The Angband Ladder: Nimble Spellcaster, Half-Titan Mage by <Elliott946@aol.com>

  [Hengband 1.6.2 Character Dump]

                          Name  : Nimble Spellcaster

 Sex      : Male             Age                18    STR :  18/140
 Race     : Half-Titan       Height            100    INT :  18/***
 Class    : Mage             Weight            211    WIS :   18/40
 Magic    : Chaos, Nature    Social Class       22    DEX :  18/150
                             Align    Neutral Good    CON :  18/109
                                                      CHR :      18

 Right hand      (+36,+33)   Hit point    505/ 505    Fighting    : Superb
                             SP (Mana)    310/ 310    Bows/Throw  : Chaos Rank
 Blows/Round           3+0                            Saving Throw: Superb
 AverageDmg/Rnd      139+0   Level              38    Stealth     : Superb
                             Experience    2354126
 Shooting         (+15,+8)   Max Exp       2354126    Perception  : Chaos Rank
 Multiplier          x3.30   Exp to Adv    2422500    Searching   : Chaos Rank
 Shots/Round          1.00   Gold            49737    Disarming   : Superb
                                                      Magic Device: Amber [7]
 AC              [25,+118]   Time     Day 59 17:46
 Speed               (+10)   Play time    40:24:22    Infra-Vision: 60 feet


                         (Character Background)
          You are the illegitimate but acknowledged child of a
          Yeoman.  You are a credit to the family.  You have blue
          eyes, straight auburn hair, and an average complexion.


          ...Now, you are in Telmora.


                                                               Modification
 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : Half-Titan    STR :  18/70  5 -4 -1  7 18/140         64..1.......4
 Class : Mage          INT :  18/67  1  3  1 11 18/***         ....153..2...
 Level : 38            WIS :     15  2  0 -1  6  18/40         ....1.3..2...
 Hits  : 505/505       DEX :  18/70 -2  1  2  7 18/150         ....1.....24.
 Mana  : 310/310       CON :  18/59  3 -2 -1  5 18/109         .4..1........
                       CHR :     16  1  1 -1  1     18         ....1........
         \)}=="*((]]]             \)}=="*((]]]                 \)}=="*((]]]
         abcdefghijkl@            abcdefghijkl@                abcdefghijkl@
 Acid  : +*.....+.....    Sound : .+......+....    Speed     : ......+....++
 Elec  : ...+...+.....    Nether: ..+..........    FreeAction: .+.........+.
 Fire  : .......+.....    Nexus : ...........+.    SeeInvisi.: ....+.+......
 Cold  : .......+.....    Chaos : .+....+.....+    Hold Life : ......+......
 Poison: ....+........    Disnch: +............    Warning   : ....+........
 Light : .......+.....    Fear  : .........+...    SlowDigest: .............
 Dark  : +............    Reflct: .............    Regene.   : .............
 Shard : .+...........    AuFire: .............    Levitation: ...........++
 Blind : .........+...    AuElec: .............    Perm Lite : .............
 Conf  : ......+......    AuCold: .............    Cursed    : .............

             \)                 \)}=="*((]]]                   \)}=="*((]]]
             ab@                abcdefghijkl@                  abcdefghijkl@
 Slay Evil : ...    Telepathy : .........+...    Add Blows   : .............
 Slay Und. : ...    ESP Evil  : .............    Add Tunnel  : +............
 Slay Demon: ...    ESP Noliv.: .............    Add Infra   : +............
 Slay Drag.: +..    ESP Good  : .............    Add Device  : .............
 Slay Human: ...    ESP Undead: .............    Add Stealth : ....+..++....
 Slay Anim.: ...    ESP Demon : .............    Add Search  : +...+...+....
 Slay Orc  : +..    ESP Dragon: .............
 Slay Troll: +..    ESP Human : .............    Riding      : .............
 Slay Giant: +..    ESP Animal: .............    Throw       : .............
 Acid Brand: +..    ESP Orc   : .............    Blessed     : .............
 Elec Brand: ...    ESP Troll : .............    No Teleport : .............
 Fire Brand: ...    ESP Giant : .............    Anti Magic  : .............
 Cold Brand: ...                                 Econom. Mana: .............
 Poison Brd: ...    Sust Str  : .............
 Sharpness : ...    Sust Int  : .............    Drain Exp   : .............
 Quake     : ...    Sust Wis  : .............    Rnd.Teleport: .............
 Vampiric  : ...    Sust Dex  : ...........+.    Aggravate   : .............
 Chaotic   : ...    Sust Con  : .............    TY Curse    : .............
 Force Wep.: ...    Sust Chr  : .............

                                        

  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  6
  Warg problem                             (Danger  level:   5) - level 12
  Meng Huo, the King of Southerings        (Dungeon level:   6) - level 13
  Ulfast, Son of Ulfang                    (Dungeon level:  12) - level 21
  Orc Camp                                 (Danger  level:  15) - level 22
  Doom Quest 1                             (Danger  level:  15) - level 23
  Vapor Quest                              (Danger  level:  25) - level 25
  The Mimic's Treasure                     (Danger  level:  25) - level 25
  Old Man Willow Quest                     (Danger  level:  22) - level 26
  The Ultimate Dungeon Cleaner             (Dungeon level:  24) - level 26
  Logrus Master                            (Danger  level:  25) - level 26
  Dark Elven Lords Quest                   (Danger  level:  25) - level 26
  Tengu and Death Swords                   (Danger  level:  25) - level 26
  The Vault                                (Danger  level:  30) - level 32
  The Tower                                (Danger  level:  30) - level 32
  Jasra, Brand's Mistress                  (Dungeon level:  38) - level 38
  Shuten-douji, the King Ogre of Ooe-Mountain (Dungeon level:  44) - level 38
  The Cloning Pits                         (Danger  level:  45) - level 38
  Brand, Mad Visionary of Amber            (Dungeon level:  50) - level 38
  Dio Brando                               (Dungeon level:  62) - level 40
  Node of Nature                           (Danger  level:  65) - level 41
  Node of Chaos                            (Danger  level:  65) - level 42

< Failed Quest >
  The Sewer                                (Danger  level:  15) - level 20
  Narse the Black Dragon                   (Dungeon level:  56) - level 39
  Cyaegha                                  (Dungeon level:  76) - level 41


  [Miscellaneous Information]

 Recall Depth:
    Angband         : level  85
    Yeek cave       : level   5
    Dragon's lair   : level  60
    Forest          : level  15
    Mine            : level  75
   !Chameleon cave  : level  45

 Preserve Mode:      ON
 Autoscum:           OFF
 Small Levels:       ENABLED
 Arena Levels:       ENABLED
 Num. Random Quests: 10

 Arena: Defeated by Greater Balrog in the 33rd fight


 You have defeated 5365 enemies.


 You were born as Human.
 You were a Dwarf before.

  [Virtues]

Your alighnment : Neutral Good

You are a great champion of Knowledge.
You are somewhat virtuous in Mysticism.
You are virtuous in Diligence.
You are somewhat virtuous in Chance.
You are a champion of Nature.
You have strayed from the path of Justice.
You have sinned against Valour.
You are somewhat virtuous in Patience.


  [Mutations]

 You can emit hard radiation at will.
 You can drain life from a foe like a vampire.
 You can teleport yourself short distances.
 You can turn ordinary items to gold.
 You can cause mass impotence.
 Your blood sometimes rushes to your muscles.
 You are puny (-4 STR).
 You have an extra pair of legs (+3 speed).
 You have wings.


  [Character Equipment]

a) The Mattock of Nain (3d8) (+12,+18) (+6 to searching)
{StSrIfDg;AcDkDi|A/DoTP}
b) The Small Metal Shield of Thorin [5,+21] (+4) {StCn;*Ac;ShSoCa;Fa}
c) a Short Bow of Extra Might (x3) (+11,+8) {Nt;Xm}
d) a Ring of Lightning and Wizardry [+13]
e) The Ring 'Frakir' (+1) {StInWiDxCnChSlSr;Po;SiWr}
f) an Amulet of Intelligence (+5)
g) The Jewel of Judgement (+3 to speed)
h) Padded Armour of Elvenkind [5,+24] (+2 to stealth) {Sl;AcElFiCoLi}
i) an Elven Cloak of Aman [4,+16] (+6 to stealth) {SlSr;So}
j) The Hard Leather Cap of Thranduil [2,+10] (+2) {InWi;BlFe~Tele}
k) a Set of Cesti of Agility [5,+8] (+2)
l) The Pair of Soft Leather Boots of Shiva's Avatar (+5,+5) [4,+16] (+4 to
speed)


  [Character Inventory]

a) 2 Chaos Spellbooks [Sign of Chaos]
b) 2 Chaos Spellbooks [Chaos Mastery]
c) 2 Chaos Spellbooks [Chaos Channels]
d) a Chaos Spellbook [Armageddon Tome]
e) 2 Nature Spellbooks [Call of the Wild]
f) 2 Nature Spellbooks [Nature Mastery]
g) 2 Nature Spellbooks [Nature's Gifts]
h) a Nature Spellbook [Nature's Wrath]
i) 7 Potions of Heroism
j) 40 Potions of Cure Critical Wounds
k) 8 Potions of Healing
l) 18 Scrolls of Teleportation
m) 8 Scrolls of Word of Recall
n) 33 Scrolls of Holy Chant
o) 5 Rods of Teleport Other
p) 10 Rods of Disarming
q) 2 Staffs of Speed (2x 4 charges)
r) a Ring of Slaying (+17,+11)
s) Do-maru (-2) [20,+7]
t) a Wizardstaff of Freezing (1d2) (+10,+8) {99% off}


  [Home Inventory]

 ( page 1 )
a) 2 Sorcery Spellbooks [Pattern Sorcery]
b) a Crusade Spellbook [Exorcism and Dispelling]
c) a Daemon Spellbook [Demonthoughts]
d) 2 Craft Spellbooks [Note of Acting Master]
e) 2 Trump Spellbooks [Trumps of Doom]
f) a Death Spellbook [Black Mass]
g) a Death Spellbook [Black Channels]
h) a Chaos Spellbook [Chaos Mastery]
i) 4 Chaos Spellbooks [Chaos Channels]
j) a Nature Spellbook [Nature Mastery]
k) 2 Nature Spellbooks [Nature's Gifts]
l) 2 Life Spellbooks [Book of the Unicorn]

 ( page 2 )
a) 8 Mushrooms of Restoring
b) 74 Potions of Speed
c) 5 Potions of Cure Critical Wounds
d) 11 Potions of Healing
e) 6 Potions of *Healing*
f) 16 Potions of Restore Mana
g) a Potion of Restore Life Levels
h) 2 Potions of Enlightenment
i) a Potion of Self Knowledge
j) 20 Potions of Resistance
k) 3 Potions of Curing
l) a Potion of New Life

 ( page 3 )
a) a Scroll of *Enchant Weapon*
b) 16 Scrolls of Holy Chant
c) 2 Scrolls of Protection from Evil
d) 4 Scrolls of Rune of Protection
e) 7 Scrolls of *Destruction*
f) a Scroll of Genocide
g) 4 Rods of Recall
h) a Rod of Probing
i) a Rod of Slow Monster
j) 2 Rods of Acid Balls
k) 2 Rods of Lightning Balls
l) 2 Rods of Cold Balls

 ( page 4 )
a) 4 Rods of Stone to Mud
b) 3 Wands of Teleport Other (24 charges)
c) a Wand of Striking (4 charges)
d) a Staff of Teleportation (10 charges)
e) 2 Staffs of Starlight (2x 3 charges)
f) 6 Staffs of Speed (6x 7 charges)
g) a Staff of Speed (6 charges)
h) 2 Staffs of *Destruction* (2x 3 charges)
i) a Ring of Levitation and Accuracy (+4,+0)
j) a Ring of Poison Resistance and Accuracy (+1,+0)
k) a Ring of Poison Resistance
l) a Ring of Free Action

 ( page 5 )
a) a Ring of See Invisible
b) a Ring of Slaying (+7,+15)
c) a Ring of Slaying and Random Teleportation (+8,+10) {.}
d) a Ring of Slaying (+5,+9)
e) a Ring of Nether Resistance
f) 2 Rings of Sound Resistance
g) a Ring of Confusion Resistance
h) a Ring of Shard Resistance
i) a Ring of Chaos Resistance
j) The Amulet of Carlammas (+2)
k) The Amulet of Faramir (+12,+0) (+3)
l) The Amulet of Sacred Knights [+10] (+2)

 ( page 6 )
a) The Pendant of Gogo (+4) {InWiDx;SiLu}
b) The Incandescent Light of Yeduson (+3 to infravision)
c) The Stone of Lore
d) Ring Mail of Resistance (-2) [12,+13] {AcElFiCoNx}
e) The Chain Mail of Arvedui (-2) [14,+15] (+2) {StCh;AcElFiCoPoShNx}
f) The Splint Mail of the Wizard (-2) [19,+16] (+3)
{InWiCh;El;LvWr[T~Tele~o(In}
g) Splint Mail of Resistance (-2) [19,+18] {AcElFiCoBl}
h) The Full Plate Armour 'Menelin' (-3) [25,+20] (+4 to infravision)
{InDxIf;FiSo}
i) The Hard Studded Leather 'Cuthin' (+4,+3) [7,+19] (+4) {StWi;PoCfCaFe;Rg(St}
j) an Ethereal Cloak [0,+16]
k) The Large Leather Shield of Celegorm [6,+20] {AcElFiCoLiDkNt}
l) a Mirror Shield of Resist Cold [10,+21] {Co;Rf}

 ( page 7 )
a) The Golden Crown 'Burning Student' (+7,+6) [0,+18] (+4 to stealth)
{Sl;AcFiSo;Lu}
b) a Jewel Encrusted Crown of Lordliness [0,+5] (+2) {WiCh;Ca(WiCh}
c) The Iron Helm 'Holhenneth' [5,+10] (+2)
d) The Steel Helm of Hammerhand [6,+20] (+3)
e) a Set of Gauntlets of Free Action [2,+10]
f) a Pair of Dragon Boots [5,+13] {BlFe}
g) a Pair of Metal Shod Boots of Stealth [6,+5] (+3 to stealth)
h) The Dagger 'Nimthanc' (1d4) (+4,+6) {CoCf;Th|Co}
i) The Small Sword 'Sting' (1d6) (+7,+8) (+2 attacks)
{AtStDxCn;LiSo;FaSiLu/*oL~oTP}
j) The Long Sword 'Werewindle' (2d5) (+9,+12) (+2)
{AtSpStCn;ElLiDkDiFe;FaSiSdRgLu|ECa/*U(StInWiCn}
k) The Long Sword 'Murnej' (3d5) (+17,+13) {Nt|V/*(In}
l) The Katana 'Zantetsuken' (10d4) (+17,+21) (+2)

 ( page 8 )
a) The Two-Handed Sword 'Twilight' (4d6) (-40,-60) [-50] (+10 to speed)
b) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2)
{StCn;CfNtCa;FaHlAg|V/p}
c) a Blade of Chaos of Melting (6d5) (+12,+5) {AcCa|A}
d) a Blade of Chaos (6d5) (+5,+1)
e) 3 Poison Needles (1d1) (+0,+0)
f) a Falcon Sword (1d6) (+8,+7) (+1 attack)
g) The Spear of Hagen (1d6) (+11,+13) (+3 to speed)
h) The Broad Spear 'Tonbo giri' (4d9) (+6,+23) [+10] (+3)
{StDxSr;AcElFiCoFe;Fa/poTPZ}
i) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) {WiCn;SdBs/D~Tele}
j) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) {Cn;Si/*oTP}
k) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
{WiIf;CoLiCa;RgLuBs|Co/o}
l) The Scythe 'Hot Blood' (5d3) (+15,+8) [+11] (+3) {Cn;FiPo}

 ( page 9 )
a) The Trifurcate Spear of the Master (2d9) (+10,+9) (+2 attacks)
{AtInDx;Si(Dx}
b) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
c) a Lochaber Axe of Slaying (6d8) (+10,+13)
d) The Whip of Dr. Jones (1d6) (+16,+13) (+1)
e) The Tetsubo of Shuten-douji (4d7) (+0,+20) [+10] (+6)
f) The Tetsubo 'Guanine' (2d7) (+13,+16) {AcSh~UL(Cn}
g) a Two-Handed Flail of Slaying (6d6) (+8,+10) {|P}
h) The Two-Handed Flail 'Rotten Egg' (5d6) (+9,+18) {Dk/T}
i) a Sling of Extra Might (x3) (+10,+16) {Ca;Xm}
j) a Short Bow of Extra Might (x3) (+9,+13) {Sh;Xm}
k) a Short Bow of Extra Might (x3) (+6,+5) {Co;Xm}
l) The Black Arrow of Bard (8d4) (+30,+19) (155/155)

 ( page 10 )
a) a Capture Ball (empty)
b) a Magical Figurine of a Singing, happy drunk


  [Check Sum: "b4eb8b67d62a4e05ec"]


Posted on 30.8.2005 20:19
Last updated on 14.9.2005 20:35

Download this dump

8592. on the Ladder (of 18953)
365. on the Hengband Ladder (of 697)
55. for this player (

Related screenshots:
Cold, RNG. Very cold.
Divide and Conquer
Conquered!
Oh, RNG! How COULD you?

Comments

Jump to latest

On 30.8.2005 20:19 Elliott946@aol.com wrote:
(clevel:22, dlevel:21) Trying a human mage because its time for me to try a spellcaster, there haven't been any mage winners, and when the character was created weren't any human winners, either.

Its been rough going. Nimble allowed a second attack right off the bat, which was nice, but weak offense and bad stealth have been a rough combo. He only beat Meng Huo thanks to lucky results from a wand of wonder, and the gremlin woke up REALLY early in the Sewer quest. A tidal wave of gremlins forced the failure.

Mostly I'm posting this guy because of the linked screenshot. An act of unspeakable cruelty by the RNG.

On 30.8.2005 21:05 Elliott946@aol.com wrote:
Turns out David has a mage winner and I didn't notice. Ah well. Looks like it'll be an exercize in masochism, then.

On 8.9.2005 18:41 Elliott946@aol.com wrote:
(clevel:34, dlevel:37) Very tedious character to play because his pop-gun offense. I would have thought a Chaos wielding mage would have brought bigger guns to the table, but that just hasn't been the case. Level 35 will bring "Call Logrus", which will help (current best attack spell is Fireball which does 89 damage, while Call Logrus will nearly double it).

Mostly living in Dragon Lair, which is doable thanks to Thranduil's telepathy, beating up mature and the occasional ancient dragon. He can't double his Acid or Poison resists without the 3rd nature book, so Green and Black dragons are troublesome. Still, he can just about any ancient (non-multihued) dragon, as long as he has time to set it up.

Tried going purely spells for a bit (practiced enough to get all offensiv spells up to 0% fail, and then dual wielded Werewindle (which is great) and a magestaff), but he lacked the hitting power to drop an ancient dragon in a reasonable amount of time (ie. before it could get into melee range). After running across Goemon while heading to the Dragon Lair entrance (and killing him easily. Mages do well in that regard.), and picking up Zantetsuken, I decided to go with a mix of spells and melee.

The light armor of resist got dumped and replaced with the current much higher AC armor, a shield of resist (Celegorm just popped up recently), and Zantetsuken. Lost some mana even with the armor's +4 INT, but his AC took a big jump up, and he's actually useful in melee now (as long as he's holy chanted and heroismed, of course). Progress has improved after that, but its still tedious.

Monster treasure drops were just ghastly for a while, but lately they've improved quite a bit as Spellcaster has taken to clearing troll and ogre pits (he can usually set it up so that there's a chasm square to shoot over).

On 8.9.2005 18:58 dzhang@its.caltech.edu wrote:
Elliot,

I find that for Chaos School, the "Mana Burst" spell is actually quite good for its damage/SP ratio (6 SP for 9 + level * 1.5 = 60 damage for you currently), and even better it's unresistable. Compared to Fireball, which gets resisted by just about everything, I remember Wey using Mana Bursts almost exclusively as ranged offensive until Mana Storm.



On 8.9.2005 19:01 dzhang@its.caltech.edu wrote:
Oh, and it also has radius 3 for you, instead of Fireball's 2.

And I'd hesitate to use Call Logrus, because Polymorphing monsters sometimes produces monsters you can't handle.

I think the primary reason for going Chaos with anything would be the eventual 0% fail Word of Destruction spell.

On 8.9.2005 23:09 Elliott946@aol.com wrote:
Hmm, good point on the monster polymorphing. Perhaps I won't use Call Logrus as much as I thought.

Oh, mana burst is still functional and sees quite a bit of use, it just wasn't the highest damage attack, so I didn't list it. Spellcaster's highest damage/round option is, not surprisingly, melee with Zantetsuken, but I'm trying to stay away from that.

How are you supposed to get through the Cloning Pits with this feeble damage output?

On 9.9.2005 00:38 dzhang@its.caltech.edu wrote:
BTW, are you sure you can't get more damage with Sting? I did a rough calculation, and it shows that Sting should be able to give you about 217 damage thanks to its +2 attacks.

I always find Cloning Pits to be dangerous business without RChaos, but if you did want to go for it, I think with Mage/Priest who uses Magic primarily, it becomes an attrition battle. I don't see very many Rods of * Balls, could it be you haven't found any yet? Eating them gives about 60-80 SP each, which can provide you with a good 10 shots of Mana Burst.

On 9.9.2005 15:47 Elliott946@aol.com wrote:
Rod drops have been pretty sparse so far. I only remember seeing 1 frost and 1 fire, both of which were found and sold before I realized he had Eat Magic innately as a mage.

I'm willing to do the Cloning Pits without rChaos, but only with a fairly powerful character who has good healing. Spellcaster is, well, not that character, so he's not going into the Cloning Pits until I find the third nature book (Smaug dropped the 3rd Chaos book). Fortunately, he just found some nice randart armor with rChaos among other things, and, annoying though it may be, I'm contemplating swapping to Werewindle for the speed and extra resists.

On 12.9.2005 18:45 Elliott946@aol.com wrote:
(Clevel:39, dlevel:56) Finally found the 3rd book of Nature, practiced Stone Skin, Resist True, and Wall of Stone until they were Master level, and then went into the Cloning Pits.

Pits were really easy because the randoms were all easy and Spellcaster started out by teleporting until he was close to the summoners, and then quickly entombed as many as possible before they woke up. Final red ant kill total was less than 50, so it worked pretty darn well.

Monster killing was mostly done with Werewindle, which didn't polymorph or teleport nearly as many monsters as I feared. Wielded two-handed with a pair of rings of slaying, it did quite respectable damage. The Gachapins didn't get out, but they did summon quite a few hydras. Fortunately, full double resists plus lots of walls to disrupt LoS made them very manageable.

In one amusing sequence, Spellcaster was meleeing a 9-headed hydra. After a round or two, Werewindle polymorphed it into... a 7-headed hydra. A round or so later, Werewindle polymorphed it again. This time, it turned into a... 9-headed hydra. That's a pretty severe lack of creativity on Werewindle's part.

Anyway, doing fine in Angband now. After playing tag with Shuten-douji and trying to fight him at range, Spellcaster finally bit the bullet, powered up, and went toe-to-toe with the big Ogre. Thanks to chaotic effect confusion, the battle went much smoother than expected. He even dropped his Tetsubo. Sadly, Brand didn't drop his crossbow (which was too bad, since Spellcaster's launcher slot has basically been sitting vacant the entire game).

Finally started finding enough "ball" rods to put the stone-to-mud rods on the shelf and use lightning ball rods instead. When he builds up enough of another sort, the disarm rods will get swapped out as well.

Currently on dlevel 56 going after Narse. The level started with Spellcaster in a room with Khamul and Thuringwethil, plus a big pack of Hounds of Tindalos floating through the wall from the room next door. KABOOM! Hadn't really needed Word of Destruction previously, but now its Spellcaster's new best friend.

On 12.9.2005 22:47 Elliott946@aol.com wrote:
(clevel:40, dlevel:58) Chaotic effects from practicing Magic Rocket let to not one, but two mutations. Some might say that mutations are usually good for characters, but Spellcaster would disagree. Look at that list: Chaos Infused Wounds (it appears to periodically heal your current wounds only to then immediately inflict 75-150 damage and give you a random level of cuts, usually around Severe. While in theory if it happened when you were on the brink of death it might be nice, Spellcaster spends the vast majority of his life less heavily damage than this so its somewhat annoying.) , Moronic, and Achy Joints. Yippee. Off to Zul he goes.

On 12.9.2005 23:26 Elliott946@aol.com wrote:
Magic Rocket rocks! More offensive spells should be like this.

Of course, by "this" I mean, "more damaging than a mage is likely to be in melee", which, frankly, ought to be a pretty low standard. Sadly, its one that most offensive spells fail to live up to.

On 13.9.2005 01:08 dzhang@its.caltech.edu wrote:
Well, that depends A LOT on what weapon you're using. If you're using Aglarang suitably enchanted, with Fingolfin and Shiva's Avatar, I'd say Mana Storm and Hellfire are the only offensive spells that can do better.

On 13.9.2005 12:36 Elliott946@aol.com wrote:
Yeah, but even using Werewindle with his current set-up, only Invoke Logrus and Magic Rocket are better. Killed Dworking Barimen to make level 40, and Spellcaster's feeble damage output (not surprisingly, he struggles to hit AC 195) made in a very difficult process. Dworking did drop the Jewel, though, so it was worthwhile.

On 13.9.2005 19:32 ralonso@au1.ibm.com wrote:
Man o man - what is my monk doing wrong? He's killed Jack of Shadows, Dworkin, Brand etc and none of them dropped their items. Maybe I shouldn't have stunned them so much first.....

Elliot do you realy think this mage s going to be able to win at chlvl 45 or so?

On 13.9.2005 22:45 Elliott946@aol.com wrote:
(clevel:42, dlevel:85) Knocked off Dio Brando (who is normally quite a handful) with amusing ease thanks to Spellcaster happening to be carrying a staff of starlight and having just found a couple of scrolls of recharge on the level. Found Dio Brando, dug a long straight hallway to him, stood at the end of it, and got his attention with a ball spell. Dio Brando stopped time as soon as he set foot in the hallway, but when Spellcaster came to, Dio Brando was a step or two farther down the hallway and had summoned. The amusing part is that monster that was adjacent to Spellcaster was a Star Vampire! Not only is it pretty much the weakest monster Dio Brando can summon, but its also the only one that isn't hurt by light!

Spellcaster blazed away with his staff of starlight, and Dio Brando kept summoning, but the Vampire Lords and Elder Vampires that he summoned just piled up behind the hapless Star Vampire and gradually melted away against the light attacks. Finally, Brando himself went down, and that was that.

Cyaegha, well, was pretty dramatically out of Spellcaster's league, but I figured I'd give it a shot. Before Spellcaster even got to Cyaegha, he ran into SUPER Nygotha! It was Nygotha, but WOW was he fast. Spellcaster was at +17 speed for the battle, but Nyogtha (who's normally +20) got back-to-back triple(!) moves at one point. Spellcaster isn't very sturdy, so those were terrifying to watch.

Spellcaster finally teleported to safety. Nyogtha tried to pursue, but he ran into Kenshirou on the way, and Kenshirou proved much better at handling Nyogtha than Spellcaster and Nyogtha quickly teleported away. Spellcaster then tracked the injured Nyogtha (down to about 4 stars) down and finished him off.

I'm now getting itchy for the 4th books and Zul has quests for both. I'm warming up to go after one. I've never tried them, but from the comments it sounds like lesser Wyrms. As long as Spellcaster can take them on one at time, I think he can do it. The question is: which one to go for?

On 13.9.2005 22:51 Elliott946@aol.com wrote:
Yeah, lost to the Balrog in the Arena. It was stupid, too. I had just shuffled his kit before the battle and failed to realize he didn't have rNether. The Balrog didn't miss it and started the battle with 3 consecutive Nether balls.

Perhaps mutations aren't so bad after all! Regular battle usage of Magic Rocket resulted in numerous chaotic effects, leading to 3 new mutations: Wings, vampirism, and random healing. None are especially great, but they're a whole lot better than the 3 he recently got rid of.

Oh, and a read un-ID'ed scroll while fooling around in the Mine proved to be *Acquisition*, and one of the items was the Mattock of Nain (second time I've had a character acquire the Mattock recently). It does a little less damage than Werewindle and the extra bonuses aren't as nice, but the chaotic effects of Werewindle were starting to creep me out.

On 13.9.2005 23:03 Elliott946@aol.com wrote:
Ralonso, while Spellcaster has been lucky in getting uniques to drop their signature items, he missed the one I really wanted. I'd happily trade the Jewel, the Ogre's Tetsubo, Zantetsuken, and Hagen's spear all for Brand's crossbow.

No, I don't think this mage is going to win by clevel 45 (my Life/Craft Beastman Priest, however, is progressing quite nicely and might have a shot. He's about to try the Cloning Pits at Clevel28 or 29 and barring something really nasty from the randoms, I'm pretty sure he can handle it). In fact, if Mana Storm proves less effective than I'm hoping, I'm not sure I'd bet on Spellcaster to win at all. The offense just hasn't been there.

Oh, a quick clarification from earlier. While Spellcaster picked up 2 bad mutations from practicing Chaos spells, he had been living with the Chaos Wounds mutation for a while. That's why there were 3 to fix.

On 14.9.2005 01:31 dzhang@its.caltech.edu wrote:
:/ Sorry to hear about your loss to the Balrog. I'd be pissed enough to suicide in that situation--but Thorin and Jewel are nice counter-arguments.

I generally like the Jewel better than Brand... Brand is +10 speed, sure, but nothing else, so Crimson is often a good alternative, whereas Jewel has great activation, and also RConf, RChaos, and +3 speed.



On 14.9.2005 18:51 Elliott946@aol.com wrote:
Ok, managed to beat the Chaos Node. It wasn't really that bad. Just required good tactical thinking. That gave me the Armageddon Tome, which is great, but caused a major problem.

While playing with the spells, I had Spellcaster cast Polymorph Self. Well, it turned him into a Dwarf, and everyone has a higher exp multiplier than humans, he dropped to clevel 41. Sadly, Polymorph Self is level 42, so he can't cast it until he levels and he's stuck as a Dwarf for now.

Dwarves don't make good mages, and their DEX's are weak. Unfortunately, I didn't notice until entering the Nature Node that Dwarf DEX's are bad enough to knock Spellcaster down from 3 blows to 2. Gonna be hard to kill these things with 2/3 the offense he had in the Chaos Node.


On 14.9.2005 19:16 jmiddendorf@hmc.edu wrote:
Actually, some people like dwarves, due to the con bonus; makes it easier to survive as a mage. Of course, you probably took an int hit as well.

On 14.9.2005 20:29 dzhang@its.caltech.edu wrote:
Not in Heng... apparently your race's INT modifier determines your max SP amount for you level and INT... he's taking an additional 10% SP penalty on top of the lowered INT.

On 14.9.2005 20:35 Elliott946@aol.com wrote:
(clevel:38(!), dlevel:85) Sigh. Disaster.

Despite turning himself into a Dwarf, Spellcaster managed to beat the Nature Node quest, gaining the book Nature's Wrath. He practiced the various new spells to get them up to speed, and while they don't represent a huge step forward, some of them are pretty nifty and even the attack ones tend to be improvements on Magic Rocket.

But while practicing, I kept wistfully looking over at Spellcaster's now paltry mana and wishing he was a human again. So, back in the safety of town, I played with Polymorph Self again, forgetting that while there is indeed an exp penalty going from human to dwarf, dwarves are still on the relatively lightly penalized end of things.

To make a long story short, after a few tries that resulted in some extra mutations (boo for puny frame, hooray for extra legs, and eh, who cares for the rest), Spellcaster turned himself into a Half-Titan and is now all the way back to level 38. Its kinda nice having 500+ hp, but vast exp necessary just to get him back to clevel 42 for another shot at Polymorph Self is almost more than I can bear.

On 14.9.2005 20:52 blackreaver368@yahoo.com wrote:
I completely empathize with your plight ... I learned long ago never, oh never, to cast Polymorph Self (I say, having just done so with my ninja ;-). I generally don't even learn the spell, as one slip of the fingers can ruin your character ... The other "bonus" of the spell is permanent stat drain. My ninja lost something like the equivalent of 30 stat potions (just 6 potions of augmentation) while trying to undo the foolish effects of Polymorph Self. And at the rate Heng stocks stat potions, that will probably be at least 30 hours of play to recover.

So be careful. You may decide you want to stay as a HT ... there are much worse races. Plus, you seem to have the patience to play with the high experience penalty.

Good Luck!

On 14.9.2005 20:54 wrote:
Oh, and consider the benefits of high HP when breathing logrus before making your decision ...

On 14.9.2005 21:28 leafsrock2k@hotmail.evilisspam.com wrote:
Having played more than my share of beastman chaos-warriors (because they are a lot of fun early in the game...), I have this to say about polymorphing self...
- If you're going to polymorph, wait until you have much more EXP than the minimum needed to polymorph...you want to be able to change your mind after all.
- If your stats are already maxed out or close to it, polymorphing may do more harm than good.
- Make sure your HP are high enough...I've died to "Your internal organs are re-arranged!" before...

In your case though, I guess mages get the Polymorph Self spell too late for it to be very useful. As a beastman chaos-warrior, I almost always have the Polymorph mutation by clvl 18 (the minimum level that it will work at)...although often I wait until clvl 20 to start experimenting.

One more thing, particularly with early Polymorph...if you get the mutation "You may be mutated, but you're recovering", polymorph into a form you can live with, and then stick with it...don't be too aggressive, because there's not much worse than being stuck in a form you don't want with no way out (at least in Elliott's case he can get out by leveling up).

On 15.9.2005 14:49 Elliott946@aol.com wrote:
Yeah. Y'all are right. I should have waited a few levels before polymorphing again. Oh well. Maybe its time for a break from this guy.

On 15.9.2005 19:59 jmiddendorf@hmc.edu wrote:
I don't know; half titan is pretty good; I think they're immune to stunning (don't rely on my recollections though), have good hp, no int penalty, but admittedly a huge xp penalty.

I'm curious; twilight seems like a good choice for weapon swap. +IMFIRE, +10 speed for -RDARK, AGG. Is the aggravation that bad, or do you really need RDARK? Or is it not worth your time to enchant it up to something positive. Also +Firebrand, -some slays.

But I'm no expert.

On 25.9.2005 22:09 Elliott946@aol.com wrote:
Haven't played this guy in a while, and while the Titan race probably improves his survivability quite a bit (lots of extra hp), the huge exp penalty + my general antipathy towards this character means he might be finished.

As for the weapon swap, believe it or not, he actually melees most enemies. In fact, he finished both Node of Power quests using 90% melee (and for the 2nd one he only had 2 blows/round!), because even the chaos spells just don't have enough punch and/or damage/mana cost.

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