Disclaimers: This character was restored from saves after further play was made in only the following circumstances: - The game crashed. - Once on a misclick on the feat selection screen. Since this character is a reincarnation, he has a few extra skill points. My tactics were to hide, go into a room and see everything, go out of the room and shoot everything until it died. With my low base damage before I got Aimed Shot and a magical, mighty bow made this into a process that required a *lot* of arrows. After I got Aimed Shot and a magical, mighty bow I met dragons and such and it only required a *hell* of a lot of arrows. It also led to the shooting of a few unseen innocents and a few unseen fleers. After I got the cheetah animal companion I was basically untouchable. Once I got Obscurement I was also basically unspottable. I kept out of tight quarters most of the time, because things tended to get in melee range of me and I didn't like that. The one time I got diseased was when I foolishly ventured close to a blue jelly. The one time I got cursed was when I foolishly ventured close to some sort of cursing plant creature. Fortunately I had an un-IDed potion of Remove Curse, which I shortly thereafter blindly quaffed (after quaffing all the other unIDed potions in my inventory, naturally). They say once is happenstance, twice is coincidence, and three times is enemy action. Or at least they did in that military lawyer movie. I decided that twice was enough for me to learn from it anyway, so I stopped getting close to creatures that might possibly be able to see me and cast spells at me or inflict me with something horrible. That policy seems to have paid off. Kissi II, The Witty Thrillseeker WINNER Gender Male Race Kobold Class Ranger 8 Warrior 1 Bard 2 /* The levels were taken in the order displayed here. */ XP 60018 Penal 25% Next @ 66000 Mount Fluffy /* Fluffy the cheetah was my second animal companion. Diver the cheetah died to a flaming sphere that I discounted as temporarily irrelevant, before I got my Ride ranks up sufficiently to make such minor threats a non-issue. */ Align Chaotic Evil /* Started out Chaotic Good, but it turned out to be too difficult to keep it. */ STR: 15/76 [+2/+2] (base 14, +3 magic, +2 inherant, -4 natural) /* Strength training is almost all from adventuring heavily encumbered. */ DEX: 30/00 [+8/+8] (base 17, +4 magic, +5 inherant, +4 natural) /* Cat's Grace helps here.*/ CON: 16/01 [+3/+2] (base 10, +6 magic) /* That Girdle +3 of Dwarvenkind was worth its weight in ... something more precious than platinum. */ INT: 16/07 [+3/+2] (base 12, +2 inherant, +2 natural) /* Last point of INT was gotten on recognising some sort of item on my way up */ WIS: 18/00 [+4/+3] (base 17, +1 magic) /* This WIS was what made me decide to go Ranger. */ CHA: 13/36 [+1/+1] (base 15, -2 natural) LUC: 12/00 [+1/+0] (base 11, +1 magic) Fortitude +7(Ranger +2/ Warrior +2/ Bard +0, +3 Con) Reflex +12(Ranger +6/ Warrior +0/ Bard +0, +8 Dex, -2 encumbrance) Will +13(Ranger +2/ Warrior +0/ Bard +0, +4 Wis, +7 morale) (+1 vs. poison, +4 vs. theft) Archery +toHit +27 (Ranger +8/ Warrior +1/ Bard +1, +8 Dex, +4 magic, -1 weapon, +1 size, +1 skill, +4 circumstance) Damage +7 (base 1d6 / 1d3, +2 Str, +4 magic, +1 weapon) /* This is puny. Way too puny. But Aimed Shot and shooting from cover helps. A lot. */ Speed 330%(base 100% +20% Ranger +5% Warrior +25% circumstance) x 120% magic x 125% feat x 165% weapon x 90% encumbrance /* Having an attack speed of above 300 is almost cruical when you need to calculate how much time you can spend ranged-attacking before you have to run the hell away. */ Brawl +toHit +28 (Ranger +6/ Warrior +1/ Bard +1, +8 Dex, +6 magic, +1 weapon, +1 size, +4 circumstance) Damage +4 (base 0, +2 Str, +2 magic) Speed 205%(base 100% +20% Ranger +5% Warrior +25% circumstance) x 110% magic x 140% weapon x 90% encumbrance Melee +toHit +34 (Ranger +8/ Warrior +1/ Bard +1, +8 Dex, +6 magic, +1 weapon, +1 size, +4 circumstance, +4 elevation) Damage +8 (base 1d6 / 1d6+1, +3 Str, +2 magic, +3 elevation) Speed 205%(base 100% +20% Ranger +5% Warrior +25% circumstance) x 110% magic x 140% weapon x 90% encumbrance /* Another level of Warrior was contemplated as a source for Power Attack, which would have made this sword competitive as a damage source. Spells won out in the end. */ Size Small: (base small) Defense Class 27: (base 10, +2 Ranger, +8 Dex, +1 size, -2 encumbrance, +8 elevation) /* Surprisingly low for a winner, but tactics made up for it. */ Coverage 11: (base 0, +11 armor) Movement Rate 520%: (base 360%) x 145% skill /* Now. This seems really extreme. But it has its explainable sources, mostly. Let me elaborate: My cheetah animal companion (which I can ride, being Small) has a base speed of 200%. The Animal Companion template adds a base speed of 100% The Longstrider spell adds a base speed of 50% I don't know where that last 10% comes from, though. Then there's the ride skill which multiplies the whole shebang. If base human 100% movement rate is a walk, it's about 6 km/h. Multiply with about 5. That's 30 km/h, which is about 20 mph. */ Hit Dice Rolls 118: [20 + 8d8 (8, 4, 4, 8, 5, 4, 4, 4) + 1d10 (5) + 2d6 (4, 3) + 33 (CON bonus) x 90% (Size)] + 25% (Toughness) Mana Rolls 259: 10 + 8d8 (4, 3, 4, 4, 4, 4, 2, 4) x 5 + 1d6 (1) x 5 + 2d10 (4, 7) x 5 + 44 (WIS bonus) Encumbrance Heavy: (Light 24.9s, Moderate 75.0s, Heavy 150.0s, Extreme 225.0s, Max Press 200.0s) Spell Slots 4th: 3+4 / 2+2 (1) Special Abilities: Animal Companions Bardic Music: Inspire Courage Evasion Favored Enemies: +2 vs. Undead +1 vs. Undead /* I chose my second favoured enemy to be undead, because the choice was there. They didn't stack. */ Infravision (120 ft) Innate Spells: Inertial Barrier /* I think this contributed significantly to my early survival.*/ Combat Mind /* Never used.*/ Legend Lore (2nd) Spellcasting (4th) Species Affinity: Vermin Stonework Sense +6 Tracking (940 feet) /* This got to be a real bother on a level that had a large number of Blue Jellies. Fortunately most of them were deadlocked with incorporeal undead. */ Woodland Stride /* Priceless.*/ Flawless Dodge /* Remembering to use this also contributed greatly to my early survival. */ Lore of Arms (5 hits) Storycraft (+1 unallocated) /* I should have used this on my Helm of Orcsblood. */ Size Advantage Defensive Roll See Invisibility /* Libram of Hidden Knowledge. Only tome I found all game. */ Globe of Shadow: 25% Neutral: Sylvan Creatures Feats: Aimed Shot /* This was the feat that made this character. Unfortunately, either bonus feats are broken, or Aimed Shot prerequisites are broken. I meant to get this on 6th level, but had to wait until 6th, taking Far Shot on 6th. Armor Proficiency: Light Armor Proficiency: Medium Armor Proficiency: Heavy Close Quarters Fighter Defensive Shot Dirty Fighting Far Shot Mounted Archery Mounted Combat /* My two starter feats.*/ Point-Blank Shot Rapid Shot Shield Proficiency Sneaky /* My third level feat. It helped immensely, due to the sneaky movement rate increase. */ Swarm Tactics Toughness Weapon Finesse Weapon Focus Resistances and Armor: Slashing Damage 7 Piercing Damage 6 Blunt Damage 5 Complete Immunities: Poison Slowing Paralysis Entangling Petrification Proficiencies Simple Weapons, Short Blades, Long Blades, Axes, Archery, Staves, Impact, Thrown, Polearms, Spears, Lances, Daggers, Flexible, Flails, Shields, Light Armor, Medium Armor, Heavy Armor, short bow (focused), bolas and whip Skill Ratings: Alchemy +4 (0 ranks, +2 INT, +2 train) Animal Empathy +15 (10 ranks, +3 WIS, +2 train) Appraise +5 (0 ranks, +3 WIS, +2 train) Athletics +4 (0 ranks, +2 CON, +2 train) Bluff +4 (0 ranks, +1 CHA, +3 train) Climb +12 (0 ranks, +8 DEX, +4 train) Concentration +4 (0 ranks, +2 CON, +2 train) Craft +27 (16 ranks, +3 WIS, +4 train, +2 racial, +2 kit) /* Sitting at a forge, and using the craft skill, I still couldn't make basic, unmagical weapons. I never used this skill. */ Decipher Script +7 (3 ranks, +2 INT, +2 train) /* +17 when it mattered due to the Helm of Comprehending and yadayada */ Diplomacy +3 (0 ranks, +1 CHA, +2 train) /* I deliberately kept this low so enemies would refuse my Offered Terms and hence give up their precious loots. */ Disguise +4 (0 ranks, +2 INT, +2 train) Escape Artist +10 (0 ranks, +8 DEX, +2 train) Handle Device +26 (12 ranks, +2 INT, +2 train, +4 racial, +4 magic, +2 kit) /* Kobolds are a great ranger race! This combined with ranger- Searching made falling for traps or them blocking my way almost a non- issue */ Healing +18 (8 ranks, +3 WIS, +4 train, +2 kit, +1 synergy) /* This was instrumental during a disease recovery, if only because I wanted to save my potions of Cure Disease and Restore X. I never got diseased again. */ Hide in Shadows +35 (12 ranks, +8 DEX, +4 train, +2 feat, +5 enhance, +4 size) /* None can see me. But my bank of fog might give me away. */ Intimidate +4 (0 ranks, +2 STR, +2 train) Intuition +18 (12 ranks, +3 WIS, +3 train) /* This helped a lot with potions. */ Jump +29 (0 ranks, +8 DEX, +3 train, +18 enhance) /* Unfortunately the Jump spell is apparently not shared with your mount/Animal Companion :( */ Know (Theyra) +6 (0 ranks, +2 INT, +3 train, +1 inherant) Know (Infernal) +5 (0 ranks, +2 INT, +2 train, +1 inherant) Know (Magic) +5 (0 ranks, +2 INT, +2 train, +1 inherant) Know (Mythology) +5 (0 ranks, +2 INT, +2 train, +1 inherant) Know (Nature) +11 (5 ranks, +2 INT, +3 train, +1 inherant) Know (Oceans) +6 (0 ranks, +2 INT, +3 train, +1 inherant) Know (Planes) +5 (0 ranks, +2 INT, +2 train, +1 inherant) Know (Theology) +6 (0 ranks, +3 WIS, +2 train, +1 inherant) Know (Undead) +5 (0 ranks, +2 INT, +2 train, +1 inherant) /* I don't know which of these, if any, should allow me to crit Cyriyatid or wossname coloumns (the ones outside the goblin fortress) but I did. */ Listen +10 (4 ranks, +3 WIS, +3 train) Lockpicking +16 (0 ranks, +8 DEX, +4 magic, +4 synergy) /* Very handy with those gloves. Most doors and chests opened on the second try, if they stayed closed on the first.*/ Mining +12 (0 ranks, +2 STR, +2 train, +2 racial, +6 magic) Move Silently +29 (14 ranks, +8 DEX, +3 train, +2 feat, +2 enhance) /* Never woke anybody up until I slit their throats.*/ Perform +5 (0 ranks, +1 CHA, +2 train, +2 kit) Pick Pockets +14 (0 ranks, +8 DEX, +2 train, +4 magic) Poison Use +4 (0 ranks, +2 INT, +2 train) Ride +19 (10 ranks, +3 WIS, +3 train, +3 synergy) Searching +22 (10 ranks, +2 INT, +2 train, +2 racial, +6 inherant) /* Incredibly useful Ranger skill. */ Seneschal +4 (0 ranks, +2 INT, +2 train) Spot +18 (12 ranks, +3 WIS, +3 train) Swimming +5 (0 ranks, +2 STR, +3 train) Use Magic +8 (4 ranks, +2 INT, +2 train) Wilderness Lore +11 (6 ranks, +3 WIS, +2 train) Spiritual State: __You are not devoted to a ____single god. __Aiswin is noncommital. __Aiswin has not aided you. __You have angered Aiswin. __You are nominally Evil. __You flawlessly embody Chaos. __You seek to become Good. /* While I was within a reasonable range of the temple, I was not strong enough to lift a single sapient creature that hurt me. After I got some strength enhancements, I had become evil, and besides the things that hurt me had become heavier. */ Inventory: uncursed mighty orcish short bow +4 uncursed silver short bow +4 uncursed short sword +2 of accuracy uncursed Girdle +3 of Dwarvenkind [+6, +6] uncursed Lenses of the Druid /* This and Obscurement made for a powerful combination. */ uncursed bonemail armor +3 of might uncursed Boots +1 of Providence [+1] uncursed Cloak of Shadow Shifting [2d12+12] (7 uses left) uncursed Ring of Infravision uncursed Ring of Free Action uncursed Amulet +1 of Natural Armor [+2] uncursed Gloves +2 of Nimble Fingers [+4] uncursed Helm +1 of Orcsblood [+1] uncursed Bracers +2 of Blinding Strikes [+25%, +4] 66 uncursed Potions of Healing {magical/tha} [2d8+8] /* Yeah. Not really needed. */ uncursed Wand +1 of Cleansing Light [2d6+4] (39 charges) /* Used while I didn't have Aimed Shot for those high-natural-armour undead. */ 580 uncursed sheaf arrows {mundane} /* There are about 40 of these left on the bottom level where I didn't bother to go because I'd only see more goblins I'd feel compelled to kill. */ 91 uncursed sheaf arrows +1 {magical} /* My starting 30 or so magic arrows are among these. I saved them for the whole game in case of... well, I don't know. */ uncursed force backpack /* A real neck-saver. As in player's neck. As in not sitting all tense in frustration when finding some Loot That Needs To Be Picked Up. This as well as establishing a stash in the area of sanctuary on Dlev 5 for my more strategic resources like ability restorations, etc. */ uncursed Periapt of Wisdom +3 [+3] uncursed Amulet +3 of Brass and Glass [+9, 6d8+4] (3 uses left) /* These were unidentified. */ uncursed chainmail shirt +5 of invulnerability and command /* Goblin King.*/ uncursed Boots +2 of Striding and Springing [+40%, +4] uncursed Boots +2 of the Winterlands [+6] uncursed Boots +2 of Striding and Springing [+40%, +4] uncursed Bracers +5 of the Inferno [+20] /* Very helpful when crossing lava. */ uncursed Bracers +2 of Blinding Strikes [+25%, +4] uncursed Mantle of Magic Resistance +1 [+15] cursed Mantle of Magic Resistance -2 [-30] 10 uncursed platinum pieces {mundane} 5 uncursed cottonberry loaves 16 uncursed food rations {mundane} 10 uncursed strips of cured meat /* Fear of starving to death? Who, me? */ uncursed Girdle of Fortification /* This was replaced by the Girdle of Dwarvenkind, but in case of disease-inflicting critters that had to be faced in melee... well... maybe this would ahve been useful? */ uncursed Girdle +4 of the Winterlands [+12] /* Unidentified. */ uncursed Crown of the Magi +1 [+5%] uncursed Helm of Comprehending Languages and Reading Magic [+10] uncursed Helm +4 of Clear Sound [+16, +16] cursed Helm -3 of Majesty [-3] 30 uncursed Potions of *Mana* {good/tha} [5d12+12] 3 uncursed Potions of Clairvoyance uncursed Potion of Cure Disease [0d0] 37 uncursed Potions of Dimension Door [2d20] uncursed Potion of Elemental Control 47 uncursed Potions of Extra-Healing [3d8+12] uncursed Potion of Faerie 2 uncursed Potions of Giant Strength [2d4+2] uncursed Potion of Haste [+100%, +4] 2 uncursed Potions of Invisibility 3 uncursed Potions of Levitation [-2, -50%, -15%] 15 uncursed Potions of Mana [3d8+8] 2 uncursed Potions of Remove Curse 4 uncursed Potions of Restoration [0d6] 4 uncursed Potions of True Strike [+10] 2 uncursed Potions of Valor [0d0] 4 uncursed Potions of Vitality [3d4+1] uncursed Potion of *MANA* [8d20+20] uncursed flask of fey wine uncursed Potion of Stoneskin 4 uncursed Potions of True-Healing [4d8+20] blessed Potion of Restore Constitution {magical} [6d8] uncursed Ring +1 of Regeneration uncursed Ring +5 of Climbing [+15] uncursed Ring of Identify (0 uses left) uncursed Ring +1 of the Gnomes [+2, +2] uncursed Ring, Djinn Prison (3 uses left) uncursed Scroll of Alarm uncursed Scroll of Cone of Cold [0d8+4] 2 uncursed Scrolls of Cure Disease [0d0] 4 uncursed Scrolls of Hallow uncursed Scroll of Mount uncursed orcish Small shield +5 of Maeve ethereal uncursed Holy symbol of Semirath 2 ethereal vials of water [3d6] uncursed Horn of Goodness uncursed craftsman's tools 2 uncursed healing kits uncursed mechanical tools uncursed Wand +4 of Soul Flaying [4d4] (50 charges) uncursed Wand +4 of Soul Flaying [4d4] (50 charges) uncursed Wand +4 of Thunderbolts [8d6+4, 4d6+4] (50 charges) uncursed Wand +2 of Life Stealing [2d6] (43 charges) uncursed Wand +1 of Striking [2d10+4, 1d4+1] (50 charges) /* 50 charge wands were goblin fortress souvenirs, I believe. */ 3 poisoned uncursed daggers +5 uncursed long sword +5 uncursed mithril long sword +2 of fey-trapping uncursed unholy corrosive burst soul-drinking keen scimitar +5 of withering /* Goblin king. */ 59 cursed mithril shurikens -5 /* I had a vague notion of uncursing these and Oil of Transformation- ing them into arrows, but I only had the one Oil of Transformation and couldn't decide what to use it on... I was holding out for a ghost touch weapon; those ethereal creatures are infuriating. */ /* Packrat? Who, me? */ On The Ground: Known Spells: Knock 1 98% 1 Jump 1 100% 5 +18 Globe of Shadow 2 100% 15 +4 Cat's Grace 2 100% 15 1d4+1 Nondetection 3 100% 25 Cure Light Wounds 1 93% 0 1d8+4 Camouflage 1 100% 5 +5 Detect Animals and Plants 1 100% 5 +140 Longstrider 1 100% 5 +50% Obscurement 1 100% 10 +2 /* It's not a 30 km/h hiding kobold... it's a 30 km/h bank of fog! */ Inertial Barrier 0 100% 0 Combat Mind 0 100% 0 Journal: /* snip-snapping much of this.*/ 12:00 AM, 1st of Suntide: Unknown Location (H:11/18 M:0/10 XP:0) Starting Perks: Wild Talent: Combat Mind. Wild Talent: Inertial Barrier. 12:26 AM, 3rd of Suntide: Crumbled Crevice, 20' (H:14/25 M:17/17 XP: 1054) Seen: spectral undead (CR 2) You have enough experience to advance to level two. 1:41 AM, 3rd of Suntide: Ancient Library, 20' (H:15/28 M:30/30 XP: 2398) Seen: poltergeist (CR 2) Seen: uncursed Amulet +2 of Radiance (IL 5) You have enough experience to advance to level three. 11:16 PM, 3rd of Suntide: Unworked Stone, 20' (H:32/32 M:41/41 XP: 3366) Seen: fiendish air genasi (CR 1) Seen: uncursed Gloves +2 of Nimble Fingers (IL 4) You arrive at 20'. 12:17 AM, 3rd of Suntide: Winding Corridor, 20' (H:18/32 M:41/41 XP: 4570) Seen: malyss root (CR 2) Seen: uncursed sheaf arrow (IL 0) You have enough experience to advance to level four. 1:05 AM, 4th of Suntide: Place of Sanctuary, 30' (H:10/39 M:67/67 XP: 5418) Seen: spiritual hammer (CR 3) Seen: poisoned uncursed short sword +2 of accuracy (IL 4) You are gravely wounded by a war lizard zombie! 10:23 AM, 4th of Suntide: Cooled Magma Flow, 30' (H:7/39 M:67/67 XP: 7502) Seen: tiny fire elemental swarm (CR 7) Seen: uncursed Bracers +2 of Blinding Strikes (IL 5) You are gravely wounded by a human undead hunter! 7:42 PM, 4th of Suntide: Winding Corridor, 30' (H:35/39 M:67/67 XP: 10082) Seen: dekanter goblin Multitude cultist (CR 3) Seen: uncursed Amulet +2 of Radiance (IL 5) /* That thing was chucked into the nearest river, IIRC. */ You have enough experience to advance to level five. 8:38 PM, 4th of Suntide: Kobold Warren, 30' (H:39/44 M:67/82 XP: 14147) Seen: skeleton (CR 6) Seen: uncursed dwarven silver short bow +3 (IL 6) You arrive at 30'. /* That bow kept me for a long time. */ 4:44 AM, 5th of Suntide: Cooled Magma Flow, 40' (H:44/44 M:67/82 XP: 15208) Seen: shadow (CR 6) You have enough experience to advance to level six. 5:32 AM, 5th of Suntide: Magma Vein, 40' (H:47/47 M:16/97 XP:20124) Seen: graveborn human (CR 7) Seen: uncursed Ring of Water Walking (IL 4) /* This did not appear to work. Maybe it was because I was riding? Huh. Yeah. */ You arrive at 40'. 5:43 AM, 5th of Suntide: Armoury, 50' (H:47/47 M:6/97 XP:21080) Seen: mote of negative energy (CR 5) Seen: uncursed sheaf arrow (IL 0) You have enough experience to advance to level seven. 6:44 AM, 5th of Suntide: Earthen Cavern, 40' (H:51/51 M:0/131 XP: 25614) Seen: ancient ghast (CR 7) Seen: uncursed sling +3 of wounding (IL 6) /* I had designs on getting this Transformed. */ You arrive at 40'. 11:25 PM, 5th of Suntide: Statue Garden, 60' (H:51/51 M:81/131 XP: 28128) Seen: cloaker (CR 6) Seen: uncursed sheaf arrow +1 (IL 2) You have enough experience to advance to level eight. 8:12 AM, 6th of Suntide: Unworked Stone, 70' (H:54/54 M:110/150 XP: 30792) Seen: arsinoitherium (CR 6) Seen: uncursed Girdle +3 of Dwarvenkind (IL 9) /* Hurrah! */ You arrive at 70'. 5:20 PM, 6th of Suntide: Unworked Stone, 70' (H:43/54 M:110/150 XP: 31184) Seen: force drake (CR 6) Seen: uncursed mighty orcish short bow +4 (IL 8) /* Finally, my endgame weapon. */ You arrive at 70'. 2:55 AM, 7th of Suntide: Acid Fog Cavern, 60' (H:95/95 M:118/158 XP: 35759) Seen: corporeal undead (CR 6) Seen: uncursed Bracers +5 of the Inferno (IL 10) /* Just in time, too. */ You arrive at 60'. 2:59 AM, 7th of Suntide: Winding Corridor, 70' (H:95/95 M:118/158 XP: 36099) Seen: blue jelly (CR 7) You have enough experience to advance to level nine. 5:05 AM, 7th of Suntide: Vine Region, 90' (H:104/104 M:89/166 XP: 43685) Seen: pike spider (CR 8) You arrive at 90'. 5:13 AM, 7th of Suntide: Elemental Chamber, 90' (H:94/104 M:89/166 XP: 45030) Seen: young adult hatori (CR 8) Seen: cursed Mantle of Magic Resistance -2 (IL 8) You have enough experience to advance to level ten. 5:21 AM, 7th of Suntide: Ice Matrix, 100' (H:102/112 M:109/186 XP: 46078) Seen: satyr (CR 9) Seen: uncursed sheaf arrow (IL 0) You arrive at 100'. 5:48 AM, 7th of Suntide: The Goblin Encampment, 100' (H:102/112 M: 109/186 XP:55113) Seen: elder tojanda (CR 11) Seen: 59 cursed mithril shurikens -5 (IL 10) You have enough experience to advance to level eleven. 6:17 AM, 7th of Suntide: Winding Corridor, 90' (H:108/118 M:162/259 XP: 59380) Seen: elder tojanda (CR 11) Seen: uncursed long sword +5 (IL 10) You arrive at 90'. 6:23 AM, 7th of Suntide: Winding Corridor, 40' (H:108/118 M:162/259 XP: 59960) Seen: lantern archon (CR 5) Seen: uncursed chainmail shirt +5 of invulnerability and command (IL 16) /* I thought I might as well identify the thing. */ You arrive at 40'. Monsters E Total: 1016 232 Goblinkin /* So. Many. Arrows. Used.*/ 24 Dragons /* The big ones? *plink plink plink plink plink brutalize plink plink plink plink* "The dragon concentrates. The dragon's wounds heal!" */ 3 Illithids /* They were unable to spot me even though they had telepathy and I was non-hidden within my Obscurement.. Due to non-detection? */ 2 Demons /* I didn't see many big vaults this time. */ Level Statistics: Lvl | Act | Key | Turns | Secs | XP | Explored ----+-----+-----+-------+------+-----+------------------ 1 | 1779| 2552|1029914| 1248| 1646|2544 / 2583 = 98% 2 | 1886| 3952| 59746| 2420| 2927|3541 / 3761 = 94% 3 | 3169| 7496| 492380| 6022| 6169|3338 / 3836 = 87% 4 | 3036| 7231| 23612| 8172| 5533|4529 / 4699 = 96% 5 | 4073|11546| 626389| 9854|10166|3332 / 3886 = 85% 6 | 3593| 8630| 22344| 6829| 5376|3192 / 4067 = 78% 7 | 3475|10543| 201820| 8655| 6494|3151 / 3638 = 86% 8 | 2267| 5030| 13482| 5152| 5572|2902 / 4508 = 64% 9 | 808| 3226| 5234| 3676| 2833|1100 / 3743 = 29% /* It had plenty of dragons and other nasties in it. At this point I wanted to win, dammit. */ 10 | 2370| 7996| 16839| 5821|13302|2733 / 5392 = 50% Messages: >From the shadows, a skeletal foot soldier! Attack: 1d20 (18) +26 +4 surprise +2 FE -2 mounted +2 conceal = 50 vs. Def 8 -1 noDex + 1 know = 8 [crit] Damage: 3d6+18 + (+2 FE +8 Dex +8 AS) x3 = 87 bypassed Cov 5 (7 other Arm, 79% Pen) = 68 Catching it unaware, you fire an uncursed sheaf arrow at a skeletal foot soldier, killing it. AutoPickup: uncursed sheaf arrow. You have won... /* That's the power of a surprising, well-aimed critical shot. Just sayin'. */