[PosChengband 4.0.0 Character Dump]
***WINNER***
Name : Tungstein ========== Stats ==========
Sex : Male STR! : 18/110
Personality: Patient INT! : 18/180
Race : Ring WIS! : 18/170
Controlling: Locke, the Superman DEX! : 18/170
Class : Monster CON! : 18/150
CHR! : 18/200
Level : 50 HP : 716/716
Cur Exp : 71520244 SP : 452/538
Max Exp : 71520244 AC : 256
Adv Exp : ***** Speed: +40+10
========== Skills =========
Gold : 38641154 Melee : Heroic
Kills : 29445 Ranged : Fair
Uniques : 217 SavingThrow: Legendary[7]
Artifacts : 220+298 Stealth : Heroic
Perception : Superb
Game Day : 20 Searching : Superb
Game Time : 11:37 Disarming : Superb
Play Time : 332:55 Device : Legendary[22]
============================= Character Equipment =============================
a) a Ring
= =
Resistances a@ Abilities a@
Acid : .# 100% Speed : .#
Electricity: .# 78% Free Act : .+
Fire : .# 80% See Invis : .+
Cold : .# 80% Warning : ..
Poison : .# 78% Slow Digest: .+
Light : .+ 45% Regenerate : .+
Dark : .+ 48% Levitation : .+
Confusion : .+ 49% Perm Lite : .+
Nether : .+ 47% Reflection : .+
Nexus : .+ 48% Hold Life : .+
Sound : .+ 45% Dec Mana : .+
Shards : .+ 47% Easy Spell : .+
Chaos : .+ 47% Anti Magic : ..
Disenchantm: .+ 48% Magic Skill: .+
Time : .. 0% Spell Power: ..
Blindness : .+ 49% Spell Cap : ..
Fear : .# 8x Magic Res : ..
Infravision: .+ 130'
= Stealth : .+
Auras a@ Searching : .+
Aura Elec : .+ 6d7+2
Aura Fire : .+ 6d7+2 =
Aura Cold : .+ 6d7+2 Sustains a@
Aura Shards: .. Sust Str : .+
Revenge : .. Sust Int : .+
Sust Wis : .+
= Sust Dex : .+
Slays a@ Sust Con : .+
Slay Evil : .. Sust Chr : .+
Slay Undead: ..
Slay Demon : .. =
Slay Dragon: .. Detection a@
Slay Human : .. Telepathy : .+
Slay Animal: .. ESP Evil : ..
Slay Orc : .. ESP Nonliv : ..
Slay Troll : .. ESP Good : .+
Slay Giant : .. ESP Undead : .+
Slay Good : .. ESP Demon : .+
Slay Living: .. ESP Dragon : .+
Acid Brand : .. ESP Human : .+
Elec Brand : .. ESP Animal : .+
Fire Brand : .. ESP Orc : .+
Cold Brand : .. ESP Troll : .+
Pois Brand : .. ESP Giant : .+
Mana Brand : ..
Sharpness : .. =
Quake : .. Curses a@
Vampiric : .. Cursed : ..
Chaotic : .. Rnd Tele : ..
Add Blows : .. No Tele : ..
Blessed : .. Drain Exp : ..
Riding : .. Aggravate : ..
Tunnel : .. TY Curse : ..
Throwing : ..
=
a@ Base R C P E Total
STR! : .8 18/70 -3 0 -1 0 18/110
INT! : .3 18/120 4 0 -1 0 18/180
WIS! : .3 18/120 1 0 1 0 18/170
DEX! : .8 18/110 0 0 -2 0 18/170
CON! : .7 18/70 -1 0 2 0 18/150
CHR! : .6 18/110 3 0 0 0 18/200
=================================== Powers ====================================
Lvl Cost Fail Desc Cast Fail
Absorb Jewelry 1 0 0% 4521 0 0%
Glitter 1 0 0% 39 0 0%
Detect Jewelry 5 1 0% 101 3 3%
Identify Jewelry 10 7 0% 198 19 9%
Charm 15 7 0% power 130 345 0 0%
=================================== Essences ==================================
Stats Total Need Bonus
Strength 861 1022 +8
Intelligence 306 510 +7
Wisdom 483 510 +7
Dexterity 777 1022 +8
Constitution 386 510 +7
Charisma 146 254 +6
Skills Total Need Bonus
To AC 10000 10225 +139
Stealth 572 1022 +8
Speed 2548 2555 +44
Life 22 49 +2
Searching 1238 2046 +9
Infravision 580 1022 +8
Light 406 511 +8
Magic Mastery 52 62 +4
Spell Power 6 14 +2
Spell Capacity 128 254 +6
Resistances Total Need Bonus
Acid 340 510 +7
Electricity 350 381 +6
Fire 444 510 +7
Cold 411 510 +7
Poison 130 189 +5
Light 42 45 +3
Dark 169 189 +5
Confusion 159 254 +6
Nether 66 93 +4
Nexus 122 189 +5
Sound 40 60 +3
Shards 71 124 +4
Chaos 113 124 +4
Disenchantment 168 189 +5
Time 1 2 +0
Blindness 132 254 +6
Fear 415 510 +7
Teleportation 34 62 +4
Immune Acid 2 2 Y
Immune Elec 1 2
Immune Fire 1 2
Immune Cold 1 2
Abilities Total Need Bonus
Free Action 891 1 Y
See Invisible 709 1 Y
Levitation 100 2 Y
Slow Digestion 43 2 Y
Hold Life 145 7 Y
Regeneration 301 7 Y
Economical Mana 38 63 +5
Wizardry 148 7 Y
Reflection 79 7 Y
Aura Fire 152 7 Y
Aura Elec 20 7 Y
Aura Cold 26 7 Y
Aura Shards 8 9
Sustain Strength 181 5 Y
Sustain Intelligence 209 5 Y
Sustain Wisdom 63 5 Y
Sustain Dexterity 265 5 Y
Sustain Constitution 98 5 Y
Sustain Charisma 48 5 Y
ESP Total Need Bonus
Telepathy 23 2 Y
ESP Animals 23 2 Y
ESP Undead 25 2 Y
ESP Demon 15 2 Y
ESP Orc 24 2 Y
ESP Troll 26 2 Y
ESP Giant 25 2 Y
ESP Dragon 24 2 Y
ESP Human 23 2 Y
ESP Good 22 2 Y
==================================== Spells ===================================
Offense: Bolt Ct Lvl Cst Fail Info
Magic Missile 30 1 1 0% dam 2d6
Lightning Bolt 23 10 2 0% dam 7d8
Poison Dart 15 12 3 0% dam 8d8
Frost Bolt 18 13 3 0% dam 8d8
Acid Bolt 27 14 4 0% dam 11d8
Fire Bolt 30 15 4 0% dam 12d8
Nether Bolt 4 20 6 0% dam 16d8
Sound Bolt 12 25 8 0% dam 14d8
Shard Bolt 22 26 8 0% dam 16d8
Water Bolt 1 31 12 0% dam 16d8
Mana Bolt 1 32 14 0% dam 188
Plasma Bolt 4 32 11 0% dam 16d15
Ice Bolt 5 32 11 0% dam 16d15
Offense: Beam Ct Lvl Cst Fail Info
Lightning Strike 11 15 3 0% dam 6d8
Ray of Cold 7 19 5 0% dam 9d8
Shoot Acid 8 21 7 0% dam 11d8
Line of Fire 15 23 8 0% dam 13d8
Sound Strike 11 37 11 0% dam 17d8
Offense: Ball Ct Lvl Cst Fail Info
Stinking Cloud 26 10 2 0% dam 19
Lightning Ball 26 19 4 0% dam 82
Frost Ball 25 23 5 0% dam 102
Acid Ball 16 25 6 0% dam 114
Fire Ball 27 27 7 0% dam 135
Nether Ball 4 30 10 0% dam 168
Sound Ball 13 31 12 0% dam 170
Shard Ball 15 32 13 0% dam 221
Darkness Storm 2 36 20 0% dam 271
Whirlpool 2 38 21 0% dam 188
Mana Ball 1 40 26 0% dam 230
Offense: Breath Ct Lvl Cst Fail Info
Breathe Lightning 9 25 14 0% dam 195
Dragon's Frost 9 26 14 0% dam 213
Breathe Acid 10 27 16 0% dam 244
Dragon's Flame 4 28 18 0% dam 217
Breathe Poison 10 30 16 0% dam 162
Breathe Nether 4 35 18 0% dam 256
Breathe Sound 6 41 28 0% dam 171
Breathe Shards 6 42 28 0% dam 239
Offense: Other Ct Lvl Cst Fail Info
Pesticide 1 10 3 0% dam 4
Magic Arrow 11 30 9 0% dam 202
Dispel Undead 4 32 15 0% dam 120
Dispel Demons 15 32 14 0% dam 129
Dispel Evil 19 35 14 0% dam 98
Heroic Dispel Evil 1 40 24 0% dam 92
Star Burst 3 41 25 0% dam 256
Rocket 1 42 27 0% dam 388
Wrath of the God 3 43 28 0% dam 111
Star Ball 1 44 33 8% dam 172
Buff Ct Lvl Cst Fail Info
Holy Prayer 7 5 2 0% Dur d31 + 6
Heroism 78 12 2 0% Dur d37 + 37
Resist Acid 91 15 4 0% Dur d30 + 30
Resist Lightning 68 15 4 0% Dur d30 + 30
Resist Fire 68 15 4 0% Dur d30 + 30
Resist Cold 75 15 4 0% Dur d30 + 30
Resist Poison 55 23 6 0% Dur d29 + 29
Berserk 126 25 4 0% Dur d37 + 37
Stone Skin 67 25 6 0% Dur d30 + 30
Speed 107 27 8 0% Dur d30 + 30
Resistance 21 30 10 0% Dur d28 + 28
Protection from Evil 55 32 10 0% Dur d25 + 145
Heroic Speed 16 35 12 0% Dur d27 + 27
Healing and Magic Resistance 4 37 15 0% Dur d10 + 12
Globe of Invulnerability 4 49 50 38% Dur d10 + 10
Healing/Recovery Ct Lvl Cst Fail Info
Cure Poison 27 10 3 0%
Boldness 9 15 5 0%
Remove Curse 4 20 8 0%
Clarity 2 25 1 0% 0sp
Cure Fear and Poison 6 25 10 0%
Cure Wounds 1 26 12 0% heal 57
Curing 5 27 13 0%
Healing 1 32 27 0% heal 186
Restore Life 6 35 20 0%
*Remove Curse* 1 37 30 0%
Dispel Curse and Probing 1 39 30 0%
Restore Stats 3 40 33 0%
Restoring 1 40 36 0%
Angelic Healing 2 45 36 16% heal 324
Detection/Knowledge Ct Lvl Cst Fail Info
Illumination 15 1 1 0% dam 2d20
Detect Treasure 9 2 2 0%
Detect Traps 13 3 2 0%
Detect Monsters 37 5 2 0%
Detect Objects 13 8 4 0%
Identify 15 15 6 0%
Enlightenment 7 20 5 0%
Detection 10 25 7 0%
Probing 13 27 9 0%
*Identify* 11 33 12 0%
Clairvoyance 2 45 28 6%
Self Knowledge 5 50 35 31%
Teleportations Ct Lvl Cst Fail Info
Phase Door 45 3 2 0%
Teleport 14 12 4 0%
Strafing 9 15 4 0%
Teleport Other 3 20 9 0%
Recall 9 25 9 0%
Telekinesis 11 27 10 0% max wgt 25
Getaway 4 30 13 0%
Banish Evil 10 37 16 0% power 135
Banish 2 40 22 0% power 180
Dimension Door 2 43 28 0% range 37
Utility Ct Lvl Cst Fail Info
Stone to Mud 41 15 4 0%
Unbarring Ways 16 25 6 0%
Earthquake 53 25 8 0%
Explosive Rune 6 29 13 0%
Recharging 6 35 15 0% Power 130
Rune of Protection 1 37 30 0%
Alchemy 2 43 50 0%
Summoning Ct Lvl Cst Fail Info
Summon Elemental 11 23 9 0%
Summon Phantasmal Servant 17 25 10 0%
Summon Monsters 11 30 14 0%
Dominate Demon 4 31 15 0% Power 38
Reveal Identity 1 36 27 0%
Summon Dragon 12 37 21 0%
Summon Demon 4 40 28 0%
Other Ct Lvl Cst Fail Info
Aggravate Monsters 5 10 2 0%
Terrify Monsters 1 22 9 0% Power 66
Sleep Monsters 17 25 8 0% Power 75
Freeze Monsters 2 40 28 0% Power 120
=================================== Dungeons ==================================
!Angband : level 127
!Orc cave : level 23
!Labyrinth : level 28
!Dragon's lair : level 72
!Graveyard : level 70
!Forest : level 29
!Volcano : level 60
!Numenor : level 75
!Castle : level 65
!R'lyeh : level 96
Mountain : level 50
!Mine : level 80
Anti-magic cave : level 41
!Anti-melee cave : level 50
!Chameleon cave : level 45
!Dark cave : level 72
!Glass castle : level 60
!Icky cave : level 35
!Lonely Mountain : level 40
!Giant's Hall : level 40
Arena : level 50
!Stronghold : level 1
Now, you are in Morivant.
==================================== Quests ===================================
Completed Quests
Thieves Hideout (Danger level: 5) - level 16
Warg problem (Danger level: 5) - level 17
Tengu and Death Swords (Danger level: 25) - level 20
Old Man Willow Quest (Danger level: 22) - level 21
Lousy, the King of Louses (Dungeon level: 6) - level 27
Doom Quest 1 (Danger level: 15) - level 27
Orc Camp (Danger level: 15) - level 27
The Mimic's Treasure (Danger level: 25) - level 27
Dark Elven Lords Quest (Danger level: 25) - level 28
Gorbag, the Orc Captain (Dungeon level: 12) - level 29
The Sewer (Danger level: 15) - level 29
Logrus Master (Danger level: 25) - level 29
Vapor Quest (Danger level: 25) - level 32
The Hoard (Dungeon level: 24) - level 33
The Vault (Danger level: 30) - level 33
The Barrow Downs (Danger level: 35) - level 33
The Rise and Fall of Micro$oft (Danger level: 50) - level 33
Killing Fields (Danger level: 50) - level 36
Doom Quest 2 (Danger level: 55) - level 40
The Cloning Pits (Danger level: 45) - level 43
Ariel, Queen of Air (Dungeon level: 38) - level 46
Baphomet the Minotaur Lord (Dungeon level: 44) - level 47
Haunted House (Danger level: 48) - level 47
The Royal Crypt (Danger level: 70) - level 48
Daoloth, the Render of the Veils (Dungeon level: 50) - level 50
The Old Castle (Danger level: 50) - level 50
Habu the Champion of Chaos (Dungeon level: 56) - level 50
Invisible Pink Unicorn (Dungeon level: 62) - level 50
Spawning Pits (Danger level: 65) - level 50
Eric's Stronghold (Danger level: 70) - level 50
Pazuzu, Lord of Air (Dungeon level: 76) - level 50
Qlzqqlzuup, the Lord of Flesh (Dungeon level: 88) - level 50
Oberon (Danger level: 99) - level 50
Serpent of Chaos (Danger level: 100) - level 50
Arena: 37 Victories
================================ Monster Kills ================================
You have defeated 29445 enemies including 217 unique monsters in total.
Uniques Lvl
The Serpent of Chaos 100
Oberon, King of Amber 99
Sauron, the Sorcerer 98
Great Cthulhu 96
Gothmog, the High Captain of Balrogs 95
The Destroyer 94
Cerberus, Guardian of Hades 94
Azathoth, Seething Nuclear Chaos 93
Carcharoth, the Jaws of Thirst 92
Qlzqqlzuup, the Lord of Flesh 92
Shub-Niggurath, Black Goat of the Woods 91
Kaschei the Immortal 90
Yog-Sothoth, the All-in-One 90
Fenris Wolf 90
Oremorj the Cyberdemon Lord 89
Raphael, the Messenger 89
Draugluin, Sire of All Werewolves 87
Surtur the Giant Fire Demon 85
Lungorthin, the Balrog of White Fire 85
Wahha-Man the Golden 85
Non-uniques Lvl Count Non-uniques Lvl Count
Caaws 90 2 Bloodletter of Khorne 34 716
Great Wyrm of Power 90 2 Warrior of the Dawn 45 619
Star-spawn of Cthulhu 86 12 Dread 42 481
Hell hound of Julian 83 27 Giant fire ant 35 466
Ninja Tonberry 80 119 Earth hound 20 415
Tonberry 80 5 Cave ogre 26 346
Ultimate Magus 79 3 Exploding ant 36 345
Lourph 79 43 Air hound 20 333
Spectral Wyrm 77 13 Cold hound 18 326
Cyberdemon 77 12 Energy hound 18 325
Unmaker 77 10 Phase spider 20 321
Fenghuang 76 5 Doom drake 34 309
Leviathan 76 5 Byakhee 41 297
Warp demon 76 47 Fire hound 18 284
Aether hound 75 62 Clubber demon 40 283
Sky Drake 74 4 Algroth 27 272
Great Wyrm of Balance 72 19 Forest troll 17 262
Great Wyrm of Space-Time 72 18 Shadow demon 42 252
Black reaver 71 21 Water troll 33 227
Master quylthulg 71 2 Gargoyle 34 224
=================================== Virtues ===================================
Your alignment: Lawful
You are the living embodiment of Temperance.
You are the living embodiment of Sacrifice.
You are the living embodiment of Valour.
You are the living embodiment of Harmony.
You are the polar opposite of Compassion.
You are the living embodiment of Diligence.
You are a champion of Justice.
You are an enemy of Patience.
================================== Mutations ==================================
You are moronic (-4 INT/WIS).
You are telepathic.
==================================== Pets =====================================
Leading Pets
Locke, the Superman (controlling)
Options
Pets open doors: OFF
Pets pick up items: OFF
Allow teleport: OFF
Allow cast attack spell: ON
Allow cast summon spell: ON
Allow involve player in area spell: OFF
============================= Character Inventory =============================
a) 12 Potions of *Healing* {!k}
b) 11 Potions of Restore Mana {!k!q}
c) 34 Scrolls of Teleport Level
d) a Rod of Regeneration: Angelic Healing (2/2 charges) (+4) {Rg}
e) a Rod of Power: Beam of Disintegration (3/3 charges) {+15%}
f) a Rod of Capacity: Star Burst (1/4 charges) (+3) {ranged}
g) a Wand of Resistance: Teleport Other (15/15 charges)
h) a Wand of Capacity: Rocket (19/19 charges) (+4) {!s!d!k Ang:64}
i) a Wand of Capacity: Rocket (17/18 charges) (+5) {!s!d!k}
j) a Wand: Haste Monster (30/30 charges) {@a5}
k) a Staff of Capacity: Destruction (14/14 charges) (+5)
l) a Staff of Capacity: Genocide (10/10 charges) (+2) {!s!d!k}
m) a Staff of Resistance: Healing (3/12 charges) {!s!d!k}
n) a Staff of Capacity: Restore Mana (4/5 charges) (+4) {!s!d!k HUZZAH Ang:63}
o) a Staff of Holding: Restore Mana (3/4 charges) {Hl, DrLa:71}
p) a Staff: Confusing Lights (4/9 charges)
q) The Stone of Lore {!d}
================================ Home Inventory ===============================
( page 1 )
a) 2 Potions of Detonations {!q}
b) 22 Potions of Speed {!k}
c) 99 Potions of Healing {!k}
d) 52 Potions of Healing {!k}
e) 34 Potions of *Healing* {!k}
f) 14 Potions of Life {!k!q}
g) 16 Potions of Restore Mana {!k!q}
h) 57 Potions of Strength {!k}
i) 69 Potions of Intelligence {!k}
j) 52 Potions of Wisdom {!k}
k) 45 Potions of Dexterity {!k}
l) 32 Potions of Constitution {!k}
( page 2 )
a) 64 Potions of Charisma {!k}
b) 11 Potions of Augmentation {!k}
c) 2 Potions of *Enlightenment*
d) 14 Potions of Self Knowledge {!k}
e) 99 Potions of Curing
f) 77 Potions of Curing
g) 21 Potions of New Life {!*!*}
h) 6 Potions of Giant Strength {!k}
i) 99 Scrolls of Summon Monster {more}
j) 84 Scrolls of Teleport Level
k) a Scroll of *Remove Curse*
l) 6 Scrolls of Mundanity
( page 3 )
a) 8 Scrolls of Destruction
b) 14 Scrolls of Genocide {!*}
c) 17 Scrolls of Mass Genocide {!*}
d) 24 Scrolls of Forest Creation
e) 6 Scrolls of Wall of Stone
f) a Scroll of Vengeance
g) 3 Scrolls of Summon Kin {more}
h) 12 Scrolls of Fire
i) a Rod: Illumination (6/6 charges)
j) a Rod: Enlightenment (1/2 charges)
k) a Rod of Regeneration: Clairvoyance (2/2 charges) (+4) {Rg, too late, but
exists}
l) a Rod: Detection (1/3 charges)
( page 4 )
a) a Rod of Holding: Detection (4/4 charges) {Hl}
b) a Rod: Getaway (3/3 charges)
c) a Rod of Regeneration: Getaway (4/4 charges) (+1)
d) a Rod: Recall (3/3 charges)
e) a Rod: Telekinesis (4/4 charges) {Doom2}
f) a Rod of Capacity: Heroic Speed (3/4 charges) (+3) {!s!d!k}
g) a Rod of Regeneration: Heroic Speed (2/3 charges) (+3) {Rg, !s!d!k}
h) a Rod of Regeneration: Heroic Speed (2/2 charges) (+4) {Rg, !s!d!k}
i) a Rod of Capacity: Heroic Speed (5/6 charges) (+5) {!s!d!k acqu}
j) a Rod of Capacity: Restoring (3/3 charges) (+2)
k) a Rod: Angelic Healing (2/2 charges) {Ang:98}
l) a Rod of Power: Angelic Healing (2/2 charges) {+20%} {Oberon}
( page 5 )
a) a Rod of Power: Angelic Healing (2/2 charges) {+25%} {!s!d!k R'l:80}
b) a Rod: Angelic Healing (2/2 charges)
c) a Rod: Clarity (4/4 charges)
d) a Rod of Capacity: Clarity (1/5 charges) (+2)
e) a Rod of Regeneration: Clarity (3/3 charges) (+2) {Rg}
f) a Rod: Clarity (2/5 charges)
g) a Rod: Clarity (2/5 charges)
h) a Rod: Clarity (1/5 charges)
i) a Rod of Simplicity: Clarity (3/7 charges) (+4) {Es}
j) a Rod of Simplicity: Clarity (9/9 charges) (+4) {Es}
k) a Rod: Great Clarity (2/2 charges)
l) a Rod of Capacity: Great Clarity (3/3 charges) (+3)
( page 6 )
a) a Rod of Capacity: Great Clarity (3/3 charges) (+5)
b) a Rod of Capacity: Mana Bolt (3/3 charges) (+3)
c) a Rod: Mana Bolt (2/2 charges) {BlkMkt}
d) a Rod: Mana Bolt (2/2 charges)
e) a Rod: Mana Bolt (2/2 charges)
f) a Rod of Capacity: Mana Bolt (3/3 charges) (+3)
g) a Rod: Beam of Disintegration (2/2 charges) {arena}
h) a Rod: Sound Strike (2/3 charges)
i) a Rod of Simplicity: Sound Strike (2/2 charges) (+2) {Es}
j) a Rod: Sound Strike (2/2 charges)
k) a Rod: Chaos Strike (2/2 charges)
l) a Rod of Simplicity: Chaos Strike (2/2 charges) (+2)
( page 7 )
a) a Rod: Chaos Strike (2/4 charges) {Doom2}
b) a Rod of Simplicity: Star Burst (2/2 charges) (+5) {Es}
c) a Rod of Regeneration: Shard Ball (2/2 charges) (+3) {Rg}
d) a Rod of Capacity: Shard Ball (4/4 charges) (+5)
e) a Rod of Regeneration: Shard Ball (2/2 charges) (+4) {Rg}
f) a Rod of Regeneration: Invoke Logrus (3/3 charges) (+5) {Rg}
g) a Rod: Disenchantment Ball (1/3 charges) {Gamb}
h) a Rod of Capacity: Mana Ball (6/6 charges) (+5)
i) a Rod of Power: Mana Ball (3/3 charges) {+15%}
j) a Rod of Regeneration: Mana Ball (3/3 charges) (+5) {Rg, !s!d!k acqu}
k) a Rod of Capacity: Mana Ball (2/4 charges) (+4)
l) a Wand of Simplicity: Teleport Other (10/10 charges) (+2)
( page 8 )
a) a Wand: Teleport Other (12/12 charges)
b) a Wand: Teleport Other (8/12 charges)
c) a Wand of Resistance: Stone to Mud (52/52 charges) {@a1}
d) a Wand: Annihilation (11/11 charges)
e) a Wand of Capacity: Water Bolt (9/9 charges) (+2) {Forest}
f) a Wand: Water Bolt (0/10 charges)
g) a Wand of Regeneration: Plasma Bolt (9/9 charges) (+3) {Rg, GndMstrMys}
h) a Wand: Whirlpool (4/7 charges)
i) a Wand: Whirlpool (2/7 charges)
j) a Wand: Whirlpool (5/13 charges)
k) a Wand of Simplicity: Disintegrate (8/8 charges) (+2) {Es, !s!d!k}
l) a Wand of Power: Disintegrate (8/8 charges) {+20%} {!s!d!k Tonberries}
( page 9 )
a) a Wand of Regeneration: Disintegrate (7/7 charges) (+5) {Rg, !s!d!k}
b) a Wand of Simplicity: Disintegrate (5/11 charges) (+4) {!s!d!k}
c) a Wand of Capacity: Disintegrate (10/11 charges) (+4) {!s!d!k}
d) a Wand of Quickness: Dragon's Breath (7/8 charges) (+2) {Sp}
e) a Wand: Drain Life (12/12 charges)
f) a Wand: Drain Life (14/14 charges)
g) a Wand of Capacity: Rocket (14/14 charges) (+5) {!s!d!k}
h) a Wand of Capacity: Rocket (10/10 charges) (+3) {!s!d!k}
i) a Wand of Capacity: Rocket (11/11 charges) (+4) {!s!d!k Ang:64}
j) a Wand of Regeneration: Rocket (8/8 charges) (+4) {Rg, !s!d!k}
k) a Wand of Capacity: Rocket (9/9 charges) (+4) {!s!d!k acqu}
l) a Wand of Simplicity: Rocket (8/8 charges) (+4) {Es, !s!d!k}
( page 10 )
a) a Wand of Capacity: Rocket (9/9 charges) (+5) {!s!d!k}
b) a Wand of Capacity: Rocket (13/13 charges) (+4) {!s!d!k}
c) a Wand: Rocket (10/10 charges) {!s!d!k}
d) a Wand of Capacity: Rocket (11/11 charges) (+4) {!s!d!k Ang:64}
e) a Wand of Simplicity: Magic Arrow (2/7 charges) (+3) {Es}
f) a Wand of Regeneration: Meteor (3/6 charges) (+3) {Rg}
g) a Wand: Meteor (2/6 charges) {!k!d Arena DES}
h) a Wand of Capacity: Wall Building (3/7 charges) (+4)
i) a Wand: Heal Monster (10/10 charges) {cursed}
j) a Wand: Heal Monster (10/10 charges)
k) a Wand: Heal Monster (7/7 charges)
l) a Wand: Heal Monster (1/13 charges) {@a6}
( page 11 )
a) a Wand of Simplicity: Heal Monster (7/13 charges) (+1)
b) a Wand: Heal Monster (8/12 charges)
c) a Wand: Heal Monster (12/16 charges)
d) a Wand: Haste Monster (42/42 charges) {@a5}
e) a Wand: Haste Monster (29/29 charges)
f) a Wand: Haste Monster (13/19 charges) {@a5}
g) a Wand of Resistance: Clone Monster (6/9 charges)
h) a Wand: Clone Monster (1/9 charges)
i) a Wand: Clone Monster (12/12 charges)
j) a Wand: Clone Monster (2/13 charges)
k) a Wand: Clone Monster (8/9 charges)
l) a Wand: Clone Monster (1/14 charges)
( page 12 )
a) a Wand: Clone Monster (2/12 charges)
b) a Wand: Clone Monster (1/13 charges)
c) a Staff: Teleport (22/22 charges)
d) a Staff: Earthquake (5/9 charges)
e) a Staff: Destruction (5/7 charges) {!s!d!k Yamato-no-Orochi}
f) a Staff of Capacity: Destruction (9/9 charges) (+4) {!s!d!k
Yamato-no-Orochi}
g) a Staff: Destruction (12/12 charges) {!s!d!k Cerebus}
h) a Staff: Destruction (9/9 charges) {!s!d!k}
i) a Staff: Genocide (10/10 charges) {!s!d!k Ang:98}
j) a Staff of Capacity: Genocide (6/12 charges) (+4) {!s!d!k}
k) a Staff of Capacity: Genocide (4/12 charges) (+5) {!s!d!k 400}
l) a Staff of Resistance: Probing (1/5 charges)
( page 13 )
a) a Staff: Summon Monsters (0/7 charges) {more}
b) a Staff of Resistance: Summon Hounds (3/4 charges) {more}
c) a Staff: Summon Hounds (2/4 charges) {more}
d) a Staff: Summon Hounds (2/4 charges) {more}
e) a Staff of Capacity: Summon Hounds (5/9 charges) (+3) {more}
f) a Staff: Summon Ants (3/6 charges) {more}
g) a Staff of Holding: Summon Hydras (3/6 charges) {Hl, more}
h) a Staff: Summon Hydras (7/10 charges) {more}
i) a Staff: Healing (6/6 charges) {!s!d!k Doom2 legit}
j) a Staff: Healing (7/7 charges) {!s!d!k}
k) a Staff of Resistance: Healing (7/7 charges) {!s!d!k}
l) a Staff of Capacity: Healing (8/8 charges) (+3) {!s!d!k}
( page 14 )
a) a Staff of Holding: Healing (7/7 charges) {Hl, !s!d!k}
b) a Staff of Capacity: Healing (3/6 charges) (+5) {!s!d!k acqu}
c) a Staff of Capacity: Healing (9/12 charges) (+4) {!s!d!k}
d) a Staff of Capacity: Healing (8/17 charges) (+5) {!s!d!k}
e) a Staff of Holding: Healing (7/13 charges) {Hl, !s!d!k Oberon}
f) a Staff of Simplicity: Healing (7/9 charges) (+4) {!s!d!k!g}
g) a Staff of Capacity: Healing (12/12 charges) (+4) {!s!d!k Ang:64}
h) a Staff of Simplicity: Healing (8/8 charges) (+5) {Es, !s!d!k}
i) a Staff: Healing (11/11 charges) {!s!d!k}
j) a Staff: Restore Mana (3/3 charges) {ArenaFenguang}
k) a Staff of Resistance: Remove Curse (1/7 charges)
l) a Staff: Dispel Monsters (5/7 charges) {!s!d!k LonelyM}
( page 15 )
a) a Staff: Dispel Monsters (3/7 charges) {!s!d!k Angband64}
b) a Staff of Resistance: Dispel Monsters (5/7 charges) {!g}
c) a Staff: Dispel Monsters (6/10 charges) {Ang:97, 200dmg}
d) a Staff of Holding: Mana Storm (4/6 charges) {Hl, !d!k Angband63}
e) a Staff of Capacity: Mana Storm (3/10 charges) (+3)
f) a Staff of Simplicity: Mana Storm (3/6 charges) (+4) {Es}
g) a Staff of Capacity: Mana Storm (7/7 charges) (+5)
h) a Staff of Holding: Confusing Lights (7/7 charges) {Hl}
i) a Staff: Confusing Lights (4/9 charges)
j) a Staff: Confusing Lights (9/9 charges) {R'l:83 320pw}
k) a Staff: Holiness (2/6 charges)
l) a Staff of Simplicity: Holiness (3/9 charges) (+5) {Es, !g}
( page 16 )
a) a Staff of Regeneration: Star Burst (6/6 charges) (+4) {Rg}
b) a Staff: Star Burst (7/8 charges) {R'l:83}
c) a Staff of Capacity: Star Burst (7/8 charges) (+4) {DrLa:70 450dmg}
d) a Staff of Capacity: Star Burst (3/8 charges) (+5) {Ang:98}
e) a Staff of Simplicity: Star Burst (4/6 charges) (+5) {Es, acqu}
f) a Staff: Darkness Storm (6/7 charges) {R'l:84}
g) a Staff of Holding: Darkness Storm (5/9 charges) {Hl}
h) a Staff of Simplicity: Darkness Storm (6/9 charges) (+4) {Es, Ang:98}
i) a Staff: Animate Dead (6/7 charges)
j) a Staff of Regeneration: Starlight (9/9 charges) (+3) {Rg}
k) a Staff: Summoning (7/10 charges) {more}
l) a Staff: Summoning (10/14 charges) {more}
( page 17 )
a) a Staff: Summoning (11/14 charges) {more}
b) a Staff: Summoning (11/16 charges) {more}
c) 33 Rings
d) a Ring of Wizardry (+0,+5) {A:Restore Mana, RIP}
e) 11 Amulets
f) Balance Dragon Scale Mail (-2) [40,+11] {SoShCaDi A:Breathe}
g) Power Dragon Scale Mail (-3) [40,+34] {AcElFiCoPoLiDkCfNtNxSoShCaDi
A:Breathe Elements}
h) The Chain Mail of the Devine Jewel (+4,+14) [14,+10] (+4) {Ch;AcElFiSh[E
A:Acid Bolt}
i) The Double Ring Mail of Antarctic Land (-2) [15,+30] (+2) {Dx;CoNx;Rf[C}
j) The Augmented Chain Mail of Phasing (-2) [16,+14] (+2) {cursed,
SpDxSr;-Nt;CfCa}
k) The Metal Brigandine Armour of Cleanness (-3) [19,+20] (+4) {Sr;AcElFiCoPo}
l) The Ribbed Plate Armour 'Phoenix' (-3) [28,+16] (+3) {Sp;AcElFiPoDkSh[FC}
( page 18 )
a) The Ribbed Plate Armour 'Life of Leaf' (-3) [28,+19] (+4)
{CnSrIf;AcElFiCoPoBl}
b) The Mithril Chain Mail 'Magi's Seeing' (-1) [28,+30] (+3) {In;CfSo Bilbo}
c) The Filthy Rag 'Die Hard' [1,+19] (+4) {St;ElCfSo(St}
d) The Robe 'Holy Prayer' [2,+16] (+5) {WiSl;CoCfBl;Lu(Wi}
e) The Leather Scale Mail of Snow Field (-1) [11,+18] {*El;FiCo[C}
f) a Robe of the Twilight [0,+0]
{AcElFiCoPoLiDkCfNtNxSoShCaDiBlFe;RfFaSiHlLv(StInWiDxCnCh}
g) an Ethereal Cloak of Aman [0,+36] (+3) {SpSl;Li}
h) a Shadow Cloak of Retribution [6,+10] {LiDk[CAt}
i) The Pair of Dragon Wings 'Steel Bull' [4,+22] (+2) {StIn;PoSo;Lv}
j) The Large Leather Shield of Helldiver [6,+14] (+3) {Cn;ElCoLiNtBl A:Breathe
Lightning}
k) The Hard Leather Cap of Nevrast [2,+15] (+5) {WiDxIf;ElFiPoSoDi~pLZ(Dx}
l) The Metal Cap 'Rubber Coat' [3,+19] (+2) {StDxCn;ElNtSoDiBlFe}
( page 19 )
a) The Jingasa of Harmony (+5,+4) [4,+17] {FiCfCaDi;Rf}
b) The Set of Cesti of Vader (+2,+13) [5,+15] (+2) {StDx;PoCf(St}
c) The Pair of Soft Leather Boots of Crystal [2,+19] (+2) {SpSr;SoShCa}
d) a Pair of Hard Leather Boots of Feanor [3,+16] (+11) {Sp;Nx;Fa A:Speed}
e) The Pair of Hard Leather Boots 'White Diamond' [3,+19] {*Co;ElPoNxSo;FaLv}
f) The Pair of Hard Leather Boots of Cleopatra [3,+20] (+4)
{SpDxChSl;CfNt;FaHl(InCh}
g) a Pair of Dragon Boots of Speed [5,+28] (+10) {Sp;NtFe, wow simm}
h) The Falchion of Concentration (4d5) (+20,+18) (+1) {InSr;Nt/*(InDx}
i) The Claymore of Ymir (4d9) (+17,+31) (+2) {Sr;Lv|Co/XD/Z~TUZ}
j) a Blade of Chaos (Blessed) (7d5) (+8,+7) (+3) {Wi;Ca;SiBs~Good}
k) The Blade of Chaos 'Lawgiver' (6d5) (+20,+16) (+1) {If;Ca;WrBs/*L}
l) The Beaked Axe 'Mirror of Seeing' (2d6) (+19,+9) (+2) {SpStIn;El/XDU/Z}
( page 20 )
a) The Lochaber Axe 'Kraken' (3d8) (+14,+28) (+3) {St;So;Si}
b) The Flail 'Joyeuse' (2d6) (+18,+17) (+3) {WiCn;Bs[M/X* A:Banish Evil}
c) The Dwarven Shovel 'Magicbane' (1d3) (+15,+16) (+4) {AtInSlDg;Fa|M/XU/D}
d) The Dwarven Pick 'Skull Smasher' (1d4) (+19,+16) (+5) {-25%} {cursed,
SpInCnDg;-WiMd;Fe|E/pU}
e) The Short Bow 'Acid Blade' (x3) (+19,+17) (+2) {St;Ac;Xs A:Acid Ball}
f) The Light Crossbow 'Hell Blade' (x4) (+20,+19) (+4) {Cn;AcPoDkNtNxBl;Lv}
g) The Light Crossbow of Damocles (x4) (+19,+17) (+3) {WiChSr;El;XsBs}
h) The Light Crossbow 'Lord of Flies' (x4) (+17,+20) (+1) {Xs A:Polymorph}
i) The Harp 'Sulfuric Acid' (+3) {StCh;AcPoSo}
j) a Golden Statue of Great Cthulhu
==================================== Museum ===================================
( page 1 )
a) The Ring of Destruction (+4) {-Cn;-AcElFiCoPo;Wm|AEFCoP}
b) The Ring 'Frakir' (+1) {SpStInWiDxCnChSlSr;Po;SiWr A:Drain Life}
c) The Goblet 'Holy Grail' (+3) {WiCh;Nt A:Healing and Magic Resistance}
d) The Necklace of the Dwarves (+3) {StCnIf;-Sl;Bl;FaSiRgLu}
e) The Incandescent Light of Edison (+3) {If[FE}
f) The Phial of Galadriel (+1) {Sr A:Illumination}
g) The Star of Elendil (+1) {Sp;SiHl A:Magic Mapping and Illumination}
h) The Jewel of Judgement (+3) {SpInWi;CfCa;SiHl A:Clairvoyance and Recall}
i) The Palantir of Westernesse (+3) {WiCh~Tele A:List Uniques}
j) The Levitation Stone of Laputa (+2) {SpInCh;HlLv A:Mana Ball}
k) The Stone of Nature [+5] {A:Stone Skin}
l) The Stone of Life (+3) {Lf;Hl A:Restoring}
( page 2 )
a) The Sorcerer's Stone (+2) {In A:*Recharging*}
b) The Stone of Chaos {Ca A:Polymorph}
c) The Stone of Death {Nt A:Animate Dead}
d) The Trump Card (+2) {Ch A:Teleport}
e) The Brimstone {A:Fire Ball}
f) The Crusader's Stone (+2) {Wi A:Protection from Evil}
g) The Stone of Craft (+2) {Sp A:Resistance}
h) The Armageddon Stone {A:Destruction}
i) The Stone of War (+6,+6) {Fa A:Berserk}
j) The Meditation Stone (+2) {Wi A:Restore Mana}
k) The Blue Dragon Scale Mail 'Elemental of Ching-Rong' (-3) [40,+30]
{AcElFiCoPoDkCf;FaSi A:Resistance}
l) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [40,+25]
{*El;AcFiCoPoLiDk;FaSiLuAg A:Star Ball}
( page 3 )
a) The Rusty Chain Mail of The High Preist of Morlok (-5) [14,-40] (+2) <+15%>
{cursed, InWiCh;-StDxCn;AcElFiCoPoLiDkCfNtNxCa;AgTy}
b) The Ring Mail of Giles (-2) [12,+18] (+2) {-Sl;FiCoNxCa}
c) The Metal Scale Mail of Julian (-2) [15,+40] (+4) {StCh;AcElFiCoDkDiFe~Z
A:Genocide}
d) The Chain Mail of Arvedui (-2) [14,+15] (+2) {StCh;ElFiCoCfNxSh}
e) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {InWiCn;AcPoCfNt
A:Trap and Door Destruction}
f) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
{StDx;AcElCoCfSoFe}
g) The Metal Lamellar Armour of The Padre (+5,+5) [23,+17] (+2) {Ch;FiCa;RfLu}
h) The Haramakido of Yositsune [17,+28] (+2) {SpDxSl;AcElFiCoCfNxCa;FaSdRg}
i) The Full Plate Armour of Isildur [25,+25] (+2) {Cn;AcFiCoCfNxSoSh}
j) The O-yoroi of the Bando Musha (+5,+5) [24,+20] (+2) {StCnCh;AcElCoPoDiBlFe}
k) The Mithril Chain Mail of Bilbo (+1,+1) [28,+7] (+1)
{SpDxSl;-St;AcFiCoPoDk;Si}
l) The T-shirt 'I killed the GHB and all I got was this lousy t-shirt!' [1,+0]
{and no reforging}
( page 4 )
a) The Robe of Eternity [0,+42] (+3) {Cn;LiDkDiTi;FaSiHlLv(StInWiDxCnCh}
b) The Robe of the Kamikaze Warrior (+10,+10) [2,-20] (+2)
{SpStDx;-Wi;FiPoCfNtSoFe;HlLvWm[M(StDx A:Berserk}
c) The Robe of Incanus [2,+20] (+3) [+15%] {InWiSr;AcElFiCo;DmFaSiLv(InWi
A:Mana Bolt}
d) The Soft Leather Armour 'Dal-i-Thalion' [4,+5] {AcElFiCoDi}
e) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) {Sl;AcElFiDkCa}
f) The Hard Leather Armour of Himring [6,+15] {PoNtCa[C A:Protection from Evil}
g) The Rhino Hide Armour 'Dasai' (-1) [8,+64] (+10) {-Ch;Ag(Ch}
h) The Cord Armour 'Sumo Wrestler's Loincloth' [4,+0] (+4) {StCn;Fa(StCn
A:Heroic Dispel Evil}
i) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Dx;AcSoSh}
j) The Cloak of Jack of Shadows [1,+19] (+7) {SlSr;FaSiHl~Tele}
k) The Cloak 'Colluin' [1,+15] {AcElFiCoPo A:Resistance}
l) The Cloak of Thingol [1,+18] (+3) {DxCh;AcFiCo;FaLu A:Recharging}
( page 5 )
a) The Cloak of Thorongil [1,+10] {ElFiCo;FaSi}
b) The Cloak of Merry (+1,+1) [1,+7] (+1) {SpDxSlSr;-St;Cf}
c) The Cloak 'Colannon' [1,+15] (+3) {Sl;Ac A:Teleport}
d) The Elven Cloak 'Holcolleth' [4,+15] (+3) {InWiSlSr;Ac A:Sleep Monsters}
e) The Fur Cloak of Mook [3,+20] {AcCoCa;Lv A:Resist Cold}
f) The Ethereal Cloak of Ariel, Queen of Air (+17,+2) [0,+15] (+5)
{SpDx;ElCo;FaSiLv}
g) The Ethereal Cloak of the Heavenly Maiden [0,+20] (+4) {Ch;ElCoBl;FaSiLvAg
A:Recall}
h) The Small Metal Shield of Thorin [5,+21] (+4) {StCn;*Ac;SoCa;Fa}
i) The Small Metal Shield of Perseus [5,+15] (+2) {St;AcCo;Rf(St}
j) The Large Leather Shield of Celegorm [6,+20] {AcElFiLiDkNx}
k) The Large Metal Shield of Anarion [8,+18] {AcElFiCoCf(StInWiDxCnCh}
l) The Large Metal Shield 'Gong' [15,+15] (+4) {StWi;RfHl A:Bang a Gong}
( page 6 )
a) The Knight's Shield of Earendil [10,+20] {ElFiDkNtBl;Lu~Good A:Curing}
b) The Mirror 'Yata-no-Kagami' [0,+18] (+3) {InWiIf;RfSiHlLu~Tele A:Dispel
Evil}
c) The Golden Crown of Amber [0,+15] (+3) {SpStWiCn;ElFiCoPoLiCfCaBl;SiRgLu~p
A:Healing}
d) The Jewel Encrusted Crown of Numenor [0,+15] (+3) {InDxCh;LiSoSh;Lu}
e) The Massive Iron Crown of Chaos [0,+0] (+125) {cursed,
StInWiDxCnChIf;AcElFiCoPoLiDkCfNx;SiLu[T~Tele}
f) The Hard Leather Cap of Indra [2,+18] (+5) {InWiCh;*El;Bl(InWiCh}
g) The Hard Leather Cap of Thranduil [2,+10] (+2) [+10%] {InWi;SoBl~Tele}
h) The Hard Leather Cap of Sam (+1,+1) [2,+7] (+1) {SpDx;-St}
i) The Metal Cap of Thengel [3,+12] (+3) [+15%] {WiCh}
j) The Iron Helm 'Stone Mask' (+8,+8) [5,-6] (+3)
{StCnIf;-Li;CoPoDkCfNtFe;SiHlRgLv[C A:Terrify Monsters}
k) The Iron Helm 'Terror Mask' (+18,+18) [5,+10] (+3) {cursed,
-InWi;AcCoPoDiFe;FaSiTeAgTy[M A:Terrify Monsters}
l) The Iron Helm 'Holhenneth' [5,+10] (+2) {InWiSr;Bl;Si A:Detection}
( page 7 )
a) The Steel Helm of Hammerhand (+3,+4) [6,+20] (+3) {StDxCn;-Sl;AcNx}
b) The Kabuto of Yositsune [7,+8] (+2) {DxCnChSrIf;SoBlFe;Wr~p}
c) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {StCn;Fa}
d) The Set of Leather Gloves of Pippin (+1,+1) [1,+7] (+1) {SpDx;-St}
e) The Set of Leather Gloves 'Cammithrim' [1,+10] {Li;FaLu(Cn A:Magic Missile}
f) The Set of Gauntlets of the Master Tonberry (+10,+100) [2,+0] (+2)
{StCn;-Sp;-Cf;DiTi;Fa(StCn}
g) The Set of Gauntlets of Thanos (-11,-12) [2,+0] (+2) {cursed,
StDx;*FiCo;PoCfNtNxCaDi;HlTeAgTy/A}
h) The Set of Gauntlets 'Pauraegen' [2,+7] {El|E}
i) The Set of Gauntlets of Corwin [2,+15] (+4) {Cn;Co;Rg(Cn}
j) The Set of Gauntlets 'Paurnen' [2,+7] {Ac|A}
k) The Set of Gauntlets 'Paurnimmen' [2,+7] {Co|Co}
l) The Set of Gauntlets 'Paurhach' [2,+7] {Fi|F}
( page 8 )
a) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {Dx;Ac;FaSd A:Magic
Arrow}
b) The Pair of Soft Leather Boots of Shiva's Avatar (+5,+5) [4,+16] (+4)
{SpDx;Nx;FaLv(Dx}
c) The Pair of Soft Leather Boots of Aragorn (+7,+3) [4,+17] (+2)
{SpStWiDxSl;ElFiCo;Fa}
d) The Pair of Soft Leather Boots of Flora [2,+15] (+5) {DxCh;NtCa;Fa(CnCh
A:Cure Fear and Poison}
e) The Pair of Soft Leather Boots of the Bard [2,+18] (+4) {DxChSl;Po;Fa}
f) The Pair of Glass Slippers [0,+2] (+3) {Ch;-DxSlSp;-Sh;LiDkNtNxCa;Lu(Ch}
g) The Pair of Hard Leather Boots of Feanor [3,+20] (+15) {Sp;Nx A:Speed}
h) The Pair of Metal Shod Boots of Thror [6,+20] (+3) {SpStCn;Di}
i) The Pair of Metal Shod Boots 'Stomper' [6,+21] (+3) {StCn;-Sl;CfNxSh
A:Earthquake}
j) The Pair of Metal Shod Boots 'Tetsu-geta of Flame' (-5,+10) [6,+20] (+1)
{-InWiChSlSp;FiFe;Rg[F(StCn}
k) The Broken Sword 'Narsil' (2d2) (+6,+10) (+3) {AtSt;Fi/oT}
l) The Dagger of Rilia (2d4) (+4,+3) (+1) {Sp;PoDi;Th|P/o A:Stinking Cloud}
( page 9 )
a) The Dagger 'Narthanc' (1d4) (+4,+6) (+1) {Sp;FiDi;ThLu|F A:Fire Bolt}
b) The Dagger 'Dethanc' (1d4) (+4,+6) (+1) {Sp;ElCa;Th|E A:Lightning Bolt}
c) The Dagger 'Nimthanc' (1d4) (+4,+6) (+1) {Sp;CoNt;Th|Co A:Frost Bolt}
d) The Dagger 'Grimtooth' (1d4) (+5,+5) (+3) {AtDx;Th|P}
e) The Main Gauche of Azaghal (2d5) (+12,+14) {*Fi;Wr/XD~D}
f) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) {SpInDx;Nx;FaSi/TP~oTP}
g) The Main Gauche 'Littlethorn' (1d5) (+18,+6) (+3) {InCh;Nx;FaSiRg/*}
h) The Tanto of Jing Ke (2d5) (-2,+13) (+3) {AtSpDx|CoPS}
i) The Rapier 'Silver Chariot' (3d6) (+17,+12) (+3) {AtSpDx;DkDi;FaSi/*oUL}
j) The Rapier of the Duelist (1d7) (+7,+17) [+17] (+4) {SpInDx;Fa|V A:Strafing}
k) The Rapier 'Quickthorn' (1d7) (+27,+9) (+4) {AtSpDx;CaDi;FaSi/U}
l) The Rapier 'Forasgil' (1d6) (+12,+19) (+1) {Sp;CoLi;Lu|Co/Z}
( page 10 )
a) The Small Sword 'Sting' (1d6) (+7,+8) (+2) {AtStDxCn;LiNx;FaSiLu/*oL~oTP}
b) The Small Sword 'Excalibur Jr.' (2d6) (+3,+5) (+3) {At;Fi;SdBs/DLZ}
c) The Short Sword of Merlin (1d7) (+3,+7) (+4) {At;Di;SiSdRg/Z}
d) The Sabre 'Grayswandir' (2d7) (+20,+12) (+4)
{StDxCn;CoNtCa;FaSiHlSdRgBs|Co/*DUL(StCn}
e) The Sabre 'Careth Asdriag' (1d7) (+6,+8) (+3) {At/pDoTPZ}
f) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3) {DxSl;AcElFiCo;SiRgLv}
g) The Wakizashi of Musashi (2d4) (+28,+17) (+3) {Dx(Dx}
h) The Broad Sword 'Chainsword' (9d5) (-30,+7) (+2) {-DxCh;SiAg|S/poT~poT}
i) The Broad Sword 'Tailbiter' (2d5) (+18,+9) (+3) {AtCnSr/XD/*~D}
j) The Broad Sword 'Aranruth' (3d5) (+20,+12) (+4) {Dx;Co;FaSdLv/oU~oTPU
A:Frost Bolt}
k) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1) {Sr;FiLiNx;SdLu|F/Xo/*~oTP}
l) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3) {Sl;Co;SdLvLu|Co/Xo/*~oTP}
( page 11 )
a) The Long Sword of Falis (4d5) (+20,+15) (+5)
{St;AcElFiCo;FaSiLuBs|F/X*oTUL(St}
b) The Long Sword 'Excalibur' (5d5) (+21,+19) [+5] (+3)
{WiChDg;ShFe;SiHlWrBs|S/*UL(WiCh}
c) The Long Sword 'Werewindle' (3d5) (+8,+12) (+3)
{SpStCn;ElLiDkDi;FaSiSdRgLu|ECa/*U(StInWiCn A:Getaway}
d) The Long Sword 'Worpal Blade' (5d5) (+32,+32) (+2)
{If;-AcElFiCoPoCfCa;AgTy[MT}
e) The Long Sword 'Excalipur' (5d5) (-50,-50) [-5] (+3) {-WiCh;-Fe;ThAgTy}
f) The Scimitar 'Soulsword' (3d5) (+9,+11) (+3) {InWiLf;NtNxCaDi;SiHlBs/*DULZ}
g) The Ninjato of Kamui the Escapee (2d9) (+15,+2) (+4) {DxSlSr;Fi;SiWr|P
A:Teleport}
h) The Katana 'Aglarang' (8d4) (+0,+0) (+5) {SpDxDg|S(Dx}
i) The Katana 'Kusanagi-no-tsurugi' (4d4) (+15,+15) (+3)
{DxSl;AcElFiCoNtDi;SiRgLuBs/*DUZ A:Getaway}
j) The Katana 'Zantetsuken' (8d4) (+17,+21) (+2) {StDxDg|S}
k) The Katana of Musashi (3d4) (+28,+17) (+3) {Dx(Dx}
l) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4) {SpStChSl;CoDkNtFe/XL/*PZ}
( page 12 )
a) The Bastard Sword 'Calris' (5d4) (-19,+20) (+5) {cursed,
Cn;-Sl;-Fi;Di/XD/*pTU}
b) The Bastard Sword 'Bloodrip' (6d6) (+10,+10) (+2) {Cn;-Sl;CfSo;FaSi|VS/A
A:Whirlwind Attack}
c) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2) {St;FaSdRgLu/XD/T}
d) The Executioner's Sword 'Slayer' (5d5) (+15,+15) (+2) {At;Bl;HlSdRg|V/*pL}
e) The Executioner's Sword 'Crisdurian' (4d5) (+23,+24) {Si|PS/*pDoTPL}
f) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2) {cursed,
StCn;CfNtCa;FaHlAg|V/pA}
g) a Poison Needle (1d1) (+0,+0) {Shelob's}
h) The Falcon Sword of Destruction (3d6) (-23,+25) (+4) {cursed,
AtSpStDx;AgTy|AEFCoPCa}
i) The Hatchet of Elmi the Murderer (3d5) (+5,+19) (+2) {DxSl;Si|SM/Xp}
j) The Spear of Hagen (1d6) (+11,+13) (+3) {SpSlIf;CoDk;ThSi|Co/L}
k) The Spear 'Aeglos' (3d6) (+15,+25) [+10] (+4) {Wi;Co;ThFaSdBs|Co/oT A:Frost
Ball}
l) The Awl-Pike 'Ama-no-NumaHoko' (2d8) (+16,+20) (+4)
{WiCh;AcCoCaBl;SiLuBs/*UL(WiCh A:Whirlpool}
( page 13 )
a) The Broad Spear of Destiny (3d9) (+15,+15) (+4)
{InWiSrIf;FiLi;SiHlLvLuBs|F/*DPUL A:Stone to Mud}
b) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2) {In;FiCo;SdLu|FCo/TPU(In}
c) The Naginata of Benkei (3d6) (+5,+23) [+5] (+4) {StCn;FaRg/*oTL}
d) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) {Cn;Si/*oTP}
e) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
{WiIf;CoLiBl;RgLuBs|Co/o A:Drain Life}
f) The Glaive of Pain (9d6) (+0,+30)
g) The Halberd 'Osondir' (3d5) (+6,+9) (+3) {Ch;FiSo;SiLvLu|F/PL}
h) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) {DxCh;FiCoLi;FaSiLu|FCo
A:Recall}
i) The Lance of Eorlingas (3d8) (+3,+21) (+3) {StDxCh;FaSi/oT}
j) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
{StCnSl;AcElFiCoBl;FaSiRgLv/oTU}
k) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1) {StDx/oT A:Cure Wounds}
l) The Great Axe 'Dramborleg' (4d4) (+3,+12) (+1) {StCnIf;DkDiBl;Rg|S/XU}
( page 14 )
a) The Trifurcate Spear of Wrath (3d9) (+16,+18) (+2) {StDx;LiDk;SiBs|Ca/*L}
b) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10) {SrIfDg;AcElFiCo/*P}
c) The Heavy Lance 'Dragonlance' (6d8) (+4,+17) (+4) {StCh;AcElFiCoPo;Bs/XD}
d) The Heavy Lance 'Impaler' (5d8) (+17,+23) {|P/pTP A:Charge}
e) The Fishingpole of Taikobo (1d1) (+0,+0) {A:Fishing}
f) The Club of Samson (3d4) (+8,+10) (+3) {StCn;Si/*L}
g) The Whip 'hermit's purple' (1d6) (+10,+5) (+2) {InWi;Si|M~Tele A:Protection
from Evil}
h) The Whip of Bolshoi (2d6) (+6,+9) (+4) {DxCh|F/XZ~Z A:Charm Animal}
i) The Whip of Dr. Jones (1d6) (+16,+13) (+1) {InWi;SiLv A:Telekinesis}
j) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3) {In;Fi;Lu|F/Z}
k) The Quarterstaff 'Eriril' (1d9) (+3,+6) (+4) [+20%] {InWi;Li;SiLu/*
A:Identify}
l) The Nunchaku of Xiaolong (4d3) (+20,+10) [+10] (+3)
{SpSl;Fi;FaRg|F/DZ(StDxCn}
( page 15 )
a) The Nunchaku 'Hyousi-gi' (1d2) (-3,-7) [+6] (+3) {Sr A:Aggravate Monsters}
b) The Mace 'Taratol' (3d4) (+12,+12) {*El|E/XD A:Speed}
c) The Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] (+4)
{SpStWi;ElFiNt;HlLu/*L A:Dispel Evil}
d) The Ball-and-Chain of the Defender of the Crown (5d4) (+0,+20) (+3)
{StCn;NtSoSh;HlLu/*pU A:Stone Skin}
e) The Jo Staff of The Bonze Octopus (1d7) (+8,+8) [+8] (+4)
{AtStWiDg;AcElSo;FaRgBs|E A:Summon Ocotpus}
f) The Jo Staff 'Matoi' (1d7) (-5,+10) [+3] (+3) {StCh;Fi A:Heroism}
g) The War Hammer 'Mjollnir' (5d3) (+3,+15) (+4) {StDx;*El;Th|E/P}
h) The War Hammer 'Aegis Fang' (3d3) (+11,+22) (+2) {StDxChDg;Co;SiRgBs/*DoPU
A:Heroism}
i) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4) {St;Nx;Si/poTZ}
j) The Morning Star 'Firestar' (2d6) (+5,+7) [+2] {Fi;Lu|F A:Fire Ball}
k) The Flail 'Winblows' (8d6) (+0,+30) (+4) {cursed, -InWiSlSp;Ag|CaQ}
l) The Flail 'Totila' (3d6) (+6,+8) (+2) {Sl;FiCf;Lu|F/* A:Confuse Monsters}
( page 16 )
a) The Bo Staff of Asclepius (2d11) (+15,+15) [+5] (+3)
{WiChLf;PoCfCa;FaSiHlSdRgLuBs|V/pDoTPZ A:Restoring}
b) The Lead-Filled Mace 'Big Punch' (8d5) (+1,+3) [-6]
c) The Tetsubo 'Nyoi-bou' (7d7) (+5,+25) [+10] (+5) {St;Si/*}
d) The Tetsubo of Shuten-douji (4d7) (+0,+20) [+10] (+6) {St}
e) The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18) (+4) {St;ElFiDk;Lu|EF/oTZ}
f) The Great Hammer 'Golden Hammer' (2d6) (+0,+0) {???}
g) The Wizardstaff of Saruman (3d2) (+8,+8) (+3) [+15%] {In;AcElFiCo;DmRg|PVM
A:Resistance}
h) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
{AcElFiCo;SiAg[M|Q/XD/*poTULZ~Tele}
i) The Mattock of Khazad-dum (4d8) (+12,+12) (+4) {StCnIfDg;-Sl;DiBl;Rg/*}
j) The Mattock of Nain (3d8) (+12,+18) (+5) {StSrIfDg;AcDkDi|A/DoTP A:Stone to
Mud}
k) The Sling of Buckland (x3) (+19,+15) (+3) {Sp;CfNtBl}
l) The Short Bow of Robin Hood (x4) (+15,+17) (+2) {DxChSl;Li}
( page 17 )
a) The Long Bow of Heracles (x3) (+12,+17) (+2) {SpStInCh;Fe|P}
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+3) {DxSl;Di;Xs}
c) The Long Bow of Bard (x4) (+17,+19) (+3) {Dx;Fa}
d) The Light Crossbow of Brand (x5) (+10,+12) (+5) {Sp;FiCa|F}
e) The Light Crossbow of Hellfire (x5) (+10,+12) (+4) {StIf;Fi[F|F}
f) The Light Crossbow of Wilhelm Tell (x5) (+40,+13) (+4) {Dx;Si/p}
g) The Heavy Crossbow 'Ballista' (x5) (+10,+12) (+3) {St;Cf A:Piercing Shot}
h) The Gun 'Railgun' (+2) {SpDx;*Fi;Li(Dx A:Beam of Light}
i) The Harp of Daeron (+4) {WiCnCh;ElFiPoLi;RfSi(WiCnCh A:Angelic Healing}
j) The Harp of Maglor (+4) {StInCh;DkNtBl;FaHl(StInCh A:Restore Mana}
k) The Bolt of Wilhelm Tell (6d5) (+20,+16) {/Xp}
l) The Arrow 'Cupid's Arrow' (1d4) (+0,+0)
( page 18 )
a) The Black Arrow of Bard (8d4) (+30,+19) {/XD}
b) The Rounded Pebble of David (2d3) (+20,+12) {/XP}
c) a Stone Statue of a Granite wall
d) an Iron Statue of a Hand grenade {period replica}
e) a Copper Statue of Sauron, the Sorcerer {~~~A Bad Ring Bearer~~~}
f) a Golden Statue of The Variant Maintainer {chris=MPA}
g) a Golden Statue of Benedict, the Ideal Warrior {Alas, not the Ideal Ring
Bearer}
================================== Statistics =================================
Objects Found : 119484
Objects Bought : 1295
Objects Destroyed: 86428
Equipment Found Bought Used Dest
Weapons 10513 10 0 8546
Shields 1475 5 0 1184
Bows 1362 11 0 1116
Rings 2542 201 0 97
Amulets 2490 136 0 58
Lights 139 0 0 81
Body Armor 9822 13 0 7911
Cloaks 2290 0 0 1793
Helmets 4568 7 0 3700
Gloves 1837 12 0 1541
Boots 2270 5 0 1956
Totals 37833 395 0 26799
Devices Found Bought Used Dest
Wands 1430 11 6780 122
Staves 1252 19 4602 243
Rods 1383 2 8240 41
Potions 7092 712 1627 3836
Scrolls 6279 92 454 1398
Totals 17436 836 21703 5640
Other Found Bought Used Dest
Shots 13439 0 0 11854
Arrows 20516 0 0 16393
Bolts 15545 18 0 11846
Spellbooks 3322 0 0 3335
Food 2609 44 87 1798
Corpses 6181 0 0 6431
Skeletons 1806 0 0 1848
Totals 63418 62 87 53505
Potions Found Bought Used Dest
Cure Critical Wounds 489 524 607 147
Curing 470 0 131 67
Speed 690 0 177 132
Healing 256 2 91 26
*Healing* 50 0 4 2
Life 14 0 0 0
Restore Mana 45 0 17 4
Restore Life Levels 391 11 4 354
Strength 80 0 16 6
Intelligence 84 0 12 5
Wisdom 69 2 17 3
Dexterity 70 0 19 5
Constitution 46 0 7 4
Charisma 79 0 11 6
New Life 23 0 0 2
Experience 29 0 29 3
Totals 7092 712 1627 3836
Scrolls Found Bought Used Dest Fail
Word of Recall 214 7 14 30 1.3%
Identify 882 4 19 122 1.2%
*Identify* 399 0 70 50 1.5%
Remove Curse 69 1 1 0 1.3%
*Remove Curse* 47 0 2 7 1.6%
Teleportation 924 45 50 122 1.3%
Teleport Level 157 0 12 26 1.4%
Destruction 109 0 7 17 1.7%
Genocide 42 0 12 4 1.7%
Mass Genocide 22 0 2 3 1.8%
Forest Creation 28 0 1 3 1.8%
Acquirement 18 0 17 0 1.7%
*Acquirement* 11 0 11 1 1.9%
Artifact Creation 2 0 2 0 2.2%
Totals 6279 92 454 1398
Wands Found Bought Used Dest Fail
Stone to Mud 104 2 1087 8 0.9%
Teleport Other 93 0 377 7 0.9%
Dragon's Frost 36 0 9 0 0.9%
Dragon's Flame 64 0 22 1 0.9%
Dragon's Breath 26 0 1 4 0.9%
Meteor 47 0 93 0 0.9%
Whirlpool 23 0 221 0 0.9%
Disintegrate 41 0 1 1 0.9%
Rocket 22 0 1568 0 0.9%
Wall Building 1 0 1 0 0.9%
Totals 1430 11 6780 122
Staves Found Bought Used Dest Fail
Identify 62 3 745 7 0.9%
Enlightenment 75 0 4 9 0.9%
Telepathy 29 0 2 1 0.9%
Speed 41 0 2 8 0.9%
*Identify* 24 0 4 3 0.9%
Destruction 65 0 16 9 0.9%
Healing 51 0 392 1 0.9%
Genocide 11 0 224 0 0.9%
Mana Storm 9 0 2 0 0.9%
Star Burst 8 0 310 1 0.9%
Darkness Storm 9 0 4 0 0.9%
Restore Mana 3 0 1257 0 0.9%
Totals 1252 19 4602 243
Rods Found Bought Used Dest Fail
Detect Traps 33 0 1 1 0.9%
Detect Doors & Stair 31 0 1 2 0.9%
Detect Monsters 40 0 0 0 0.9%
Illumination 17 0 317 0 0.9%
Recall 90 1 7 1 0.9%
Detection 35 0 2 1 0.9%
Enlightenment 33 0 0 1 0.9%
Sound Ball 51 0 0 2 0.9%
Heroic Speed 36 0 7 2 0.9%
Angelic Healing 5 0 51 1 0.9%
Restoring 7 0 0 0 0.9%
Mana Ball 12 0 0 0 0.9%
Shard Ball 7 0 7 0 0.9%
Invoke Logrus 7 0 0 0 0.9%
Clairvoyance 3 0 1 0 0.9%
Star Burst 3 0 413 0 0.9%
Totals 1383 2 8240 41
Spellbooks Found Bought Used Dest
Third Spellbooks 817 0 0 778
Fourth Spellbooks 57 0 0 3
Totals 3322 0 0 3335
Egos Found : 20435
Egos Bought : 333
Egos Destroyed: 1042
Egos Found Bought Dest
Ring of Speed 337 3 12
Ring (Defender) 108 1 1
Amulet (Defender) 44 0 1
Boots of Elvenkind 45 0 0
Boots of Speed 27 0 3
Boots of Feanor 1 0 0
Monsters Kills Pct
Animals 8843 29.7%
Breeders 1083 3.6%
Demons 3242 10.9%
Dragons 4278 14.3%
Giants 902 3.0%
Hounds 4020 13.5%
Humans 2701 9.0%
Orcs 720 2.4%
Trolls 2196 7.3%
Undead 2796 9.4%
Uniques 217 0.7%
Evil Monsters 17379 58.4%
Good Monsters 640 2.1%
Neutral Monsters 11700 39.3%
Good Droppers 1560 5.2%
Great Droppers 146 0.4%
Resist Acid 4468 15.0%
Resist Elec 4766 16.0%
Resist Fire 8819 29.6%
Resist Cold 9773 32.8%
Resist Pois 12294 41.3%
Resist Conf 13985 47.0%
Totals 29716
================================ Last Messages ================================
Locke, the Superman (controlling) throws a Psycho-spear at the Dread.
The Dread is destroyed.
You see a Bastard Sword (Armageddon) (4d5) (+15,+21).
Really turn a Bastard Sword (Armageddon) (4d5) (+15,+21) to gold? [y/n]
You turn a Bastard Sword (Armageddon) (4d5) (+15,+21) to 5108 coins
worth of gold. You see no more Bastard Swords (Armageddon) (4d5)
(+15,+21).
Your skin turns to stone.
Autosaving the game... You feel yourself yanked upwards!
You feel your mind clear.
You cannot take items which is given to the Museum back!!
Really give The Heavy Lance 'Dragonlance' to the Museum? [y/n] You drop
The Heavy Lance 'Dragonlance' (6d8) (+4,+17) (+4)
{StCh;AcElFiCoPo;Bs/XD} (z). What a noble sacrifice!
Select a point and press space.
Really sell The Small Metal Shield 'White Snow' [5,+20] (+3)
{StInWiCnSr;CoLiNtShBl} (y) for 30000 gp? [y/n]
You feel your mind clear.
Really sell The Small Metal Shield 'White Snow' [5,+20] (+3)
{StInWiCnSr;CoLiNtShBl} (y) for 30000 gp? [y/n] You sold The Small
Metal Shield 'White Snow' [5,+20] (+3) {StInWiCnSr;CoLiNtShBl} for
30000 gold.
Select a point and press space.
Really purchase an Amulet of Devotion (+2) {Ch;Cf;Hl} (f) for 15300 gp?
[y/n] How unfair! You have an Amulet of Devotion (+2) {Ch;Cf;Hl} (x).
You absorb the power of an Amulet of Devotion! You have no more Amulets
of Devotion (+2) {Ch;Cf;Hl}.
Select a point and press space.
You drop a Potion of Wisdom {!k} (d). You drop 4 Potions of Dexterity
{!k} (d). You drop a Potion of Constitution {!k} (d). You drop 4
Potions of Charisma {!k} (d). You drop a Scroll of Wall of Stone (e).
You drop 6 Potions of Restore Mana {!k!q} (c). You drop a Wand of
Resistance: Stone to Mud (52/52 charges) {@a1} (i). You have a Wand:
Stone to Mud (22/22 charges) {@a1} (i). You have a Wand of Capacity:
Stone to Mud (14/32 charges) (+2) {@a1} (j).
Select a point and press space.
Really sell a Life Spellbook [Blessings of the Grail] (a) for 30000 gp?
[y/n] You sold a Life Spellbook [Blessings of the Grail] for 30000
gold.
Select a point and press space.
Really sell a Wand: Stone to Mud (22/22 charges) {@a1} (h) for 2800 gp?
[y/n] You sold a Wand: Stone to Mud (22/22 charges) {@a1} for 2800
gold.
Really sell a Wand of Capacity: Stone to Mud (14/32 charges) (+2) {@a1}
(h) for 3740 gp? [y/n] You sold a Wand of Capacity: Stone to Mud (14/32
charges) (+2) {@a1} for 3740 gold.
You are no longer protected from magic.
You have been protected from magic!
You feel resistant to acid! You feel resistant to electricity! You feel
resistant to fire! You feel resistant to cold! You feel resistant to
poison!
You feel righteous!
You feel your mind clear. <x2>
Select a point and press space. You fail to exit the astral plane
correctly!
You feel your head clear.
Select a point and press space. <x3>
=================================== Options ===================================
Game Mode: Monster
Preserve Mode: On
Small Levels: Sometimes
Unusual Rooms: On
Arena Levels: Sometimes
Ironman Quests: Enabled
|
Posted on 29.2.2016 17:00
Last updated on 8.8.2016 05:34
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242. on the Ladder (of 19090)
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On 29.2.2016 17:00 Nivim wrote: (This would've been 4-5 posts if I'd posted at each big break.)
###
This time it was novice mindcrafters right out the gate, followed by hill orcs and panthers in the gate. What is this town coming to? (Oh, and ring with Free Action, which immediately gave it since that only needs one essence for some reason.)
Went the usual staggered path north to dangerous land and water, taking on some scorpions, hydras, Deep Ones, lizard men, and the one Lizard King.
Then around CL13 I went a bit south, found a house, fire hounds killed my novice mage on its doorstep, then the Black Knight in the house came out and picked me up. His name is Monty.
So I went about desperately trying to find something among the waters that I could use to gain enough levels that Monty wouldn't feel I was holding him back. Luckily I found some cave ogres fairly quick (Grendel's band, I think) getting me CL15 and another point of charisma. Hopefully that'll be enough until I unload the loot.
~~~
Went down to the icky caves to open chests, because who wouldn't want plenty of cold and wet when doing something delicate? Traps reduced my strength to 3, but the chests somehow rolled out a Charisma potion at just DL20!
The free staircase from the Wargs Quest does not appear if you're in a doorway.
Another potion of Charisma while carefully finding places without insta-death in Stronghold:1, however, in the same vault I also picked up Slow Regeneration, the bane of mage characters everywhere, and of course there's no ?Remove Curse in stock. Not only that, but it was also my last ?Detect Monsters, so it looks like I'm heading to the next town even during night.
4 ambushes later... and there's no ?Remove Curse or ?*Remove Curse* in Morivant, either. Some snazzy jewelery in Black Market and plenty of detect monsters, so I'll go try vaulting despite the slow regeneration.
CL18: I am reduced to aiding Monty with two rods of Pesticide and a wand of magic missile. On the sparkly side, I keep picking up stat potions and I now have Detect Monsters as spell (for if and when I get ?Remove Curse to cast it).
Market's snazzy jewelry went away. :()
I have a habit of forgetting my ?Recall, but Patterns work; too bad they don't Remove Curse— they did for Merl!
Finally, after I found a rod of fireline to fix my damage output, do the shops offer a scroll of remove curse.
???
Next hurdle; some source of digging, because rings cannot ever get their wearers to use picks, and most vaults have some sort of blockage.
Instead of Stone-to-Mud, I get to buy a wand of Plasma Bolts from the Black Market; for when you just need to put something down fast.
Vaulting, please wait...
Monty has evolved into an Anti-Paladin!
(Uncastable Shard Ball, uncastable Protection from Evil, CL22, a little light...)
Also:
The Quartz vein shudders. The Quartz vein shudders. The Quartz vein
shudders. The Quartz vein shudders. The Quartz vein shudders. The
Quartz vein shudders. The Quartz vein shudders. The Quartz vein
shudders. The Quartz vein shudders. The Quartz vein shudders. The
Quartz vein shudders. How heroic! The Quartz vein dissolves! The Quartz
vein shudders. The Quartz vein shudders. The Quartz vein shudders. The
Quartz vein shudders. Welcome to level 23. The Quartz vein shudders.
The Quartz vein shudders. The Quartz vein shudders. The Quartz vein
shudders. The Quartz vein shudders. The Quartz vein shudders. The
Quartz vein shudders. The Quartz vein shudders. The Quartz vein
shudders. The Quartz vein shudders. The Quartz vein shudders. The
Quartz vein shudders. The Quartz vein shudders.
%%%
An unknown amount of time later (and a couple close calls with firebolts from out of LOS when things got hectic), I finally have teleport resistance again, one of the sweetest of resistances, because now the many, many tengu will stop yanking me out of vaults all the time (or in one especially bad case, off of a Pattern).
(Uncastable Dispel Evil, CL25 mostly from Eldrak+Plasma Bolts, and ROSAFS; Ring Of Speed Activating For Speed [in only two levels, no less].)
(Oh, also, "Monty points at it, incanting terribly. It dies."; I can just imagine how terrible he must be if his audience reacts like that.)
Went off to go do some Angband quest levels, and along the way I found one of those huge paladin-fortresses. As the Paladins poured out, I wanted to line them all up to get caught by beams, but they are too cursey for me to keep many of them is LOS at once.
In addition to the stream of paladins, came a Radiant Kavu and a White Knight. Take a moment to guess which one was more annoying.
...
It's the green one.
In the middle of that, Monty got frustrated with all the Paladins cursing at him and we had a disagreement, but we solved it before the next one came into melee range. (Also, dropped chests, because they were apparently taking 8 of my unworn speed.)
Anyway, after LOS problems, the next thing holding back my blasting is loot; each Paladin tends to drop something, sometimes multiple somethings, and usually at least one of those interdicts use of either fire or lightning.
Then Suddenly Inertia Hounds!
Apparently the Paladins keep a full complement of breathy hounds. Had to teleport away from that, losing a bit of loot.
Next approach was more cautious, edge style, instead of hugging the blind corner of the fortress. Also helping; that inertia breath effects me, but not my mount, so I only lose 3 speed. Not helping; Radiant Kavu with more durability than Inertia Hounds.
Mumak then tops Kavu for durability, although the additional White Knights still don't seem up there.
Then an Ultra-Elite Paladin rounded the blind corner (I went back once the flow died down), and I'm not sure it's at all safe to keep working on it, even though that lone amulet in the center of the fortress is tempting. Also, for my third teleport, ended up in the same direction/place as the last two.
ppp
@Debo's comment from a previous game: Rings have -50% rElec instead of incorporated reduced rElec progression because they already have that penalty in essence costs; most base resistances take 2, 6, 14, 30 whereas Elec' takes 3, 9, 21, 45...so maybe Rings have the worst of both worlds? Unsure exactly how Android rElec works.
On 1.3.2016 12:51 Nivim wrote: For some reason, during all the fighting and fleeing, another vault appeared with both It and Mime, so that's another thing to watch out for or maybe move around so it goes away. I still want to take on the Ultra-Elite Paladin, but I don't even know how much they can smite for, so it's time to look at the code. -- I really should have looked at the monster spoilers first; it turns out this kind of paladin is too elite to curse. I instead have to deal with reflection, which means my wonderful Plasma Bolts would just have a chance of killing me instead.
Can't really take it down, so I'm running circles around it while picking up loot, giving me an extremely good Torc of the Hero, with Sustain, Regeneration, and Fire Sheath essences.
Actually entering the fortress and blinking around a little, I notice there are really 6 Ultras I need to dance around. Also finally detected the Knight Templar, then grabbed the amulet in the middle after one of my blinks. It offered more Regeneration, Hold Life, and Light essences. Then said Knight Templar walked around the corner and I actually looked up what it can do.
It can one-shot me.
Lets stick to stuff on the other side of the fortress. Stuff that turns out to include a Gravity Hound which teleports me far enough away from the fortress that it is lost to the ether. Oh well, I had places to go anyway.
Places which include a house with a Wyrd Sister in it; this wouldn't be worth mentioning, it's just I was genuinely expecting dread magics and huge damage but instead got sputtering and a pansy demon.
I met Mauher and Boldor, both of which were summoned by some Rangers, and Boldor's accompanying band nearly killed him by exploding. Then Ufthak joined the party and I had to teleport away because I ran out of !CCW.
After flagging Angband, I went and did the Mimic quest, and this marks the first time in memory that I've actually teleported into their cubicles before killing them. This was because I forgot to bring a source of light, and didn't want to risk destroying the loot by firing blindly.
Loot was effectively money and a +1 to Stealth.
Went to Angwil to get more !CCW, but they just had a Wizardry ring. So took the chance to blast a couple quests. Gained a 'Holy Prayer' spell, but it just seems to be bless, just 5 AC.
More Angbanding, which isn't very interesting until I find Lagduf in a vault full of flimsy creatures and he drops an amulet providing 'Wrath of God', which I think the disintegration version of...Meteor swarm, it was? The one reminiscent of aerial bombardment. (Needs CL43.) [Edit: I later discovered that Lagduf's corpse was destroyed by the baby dragon around at the time, whoops!]
And here, at halfway through CL28, Monty dies to inattention. I was going through a vault with a 'friendly' Ent, and it turns out that it wasn't so friendly to Monty when we came into melee range. R.I.P.
I passed the hands of many bearers in quick succession, after that. First a Novice Paladin who evolved into a Paladin as I was fighting through a vault to reach a Death Knight, and died to surprise Phantom Beast, because they have the same glyph as Phantom Warriors but are ~50 times more dangerous. Then came a few Cheerful Leprechauns, which had apparently infested the level when I Lured, followed by a Dark Elven Mage, which I thought would be the one I kept, but it died suddenly and unexpected to my wand of Heal Monster exploding (I've heard I need to *ID* them to find out if they're cursed and will do that). More Leprechauns, an Ewok, and finally, carefully, from the same vault that had the Death Knight (I'd shot some 20 Charm Person spells at him, didn't take, then he used Summon Monsters to trap himself and a Hammer of Hell with mold and I left him alone), a single Dark Elven Warlock.
Going to try to keep this one alive for a while. Maybe I'll get its name.
Testing determines that although the DEW has far fewer hitpoints, its capable of doing a lot more damage at range with Mana Bolt, and it casts it more often than normal too because it doesn't seem to waste turns on Darkness anymore.
So of course, it dies to a Cloaker I missed.
Next; Dark Elven Priest. Who was even more flimsy, dieing to a multi-hued baby dragon.
Ok, Novice Warrior this time; something that tends to have higher hitpoints for its level, so I can leave this dungeon. (Evolved into a Swordsman from taking down Software Bugs halfway out.)
Finally walked a Pattern to get back to town, whereupon I picked up the remaining essence for ESP Human and Dragon from Black Market.
Wanted to find a slightly more permanent solution to the whole 'bearers dieing' issue, so I went off to Glass Castle. After some hiccups with going down the staircase right beside a crystal drake and such, the trip was a success, where I charmed a Jade Monk, which killed the Fire Angel that was following it (with some 10 charges of Heal Monster), and picked up a ring giving me my first levitation essence.
Now for a concerted quest to find the Stone of Lore, using object detection everywhere.
I lost track of recording at this point; I got more spell essence, stat potions, some resists, AC, and a steady flow of money. I kept going down into Stronghold:1 to quickly refresh the area, only sometimes investigating things. Also visited Angband:14 (quests did not reward anything noteworthy; I think it was literally just barbarian amulets), and went down to Stronghold:15.
I detected a Stone on the third generation of Stronghold:15. It took some time digging into the vault (without very much Stone-to-Mud), and a bit of effort to get through the vault, and care to make sure I didn't accidentally splat to the Stone Dragon guarding the Stone...
...and it is indeed the Stone of Lore! Freedom from ID games!
(This game is still using the edits built up over previous ones, and that includes SoL working from inventory, and on inventory.)
On 6.3.2016 16:13 Nivim wrote: Oh ye gods I'm doing it again. It doesn't look nearly as long when I writing it! Let's cut down on the context. (Edit: Almost succeeded. For a little while. Kinda. My Obsessiveness virtue is higher than my Alacrity.)
I found a bug with hallucination; bolts and breaths are still described accurately.
Bought a ring with 'Summon Phantasmal Servant', and it showed up on my spell list, but upon successfully casting it, no creature appeared, nor did I gain any new status. Looked at some pieces of code that should be doing it, and didn't see what was wrong.
I think the wilderness vault with the Dark Elven Mage / Mind Flayer / Sorcerer is broken, because it always provides...'a wand'. One that no amount of identification makes it stop being 'a wand'.
Flagged Telmora.
'Conquered' the Stronghold. Although the stat point was nice, the Serpiski triangle shaped greater vault nearby Meng Huo was better in just about every other way.
Reached Dark, Nexus, Shards, and Disenchantment resistances.
I now have Ok Damage without my wand of Plasma Bolts; I picked up the Magic Arrow spell, and at CL30 I have enough SP for it. (Also elemental blastiness, if I want to dump all my SP into it.)
Confusion resistance and Teleport as a spell! I always seem to be excited about the things that free up inventory spaces. Also, first time I fought a Flying Polyp instead of avoiding it.
Gained first point of Economical Mana and Recall as a spell (yay!) from a cursed amulet of attract dragons and -2 con (hehaha).
Lesser Hell Beast down. The 'Hell' in the name of this line of creatures means 'annoying', doesn't it? (Edit: I later realized it's not a unique, and I have to deal with it more than once.)
Jade Monk (never figured out his name :( ) died to a Greater Basilisk, and I nearly followed with 8 hitpoints margin. It was entirely my fault; I thought the both of us had enough hitpoints, but perhaps my instinct was thinking of Basilisks instead of what was actually there.
There were some Novice Rangers near where I teleported, and one of them decided I was a good idea. He soon lost the 'Novice', but I'm going to let him go in town and use the fancy Clairvoyant figurine I picked up earlier on. In return for freeing her, Lisa was happy to help me with the whole moving thing. Also destroying peoples' minds.
Oh, Black Market had my remaining Levitation essence, so it's time to go find Zul and see what their Jewelery store has.
Milestone: I have nearly as much SP as I do HP now.
Jewellery store mostly had a single point of Device Mastery and 1 (/2) essence of Spell Capacity (which is % increase to SP).
Next, I went to Arena to open chests, and found the Harness of Hell from my steel one, providing Darkness Storm (in 5 levels).
(During Wilderness, wand of Haste Monster got blown up; this is a pain kinda like Slow Regeneration is a pain.)
Back to normal Angband vaulting, which is to say a constant succession of greater vaults. I can even finish most of the ones I see now! Thus how I ate my second ring of Speed of the game, bringing me to +12 without a bearer.
Then a third ring of speed; this one would have been +9 for a character with fingers, but it only brings me to +14 total. Out of all the essences, speed is the one that's really cost-effective before 8 points, but then starts drastically falling off.
Lisa dies here... to a Lesser Hell Beast and an Arch Vile crushing/burning at the same time. I do, however, have her corpse, so I might be able to get her back later.
On the other hand, a Clairvoyant named Coil came to me soon after that (after I dissolved the wall in the way), so I at least still have something.
But I really aught to learn to go for the things with more HP.
Coil dropped me in the middle of the Weird Fume quest. Then he effectively spammed resistance messages. I teleported away. He forced the issue, not foreseeing that I would eventually shoot him.
Knight archer came down the stairs to help finish the quest.
Going recruiting in the M$-BG quest, and found the wand of Haste Monster I'd been looking for. Recruited Leeroy, the Master M$ employee. We're going to go kill his last boss together.
Father Dagon and friends from a trap.
Master Leeroy becomes Grand Master Leeroy.
A summoned swarm of hasted Inertia Hounds is quite a sight to see.
CL33.
Had the message that I'd "gained the power 'whirlwind attack'", so I'm beginning to think I should just fix the messaging.
Few vaults later (and the Vault), Leeroy decided that he wanted to seek employment elsewhere, and I sent him on his way.
Came to Glass Castle with a courier (and Recall), and met a Logrus Master, who turned out to be a fine fit. +15 speed, good melee, his own healing, and a ruinous blast when we need it. Zoltan is welcomed the Serpent killing train, and if I'm reading his next evolution right, he might even make it.
Gained first point of Spell Capacity, which is apparently 13SP at CL33.
Zoltan is somehow gaining his next level faster than I am. Need to step up the last-hitting.
Picked up Telekinesis and Explosive Rune, not that either of them work most of the time. Shard and sound bolt would be nice, but are inferior to Magic Arrow. Resistance-wise, I am literally just missing light, sound, and time; three of the same things I use to play the game.
Found a ring granting telepathy, but I ate it anyway because it also had my last Wizardry essences. So I've traded more sanity-blasting as I walk around for having almost all my spells at 1% fail.
Second Ultra Close Call of the game, where I mistook Druaga for an Elven Warlock. We had astounding luck though, and it didn't use any of the 12 turns it had to turn us into red and metallic smears.
Icky Caves was nice; gained 2 stat points, hit level 35 (Dispel Evil castable, Lightning Breath), found a bunch of decent jewerlery (Restore Life), all on the same turn.
Got tired of not having mana, so brought of scroll of Acquirement to 555. Was disappointed to get a staff of Healing I may or may not use; it isn't as useful when you don't have much HP in the first place. Did the scummy thing, and then pretended the rod of Great Clarity was from the Acquirement.
Zoltan then dropped and blasted me right after I started Recalling, although whether he was unhappy about leaving or unhappy about the scumming in the first place, I do not know.
Killing Fields quest note; do not use Raw Logrus on relatively harmless Lev:50 creatures.
Additional note: Bloodthirsters are more fun than Warriors. Undead Beholder's are not.
Keening note: Maulotaurs have more hitpoints than I remembered, and Time damage permanently reduces creature HP... Zoltan the Logrus Master is no more.
Poetic note: I gained a ring with the same Plasma Bolt spell that was so difficult.
This Warrior isn't really good enough; I need to find something better. What's the fastest thing below Lev:40 that can wear me?
Research suggests that the thing I'm looking for is a 'Silver Angel', but it also suggests said creature is about 30 times rarer than most. Settled for a Cherub named Ballos with +16. (Carried to it by a Master Thief, and the +40 when we were both hasted was nice, but the hitpoints aren't something I can fix.)
CL36.
Although, I wonder, if in some reality you needed to do something like a Ring, taking control of people and bringing them on adventures, would it be better to do it to someone nasty, so that you can curb that nastiness, or do it to someone nice, so that person can grow? Moot point here; almost the entire world is against you for trying to take down the Serpent, and that murderousness tends to waive some politeness.
- Sleep -
- Break -
Should be less merging of dreams and video game now.
Second point of spell capacity didn't seem like as much as the first, only 12 more SP, even though each one should be 5%. However, just as Slow Regeneration effects SP, so does Regeneration, and I have that now.
Took a vacation from vaulting to the mountains of Zul. There wasn't anything new I ate, although with Mutli-Hued Ancient Dragons and Master Mystics, CL38. I now have enough hitpoints and resistances that it's actually unusual to find something that can one-shot me; two-shot, sure, but not one-shot.
Ballos evolved, and now reflects bolt spells. This makes him hard to haste and heal when he doesn't.
Gained Illumination as a spell, finally, so I can replace my rod of it with a better wand of Plasma Bolts.
Ballos evolved again, because apparently he has a lot more stages here, and now he casts Globe of Invulnerability (a lot), which apparently makes him immune to outside healing completely (don't know if creatures dispel other creatures or if they have the same consequences). Of course, he'll probably decide to leave and go found a flying island or something, soon.
I've started using Darkness Storm a lot, even though it isn't my most damage-efficient spell; Darkness damage never destroys any kind of loot.
14 vaulting trips later, Ballos still likes me fine. No idea why. CL39.
Second artifact jewellery of the game; amulet of Faramir. For some reason, I didn't get the activation from it, even though it's on the list (with a comment and everything!). Did some looking around, and discovered the comment is literally incorrect labeling; need EFFECT_PESTICIDE instead of EFFECT_DISPEL_MONSTERS. Apprently Faramir was changed to use the terminology of the other items in the game at some point, and Rings weren't updated with that change. I think if I actually gained Dispel Monsters at this point it would either be really bad (just rarer Pesticide) or really good (normal power Dispel Monsters but with Pesticide cost). Adding the right thing, but I'm going to wait to see how the other turns out.
I had fled from Kavlax multiple times, remembering he was on the list of things that breathe for "more than you were expecting". Then I fought him and discovered he can only take 1/3 of my HP at once! (Also, the boots of Shiva's Avatar, which would be great at this point on most other characters.)
Gamble shop gave me a scroll of *Acquirement* but I took a look at the code to see what would help, and noticed for some reason the list of 'tailored drops' is actually really short relative to all the races. Don't know the reasoning for what's on the list and what isn't, so I won't be editing Ring, Death Sword, or Elementals in. Might not bother with the scroll.
Found a 7 charge rod of Clarity! Turns out I can take on base-element Great Wyrms. CL40.
Two more Clarity rods very next trip. I can now barf over an entire vault.
Anyway, now that I've finally posted, I have a question; what Quest would you like me to do next?
On 6.3.2016 19:35 TheOtherMITZE@yahoo.com wrote: You could probably take 'Doom Quest 2' at this point.
On 6.3.2016 20:08 Nivim wrote: Well, I'll try it! I don't even remember what it was like. =D
On 6.3.2016 22:55 Nivim wrote: At first glance the quest looked hideously dangerous, as both Iron Liches and Barons of Hell have the potential to kill me by themselves. Still, I don't feel any regret at all for following the suggestion.
Ok, one corner of the level and it turns out Iron Liches are less dangerous to this character than my level 50 one (the android). I was expecting two-shotting shenanigans and instead I lose less than 30 HP. Also, sound damage to the rescue, making everything stunned. It's not the power of Rock (Boulders), but it's close enough.
Second Iron Lich summoned a Dark Elven Shade, and that was more on par with the danger I was expecting; needed to quaff a !Healing every time it cast a spell. Good thing I was faster.
There was also a Maulotaur, but I had bad memories of those so I used the rod of chaos beams I picked up and turned it into an Ultra-Elite Paladin.
Last Iron Lich actually breathed for appreciable damage! Once.
The quest reward turns out to be a staff of Healing. A legitimate one.
(Edit: Experimented with more color. Unsure if partial color-blindness interfered.)
On 7.3.2016 02:54 TheOtherMITZE@yahoo.com wrote: To be fair, I don't think I actually checked your HP when I made that suggestion, so if you had died I would've blamed myself.
Also, I'm still used to the resistance percentages from a couple of version ago for high resists--I didn't take the greater damage you'd be taking into account either.
Hindsight!
On 8.3.2016 23:18 Nivim wrote: Caught the Moronic mutation from a Jabberwock, losing 60 SP so it's time to go off to Zul again.
Shelob down. I kinda like Forest because I don't need to really dig. Forest is kinda dangerous because monsters don't need to dig. Also; [room with about 60 decent strength creatures] + [staff of dispel monsters (7/7)].
...
Poschengband could really use a staff of Apport Objects.
Alchemy in 2 levels.
For some reason, there are two versions of "Star Burst" and Ring only gets the better (ranged) one. Added the lesser one to the list, but adding it there didn't add it in game. Both versions of the spell seem to be entered correctly, but neither appears, and I know I haven't met any struct limit.
Hey, I found 'Healing and Magic Resistance' Activation-- wait, this is on of the things not on the list and probably wasn't supposed to go on the list, since Rings are a mage-ish race/class and mages (edit: usually) don't get serious healing. I was more interested in the Magic Resistance though, since I can't use Anti-Magic.
Collected Unbarring Ways so now I don't have to worry as much about losing loot to things dying over traps. Two steps later I found a Holding staff of Healing (1/7) and a Regenerating rod of Heroic Speed (1/3), which aren't nearly as important to me, but still ok (although that former would be GREAT on a melee character).
I didn't add it, but that 'Healing and Magic Resistance' showed up on my Buffs list after picking up Unbarring Ways. Odd little error. However, I now have a chance of tanking Amberite death curses!
Ate the Amulet of Boromir, so I can now be deeply unsettling to monsters.
Arena dungeon time. Vaults might be better for loot, but they're slower for leveling because there's a lot of dross to get through to reach the high level things.
Fighting some Dark Elven Shades led me to realize even if Jack of Shadows shows up, the Cloning Pits aren't going to be that bad.
More than 25k EXP from dispelling ants.
Ballos goes insane in the middle of the quest, making it significantly more difficult (he's the highest level thing on the floor). He still spams invulnerability, you see.
Another 15k EXP from darkness storming ants. (Although to be fair, by this point I gained 50k from not-ants but still.)
The Gachapins came to the ant party, and halfway through killing them 10 or so of the ants were no longer ants. This included a Death Knight who picked me up when I wasn't paying attention (he couldn't hurt me in melee with Stone Skin up [192AC]). It was kinda a problem though, since he made my speed go down to +16 from +34. But hey, I could move and collect loot!
Named him Wabbarthropod, and he lasted about 20 standard turns.
Next came a Druid out of nowhere, then later a Samurai, and then I charmed Jurt but couldn't actually reach him in all his bouncing around. Then the game crashed and none of this line happened.
So instead of a Druid, a Cherub named Leliel walked out of the shadows and picked me up. Another 20k EXP or so of ants, and Leliel shared, becoming durable enough to finish the quest. (Alchemy became castable in here, and I used it a bunch. Not sure if it's worth bothering with, at least without a lot more Economical Mana.)
Frakir was the quest reward, but I'm unsure if I should eat it because roleplaying.
Went to the Dragon's Lair, and the vaults are pretty terrifying in there, but I was able to nick a 100k potion of experience from the entrance of one (the Serpisky one).
Second trip I realized that Leliel just can't cut Nycadaemons like Ballos could. Luckily this particular evolution isn't hard to get if I let it, and soon Leliel is spamming Invulnerability with the best of them.
2 more potions of experience, and Stones other than Lore. CL44.
Found a staff of Mana Storms. It destroys loot. I won't be carrying it much.
Next quest, good reader?
(The 200 AC is when I try hard, although conversely, this makes me less dangerous to monsters in melee, since they trigger my aura less often. Also I have two pips of resistance for almost everything, yet I still don't have rSound yet [or rTime but that's expected].)
On 8.3.2016 23:21 Nivim wrote: Oh right @TheOtherMITZE@yahoo.com; it turned out ok, because although you forgot those things, you also perhaps forgot I had stealth, speed, and decent healing. Losing half your HP can be scary, but it's not truly dangerous if you make sure it never goes below one half!
On 14.3.2016 07:41 Nivim wrote: I was glad to see a Nazgul in a Dragon's Lair vault, but it turns out they are more durable and dangerous than I remember, breathing for most of my HP.
Oh wow, I can suspend Nazgul! I wonder if I can do it to uniques too.
Victory is cheapened by the Nazgul not dropping its ring. I think I was under the impression they usually did that.
Psycho spear can go through invulnerability. Luckily since the last time I had the problem of healing a thing that reflects, I realized I can just recall from a given fight and go to the town healing service.
Nothing quite like losing most of a vault of loot because Fundin Bluecloak and a Hru decided to duke it out.
I'm beginning to feel the 3 (1 great) Clarity rods I've been carrying around are no longer sufficient.
Also feeling like actually having Clarity as a spell would not be sufficient.
CL45 from blasting around a corner at Madame Debby and a collection of lesser (draconic) threats. Higher SP cap makes my low number of clarity rods even more noticeable.
Madame Debby down, now for the rest of that huge-feeling vault (because it's full of high-hp creatures, it feels 8 times as long as most of the ones I've done).
Recalled down and Dwar was only 2 steps away; this is the first time I've ever met him outside of a vault. He also gave me my first Nazgul ring, because apparently they need to be named (are the unnamed ones generic monsters, not a kind of 9-only unique? I'm pretty sure the rings themselves are limited).
Lesser Balrog summons Byakhee summons Nycadaemon summons Greater Balrog summons Judge Fear and Hoarmurath of Dir summons Demiliches. CL46.
Second Nazgul ring, and I noticed something kinda important; I'm not actually getting all the listed essences anymore, in this case, even though the ring granted 2 of of a bunch of things, I only gained 1 essence of those things. Maybe a bug with having too many properties on an item?
Since I've been taking down Great Wyrms I should probably do some more Angband quests.
Gained Probing as spell. Also gained Telepathy as spell, but that's one I'm actually removing because the essences for having it all the time generate long, long before the essences for the spell. It's just clutter.
Leliel evolved at some point. Still Invulnerability spamming.
Home got too full. Started selling randarts. Going to dump all the standarts into the museum.
Riddled the Haunted House with magic arrows.
Began the Royal Crypt, and found the Yasaka-no-Magatama, which is apparently a source of recall if I hadn't found it already. Later, an Archlich summoned Dio Brando, who I don't really know the threat level of but it's probably ridiculous.
Kamul the Easterling dropping an amulet with Globe of Invulnerability. Pity that's not on the spell list, but honestly that's a powerful ability and I'm not willing to add it just because I want it. Apparently it is on the spell list and I need Blindness resistance I.R.L. At least it's leveled appropriately; I get it in 2 levels at CL49.
Sound damage to the rescue with Dio, even though 132 is tiny damage and I need to empty my rods of Clarity and wait with my staff of Confusing Lights.
Next the Archlich summoned Judge Death who summoned the King in Yellow, then a few turns later Charon. I'm just going to end up going through all the high-level undead uniques here aren't I?
No more uniques after that; just the slow whittling away of Black Reavers and Archliches-- I realized I could get them to summon less by going into melee and using the two staves of Confusing Lights I had to stun and suspend them.
CL48.
I noticed there were some lower-level Wanted uniques that I missed so I repeatedly dipped into Stronghold:1 until I found them. While going after Ishikawa Goemon...
...I found a amulet of Clarity! Yay! Clarity!
Then I looked at the spell and discovered it gave 0sp a cast, for 1sp cost. Kinda a mean trick, that.
Found the Charmed Pendant, which gave me the last point for Cold Aura, and it would give 'Restore Mana', but of course that's not even on the list (instead of being broken like Clarity).
There was some more vaulting, but I decided to try to figure out exactly how Clarity-as-spell wasn't working; turns out it's mostly because of an unfinished TODO, in that the 'extra' variable isn't implemented for any Ring spells. Another part is that the cost of the spell isn't passed on to case EFFECT_CLARITY, so the fallback in _extra that would insure Clarity at least returns its own cost doesn't have anything to work with.
Inclined to take a break from that. Killed Ashram the Ebony Knight. CL49 for 28 hitpoints.
Found a ring of Restore Mana too.
First time Leliel and I had a disagreement; it was at the same time Azriel was approaching.
Found the amulet of Sacred Knights, which is basically just infinite remove curse for me (great near the beginning of the game, barely worth mentioning now).
First pip of rSound, when I've gained at least 3x as many essences for every other resist (cept Time), and also a minute after CL50.
Killed the Yamato-no-Orochi and Glaurung in quick succession, and gained the amulet of Carlammas which is basically identical to several sacred amulets I've found already.
Found the Inro of Mito Kumon near the Unicorn of Order. Luckily for me: walls. Sadly, Reveal Identity isn't on the list.
Went back to the clarity code, and instead of trying to do something requiring thought and planning I just hacked in an exception regarding Rings. My clarity spell now costs 1sp and returns 8sp...also I technically fixed the lack of spell->cost being passed on, but with my hack that doesn't matter anyway.
...
Yes, this is what was needed to make vault clearing refreshing again.
Leliel reached Solar, resetting hitpoints that had been slowly dwindling to Time damage. Also lost self-haste, but also lost reflection, so it's back to hasting my bearer myself.
Took down my first Amberite-- Brand-- by shouting him to death. I'm not sure the death curse even triggered, since I'm fairly sure my Magic Resistance had expired by that point (whoops).
Gained another point of Int through jewellery eating, bringing me to 18/200, which is enough that all my spells but two are at 0% fail.
Later in Angband, Leliel decided upon a different quest-- one to end mankind-- and we got into a fight. RIP Leliel. (Also wow, dispel can really mess me up.)
Discovered that 'Reveal Identity' is in fact under summoning, and it probably doesn't reveal shadowers like I thought for a long time.
A Fallen Angel came for the job after the two summoned guys, but it's another one that combines the problem of having reflection with not having hasting.
Angband:50 quest was Daoloth the Render of Veils, and it summoned; a Dracolisk, dozens of trolls, cthonians, vampires, Shudde M'ell (wanted!), demons, worms, and also some uniques with a Greater Titan that I fled from. It otherwise teleported over the entire expansive map, even into areas I couldn't teleport into, and I guess breathed nexus sometimes, but this was definitely in the category of 'creatures that are far more annoying than dangerous'.
However, Daoloth actually managed to drop commensurately; essences of speed, charisma, and constitution in one big load.
DL56 was Habu, who also teleported, and was kinda bad with the damage, but didn't summon so wasn't really annoying.
Next trip to the same level found both the Stone of Death and the Stone of Life, the first guarded mostly by mana hounds and Rinaldo who had a loot destroying good time (3 rings, 2 amulets, bunch of other stuff), and the second dropped by Ghatanothoa.
Did the Old Castle quest, meeting Rolento, who would make a great bearer (+40 speed) if he weren't so squishy...also, not so sure the 'no attack spell' option would make him stop flinging grenades, since they're under 'He may do something.'
There was also Garm the Guardian of Hell, hanging out with a bunch of novice rangers in the weak section of the castle. Surprised me, since it has the exact same glyph as a wolf.
Reward for the quest was the Ring of Tulkas, the bonuses of which are drop in the bucket at this point, even though it's an above-average drop.
Found and killed Y'golonac in an utterly long and frustrating Dragon's Lair:61 vault, where there were a whole bunch of things that either destroyed items, did huge damage, had far too many hitpoints, or all of the above. I found 3 more Stones and the robe of Incanus, but it doesn't feel worth the that hassle.
I really need to get good damage; ~200 a turn at most just can't cut it later in the game.
I realized that I can use Earthquake to render sections of greater vaults teleport-able; this allows grabbing items I don't care about too much from the middle of a Pattern with Telekinesis. If only Dimension Door.
Found Summon Monsters on a ring! So I went to find an out-of-the-way place on the same level (61) and began spamming the spell. The Pheonix decided to visit multiple times, but that's not the highlight.
Jack of Shadows. Same unique that killed Coin has come to help Tungstein.
+40 speed, darkness storm, self-heal, self-haste, and no longer commensurately dangerous when I have rDark and just as much speed.
Benedict may be the Ideal Warrior, but Jack is the Ideal Ring Bearer.
Together, with all the hasting, we have +65 speed.
This single detail is worth posting the dump now.
On 19.3.2016 00:52 Nivim wrote: Killed Fafner, and he dropped an amulet providing glorious spell power. It doesn't really fix my damage problems (not that they're preventing me from killing things...), but it's a bigger boost than every other individual one so far.
Jack of Shadows is understandably hard to keep around; he has places to go and things to do! (The chance of requiring a charisma check for normal creatures is 1/10000 a turn, the chance for uniques is 1/1000.) I took three dungeon trips with a Solar instead, and then in Glass Castle:59 he came back.
I should read his book sometime.
I like the Glass Castle property that I may make pits that are impassable to ground-bound creatures whenever I want.
Killed Saruman, who dropped a Harness of Hell with Recharging. Sadly it's new cruddy recharging instead of old sorta-ok recharging. I guess it does turn some otherwise worthless loot into charges, though?
Did the Spawning Pits, but aside from Lords of Chaos/Change and Hounds of Tindalos being annoying, it wasn't that interesting. I do need to remember to use mass suspend more often though.
Went to Glass Castle:60, but there is not actually a dungeon guardian for that dungeon.
I think Layzark is in another castle.
Went back to visit Angband and had a close call with an Elder Storm Giant, where I learned that Jack can, in fact, become low on hitpoints. He has 3000HP, and also has no elemental resistances whatsoever.
Killed Druaga. It was hiding in a mess of Dark Elven Warlocks, but I don't know if that's normal.
Found the goblet 'Holy Grail', which doesn't provide anything new. I'll museum this one.
DL62 guardian was the Invisible Pink Unicorn; fight unremarkable, just sound damage and a very stunned critter. Loot remarkable; a ring a speed finishing my next point of speed (+35 without Jack/haste), and a ring bringing me closer to my next point of Economical Mana.
I was going to get a shallow ring from one of those huge snaking Greater Vaults with all the isolated creatures, but when I was resting up my mana suddenly the walls are gone and a Great Wyrm of Many Colors, Morgoth, a Elder Fire Giant, and a Young Multi-Hued Dragon all take shots at me on the same turn, and I'm left with 50HP and CL50.
I was even stunned, raising my teleport fail to 16%.
Luckily I didn't hit that percent.
This was certainly a scary wake-up call. Rings just don't have many hitpoints, and some things do plenty of damage even through resistances.
Would be nice if I had found more than one item of +Life so far. I'm not sure the extra 5% HP would really matter, but it would be one step closer to somehow getting at least 750 hitpoints.
Problem; I have two 'Dispel Evil' spells, at different costs but for the same effect and one apparently just has bonus Heroism? Weird. I'll correct the name.
Eibra down. Nidhogg down. ... Alberich down. Almost another point of speed, by this point.
I've gotten used to Thinking With Earthquakes, getting into vaults I normally wouldn't have ever considered attempting by going straight for the treasure rooms.
Found the GHB in the Lonely Mountain at the very end of a vault. Just pacing around with dragons and shadow hounds.
Found another ring of the Nazgul, and it did nothing at all for my stats/speed; resistance essences only. Maybe it's something about how it is cursed?
4th point of fuel mana economy.
I haven't really mentioned it, but this is the third time I've had to go to Zul to remove Moronic. Too bad no resistances seem to effect sanity-blasting.
Jack took a second vacation, on a trip where all my spare inventory spaces went to stat potions and artifacts. Almost took Gandalf instead of waiting for the vacation to end, but Gandalf turns down potentially cursed rings of great power.
Picked up Healing as a spell, for 173 hp. I have more potions and staves than I might ever use up, though, so I guess it's for arena?
Yes; Healing allows me to take on the elemental Shambler in the arena, but sadly, Jack chickened out so I didn't get any loot. Also have to go find out where he went.
Looked in Glass Castle first, of course, and I did find him, but only after waking up half the level and half of that getting out of vaults. Hastur, Elder Giants, Lords of Change, etc.
Since I feel like this is a stopping point; at what depth do elemental immunities start showing up?
On 19.3.2016 04:59 murphy wrote: i really like the name tungstein :-)
On 21.3.2016 10:39 Nivim wrote: @murphy: Why thank-you; generally my ability to care about a character starts with a good name, so I try.
Began this session by merging elliptic's change making randart rings not brokenly bad. Not going to effect this game as much as it sounds, what with the lack of randarts, but I didn't want to forget.
Killed Smaug the Smug.
Kinda sad going from ~DL40 to ~Dl65; I go from vaults I can just barge into and ignore things, to vaults I have to take slowly and carefully.
Jack had to leave again during a fight with a Great Unclean One. The acid in his eyes probably didn't help.
An Ipsissimus subbed for him while he was gone, followed by a Solar who took the position by right of combat.
Found another item of +life using Earthquakes! Only need one more essence to actually get the effect.
Hit ten-million gold, and Jack returned on the first invitation in Glass Castle. He just needed to go wash up, really. With plasma hounds.
I had half a dozen Disappointment scrolls, so I went and used them in the north and for all I care I got a wand of Rockets (replacing my wand of Plasma Bolts) and some speed essence. From now on I'm just going to use such scrolls immediately.
Gained the broad spear of Destiny from a Nycadaemon, who was also guarding the Palantir of Westernesse. In the center of the same vault sat a Master Quylthulg, which got suspended on my first turn in LOS, and continued that way for 2/3rds of it's hitpoints. Then it woke up and summoned Caine and a bunch of Great Wyrms of the flashy kind. Teleported away, used corridors, picked up Ingwe halfway through, and the Meditation Stone was what the Quylthulg was guarding.
Found a level with three of those Snaking Isolation Greater Vaults, picked up the best boots of speed I've ever seen (search 'wow simm'), and added Greyswandir, Orcrist, The (not 'a') Sling of Buckland, and Holcolleth to the museum.
Time to go do the last town quest; Crashing Eric's Party.
It looks a lot more tame than I thought for DL70. The 4 Lords of Change and Eric are the only dangerous things. (There's so much Logrus stuff! Eric may have been nasty but he was opposed to the Courts the whole way. I guess this version of really has let himself go!)
Accidentally dug a wall and the Lords of Change destroyed about 20 items. They also threatened me! With Psycho-Spears and summons! Then Freeze Monsters to the rescue.
Eric teleported around a lot while that was happening, but I led him into the trees and killed him there. He wasn't stunned much at all, but he still acted like he was.
I remembered to keep Magic Resistance up, so the death curse was only scary before I read the text. It just summoned a Master Vampire (which is fodder at this point), gave me an Increased Fail Rates curse (which didn't actually change my fail rates for spells/rods), and drained 1.1 million experience (which would have mattered back when I first hit 50).
Angband:64 Pseudo-Quest: Wanted: Cerberus, Guardian of Hades.
He really does feel like a DL94 unique.
We can only fight him a few turns at a time because Jack goes down to 1/4 hitpoints in a single shot, and I go down to half.
Sound damage not enough. Whirlpools stun a bit, but that only covered 2 stars.
It was the third time we'd fled, and I was summoning a hostile elemental so Jack would heal himself, and he decided he needed a break right then and levelported. I do, however, have all sorts of summoning, so this isn't a serious problem anymore. No one good enough for the job came before Jack did, but I was kinda hoping for something that could become invulnerable.
Got about 5 hits in before it happened again.
Lems and Fundin answered the call, but the earthquakes would be annoying and Fundin isn't durable enough.
Decided to let a Grand Fearlord take a shot. Despite having 500 fewer hitpoints, and the same lack of resistances, he lasted about twice as long. AC? Level?
Locke volunteered next, and although he might be slower, he is far more durable than everything I've worked with so far.
I had to start healing on most of my turns instead of attack, but Locke picked up the slack.
Had a nervous victory when a summoned Chaos Hound almost destroyed Cerberus' corpse, but it was exactly one square off.
I still miss Jack. Psycho-spears and Real Melee cannot replace him.
Middle of the Cerberus' Pattern vault held Excalibur.
Very next trip found Jack again, hanging out with a bunch of Dreadmasters. Jack, Locke, and I all had quite a time blowing up everything (and Jack teleported every time he got into melee, so he fought all over the level). Sadly, Rings cannot use most methods of keeping their followers with them; anything but a bearer is a logistical pain. Also the -SP recovery was kinda steep.
Locke went on his way (should I watch his show at some point?)... but then so did Jack; perhaps he took issue with tediously avoiding Banor=Rupart, Banor, and Rupart instead of killing them.
Met Santa instead, but he soon gave me away; right back to Jack! (Santa is definitely an acceptable bearer though!)
Fourth time removing Moronic. On the way, killed Nyogtha in Arena, and he dropped the Fishingpole! Really too bad I can't use it. I don't precisely recall what it does.
Found a [5/5] staff of Restore Mana! With my strange Recharging, I suddenly don't need to worry about running out of MP!
Picked up Clairvoyance, and speed is rising apace; +40 unworn and unhasted. AC is also absurd for a mage-like class. The false sense of security is incredible; I am not a TASbot.
On 21.3.2016 13:56 murphy wrote: im curious why you have cast self knowledge so many times
On 21.3.2016 23:55 Arjen wrote: Cst means Cost not the amount of casts ;)
On 22.3.2016 01:43 murphy wrote: aha! thanks :-)
On 25.3.2016 14:58 Nivim wrote: Random DL:62 Shadowlord dropped the ring of Ages; need one similar to actually get rTime.
Picked up the Stone of War, the Chainsword, and I now have both a lot of wands of Rockets and some very good wands of Rockets. Almost like that link in the last post was prophetic. Oh, and I have something like 100 stat potions. I kinda intend to sell them, but haven't gotten to it.
Jack and I had a brief disagreement, but instead of picking me back up like normal, he instead attacked a few things, triggering his thief-port, and we had to chase eachother all over the level, because although Jack kept trying to reach where I teleported, he always ended up fighting something, which sent him to some random place.
Didn't help I'd already earthquaked some vaults so we could be isolated there.
Gained some 60SP from a point of Int and a point of Spell Capacity, but it all feels inconsequential relative to Restore Mana.
Decided to work on the Arena dungeon instead of continuous vaulting. Took down some uniques, but mostly felt like I needed some clone monsters wands.
Picked up 'Angelic Healing' from the Black Market; 1/2 more expensive, about twice as effective.
Arena wasn't really doing what I wanted, so I searched monster spoilers for creatures that dropped really nice items; almost all of them are unique, but the lowest leveled non-uniques are Ultimate Magi and Ninja Tonberries. Going to see if I can find such a tonberry, and then clone it.
I'm mostly impatient because although I've had a lot of convenient gains, I haven't really gotten the things that let me feel comfortable going deeper in the dungeon or further in the town arena.
Got distracted by a particular vault, and killed the Witch King of Angmar, who had helpfully summoned lots of dragons of non-annoying kinds.
Same as above, but because I wanted to see if I could fight a Fenghuang, and resulted in fighting Julian (no death curse). (The Fenghuang died to a Shambler in the same room.)
Jack took another vacation here, and a Temporal Champion arrived to take the job. Almost as much speed as Jack, and breaths Time at things.
It demonstrated the importance of self healing, although it did not die.
After some calls, Jack came back before I left the level.
While looking at my summoning options, I found a surprisingly effective method of collecting basic loot; my summon demons spell. They often come in bands.
I spy my Ninja Tonberry!
Sadly, Wahha-Man is awake on the same level and apparently has a huge detection radius. Luckily, he is a melee bruiser instead of something that breathes for huge damage. (While setting up, the Flying Spagetti Monster and a Law Wyrm came too, but teleport other.)
All my SP is about half of his hitpoints worth of Sound Balls.
N.T. also guarded by a Master Quylthulg at a bad angle for suspending.
I've change my mind about Starburst! It goes through glass, is good for summons, and doesn't damage loot.
A Sky Drake made use of the glass quirk too. Annoying.
Spent a bunch of Rockets charges on a Caaws, so I wouldn't need to deal with Dispel/Anti-Magic.
N.T. wakes up, and I disintegrate out a big section of the dungeon where the vaults are not. The cloning party soon goes into full swing.
The item generation apparently thinks that higher-level/exceptional means defender rings, disintegration wands, and healing staves. There's other loot, but with Alchemy that's just money. The wands/staves fuel the cloning and mana restoring.
Walken comes to visit. Dozens of times. I don't really feel like having a fight with him. Rather glad his disintegration breath doesn't target through walls.
Found some Magic Resistance, but apparently Rings don't get that.
Ran out of acceptable sources of recharging. Next time I need to bring a bunch of regeneration rods or something. Or merge that Restore Mana commit, although with my current set-up that feels kinda like cheating.
Killed Walken on my way out.
I've kinda stopped mentioning the Standarts, but they're there. Didn't know Winblows could generate outside its quest.
Went out to sea on the advice of clouded, specifically R'lyeh.
A lot of the monsters along the way and there were kinda disappointing relative to the perspective of my previous characters who were one-shot. High level helps with resisting Suspension, but does not stop it. Loot in R'lyeh is also disappointing though; dungeon generation really likes giving me nearly-useless Defender rings.
Found the Necklace of the Dwarves. Nothing interesting. Museum'ed.
Recalled through Stronghold:1 to get back to town, and did a vault on the first level there; was hard to tell the difference in loot between the dungeons since Stronghold was so much faster.
Accidentally killed Nami. :(
Second trip to R'lyeh found a decent vault, with a not so decent Cthugha; Jack decided to get away from that, and while I was waiting for him I gained Combat Echizen. If I were to use him and haste him, I would have +87 speed, nearing the most speed I could ever get, but he would be +20 faster than I am if we have a disagreement, and I would die to double-rocketstorms. Other amazing things summoned include; Master Tonberry, Metal Babble, Uriel, and Azriel. Settled on Santa.
Sadly, Santa's lack of self-healing meant he couldn't stay long, and now I'm really tempted to go with Combat Echizen; Jack just doesn't seem willing to come back to this depth, and, I mean, I can still get +77 if I don't haste Echizen, and then our speed difference is only +9, which doesn't /sound/ like too big a chance of instant death.
The deciding factor is going to be how much more often his increased level results in conflict.
On 4.4.2016 04:42 Nivim wrote: I have that feeling like walking on needles, even though my character can't walk. I'm keeping Haste and Stone Skin active at all times, just for when Combat Echizen feels like fighting his ring. Gained another charisma bonus point, no idea if it'll help noticeably.
Found a rod of Angelic Healing, which heals for 100 more hitpoints than I have.
Apparently got that point of +life I wanted, but I missed it because it gave exactly the same number of hitpoints as Heroism.
Used Invulnerability seriously for the first time this game, against Gothmog and all his many summons (none of which were actually Balrogs; mostly Cyberdemons and dragons, with some undead). Eventually he summoned Godzilla too, and I had to teleport before Invuln ran out. They both followed me and died.
Combat-Echizen had fisticuffs with me on the third R'lyeh trip after his, but soon realized I couldn't punch back and we went back to what we were doing. Hopefully he continues to forgo his rockets during these times.
Found Nenya, having been dropped by a random Ultra-Elite Paladin on R'lyeh:82, and the important detail is that it gives me 1/2 of the essences I need for Cold Immunity.
Combat Echizen decided he wasn't getting enough combat with me, and left. Picked up Jack again, but I've learned C.E. doesn't automatically mean death, and +68 speed with darkness storms just isn't quite +78 speed with rockets.
Upon being summoned: Combat-Echizen "Because it's time" says, 'What is this stair?'
I have no idea what you were inspired by, Echizen, but I'm sure it was amazing.
Kaschei went down to two staves of Confusing Lights, two wands of rockets, and one Combat-Echizen.
Surtur as above.
Neat thing about R'lyeh (and perhaps other watery places) is that there are so many creatures that don't get a chance to bother me because they can't cross deep water.
I was in the middle of considering taking on Loki when Combat-Echizen dropped me again and used rockets. That didn't last long. Then about forty turns later he did it again, and used more rockets, bringing me to 93HP. Ouch. Bye Combat Echizen.
Jack may be good, but he can't take R'lyeh:84 for any significant length of time, so it's back to Angbanding for a while.
Fiona down, because she wouldn't stop shooting me. Her death curse was only briefly annoying, probably because Magic Resistance.
Amazing that staves of destruction are on default autopickup, but staves of genocide are not. I use the latter a lot more.
Pazazu, Lord of Air, is one of those quests where on another character I would remember how easy it was here, and then get killed because he's actually pretty dangerous.
Visited the Dragon Caves to relax; I just wanted creatures that wouldn't take so long to take down but still gave ok loot.
Somehow ran into Shub-Niggurath, and Jack continued his tradition of fleeing from super-disgusting things, although we'd gotten through 2/3rds of the HP at that point. Locke came to the rescue, even though going with him is scary because he isn't that fast.
I worried for naught; all Shub' did on the second engagement was summon a Vampire Lord and an Ancient White Dragon.
Locke left, Jack came back.
I've discovered Scrolls of Madness! An "amulet (Blasted) {cursed}", but no cyberdemons yet.
Gained Rune of Protection as spell, messing up my Alchemy macro, and apparently giving me something no creature can move past? I expected this to be terrible, yet neither Great Wyrms nor Lords of Change break it.
Found Narya! Dragon's Lair:70. Giving me 1/2 essences for Fire Immunity, and apparently happening to have the last essence needed to bring my Con bonus to +7 (14 more HP than +6).
Need a !Alchemy inscription; after using alchemy on items in my inventory hundreds of times, I accidentally used it on my Regenerating Wand of Rockets. RIP my best damage dealer. I have to settle for non-regenerating rockets now.
On Runes of Protection: they do break! It just takes 20+ turns of a creature or two bumping them.
Picked up Whirlpool spell, which is basically a stronger Sound Ball most of the time.
Discovered Rocket magic! Doing nearly as much damage as my remaining wand! (361 vs. 422)
Ran into the Defiler, so of course Jack excused himself in the opening volleys, or barfs in the Defiler's case. A Golden Angel answered the call (not to be confused with Angels; maybe think Golden Saints from Morrowind), so I'm back up to +82 speed, and it has rAcid/rPois.
Too bad it has no healing.
So although it doesn't outright die, it does spend all its time at 1/10th HP.
Back to Jack, then.
Killed Klingsor; fight was annoying because Dispel Magic, wyrm summoning, and Black Reaver summoning. Managed to save loot from being blasted, though!
Found the Greater Cyber Wyrm Angel Daemon Lich; luckily I was already sequestered in a greater vault when it moseyed up and ate all the other walls in the area.
Found the Ring of Destruction, which if I ate would give me absolutely nothing, not even things I already have.
An Elemental ring gave me one of two essences needed for Acid Immunity. I wasn't sure till now if Immunities even generated on non-artifacts.
u) The Ring 'Brunch' (+2) {AtStCn;So;Si}
Out of 7 scrolls of Madness, one of them finally did something, and it wasn't Cyberdemons! If only it had an Immunity, then it would matter.
Killed Bleys because he broke my potions. His death curse was the most serious yet; it would have completely tanked my Con (and Dex) if I didn't have those stats sustained.
Was on my way to pick up an unidentified scroll in a greater vault, when what should one of the guardians drop? A ring of Dimension Door!
Now even when I don't have a bearer, I can still move! Even when a super-long vault has only one teleportable space, I can get in! Even when I slip into a horrible tactical position, I can fix it without abandoning the fight!
What's more, the scroll turned out to be Artifact Creation! I was worried I wasn't going to find one, since I can't get one from the town Arena or the Bounties this game, and it was removed from the Quests.
I plan to use the scroll on myself, madly hoping for immortality, permanent invulnerability, or something equally absurd.
Truly, this is the beginning of a new age! Also a good time to post.
On 4.4.2016 04:47 HugoTheGreat2011 wrote: @Nivim:
USE the Scroll of Artifact Creation on yourself!
On 9.4.2016 06:09 Nivim wrote: I use Dimension Door to go everywhere now. 33 spaces a turn. The place I'm going is a powerful place used for Treasure Rituals. There I will ascend to Artifacthood.
Depressingly, horribly, awfuly, and even though the block against it was new on Deathswords, the ritual of power fails completely on Rings.
"You're are quite special already!" :(
It didn't even have a fancy 500 damage magical explosion, or summon a bunch of Space-Time Dragons 'drawn to treasure energies released', or anything. I'd even buffed up expecting something...not boring.
This was a serious hit to my ability to care about the game. Considering just diving to the Serpent-- something nikheizen suggested to me right as I wrote that.
Had a conversation then where I learned about all the things that would be good ideas to bring to the fight, like: ?Genocide, ?Mass Genocide, _Destruction, and ?Destruction (because it's higher power and can take the Uniques). Although *Healing* and Giant Strength (for the HP) were ones I'd remembered.
However, it turns out the biggest thing I need to do to prepare for the Serpent is kill a bunch of more problematic Uniques. I haven't really gone out of my way to kill them; it's only when they've been in a vault that's had other stuff I wanted, or they came to pester me.
Apparently the list of stuff that has dangerous-bands/Summon-Unique/breathe-disintigration is; Oremorj, Azathoth, Bahamut, Loki, Nodens, and the Destroyer.
Took a shot at Morgoth because he was there; felt really annoying working through the confines of the vault, and then he summoned uniques I didn't want to bother with. Next!
Using rocket magic, each two stars of the Destroyer's hitpoints take about all of my SP. Also, over the course of the fight, the Destroyer destroyed at least 4 excellent objects, although he couldn't destroy Dramborleg.
Found another scroll of Artifact Creation, used it on a normal ring, gaining--
s) The Ring 'Bedtime Snack' (+2) {SpWiCn;Cf;Fa}
-- which is making me think that Artifact Creation deserves the title Honorary Disappointment Scroll.
Azathoth was rather dangerous, but only because it was a small level where I didn't have anywhere to teleport until I did some earthquaking. After that Aza' died to rockets and Confusing Lights.
Jack decided he doesn't really like going deeper than DL80 and complained, repeatedly. Eventually Jack just put his foot down and said no more, so I went with Locke instead.
Fifth point of Economical Mana.
Sixth time removing the 'Moronic' mutation.
Reached DL98, where I fought some demon hordes, Combat Echizen shot rockets at me, and I beguiled him with promises of more combat. Back to +89 speed, scary as that may be, since it is Echizen.
Reached DL99 and met Oberon; he clapped me with Anti-Magic on the first turn in LOS, which scared the heck out of me, since spells are half my everything. Then I stopped panicking and remembered I had scrolls of Teleport Level.
Things to add to the kit list; staves of teleport, so I don't have to completely leave the fight when something Anti-Magics me.
Sauron + Rockets + Confusing Lights = all other uniques on level converge and conspire to keep me from his loot. Also Echizen combats me in the middle of combat. Also Metal Babble. Also the Uniqorn of Order.
Instead of getting fed up and leaving the level, I left some distractions (read Uriel and a Law Wyrm [named Lawbreather]) on the other side of the level, then teleported back.
Sauron apparently dropped Darnya, which is a hilarious item and part of what makes Poscheng great. Ate it in the hopes of getting "Something Weird" as a spell, but no infinite permanent stat reductions for me.
(I can't just add it in the same spirit as Aggravation because it can do some serious killdudes if you're willing to lose the stats.)
Found the Tarrasque, but of course since this is Poscheng it just has rFire, rCold, and low hitpoints for its level. I guess it's a late-game Disenchantment breather, but that's about it.
Second point of Spell Power! Rockets to 388, Dimension Door to 35! (I feel like I should adjust my clarity up, since it also has something like power, but I'm waiting on another essence of it, for that.)
Found Loki.
It was one of those big snaking vaults, and he was about in the middle. I buffed up, and went with the tried and true method of Confusing Lights and Rockets (very Earthbound), but it was only 2* damage dealt before he used Invulnerability. I Dimensioned Doored away, earthquaked to make more openings, Doored back, and managed to get him down to 4* total before he summoned uniques. Typhoeus, Ithaqua, and Ansalom. I used my nifty Banish spell, but all of them 'cept Ansalom was teleport-immune.
I Door away, and Loki spends time alternating between demanding I come back and healing himself.
I spend my time earthquaking in the hopes of some more cover, or separating them, when Typhoeus gets 'imbeded in rock', which is basically Destruction, which is basically removing a creature from the level without killing it, and confuses me that's it's not called 'Banish' (that's mass teleport other).
So I teleport back in, and try again.
Ithaqua invokes raw Logrus.
Loki invokes Mana Storm.
69HP
I teleported a quick break, then went back at it with the earthquakes.
Sadly, both Ithaqua and Loki were embedestructebanished on the same turn.
Next time.
Getting another Clarity essence actually broke my Clarity spell completely again. Not sure why. Apparently needed restart? Brings the net restore to 8SP.
(If you wonder why I might need clarity when I have _Restore Mana, it's because the staff can, indeed, run out sometimes.)
s) a Ring of Speed (+19) {Sp}
u) The Set of Gauntlets of the Master Tonberry (+10,+100) [2,+0] (+2)
These are really great items, good endgame material, for a lot of other characters.
Combat Echizen demanded one-on-one combat, which managed to be less dangerous and more aggravating. Charge draining. Far too much charge draining.
Door to 37 from the second essence.
Metal Babbles. :(
Great Wyrms of Power, unlike Babbles, do not resist disintegration. This means I can take one down without completely emptying my staff of Restore Mana, given non-permawall space for 'Wrath of God' and time. Still takes two charges of the staff though, so I still can't do anything about the arena GWoP.
Also, by the way, max Int. I can't tell that this changed anything. Save, reload, 20 more SP.
I have plenty of numbers now, from $32.4M to 597SP and 388dmg, so it's time to take another shot at Oberon.
Mostly by finding a secluded place on his level and summoning a bunch.
Locke, a GWoP (Super-Saphira), and Bramd answered the call.
Led Oberon over, and he summoned a Lord of Chaos, which summoned a bunch of hounds, and then Oberon teleported away.
So I got distracted-- or more specifically my summons led me to get distracted-- clearing the vaults of the level, and I'm beginning to think that Rings are supposed to use summons as their primarily end-game offense. This makes sense; aside from corrupting bearers, the major thing the One Ring did at the end was bring people/monsters together.
(It's cool how summon Upkeep never exceeds 10x your mana regeneration.)
Found him again! This time my set of summons includes Bahamut, his merry band, Jisisl, Azriel, and one of Locke's clones.
I hear a lot of explosions, Oberon summons stuff too, like Cyberdemons, I hear many more explosions, and then Oberon is coming into my hideaway with 1* left.
He teleports away, I teleport a couple times, find him, and give him love tap (rocket).
I totally forgot he had a death curse!
Oh thank Xom it just earthquaked and cursed me with dragon-magnetism. That's fine. Whew.
Now I just need to figure out which few of my massive pile of devices I'm going to take to fight the Serpent.
Who am I kidding?
I'm probably just going to bring Clarity/RestMana and Destruction then watch the huge summon fight from afar.
On 2.5.2016 17:04 Nivim wrote: I noticed there was one more number that might help; +6CHR. So I just earthquaked and Doored right to amulets, with heavy helpings of Genocide. Which did not get me a single amulet providing Charisma.
However, Vilya does have charisma bonus, and I got that from some undead Typhoeus summoned. Gives me my first essences of Lightning Immunity, too.
At this point I left off playing for a while (almost from my last post to 4-21), because I wanted to pick a time when people who wanted to watch the Serpent Fight (on termcast.org) could do so. I eventually dropped my uncertainty and just asked, at which point I was told to go for it, and immediately did.
Or at least, after picking up stuff again (healing, genocide, destruction, restore mana, emergency teleport, and confusing lights I never used).
So, guess what?
The Serpent level still has greater vaults.
This means that ironman_rooms is a cheat for the serpent fight, since the fact that the Serpent has kill_wall prevents it from pathfinding around walls.
So I had a completely silly amount of time to summon stuff while the Serpent was stuck on the other side of one vault. Or at least, I did after Echizen dropped me and fought me in the middle of teleporting around to find a good place, then the Unicorn came around the corner. This was a serious problem until nikheizen reminded me about Destruction. Then I used that to prepare the level, then I had a completely silly summoning time.
Aside from creatures that I dismissed or were killed immediately:
The Unicorn of Order
Luigi
Nodens, Lord of the Great Abyss
Fangorn
Jisisl of Ice
Locke, the Superman
Azriel, Angel of Death
Combat-Echizen "Because it's time"
Uriel, Angel of Fire
Bahamut, Celestial Dragon of Good
A few Great Wyrms of Power, Balance, and Law.
A Spellwarp Automaton
Worth 5000% mana upkeep at least.
(Also somewhere in here I changed terminal settings so people didn't see a mess.)
Locke picked me up, I led the Serpent around the vault it was stuck on, DDoored into the vault (which I could because of all that destruction), then sat back and watched the show.
The Unicorn left almost immediately and didn't come back for the entire fight.
The Serpent saw my summons and summoned its own summons, which later summoned summons (I'm looking at you, Cantoras).
rwbarton helpfully suggested I use my Genocide, and on U, thus clearing away the Cyberdemons that were making things difficult for my summons.
Then, despite obviously being in the spectators stands, one of the Serpent's earthquakes deals me 500 damage, or 5/7ths of my health. Front row seats not a good investment.
Serpent tussles with Jormungand (the other Serpent), because KILL_BODY means not pathfinding around allies either. (Somewhere in here is Null at almost no hitpoints; although I couldn't yet safely reach him.)
Nodens and Combat-Echizen literally the only ones from my band that stayed focused on the Serpent, with Mana Storms and Rockets respectively. All others either left, got distracted with enemy summons, or were earthquaked away.
So at 4*, the Serpent has a lot more summoned Uniques than I do, including Morgoth. Nodens keeps on trucking.
While Genociding, I noticed some Zephyr lords had been summoned and had summoned, and decided to genocide hounds. On a large vault level. Whoops.
This brings me down to 93HP, requiring I quaff *Healing* for the first and only time.
Then right after:
"Nodens, Lord of the Great Abyss read a scroll of teleport level."
So I had no more pokemon summons and had to return to town destruct a bunch and summon more.
I didn't destruct the Serpent, but it turns out I could have, since ?Destruction has a radius of 13+randint0(5) and it was 16-17 spaces away at one point.
(There was some difficulty in here where I needed to recharge my _Genocide, but still hadn't merged the patch that allows Restore Mana to do that, so I needed to actually raid a vault in the area for Transferecharging fodder. Oh, also, I last-tap both Null and Yog-Sothoth while in the middle of summon accumulation.)
Serpent still at 4* when I lead it into the new batch of summons (and it fights Morgoth because KILL_BODY) so it doesn't take long for it to go down to * (mostly because of fighting Morgoth, although Nodens came back for a bit more manastorming).
So this is the last step; getting the final hit on the Serpent myself, because summons can't kill uniques.
I was worried Locke was too slow for this, but the elliptic explained to me how speed works.
Anything above +70 doesn't matter, and anything between +50 and +70 doesn't matter enough to notice.
This whole time I thought speed was linear in effect and I was just fighting faster monsters as I got deeper. :( It's not actually possible to get enough speed to never get double-turned.
I considered letting Morgoth and Serpent duke it out long enough for them to both be at 1*, but that would take too long, so instead I waited where Morgoth would come around a corner alone, teleported him, then finally faced the Serpent.
(I think some people in chat were exasperated at me here for thinking that * healing to * would be too much.)
Three rockets weren't enough. Serpent responded by surrounding me with Cyberdemons. Dimension Door away, Genocide U repeatedly, get into a good position (darn DD auto-fail rate), wait for Serpent...(the game helpfully alerts me that Luigi read a scroll of teleport level; how did he even last this long?)
Four rockets weren't enough. Serpent breathes disintigration, summons cyberdemons. DD away, Genocide them, clear a good position because most are full, wait for Serpent...
Didn't even get rockets in; more Cyberdemons. Third tactical retreat, same as the last.
Five rockets weren't enough. More Cyberdemons. The Serpent really seems to know what buys it time. Fourth tactical retreat.
Six rockets weren't enough. Not Cyberdemons! 'Dungeon guardians'; Vecna, to be specific. Fifth tactical retreat, but without the Genociding.
Another run without rockets fired; I got a bad angle/LoF and both the Serpent and a Lord of Change decide to pummel me with Raw Logrus instead. Sixth tactical retreat.
Seven rockets weren't enough. Undead summoned this time. I get a shot off from my rod of Star Balls before the seventh retreat. I try to teleport Vecna to the other side of the level, autofail, and return to getting more distance.
Nine rockets weren't enough. The Serpent flees in terror, but summoned ancient dragons got in the way before I could fire more rockets. Eighth tactical retreat.
Eleven rockets, and that, is finally enough rockets. The Serpent chucks Morgoth's Crown and Hammer at me before it dies, and I may now retire (commit suicide) when ready.
My first ever ***WINNER*** for Poschengband.
(The loot was mostly junk.)
...
However, I will not truly have won the game until I defeat my Racial Boss...the Plain Gold Ring. *Insert I Wanna Be The Guy theatrics.*
On 2.5.2016 19:29 HugoTheGreat2011 wrote: Congrats on the win!
On 2.5.2016 19:29 HugoTheGreat2011 wrote: Congrats on the win!
On 8.8.2016 05:34 Nivim wrote: Note: the reason I have exactly 10000 AC essences is because that's the max for any kind of essence-- in addition to the practicality exponential limit.
Also, I want to switch to using the autodestroyer for absorbing, but I can't get the messaging to work how I want ('Auto-absorbing [name with properties].' instead of without the properties).
Taking down uniques like Oremorj and dungeon guardians like Vecna. Cthulhu had a wand of Wall Building, which I thought wouldn't matter much since I already have plenty of walls, but it turns out it can completely fill a hallway instead of just one space, so it's good for isolating things.
In more entertaining news, after taking down Jormungand, I met Caldarm, and instead of simply killing him I just started summoning.
And summoning.
Also summoning.
Eventually we had a great battle going on; fastitocolons fighting clones of Locke covering everything in acid and psycho-spears, the spare piranhas dying in hordes, and a kirin summoning angels to fight that one archlich summoning archliches.
Here and there are vortices of various sorts, most noticeable being the death and disintegration ones, which clear away what little cover there was, providing more room for summons.
Aside from occasionally filling another area with excitement, I stayed in my luxurious Greater Vault Treasure Room Booth, containing me, a puddle, a bunch of quartz walls I earthquaked in, and, occasionally, leviathans which were teleported there in all the chaos (and their summoned hydras).
It didn't last and was a huge waste of turns, but it made me feel better.
Completed Acid Immunity, with a simple elemental ring from a simple DL64 vault.
Potion of Polymorph gave me a redundant Telepathic mutation of redundancy.
Angband DL110 is ok. The Unicorn is on every level.
Pattern'd down to DL127, didn't see any good spots, so went up a level, spotted the True Final Boss, and so started clearing the level in preparation. (Which for some reason included Jasra; how did she get down here?)
One more +life, by the way; I now have a decent 716HP with Heroism.
Norsa out of the way.
Summoned the Unicorn of Order, cleaned up loot, and dragged the Unicorn into the = vault. The Unicorn continued its tradition of being mostly useless by getting into a fight with a Rock Giant while summons accumulated. Luckily, because of the small space and the propensity for Breaths and Balls at this depth, the summons tend to kill each-other over time. The ones left are mostly just Star-spawns of Cthulhu and Great Wyrms-- well, "just".
I begin adding more of my own summons to the mix. (The Unicorn is losing, two stars down vs. no stars down.) I get a Spellwarp Automaton before realizing I should just allow the Unicorn to summon for me.
It quickly summons Combat-Echizen, Jisisl, and Mana Hounds.
[Imagine explosions, dragons, sanity-destroying horrors, and a unicorn.]
When the Unicorn is at half health (and the = down one star) some undead spill out and summon more undead; three Spectral Wyrms and a manastorming creature in LOS feels dangerous.
Halfway through mopping up that (= down two-*), a quylthulg outside the vault summons a lot of dragons because a Master Mystic I'd summoned and forgotten about summoned spiders everywhere, so that could be a problem too.
Both the Unicorn and Combat-Echizen leave, and something summons a bunch of Hounds of Tindalos, so I debate leaving too.
A couple turns later, I notice the = has healed itself back to full.
Next time.
On 8.8.2016 05:48 HugoTheGreat2011 wrote: What a fight
On 8.8.2016 14:50 krazyhades wrote: Wowee
On 8.8.2016 16:59 murphy wrote: thanks for sharing the notes, this is a fun read
On 8.8.2016 21:05 HugoTheGreat2011 wrote: Nivim- If you're interested in making PosChengband screen recordings of your playthroughts in the future, you may be interested in XSplit Broadcaster. Its website is: https://www.xsplit.com
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