold. Provides protection from fear. Cannot be harmed by acid, fire. Slows your metabolism. Prevents paralysis. Blessed by the gods. Grants the ability to sense undead. When aimed, it shoots a radius-2 frost ball that inflicts 96 points of damage at the centre, which your device skill increases by 76 percent. Takes 70 turns to recharge at your current speed. Your chance of success is 96.2% Combat info: 3.7 blows/round. With +1 STR and +0 DEX you would get 3.8 blows/round. With +0 STR and +1 DEX you would get 4.0 blows/round. Average damage/round: 257.5 vs. creatures not resistant to cold, 380.7 vs. creatures susceptible to cold, 216.8 vs. evil creatures, 257.5 vs. orcs, 257.5 vs. trolls, 339.6 vs. undead, and 175.7 vs. others. p) the Quarterstaff of Rathon (1d11) (+16,+13) <+4, +3> Dropped by The Queen Ant at 2000 feet (level 40). +4 intelligence. +3 dexterity. Provides resistance to lightning, fire, shards, nether, disenchantment. Cannot be harmed by acid, fire. Prevents paralysis. Combat info: This weapon should be wielded with both hands. 2.3 blows/round. With +6 STR and +0 DEX you would get 2.7 blows/round. With +0 STR and +2 DEX you would get 2.8 blows/round. Average damage/round: 72.8. [House List] a) an Elven Cloak [6,+7] <+1> b) an Ironwood Staff of *Destruction* (1 charge) c) a Short Bow of Numenor (x3) (+15,+13) <+1> d) a Cypress Staff of Power (3 charges) e) an Aluminium-Plated Rod of Illumination f) 10 Oily Yellow Potions of Healing g) a Pair of Leather Sandals of Mirkwood [1,+5] h) a Sling of Extra Shots (x2) (+12,+11) <+1> i) the Seeker Arrow of Nendol (4d4) (+9,+5) j) the Rounded Pebble of North (1d2) (+19,+1) k) the Iron Shot 'Tardin' (1d4) (+11,+0) l) 3 Scrolls titled "se sus reculor" of Banishment m) 3 Cloudy Potions of Enlightenment n) 4 Scrolls titled "phario ruma se" of Deep Descent o) a Vermilion Potion of *Healing*
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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The Small Water Cave is a little watery dungeon at the entrance to the Mines of Moria. We should be able to recall at the bottom of the dungeon and aim straight for the boss. We leave Bree in the morning and recall near Rivendell. We should be able to reach the dungeon easily by going south from there. And indeed nothing noticeable happens during our travel. We recall to 2250ft... which is clearly a small labyrinth level filled with nasty stuff, including a lesser black reaver, great balance drake and ancient multihued dragon, all very close and prone to wake up very fast. We should probably flee. In fact, we'll use teleport level immediately. Back to 2200ft, we don't see any threat close, so we start exploring the level, hoping to find some stairs down quickly. We find a potion of constitution on the level, raising our hps to 396, which should be enough against the boss and his water balls. We find some stairs down and go back to 2250ft. A "terribly dangerous level", but nothing in sight. We equip our telepathy staff and detect our boss on the level, but otherwise no real threat (except maybe an ancient power dragon, but he's on the opposite corner of the level compared to the boss). On our way, we get attacked by Shadowfax, and unfortunately we have to slay Gandalf's steed. We make our way to the Watcher in the Water, haste ourselves and start shooting our fiery bolts at him. Fortunately for us, we stay out of reach of his deadly tentacles and we only have to suffer a water ball once. Unfortunately for him, he doesn't resist fire and falls quickly. For our effort, we get some boots of stability, armor of resistance, and these three random artifacts:
Code:m) the Amulet of Deliad <+3> Dropped by The Watcher in the Water at 2250 feet (level 45). You do not know the full extent of this item's powers. +3 infravision. Provides resistance to light, dark, sound. Provides protection from fear. Sustains your life force. Grants telepathic awareness.
Code:p) the Pair of Steel Shod Boots 'Lasaereg' [7,+27] <+4, +3, +1> Dropped by The Watcher in the Water at 2250 feet (level 45). +4 wisdom. +3 dexterity. +1 constitution. Provides resistance to cold. Cannot be harmed by acid, fire. Sustains intelligence. Makes you fall like a feather. Grants the ability to sense dragons.
Code:r) the Main Gauche of Arthiar (1d5) (+26,+10) <+3, +1> Dropped by The Watcher in the Water at 2250 feet (level 45). +3 strength. +1 light. Slays dragons, demons (powerfully). Branded with lightning. Provides resistance to lightning. Provides protection from confusion. Cannot be harmed by acid. Grants the ability to see invisible things. Radius 1 light. Grants the ability to sense evil. Grants the ability to sense dragons. When activated, it inflicts 120 points of damage on all evil monsters in sight, heals 50 hit points, cures all temporary negative effects, and grants protection from evil for 1d25+3*clvl turns. Takes 294 to 360 turns to recharge at your current speed. Your chance of success is 95.9% Combat info: 4.0 blows/round. Average damage/round: 132.8 vs. creatures not resistant to lightning, 132.8 vs. dragons, 158.4 vs. demons, and 107.2 vs. others.
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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The icy land of the Helcaraxe lies straight north from Bree. We leave town and recall to the Orc Cave to save us some time. Soon we reach the mountains of the north, but instead of going west and around, we first go east to the nearby town of Carn Dum. This is where the Angband dungeon, home of Morgoth, is located, and we'll be back there soon to slay its infamous master. We check the shops quickly, and buy a scroll of mass banishment from the Black Market. Since it's late in the evening, we enter the tavern and spend the night there. The next morning, we leave town by recalling west and continue west and around the mountains to the entrance to the Helcaraxe. We recall at 2250ft inside the icy cavernous dungeon were we equip our telepathy staff and detect Moltor, the Dwarven Archer in the distance. We pay a visit to the old friend and claim his treasures. We get the Star of Elendil, and... the seeker arrow he was constantly shooting at us!
Code:n) the Star of Elendil <+3> Dropped by Moltor, the Dwarven Archer at 2250 feet (level 45). +3 light. Cannot be harmed by fire. Grants the ability to see invisible things. Radius 3 light. When activated, it maps out a portion of the level around you. Takes 102 to 200 turns to recharge at your current speed. Your chance of success is 94.8%
Code:c) the Seeker Arrow of Lorion (4d4) (+10,+6) Dropped by Moltor, the Dwarven Archer at 2250 feet (level 45). Slays orcs, giants. Branded with weak lightning. Cannot be harmed by acid, fire. Returns when thrown.
Code:u) the Awl-Pike of Namir (1d8) (+13,+21) [+1] Found lying on the floor of a cavern at 2350 feet (level 47). Slays evil creatures, trolls, giants, dragons, undead. Branded with cold. Provides immunity to fire. Provides resistance to cold. Cannot be harmed by acid, fire. Sustains dexterity. When activated, it attempts to put to sleep all monsters within line of sight. Takes 123 to 136 turns to recharge at your current speed. Your chance of success is 93.7% Combat info: 2.0 blows/round. With +7 STR and +0 DEX you would get 2.3 blows/round. With +0 STR and +2 DEX you would get 2.3 blows/round. Average damage/round: 95 vs. creatures not resistant to cold, 124.4 vs. creatures susceptible to cold, 85.2 vs. evil creatures, 95 vs. trolls, 95 vs. giants, 95 vs. dragons, 95 vs. undead, and 75.4 vs. others.
Code:o) the Jewel 'Ladon' <+3, +1> Taken from a chest found at 2350 feet (level 47). You do not know the full extent of this item's powers. +3 constitution. +1 searching skill. Provides immunity to acid. Provides resistance to lightning, fire, cold, light. Sustains dexterity. When activated, it causes a radius-10 earthquake around you. Takes 77 to 85 turns to recharge at your current speed. Your chance of success is 93.7%
Code:o) the Studded Leather Armour of Aredh (-1) [12,+21] <+4> Dropped by Mîm, Betrayer of Turin at 2350 feet (level 47). +4 dexterity. Provides resistance to acid, poison, light, dark. Cannot be harmed by acid, fire. When activated, it heals 35% of max HP (minimum 300HP), cures all stunning, heals all cut damage, neutralizes poison, and cures blindness, confusion and amnesia. Takes 294 to 360 turns to recharge at your current speed. Your chance of success is 93.5%
Code:o) the Mithril Plate Mail 'Agondur' (-3) [60,+16] <+1> Dropped by Ren the Unclean at 2400 feet (level 48). +1 intelligence. Provides resistance to poison. Cannot be harmed by acid. Makes you fall like a feather. Sustains your life force. Grants telepathic awareness.
Code:n) the Mithril Chain Mail 'Belegennon' (-1) [28,+20] <+4, +2> Dropped by Ren the Unclean at 2400 feet (level 48). +4 dexterity. +2 stealth. Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid. When activated, it teleports you randomly up to 10 squares away. Takes 5 turns to recharge at your current speed. Your chance of success is 91.6%
Code:s) the Dagger 'Dethanc' (2d4) (+9,+12) [+10] Dropped by Ren the Unclean at 2400 feet (level 48). Branded with lightning. Provides resistance to lightning. Cannot be harmed by acid. When aimed, it shoots a beam of lightning that inflicts 6d6 points of damage, which your device skill increases by 89 percent. Takes 17 to 30 turns to recharge at your current speed. Your chance of success is 97.2% Combat info: 3.8 blows/round. With +1 STR and +0 DEX you would get 4.0 blows/round. With +0 STR and +2 DEX you would get 4.0 blows/round. Average damage/round: 146.3 vs. creatures not resistant to lightning, and 106.3 vs. others.
Code:l) the Black Ring of Power of Aelerad {cursed} Dropped by Ren the Unclean at 2400 feet (level 48). It randomly makes you teleport. It occasionally makes a loud noise. It paralyses you every now and then. It makes you too scared to fight. Provides resistance to lightning. Cannot be harmed by lightning. Makes you afraid of melee, and worse at shooting and casting spells. Prevents teleportation. Aggravates nearby creatures.
Code:r) the Pair of Witan Boots of Winas [10,+19] <-2, +7> Dropped by Lorgan, Chief of the Easterlings at 2400 feet (level 48). -2 stealth. +7 speed. Provides resistance to light. Cannot be harmed by acid, fire.
Code:c) the Rounded Pebble of Moon-Stone (1d2) (+10,+10) Dropped by Lorgan, Chief of the Easterlings at 2400 feet (level 48). Slays animals. Returns when thrown.
Lvl: 34, HP: 437, SP: 260
Upon arriving on the level, we spotted an out of depth true believer (along with a death knight) that was not asleep, and we supposed he was trapped in a vault... but this is not the case, and he's now approaching dangerously. These antimagic users must be treated with extreme care: they're very fast, hit very hard, and will make your spells and devices fail miserably. So unless you're able to deal damage fast from a safe distance, the best way to deal with them is to use a scroll: teleportation, banishment, destruction... We retreat in a long corridor, haste ourselves and start shooting, maybe we'll be able to kill him before he gets to us. It's not the case, but he's at 30% health when he catches us, so we continue shooting while taking a good beating and after three turns he flees in terror and we finish him. He drops a Steel-Plated wand (of Dragon's Frost)... go figure. When the Star has recharged, we map the area where the true believer was, but don't see any vault. A lone out of depth encounter then. We obliterate Waldern, Tom and Bert (no idea where Bill went), and for our efforts we are rewarded with Thorin and these boots:
Code:r) the Pair of Ethereal Slippers of Gonwe [0,+20] Dropped by Tom the Stone Troll at 2400 feet (level 48). Provides resistance to fire. Provides protection from fear. Cannot be harmed by acid, fire. Sustains dexterity. Speeds regeneration. Grants the ability to sense evil. Grants telepathic awareness. When activated, it attempts to magically enhance a weapon's to-hit bonus 1 time(s). Takes 258 to 346 turns to recharge at your current speed. Your chance of success is 95.0%
Code:p) the Small Metal Shield of Thorin [5,+25] <+3, +4, -1> Dropped by Bert the Stone Troll at 2400 feet (level 48). +3 strength. +4 constitution. -1 stealth. Provides immunity to acid. Provides resistance to sound, chaos. Provides protection from fear. Cannot be harmed by acid. Prevents paralysis.
Code:r) the Iron Helm of Gorlim (+8,+8) [7,+10] <-3, -5> Dropped by a mature white dragon at 2450 feet (level 49). -3 intelligence. -3 wisdom. -5 searching skill. Provides protection from fear. Cannot be harmed by acid. Grants the ability to see invisible things. Prevents paralysis. Aggravates nearby creatures.
Code:v) the Spear 'Echir' (1d6) (+8,+20) <+3> Dropped by a dreadmaster at 2450 feet (level 49). +3 searching skill. Slays demons (powerfully), dragons (powerfully), undead (powerfully). Provides resistance to acid, chaos, disenchantment. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Grants the ability to sense undead. Grants the ability to sense demons. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 218.4 vs. demons, 218.4 vs. dragons, 218.4 vs. undead, and 159.2 vs. others.
Code:f) the Arkenstone 'Viendeldi' [+3] <+2, +3> Found lying on the floor in a vault at 2450 feet (level 49). +2 intelligence. +3 light. Provides resistance to shards. Cannot be harmed by fire. Sustains strength, wisdom. Slows your metabolism. Radius 3 light. Grants the ability to sense animals. When activated, it completely lights up and magically maps the current level, sensing all objects. Takes 107 to 210 turns to recharge at your current speed. Your chance of success is 92.8%
Code:o) the Steel Helm of Gwinen [9,+11] Found lying on the floor at 2450 feet (level 49). Provides immunity to cold. Cannot be harmed by acid. Sustains your life force.
Lvl: 35, HP: 540, SP: 281
Two new spells to learn this level: Word of Destruction and Nether Ball. Useful. But it's time to go down to the last level and meet the boss: the White Balrog. And... the place is murderous. Ringwraiths, Saruman, dreadlords, osyluths, dracoliches and similar nasties in two vaults, not mentioning the probable mimic pit. The room we start in has a couple Gs that we kill, giving us two potions of enlightenment. We quaff one to see what the unknown treasures really are. Few unknown scrolls, stat potions, lots of blade of chaos and cloaks (so that's indeed a mimic pit), and probably an artifact or two in the bunch of weapons and armor. First, we visit the vault with the White Balrog inside. We start by killing Hoarmurath of Dir, we teleport two undead beholders and Eol away, then process to kill the White Balrog and Ji Indur Dawndeath almost simultaneously. After the smoke clears, we're bathing in loot. We pick up a potion of Augmentation, a potion of Constitution (we're now maxed), and all sorts of artifacts. While sorting the loot, we spot one of the dracoliches that is coming our way and carefully move away more than ten spaces from it to minimize its breath damage. We start shooting and after four turns it breathes nether as all good dracoliches do. We're surprised as we're instantly left with 109 out of our 575 hps... and breaths were supposed to be less dangerous from a safe distance. First, we teleport the dracolich away... and then equip back our quarterstaff with nether resistance instead of our ESP staff. Doesn't take long for the dracolich to come back, but this time we're prepared and we kill it. More loot. At this point, we'll have to get rid of many things in our inventory if we want to pick up all the artifacts. We read a scroll of banishment near a nycadaemon to banish U, which also should get rid of the osyluths on the level. We identify a scroll (of *Enchant Armour*) and find even more artifacts in the vault once it is cleared. Let's take a look at what we found on the level till now:
Code:k) the Black Ring of Power of Falinnar <+1, +3> Dropped by Hoarmurath of Dir at 2500 feet (level 50). +1 strength. +1 intelligence. +3 wisdom. +3 dexterity. +3 constitution. +1 stealth. +1 light. Provides immunity to cold. Provides resistance to light, dark. Provides protection from fear, confusion. Cannot be harmed by lightning. Sustains strength, constitution. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. Aggravates nearby creatures. Radius 1 light. Grants the ability to sense evil. When activated, it grants temporary resistance to acid, lightning, fire, cold and poison for 40+1d40 turns. Takes 237 to 290 turns to recharge at your current speed. Your chance of success is 97.5%
Code:l) the Black Ring of Power of Heldon (+8,+8) <+4, +3, +1> Dropped by Ji Indur Dawndeath at 2500 feet (level 50). +4 strength. +3 searching skill. +1 light. Provides resistance to acid, shards. Provides protection from fear. Cannot be harmed by lightning. Sustains intelligence, dexterity. Slows your metabolism. Prevents paralysis. Sustains your life force. Aggravates nearby creatures. Radius 1 light. Grants the ability to sense undead.
Code:m) the Metal Brigandine Armour of the Rohirrim (-3) [48,+15] <+2> Dropped by Hoarmurath of Dir at 2500 feet (level 50). +2 strength. +2 dexterity. Provides resistance to acid, lightning, fire, cold, sound. Provides protection from fear, confusion. Cannot be harmed by acid.
Code:n) the Hard Leather Cap of Thranduil [2,+10] <+2> Dropped by Ji Indur Dawndeath at 2500 feet (level 50). +2 intelligence. +2 wisdom. Provides protection from blindness. Cannot be harmed by acid. Grants telepathy.
Code:r) the Short Sword of Atantar (1d7) (+14,+18) <+2, +4> Dropped by Ji Indur Dawndeath at 2500 feet (level 50). +2 strength. +4 wisdom. Slays undead. Branded with cold. Provides resistance to acid, cold, poison, disenchantment. Cannot be harmed by acid. Sustains dexterity. Blessed by the gods. Combat info: 4.0 blows/round. Average damage/round: 201.2 vs. creatures not resistant to cold, 252.8 vs. creatures susceptible to cold, 201.2 vs. undead, and 166.8 vs. others.
Code:t) the Lead-Filled Mace 'Amlath' (4d3) (+20,+14) <+1, +4> Dropped by Hoarmurath of Dir at 2500 feet (level 50). +1 dexterity. +4 speed. Slays animals, orcs, trolls, giants, dragons, undead (powerfully). Branded with poison. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Grants the ability to sense undead. Grants the ability to sense trolls. Combat info: 3.8 blows/round. With +0 STR and +3 DEX you would get 4.0 blows/round. Average damage/round: 221.1 vs. creatures not resistant to poison, 186.6 vs. animals, 221.1 vs. orcs, 221.1 vs. trolls, 221.1 vs. giants, 221.1 vs. dragons, 289.9 vs. undead, and 152.4 vs. others.
Code:u) the Shovel of Fast Digging <+2> Dropped by Ji Indur Dawndeath at 2500 feet (level 50). +2 strength. +2 tunneling. +2 speed.
Code:v) the Light Crossbow 'Miolmar' (x4) (+11,+11) <+2, +1> Found lying on the floor in a vault at 2500 feet (level 50). +2 speed. +1 shooting power. Provides resistance to light, dark. Provides protection from fear. Cannot be harmed by acid, fire. Sustains wisdom. Makes you fall like a feather. Grants telepathic awareness. When activated, it inflicts 120 points of damage on all evil monsters in sight, heals 50 hit points, cures all temporary negative effects, and grants protection from evil for 1d25+3*clvl turns. Takes 284 to 348 turns to recharge at your current speed. Your chance of success is 92.9%
Lvl: 36, HP: 595, SP: 289
We learn the spell Ball of Terror, but at this point we probably won't use it, since Ice Storm not only stuns, but also cuts and damages non cold resistant monsters. From the other vault, we see Saruman escape with a dreadlord, a master unbeliever, a dracolich and an undead beholder. Since we're still far away from the vault, we cast Word of Destruction to get rid of them all. The first scroll we identify is Holy Prayer. The second... is *Destruction*, and we say goodbye to our vault. Well... it's time to recall then. As usual, back to Bree, bye crap arts, restocking (there's one scroll of Mass Banishment in the Black Market)... and to the next dungeon we go! This time, it's the Mines of Moria.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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We recall back to the Small Water Cave, since the entrance to the Mines of Moria is just nearby. We reach the entrance quickly and recall to the bottom. And omens of death haunt the place! We activate our arkenstone and detect an Hourglass vault. Our goal, the Balrog of Moria, is inside... but Polyphemus is there too. We'll have to be careful. On our way, we clear a V pit that also was on the level. We loot Lebohaum, a potion of augmentation (now the only stat that isn't maxed is WIS), a potion of enlightenment (might as well use it here), a copy of Shadows Escapes (rogue deep book), a potion of *Healing*, a scroll (of Dispel Undead), and this cloak:
Code:m) the Elven Cloak 'Tanfal' (+5,+1) [6,+11] <+1> Dropped by a vampire at 2500 feet (level 50). +1 stealth. +1 speed. Provides protection from fear. Cannot be harmed by acid, fire.
Code:o) the Steel Helm 'Lebohaum' [9,+40] Dropped by a vampire at 2500 feet (level 50). Provides resistance to sound. Provides protection from fear, confusion. Cannot be harmed by acid. Prevents paralysis.
Code:t) the Main Gauche of Azaghâl (2d5) (+12,+14) Dropped by The Balrog of Moria at 2500 feet (level 50). Slays dragons (powerfully). Provides immunity to fire. Provides resistance to acid. Provides protection from fear. Cannot be harmed by acid. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 246.8 vs. dragons, and 144.8 vs. others.
Code:b) the Heavy Crossbow of Feithal (x4) (+11,+16) <+1> Found lying on the floor in a vault at 2500 feet (level 50). +1 shooting speed. +1 light. Slays undead. Branded with lightning. Provides resistance to lightning, light. Provides protection from confusion. Cannot be harmed by acid, fire. Sustains constitution. Radius 1 light.
Code:b) the Bolt 'Elmand' (1d5) (+16,+8) Found lying on the floor in a vault at 2500 feet (level 50). Branded with weak acid. Cannot be harmed by acid. Returns when thrown. Combat info: 2 shots/round. Hits targets up to 140 feet away. Average damage/round: 392.6 vs. creatures not resistant to lightning, 336.6 vs. creatures not resistant to acid, 392.6 vs. undead, and 224.4 vs. others.
Code:q) the Dagger of Eithmo (3d4) (+13,+16) <+3> Conjured forth by magic at 2500 feet (level 50). +3 intelligence. Slays demons (powerfully), dragons (powerfully), undead (powerfully). Provides resistance to sound, shards. Cannot be harmed by acid. Blessed by the gods. Grants the ability to sense undead. Grants the ability to sense demons. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 286.8 vs. demons, 286.8 vs. dragons, 286.8 vs. undead, and 159.6 vs. others.
Code:s) the Long Sword 'Falebrel' (2d5) (+5,+15) [+35] Found lying on the floor in a vault at 2500 feet (level 50). Slays evil creatures, orcs, dragons (powerfully). Branded with poison. Provides resistance to light, dark. Cannot be harmed by acid. Grants the ability to sense evil. Grants the ability to sense orcs. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 203.2 vs. creatures not resistant to poison, 177.2 vs. evil creatures, 203.2 vs. orcs, 255.2 vs. dragons, and 151.2 vs. others.
Code:u) the Scythe of Beleb (5d3) (+11,+17) <+2> Found lying on the floor in a vault at 2500 feet (level 50). +2 dexterity. Slays animals, giants, dragons. Branded with weak fire. Provides resistance to acid, lightning, fire, cold, sound. Cannot be harmed by acid, fire. Speeds regeneration. Grants the ability to see invisible things. Grants the ability to sense animals. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 228.8 vs. creatures not resistant to fire, 320 vs. creatures susceptible to fire, 228.8 vs. animals, 274.4 vs. giants, 274.4 vs. dragons, and 183.2 vs. others.
Code:v) the Pick of Azog <+3> Found lying on the floor in a vault at 2500 feet (level 50). +3 strength. +3 constitution. +3 tunneling. Sustains strength, constitution.
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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And yes, artifact arrows are pretty much an unlimited supply of good missiles. During the 1.1.12 coding phase, I considered removing the "return when thrown" flag on artifact arrows and just leaving it on the regular magic arrows, which are never enchanted and cannot become either ego or artifact, but after some discussion about if it would be worth it to waste a slot on an "unique powerful missile", I reverted that and simply nerfed the artifact arrows.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Sign: "Welcome to PWMAngband 1.1.12 beta 5"
Nice, new updates. For our next destination, we recall back to the Small Water Cave again, and follow the Misty Mountains south through the Dunland. We soon arrive at the Illusory Castle. We recall at 2500ft in this dungeon full of glass walls. We detect many items in a room, as well as a zoo, and we go check about these. The room is a normal room with seemingly higher object generation, but nothing worth mentioning (except a fight with a drolem). Same goes with the zoo. We feel something worthwhile, so we take some time exploring the rest of the level. unfortunately, the only worthwhile item we find is Elvagil.
Code:n) the Long Sword 'Elvagil' (2d5) (+12,+12) <+2> Found lying on the floor at 2500 feet (level 50). +2 dexterity. +2 stealth. Slays orcs, trolls. Cannot be harmed by acid. Makes you fall like a feather. Grants the ability to see invisible things. Grants the ability to sense orcs. Grants the ability to sense trolls. Combat info: 4.0 blows/round. Average damage/round: 195.2 vs. orcs, 195.2 vs. trolls, and 142.8 vs. others.
Lvl: 37, HP: 705, SP: 297
Itangast drops an ego green DSM, Crisdurian, the horn of Helm, and some magical stuff.
Code:q) the Executioner's Sword 'Crisdurian' (4d7) (+18,+19) Dropped by Itangast the Fire Drake at 2550 feet (level 51). Slays evil creatures, orcs, trolls, giants, dragons, undead. Cannot be harmed by acid. Grants the ability to see invisible things. Combat info: This weapon should be wielded with both hands. 2.8 blows/round. With +0 STR and +1 DEX you would get 3.3 blows/round. Average damage/round: 211.1 vs. evil creatures, 263 vs. orcs, 263 vs. trolls, 263 vs. giants, 263 vs. dragons, 263 vs. undead, and 159.3 vs. others.
Code:s) the Horn of Helm <+2> Dropped by Itangast the Fire Drake at 2550 feet (level 51). +2 strength. +2 constitution. Provides resistance to cold. Provides protection from fear. Cannot be harmed by acid, fire. When activated, it awakens all nearby sleeping monsters and hastes for 25 turns all monsters within line of sight. Takes 16 to 28 turns to recharge at your current speed. Your chance of success is 96.7%
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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We recall to Minas Anor, which is the closest location to our destination. The pass of Cirith Ungol lies only a few steps east. We recall deep into this dusty dungeon full of spider webs, where we tend to find a lot of circular rooms. Strange architecture... We clear a minor vault for a potion of *Healing* and leave the boring level. The next one at 2650' seems much more interesting with its Orb vault and hydra pit. We're quite short on money at this point, and we don't want to pass on a good item in the Expensive Black Market, so a hydra pit is more than welcome. And we also find a scroll of mass banishment outside of the pit. Now that vault... We didn't even enter it, and we got already these gloves:
Code:q) the Set of Leather Gloves of Tandoria [1,+21] <+3> Found lying on the floor at 2650 feet (level 53). +3 constitution. Provides resistance to poison. Cannot be harmed by acid, fire. Prevents paralysis.
Code:p) the Necklace of the Dwarves <+3, +5, +1> Found lying on the floor in a vault at 2650 feet (level 53). +3 strength. +3 constitution. +5 infravision. +1 light. Provides protection from fear. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis.
Code:u) the Lead-Filled Mace of Marwe (6d3) (+7,+19) [+22] <+4> Found lying on the floor in a vault at 2650 feet (level 53). +4 speed. Branded with poison. Provides resistance to nether. Cannot be harmed by acid, fire. Combat info: 3.3 blows/round. With +0 STR and +1 DEX you would get 3.8 blows/round. Average damage/round: 255.7 vs. creatures not resistant to poison, and 167.4 vs. others.
Code:v) the Long Bow of Dainar (x3) (+14,+8) <+2, +1> Found lying on the floor in a vault at 2650 feet (level 53). +2 strength. +2 shooting speed. +1 light. Slays animals, giants, undead, demons (powerfully). Provides protection from fear. Cannot be harmed by acid, fire. Slows your metabolism. Grants the ability to sense animals. Grants the ability to sense demons. Grants telepathic awareness.
Code:q) the Scythe of Slicing of Oiondorod (10d6) (+14,+15) Dropped by Shelob, Spider of Darkness at 2750 feet (level 55). Slays trolls, giants, undead. Cannot be harmed by acid, fire. Sustains wisdom. When aimed, it creates random and unpredictable effects. Takes 270 to 299 turns to recharge at your current speed. Your chance of success is 88.8% Combat info: This weapon should be wielded with both hands. 2.8 blows/round. With +0 STR and +1 DEX you would get 3.3 blows/round. Average damage/round: 432 vs. trolls, 432 vs. giants, 432 vs. undead, and 206.6 vs. others.
Lvl: 38, HP: 720, SP: 305
We can learn one more spell now, but we need the last necromancer spellbook for that.
We're already done with this dungeon. We recall and go back to Bree. We get rid of Cambeleg and Aiglos, as I don't think we gonna use them and they take two inventory slots to carry. Next time, we'll go the the sunken land of Numenor, where Ar-Pharazon awaits to be killed.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Our next trip is going to be very interesting, as we'll have to cross the western sea to reach the sunken land of Numenor. Since we don't have anything remotely close to recall to, we recall west to Hobbiton and start going even more west. Once we attain the western shore, we turn south. We cross the sea (with a lot of teleporting) until we touch land again. Once at the entrance of the dungeon, we recall to our deepest point. This trip will also be very short, as our deepest point is also the depth of this dungeon's boss. And for sure, Ar Pharazon is here. But first, we have to clear a P pit which happens to be on our path to Ar Pharazon. We get a rusty wand (of Lightning Balls) from the giants, and this sword:
Code:q) the Short Sword 'Felcarin' (1d7) (+12,+16) [+30] <+3, +1> Dropped by an enchantress at 2750 feet (level 55). +3 dexterity. +1 infravision. Slays evil creatures, demons (powerfully). Branded with lightning. Provides resistance to lightning. Cannot be harmed by acid. Slows your metabolism. Speeds regeneration. Grants the ability to sense undead. Grants the ability to sense demons. Combat info: 4.0 blows/round. Average damage/round: 184.8 vs. creatures not resistant to lightning, 167.6 vs. evil creatures, 219.2 vs. demons, and 150.4 vs. others.
Code:q) the Blue Stone of Arent <+5, +1, +2> Dropped by Ar-Pharazôn the Golden at 2750 feet (level 55). +5 intelligence. +1 wisdom. +2 dexterity. Provides immunity to lightning. Provides resistance to acid. Provides protection from fear. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. Grants the ability to sense animals.
Code:r) the Arkenstone of Thráin <+3> Dropped by Ar-Pharazôn the Golden at 2750 feet (level 55). +3 light. Provides resistance to light, dark. Cannot be harmed by fire. Grants the ability to see invisible things. Sustains your life force. Radius 3 light. When activated, it completely lights up and magically maps the current level, sensing all objects. Takes 142 to 280 turns to recharge at your current speed. Your chance of success is 93.4%
Code:s) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3> Dropped by Ar-Pharazôn the Golden at 2750 feet (level 55). +3 dexterity. +3 speed. Provides resistance to acid, shards. Cannot be harmed by acid, fire. Prevents paralysis.
Code:v) the Heavy Crossbow of Thanth (x6) (+10,+16) [+20] <+2> Dropped by Ar-Pharazôn the Golden at 2750 feet (level 55). +2 constitution. +2 shooting power. Provides immunity to fire. Cannot be harmed by acid, fire.
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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Mirkwood is a place full of spiders. But not only. There's an insane presence there near the ruins of Dol Guldur. And it corrupts everything in the area. Once there was an istar full of benevolence living there. Now his soul has been corrupted and he attacks every traveler who dares entering the forest. Hordes of vorpal bunnies and screwy squirrels accompany him. His name is Radagast. He must be stopped. Looking at our map, it seems we already passed near Mirkwood when going to the Heart of the Earth dungeon, so we can recall there directly. Then into the dungeon at a depth of 2750ft. Our goal is 3200ft this time, so we'll probably have to make multiple trips. And the first monster we kill on the level drops Amrod...
Code:o) the Short Bow of Amrod (x4) (+12,+15) <+2> Dropped by a young ethereal drake at 2750 feet (level 55). +2 strength. +2 constitution. +2 shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, fire. Speeds regeneration.
Code:q) the Cloak 'Colluin' [1,+15] Dropped by Arien, Maia of the Sun at 2800 feet (level 56). Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, fire. When activated, it grants temporary resistance to acid, lightning, fire, cold and poison for 20+1d20 turns. Takes 321 turns to recharge at your current speed. Your chance of success is 97.5%
Code:s) the Iron Crown of Earnuin [0,+14] <+3, +5, +2, +1> Dropped by Rogrog the Black Troll at 2800 feet (level 56). +3 strength. +5 wisdom. +2 searching skill. +2 infravision. +5 speed. +1 light. Provides resistance to shards, disenchantment. Cannot be harmed by acid. Sustains intelligence. Makes you fall like a feather. Grants the ability to see invisible things. When aimed, it shoots a radius-2 fire ball that inflicts 144 points of damage at the centre, which your device skill increases by 53 percent. Takes 261 to 319 turns to recharge at your current speed. Your chance of success is 94.0%
Lvl: 39, HP: 742, SP: 313
There's nothing inside the vault, except some minor boots of speed. We find a Spruce staff (of Earthquakes) on the level, as well as some scrolls (of Trap Creation), but that's all. We read the scroll of deep descent to get to 3050ft. A dangerous place with not one, but two graveyards. One has an archlich, the other one a dreadlord, we can probably clear them. The dreadlord is first to come, so we kill him and get this dagger:
Code:t) the Dagger of Linde (1d4) (+8,+17) Dropped by a dreadlord at 3050 feet (level 61). Slays evil creatures, orcs, demons (powerfully), dragons (powerfully). Provides resistance to nexus. Cannot be harmed by acid. Speeds regeneration. Sustains your life force. Grants the ability to sense evil. Grants the ability to sense dragons. When aimed, it creates a line of rock remover, inflicting 20+1d30 points of damage to susceptible monsters, which your device skill increases by 79 percent. Takes 181 to 199 turns to recharge at your current speed. Your chance of success is 96.4% Combat info: 4.0 blows/round. Average damage/round: 156.8 vs. evil creatures, 167.6 vs. orcs, 188.4 vs. demons, 188.4 vs. dragons, and 146.4 vs. others.
Code:r) the Jewel Encrusted Crown of Númenor [0,+18] <+3, +2, +1> Dropped by a vampire lord at 3050 feet (level 61). +3 intelligence. +2 dexterity. +3 searching skill. +1 light. Provides resistance to cold, light, dark, shards. Provides protection from blindness, stunning. Cannot be harmed by acid. Grants the ability to see invisible things. Prevents paralysis.
Code:t) the Metal Cap of Thengel [3,+12] <+3> Found lying on the floor in a pit at 3050 feet (level 61). +3 wisdom. Provides protection from confusion. Cannot be harmed by acid.
Lvl: 40, HP: 761, SP: 321
Two new spells to learn now, but it'll probably be a while before we get our last book. The only dangerous enemy inside the vault apart from more great wyrms is Osse again, and again we teleport him away. The new rod is a Polished Steel rod (of Lightning Balls). We clear the vault without too much trouble, and fill our inventory with artifacts:
Code:o) the Pendant of Norfearan <+4> Found lying on the floor in a vault at 3050 feet (level 61). +4 wisdom. +4 dexterity. +4 tunneling. Provides immunity to acid. Provides resistance to fire, cold, dark, disenchantment. Speeds regeneration.
Code:s) the Hard Leather Cap 'Tarnkappe' [2,+10] <+4> Found lying on the floor in a vault at 3050 feet (level 61). +4 stealth. Provides resistance to dark. Provides protection from blindness. Cannot be harmed by acid. Prevents paralysis.
Code:t) the Set of Gauntlets of Telathang [3,+18] <+3> Found lying on the floor in a vault at 3050 feet (level 61). +3 strength. Cannot be harmed by acid, fire. Sustains constitution. Grants telepathic awareness. When aimed, it shoots a radius-3 frost ball that inflicts 200 points of damage at the centre, which your device skill increases by 91 percent. Takes 307 to 377 turns to recharge at your current speed. Your chance of success is 97.3%
Code:u) the Trident 'Lorlad' (1d10) (+5,+19) <+3, +2> Dropped by a dreadlord at 3050 feet (level 61). +3 intelligence. +2 dexterity. Slays evil creatures, animals, orcs, trolls, giants, dragons, demons (powerfully), undead (powerfully). Branded with lightning. Provides resistance to lightning. Cannot be harmed by acid, fire. Sustains constitution. Grants the ability to see invisible things. Grants the ability to sense evil. Grants the ability to sense orcs. Grants the ability to sense trolls. Grants the ability to sense giants. Grants the ability to sense dragons. When activated, it allows you to randomly breathe fire or nexus for 200 points of damage. Takes 498 to 730 turns to recharge at your current speed. Your chance of success is 95.8% Combat info: 4.0 blows/round. Average damage/round: 216 vs. creatures not resistant to lightning, 192.4 vs. evil creatures, 192.4 vs. animals, 216 vs. orcs, 216 vs. trolls, 216 vs. giants, 216 vs. dragons, 262.8 vs. demons, 262.8 vs. undead, and 168.8 vs. others.
Code:v) the Short Bow of Amras (x3) (+12,+15) <+2, +1> Dropped by a dracolich at 3050 feet (level 61). +2 intelligence. +2 wisdom. +2 dexterity. +1 speed. +1 shooting speed. +1 shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, fire. Slows your metabolism.
Code:q) the Mace 'Glaraglon' (3d4) (+8,+26) [+6] <+5, +1> Dropped by Smaug the Golden at 3050 feet (level 61). +5 strength. +1 infravision. Slays evil creatures, animals, orcs, demons (powerfully). Branded with acid. Provides resistance to fire, nether. Provides protection from fear. Cannot be harmed by acid, fire. Slows your metabolism. Grants the ability to see invisible things. Grants the ability to sense demons. Grants the ability to sense orcs. Combat info: 4.0 blows/round. Average damage/round: 290.8 vs. creatures not resistant to acid, 258.4 vs. evil creatures, 258.4 vs. animals, 290.8 vs. orcs, 356 vs. demons, and 225.6 vs. others.
Code:p) the Morning Star 'Firestar' (2d6) (+15,+17) [+2] Dropped by Smaug the Golden at 3050 feet (level 61). Branded with fire. Provides immunity to fire. Cannot be harmed by acid, fire. When aimed, it shoots a radius-2 fire ball that inflicts 72 points of damage at the centre, which your device skill increases by 81 percent. Takes 56 turns to recharge at your current speed. Your chance of success is 96.6% Combat info: 3.3 blows/round. With +1 STR and +0 DEX you would get 3.5 blows/round. With +0 STR and +1 DEX you would get 3.8 blows/round. Average damage/round: 193.1 vs. creatures not resistant to fire, 270.3 vs. creatures susceptible to fire, and 141.8 vs. others.
Code:t) the Long Bow of Carmarth (x3) (+25,+19) <+2> Found lying on the floor in a vault at 3050 feet (level 61). +2 shooting speed. Provides immunity to cold. Provides resistance to lightning. Cannot be harmed by acid, fire. When activated, it cures blindness and grants the power of telepathy for 24+9d9 turns. Takes 229 to 280 turns to recharge at your current speed. Your chance of success is 94.8%
Code:d) the Mithril Bolt of Thunder (3d5) (+5,+5) Found lying on the floor in a vault at 3100 feet (level 62). Branded with lightning. Cannot be harmed by acid. Returns when thrown. Combat info: 2 shots/round. Hits targets up to 140 feet away. Average damage/round: 433.2 vs. creatures not resistant to lightning, 433.2 vs. undead, and 247.6 vs. others.
Code:p) the Full Plate Armour of Isildur (-3) [62,+25] <+1> Found lying on the floor in a vault at 3100 feet (level 62). +1 constitution. Provides resistance to acid, lightning, fire, cold, sound, nexus. Provides protection from confusion. Cannot be harmed by acid.
Code:s) the Zweihander 'Icon of Life' (4d8) (+0,+0) [+20] <+1> Dropped by a bile demon at 3100 feet (level 62). +1 light. Provides resistance to light, dark, nether, time. Cannot be harmed by acid. Blessed by the gods. Combat info: This weapon should be wielded with both hands. 3.3 blows/round. With +0 STR and +1 DEX you would get 3.8 blows/round. Average damage/round: 118.8.
Code:o) the Ring of Barahir <+1> Found lying on the floor in a vault at 3100 feet (level 62). +1 strength. +1 intelligence. +1 wisdom. +1 dexterity. +1 constitution. +1 stealth. Provides resistance to poison, dark. Cannot be harmed by lightning.
Code:p) the Ring of Fire of Panivien [+7] <+2, +3, +4, +1> Found lying on the floor in a vault at 3100 feet (level 62). +2 strength. +3 intelligence. +4 wisdom. +3 dexterity. +3 constitution. +1 light. Provides resistance to nether, chaos. Provides protection from confusion. Cannot be harmed by lightning. Sustains intelligence. Slows your metabolism. Makes you fall like a feather. Prevents paralysis. Sustains your life force. Grants the ability to sense trolls. When aimed, it shoots a radius-3 fire ball that inflicts 120 points of damage at the centre, which your device skill increases by 31 percent. Takes 234 to 286 turns to recharge at your current speed. Your chance of success is 91.0%
Code:r) the Pick of Erebor <+3, +5, +1> Dropped by a paladin at 3100 feet (level 62). +3 strength. +3 constitution. +5 tunneling. +1 light. Provides resistance to light, dark, chaos. Sustains strength.
Code:r) the Broad Sword of Morostir (9d5) (+19,+19) [+8] <+3, +1> Dropped by a dark elven priest at 3150 feet (level 63). +3 strength. +1 wisdom. +1 dexterity. +3 searching skill. +1 light. Slays animals, trolls, giants, dragons (powerfully). Branded with fire. Provides resistance to fire. Provides protection from fear. Cannot be harmed by acid. Blessed by the gods. Grants the ability to sense trolls. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 525.6 vs. creatures not resistant to fire, 886 vs. creatures susceptible to fire, 405.2 vs. animals, 525.6 vs. trolls, 525.6 vs. giants, 766 vs. dragons, and 284.8 vs. others.
Lvl: 41, HP: 784, SP: 329
We were level 38 when we started the dungeon, this is going very well. The time when we were struggling with double digit hps and bad rolls is long over. We clear the lesser vault and find a ring of speed +9, which replaces the +8 one (we keep our randart ring of fire for pConf). We kill a few adventurers and to prepare the fight with Radagast, we try to raise their corpses and bones... but nothing happens.
After a brief talk with our Dungeon Master, it seems that our Raise Dead spell is broken. We move away from the area, find a quiet room and take a nap.
We wake up and go back to our previous location. We try our raise Dead spell again, and this time it works. We get a skeleton human companion, but he doesn't want to come with us, so we'll leave him behind. We find Radagast and start the nether bolt/drain life combo. He summons some animals, and unfortunately one of his new friends happens to be a jabberwock, so we teleport him away. Then his corrupted mind shows up when he starts summoning... Mirkwood spiders! But they won't help him at this point, as they're instantly wiped by our ice storms. We have to cure the stunning from his ice spears frequently with potions, but life drain and mana resistance work well against his mana bolts. Doesn't take too long to kill him, and we only have to replenish our mana pool twice with potions. He drops one of our midlevel spellbooks, and this flail:
Code:u) the Two-Handed Great Flail of Breva (3d8) (+8,+21) <+2> Dropped by Radagast the Brown at 3200 feet (level 64). +2 strength. +2 intelligence. Slays evil creatures, trolls, dragons, undead, demons (powerfully). Provides protection from confusion. Cannot be harmed by acid, fire. Sustains strength. Prevents paralysis. Grants the ability to sense evil. Grants the ability to sense dragons. Combat info: This weapon should be wielded with both hands. 3.3 blows/round. With +0 STR and +1 DEX you would get 4.0 blows/round. Average damage/round: 248.7 vs. evil creatures, 300 vs. trolls, 300 vs. dragons, 300 vs. undead, 402.5 vs. demons, and 197.8 vs. others.
PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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