Sling of Buckland

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  • Bimbul
    Adept
    • Sep 2015
    • 140

    Sling of Buckland

    Hi, I've now got a second (potentially) winnable game going on and in both of these games I find a pitiful sling waaaaaay down deep - so deep that it strikes me it might actually be quite good in fact.

    Sling of Buckland (x3) (+14,+12) <+4,+2>

    +4 dex, +1 shooting speed, +1 shooting power.

    Reading around here I gather this is the best missile weapon in the game...?
    But I don't really follow why...?

    Good job I didn't just clear out my house of all bolts and shots as I've got a good bow (not artifact but extra might) and found some arrows of holy might or anything.
  • Bimbul
    Adept
    • Sep 2015
    • 140

    #2
    I suppose it gives me 2 shots a turn v 1 for a start, having just tried wielding it.
    Suppose I better find some shots and look at damage output.

    The character is a HE rogue incidentally.

    Comment

    • Ingwe Ingweron
      Veteran
      • Jan 2009
      • 2129

      #3
      Originally posted by Bimbul
      I suppose it gives me 2 shots a turn v 1 for a start, having just tried wielding it.
      Suppose I better find some shots and look at damage output.

      The character is a HE rogue incidentally.
      For a quick comparison of missile launchers, wield your extra might bow, then check out the general store contents "~""g" and look "l" at a regular arrow and note the damage. Then wield the Buckland sling and do the same for a regular shot. Likely, the difference will be surprising. The best Buckland slings have +2 to might and +2 to shots, so still keep your eyes out. Also, great missiles, shots and pebbles, are harder to come by, so your bow may still win out. When playing anything but a ranger (which focuses entirely on bows once the CL is high), I try and keep the best example of each launcher type found wielded or stored at home. That way if I find Holy Might bolts, I have a crossbow, Holy Might arrows a bow, Slay Evil or, if I'm ever so lucky, Holy Might shots or pebbles, a Buckland sling. There are times I've gone after Morgoth with all three, exhausting all shots then switching to Crossbow and finally bow, before ever meleeing him.
      “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
      ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

      Comment

      • Bimbul
        Adept
        • Sep 2015
        • 140

        #4
        Originally posted by Ingwe Ingweron
        For a quick comparison of missile launchers, wield your extra might bow, then check out the general store contents "~""g" and look "l" at a regular arrow and note the damage. Then wield the Buckland sling and do the same for a regular shot. Likely, the difference will be surprising. The best Buckland slings have +2 to might and +2 to shots, so still keep your eyes out. Also, great missiles, shots and pebbles, are harder to come by, so your bow may still win out. When playing anything but a ranger (which focuses entirely on bows once the CL is high), I try and keep the best example of each launcher type found wielded or stored at home. That way if I find Holy Might bolts, I have a crossbow, Holy Might arrows a bow, Slay Evil or, if I'm ever so lucky, Holy Might shots or pebbles, a Buckland sling. There are times I've gone after Morgoth with all three, exhausting all shots then switching to Crossbow and finally bow, before ever meleeing him.
        Yeah the home contents getting full thing is trouble. I have so much good shit in there now it's a pain to get rid of anything. About the worst item in my house is a +13 ring of damage and next is the Phial of Galadriel.

        Comment

        • Thraalbee
          Knight
          • Sep 2010
          • 707

          #5
          Originally posted by Bimbul
          Yeah the home contents getting full thing is trouble. I have so much good shit in there now it's a pain to get rid of anything. About the worst item in my house is a +13 ring of damage and next is the Phial of Galadriel.
          I know how to fix that. Set birth options set for Ironman :-)
          (No recall, Forced descent)

          Comment

          • Bimbul
            Adept
            • Sep 2015
            • 140

            #6
            Well indeed but I'll do full softie method first thanks

            Comment

            • Ingwe Ingweron
              Veteran
              • Jan 2009
              • 2129

              #7
              Originally posted by Bimbul
              Yeah the home contents getting full thing is trouble. I have so much good shit in there now it's a pain to get rid of anything. About the worst item in my house is a +13 ring of damage and next is the Phial of Galadriel.
              Keep the =Damage, unless you get a +14 or +15. You never know, but if you have enough speed to wield it at the end and still get to +20 (+30 hasted) without a ring of speed, that damage ring will be awesome! Don't store missiles in your home, except Holy Might, Acid, and possibly Slay Evil.
              “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
              ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

              Comment

              • Ingwe Ingweron
                Veteran
                • Jan 2009
                • 2129

                #8
                Originally posted by Thraalbeast
                I know how to fix that. Set birth options set for Ironman :-)
                (No recall, Forced descent)
                Cruel... that's just cruel...
                “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                Comment

                • Bimbul
                  Adept
                  • Sep 2015
                  • 140

                  #9
                  Perhaps some advice on what to ditch might not go amiss...?

                  Code:
                  [Angband 4.0.2 Character Dump]
                  
                   Name   Finedrad     Age            114          Self  RB  CB  EB   Best
                   Race   High-Elf     Height        5'7"   STR! 18/100  +1  +0 +11 18/***
                   Class  Rogue        Weight    13st 0lb   INT! 18/100  +3  +1  +1 18/150
                   Title  Thief        Turns used:          Wis! 18/100  -1  -3  +1  18/70  18/20
                   HP     702/702      Game       1223847   DEX! 18/100  +3  +3  +6 18/***
                   SP     181/241      Standard    170804   CON! 18/100  +1  -1  +6 18/160
                                       Resting      36288
                  
                   Level                 42    Armor      [62,+98]    Saving Throw     93%
                   Cur Exp          3868112                           Stealth       Superb
                   Max Exp          3868112    Melee       4d4,+41    Disarming       100%
                   Adv Exp          4050000    To-hit       79,+47    Magic Devices    103
                                               Blows      5.0/turn    Perception    1 in 1
                   Gold              235364                           Searching        50%
                   Burden         192.1 lbs    Shoot to-dam    +12    Infravision    40 ft
                   Speed                 15    To-hit       72,+46
                   Max Depth    3950' (L79)    Shots        1/turn
                  
                   You are one of several children of a Telerin Ranger.  You have light
                   grey eyes, straight black hair, and a fair complexion.
                  
                  
                  
                  rAcid:......+...... Nexus:......+......
                  rElec:......+...... Nethr:+............
                  rFire:..*.+.+...... Chaos:........+....
                  rCold:+.....+...... Disen:........+....
                  rPois:...+......... pFear:+.+..........
                  rLite:............+ pBlnd:.............
                  rDark:+............ pConf:.............
                  Sound:............. pStun:.............
                  Shard:......+...... HLife:........+....
                  
                  Regen:..+.......... Stea.:+......+.....
                    ESP:..+.......... Sear.:..........+..
                  Invis:..+..+......+ Infra:............+
                  FrAct:..+......++.. Tunn.:.............
                  Feath:..........+.. Speed:..+....+...+.
                  S.Dig:..+.......... Blows:.............
                  ImpHP:............. Shots:.............
                   Fear:............. Might:.+...........
                  Aggrv:............. Light:.....+.......
                  
                  
                    [Character Equipment]
                  
                  a) the Bastard Sword of Éowyn (4d4) (+12,+16) <+4, +2>
                       Found lying on the floor in a vault at 1950 feet (level 39)
                       
                       +4 strength.
                       +2 stealth.
                       Slays animals, giants, undead (powerfully), evil creatures.
                       Provides resistance to frost, dark, nether.
                       Provides protection from fear.
                       Cannot be harmed by acid.
                       
                       Combat info:
                       5.0 blows/round.
                       Average damage/round: 325.5 vs. animals, 381 vs. giants, 492 vs.
                       undead, 325.5 vs. evil creatures, and 270 vs. others.
                       
                  b) a Long Bow of Extra Might (x4) (+11,+12) <+1>
                       Dropped by Grishn&#183;kh, the Hill Orc at 900 feet (level 18)
                       
                       +1 shooting power.
                       
                  c) the Ring of Fire 'Narya' (+2,+2) <+1, +5>
                       Dropped by an Ancient white dragon at 3700 feet (level 74)
                       
                       +1 strength.
                       +1 intelligence.
                       +1 wisdom.
                       +1 dexterity.
                       +1 constitution.
                       +5 speed.
                       Provides immunity to fire.
                       Provides protection from fear.
                       Cannot be harmed by lightning.
                       Sustains strength, constitution.
                       Slows your metabolism.  Speeds regeneration.  Prevents paralysis. 
                       Grants telepathy.  Grants the ability to see invisible things.  
                       
                       When activated, it grants you protection from evil for 1d25 plus 3
                       times your character level turns.
                       Takes 510 to 1000 turns to recharge at your current speed.
                       Your chance of success is 91.4%
                       
                  d) a Ring of Resist Poison
                       Bought from a store
                       
                       Provides resistance to poison gas.
                       
                  e) the Amulet of Carlammas <+1, +3>
                       Found lying on the floor in a vault at 3400 feet (level 68)
                       
                       +1 strength.
                       +3 constitution.
                       Provides resistance to fire.
                       
                       When activated, it grants you protection from evil for 1d25 plus 3
                       times your character level turns.
                       Takes 565 to 1125 turns to recharge at your current speed.
                       Your chance of success is 94.0%
                       
                  f) the Star of Elendil <+3>
                       Found lying on the floor in a vault at 3350 feet (level 67)
                       
                       Cannot be harmed by fire.
                       Grants the ability to see invisible things.  
                       Radius 3 light.
                       
                       When activated, it maps the area around you.
                       Takes 127 to 250 turns to recharge at your current speed.
                       Your chance of success is 95.9%
                       
                  g) the Chain Mail of Arvedui (-2) [40,+15] <+2> {resist nex shard +2 str}
                       Found lying on the floor in a vault at 1800 feet (level 36)
                       
                       +2 strength.
                       Provides resistance to acid, lightning, fire, frost, shards,
                       nexus.
                       Cannot be harmed by acid.
                       
                  h) an Elven Cloak of Stealth [6,+10] <+2, +1>
                       Bought from a store
                       
                       +2 stealth.
                       +1 speed.
                       
                  i) a Leather Shield of Preservation [8,+22]
                       Bought from a store
                       
                       Provides resistance to chaos, disenchantment.
                       Cannot be harmed by acid.
                       Sustains strength, dexterity, constitution.
                       Sustains your life force.  
                       
                  j) a Jewel Encrusted Crown of Might [0,+10] <+3, +1, +2>
                       Found lying on the floor at 3400 feet (level 68)
                       
                       +3 strength.
                       +1 dexterity.
                       +2 constitution.
                       Cannot be harmed by acid.
                       Sustains strength, dexterity, constitution.
                       Prevents paralysis.  
                       
                  k) a Set of Leather Gloves of Thievery (+5,+3) [1,+14] <+4, +3>
                       Found lying on the floor in a vault at 3850 feet (level 77)
                       
                       +4 dexterity.
                       +3 searching skill.
                       Feather Falling.  Prevents paralysis.  
                       
                  l) a Pair of Steel Shod Boots of Speed [7,+12] <+10>
                       Found lying on the floor in a vault at 3850 feet (level 77)
                       
                       +10 speed.
                       Cannot be harmed by fire.
                       
                  
                  
                  
                  
                    [Character Inventory]
                  
                  a) 2 Books of Magic Spells [Magic for Beginners]
                  b) a Book of Magic Spells [Conjurings and Tricks]
                  c) a Book of Magic Spells [Incantations and Illusions]
                  d) 2 Books of Magic Spells [Sorcery and Evocations]
                  e) a Book of Magic Spells [Resistances of Scarabtarices]
                       Cannot be harmed by fire.
                       
                  f) a Book of Magic Spells [Mordenkainen's Escapes]
                       Cannot be harmed by fire.
                       
                  g) a Book of Magic Spells [Tenser's Transformations]
                       Cannot be harmed by fire.
                       
                  h) 9 Mushrooms of Emergency
                  i) 10 Potions of Cure Critical Wounds
                  j) 4 Scrolls of Teleportation
                  k) 4 Scrolls of Teleport Level
                  l) a Scroll of *Destruction*
                  m) 6 Rods of Detection
                       Cannot be harmed by lightning.
                       
                  n) 6 Rods of Probing
                  o) 7 Rods of Curing
                  p) 2 Rods of Drain Life
                  q) 6 Rods of Teleport Other
                  r) 3 Rods of Recall (1 charging)
                       Cannot be harmed by lightning.
                       
                  s) a Rod of Speed
                       Cannot be harmed by lightning.
                       
                  t) the Metal Brigandine Armour of the Rohirrim [50,+15] <+2> {pFr pConf res sound 
                       Found lying on the floor at 3600 feet (level 72)
                       
                       +2 strength.
                       +2 dexterity.
                       Provides resistance to acid, lightning, fire, frost, sound.
                       Provides protection from fear, confusion.
                       Cannot be harmed by acid.
                       
                  u) the Great Axe of Eönwë (5d4) (+15,+18) [+8] <+2> (charging)
                       Dropped by Tom the Stone Troll at 2600 feet (level 52)
                       
                       +2 strength.
                       +2 intelligence.
                       +2 wisdom.
                       +2 dexterity.
                       +2 constitution.
                       Slays evil creatures, undead, demons (powerfully), orcs.
                       Branded with cold.
                       Provides immunity to frost.
                       Provides protection from fear.
                       Cannot be harmed by acid, fire.
                       Blessed by the gods.  Prevents paralysis.  Grants the ability to
                       see invisible things.  
                       
                       When activated, it removes all non-unique monsters within 20
                       squares, dealing you damage in the process.
                       Takes 2500 turns to recharge at your current speed.
                       Your chance of success is 95.9%
                       
                       Combat info:
                       5.0 blows/round.
                       Average damage/round: 425.5 vs. creatures not resistant to cold,
                       353.5 vs. evil creatures, 425.5 vs. undead, 569 vs. demons, 425.5
                       vs. orcs, and 281.5 vs. others.
                       
                  v) a Sling of Buckland (x3) (+14,+12) <+4, +1>
                       Dropped by a Berserker at 3900 feet (level 78)
                       
                       +4 dexterity.
                       +1 shooting speed.
                       +1 shooting power.
                       Cannot be harmed by acid, fire.
                       
                  
                  
                  
                  
                    [Character Quiver]
                  
                  0) 20 Seeker Arrows of Frost (4d4) (+11,+11)
                       Branded with cold.
                       
                       Combat info:
                       Hits targets up to 140 feet away.
                       Average damage/round: 242.5 vs. creatures not resistant to cold,
                       and 138.6 vs. others.
                       35% chance of breaking upon contact.
                       
                  
                  
                    [Home Inventory]
                  
                  a) 9 Mushrooms of Vigor
                  b) 11 Potions of *Healing*
                       It can be thrown at creatures with damaging effect.
                       
                  c) 3 Potions of Life
                       It can be thrown at creatures with damaging effect.
                       
                  d) a Scroll of Banishment
                  e) 4 Scrolls of Mass Banishment
                  f) 5 Scrolls of Recharging
                  g) 3 Scrolls of Rune of Protection
                  h) 10 Scrolls of *Destruction*
                  i) a Wand of Annihilation (3 charges)
                       Cannot be harmed by lightning.
                       
                  j) a Ring of Speed <+10>
                       Found lying on the floor in a vault at 3400 feet (level 68)
                       
                       +10 speed.
                       
                  k) a Ring of Damage (+0,+13)
                       Found lying on the floor at 1850 feet (level 37)
                       
                  l) the Phial of Galadriel <+3>
                       Dropped by Shagrat, the Orc Captain at 1050 feet (level 21)
                       
                       Cannot be harmed by fire.
                       Radius 3 light.
                       
                       When activated, it lights up the surrounding area, hurting
                       light-sensitive creatures.
                       Takes 27 to 50 turns to recharge at your current speed.
                       Your chance of success is 97.8%
                       
                  m) the Soft Leather Armour 'Hithlomir' [10,+20] <+3>
                       Found lying on the floor of a cavern at 3250 feet (level 65)
                       
                       +3 stealth.
                       Provides resistance to acid, lightning, fire, frost, dark, nether.
                       Cannot be harmed by acid, fire.
                       
                  n) the Leather Shield of Celegorm [8,+20]
                       Dropped by Golfimbul, the Hill Orc Chief at 900 feet (level 18)
                       
                       Provides resistance to acid, lightning, fire, frost, light, dark.
                       Provides protection from blindness.
                       Cannot be harmed by acid.
                       
                  o) the Long Sword 'And√∫ril' (3d5) (+10,+15) [+10] <+4>
                       Dropped by an Ancient multi-hued dragon at 2300 feet (level 46)
                       
                       +4 strength.
                       +4 dexterity.
                       Slays evil creatures, trolls, orcs, undead.
                       Branded with fire.
                       Provides resistance to fire, disenchantment.
                       Provides protection from fear.
                       Cannot be harmed by acid.
                       Sustains strength, dexterity.
                       Blessed by the gods.  Prevents paralysis.  Grants the ability to
                       see invisible things.  
                       
                       When activated, it creates a fire ball with damage 72.
                       Takes 100 turns to recharge at your current speed.
                       Your chance of success is 96.8%
                       
                       Combat info:
                       5.0 blows/round.
                       Average damage/round: 357 vs. creatures not resistant to fire,
                       307.5 vs. evil creatures, 357 vs. trolls, 357 vs. orcs, 357 vs.
                       undead, and 258 vs. others.
                       
                  p) the Katana 'Aglarang' (6d5) (+10,+10) <+5, +1>
                       Dropped by Bert the Stone Troll at 2600 feet (level 52)
                       
                       +5 dexterity.
                       +5 speed.
                       +1 attack speed.
                       Cannot be harmed by acid.
                       Sustains dexterity.
                       
                       Combat info:
                       6.0 blows/round.
                       Average damage/round: 294.6.
                       
                  q) the Trident of Wrath (3d10) (+16,+18) <+2>
                       Dropped by a Barbazu at 2900 feet (level 58)
                       
                       +2 strength.
                       +2 dexterity.
                       Slays evil creatures, undead (powerfully).
                       Branded with poison.
                       Provides resistance to light, dark.
                       Cannot be harmed by acid, fire.
                       Blessed by the gods.  Grants the ability to see invisible things. 
                       
                       
                       Combat info:
                       5.0 blows/round.
                       Average damage/round: 473.5 vs. creatures not resistant to poison,
                       383.5 vs. evil creatures, 653.5 vs. undead, and 293.5 vs. others.
                       
                  r) the Pike 'Til-i-arc' (3d5) (+10,+12) [+10] <+3, +2>
                       Found lying on the floor of a special room at 2900 feet (level 58)
                       
                       +3 strength.
                       +3 intelligence.
                       +2 speed.
                       Slays giants, trolls, demons.
                       Branded with fire, cold.
                       Provides resistance to fire, frost.
                       Cannot be harmed by acid, fire.
                       Sustains intelligence.
                       Slows your metabolism.  
                       
                       Combat info:
                       5.0 blows/round.
                       Average damage/round: 332.5 vs. creatures not resistant to fire,
                       332.5 vs. creatures not resistant to cold, 332.5 vs. giants, 332.5
                       vs. trolls, 332.5 vs. demons, and 232.5 vs. others.
                       
                  s) 20 Arrows of Slay Evil (1d4) (+6,+2)
                       Slays evil creatures.
                       
                       Combat info:
                       Hits targets up to 140 feet away.
                       Average damage/round: 103.9 vs. evil creatures, and 69.3 vs.
                       others.
                       35% chance of breaking upon contact.
                       
                  t) 23 Arrows of Wounding (1d4) (+12,+19)
                       Combat info:
                       Hits targets up to 140 feet away.
                       Average damage/round: 140.7.
                       35% chance of breaking upon contact.
                       
                  u) 25 Seeker Arrows of Wounding (4d4) (+15,+13)
                       Combat info:
                       Hits targets up to 140 feet away.
                       Average damage/round: 147.
                       35% chance of breaking upon contact.
                       
                  v) 29 Seeker Arrows of Holy Might (4d4) (+14,+15)
                       Slays undead, demons, evil creatures.
                       Cannot be harmed by acid, fire.
                       
                       Combat info:
                       Hits targets up to 140 feet away.
                       Average damage/round: 271.9 vs. undead, 271.9 vs. demons, 233.1
                       vs. evil creatures, and 155.4 vs. others.
                       35% chance of breaking upon contact.
                       
                  w) 30 Mithril Arrows of Wounding (3d4) (+13,+18)
                       Cannot be harmed by acid, fire.
                       
                       Combat info:
                       Hits targets up to 140 feet away.
                       Average damage/round: 157.5.
                       35% chance of breaking upon contact.
                  Could do with some sort of artifact with poison resist - the ring of poison resistance is essential, yet irritatingly taking up a space for that lovely ring of speed <+10>

                  Comment

                  • Bimbul
                    Adept
                    • Sep 2015
                    • 140

                    #10
                    Interesting - I just did your experiment and 1 single ordinary arrow does 60.4 damage/round.
                    A single ordinary average shot does 90.4

                    I shall keep the eyes peeled for more shots although I did ditch a few shots of wounding from homebase a while back

                    Comment

                    • Bimbul
                      Adept
                      • Sep 2015
                      • 140

                      #11
                      I'm thinking the shield of Celegorm is next for the chopping block if I get something else scrummy artifact-wise.

                      Comment

                      • Monkey Face
                        Adept
                        • Feb 2009
                        • 244

                        #12
                        I don't remember rogue spells well enough but do you have a recharging spell? If so, the scrolls can probably go. Also, the Trident of Wrath does more damage than your current weapon. You'd give up nether resistance but that is somewhat sporadic anyway. You have enough HP to withstand a single nether hit and the Trident does some pretty serious damage to undead nether breathers.

                        Comment

                        • Bogatyr
                          Knight
                          • Feb 2014
                          • 525

                          #13
                          Originally posted by Bimbul
                          Interesting - I just did your experiment and 1 single ordinary arrow does 60.4 damage/round.
                          A single ordinary average shot does 90.4

                          I shall keep the eyes peeled for more shots although I did ditch a few shots of wounding from homebase a while back
                          And that's a fairly low-end Sling of Buckland you have there (but it's still awesome). I've had one with +2 might, +2 shots, about (+24, +24), and I had holy might shots. Yeah.

                          Comment

                          • Bimbul
                            Adept
                            • Sep 2015
                            • 140

                            #14
                            Originally posted by Monkey Face
                            I don't remember rogue spells well enough but do you have a recharging spell? If so, the scrolls can probably go. Also, the Trident of Wrath does more damage than your current weapon. You'd give up nether resistance but that is somewhat sporadic anyway. You have enough HP to withstand a single nether hit and the Trident does some pretty serious damage to undead nether breathers.
                            Yeah, Trident of Wrath is awesome I had that and Eonwe last time as swaps - I kind of like the nether resist but it is starting to get not very useful now as you observe. I'm saving it for later.

                            Just found the bastard sword Calris which gives even more HP than Eonwe - very very tempting even if it is 'aggravating' - but Eonwe banishes - that's nice. 902 HP v 800 hmmm - decisions decisions...

                            Yes I have greater recharging in Tensers but it's a tough spell for a rogue.

                            Really I need pConf reliably, that's why I'm carrying around the armour of Eorl as a swap (though it slows me -1). I can't take down the cat lord - who was stalking me before I got it (haven't seen him since) - without it as I'm constantly curing rather than fighting.

                            Currently doing a very cool lvl where the Tselakus the Dreadlord appeared and summoned every single remaining ringwraith for my consumption - yummy - except the Witchking - he's a bit much with only two healing potions left (did just find a staff of healing though - with greater recharging - yummy). I've killed the Tselakus too now.

                            It's sometimes sobering how careful you must be - not very long ago I was extremely lucky to survive an encounter with a master mystic where I got knocked out and was damn lucky he didn't summon anything nastier than ticks when I was out cold. I thought I was dead but I came round with only about 110 HP left and I banished the lot with Eonwe's axe instantly. Ironically I'd moments before taken down (with a LOT of difficulty) a GRANDmaster mystic.

                            Don't tell me to get rid of my lovely scrolls - I've been saving them for aaaages

                            The recharging scrolls certainly- or is that what you meant?
                            Last edited by Bimbul; November 25, 2015, 23:15.

                            Comment

                            • Bimbul
                              Adept
                              • Sep 2015
                              • 140

                              #15
                              The sling has persuaded me itself BTW, it took out Uvatha the horseman easily with only magical pebbles in my quiver.

                              Comment

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