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Utnapishtim
02-10-2014, 09:22 PM
This was my 2nd win and my 100th attempt at the game, so also the last time before gaining access to the bug cave. Thus no killer bug taming on the cards yet.

After my first win with Tharkun, the dwarven healer, I decided to try another standard ending with a much more fragile character, who would also let me experience some new and different aspects of the game. A female mist elven bard seemed to fit the bill. As it happened, history repeated itself and the first run beyond the mid game was ended by Nuurag-Varn. This time the avenger was not to be found among the immediate successors, who all succumbed very early to traps, orcs and goblin rockthrowers. It took a dozen or so attempts and a decision to really think through every move during the very early game to get another character over the early hurdles. Eventually, she was to go all the way.

This game was marked by many first times for me, such as the first visits to the Minotaur Maze and Quickling Tree, and also the first time utilizing ventriloquism ("dubidu! The jackal seems confused." - for some reason I found this utterly hysterical). After closing the gate, I also did some exploring in preparation for a possible future ultra, such as the Blue Dragon Caves quest and assassinating the Assassin Prince, just to see how those play out. So quite a lot of ground was covered during this game, which also shows in the turn count and the time elapsed. Still, had no trouble with corruption this time.

Other notable things: No sources of wishing was found during the game, and no spenseweed could be stabilized, which was especially disadvantageous for a mist elf. Finally, in a moment of bloodthirsty frenzy, our heroine failed to adhere to the principles of the cat lord: a rather embarrassing lack of merit for a bardess.

(caveat: this happened already a couple of weeks ago, and I just now summoned enough stamina to scrape a half-decent write-up based on my earlier notes)


EARLY GAME

Alwyia started with To 9 and the same amount of max HP. She had PV of 0, but with her heir gift 7LB was able to outrun the early game monsters. SMC had stairs in adjacent rooms, and the blanket run was successful. When returning from SMC, Alwyia still had zero xp, but her mist wolf companion was already moderately experienced. Starting skills included healing, so she took the druid guest. Unfortunately, way to DD:3 was blocked by an exploding rune. (It really seems as if in every single game with a mist elf, there is this kind of potentially deadly rune or booby trap somewhere in the early game blocking progress. I freely admit to having quitted every mist elven bard that started without detect traps). So went to Puppy Cave, spent some time in PC:1 gaining one or two levels, and descended just to find out that the upstairs in PC:2 was surrounded by water (min. 4 water tiles to cross). No swimming or carrot juice of course. Decided to brave UD, but almost immediately faced a fire vortex and had to retreat. So had to swallow my pride and head to ID with no other good options. Gained a couple of levels exploring different versions of ID:1 and ID:2. Found my first spellbook there: Teleportation! However, thought it would be best to increase concentration and literacy quite a lot before trying to read it.

The mist wolf was tragicly poisoned by an assassin in Holeinthewall, and perished. All the ID earnings were spent to food and keys from the rattling, none of which were the right one for the door with the exploding rune. So back to UD, managed to kill the vortex with missiles. Some nice and easy zombie/skeleton tension rooms gave weapon skills, exp. and loot. UD:2 had a co-aligned (neutral) altar in the room with downstairs. Was still true berserking (switching the 7LB off and on as needed), and had a lot of trouble with a room full of hill orcs in UD:3, as their missiles took away around 10 HP when hit. Lured them one by one to the upstairs altar in coward mode. Found a wand of knocking, so headed back to DD through SMC's adjacent stairs. Finished the druid guest without problems and got herbalism. Two carrot juices had been found at this point also, so got swimming and headed back to PC. Ants in two different levels succumbed to the enticing harmonies produced by Alwyia's flute. Hostile blink dogs on the third level soon dropped a corpse. The puppy corpse level had a gnoll vault, which Alwyia managed to clear by reverting to hit-and-run whenever a large gnoll was encountered. Poison resistance did not come easily, as none of the individual spiders seemed willing to drop corpses (no food preservation). Finally a spider factory met on the way back through the upper puppy cave levels solved the issue.

After some further shopping for food, it was time to head back to UD again. UD:5 was a herb level. Curaria/antidote and pepper petal/stomafilia could be stabilised. Encountered another fire vortex, but managed to trap it inside a short corridor between doors. After reaching HMV returned to explore the rest of the UD levels more fully. Nothing really noteworthy aside from some more blink dogs on UD:6, dropping a further corpse. Sold it to the HMV shop for backup.

CoC yielded a lawful altar on the level above the big room, centrally located and near the downstairs. It was soon converted to neutral. No obstacles on the way to DT. Thrundarr's first assignment was an annis hag, not one of the easiest to find. Bought a ring of clear mind from the shop. Just having ascended back upstairs from DT, Alwyia got a reminder of her fragility, when an encounter with a lightning vortex left her with less than 10 hp, and prompted her to return to DT to recover a bit.

The next thing on the agenda was precrowning. The altar above the big room was best for that purpose due to its location. Digged some additional corridors around it to facilitate monster flow. The precrowning went very smoothly. Popped down to the big room quite a few times in order to lure monsters from there. Alignment kept returning to N= when saccing, but neutralizing animals with music before killing them was a quick fix for that. Received Wyrmlance for the trouble.

For some reason Alwyia seemed to be peculiarly vulnerable to getting stunned/bleeding/confused/lulled to sleep. I don't recall any other character at this stage having as much trouble with harpies and doppelgangers while not doomed or cursed. This made me a bit worried, but I nevertheless decided to continue with the usual mid game agenda. Perhaps the ankh would alleviate some of the these issues.


EARLY MID GAME

On her way to the Pyramid, Alwayia managed to learn the teleportation spell in the wilderness. The first two levels of the Pyramid seemed to go pretty much as usual. Dropped extra stuff to get unburdened, drank a potion of invisibility, and entered the third level. No dangerous monsters apart from a ratling duelist. Stairs were two blocks from the mummy lord. Teleported next to him and the melee commenced. The nearest jackal demon also moved to join in the skirmish. It went all downhill pretty much immediately. Two turns after the teleport Alwiya was at her half HP, profusely bleeding, sick and confused! So switched to the coward mode and cleared the confusion by putting on the ring of clear mind. Then moved one block to the stairs, descended and applied some curaria and first aid. So Alwyia was safe for now, but I was pretty disgusted and dumbfounded, as nothing like this had happened in the pyramid to any of my characters, including the previous couple of mist elf bards that got as far. I had to conclude that despite having lucky and fate smiles, Alwyia was not yet ready for this at all, perhaps due to still having quite low PV of 9. She was also still at level 13, which is a bit earlier than I usually have visited the pyramid.

So I decided that Griffyard would be her next destination. On the ground level everything was as easy as usual and a zombie dropped a studded leather armour, which improved PV to 12. So decided to try the Pyramid again and this time there suddenly were no major problems whatsoever. Did not clear the third level though, but left as soon as getting AMW and Ankh. Then returned to clear Griffyard's lower level. The Griff and the Necromancer went down quite nicely, but the bone golem could barely be scratched, which of course meant that I coudn't even dream of touching the steel golems at this point.

Returning from the Griffyard Alwyia paid a visit to the old barbarian. Alwyia's first kill was a hobgoblin and quite conveniently she encountered a party of them in the wilderness just outside the glade. Having gained some Courage, Alwyia returned to CoC. She met a lightning lizard and decided to tame it, calling it "Zap". After following Alwyia around for a while, it was soon moderately experienced, but unfortunately a bit too slow to really be practical. Alwyia left it to guard the downstairs room in the arena level, and there it bravely stood in silence until the end of the game.

Back in DT, Alwyia used her newly learnt teleportation magics to get some potions of strength and attributes from the mystic. Exploring below DT she dug her way around a large room of stone golems, and noted a pool in the level before the crossroads. Still no sight of any annis hags, so decided to just do the Arena at this point, in order to get Tactics as soon as possible. Bonk the hill giant fell easily as always. On the level above the big room Alwyia repeated the steps she had taken for the precrowning, only skipping the part about killing neutralized animals. Soon she was absolutely close to Balance and received immunity to fire and the Wand of Creation. The latter was decisive for the general direction of Alwyia's further development. From now on she was to rely less on melee and more on the arcane ways. However, this posed an immediate problem: Alwyia had found quite a few utility spells, but no offensive ones whatsoever. Thus, for the purposes of delivering some damage, she was currently having the worst of both worlds.

At least she had found some wands of cold. So she headed towards the north-western corner of the map. Usually the cavernous levels are teeming with annis hags, but none were seen this time around. As was to expected, Alwyia had significant trouble with the skeletal king. Thanks to the staff of creation, confusion rarely occurred and didn't last for long. But she was really struggling to get any damage across to the royal heap of bones, while receiving plenty of it herself. Soon she resorted to luring the big guy upstairs and away from the stairs, and then returning to fetch the ring unimpeded. However, fighting some monsters in the level above, I noticed that she was about to gain level 18. Now at last there would be some offensive spells at her disposal, I though. Well, she did learn one offensive spell: fireball. Apart from that: magic lock, remove curse, revelation. Not really helpful regarding the skeletal king, but decided to return to face him anyway. With the combination of wands and berserking Alwyia finally had the king under her feet, while tauntingly wearing his ring on her finger.

Back in CoC Alwyia spent some time in the big room gathering moss and morgia. There she finally encountered an annis hag, promptly doing away with it, and running straight to Thrundarr afterwards. Now was the time to continue the the exploration of CoC down to Khelly, long overdue. DH1 had stairs in adjacent rooms, but DH2 required a bit of digging and one emergency teleportation when sandwitched in a corridor. Khelly was on the level immediately downstairs. Otherwise there wasn't anything really notable, so returned after killing the chaos servants. As saving Khelly would be nice and there weren't many intrinsics to lose, Alwyia emptied the pool above DH. Got sick, cursed and lost teleport control, all easily fixed. Gained stun resistance, petrification resistance and invisibility! Quite disappointingly, the ogre tribe did not yield any additional strength. The next task was to kill a stone giant, which was much more easily accomplished than the first quest. Sacced the greater demon, and with the Big Punch finally had something with which to do some damage to the steel golems. Darkforge only had six pools, Alwyia already had some nice intrinsics, and there weren't any spare blink dog corpses stored anymore, so decided against further sipping. Nothing really useful in the weapon and armour rooms.

Utnapishtim
02-10-2014, 09:23 PM
LATE MID GAME

Some more useful offensive spells were definitely needed, so Alwyia's next steps took her to the Rift. Slipped and fell of course, but didn't lose anything important, aside from five different wands of door creation. The wiki mentions that some players avoid the Rift due to dangerous monsters, but I have never seen there anything that couldn't be encountered in CoC between Khelly and the wall of flames. Plenty of orcs and goblins running around. For a bard, the library naturally offered quite a few scrolls in place of spellbooks. The latter were still quite plentiful, but after identifying them all, I had to conclude that Alwyia still had no bolt spells other than magic missile. Also, no ice spells whatsoever, which was rather disappointing for the ToEF. One of the scroll quardians in the upper section of the Library was a fire giant. Shouldn't have been one of the toughest ones, as there were greater water elementals, master liches etc. But a stone thrown by that fire giant would have killed Alwyia without her wearing the good old trusted ankh. That one stone took her from full hp to 1 hp! After that incident I was extremely paranoid against any stone throwers during the whole game. Anyway, that triggered a great idea of going ouside the library to heal and to read all those nice books in a non-corrupting atmosphere. Of course immediately after doing that I realized that it almost certainly had reseted the turn counter for getting the weird tome. Already had spent like 1500 turns inside the library and had to spend 2000 more (actually waited 2500 to be sure). Had to protect the librarian quite a few times at the end, as all kinds of unruely mobs were pillaging the place.

Didn't really feel ready for ToEF at this point, but there wasn't much else to do, so did a scouting run, having dropped all burnables. Intrinsic fire immunity and invisibility smoothed out things quite a bit, but the problem with damage output was still present. Magic missile worked somewhat ok against the fire giants, though. Used the wyrmlance with the dragons. Returned to CoC straight after scouting the way to the temple. Decided then to spend some time in the big room. This was actually great fun while invisible and able to almost continuously one-hit whatever came in the way. Quite hypnotic and addictive in fact. Unfortunately, in the midst of the frenzy, it was surprisingly difficult to avoid bumbing into felines. Thus no cat ring for Alwyia, which for a bardress is a huge egg on her face. On the plus side, a book of ice ball dropped! Just about the time, as the return to the ToEF was inevitably looming ahead.

When approaching the fire temple, Alwyia still had less than 150 max HP, so I was determined to keep her out of ACW's firing line. Used mapping to see where the altar is, and digged directly towards it. Lured a fire demon and an elemental to the corridor to work as flesh shields while firing magic missiles to the Wyrm through them. Especially the elemental did not seem to lose HP much faster than the ACW. When the W finally displaced the elemental, it was already severily wounded and inside a throwing range. One blessed PoCC finished it off before it could send any magical barrage. As always, picked the corpse up for delivering it to Terinyo, after the heat had cooked it. Used ice balls and melee for clearing the rest of the temple for xp.

After the Terinyo visit, it was time to decide whether to pursue a wish or to let Khelly conclude his perishing act. In the end, the decision was quite easy. The plan was to go for a normal ending, Alwyia had some anti-corruption scrolls from delivering the tome, was already in possession of teleport and identify spells, and with only six pools to sip from, the chances of getting a wish were not too great anyway. On the way to Khelly, Alwyia read a scroll of familiar summoning in DH:2. A stone grue appeared, and proved to be very handy. Clearing the graveyard and water temple with it was as efficient as it was hilarous, and the grue got experienced very quickly. It moved through walls of course, and corrupted everything it hit, but killed them way too fast in order to produce any chaos jellies. It would have made a short deal out of the Snake as well, but jealous of the xp, Alwyia stepped in to administer the final blow. However, on the long run, also the grue was just too slow to keep up with Alwyia's 7LB. So she left it behind before the Banshee level - also because she thought she might team up with the ghastly widow to do something fun together, and the grue would surely just have spoiled the party.


LATE GAME

As Alwyia was about to descend to the banshee level, I received a call from the Adventurers' Work Safety Association of Ancardia. They had been registering complaints of some truely worrisome noises, reportedly originating somewhere near the Banshee. Therefore, they insisted that Alwyia's ears should be appropriately protected whenever there seemed to be a risk of exposure to any unhealthy noise levels. I was of course more than happy to comply, and despite some objections and rolling of the eyes from Alwyia, her ears were soon stuffed full of wax. Anyway, the squalid conditions - scattered corpses and all - in which the Banshee was living really schocked Alwyia. She thought the old wailer really looked like she should go out more often. As the Casino was only a handful of levels down, Alwyia decided to take the Banshee there to do some shopping together. She of course scouted the way beforehand for any traps, mindful of Banshee's safety. In the Casino, the staff and the clientele seemed to keep mysteriously disappearing. Only the shopkeeper stuck around, until Alwyia accidentally hit him while testing out some trendy returning scurgari. Suddendly a huge bunch of aggressive looking thugs appeared - until the Banshee told them something that made them mysteriously vanish again. Still, the shopkeeper really looked quite upset, so Alwyia thought it would be best to lead him upstairs to cool down somewhat. Returning to the shop, Alwyia was surprised to discover that all the items were free of charge! Taking her time to go through all of them, she picked up quite a few nice slaying missiles and a ring of slaying, among various other shiny trinkets and necklaces.

On the cat lord level, Alwyia zapped a wand of monster detection, which revealed the lord to be presently purring on the opposite corner of the level, behind some closed doors. The stairs were fairly near each other as well, so the progress was unimpeded. On the air temple level there was a tension room full of angry white unicorns! Alwyia slaughtered some of them before realising that her alignment was taking a severe hit. Luckily the room could be sealed off before the rest of the incumbents were disturbed, and Alwyia had only gotten down to N-. The master of summoners only summoned some giants, and was fairly quickly beaten.

Descending further there were two different kinds of undead vaults in two consequetive levels. Stayed far away for now. With all the ball spells at her disposal, Alwyia was never in any significant trouble at the Earth Temple. After slaying the Stone Beast, she cleared the rest of the temple as well for xp. Mindful of how an earlier incarnation of Alwyia, many attempts ago, had instantly succumbed from full HP to Nuurag's icy bolt, I wanted her to gain as many levels as feasible before tackling the MT again.

Scouted the way to D:48, and killed the grues and the chaos wizard. Then explored until the MT, before returning back to the surface via DarkForge. I had one more destination on my agenda, a place I had never visited before, but which I thought was almost obligatory given the rewards and the fact that Alwyia was skilled at detecting traps, and had a command of magic mapping and teleportation.

Even though the mapping spell does nowhere near the same job as the blessed scrolls (after a dozen of castings the PP are gone, but you still cannot be completely certain that there isn't a downstairs somewhere), the Maze was relatively effortless to explore with Alwyia. Her ventriloquism skills and stunning spell really started to shine there, and only once did she get her strength drained a bit by one of the mages. Two false 6th levels were charted out before the right one with downstairs was found. The emperor was surprisingly fast, but not a real match for Alwyia at this point. The random artifact was Cat's Claw. PoGas were of course blessed and consumed straight away, they were the main reason for paying the visit. Not to say that the Axe wasn't remarkable. Started using it for melee, switching back to the Staff when doing any serious spellcasting.

As Alwyia happend to possess the suitable corruptions, decided to let her squeeze herself inside the Quickling Tree, another location new for me. Cat's Claw fitted nicely for this purpose, although ball spells were mainly used for clearing the speedy buggers. Unfortunately only two corpses dropped. Did not bother with the royalties and the artifact boots.

Back deep inside the CoC, I let Alwyia switch on the AMW and tackle the undead vaults. Didn't get even close to actually clearing them, but quite a few emperor liches met their ends, yielding hefty amounts of xp. With some of the summons, like doppelganger kings, the situation became a bit tricky, so decided it was best for Alwyia to leave the scene for now. Then the dreaded moment of facing Nuurag again was at hand. Now Alwyia's max HP was a tad over 300, so I wasn't overly worried. Casted revelation to double check that all the required resistances were in place. Wore a blessed amulet of light. Made a dive inside the temple to kill most of the magedoom eyes. Managed to get PP back to 30 or so before Nuurag became active, although in the end that PP was not really needed. Waited for him in the corridor and shot him with humanoid slaying arrows. It all went quite quickly. As Alwyia was fairly dexterous and had maxed-out alertness, he only hit once with his bolts, doing about 180hp of damage.

Last time in D:50, when playing Tharkun the Dwarven Healer for my first win, I had cleared the whole level before even finding the levers. This time I was going to go a different route - digging corridors to the lever rooms, bypassing the mobs in the middle. When fighting the chaos warriors in the upper room, a potion of uselessness dropped. That reminded me.. Alwyia had had the perfect timing of finding her first potion of uselessness from D:48, but then had forgotten to actually use it! Now that she had two of them, I had an idea I just had to test. Returning to D:49, I tried whether the artifact is actually granted if the potion is just thrown towards the empty corridor with Alwyia's back against the wall. I was actually pretty sure that Alwyia would become the proud recipient of an artifact for making no use whatsoever with a potion of uselessness! But darn, the game was too clever for this! So I used the other potion to actually make her slide, and the Nature's Companion was granted as the reward.

Back in D:50 Alwyia cleared the lever rooms - one balor per room - and then used the mist elven white necromancy for the first time. She surrounded the levers with doors, careful not to trigger the hidden passages to the central room. She left only one of the doors open, switched the lever off, created a homonculus out of some clay, commanded it to move on top of the lever (this worked ok after some manouvering), commanded it to stay put, and then locked the door. Repeated for the other room. I hadn't really been sure whether this would work, but it did flawlessly. With only two balors on her belt, Alwyia cheerfully waved good bye and good riddance to the D:50.

The following is a picture she took as a souvenir:



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After Alwyia returned back to CoC proper, I decided that she would do the blue dragon caves - first time for me as well - now that it was free from background corruption. Nature's Companion made it quite effortless. Some stuff was lost, but at this stage it didn't really matter. After finishing that, Alwyia returned to the undead vaults, and managed to clear one of them completely. It had Executor hidden inside a side room. From there, she went to pay a visit to the Assassins' Guild. I thought about letting her kill the boss as well, but she was only at level 43 and I was curious as to whether the Prince gives the Filk guest even now that the gate is closed for good. So Alwyia had to go back to kill even some more liches. In no time she was at level 46, and was able to ascertain that yes, the Filk quest is available. So as a last boss encounter (can't really call it a fight) she assassinated the master assassin. Then she decided to save her remaining corruption removing scrolls and potions as souvenirs and give the white unicorn the privilege to remove her few remaining corruptions.

Finally she paid one last visit to Thrundarr as well.

You talk to Thrundarr, the ancient dwarf.
"Ye hast succeeded!"
*Grin*
"Me is relieved. May all the gods bless ye."
"Now go home and enjoy ye rewards -- ye earned them."

That's what everyone seemed to be saying. Yeah, thanks and all that, now go home already. So she did. And what a glorious sight she was when making her way out of the Drakalor Chain. Overcomer of all obstacles, saviour of Ancardia, free of all corruption, and - with an appearence of 47 - smokingly hot!

Utnapishtim
02-10-2014, 09:25 PM
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Screenshot
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Alwyia St:54 Le:35 Wi:43 Dx:35 To:33 Ch:30 Ap:47 Ma:40 Pe:33 N=
DV/PV:121/35 H:385(385) P:611(611) Exp: 46/17353141 DrCh M: 206000
Blessed Invisible Satiated
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Background Information
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Name: Alwyia Race: female Mist Elf Class: Bard
Eye color: white Hair color: white Complexion: white
Height: 6'3" Weight: 70 pounds Scars: 2
Age: 8056 (grown-up, 34 years of unnatural aging added in)
Star sign: Wand Birthday: 30/Wand (day 90 of the year)

YOUR HISTORY:
You remember rising from the Mists... so long ago. Your brethren
welcomed you into your physical existence and cared for you until you
managed to cope on your own. Thus decades passed.
As a young child you were taught by the elders of your race. They
showed to you the whole breadth of creation and opened your mind to
encompass whatever your life goal would become. Thus centuries passed.
You spent your youth honing your skills and preparing for the
ultimate quest that would change you forever: the trip to the mists of
Destiny. Thus millennia passed and empires rose and fell.
As a young adult your community prepared you for the final step
towards adolescence: your Destiny Quest in the Mists of Time. In the full
knowledge that this quest would change you forever you finally entered the
Mists that birthed you and emerged changed... as decreed by the Dreamers
from Beyond.
You decided to become a Bard.


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Inventory
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Total weight: 5210 stones Carrying capacity: 12075 stones

He: blessed eternium cap [+0, +7] [28s]
Ne: blessed pendant of beauty {Ap+4} [3s]
Bo: blessed fine leather armor (named) (+2, +0) [+2, +8] (+15 spd) [120s]
Gi: blessed girdle of giant strength [+0, +0] {St+14} [30s]
Cl: blessed cloak of adornment [+0, +3] {Ap+4} [40s]
RH: blessed staff of Creation (+4, 4d6+4) [+9, +1] {Wi+16} [20s]
LH: -
RR: blessed ring of the clear mind [1s]
LR: blessed ring of the High Kings [+2, +3] [1s]
Br: blessed bracers of defense [+3, +0] [10s]
Ga: blessed studded gloves [+1, +2] [6s]
Bo: blessed seven league boots [+1, +0] [30s]
MW: blessed sling of accuracy (+7, +3) [3s]
Mi: bundle of 3 blessed sling bullets of construct slaying (+3, 2d3+1) [9s]
Tl: blessed flute [3s]


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Stuff
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Total weight: 4906 stones Carrying capacity: 12075 stones

Armor ('[')
uncursed ancient mummy wrapping [+1, +5] {Ap-8} [60s]
Shields ('[')
uncursed tower crystal shield (-2) [+13, +4] [260s]
uncursed large eternium shield (+2) [+11, +5] [54s]
Gauntlets ('[')
heap of 3 uncursed pairs of thick gauntlets (-1, -2) [+0, +1] [45s]
uncursed alchemistic gloves [+3, +1] [6s]
Boots ('[')
uncursed boots of the divine messenger [+3, +3] {Dx+5} [25s]
Necklaces (''')
blessed ankh [3s]
One-handed weapons ('(')
uncursed nasty pick axe of vampirism (+0, 1d7+1) [75s]
blessed jet-black battle axe "Executor" (+2, 5d6+6) [-4, +1] {St+3} (+3 spd)
uncursed thin dagger "Cat's Claw" (+4, 3d3) {Dx+8} [10s]
uncursed black rune-covered dagger "Needle" (+8, 3d4) [+4, +1] [10s]
uncursed black rune-covered dagger "Sting" (+8, 3d4) [+4, +1] [10s]
Two-handed weapons ('(')
uncursed rune-covered halberd "Wyrmlance" (+15, 4d8+10) [-2, +0] [50s]
blessed axe of the minotaur emperor (+12, 4d20+16) [-6, +4] [1200s]
Missile weapons ('}')
blessed light crossbow (+2, +3) [70s]
blessed short bow of accuracy (+9, +0) [20s]
Missiles ('/')
bundle of 2 uncursed drakish scurgari of returning (+2, 2d6+5) [20s]
bundle of 7 uncursed arrows of construct slaying (+3, 1d6+3) [14s]
bundle of 5 uncursed quarrels of humanoid slaying (+3, 2d6+5) [20s]
bundle of 2 uncursed drakish scurgari of returning (+0, 2d6+2) [20s]
bundle of 5 uncursed penetrating lead sling bullets (+6, 1d5) [15s]
bundle of 3 uncursed quarrels of demon slaying (+3, 2d6+3) [12s]
bundle of 7 uncursed mithril sling bullets of darkness (+6, 2d5+3) [21s]
bundle of 12 uncursed eternium sling bullets (+5, 3d5) [36s]
bundle of 10 uncursed mithril sling bullets (+5, 2d5) [30s]
bundle of 4 blessed quarrels of undead slaying (+3, 2d6+3) [16s]
bundle of 3 uncursed drakish scurgari of returning (+3, 2d6+1) [30s]
uncursed javelin of death (+9, 6d6) [40s]
bundle of 10 uncursed quarrels of dragon slaying (+3, 2d6+3) [40s]
Tools (']')
heap of 3 uncursed waterproof blankets [30s]
blessed small key [1s]
blessed round key [1s]
blessed tiny key [1s]
heap of 2 uncursed sets of thieves picks [10s]
blessed square key [1s]
uncursed climbing set [180s]
blessed fireproof blanket [10s]
heap of 5 uncursed fireproof blankets [50s]
heap of 3 uncursed triangular keys [3s]
heap of 13 uncursed lumps of clay [65s]
heap of 2 blessed hexagonal keys [2s]
Rings ('=')
blessed ring of acid resistance [1s]
blessed ring of the fish [1s]
blessed ring of the clear mind [1s]
blessed ring of ice [1s]
uncursed ring of fire [1s]
blessed ring of speed [+0, +3] (+5 spd) [1s]
uncursed ring of slaying (+6 melee damage, +6 missile damage) [1s]
uncursed ring of searching [1s]
blessed ring of slaying (+3 melee damage, +6 missile damage) [1s]
Wands ('\')
uncursed wand of magic missiles (1 charge) [3s]
uncursed wand of lightning (2 charges) [4s]
uncursed wand of cold (0 charges) [4s]
uncursed wand of item detection (1 charge) [3s]
blessed wand of digging (0 charges) [3s]
blessed wand of fireballs (1 charge) [3s]
uncursed wand of knocking (7 charges) [3s]
blessed wand of light (0 charges) [4s]
uncursed wand of teleportation (4 charges) [4s]
blessed wand of ball lightning (7 charges) [4s]
uncursed wand of door creation (1 charge) [3s]
uncursed wand of digging (4 charges) [3s]
uncursed wand of door creation (3 charges) [3s]
uncursed wand of door creation (5 charges) [3s]
uncursed wand of digging (2 charges) [3s]
uncursed wand of poison (5 charges) [3s]
uncursed wand of magic missiles (4 charges) [3s]
uncursed wand of death (4 charges) [3s]
uncursed wand of door creation (1 charge) [3s]
uncursed wand of door creation (7 charges) [3s]
uncursed wand of digging (1 charge) [3s]
blessed wand of door creation (8 charges) [3s]
blessed wand of door creation (6 charges) [3s]
uncursed wand of door creation (2 charges) [3s]
blessed wand of acid (1 charge) [4s]
Potions ('!')
heap of 4 uncursed potions of extra healing [8s]
heap of 3 uncursed potions of blindness [6s]
heap of 4 blessed potions of extra healing [8s]
heap of 2 uncursed potions of confusion [4s]
heap of 2 blessed potions of cure corruption [4s]
heap of 2 uncursed potions of ultra healing [4s]
uncursed potion of boost speed [2s]
Scrolls ('?')
heap of 5 blessed scrolls of identify [10s]
heap of 3 blessed scrolls of corruption removal [6s]
heap of 2 uncursed scrolls of charging [4s]
uncursed scroll of monster detection [2s]
heap of 5 uncursed scrolls of identify [10s]
uncursed scroll of dark predictions [2s]
Food ('%')
heap of 15 uncursed pepper petals [30s]
heap of 6 blessed pepper petals [12s]
blessed fortune cookie [3s]
heap of 5 blessed stomafillia herbs [10s]
heap of 10 uncursed cooked lizards [30s]
Valuables ('$')
200000 gold pieces [2000s]
Gems ('*')
blessed sapphire [1s]
uncursed amber [1s]
uncursed turquoise [1s]
blessed aquamarine [1s]
uncursed topaz [1s]


----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Unarmed fighting 3 +2 +1 +0 basic 29
Daggers & knives 4 +3 +1 +0 skilled 88
Clubs & hammers 11 +10 +7 +4 Mastery 2913
Maces & flails 8 +6 +4 +2 excellent 455
Swords 9 +7 +5 +3 excellent 600
Axes 3 +2 +1 +0 basic 65
Whips 1 +1 +0 +1 basic 25
Pole arms 7 +7 +3 +6 skilled 7
Twohanded weapons 11 +12 +16 +4 Mastery 1698
Staves 12 +14 +6 +26 Mastery 704

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 3 +6 +4 +1 basic 30
Bows 7 +14 +10 +2 skilled 91
Crossbows 7 +14 +10 +2 skilled 26
Thrown axes & hammers 0 +0 +0 +0 unskilled 7
Thrown daggers 0 +0 +0 +0 unskilled 7
Thrown rocks & clubs 0 +0 +0 +0 unskilled 5
Thrown spears 0 +0 +0 +0 unskilled 7
Boomerangs & scurgari 8 +16 +12 +2 excellent 83

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 7 +14 skilled 261


Damage caused with your melee weapons:
--------------------------------------
Right hand: +83 bonus to hit, 4d6+30 damage


Damage caused with your missile weapons:
----------------------------------------
No missile weapons available.




----------------------------------------------------------------------------
Skills
----------------------------------------------------------------------------

Alertness .................100 (superb) [+1d3]
Backstabbing ..............100 (superb) [+1d5]
Climbing ..................100 (superb) [+2d4]
Concentration .............100 (superb) [+2d4]
Courage ...................100 (superb) [+2d4]
Detect item status ........100 (superb) [+1d3]
Detect traps ..............100 (superb) [+2d4]
Disarm traps ..............100 (superb) [+2d4]
Dodge .....................100 (superb) [+1d5]
First aid .................100 (superb) [+2d4]
Fletchery ................. 86 (great) [+1d3] (mr)
Haggling ..................100 (superb) [+2d4]
Healing ...................100 (superb) [+2d4]
Herbalism .................100 (superb) [+2d4]
Listening .................100 (superb) [+3d3]
Literacy ..................100 (superb) [+1d5]
Music .....................100 (superb) [+2d4]
Necromancy ................100 (superb) [+1d3]
Pick locks ................100 (superb) [+2d4]
Pick pockets ..............100 (superb) [+2d4]
Smithing ..................100 (superb) [+2d4]
Stealth ...................100 (superb) [+1d3]
Survival ..................100 (superb) [+1d5]
Swimming ..................100 (superb) [+1d3]
Tactics ...................100 (superb) [+1d3]
Two weapon combat ......... 93 (superb) [+1d3]
Ventriloquism .............100 (superb) [+2d4]
Woodcraft ................. 92 (superb) [+1d5]


----------------------------------------------------------------------------
Spells
----------------------------------------------------------------------------

Acid Ball : 114, 32pp (Effectivity: +4)
Burning Hands : 788, 7pp (Effectivity: +3)
Calm Monster : 120, 7pp (Effectivity: +2)
Cure Light Wounds: 132, 3pp (Effectivity: +7)
Darkness : 723, 3pp (Effectivity: +0)
Earthquake : 166, 72pp (Effectivity: +0)
Fireball : 550, 17pp (Effectivity: +9)
Greater Identify : 186, 89pp (Effectivity: +6)
Ice Ball : 217, 22pp (Effectivity: +5)
Identify : 63, 92pp (Effectivity: +1)
Improved Fireball: 235, 26pp (Effectivity: +5)
Invisibility : 1097, 9pp (Effectivity: +1)
Knock : 7, 21pp (Effectivity: +0)
Know Alignment : 403, 9pp (Effectivity: +0)
Light : 1, 4pp (Effectivity: +0)
Lightning Bolt : 2, 21pp (Effectivity: +0)
Magic Lock : 248, 7pp (Effectivity: +0)
Magic Map : 348, 35pp (Effectivity: +9)
Magic Missile : 4, 13pp (Effectivity: +9)
Remove Curse : 229, 45pp (Effectivity: +3)
Revelation : 226, 30pp (Effectivity: +2)
Slow Monster : 510, 6pp (Effectivity: +0)
Strength of Atlas: 437, 8pp (Effectivity: +6)
Stun Ray : 365, 6pp (Effectivity: +5)
Teleportation : 203, 23pp (Effectivity: +9)
Web : 604, 11pp (Effectivity: +1)

Utnapishtim
02-10-2014, 09:26 PM
----------------------------------------------------------------------------
Her further life:
----------------------------------------------------------------------------

After she leaves the Drakalor Chain she is welcomed by her people with great
honors. They acknowledge her noble deeds, her valor, her cunning and her
great skills that helped to prevent the complete destruction of the world
she knows. She returns to her lands victorious and is hailed as a great
leader. Eventually she becomes queen and rules her subjects with an iron
fist for a long and peaceful time, allowing her people to prosper and grow.

----------------------------------------------------------------------------
Her achievements during her adventures:
----------------------------------------------------------------------------

Alwyia, the mist elven bard, saved the world with her brave efforts and
became a great ruler while saving herself 8 times.
She scored 13910852 points and advanced to level 46.
She survived for 0 years, 182 days, 2 hours, 34 minutes and 57 seconds
(206000 turns).
26 companions were killed during her adventures.
Alwyia visited 147 places.
Her strength score was modified by +30 during her career.
Her learning score was modified by +14 during her career.
Her willpower score was modified by +16 during her career.
Her dexterity score was modified by +17 during her career.
Her toughness score was modified by +23 during her career.
Her charisma score was modified by +17 during her career.
Her appearance score was modified by +9 during her career.
Her mana score was modified by +10 during her career.
Her perception score was modified by +15 during her career.
She was unnaturally aged by 34 years.
She was the champion of the arena.
She was the head of the thieves guild.
She made a little water dragon very happy.
She killed the emperor of the ancient minotaur race.
She defeated the arch enemy of a mighty karmic wyrm.
She left the Drakalor Chain after completing her quest and became a great
leader and famous heroine.
10880 monsters perished under her attacks.
The following 32 artifacts were generated during her adventure:
the si
the scythe of corruption "Moon Sickle"
the golden gladius "Death's Sting"
the silvery two-handed sword "Vanquisher"
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 silvery arrow "True Aim"
the lead-filled mace "Big Punch"
the rune-covered trident
the sword of Nonnak
the elemental gauntlets
the ring of the High Kings
the crown of science
the ancient mummy wrapping
the ankh
the boots of the divine messenger
the boots of great speed
the black torc
the Chaos Orb of Elemental Mana
the black rune-covered dagger "Needle"
the black rune-covered dagger "Sting"
the fine leather armor "Nature's Companion"
the jet-black battle axe "Executor"
the robes of resistance
the black tome of Alsophocus
the weird tome
the rune-covered halberd "Wyrmlance"
the axe of the minotaur emperor
the staff of Creation
She possessed the following intrinsics:
She was fire resistant (also through an item).
She was poison resistant (also through an item).
She was cold resistant (also through items).
She was lucky.
Fate smiled upon her.
She was petrification resistant.
She was able to control teleportation.
She was invisible.
She was stun resistant.
She was resistant to death rays (gained through an item).
She was shock resistant (also through items).
She was able to see invisible things.
She was immune to shock attacks (gained through an item).
She was immune to fire attacks.
She was able to resist confusion attacks (gained through items).
She had the following talents: Boon to the Family, Careful, Charming,
Defensive Fighter, Dodger, Extremely Hardy, Greased Lightning, Hardy,
Healthy, Heir, Iron Skin, Quick, Sixth Sense, Stealthy, Tough, Tough Skin,
Very Careful, Very Hardy, Very Quick.
She had a final speed score of 136 (final base speed: 126).
She was a messiah of Balance.
She asked for 9 divine interventions.
She was a holy champion of Balance.

The following monsters were vanquished:
4 acid vortices
24 air demons
4 air elementals
7 air grues
5 ancient black dragons
58 ancient blue dragons
1 ancient blue wyrm
1 Ancient Chaos Wyrm
57 ancient minotaurs
7 ancient red dragons
1 Ancient Stone Beast
1 ancient white dragon
7 animated armors
71 animated trees
7 ankhegs
17 annihilators
8 annis hags
81 assassins
1 assassin prince
2 balors
41 bandits
1 banshee
29 barbarians
16 barbarian leaders
1 battle bunny
2 beggars
34 berserkers
7 berserker emperors
9 berserker kings
37 berserker lords
11 berserker princes
27 big dogs
6 black baby dragons
2 black dragons
1 black druid
40 black hurthlings
2 black unicorns
12 black wizards
146 blink dogs
58 blue baby dragons
26 blue dragons
1 bone golem
9 brown bears
15 brown worms
38 bugbears
4 bulettes
1 bunny master
19 carrion crawlers
7 casino guards
23 cave bears
81 cave fishers
7 cave lions
34 cave lizards
2 cave tigers
27 cavemen
1 Chaos Archmage
19 chaos brothers
9 chaos eyes
6 chaos knights
13 chaos lizards
30 chaos mutants
29 chaos plague bearers
41 chaos rats
238 chaos servants
24 chaos sisters
32 chaos spawn
6 chaos spiders
4 chaos vipers
1 chaos warlord
26 chaos warriors
27 chaos wizards
46 claw bugs
20 clay golems
15 clay statues
1 cloaked ratling
9 cobras
5 cooshoos
33 corpse fiends
18 corruptors
1 crime lord
18 crystal statues
13 cutpurses
9 cyclopes
23 dark elven archers
16 dark elven lords
16 dark elven priestesses
7 dark elven princesses
23 dark elven warriors
9 dark elven wizards
37 dark orcs
17 dark sages
3 death oozes
3 diamond golems
109 dire wolves
54 displacer beasts
50 doppelgangers
7 doppelganger kings
16 doppelganger lords
2 Dorn Beasts
4 dwarves
1 dwarven artificer
28 dwarven chaos knights
48 earth elementals
10 emperor liches
24 ettins
22 eyes of destruction
98 fire beetles
36 fire demons
35 fire drakes
50 fire elementals
25 fire giants
8 fire giant kings
19 fire grues
35 fire lizards
14 fire vortices
16 flesh golems
14 floating eyes
20 fomorian giants
49 frost giants
7 frost giant berserkers
12 gargantuan rats
16 gargoyles
29 gelatinous cubes
233 ghosts
28 ghost bats
1 ghost king
79 ghost lords
201 ghuls
19 giant ant warriors
7 giant ant workers
74 giant bats
3 giant bee queens
199 giant bee warriors
33 giant bee workers
29 giant centipedes
31 giant frogs
31 giant lizards
13 giant raccoons
230 giant rats
11 giant rust monsters
9 giant slugs
48 giant spiders
12 gibbering mouthers
82 gnolls
14 gnoll chieftains
178 goblins
26 goblin berserkers
63 goblin chieftains
129 goblin rockthrowers
78 goblin slavemasters
7 gorgons
50 gray oozes
7 gray slayers
6 great blue wyrms
2 great karmic wyrms
1 greater air elemental
1 greater black unicorn
98 greater chaos servants
4 greater claw bugs
3 greater daemons
7 greater mimics
1 greater moloch
16 greater mummies
4 greater water elementals
11 green blobs
20 green hags
29 green slimes
15 green worms
6 gremlins
17 griffons
23 grizzly bears
2 half-orc bouncers
44 harpies
36 hell hounds
56 hill giants
11 hill giant chieftains
25 hill orcs
23 hill orc sergeants
39 hippogriffs
57 hobgoblins
9 hobgoblin chiefs
14 hobgoblin leaders
22 homunculi
47 huge bats
9 hydras
28 hyenas
7 ice vortices
20 imps
11 invisible stalkers
7 iron golems
259 jackals
11 jackal demons
30 jackalweres
2 karmic baby dragons
3 karmic dragons
21 karmic lizards
1 ki-rin
10 king cobras
131 kobolds
44 kobold chieftains
20 kobold shamans
133 large bats
14 large dogs
29 large gnolls
25 large jackals
85 large kobolds
44 large orcs
11 large rust monsters
23 large snakes
315 large spiders
21 least daemons
8 lesser daemons
18 leucrottas
3 liches
37 lich kings
12 lightning lizards
11 lightning vortices
3 living walls
74 lizard men
15 magebane eyes
14 magedoom eyes
10 margoyles
41 master assassins
44 master liches
3 master mimics
1 master necromancer
1 Master Summoner
37 master swordsmen
3 master thieves
29 mimics
3 mimic hiveminds
20 minotaurs
1 minotaur emperor
9 minotaur kings
23 minotaur lords
7 minotaur mages
7 minotaur mazelords
17 minotaur mazemasters
3 mist wolves
16 molochs
1 mugger
37 mummies
1 mummy lord
28 necromancers
44 ochre jellies
107 ogres
2 ogre emperors
6 ogre kings
37 ogre lords
12 ogre magi
143 orcs
7 orc butchers
17 orc chieftains
56 orc scorchers
29 outlaws
24 outlaw leaders
52 owlbears
35 pit vipers
1 pixie
11 pixie archers
13 purple worms
28 quasits
74 quicklings
2 quickling kings
45 quickling lords
17 rabid dogs
36 raiders
265 rats
44 ratling archers
15 ratling duelists
19 ratling fencers
21 ratling master thieves
43 ratling thieves
17 ratling warlords
37 ratling warriors
9 rattlesnakes
9 red baby dragons
4 red dragons
117 red worms
6 revenants
1 royal guardian
18 rust monsters
91 shadows
15 shadow centipedes
16 shadow lords
11 shadow trolls
1 shadow wyrm
17 shambling mounds
2 shopkeepers
42 silver wolves
2 skeletal kings
115 skeletal warriors
319 skeletons
26 slow shadows
1 Snake from Beyond
193 spectres
15 staring eyes
33 steel golems
5 steel horrors
14 steel zombies
26 stone giants
13 stone giant lords
30 stone golems
31 stone grues
1 stone ooze
20 stone snakes
22 stone statues
11 swamp hydras
45 swordsmen
45 tarantulas
45 thugs
2 titans
33 trolls
22 troll berserkers
27 troll chiefs
4 troll kings
1 undead chaos dwarven berserker
77 vampires
59 vapor rats
8 vipers
2 wall beasts
2 water demons
1 water elemental
6 water grues
20 water snakes
47 wererats
27 werewolves
2 werewolf kings
12 werewolf lords
19 white baby dragons
2 white dragons
1 white unicorn
62 white worms
133 wights
2 wild cats
3 will o'wisps
173 wolves
107 wraiths
25 writhing masses of primal chaos
15 yellow oozes
205 zombies


----------------------------------------------------------------------------
Playing Time
----------------------------------------------------------------------------

You played for 54 hours, 10 minutes and 1 second.


----------------------------------------------------------------------------
Version Information
----------------------------------------------------------------------------

Ancient Domains Of Mystery
Version 1.2.0
Windows Prerelease 20
Build: Nov 21 2013 23:44:09

Stingray1
02-11-2014, 09:11 AM
Conrats on the win and completing 100 games.

Just want to say that you actually had access to the bugs since your sixth game. It was decided that during prereleases only 5 deaths would suffice for getting access, because of releases following pretty frequently upon each other. ;)

Utnapishtim
02-11-2014, 09:24 AM
Erhm.. I guess I should have actually tried to enter the place instead of blindly believing the wiki :D

To be honest, I didn't even know where the place was until after this game, never bothered to search for it, as I thought I can't access it anyway.