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Spells
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Acid Ball : 1038, 19pp (Effectivity: +14)
- Used this in mana temple, d50, greater molochs, emperor moloch,
Acid Bolt : 3549, 8pp (Effectivity: +5)
- By the time I got this I was already married to magic missile
so I barely used it, think all throws of this are accidental.
Bless : 1854, 5pp (Effectivity: +1)
- Tried to kill a lich king with this, it sucked.
Burning Hands : 4605, 4pp (Effectivity: +26)
- Lonely powerful things that didn't resist fire in
temples etc fell to this.
Calm Monster : 4399, 5pp (Effectivity: +2)
- Cats in the beginning
Create Item : 1628, 150pp (Effectivity: +0)
- Useless spell.
Cure Critical Wounds: 2263, 8pp (Effectivity: +7)
- Pretty useful to restore hp in for example bdc
Cure Disease : 1226, 5pp (Effectivity: +0)
- Good if you get in the beginning and don't have
herbs, I had tons of herbs and got it first in the library.
Cure Light Wounds : 3901, 2pp (Effectivity: +6)
- Used this to restore hp earlygame
Cure Serious Wounds : 1405, 6pp (Effectivity: +1)
- Used this to restore hp one time, then I found
Cure Critical Wounds.
Darkness : 14717, 3pp (Effectivity: +2)
- Mostly vortexes in the beginning + snake in water temple.
Death Ray : 900, 60pp (Effectivity: +0)
- Don't think I've ever used this, should've tried it
against ogre kings and berserker emperors, might be useful
against them. But with magic missile for 4pp, why bother.
Destroy Undead : 3003, 5pp (Effectivity: +0)
- Supposedly this is really really good against ud, but
with low range and not wanting to sacrifice stats I never
tried it in the ud vault.
Disarm Trap : 2199, 6pp (Effectivity: +0)
- Once you discover the trap it's really easy to avoid it.
Earthquake : 901, 48pp (Effectivity: +0)
- If I only used slings!
Farsight : 4867, 10pp (Effectivity: +7)
- Just love this spell.
Fire Bolt : 2695, 5pp (Effectivity: +11)
- My first offensive spell. When I got magic missile
I never used it again.
Fireball : 3492, 10pp (Effectivity: +12)
- The outer side of the ud vault and when I tried
to enter the middle, I think a lich king took 10+ castings
of this to die.
Frost Bolt : 4669, 6pp (Effectivity: +23)
- Toef + red dragon threat rooms + minor vault.
Greater Identify : 1264, 60pp (Effectivity: +0)
- Worthless just like the scroll.
Heal : 1133, 24pp (Effectivity: +0)
- Much better than cure critical wounds, but I
don't think it's more pp-effective
Ice Ball : 1394, 12pp (Effectivity: +22)
- My fav ball spell, least item destruction.
Identify : 2318, 44pp (Effectivity: +5)
- Used this to check potions, wands and scrolls
that I didn't know what they were lategame.
Improved Fireball : 1211, 18pp (Effectivity: +4)
- Tried to destroy the inner part of the ud vault
with this, but it does NOT take 18 pp to throw.
I threw it from a distance of maybe 10-15 and
then it took over 50pp per throw.
Invisibility : 3035, 6pp (Effectivity: +3)
- Smc and water temple
Knock : 6790, 6pp (Effectivity: +13)
- Started with this and used it on almost every
locked door in the game that I had to travel through.
Know Alignment : 2379, 6pp (Effectivity: +0)
- Useless.
Light : 9787, 1pp (Effectivity: +7)
- Obvious use.
Lightning Ball : 1118, 18pp (Effectivity: +4)
- Steel golems in the darkforge.
Lightning Bolt : 3331, 8pp (Effectivity: +4)
- Tried this on the steel golems also, but they
shrugged to much for my taste.
Magic Lock : 3786, 4pp (Effectivity: +6)
- Locked doors pretty often to be able to travel
through levels with teleport without being bothered
by summoned creatures in the stair rooms.
Magic Map : 2071, 23pp (Effectivity: +7)
- Use this to be able to travel through coc faster.
Magic Missile : 9983, 4pp (Effectivity: +35)
- Love it. Really really usefull in bugcave
and threat rooms in combination with farsight,
just bounce of of some wall from the distance and
watch it wreak havoc.
Mystic Shovel : 1384, 59pp (Effectivity: +5)
- Never used wand of digging in temples,
used this instead. Also used it on levels where
I couldn't tp to lower travel time.
Neutralize Poison : 3542, 6pp (Effectivity: +0)
- After I got this I never got poisoned/had enough hp
not to care about poison.
Petrification : 1603, 72pp (Effectivity: +0)
- Just like death ray I've never used this spell.
Remove Curse : 1414, 29pp (Effectivity: +7)
- I think I found 3 scrolls of uncursing through the
whole game, 1 I used pretty early and the other
2 got destroyed in some trap.
Revelation : 1453, 20pp (Effectivity: +0)
- Useless.
Scare Monster : 2349, 8pp (Effectivity: +1)
- Accidental throw.
Slow Monster : 6463, 5pp (Effectivity: +2)
- Used this on myself when killing greater molochs.
Slow Poison : 3122, 4pp (Effectivity: +1)
- Poison earlygame.
Strength of Atlas : 3554, 6pp (Effectivity: +2)
- Used this in areas where the girdle of
greed risked beeing destroyed.
Stun Ray : 3289, 5pp (Effectivity: +3)
- ACW and minotaur maze.
Summon Monsters : 1871, 18pp (Effectivity: +0)
- Wonder if the monsters summon hostile or friendly.
Teleportation : 5780, 11pp (Effectivity: +26)
- Almost never walked and I travelled up and down CoC
many times.
Web : 2324, 8pp (Effectivity: +0)
- Useful against the cat lord, but he wasn't
hostile so I never used it. Could also be useful against
cats early game but I used calm monster against
them instead.
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Her further life:
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After slaying Andor Drakon and dispersing his malevolent energies the
pillars of Order appear before you. All the forces of Order seem to be
united behind them. You are lifted to the status of an Avatar of Order and
the tales of your deeds are spread all over Ancardia.
Your deeds are recounted at camp fires and interpreted by philosophers and
priests alike. The common man looks up to you and you slowly start to be
revered as a minor power of Order. After a few millennia have passed you are
raised to the position of a demi-god to guard and protect Ancardia from the
forces of Chaos and Balance forever.
Under your guidance Ancardia becomes an orderly and organized world without
striking changes. Peaceful order (and boredom?) spreads and the world enters
an era of peace and tranquility never again leaving it.