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View Full Version : First win: Glaurir, High Elf priest



gym21
06-21-2013, 01:14 PM
I've been playing ADOM for something like 14 years without a win... so with pr14 it was time to give it a go. And, after a few false starts in the Unremarkable Dungeon... success!

Glaurir, the High Elven priest, saw his journey begin in unremarkable fashion. He made his way across hills and plains to a small cave carved in the mountainside. Wary of spending too much time in said cave but hearing of a highly beneficial shortcut said to lie in said cave, Glaurir explored the dungeon. After a few encounters with the nefarious inhabitants of said cave, he found a crystalline shield, a crude (but workable) spear and descended through the secret route.

It turned out to be well worth his time. As an avid priest of Corellius, Glaurir was delighted to find an altar dedicated to Him a few levels deep in this otherwise unremarkable dungeon, clearing out a veritable horde of foul orcs to reach it. Already adept with his spear, which seemed to leave some foes staggering on contact, the priest decided to demonstrate his piety by luring evil beings to the altar and offering their souls up to the hungry god. Corellius was increasingly pleased with his disciple's behaviour, and decided (eventually) to show His affection by bestowing a legendary longbow upon His priest. Sun's Messenger would serve Glaurir well for the rest of his quest.

Although he had focused on his martial skills to start, Glaurir quickly found himself in trouble as he made his way through the cave. A flood of water rusted his spear, which quickly broke upon impact with a particularly hard-headed goblin, and he was forced to rely heavily on his knowledge of Acid Bolt and Baptism of Fire for much of the rest of his trip to the High Mountain Village. Not all of his encounters with water were as detrimental, however -- Glaurir had stopped to rest by a shining golden pool that helped him immensely. After one sip he was so attuned to the ethereal world that he could control teleportation. Risking another, despite knowing the dangers of pushing his luck, the elf heard a booming voice echo through the recesses of his mind.

"What do you wish for?"

An amulet of life saving might come in handy someday, thought Glaurir, and behold, one appeared in his hands. Now all he needed to do was to make it to the safety of the village at the end of the path. An ogre magus had other ideas, but despite the difficulty in fighting an invisible foe, Glaurir managed to vanquish him, picking up a dust-covered spellbook in the process. Another item to save for later.

After recuperating in the ratling village, Glaurir moved on to what was supposedly the source of the ChAOs incursion, a twisted cavern in the centre of the chain. Expecting to find an inhospitable place, he was surprised to find it all rather civilised. He fought several times in a grand arena before finding his way downstairs to what looked like a massive garden. Unfortunately for Glaurir, every single plant greeted his arrival by wilting up and dying immediately. He shrugged and moved on, eventually finding his way to a thriving dwarven colony.

The dwarves needed a hero, and their leader gave Glaurir a series of tasks. A lightning lizard was found and dispatched. The Animated Forest was successfully navigated, although two shields were required in order to prevent the trees from buffeting too much. A nest of ogres was wiped out. The arena was mastered, with Bonk the Giant no match for the business end of an adamantium spear. A greater demon was sent to Corellius, but not before Glaurir's friend Ruun was devoured by the beast. And finally, a master necromancer was evicted from an ancient dwarven graveyard. Sun's Messenger combined with a large stack of arrows mowed through the undead without a problem.

Amidst the fighting, Glaurir learned that the book he'd picked up off the ogre magus early in his travels contained powerful magicks. He drank down knowledge of Ethereal Bridge greedily, and from then on relied heavily upon teleportation. He responded to the invitation to visit a sinister period with righteous fury, teleporting up the stairs and dispatching its master for his base trickery, riddling Rehetep with arrows before finishing off his friends with a hearty baptism of fire. After a quick trip to dwarftown to trade his Golden Gladius for combat training, Glaurir also learned of a dwarven mystic who had sealed himself up in a windowless building. He teleported in to meet him and was rewarded with Rolf's legendary axe, which would see plenty of use for the rest of his quest.

After Glaurir tried to raid a twisted dwarven smelter to the south only to be repulsed by its guardian golems, a dark cave in the southwest was relieved of its contents, a beuaitful crystal phial and a rather more mundane climbing set. The latter was more useful -- the priest made his way over the mountains and, via some clever use of Nether Bolt and some rather-less-clever shooting-a-skeletal-king-until-he-re-died, was able to retrieve a priceless heirloom from a tomb far to the north.

The time had come to dive deep into the Caverns of CHaoS. The Dwarven Halls were passed without complaint, and Glaurir eventually stumbled on an old man surrounded by servants of chaOS. They were quickly annihilated, but the sage was in very poor shape. Glaurir knew what he had to do, and handed over his precious amulet. Khevelaster was reborn! The legendary scholar filled in his saviour on the details of his quest before making good his escape.

Glaurir pressed on through the Caverns, bypassing what he was sure was the Water Temple in favour of further training. What he got instead was the fight of his life. A surge of power filled him with anticipation and dread in equal measure, and he soon found himself face to face with... himself! It was a vision of a future Glaurir, twisted into something greater -- but something indisputably evil. Unable to penetrate his doppleganger's defences with his axe and barely able to fend off the vicious blows with his crystal tower shield, Glaurir changed course, hoping that magic would fell his opponent. It did -- the doppleganger died screaming after encountering a baptism of flames.

Stepping over the charred, smouldering corpse, Glaurir happened upon his reward. It was a small thing, really, but its power was obvious. The obsidian shield would be his protector for the rest of his days. Glaurir moved forward, finding that a banshee had taken over part of the dungeon as her own private domain. He was wise to the threat, however, plugging his ears with beeswax before carving the spectral creature head to toe with a blow from his axe. Eventually, however, Glaurir found that he could go no further: A wall of fire blocked his path. He retraced his steps, making for the Water Temple.

The Snake from Beyond was a formidable foe, but after dealing with a doggleganger king Glaurir felt no fear. One bite got through his defenses, but in retaliation, a vial of cure poison was smashed over the Snake's head. Dazed and confused, the vile creature was helpless in the face of continued burnings and blows from Rolf's Companion, and quickly expired. The Elemental Orb of Water was Glaurir's reward.

Along the way, Glaurir had found seven precious arrows of dragon slaying. He knew that was a hint that he was ready to tackle his next -- and greatest challenge. The Tower of Elemental Flames was noticeable for miles around, illuminating the night sky with a pyre of evil. Glaurir, clutching his fire-resistant equipment closely (and wrapping everything else in several layers of fireproof blankets), stepped into the breach.

It was a debacle almost from the start. Expecting to find fire lizards and drakes, Glaurir instead encountered an enormous room full of karmic dragons. Deciding that fleeing was the best course of action, Glaurir ended up being chased all over the level by the beast, finding out to his dismay that the staircase had to be behind them. Fortunately, enough of them had moved that the room was navigable -- if perilous, thanks to magic bolts of every kind spraying in on him -- and the stairs were reached.

A fight with a fire giant king proved that despite his mastery of axe and shield, Glaurir wasn't able to hold his own against the most fearsome creatures that could be put in front of him, but he was confident in his magical abilities. A dose of sheer cold would surely be the end of these fire creatures. Making his way to the top level, he found that he was correct in his assumption. Fire demons and grues fell by the score, but Glaurir soon caught the attention of a far more dangerous foe. The Ancient Chaos Wyrm strode forth.

Glaurir pulled his dragon-slaying arrows from his quiver and proceeded to pepper his opponent with shots. Six hits in a row brought the beast virtually to his knees. The next shot would finish him off. It was his last arrow. It had to hit. It missed.

Trump card used up to no effect, it was time for desperate measures. No matter how many times nether bolts were hurled in his direction, the Wyrm shrugged them off. Melee was barely effective, with Rolf's Companion barely nicking his armoured hide and the Wyrm bringing Glaurir close to death on several occasions. And then, luck -- one bolt finally penetrated his defences. The great beast lay dead at an exhausted priest's feet. So too did the Orb of Fire.

Knowing that some castings of Ice Ball could have saved him plenty of trouble, Glaurir decided that the Library would be his next port of call. Feeling utterly confident after coming out of the fight with the Wyrm alive, he stepped into the rift... and fell straight to the bottom in a pile of broken, precious equipment. Hopefully the trip to the library would be worth it.

It wasn't. Several dangerous opponents were occupying the stacks, and although they were eventually annihilated, Glaurir found no useful books and only a few pitiful scrolls of identify. His rage was palpable, and he considered taking it out on the cowering librarian before taking his leave of the place, never to return.

Before making his way back to dwarftown, Glaurir opted to brave the notorious minotaur maze. He had, after all, six scrolls of magic mapping -- surely enough to counter any mischief the minotaur mages could cook up. Or so he thought. Six scrolls later, he still had no clue where he was or where he was going, but opted to keep on pushing rather than run away.

He was rewarded with a confrontation with the minotaur emperor and his retinue. The mages quickly fell to nether bolt; the touch of the priest's fiery hands spelled the end for the emperor, whose wild swings with his dread axe never once made contact with the nimble elf. Knowing of the treasures the emperor held, Glaurir went through his horde with great anticipation, only to find Shezestriakis, the gauntlets of eternal peace.

A rather annoyed elf marched back to dwarftown, offered up his spare accumulated artifacts to Corellius, who rewarded him by crowning him as a Champion of Order and with a weapon to match his status as well. Wielding Skullcrusher, Glaurir practised his clubbing in the dead gardens and in the darkforge. The golems were no match for him this time.

The wall of flames was bypassed, and once the grey guardian espied the Ring of the High Kings, he allowed the priest access to the deeper levels. The Casino held no interest for Glaurir -- he knew the perils of gambling -- and he continued on towards his true goal. The cHaOs gate was surely close.

On a level that seemed to be removed from the rest of the world, the Cat Lord had a deadly encounter with a wand of fireballs saved for such a purpose. Yulgash, the Master Summoner was next to fall, followed quickly by an Ancient Stone Beast. Both were easy marks for burning hands, as were the denizens of the Blue Dragon Caves. The ChAOS archmage, surrounded by magedoom eyes, required a different strategy, although clubbing him to death with Skullcrusher was hardly a subtle one. Along the way to the bottom of the Caverns, Glaurir twice encountered vaults full of red dragons. Nether bolt served him very well there, although the rewards -- a black tome, an iron crown, and a thin dagger -- were hardly worth the time spent.

With all the orbs on hand, the way to the very bottom of the dungeon was open. Glaurir was awarded for his inventiveness in chilling circumstances with the Hammer of the Gods, which he used to propel himself along the path. Then came the last fight. By now, a spellbook of Major Punishment had made its way into Glaurir's possession, and armed with the new spell and several potions of boost willpower, the regular chaos creatures were easy to overcome. The balors were a different story, and the lone, brave priest was forced to go toe to toe with them in melee.

Mighty blows were exchanged with the nine, and Glaurir found himself constantly corrupted by the foul creatures. Fortunately, plenty of relief was on hand, and the final balor was shot through with a message from the sun well above as he attempted to flee the priest's holy wrath. With every monster dead, the gates were pulled closed, and Glaurir made good his escape, slaying a great black unicorn and being completely cleansed of his corruptions before leaving the Drakalor Chain to great acclaim.

gym21
06-21-2013, 01:18 PM
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Glaurir St:49 Le:45 Wi:37 Dx:40 To:31 Ch:35 Ap:29 Ma:47 Pe:29 L+
DV/PV: 94/48 H: 683(683) P: 823(823) Exp: 50/34962894 DrCh Sp: 117
Blessed Invisible
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Background Information
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Name: Glaurir Race: male High Elf Class: Priest
Eye color: golden Hair color: black Complexion: pale
Height: 6'5" Weight: 145 pounds
Age: 203 (grown-up)
Star sign: Candle Birthday: 22/Candle (day 292 of the year)

YOUR HISTORY:
Your parents are travelling adventurers. Both are competent,
talented and doing very well.
In your childhood you were fascinated by your environment and the
ever-changing wonders of the world. You were a very curious and
adventurous child.
As a kid you often watched the adult adventurers preparing for new
exciting journeys. They sparked your imagination.
Your life as a young adult was characterized by steady
determination. Your goal lay clearly ahead of you and you never strayed
from your path.
You decided to become a Priest.


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Inventory
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Total weight: 5434 stones Carrying capacity: 10575 stones

He: uncursed Iron Crown of Havlor (-6, -6) [+12, +12] {Le+4} [65s]
Ne: uncursed ankh [3s]
Bo: uncursed ancient mummy wrapping [+1, +5] {Ap-8} [60s]
Gi: uncursed girdle of giant strength [+2, +2] {St+12} [30s]
Cl: uncursed cloak of protection [+0, +3] [20s]
RH: blessed rune-covered club "Skullcrusher" (+12, 3d6+2) [-3, +0] {St+4}
LH: uncursed medium obsidian shield "Protector" [+20, +4] {To+2} [46s]
RR: blessed ring of the High Kings [+2, +3] [1s]
LR: blessed ring of slaying (+7 melee damage, +6 missile damage) [1s]
Br: blessed rusty bracers of regeneration [+0, +4] [18s]
Ga: blessed fencing gloves of fidelity [+3, +2] {Ch+6} [6s]
Bo: blessed seven league boots [+1, +2] [30s]
MW: uncursed elven long bow "Sun's Messenger" (+15, +15) [30s]
Mi: bundle of 116 uncursed arrows (+0, 1d6) [232s]
Tl: -


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Stuff
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Total weight: 4772 stones Carrying capacity: 10575 stones

Helmets ('[')
uncursed helm of water breathing [+0, +3] [30s]
Armor ('[')
blessed vigilant elven chain mail of speed [+3, +5] [10s]
uncursed elven chain mail [+1, +6] [10s]
Gauntlets ('[')
uncursed elemental gauntlets (-1, +0) [+0, +3] [10s]
uncursed thick gauntlets (-1, -2) [+0, +1] [15s]
Girdles ('[')
uncursed girdle of carrying [+0, +0] [15s]
uncursed adamantium girdle [+0, +6] [18s]
Boots ('[')
uncursed seven league boots [+1, +0] [30s]
Necklaces (''')
blessed amulet of order [3s]
blessed amulet of protection from constructs [3s]
uncursed amulet of free action [3s]
One-handed weapons ('(')
blessed dwarven rune axe "Rolf's Companion" (+3, 3d6+6) [+4, +4] {To+3}
blessed thin dagger "Cat's Claw" (+4, 3d3) {Dx+8} [10s]
uncursed phase dagger (+1, 1d4-2) [5s]
uncursed eternium warhammer (+1, 4d3+8) [29s]
uncursed poisonous eternium spear (+2, 2d8+11) [25s]
uncursed black rune-covered dagger "Needle" (+8, 3d4) [+4, +1] [10s]
uncursed adamantium mace (+0, 1d6+6) [72s]
Two-handed weapons ('(')
blessed rune-covered trident (+6, 3d12+6) [+4, +4] {Dx+12} [80s]
uncursed eternium two-handed sword (+20, 6d5+18) [-1, +0] [50s]
uncursed hammer of the gods (+1, 7d6+8) [-6, +0] [400s]
Instruments ('{')
uncursed glockenspiel [120s]
Food ('%')
blessed devil's rose [2s]
uncursed alraunia antidote [2s]
heap of 3 uncursed burb roots [6s]
heap of 3 uncursed cooked lizards [9s]
heap of 4 blessed moss patches of mareilon [8s]
uncursed moss of mareilon [2s]
heap of 2 cursed moss patches of mareilon [4s]
blessed morgia root [2s]
heap of 2 uncursed herb seeds [4s]
Valuables ('$')
203539 gold pieces [2035s]

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Weapon Skills
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Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Unarmed fighting 2 +2 +0 +0 basic 49
Daggers & knives 1 +1 +0 +0 basic 37
Clubs & hammers 12 +12 +8 +4 Mastery 5976
Maces & flails 4 +3 +1 +1 skilled 42
Swords 2 +2 +0 +0 basic 60
Axes 12 +12 +10 +3 Mastery 2835
Whips 1 +1 +0 +1 basic 37
Pole arms 9 +9 +5 +10 excellent 551
Twohanded weapons 1 +1 +1 +0 basic 37
Staves 1 +1 +0 +1 basic 37

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 0 +0 +0 +0 unskilled 10
Bows 8 +16 +12 +2 excellent 348
Crossbows 0 +0 +0 +0 unskilled 10
Thrown axes & hammers 0 +0 +0 +0 unskilled 9
Thrown daggers 0 +0 +0 +0 unskilled 10
Thrown rocks & clubs 0 +0 +0 +0 unskilled 10
Thrown spears 0 +0 +0 +0 unskilled 10
Boomerangs & scurgari 0 +0 +0 +0 unskilled 10

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 11 +22 Mastery 3319


Damage caused with your melee weapons:
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Right hand: +130 bonus to hit, 3d6+47 damage


Damage caused with your missile weapons:
----------------------------------------
Ammunition: 116, base range: 17, +88 bonus to hit, 1d6+61 damage

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Skills
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Archery ................... 55 (good) [+1]
Backstabbing ..............100 (superb) [+1d5]
Bridge building ........... 16 (mediocre) [+3d5] (mr)
Climbing ..................100 (superb) [+1d3]
Concentration .............100 (superb) [+2d4]
Courage ...................100 (superb) [+1d3]
Detect item status ........100 (superb) [+2d4]
Detect traps .............. 50 (fair) [+1d5]
Dodge ..................... 67 (good) [+1]
First aid .................100 (superb) [+2d4]
Gardening ................. 50 (fair) [+1d3]
Haggling ..................100 (superb) [+2d4]
Healing ...................100 (superb) [+2d4]
Herbalism .................100 (superb) [+2d4]
Listening .................100 (superb) [+1d5]
Literacy ..................100 (superb) [+2d4]
Mining .................... 45 (fair) [+1d3]
Music .....................100 (superb) [+1d5]
Pick locks ................ 59 (good) [+1d5]
Pick pockets .............. 61 (good) [+1d3]
Smithing .................. 80 (great) [+1d3]
Stealth ...................100 (superb) [+1]
Survival .................. 54 (good) [+1d3]
Swimming ..................100 (superb) [+1d3]
Tactics ...................100 (superb) [+1]
Two weapon combat ......... 86 (great) [+1]


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Spells
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Acid Bolt : 788, 7pp (Effectivity: +17)
Baptism of Fire : 956, 4pp (Effectivity: +28)
Bless : 755, 4pp (Effectivity: +1)
Calm Monster : 256, 4pp (Effectivity: +16)
Cure Critical Wounds : 738, 7pp (Effectivity: +5)
Cure Disease : 235, 4pp (Effectivity: +2)
Cure Light Wounds : 666, 2pp (Effectivity: +10)
Cure Serious Wounds : 876, 5pp (Effectivity: +9)
Darkness : 666, 2pp (Effectivity: +0)
Disarm Trap : 225, 5pp (Effectivity: +3)
Dispel Undead : 661, 4pp (Effectivity: +0)
Divine Digger : 163, 50pp (Effectivity: +4)
Divine Favour : 230, 125pp (Effectivity: +1)
Divine Key : 225, 6pp (Effectivity: +1)
Divine Wrath : 1141, 6pp (Effectivity: +10)
Earthquake : 195, 40pp (Effectivity: +2)
Enlightenment : 161, 38pp (Effectivity: +3)
Ethereal Bridge : 1247, 14pp (Effectivity: +15)
Farsight : 918, 8pp (Effectivity: +7)
Greater Divine Touch : 867, 50pp (Effectivity: +4)
Heal : 165, 20pp (Effectivity: +0)
Hellish Flames : 1370, 5pp (Effectivity: +12)
Holy Awe : 249, 6pp (Effectivity: +0)
Knowledge of the Ancients: 288, 20pp (Effectivity: +7)
Lesser Divine Touch : 587, 4pp (Effectivity: +0)
Light : 148, 1pp (Effectivity: +8)
Lordly Might : 531, 5pp (Effectivity: +0)
Major Punishment : 353, 10pp (Effectivity: +7)
Nether Bolt : 780, 6pp (Effectivity: +26)
Neutralize Poison : 410, 5pp (Effectivity: +0)
Petrification : 249, 60pp (Effectivity: +0)
Remove Curse : 243, 25pp (Effectivity: +1)
Revelation : 211, 17pp (Effectivity: +3)
Seal of the Spheres : 447, 4pp (Effectivity: +0)
Veil of the Gods : 394, 5pp (Effectivity: +0)
Web : 619, 6pp (Effectivity: +0)




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His further life:
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After he leaves the Drakalor Chain he is welcomed by his people with great
honors. They acknowledge his noble deeds, his valor, his cunning and his
great skills that helped to prevent the complete destruction of the world he
knows. He is crowned to be the king of all high elves and lives a long and
prosperous life full of love, happiness and pleasure.

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His achievements during his adventures:
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Glaurir, the high elven priest, saved the world with his brave efforts and
became a great ruler while saving himself 25 times.
He scored 20851040 points and advanced to level 50.
He survived for 0 years, 63 days, 15 hours, 51 minutes and 34 seconds
(145115 turns).
8 companions were killed during his adventures.
Glaurir visited 131 places.
His strength score was modified by +19 during his career.
His learning score was modified by +22 during his career.
His willpower score was modified by +21 during his career.
His dexterity score was modified by +21 during his career.
His toughness score was modified by +19 during his career.
His charisma score was modified by +17 during his career.
His appearance score was modified by +22 during his career.
His mana score was modified by +29 during his career.
His perception score was modified by +14 during his career.
He was the champion of the arena.
He was the head of the thieves guild.
He made a little water dragon very happy.
He killed the emperor of the ancient minotaur race.
He defeated the arch enemy of a mighty karmic wyrm.
He saved Khelavaster from certain death.
He left the Drakalor Chain after completing his quest and became a great
leader and famous hero.
19029 monsters perished under his attacks.
The following 28 artifacts were generated during his adventure:
the si
the dwarven rune axe "Rolf's Companion"
the scythe of corruption "Moon Sickle"
the golden gladius "Death's Sting"
the elven long bow "Sun's Messenger"
the Iron Crown of Havlor
the thin dagger "Cat's Claw"
the Chaos Orb of Elemental Water
the Chaos Orb of Elemental Air
the Chaos Orb of Elemental Fire
the Chaos Orb of Elemental Earth
the heavy crossbow "The Far Slayer"
the lead-filled mace "Big Punch"
the gauntlets of eternal peace "Shezestriakis"
the rune-covered trident
the elemental gauntlets
the ring of the High Kings
the phial of Caladriel
the crown of science
the ancient mummy wrapping
the ankh
the hammer of the gods
the rune-covered club "Skullcrusher"
the Chaos Orb of Elemental Mana
the black rune-covered dagger "Needle"
the medium obsidian shield "Protector"
the black tome of Alsophocus
the axe of the minotaur emperor
He possessed the following intrinsics:
He was fire resistant (also through an item).
He was poison resistant (also through items).
He was cold resistant (gained through an item).
He was acid resistant.
He was lucky (also through an item).
Fate smiled upon him (gained through an item).
He was sleep resistant (gained through items).
He was petrification resistant.
He was able to control teleportation.
He was invisible.
He was stun resistant (also through items).
He was resistant to death rays (gained through an item).
He was shock resistant (also through an item).
He was able to see invisible things (gained through an item).
He was immune to ice attacks.
He was able to resist confusion attacks (gained through items).
He had the following talents: Affinity with Bows, Alert, Careful, Charged,
Good Shot, Healthy, Keen Shot, Miser, Potent Aura, Quick, Quick Shot, Shield
Expert, Shield Master, Shield Specialist, Stealthy, Strong Aura, Strong
Magic, Treasure Hunter, Very Quick.
He had a final speed score of 117 (final base speed: 117).
He was a messiah of Corellius.
He asked for 3 divine interventions.
He was a holy champion of Order.

gym21
06-21-2013, 01:27 PM
Some quick notes:

Glaurir was both incredibly lucky and hilariously unlucky at the same time. Getting Sun's Messenger and Protector in the early game was awesome, but getting the gauntlets of peace, the black tome, Hammer of the Gods, Cat's Claw and the iron crown as the rest of the random artifacts was incredibly unlucky. I said a lot of swears when I saw those gauntlets drop.

I have no idea where the Far Slayer is. Might be the Casino shop.

Pool sipping was my friend: Petrification resistance, teleport control, permanent invisibility and a wish? Yes please. I had death ray resistance at one point, but lost it, requiring me to roll with the ancient mummy wrapping for most of the late game. Which is a shame, because my vigilant elven chain mail of speed was super cool.

Never once was able to farm herbs -- gardening came very late as part of a scroll of education (there were five, with two potions). Very annoying with high elf toughness. Potions of gain attribute (was in double digits by midgame) cancelled most of that out though.

Glaurir found more potions of chaos resistance and potions of cure corruption than I've ever seen. Didn't even need to use the stash from saving Kelly. Also got very lucky with SLBs and item destruction -- the only really useful item that went bye-bye was a helm of leadership that got melted in the greater fire creatures vault. Right before I found the Iron Crown. A pair of SLBs put on in the UD and only taken off for the ToEF and the Air Temple lasted the whole game. There were three spares too.

Burning hands is amazing, but there are enough fire monsters that I was really, really, reeaaaaaaally needing ice/lightning/acid ball by the end of the game. Would have made life on D50 much easier, at any rate. Tried everything for books -- forcing restocks of book shops, a Library raid, etc. Could have scummed the ID, I suppose, but that seemed like it would have driven my elf friend mad, so I decided to just go kill things with the big club.

Only came close to death against the ACW. Seven arrows of dragon slaying is not enough ammunition. Lesson learned.

I've never done the minotaur maze before and I doubt that I will again. Was tremendously irritating with traps, and was constantly low on both health and pp. The PoGA were awesome rewards, but seeing Shezestriakis drop after spending hours down there? Bah. BAH.

Thanks for bearing with me and my long, silly, story. Very pleased with my little dude, and had to share his adventure.

GordonOverkill
06-21-2013, 01:38 PM
Congratulations! And really entertaining story :-) By the way, doesn't Glaurir wear the ring of slaying on the wrong hand? Not 100% sure, but I always thought that matters.

Stingray1
06-21-2013, 02:00 PM
Noo. A+ for your story and inventory management and determination.

Well done.

Was the dragon slayers blessed? As I've dropped the current wyrm with six recently.

gym21
06-21-2013, 02:04 PM
They were blessed, yeah. The six that hit took the ACW's health bar to practically invisible, so I was nearly there with the arrows. As for the ring of slaying, I knew the hand mattered but I didn't want to spoil myself mid-game to check if I had it right or not. 50-50 chance!

GordonOverkill
06-21-2013, 05:37 PM
I always use the hand in which my char holds the weapon... hope that's right x-)

Grond
06-21-2013, 07:26 PM
I think left/right makes a difference with rings of damage, but not rings of slaying - in any case you can check your 'W'eapon damage to make sure.

aerol
06-21-2013, 07:40 PM
Hey, don't hate on the Iron Crown - it's a great piece of armor!

anon123
06-22-2013, 01:49 AM
Great character and great story, which in my opinion is the best part of a YAVP. Congratulations. :)

I have to side with aerol with regards to the Iron Crown, however. I don't know why you find it a disappointment, as it's an excellent artifact.

gym21
06-22-2013, 08:30 AM
I suspect my disappointment with the Crown is that I'm used to drawing off the random artifact list in v1.1.1, which mains a higher chance of my favourite six random artifacts: Executor, BoW, Protector, Nature's Companion, Preserver, RoI. The Iron Crown is just not something I was looking for (but I used it extensively after finding it on D46).

anon123
06-22-2013, 04:56 PM
Most artifacts will pale in comparison with those six (probably the six best random artifacts in the game), but one shouldn't lose perspective. The Iron Crown is also excellent (as are things like Purifier, Kinslayer, Trusted One, the holy scarf) and definitely shouldn't be scorned if received randomly :)

TDau
06-24-2013, 06:44 AM
Congratulations! And thanks for sharing this adventure with great storytelling.