Trip 34
After I ?recall, I *speed and start on ?bless. I manage to read all 88 before
it kicks in.
At 4950', I land in a room with a black knight and also Saruman is within ESP
range. My ~enlight shows !life across the level, have to remember to pick it
up before I go home. There are a bunch of ghouls nearby, and I -TelOther so I
can close some doors to await Saruman without the ghouls opening the doors
behind me. I forgot I had _power, should have used it on the ghouls, oops. I
kill Saruman with melee, and he never summoned, so it turned out my
preparations were not necessary. I pick up =speed, then remove the chaff with
-AcidBalls, get Belangil, crown{ESP}, armor{rAcid}, and !heal. The only thing
I pick up is !heal. I maintain *speed, casting whenever it wears off. I walk
to the center of the level, not wishing to teleport into danger. I come to a
greater demon pit, use *stoneToMud to get into the moat so I can move to the
center and clear them all with a single _destruct. A purple 'p' comes, and I
feel a little embarassed that the destruction zone might count as an ASC, but
it is only the Mouth. I drop my staves and melee him, without picking a
perfect spot, and he summons 9 U's including Pazazu. I ?phase, and I don't
want to risk Saruman's speed ring in my pack to an electrical attack, so I ?id
it, not useful as it turns out [I was waiting for pseudo]. I use -TelOther on
the nastier demons, finish the Mouth who was tough enough to drop me to
424/1010, then _heal and finish the easy demons. Again, the only loot to
survive -AcidBalls is !heal. I make it to the middle of the level, no Sauron
yet, but I see Gabriel with escort. I don't feel like bothering with them,
another _destruct. I bump into Pazazu, try to melee, but he summons Gothmog
and way too many demons so I _destruct. I am making quite a mess. I finally
find Sauron. The terrain is better a little ways off, but I will be phasing
often enough I start where I am hoping to get to better places later.
###### ###### # #
# # # #
# # # #
# #####'######
# @+ +
# ##### #####
# #### #
# ### #
# ## #
###### ####### ####
# # # #
# # # ## #
# # ## ## ########
# # # ## #
# # # ########## #
# # # ########## #
# #### ########## #
# # ' ##
# # #
# ############### #
# # # #
I drop staves except empty _heal and wait. I get in some -AcidBalls as he
approaches, he gets off one nether ball. He closes and we melee. When he
gets me to 617 hp, I would like to continue melee, but ?phase might land me in
his LOS so I ?phase now. I land far off up a corridor, !CCW until he steps
into view, ?phase again. I land far from the good terrain, step to a bend in
a corrider and !CCW while I wait.
# #
# #
# #
# #
####@#
. #
######
This means he will have reverse LOS at one point, but that cannot be helped.
[I realize now that I Could have waited one square higher and stepped down
after he passed the annoying reverse LOS point.] He stops and summons D's at
the annoying point, looks like
# #
# #
# #
# #
####@#
DDpDD#
######
and I luck out, the D to his immediate left is ancientRed. I -TelOther the
two adjacent, and get in some melee before he summons Akhorahil, to look like
# #
# #
# #
# #
####@#
DDpW#
######
where the D that can see me has a breath to which I am immune. I wonder
whether I should -TelOther Akhorahil, decide must since he summons, then
Sauron brings Vecna below and two more L's above. I *telOther Vecna, who
Sauron replaces with Polyphemus. This is getting tiresome. I make a typo,
*speed instead of *telOther, after 'm' '4' the reflex to 'c' took over, oops,
down to 412. I ?phase. I !CCW and do some *telOther as nasties approach,
have to !rMana. I am in a destruction zone, pretty open, lure ancientRed to
be next to me before more melee with Sauron. He manastorms, I ?phase and
!life. I guess I should have used *RECHARGE on _heal, was still flustered
from the typo. The next time he summons, only ancientBlack, irrelevant with
Thorin My ancientRed blocker steps away, Sauron summons Ancalagon, and things
are getting dicy. I have Sauron down to 60% before I have to ?phase. It is
too far to walk to good natural terrain, and I decide
#
### ###
###@###
## #
### #
#
is not too abusive. This time I *RECHARGE _heal and use it twice. Then I
have to use it twice more to drain it of all charges. He comes, I melee some
more, he is down to 40% when I ?phase to use 1 !heal and more !CCW. I step
away to get to fair battlegrounds, don't see Akhorahil, get nether bolted from
offscreen. My spells wear off, have to !rMana to recast them. I took too
long, Sauron is back to 50% when he finds me. The next summons is just an
ancientGreen I will ignore, and a MultiColoredWyrm who Sauron is blocking. I
have Sauron down to 20% when I drop to 592 hp and it is time for my next
?phase. I use another !heal, some !CCW, and *telOther some Wyrms as they
come. The next time he summons D's, most not too bad, can *telOther both
nasty ones with one spell. Then I kill him with the next round of melee. He
drops multiple quarrels that I ?id and do not slay evil, then I -AcidBalls,
find Firestar and a mushroom{rAll}. What a pathetic drop. I remember in time
I need to go get the !life I noticed at the beginning. I kill a reaver and
ThunderWyrm on the way, get boots{FA} and chaos dragonscale. When I make it
near !life, I see Cantoras, and while I would like to destroy him I have made
it to 392K turns and shouldn't dawdle any longer. I head back to the stairs
and descend.
At 5000', I ~enlight in case there is something obvious I should go get, but
there is not even a ring of speed anywhere. I ?recall, and fully clear a
troll pit using melee waiting for it to kick in. I -TelOther Morgoth twice
during that time.
I am back in town for the last time, with 222038 AU. I buy all 11 !CCW, maybe
should buy out temple for more and also ?bless and/or ?chant. I do not have
sCon, so I will need either Cammithrim or Hammerhand. I would prefer not to
give Morgoth any chance at a double move, so I put on Numenor for its speed
bonus and thus Cammithrim. That leaves me a choice of Isildur with rElec or
Caspanion with more int, wis, and con, for an extra 69 hp and 66 mana and +1
to saving throw. I guess Caspanion is the slightly better choice.
I really do plan to go down without any permanent rElec for the final trip.
While barefoot.
I note no shield at home. Apparently I have gone the entire game without
seeing a shield of resistance or elvenkind or preservation, only Celegorm
which I did not bother to bring home. I use Cubragol to brand some
quarrels(4d5) with fire, then *ENCHANT to merge with some other quarrels.
Weight is still a problem, so I leave my boots at home, will go down barefoot.
I guess that means no !CCW either. I'll want to shed another 10lbs before I
engage Morgoth, but that should be feasible.
[Angband 3.0.9ef Character Dump]
Name Rast Self RB CB EB Best
Sex Male Age 23 STR! 18/100 +4 +2 +10 18/260
Race Half-Troll Height 106 INT! 18/100 -4 +1 +8 18/150
Class Rogue Weight 236 WIS: 18 -2 -2 +5 18/10
Title Master Thief Status 1 DEX! 18/100 -4 +3 +6 18/150
HP 965/1010 Maximize Y CON! 18/100 +3 +1 +7 18/210
SP 80/270 CHR: 18/95 -6 -1 +3 18/55
Level 46 Armor [21,+113] Saving Throw 69
Cur Exp 4250626 Fight (+33,+20) Stealth 7
Max Exp 4250626 Melee (+51,+38) Fighting 417
Adv Exp 4350000 Shoot (+43,+14) Shooting 323
MaxDepth 5000 ft Blows 4/turn Disarming 132
Turns 392960 Shots 1/turn Magic Device 83
Gold 220553 Infra 80 ft Perception 69
Burden 219.7 lbs Energy 410% Searching 71
Your father was a Stone-Troll Warrior. You have slime-green eyes,
dirty sea-weed green hair, and white scabby skin.
abcdefghijkl@ abcdefghijkl@
Acid:......+.*.... Blind:.....+...+...
Elec:............. Confu:......+......
Fire:*+........... Sound:........++...
Cold:.........+... Shard:.......+.+...
Pois:....+.+...... Nexus:....+........
Fear:........+.... Nethr:.............
Lite:.........++.. Chaos:+....+..+....
Dark:+........+... Disen:+............
abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:....+........
Feath:............. Sear.:....++...+...
PLite:.....+...++.. Infra:....++.......
Regen:............+ Tunn.:+............
Telep:.....+....... Speed:.++++....+..+
Invis:.....+...+... Blows:.............
FrAct:........+++.. Shots:.............
HLife:............. Might:.............
[Character Equipment]
a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
It increases your strength by 6. It increases your tunneling by 6.
It slays animals, dragons, and all evil creatures, and is especially
deadly against undead. It is branded with fire. It provides
immunity to fire. It provides resistance to dark, chaos, and
disenchantment. It aggravates creatures around you. It cannot be
harmed by the elements. You get 4 blows per round with this weapon.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) (charging)
It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.
c) a Ring of Speed (+7)
It increases your speed by 7.
d) a Ring of Speed (+8)
It increases your speed by 8.
e) an Amulet of Trickery (+3)
It increases your dexterity by 3. It increases your stealth,
searching, infravision, and speed by 3. It provides resistance to
poison and nexus. It sustains your dexterity.
f) The Palantir of Westernesse (+2) (charging)
It increases your intelligence and wisdom by 2. It increases your
searching and infravision by 2. It provides resistance to blindness
and chaos. It usually provides light of radius 3. It grants you
the power of telepathy and the ability to see invisible things, but
it also aggravates creatures around you and drains experience. It
activates for clairvoyance every 50+d50 turns. It cannot be harmed
by the elements.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.
h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides resistance to fear, sound, and chaos.
It grants you immunity to paralysis. It cannot be harmed by the
elements.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
It increases your intelligence, dexterity, and charisma by 3. It
increases your searching and speed by 3. It provides resistance to
cold, light, dark, blindness, sound, and shards. It usually
provides light of radius 4. It grants you immunity to paralysis and
the ability to see invisible things. It cannot be harmed by the
elements.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
It provides resistance to light. It sustains your constitution. It
usually provides light of radius 4. It grants you immunity to
paralysis. It activates for magic missile (2d6) every 2 turns. It
cannot be harmed by the elements.
l) (nothing)
[Character Inventory]
a) a Book of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
f) a Book of Magic Spells [Tenser's Transformations] {@m8 @G8}
It cannot be harmed by the elements.
g) 25 Potions of Healing
h) 14 Potions of *Healing* {!*}
i) 5 Potions of Life {!*}
j) 22 Potions of Restore Mana
k) a Potion of Enlightenment
l) 53 Scrolls of Phase Door
m) 4 Scrolls of Word of Recall {!*}
n) 6 Scrolls of Identify {@r1}
o) 9 Scrolls of *Destruction* {!*}
p) 5 Scrolls of Banishment {!*}
q) a Scroll of Mass Banishment {!*}
r) 3 Rods of Teleport Other (1 charging) {@z4 !!}
Your success rate is 97.3%, if confused 8.3%.
s) 6 Rods of Acid Balls (2 charging) {!!}
Your success rate is 96.9%, if confused 5.1%.
t) 39 Seeker Bolts of Flame (4d5) (+9,+9)
It is branded with fire. It cannot be harmed by fire.
[Home Inventory]
a) 6 Mushrooms of Restoring
b) 11 Potions of Self Knowledge
c) 13 Scrolls of Teleport Level {!*}
d) a Staff of Healing (0 charges)
Your success rate is 96.9%, if confused 5.1%.
e) 6 Staffs of *Destruction* (10 charges) {!*}
Your success rate is 96.9%, if confused 5.1%.
f) a Ring of Damage (+12)
g) The Ring of Barahir (+1)
It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.
h) The Amulet of Ingwe (+3)
It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.
i) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear.
It activates for heal (500) every 200 turns. It cannot be harmed by
the elements.
j) an Amulet of Weaponmastery (+3,+4) (+3)
It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.
k) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.
l) The Full Plate Armour of Isildur [25,+25] (+1)
It increases your constitution by 1. It provides resistance to acid,
lightning, fire, cold, confusion, sound, and nexus. It cannot be
harmed by the elements.
m) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
It increases your strength and charisma by 4. It provides
resistance to acid, lightning, fire, cold, dark, and disenchantment.
It activates for banishment every 500 turns. It cannot be harmed by
the elements.
n) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)
It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.
o) The Metal Cap of Thengel [3,+12] (+3)
It increases your wisdom and charisma by 3. It provides resistance
to confusion. It cannot be harmed by the elements.
p) The Steel Helm of Hammerhand [6,+20] (+3)
It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains
your strength, dexterity, and constitution. It aggravates creatures
around you. It cannot be harmed by the elements.
q) a Set of Cesti of Power (+2,+2) [5,+18] (+4)
It increases your strength by 4.
r) a Set of Cesti of Agility [5,+16] (+5)
It increases your dexterity by 5.
s) a Pair of Soft Leather Boots of Free Action [2,+11]
It grants you immunity to paralysis.
t) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.
u) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
It increases your dexterity by 3. It increases your stealth by 3.
It provides resistance to acid, lightning, fire, and cold. It makes
you fall like a feather and speeds your regeneration. It grants you
the ability to see invisible things. It cannot be harmed by the
elements. You get 5 blows per round with this weapon.
v) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 5 blows per round with this weapon.
w) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.
[Options]
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no (adult_randarts)
Adult: Auto-scum for good levels : no (adult_autoscum)
Adult: Restrict the use of stairs/recall : no (adult_ironman)
Adult: Restrict the use of stores/home : no (adult_no_stores)
Adult: Restrict creation of artifacts : no (adult_no_artifacts)
Adult: Don't stack objects on the floor : no (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no (adult_no_preserve)
Adult: Don't generate connected stairs : yes (adult_no_stairs)
Adult: Monsters chase current location : yes (adult_ai_sound)
Adult: Monsters chase recent locations : yes (adult_ai_smell)
Adult: Monsters act smarter in groups : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes : no (adult_ai_learn)
Adult: Monsters exploit players weaknesses : no (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no (adult_ai_smart)
Score: Peek into object creation : no (score_peek)
Score: Peek into monster creation : no (score_hear)
Score: Peek into dungeon creation : no (score_room)
Score: Peek into something else : no (score_xtra)
Score: Know complete monster info : no (score_know)
Score: Allow player to avoid death : no (score_live)