[PWMAngband] A necromancer in Middle Earth
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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! -
The dungeon of Mordor is actually located near the Black Gate. We make a quick pit stop in Minas Anor and head north from there. We arrive at the Black Gate, enter Udun and recall down to 3200ft. Right next to Ulik... He's still asleep, but it won't last and if he hits us, we're in big trouble. He hits harder than a greater titan, so we need to take care of him from a safe distance. We phase away, he wakes up, and we use shoot and phase to kill him. We loot this shield from his corpse:
Code:l) the Leather Shield of Sulos [8,+20] <+2, +1> Dropped by Ulik the Troll at 3200 feet (level 64). +2 intelligence. +1 light. Provides immunity to cold. Provides resistance to acid, shards. Cannot be harmed by acid. Grants the ability to see invisible things. Grants telepathy.
Code:b) the Mithril Arrow 'Dailir' (3d4) (+10,+3) Dropped by The Mouth of Sauron at 3250 feet (level 65). Slays demons, dragons, undead. Cannot be harmed by acid, fire. Returns when thrown. Combat info: 3 shots/round. Hits targets up to 120 feet away. Average damage/round: 550.8 vs. demons, 550.8 vs. dragons, 550.8 vs. undead, and 275.4 vs. others.
Code:o) the Metal Scale Mail of Nimar (-2) [38,+18] <+4, +2> Dropped by The Mouth of Sauron at 3250 feet (level 65). +4 constitution. +4 stealth. +2 searching skill. Provides resistance to cold, shards. Cannot be harmed by acid. Speeds regeneration. Grants the ability to sense evil.
Code:s) the Mattock of Ibungwar Dropped by The Mouth of Sauron at 3250 feet (level 65). Prevents paralysis. Grants the ability to sense evil. When activated, it cures 4d8 points of damage and neutralizes poison. Takes 118 to 129 turns to recharge at your current speed. Your chance of success is 92.6%
Code:q) the Iron Crown of Guirech [0,+7] <+4, +1> Dropped by a black wraith at 3250 feet (level 65). +4 dexterity. +1 stealth. +4 searching skill. Provides resistance to acid, lightning, fire, cold, poison, dark, disenchantment. Provides protection from fear, blindness. Cannot be harmed by acid. Prevents paralysis.
Code:t) the Rapier of Aelvas (1d6) (+8,+15) [+40] <+3, +2> Dropped by Saruman of Many Colours at 3250 feet (level 65). +3 strength. +2 constitution. +3 searching skill. Slays evil creatures, undead (powerfully). Provides resistance to fire, dark. Cannot be harmed by acid. Grants the ability to see invisible things. Prevents paralysis. Grants the ability to sense animals. Grants the ability to sense undead. Grants the ability to sense orcs. Combat info: 4.0 blows/round. Average damage/round: 173.6 vs. evil creatures, 218.4 vs. undead, and 158.8 vs. others.
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 7"
And more updates...
We recall somewhere between Mirkwood and the Heart of the Earth, head northwest and soon reach Erebor. We should be prepared to fight a lot of dragons in this mountainous dungeon, as our target is none other than their father, Glaurung. We recall down to 3250ft, and our goal here is 3500ft. Wyrms are now in depth, and there are two on this level, as well as a lesser vault. We clear the vault and kill the wyrms, but get nothing worth mentioning from them except some experience, enough for use to reach:
Lvl: 42, HP: 809, SP: 337
As a Thunderlord, we will now require massive amounts of experience to level up, so juicy wyrms are more than welcome to lower our burden. Next level has two lesser vaults, and of course more dragons. An ancient black dragon drops a scroll of deep descent, and we will read it once we're done here. From the first vault, we get a Tungsten rod (of Fire Balls) and this Elfstone:
Code:q) the Elfstone 'Silin' [+10] <+3, +2, +4, +5> Found lying on the floor in a vault at 3300 feet (level 66). +3 strength. +2 intelligence. +3 wisdom. +4 dexterity. +5 constitution. Provides resistance to acid, light, dark. Provides protection from fear. When activated, it allows you to randomly breathe fire or nexus for 200 points of damage. Takes 516 to 756 turns to recharge at your current speed. Your chance of success is 92.8%
Code:p) the Black Ring of Power of Barnor <+2, +5, +1, +4> Dropped by The Witch-King of Angmar at 3500 feet (level 70). +2 strength. +5 intelligence. +1 dexterity. +4 searching skill. +2 speed. +1 light. Provides immunity to acid, lightning. Provides resistance to fire, cold, poison, dark, nether. Cannot be harmed by lightning. Sustains wisdom, dexterity. Prevents paralysis. Aggravates nearby creatures. Grants the ability to sense demons. Grants telepathic awareness. When activated, it destroys a radius-15 circular area around you and blinds you for 10+1d10 turns. Takes 372 to 456 turns to recharge at your current speed. Your chance of success is 98.1%
Code:u) the Blade of Chaos 'Hunger Strike' (6d5) (+32,+32) <+2> Dropped by The Witch-King of Angmar at 3500 feet (level 70). +2 strength. +2 dexterity. +2 speed. Slays evil creatures. Provides resistance to chaos. Cannot be harmed by acid. Slows your metabolism. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. Combat info: 4.0 blows/round. Average damage/round: 390.8 vs. evil creatures, and 308.8 vs. others.
Code:t) the Set of Gauntlets 'Pauraegen' [3,+14] <+1> Dropped by Glaurung, Father of the Dragons at 3500 feet (level 70). +1 light. Provides resistance to lightning, light. Cannot be harmed by acid, fire. Prevents paralysis. When aimed, it shoots a beam of lightning that inflicts 6d6 points of damage, which your device skill increases by 93 percent. Takes 25 to 44 turns to recharge at your current speed. Your chance of success is 97.5%
Code:v) the Great Axe 'Mirnin' (6d6) (+18,+11) <+4, +1> Dropped by Glaurung, Father of the Dragons at 3500 feet (level 70). +4 intelligence. +1 infravision. +1 light. Slays evil creatures, trolls, giants, demons (powerfully), dragons (powerfully). Branded with poison. Provides resistance to chaos. Cannot be harmed by acid, fire. Makes you fall like a feather. Grants the ability to sense evil. Grants the ability to sense dragons. When activated, it cures blindness and grants or extends the power to see invisible for 12+2d6 turns. Takes 210 to 233 turns to recharge at your current speed. Your chance of success is 95.0% Combat info: This weapon should be wielded with both hands. 3.8 blows/round. With +0 STR and +1 DEX you would get 4.0 blows/round. Average damage/round: 398.5 vs. creatures not resistant to poison, 307.2 vs. evil creatures, 398.5 vs. trolls, 398.5 vs. giants, 581.3 vs. demons, 581.3 vs. dragons, and 216.1 vs. others.
Code:q) the Kolla of Teindon [3,+21] <+1> Dropped by a great bile wyrm at 3500 feet (level 70). +1 strength. +1 wisdom. +1 dexterity. +1 constitution. +1 light. Provides resistance to acid, cold, shards. Cannot be harmed by acid, fire. Sustains strength, dexterity, constitution.
Code:l) the Black Ring of Power of Vaneleb <+5, +3, +1, +2> Dropped by Dwar, Dog Lord of Waw at 3500 feet (level 70). +5 strength. +3 intelligence. +5 wisdom. +3 constitution. +1 searching skill. +2 speed. Provides resistance to acid, lightning, cold, light, dark, nether. Provides protection from fear, blindness, confusion. Cannot be harmed by lightning. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. Aggravates nearby creatures. Grants the ability to sense animals. Grants the ability to sense giants. Grants telepathic awareness. When activated, it cures 500 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness, confusion and amnesia. Takes 421 to 518 turns to recharge at your current speed. Your chance of success is 98.1%
Code:s) the Steel Helm of Hammerhand [9,+20] <+3> Found lying on the floor in a vault at 3500 feet (level 70). +3 strength. +3 dexterity. +3 constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid. Prevents paralysis.
With this, we're done with Erebor. We recall back to Bree, where we have a bit of inventory/house management to do. We buy a bigger house, transfer our randarts in it and drop the ones we don't need from our inventory. We now have 30 potions of healing stored in our house, so we can start carrying some for harder fights. We take a quick rest and then prepare for our next destination: the Sacred Land Of Mountains.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 destination... is the home of the Thunderlords! Our home... We have a recall point close to it, so we recall there and go west until we reach the Sacred Land Of Mountains. In our absense, a rebel Thunderlord has usurped the throne of our land. Our throne... He must be punished. We recall to 3500ft, and our goal is 3600ft. Here's Osse, but for now we skip him. We clear a minor vault and we find a ring of speed +11, an Aspen staff (of Banishment), a Hickory staff (of Healing), and a book of magic spells (Mordekainen's Escapes). Finally we decide that it's time to take down Osse once and for all. During the fight, we have to empty our healing staff and use four out of the five healing potions we were carrying, but we finally get rid of the annoying Maia. And all we get for our effort is this lance...
Code:r) the Lance 'Angar' (3d10) (+15,+12) Dropped by Ossë, Herald of Ulmo at 3500 feet (level 70). Slays evil creatures, undead (powerfully). Provides immunity to acid. Provides resistance to poison, nexus. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Grants the ability to sense evil. When aimed, it shoots a bolt of magical energy that inflicts 150 points of damage, which your device skill increases by 83 percent. Takes 279 to 341 turns to recharge at your current speed. Your chance of success is 96.8% Combat info: This weapon should be wielded with both hands. 3.3 blows/round. With +0 STR and +1 DEX you would get 4.0 blows/round. Average damage/round: 250.7 vs. evil creatures, 442.2 vs. undead, and 187.1 vs. others.
Lvl: 43, HP: 831, SP: 345
And now we have three spells we cannot learn. We kill the Learnean Hydra easily, and take the closest stairs to 3600ft. Two minor vaults, a hydra pit, and Trone, the Rebel Thunderlord are on the level. But the first thing we find in the room we landed are these boots:
Code:s) the Pair of Iron Shod Boots of Eondorien [4,+16] <+10> Found lying on the floor in a vault at 3600 feet (level 72). +10 speed. Cannot be harmed by acid, fire. Sustains intelligence.
Code:q) the Necklace of Doron <+3, +4, +1> Found lying on the floor in a vault at 3600 feet (level 72). +3 wisdom. +4 dexterity. +3 constitution. +1 light. Provides immunity to fire. Provides resistance to chaos. Sustains strength. Prevents paralysis. When activated, it cures 500 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness, confusion and amnesia. Takes 444 to 546 turns to recharge at your current speed. Your chance of success is 94.1%
Code:r) the Mithril Shield of Nibunin [16,+28] Dropped by a great bile wyrm at 3600 feet (level 72). Provides resistance to acid, fire, cold. Cannot be harmed by acid. Makes you fall like a feather. Speeds regeneration. Prevents paralysis. Grants the ability to sense animals.
Code:m) the Amulet of Carlammas <+1, +3> Dropped by a blue Thunderlord at 3600 feet (level 72). +1 strength. +3 constitution. Provides resistance to fire. When activated, it grants or extends protection from evil for 129+1d25 turns. Takes 723 to 1440 turns to recharge at your current speed. Your chance of success is 94.1%
Code:o) the Augmented Chain Mail 'Nienegion' (-2) [42,+15] <+3> Dropped by Trone, the Rebel Thunderlord at 3600 feet (level 72). +3 constitution. Provides immunity to acid. Provides resistance to fire, light, dark, sound. Cannot be harmed by acid. Slows your metabolism.
Code:p) the Soft Leather Armour of Scarlet Order [8,+20] <+2> Dropped by Trone, the Rebel Thunderlord at 3600 feet (level 72). +2 strength. +2 dexterity. Provides resistance to lightning, fire, cold. Provides protection from confusion. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis. Sustains your life force.
Code:v) the Quarterstaff 'Eriril' (1d11) (+13,+15) <+4, +1> Dropped by Trone, the Rebel Thunderlord at 3600 feet (level 72). +4 intelligence. +4 wisdom. +1 light. Slays evil creatures. Provides resistance to light. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Grants the ability to sense evil. When activated, it detects all treasure and objects in the immediate area. Takes 163 to 320 turns to recharge at your current speed. Your chance of success is 96.8% Combat info: This weapon should be wielded with both hands. 4.0 blows/round. Average damage/round: 210.8 vs. evil creatures, and 184.4 vs. others.
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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This time, we have an evil necromancer to kill. We recall into the Mirkwood forest and head south. We make a small stop at the town of Lothlorien, then go east to the tower of Dol Guldur. We recall at 3600ft, with nothing really noticeable except a huge starbust room where the stairs down are. But we won't need to go there, as a dread kindly drops a scroll of deep descent for us. We read it and end up at 3750ft, where we detect the evil Necromancer of Dol Guldur... along with Thuringwethil, Cantoras and a pit fiend. A nasty vault it seems... We wait for our arkenstone to recharge, and reveal the layout of the level. The Necromancer of Dol Guldur is alone in a gorth room. Thuringwethil is also alone in another room. Cantoras and the rest of the nasties are in a lesser vault in a third part of the level. We'll do it one by one. First, we kill a sorcerer and reach...
Lvl: 44, HP: 850, SP: 353
More hps is always better. Now we need over a million experience to level up again. But it's fine, we have more dungeons to visit. Our necromancer friend doesn't find a path to us, he's probably blocked by the pools of water we can find in the dungeon. We'll engage combat at range then. He completely forgets he can cast nasty spells and just creates traps, and launches a few nether balls we immediately cure with life drain. Hell... the nightwalker he summoned at the end (which we didn't manage to convert to friendly) did a better job at trying to kill us. We don't get any drops from him (he dropped some spellbooks that were squelched), but in the gorth we find this:
Code:p) a Scythe of Slicing (Holy Avenger) (8d6) (+15,+18) [+3] <+3> Found lying on the floor of a special room at 3750 feet (level 75). +3 wisdom. Slays evil creatures, demons, undead. Provides protection from fear. Sustains intelligence. Grants the ability to see invisible things. Blessed by the gods. Grants the ability to sense undead. Grants the ability to sense demons. Combat info: This weapon should be wielded with both hands. 3.3 blows/round. With +0 STR and +1 DEX you would get 4.0 blows/round. Average damage/round: 357.9 vs. evil creatures, 464.2 vs. demons, 464.2 vs. undead, and 251.4 vs. others.
Code:p) the Pair of Leather Boots 'Elemenen' [2,+21] <+6> Dropped by Thuringwethil, the Vampire Messenger at 3750 feet (level 75). +6 speed. Provides resistance to disenchantment. Cannot be harmed by acid, fire.
Code:f) the Rock 'Crusher' (3d6) (+10,+10) Found lying on the floor in a vault at 3750 feet (level 75). Cannot be harmed by acid. Returns when thrown.
Code:t) the Zweihander 'Arion' (3d8) (+8,+16) <+3> Dropped by Cantoras, the Skeletal Lord at 3750 feet (level 75). +3 tunneling. Slays evil creatures, animals, orcs. Branded with cold. Provides resistance to cold, light, chaos. Cannot be harmed by acid. Prevents paralysis. Grants the ability to sense animals. Grants the ability to sense giants. Combat info: This weapon should be wielded with both hands. 3.8 blows/round. With +0 STR and +1 DEX you would get 4.0 blows/round. Average damage/round: 329.4 vs. creatures not resistant to cold, 502.2 vs. creatures susceptible to cold, 271.8 vs. evil creatures, 271.8 vs. animals, 329.4 vs. orcs, and 214.2 vs. others.
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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Dump is here: http://angband.oook.cz/ladder-show.php?id=14664.
Note: this overwrote an old char, the comments about an ironman sorceror are now irrelevant.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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PowerWyrm mentioned wielding an Amulet of DOOM, so I believe they're taking advantage of a rare effect in ToME-alikes, where uncursing a cursed item has a small chance to flip the pluses on it. Amulets of DOOM impose large penalties to all stats, and they can re-curse themselves when uncursed, so you can just sit around, uncursing the amulet, until its stats flip, and suddenly you have an amulet of e.g. +5 to all stats.Comment
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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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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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For our next destination, we'll have a bit of walking to do. Our closest recall point is the Illusory Castle, then we need to go south for a while. Then east through the Gap of Rohan. And we reach the entrance to the Paths of the Dead. We recall to 3750ft, our goal being 3850ft this time. Our ESP hat detects Harowen and Khamul in the distance. Harowen is already heading towards us. We get rid of him easily and pick up his loot:
Code:m) the Set of Gauntlets 'Lastelome' (+5,+5) [3,+19] <+5> Dropped by Harowen the Black Hand at 3750 feet (level 75). +5 strength. Cannot be harmed by acid, fire. Prevents paralysis.
Code:n) the Pair of Witan Boots of Seven League [10,+16] <-2, +4> Dropped by Harowen the Black Hand at 3750 feet (level 75). -2 stealth. +4 speed. Provides resistance to lightning, cold, light. Provides protection from stunning. Cannot be harmed by acid, fire. Makes you fall like a feather. Prevents paralysis.
Code:) the Black Ring of Power of Tircholir (+8,+5) <+3, +2> Dropped by Khamûl, the Black Easterling at 3750 feet (level 75). +3 strength. +3 dexterity. +2 constitution. +3 infravision. +3 tunneling. Provides resistance to lightning, poison, dark, chaos. Cannot be harmed by lightning. Sustains wisdom, constitution. Slows your metabolism. Makes you fall like a feather. Speeds regeneration. Aggravates nearby creatures. Grants the ability to sense evil. Grants telepathic awareness.
Code:p) the Short Sword 'Sting' (1d7) (+7,+8) <+1, +3, +2> Dropped by Khamûl, the Black Easterling at 3750 feet (level 75). +1 strength. +1 dexterity. +1 constitution. +3 speed. +2 attack speed. +1 light. Slays evil creatures, animals, orcs, undead. Provides resistance to light. Provides protection from fear. Cannot be harmed by acid. Grants the ability to see invisible things. Prevents paralysis. Combat info: 6.0 blows/round. Average damage/round: 223.8 vs. evil creatures, 223.8 vs. animals, 250.2 vs. orcs, 250.2 vs. undead, and 198 vs. others.
Code:q) the Pair of Iron Shod Boots of Gimli (+5,+5) [4,+30] <+3> Dropped by a dreadlord at 3800 feet (level 76). +3 strength. +3 searching skill. +3 infravision. +3 tunneling. Cannot be harmed by acid, fire. When activated, it maps out a portion of the level around you. Takes 153 to 300 turns to recharge at your current speed. Your chance of success is 96.6%
Code:t) the Halberd of Vorie (3d7) (+17,+14) <+5, +2, +3> Dropped by a dreadmaster at 3800 feet (level 76). +5 strength. +5 wisdom. +2 dexterity. +3 constitution. Slays evil creatures, demons (powerfully). Provides resistance to sound, chaos. Provides protection from confusion. Cannot be harmed by acid, fire. Speeds regeneration. Grants the ability to see invisible things. Blessed by the gods. Aggravates nearby creatures. Grants the ability to sense animals. Grants the ability to sense demons. Combat info: This weapon should be wielded with both hands. 4.0 blows/round. Average damage/round: 251.6 vs. evil creatures, 414 vs. demons, and 197.6 vs. others.
Code:u) the Morning Star of Bellothil (4d6) (+13,+32) [+11] <+2> Dropped by a dread at 3800 feet (level 76). +2 infravision. +2 speed. Slays giants, dragons, undead. Cannot be harmed by acid, fire. Sustains wisdom, constitution. Grants the ability to see invisible things. Grants the ability to sense giants. Grants the ability to sense dragons. When activated, it restores all stats to maximum. Takes 356 to 478 turns to recharge at your current speed. Your chance of success is 97.1% Combat info: 4.0 blows/round. Average damage/round: 412.8 vs. giants, 412.8 vs. dragons, 412.8 vs. undead, and 286.8 vs. others.
Code:p) the Iron Helm of Knowledge [7,+20] <+1> Dropped by Tselakus, the Dreadlord at 3800 feet (level 76). +1 light. Cannot be harmed by acid. Identifies all items for you. When activated, it detects all treasure, objects and monsters in the immediate area, and maps out a small portion of the level around you. Takes 114 to 222 turns to recharge at your current speed. Your chance of success is 95.1%
Lvl: 45, HP: 875, SP: 361
That's roughly half the experience required to advance to level 50... but we'll get there eventually. The third spiral is cleared, and we continue splattering more undead. Unfortunately, the mace of disruption in the fourth spiral is only magical. It does over 500 vs undead though... All is left now is clear the right part. And the first thing we find could be useful...
Code:v) the Mattock of Náin <+4, +6> Found lying on the floor in a vault at 3800 feet (level 76). +4 strength. +4 searching skill. +4 infravision. +6 tunneling. Provides resistance to dark, disenchantment. Grants the ability to sense orcs. When aimed, it creates a line of rock remover, inflicting 20+1d30 points of damage to susceptible monsters, which your device skill increases by 48 percent. Takes 5 turns to recharge at your current speed. Your chance of success is 93.4%
Code:n) the Set of Leather Gloves of Ekkas [1,+8] <+2, +6> Found lying on the floor in a vault at 3800 feet (level 76). +2 strength. +2 constitution. +6 mana capacity. Provides resistance to cold, dark, shards, chaos. Provides protection from fear. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to sense animals. When aimed, it shoots a bolt of magical energy that inflicts 150 points of damage, which your device skill increases by 97 percent. Takes 252 to 308 turns to recharge at your current speed. Your chance of success is 97.8%
Code:v) the Sling 'Helin' (x2) (+21,+14) <+3, +1> Found lying on the floor in a vault at 3800 feet (level 76). +3 strength. +3 constitution. +1 shooting speed. Provides resistance to acid, sound. Cannot be harmed by acid, fire. Sustains strength. Speeds regeneration.
Code:s) the Glaive of Pain (9d6) (+0,+30) Found lying on the floor at 3850 feet (level 77). Cannot be harmed by acid, fire. Combat info: 4.0 blows/round. Average damage/round: 354.
Code:q) the Band of Haeredil <+4, +3> Dropped by Feagwath, the Undead Sorcerer at 3850 feet (level 77). +4 strength. +3 intelligence. +3 dexterity. +3 constitution. It brands your melee attacks with lightning. Provides resistance to lightning, dark, sound, disenchantment. Cannot be harmed by lightning. Sustains constitution. Sustains your life force. Grants the ability to sense evil.
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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Time to say goodbye to Bree. We collect everything that was stored in one of our houses and sell that house. We recall to Carn Dum, go south to the closest suburb area and buy the biggest house we can afford. It takes us many trips from Bree to Carn Dum, but we manage to move everything we own to our new house. We sell the second house we had near Bree and say goodbye to the area. Back to Carn Dum, we reorganize our house and pick up consumables for the next dive. Including scrolls of deep descent to skip floors until 4500ft, where we hope to get our last spellbook. We try to recharge our staff of healing but fail, so we take a few potions of healing for emergencies. We enter the town, check the shops and recall in the dungeon. We don't get distracted by the two dragon pits on the level and immediately read three scrolls of deep descent to dive directly to 4600ft. We are immediately aware of Carcharoth, Draugluin and Ungoliant. And soon we also spot Maeglin, which is awake and heading for us. At this depth, he's able to summon very nasty stuff... and he does. Soon we have to deal with an ancient shadow wyrm, and since we don't want more ancient wyrms around, we teleport him away. While we do this, Carcharoth sneakily moves in sight and starts breathing darkness at us. That's bad. We phase away, and since we land closer to Carcharoth, we simply also teleport him away. We retreat in a corridor to leave the summons behind and start bashing Maeglin with our sword again. Soon he flees, but instantly summons a pack of liches. And his summons are back. But before we can act, a crypt thing teleports us away. This will give us some respite. Soon Maeglin has found us again, but he's down to 10% of his health and dies in a few rounds. Draugluin has followed him, but we need some rest before we can take him down, so we teleport him away. We look at Maeglin's drop, which consist of a +13 speed ring (we replace our old +11 one), and this crossbow:
Code:r) the Heavy Crossbow of the Goblins (x5) (+10,+22) <+1> Dropped by Maeglin, the Traitor of Gondolin at 4600 feet (level 92). +1 shooting power. Slays demons, dragons. Branded with cold. Provides resistance to disenchantment. Cannot be harmed by acid, fire. Speeds regeneration.
Lvl: 46, HP: 897, SP: 369
Looking around on the level, we also find an Amber amulet (of the Magi), some spellbooks for other classes, and this DSM:
Code:o) the Green Dragon Scale Mail 'Green Heart' (-2) [20,+25] <+2> Found lying on the floor in a vault at 4600 feet (level 92). +2 speed. Provides resistance to poison, time. Makes you fall like a feather. Grants the ability to sense orcs. When aimed, it allows you to breathe poison for 150 points of damage. Takes 175 turns to recharge at your current speed. Your chance of success is 93.4%
Code:q) the Beaked Axe of Théoden (2d8) (+8,+10) <+3> Found lying on the floor of a cavern at 4650 feet (level 93). +3 wisdom. +3 constitution. Slays dragons. Cannot be harmed by acid, fire. Slows your metabolism. Grants telepathy. When activated, it inflicts 120 points of damage on a single creature that is not undead, a demon, a golem, an elemental or a vortex. Takes 140 turns to recharge at your current speed. Your chance of success is 97.1% Combat info: This weapon should be wielded with both hands. 4.0 blows/round. Average damage/round: 244 vs. dragons, and 164 vs. others.
Code:q) the Pike of Vientir (2d7) (+16,+16) [+8] <+5, +4, +2> Dropped by a great hell wyrm at 4700 feet (level 94). +5 wisdom. +4 dexterity. +2 constitution. Slays animals, demons. Branded with acid, cold. Provides resistance to acid, lightning, fire, cold, nether. Cannot be harmed by acid, fire. Sustains wisdom, constitution. Grants the ability to see invisible things. Blessed by the gods. Grants telepathy. Combat info: This weapon should be wielded with both hands. 4.0 blows/round. Average damage/round: 257.6 vs. creatures not resistant to acid, 257.6 vs. creatures not resistant to cold, 364 vs. creatures susceptible to cold, 222 vs. animals, 257.6 vs. demons, and 186.8 vs. others.
Code:o) the Band of Tulkas <+4> Dropped by The Tarrasque at 4700 feet (level 94). +4 strength. +4 dexterity. +4 constitution. Provides protection from fear. Cannot be harmed by lightning. When activated, it grants or extends haste (+10 to speed) for 75+1d75 turns. Takes 604 to 1200 turns to recharge at your current speed. Your chance of success is 92.1%
Code:u) the Great Hammer of Andil (8d1) (+13,+21) [+13] <+4, +2> Dropped by a dreadlord at 4700 feet (level 94). +4 dexterity. +2 constitution. Slays evil creatures, undead, demons (powerfully), dragons (powerfully). Provides resistance to acid. Provides protection from blindness. Cannot be harmed by acid, fire. Grants the ability to sense demons. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 247.2 vs. evil creatures, 283.2 vs. undead, 355.6 vs. demons, 355.6 vs. dragons, and 211.2 vs. others.
Lvl: 47, HP: 921, SP: 377
We finish off the few drujs remaining in the pit and collect more loot:
Code:g) the Shuriken of the Black Ninja (5d6) (+15,+5) Found lying on the floor in a pit at 4700 feet (level 94). Slays orcs, trolls, giants. Branded with poison. Cannot be harmed by acid. Returns when thrown.
Code:p) the Soft Leather Armour 'Gillaian' [8,+42] Found lying on the floor in a pit at 4700 feet (level 94). Provides resistance to nexus. Cannot be harmed by acid, fire.
Code:n) the Cloak 'Himogron' [1,+16] <+3, +4, +2> Dropped by Ithaqua the Windwalker at 4700 feet (level 94). +3 intelligence. +4 constitution. +2 stealth. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis.
Code:p) the Set of Leather Gloves 'Soul Grip' [1,+19] <+4> Dropped by Ithaqua the Windwalker at 4700 feet (level 94). +4 wisdom. It causes your melee attacks to slay undead (powerfully). Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis. Grants the ability to sense undead.
Code:r) the Great Hammer of Falion (8d1) (+10,+18) Dropped by Ithaqua the Windwalker at 4700 feet (level 94). Slays evil creatures, animals, giants, demons (powerfully), dragons (powerfully), undead (powerfully). Branded with weak lightning. Provides immunity to lightning. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to sense evil. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 232.8 vs. creatures not resistant to lightning, 232.8 vs. evil creatures, 232.8 vs. animals, 268.8 vs. giants, 340.8 vs. demons, 340.8 vs. dragons, 340.8 vs. undead, and 196.8 vs. others.
Code:t) the Long Bow of Aglaur (x4) (+10,+19) <+4, +1> Dropped by a knight Templar at 4700 feet (level 94). +4 stealth. +1 shooting power. Provides resistance to fire, chaos. Provides protection from confusion. Cannot be harmed by acid, fire. Sustains constitution. Grants the ability to see invisible things. Grants the ability to sense dragons. When activated, it turns your skin to stone (a bonus of +40 to AC, and a penalty of -5 to speed) for 60+1d40 turns. Takes 147 to 162 turns to recharge at your current speed. Your chance of success is 89.3%
Code:p) the Dracolisk Scale Mail of Arosgalon (-2) [32,+31] <+1> Dropped by Vecna, the Emperor Lich at 4700 feet (level 94). +1 light. Provides immunity to fire. Provides resistance to poison, dark, nexus, chaos. When activated, it allows you to randomly breathe fire or nexus for 200 points of damage. Takes 200 turns to recharge at your current speed. Your chance of success is 91.6%
Code:o) the Robe of Piety [2,+15] <+4> Dropped by Carcharoth, the Jaws of Thirst at 4700 feet (level 94). +4 intelligence. +4 wisdom. Provides resistance to fire, cold. Cannot be harmed by acid, fire. Speeds regeneration.
Code:r) the Iron Helm of Eardar [7,+36] <+5, +3, +1> Dropped by Carcharoth, the Jaws of Thirst at 4700 feet (level 94). +5 strength. +3 wisdom. +1 constitution. +3 searching skill. +3 speed. Provides resistance to dark. Provides protection from blindness. Cannot be harmed by acid. Slows your metabolism.
Code:t) the Quarterstaff of Ilost (2d11) (+14,+12) Found lying on the floor in a vault at 4700 feet (level 94). Slays evil creatures, giants, demons, undead (powerfully). Branded with weak poison. Provides resistance to chaos. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Prevents paralysis. Grants the ability to sense undead. Grants the ability to sense demons. Grants the ability to sense giants. Combat info: This weapon should be wielded with both hands. 4.0 blows/round. Average damage/round: 238.8 vs. creatures not resistant to poison, 238.8 vs. evil creatures, 292 vs. giants, 292 vs. demons, 397.6 vs. undead, and 186 vs. others.
Code:i) the Crystal Dragon Scale Mail of Laquenya (-2) [20,+23] <+4, +3, +5> Dropped by Fundin Bluecloak at 4700 feet (level 94). +4 intelligence. +3 constitution. +5 speed. Provides resistance to sound, shards. When aimed, it allows you to breathe shards for 150 points of damage. Takes 200 turns to recharge at your current speed. Your chance of success is 93.6%
Code:p) the Set of Alchemist's Gloves of Galmaedh (+10,+11) [0,+14] <+3> Dropped by Fundin Bluecloak at 4700 feet (level 94). +3 dexterity. Cannot be harmed by acid, fire.
Code:q) the Mage Staff of Aregrinin (1d1) (+0,+0) <+2, +1> Dropped by Fundin Bluecloak at 4700 feet (level 94). +2 strength. +1 intelligence. +2 searching skill. Provides immunity to cold. Cannot be harmed by acid, fire. Speeds regeneration. Grants the ability to sense evil. Grants telepathic awareness. Combat info: This weapon should be wielded with both hands. 4.0 blows/round. Average damage/round: 84.
Code:u) the Pick of the Elven Ranger <+2> Dropped by Fundin Bluecloak at 4700 feet (level 94). +2 strength. +2 intelligence. +2 searching skill. +2 tunneling. Sustains intelligence, wisdom.
Code:h) the Ring of Firmament of Erethlon <+4, +2, +3> Found lying on the floor in a vault at 4700 feet (level 94). +4 strength. +2 wisdom. +3 dexterity. +4 speed. Provides immunity to lightning, cold. Provides resistance to sound, disenchantment. Cannot be harmed by lightning. Sustains intelligence, dexterity. Slows your metabolism. Speeds regeneration. Prevents paralysis. When activated, it attempts to magically enhance a weapon's to-dam bonus 1 time(s). Takes 656 to 960 turns to recharge at your current speed. Your chance of success is 89.1%
Code:n) the Main Gauche of Haldal (1d5) (+12,+10) <+2, +3> Dropped by a young crystal drake at 4700 feet (level 94). +2 strength. +3 speed. Slays dragons (powerfully). Provides protection from stunning. Cannot be harmed by acid. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 187.6 vs. dragons, and 136 vs. others.
Code:n) the Cloak of Thingol [1,+18] <+3> Dropped by Tiamat, Celestial Dragon of Evil at 4750 feet (level 95). +3 dexterity. Provides resistance to acid, fire, cold. Cannot be harmed by acid, fire. Prevents paralysis. When activated, it tries to recharge a wand or staff, destroying the wand or staff on failure. Takes 252 turns to recharge at your current speed. Your chance of success is 98.3%
Code:p) the Mage Staff 'Cobalt Focus' (1d1) (+0,+0) <+3> Dropped by a Great Wyrm of Many Colours at 4750 feet (level 95). +3 strength. +3 intelligence. Provides immunity to cold. Provides resistance to lightning, mana. Provides protection from fear. Cannot be harmed by acid, fire. Speeds regeneration. Grants the ability to see invisible things. Combat info: This weapon should be wielded with both hands. 4.0 blows/round. Average damage/round: 84.
Code:r) the Long Sword of Tirumbar (3d5) (+22,+14) <+2, +3, +4> Dropped by a great swamp wyrm at 4750 feet (level 95). +2 strength. +3 intelligence. +4 wisdom. +3 dexterity. +2 constitution. +3 stealth. Slays trolls, demons (powerfully), dragons (powerfully). Provides immunity to lightning. Provides resistance to poison, disenchantment. Cannot be harmed by acid. Grants the ability to see invisible things. Sustains your life force. Blessed by the gods. Grants the ability to sense demons. Grants the ability to sense dragons. Combat info: 4.0 blows/round. Average damage/round: 264 vs. trolls, 344.4 vs. demons, 344.4 vs. dragons, and 183.2 vs. others.
Lvl: 48, HP: 945, SP: 377
The Deep Crypt simply has no items, so we destruct it along with all the undead inside. We open a chest... for a copy of Kelek's (*sigh*) and the shield of Gil-Galad!
Code:o) the Mithril Shield of Gil-galad [16,+20] <+5, +1> Taken from a chest found at 4750 feet (level 95). +5 wisdom. +1 light. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid. Sustains wisdom, dexterity. When activated, it fires a line of light in all eight cardinal directions, inflicting 10d8 points of damage on creatures caught in one of the lines. Takes 350 turns to recharge at your current speed. Your chance of success is 92.5%
Code:t) the Cutlass of Dalduren (1d8) (+10,+16) [+2] <+3, +5, +1> Dropped by Lungorthin, the Balrog of White Fire at 4750 feet (level 95). +3 wisdom. +5 constitution. +1 tunneling. Slays undead. Provides resistance to nether. Cannot be harmed by acid. Slows your metabolism. Blessed by the gods. Combat info: 4.0 blows/round. Average damage/round: 209.6 vs. undead, and 170.4 vs. others.
Code:v) the Short Bow 'Tunglan' (x2) (+9,+26) <+4, +2> Dropped by Gothmog, the High Captain of Balrogs at 4750 feet (level 95). +4 dexterity. +2 shooting speed. Branded with weak lightning. Provides resistance to acid, lightning, fire, cold, disenchantment. Provides protection from fear. Cannot be harmed by acid, fire. Grants the ability to see invisible things.
Code:p) the Set of Gauntlets of Berchod (+8,+11) [3,+20] <+3> Dropped by a Maia at 4750 feet (level 95). +3 constitution. +3 tunneling. Provides protection from fear. Cannot be harmed by acid, fire. Sustains intelligence. Grants the ability to sense giants. Grants telepathic awareness. When aimed, it shoots a radius-2 frost ball that inflicts 48 points of damage at the centre, which your device skill increases by 61 percent. Takes 260 to 288 turns to recharge at your current speed. Your chance of success is 94.8%
Code:t) the Blade of Chaos of Aendronde (6d5) (+11,+11) <+3, +1> Dropped by a maulotaur at 4750 feet (level 95). +3 dexterity. +1 attack speed. Provides resistance to chaos. Cannot be harmed by acid. Grants telepathy. Combat info: 5.0 blows/round. Average damage/round: 263.5.
Code:j) the Balance Dragon Scale Mail 'Mediator' (-2) [50,+25] Dropped by Polyphemus, the Blind Cyclops at 4750 feet (level 95). Provides resistance to sound, shards, nexus, chaos, disenchantment. Slows your metabolism. Speeds regeneration. Prevents paralysis. When activated, it shoots a radius-3 lightning ball that inflicts 150 points of damage in all eight cardinal directions, which your device skill increases by 16 percent. Takes 165 turns to recharge at your current speed. Your chance of success is 88.4%
Code:k) the Soft Leather Armour of Barnin [8,+11] <+1> Dropped by Polyphemus, the Blind Cyclops at 4750 feet (level 95). +1 stealth. Provides resistance to acid, lightning, fire, cold, poison, sound. Provides protection from fear, blindness, stunning. Cannot be harmed by acid, fire. Sustains strength.
Code:j) the Full Plate Armour of Belkaist (-3) [62,+10] <+2> Dropped by a Blue Wizard at 4750 feet (level 95). +2 constitution. Provides resistance to cold, sound, chaos, disenchantment. Provides protection from stunning. Cannot be harmed by acid. Makes you float just above the floor. Grants the ability to see invisible things. When activated, it attempts to put to sleep all monsters around you. Takes 208 to 230 turns to recharge at your current speed. Your chance of success is 94.3%
Code:n) the Metal Cap of Celebrimbor [3,+18] <+2, +3> Dropped by a Blue Wizard at 4750 feet (level 95). +2 intelligence. +2 dexterity. +3 searching skill. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid.
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 4750ft. We have a thunder dragon pit, a minor vault with Ungoliant inside, and a larger vault that could have goodies inside. Thranduil also reveals Pazuzu inside the larger vault. Since there are ancient wyrms inside the pit, it gets promptly destroyed. We kill a grand master thief and get a Gnarled staff (of the Magi). Not really useful now that we have over 40 potions of restore mana, the stack will probably last us for the rest of the game. We approach the large vault and enter it from the top, without noticing a mandragora in the corridor below us. And soon the shriek it makes wakes up everything in the vicinity, including of course everything in the vault. Fortunately, we have 11 rods of teleport other now. We'll have to be careful though, as there is a true believer in the vault, and he can easily disrupt our spells. We wait a bit, and he finds the way to us. Since he's far away in the corridor, we prompty tell him to go elsewhere so we can use our spells and clear the vault. Next in line is Pazuzu, and we make good use of our demon slaying arrow. He doesn't drop anything that isn't squelched though. The rest of the vault doesn't pose any problem, but except a few artifacts, we find nothing useful inside.
Code:m) the Augmented Chain Mail of Caspanion (-2) [42,+20] <+2, +3> Found lying on the floor in a vault at 4750 feet (level 95). +2 intelligence. +2 wisdom. +3 constitution. Provides resistance to acid, poison. Provides protection from confusion. Cannot be harmed by acid. When activated, it destroys all doors around you. Takes 33 turns to recharge at your current speed. Your chance of success is 96.2%
Code:p) the Lance 'Kemnor' (2d10) (+14,+21) <+4, +3> Conjured forth by magic at 4750 feet (level 95). +4 intelligence. +3 dexterity. Slays demons, dragons (powerfully), undead (powerfully). Cannot be harmed by acid, fire. Prevents paralysis. Sustains your life force. Grants the ability to sense undead. Grants the ability to sense dragons. Combat info: This weapon should be wielded with both hands. 4.0 blows/round. Average damage/round: 332.4 vs. demons, 435.2 vs. dragons, 435.2 vs. undead, and 229.6 vs. others.
Code:q) the Lucerne Hammer of Hirch (4d5) (+18,+19) [+1] <+2, +3, +1> Found lying on the floor in a vault at 4750 feet (level 95). +2 intelligence. +3 dexterity. +1 constitution. +1 light. Slays dragons, undead, demons (powerfully). Provides resistance to acid, sound. Provides protection from fear. Cannot be harmed by acid, fire. Slows your metabolism. Grants the ability to see invisible things. Grants telepathy. When activated, it cures 60 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness, confusion and amnesia. Takes 240 to 267 turns to recharge at your current speed. Your chance of success is 97.3% Combat info: 4.0 blows/round. Average damage/round: 324.8 vs. dragons, 324.8 vs. undead, 431.6 vs. demons, and 218 vs. others.
Code:r) the Maul of Carinath (6d4) (+13,+16) <+3, +4> Found lying on the floor in a vault at 4750 feet (level 95). +3 strength. +4 speed. Provides immunity to fire. Cannot be harmed by acid, fire. Combat info: 4.0 blows/round. Average damage/round: 221.2.
Lvl: 49, HP: 968, SP: 393
Just one more level to go! The vault is now cleared, and we have picked up more stuff.
Code:p) the Katana 'Ranor' (3d5) (+11,+18) [+37] Dropped by a great storm wyrm at 4750 feet (level 95). Cannot be harmed by acid. Combat info: 4.0 blows/round. Average damage/round: 199.2.
Code:q) the Dark Sword of Ivint (3d7) (+6,+12) <+2> Found lying on the floor of a special room at 4750 feet (level 95). +2 strength. It causes your melee attacks to slay evil creatures, demons (powerfully), dragons (powerfully), undead (powerfully). Provides resistance to lightning, fire, shards. Cannot be harmed by acid. Sustains dexterity, constitution. Speeds regeneration. Blessed by the gods. Creates an anti-magic field. Grants the ability to sense evil. Grants the ability to sense dragons. Has a 50% chance of suppressing magic. Combat info: 4.0 blows/round. Average damage/round: 236 vs. evil creatures, 391.6 vs. demons, 391.6 vs. dragons, 391.6 vs. undead, and 184 vs. others.
Code:o) the Steel Helm of Lorlach [9,+40] <+5, +2, +3> Dropped by Ungoliant, the Unlight at 4750 feet (level 95). +5 intelligence. +2 wisdom. +3 dexterity. Provides resistance to nether. Cannot be harmed by acid. Grants the ability to sense animals.
Code:u) the Morning Star 'Arand' (2d6) (+26,+20) <+2, +4> Dropped by Ungoliant, the Unlight at 4750 feet (level 95). +2 intelligence. +4 wisdom. Provides resistance to acid, nether. Cannot be harmed by acid, fire. Grants the ability to see invisible things. Prevents paralysis. Blessed by the gods. When activated, it enchants you with an aura of confusion that causes your next attack to confuse the target. Takes 208 to 230 turns to recharge at your current speed. Your chance of success is 97.4% Combat info: 4.0 blows/round. Average damage/round: 202.4.
Code:p) the Sling of the Halflings (x3) (+20,+25) <+3, +1> Dropped by Atlas, the Titan at 4850 feet (level 97). +3 dexterity. +3 stealth. +1 shooting speed. +1 shooting power. Cannot be harmed by acid, fire. Sustains dexterity. Speeds regeneration. Grants the ability to see invisible things. Grants the ability to sense animals.
Code:b) the Seeker Arrow of Gondor (4d4) (+10,+0) Dropped by a troll chieftain at 4900 feet (level 98). Slays evil creatures. Cannot be harmed by acid, fire. Returns when thrown. Combat info: 3 shots/round. Hits targets up to 120 feet away. Average damage/round: 457.5 vs. evil creatures, and 274.5 vs. others.
Code:p) the Iron Helm 'Holhenneth' [7,+10] <+2> Dropped by a water troll at 4900 feet (level 98). +2 intelligence. +2 wisdom. +2 searching skill. Provides protection from blindness, confusion. Cannot be harmed by acid. Grants the ability to see invisible things. When activated, it detects all treasure, objects and monsters in the immediate area, and maps out a small portion of the level around you. Takes 196 to 385 turns to recharge at your current speed. Your chance of success is 97.4%
Code:q) the Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] <+3, +1> Dropped by a shade at 4900 feet (level 98). +3 strength. +3 constitution. +1 stealth. Slays orcs, trolls, demons. Provides resistance to acid, lightning, fire, cold. Provides protection from blindness. Cannot be harmed by acid, fire. Makes you float just above the floor. Speeds regeneration. Grants the ability to see invisible things. Prevents paralysis. Combat info: 4.0 blows/round. Average damage/round: 310.8 vs. orcs, 310.8 vs. trolls, 310.8 vs. demons, and 190 vs. others.
Code:u) the Lance 'Stormspire' (3d10) (+20,+30) <+1> Dropped by a dreadlord at 4900 feet (level 98). +1 constitution. +1 attack speed. Slays evil creatures, animals, orcs, trolls, demons (powerfully), undead (powerfully). Branded with lightning. Provides immunity to lightning. Provides protection from fear. Cannot be harmed by acid, fire. Prevents paralysis. Grants the ability to sense undead. Grants the ability to sense demons. Combat info: This weapon should be wielded with both hands. 5.0 blows/round. Average damage/round: 571.5 vs. creatures not resistant to lightning, 473.5 vs. evil creatures, 473.5 vs. animals, 571.5 vs. orcs, 571.5 vs. trolls, 767 vs. demons, 767 vs. undead, and 376 vs. others.
Code:m) the Bar Chain Mail of White Ore (-2) [45,+15] <+3> Dropped by Kronos, Lord of the Titans at 4900 feet (level 98). +3 intelligence. Provides immunity to cold. Provides resistance to nexus. Cannot be harmed by acid. Sustains dexterity.
Code:o) the Battle Axe of Dain Ironfoot (4d8) (+18,+25) <+4> Dropped by Kronos, Lord of the Titans at 4900 feet (level 98). +4 strength. +4 constitution. Slays orcs, trolls. Branded with fire. Provides immunity to fire. Provides resistance to light, dark. Provides protection from fear. Cannot be harmed by acid, fire. Sustains strength, constitution. Prevents paralysis. Grants the ability to sense orcs. Grants the ability to sense trolls. Combat info: 4.0 blows/round. Average damage/round: 441.6 vs. creatures not resistant to fire, 688.8 vs. creatures susceptible to fire, 441.6 vs. orcs, 441.6 vs. trolls, and 277.2 vs. others.
Code:n) the Metal Scale Mail of Turind (-2) [38,+20] <+2, +3, +4> Conjured forth by magic at 4900 feet (level 98). +2 strength. +3 intelligence. +4 wisdom. +4 dexterity. +2 constitution. +3 stealth. Provides resistance to acid, lightning, fire, cold, light, dark, sound, nexus. Provides protection from blindness. Cannot be harmed by acid. Prevents paralysis. When activated, it restores 500 mana points. Takes 262 to 320 turns to recharge at your current speed. Your chance of success is 95.0%
Code:p) the Leather Scale Mail of Naromir (-1) [20,+8] Conjured forth by magic at 4900 feet (level 98). Provides resistance to lightning, poison, nether, chaos. Provides protection from confusion. Cannot be harmed by acid, fire. Sustains intelligence, wisdom. Prevents paralysis. Grants the ability to sense demons.
Code:r) the Set of Elven Gloves of Amirya (+7,+5) [1,+19] <+1> Dropped by a Maia at 4900 feet (level 98). +1 wisdom. Provides immunity to fire. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis.
*** Lvl: 50, HP: 982, SP: 401 ***
The pit is finally cleared, and we recall to donate all the artifacts we won't need. Back inside the dungeon, we find the Cat Lord and process to kill him. The only thing he drops is this crap sword:
Code:m) the Bastard Sword of Honamar (3d4) (+8,+17) <+2, +5, +4> Dropped by The Cat Lord at 4900 feet (level 98). +2 constitution. +5 searching skill. +2 infravision. +4 speed. Provides resistance to cold, poison, dark. Cannot be harmed by acid. Grants the ability to see invisible things. Combat info: 3.5 blows/round. With +0 STR and +2 DEX you would get 4.0 blows/round. Average damage/round: 168.5.
Code:q) the Iron Helm of Tuleb [7,+22] <+2, +3, +5> Dropped by a hezrou at 4950 feet (level 99). +2 intelligence. +3 wisdom. +5 dexterity. +3 constitution. Provides protection from blindness. Cannot be harmed by acid. Grants the ability to see invisible things.
Code:r) the Ring 'Haetham' <+4, +3, +2, +5> Found lying on the floor in a vault at 4950 feet (level 99). +4 strength. +4 intelligence. +3 wisdom. +2 dexterity. +3 constitution. +3 searching skill. +5 infravision. It causes your melee attacks to slay trolls, dragons. Provides resistance to acid, lightning, fire, cold, shards, nether, disenchantment. Provides protection from fear. Cannot be harmed by lightning. Sustains strength, intelligence, wisdom, dexterity. Prevents paralysis. Aggravates nearby creatures. When activated, it completely lights up and magically maps the current level, sensing all objects. Takes 702 to 1029 turns to recharge at your current speed. Your chance of success is 95.1%
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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Interlude -- Hobbiton
Back where we started... We are hit with nostalgia, as we recall to Hobbiton. We cannot enjoy our stay for long, as we are quickly harassed by a troubled hobbit.
"Farmer Maggot mumbles something about mushrooms. Farmer Maggot wants his mushrooms back".
Okay, but I didn't see any mushrooms of stupidity in a long time.
"Farmer Maggot tells you to get off his land."
Sorry, you didn't pay your taxes last year, so this land now belongs to the government.
"Farmer Maggot looks for his dogs. Farmer Maggot asks if you have seen his dogs."
Do the three canine skeletons in my inventory count?
"Farmer Maggot says 'Did you kill my Fang?'"
Nope, it must have been someone else's dogs.
"Farmer Maggot seems sad about something."
Lemme put you out of your misery, friend.
And as we deliver a tremendous blow with our lance, the poor hobbit is relieved from his trouble. He was carrying a spear of slay troll for whatever reason... While we're at it, we go to the Brandywine Bridge and get rid of the Sackville-Baggins family. We spend the rest of the day wandering around in the Shire, and when the sun sets we recall back to our house in Carn Dum, as another day will wait for us in Angband.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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