Still alive! (touch wood)
Shortly after posting, I lucked into a Holy Avenger sabre, then a very
nice Defender axe, meaning I could sell the Slay Undead weapons as I now
had other sources of See Invisible. Hung around at 1300ft until my stats
were nearly maxed, then dived fairly swiftly to 1850ft where mature and
ancient dragons started to show up. I stayed there to level up for a
bit, as my hit points were a bit on the low side, but I'm now at a point
where AMHDs are the only thing I feel I absolutely have to avoid.
I'm still short on pack space, so it's time for some more inventory
management. Thoughts:
- Most of the scrolls and potions are things I'm saving up for the final
battle or as emergency escapes, so I'm loath to get rid of them.
- I may not need the potions of Resist Cold, as I can withstand a
single-resisted breath from an Ancient White Dragon.
- The wands and staves are a bit too useful to discard, as they enable
me to finish or escape a fight with a mana-drainer.
- I should probably sell one or two of the spare weapons.
The Executioner's Sword has a ludicrous damage bonus, which makes me
think it might be worth using if I can find something else to give me
elemental resistances. On the other hand, I might want to keep using the
Defender weapon for its powers of regeneration. I can probably live
without at least one of the Holy Avenger weapons, but I'm vacillating
about which one to sell. The sabre has a better AC bonus, but sustain
CON is probably more useful than sustain WIS (or at least, a drained CON
could kill me more directly than a drained WIS). Since I'm not currently
using either HA weapon, though, I should probably just accept that it's
not a big deal either way and just sell one.
What I think I need now is:
- a shield or armour with all resistances (giving me more choice of
weapons)
- Boots and/or rings of speed
- More invulnerability potions (these seem very rare, though)
Speed items would be the most useful; I'm currently keeping Haste Self
active on myself unless I'm sure my surroundings are safe. It's helped a
couple of times when I've run into a fast monster like an Emperor Lich,
or encountered an invisible Quylthulg in a dark corridor. Death Quasits
(being Very Fast and also stat drainers) are atill a real nuisance, but
thankfully I've only run into a couple.
Currently at 2050ft, and wondering whether to keep levelling up at this
depth and hope for more invulnerability potions, or go deeper and hope
for speed items (which I gather get more likely the deeper you go).
Happy dungeon-crawling to anyone still reading the group,
Rayner
Name : Cowslip Bumblefoot Age : 33 STR : 18/100
Race : Halfling Height : 33 INT : 18/100
Sex : Female Weight : 49 WIS : 18/100
Class : Mage Social Class : 62 DEX : 18/100
Title : Wizard (5th) CON : 18/100
CHR : 18/100
+ To Hit : 22 Level : 35 Max Hit Points : 271
+ To Damage : 22 Experience : 565443 Cur Hit Points : 271
+ To AC : 36 Max Exp : 565443 Max Mana : 141
Total AC : 66 Exp to Adv : 700000 Cur Mana : 141
Gold : 336149
(Miscellaneous Abilities)
Fighting : Superb Stealth : Superb Perception : Superb
Bows/Throw : Superb Disarming : Superb Searching : Good
Saving Throw: Superb Magic Device: Superb Infra-Vision: 90 feet
[Character's Equipment List]
a) You are wielding : a Beaked Axe (DF) (2d6) (+11,+11) [+9] (+3 to
stealth).
b) Worn on head : a Hard Leather Cap of Infra-Vision [2,+5] (+5).
c) Worn around neck : an Amulet of the Magi [+3] (+5).
d) Worn on body : Bar Chain Mail (RC) (-2) [18,+6].
e) Worn on shield arm : a Large Metal Shield [5,+3].
f) Worn on hands : a Set of Leather Gloves of Free Action [1,+3].
g) Right ring finger : a Ring of Increase Damage (+5).
h) Left ring finger : a Ring of Increase To-Hit (+4).
i) Worn on feet : a Pair of Hard Leather Boots [3,+0].
j) Worn about body : a Cloak [1,+2].
k) Light source is : a Brass Lantern with 2745 turns of light.
l) Secondary weapon : a Light Crossbow (x3) (+9,+7).
[General Inventory List]
a) 4 Books of Magic Spells [Beginners-Magick].
b) 5 Books of Magic Spells [Magick I].
c) 4 Books of Magic Spells [Magick II].
d) 3 Books of Magic Spells [The Mages' Guide to Power].
e) 14 Potions of Resist Cold.
f) 13 Potions of Resist Heat.
g) 10 Potions of Super Heroism.
h) 32 Potions of Restore Mana.
i) a Potion of Invulnerability.
j) 15 Potions of Haste Self.
k) 11 Potions of Cure Critical Wounds.
l) 13 Potions of Healing.
m) 27 Scrolls of Teleport Level.
n) 9 Scrolls of Genocide.
o) a Wand of Fire Balls (3 charges).
p) a Wand of Drain Life (6 charges).
q) a Staff of Dispel Evil (6 charges).
r) a Staff of Teleportation (12 charges).
s) an Executioner's Sword (4d5) (+4,+22).
t) a Sabre (HA) (1d7) (+9,+7) [+3] (+3 to STR).
u) a Small Sword (HA) (1d6) (+9,+10) [+1] (+4 to STR).
v) 21 Bolts of Fire (1d5) (+4,+9).