Temple Termagant
Posts: 5
Joined: Friday, 21st December 2012, 17:25
YAVP: MfGl
- Code:
2788199 John Lenin the Merfolkian Porcupine (level 27, 249/249 HPs)
Began as a Merfolk Gladiator on Jan 9, 2016.
Was the Champion of Dithmenos.
Escaped with the Orb
... and 6 runes on Jan 11, 2016!
The game lasted 12:11:02 (146248 turns).
John Lenin the Merfolkian Porcupine (MfGl) Turns: 146248, Time: 12:11:02
Health: 249/249 AC: 33 Str: 16 XL: 27
Magic: 42/42 EV: 28 Int: 15 God: Dithmenos [******]
Gold: 8292 SH: 19 Dex: 26 Spells: 13 memorised, 4 levels left
rFire + + . SeeInvis + C - +9 demon trident (freeze)
rCold . . . Clarity . y - +8 fire dragon armour
rNeg + + . SustAt . w - +3 shield "Nerriath" {rC+ Regen+}
rPois + Gourm . x - +2 helmet {SInv}
rElec + Spirit . S - +0 cloak of Yredelemnul's Envy {MR+ Regen+ Slay+2}
rCorr . Warding . m - +1 pair of gloves {Dex+3}
rMut + Stasis . X - +2 pair of boots {run}
MR +++.. r - amulet of resist mutation
Stlth ++++...... k - ring "Izups" {rElec rN+}
d - ring "Laniv" {rPois rN+ Int+4}
@: very slightly contaminated, wreathed by umbra, quick, extremely resistant to
hostile enchantments, stealthy
A: change form in water, swift swim
a: Shadow Step, Shadow Form, Renounce Religion
0: Orb of Zot
}: 6/15 runes: serpentine, barnacled, slimy, silver, golden, abyssal
You escaped.
You worshipped Dithmenos.
Dithmenos was exalted by your worship.
You were not hungry.
You visited 16 branches of the dungeon, and saw 69 of its levels.
You visited the Abyss 4 times.
You collected 12356 gold pieces.
You spent 4064 gold pieces at shops.
Inventory:
Hand Weapons
C - a +9 demon trident of freezing (weapon)
Missiles
t - 2 throwing nets (quivered)
Armour
m - a +1 pair of gloves of dexterity (worn)
w - the +3 shield "Nerriath" (worn) {rC+ Regen+}
(You took it off Asterion on level 2 of the Snake Pit)
It protects you from cold.
It increases your rate of regeneration.
x - a +2 helmet of see invisible (worn)
y - a +8 fire dragon armour (worn)
R - a +2 pair of boots of flying
S - the +0 cloak of Yredelemnul's Envy (worn) {MR+ Regen+ Slay+2}
(You bought it in a shop on level 4 of the Shoals)
It affects your accuracy and damage with ranged weapons and melee attacks
(+2).
It affects your resistance to hostile enchantments.
It increases your rate of regeneration.
X - a +2 pair of boots of running (worn)
Magical Staves
l - an uncursed staff of energy
Rods
b - a +7 lightning rod (16/16)
(You acquired it on level 6 of the Pits of Slime)
j - a +4 rod of inaccuracy (16/16)
(You found it on level 3 of the Crypt)
L - a +6 rod of shadows (17/17)
(You took it off a deep elf demonologist on level 2 of the Elven Halls)
Jewellery
d - the ring "Laniv" (left hand) {rPois rN+ Int+4}
(You found it on level 3 of the Crypt)
[ring of positive energy]
It affects your intelligence (+4).
It protects you from poison.
It protects you from negative energy.
i - an uncursed amulet of resist corrosion
k - the ring "Izups" (right hand) {rElec rN+}
(You found it on level 3 of the Crypt)
[ring of positive energy]
It insulates you from electricity.
It protects you from negative energy.
q - a +5 ring of strength
r - an amulet of resist mutation (around neck)
v - an uncursed ring of sustain attributes
z - the amulet of Cemmu {Ward rF++ rN+ SInv}
(You took it off a deep elf mage on level 3 of the Elven Halls)
[amulet of warding]
It may prevent the melee attacks of summoned creatures.
It greatly protects you from fire.
It protects you from negative energy.
It lets you see invisible.
A - the ring "Ethraobb" {+/*Tele rF+}
(You took it off a fire giant on level 5 of the Vaults)
[ring of teleportation]
It may teleport you next to monsters, and can be evoked to randomly
teleport.
It protects you from fire.
E - an uncursed amulet of regeneration
Y - an uncursed ring of magical power
Wands
p - a wand of cold (9)
s - a wand of digging (0)
B - a wand of teleportation (7)
J - a wand of cold (5)
M - a wand of invisibility (7)
V - a wand of lightning (1)
Scrolls
n - 31 scrolls of remove curse
u - a scroll of enchant weapon
G - 8 scrolls of identify
P - 7 scrolls of fear
W - 5 scrolls of teleportation
Potions
c - 7 potions of brilliance
e - 3 potions of might
g - a potion of invisibility
D - 4 potions of ambrosia
H - a potion of cancellation
I - 2 potions of resistance
O - 4 potions of curing
Q - 3 potions of haste
U - a potion of cure mutation
Miscellaneous
f - a stone of tremors
o - a sack of spiders {used: 2}
F - the horn of Geryon
K - a disc of storms
N - a fan of gales
Comestibles
h - 15 meat rations
Skills:
O Level 27 Fighting
O Level 27 Polearms
- Level 2.0 Throwing
- Level 16.1 Armour
+ Level 20.2 Dodging
+ Level 17.4 Stealth
- Level 17.5 Shields
- Level 15.0 Spellcasting
- Level 16.2 Conjurations
- Level 17.0 Charms
- Level 4.0 Necromancy
- Level 5.6 Translocations
- Level 16.0 Ice Magic
- Level 12.5 Air Magic
- Level 12.0 Invocations
- Level 20.3 Evocations
You had 4 spell levels left.
You knew the following spells:
Your Spells Type Power Failure Level Hunger
a - Apportation Tloc ####...... 1% 1 None
b - Blink Tloc N/A 2% 2 None
c - Shroud of Golubria Chrm/Tloc #####..... 1% 2 None
d - Teleport Other Tloc ####.... 6% 3 None
f - Swiftness Chrm/Air ######.. 1% 2 None
g - Haste Chrm ######.. 2% 6 ######.
h - Freezing Cloud Conj/Ice/Air ######.... 8% 6 ######.
i - Bolt of Cold Conj/Ice ######.... 4% 6 ######.
j - Regeneration Chrm/Necr #####..... 1% 3 None
k - Airstrike Air #####..... 1% 4 ##.....
l - Iskenderun's Mystic Conj ######.. 1% 4 ##.....
m - Condensation Shield Ice ######.... 1% 4 ##.....
n - Glaciate Conj/Ice ######.... 100% 9 #######
Dungeon Overview and Level Annotations
Branches:
Dungeon (15/15) Temple (1/1) D:6 Lair (8/8) D:9
Shoals (4/4) Lair:6 Snake (4/4) Lair:5 Slime (6/6) Lair:7
Orc (4/4) D:11 Elf (3/3) Orc:3 Vaults (5/5) D:13
Crypt (3/3) Vaults:3 Tomb (3/3) Crypt:3 Depths (5/5) D:15
Hell (1/1) Dis (1/7) Hell Geh (1/7) Hell
Coc (0/7) Hell Tar (0/7) Hell Zot (5/5) Depths:5
I made it through the Realm of Zot with less difficulty than I expected. The moths and dragons were easy enough to deal with, and the Orbs of Fire couldn't get much through my resistance. An Ancient Lich almost killed me with his summons, but I teleported before before the final blows. I used Apportation on the Orb, realized that doing so would make demons appear just as much as picking it up, and survived another potential death from an Executioner. Picking it up cut my stealth sharply, but it was so high that it still came out slightly above average, and I hasted myself all the way to the exit on D:1.