So my Priest of Asherath won the game. He had no trouble at all against the goblins, but this was only to be expected after having little trouble clearing out vaults on some earlier dungeon levels, from what Styro described of the relative difficulty between vaults and the endgame. The ease of which this character takes on big-ass threats that aren't dragons and hence can clear vaults is a very big reason for why he rose so much in favour with Asherath. I am of the opinion that the self-buffing priest may be too good. This game was played with max mana rolls, which makes a difference, but during the endgame I had only used a little over half my mana on buffs - and some of these weren't really necessary. I also didn't build this character optimally. He had trouble in the endgame with seeing invisible things, as the "yay!"-inducing find of an amulet of see invisible was negated a short time later by a shatter spell. Counterspelling feats are very valuable for spellcasters. An optimal build would have included two levels of Mage at the end there, probably a Diviner or Weaver, which would enable him to cast See Invisibility and Rope Trick. Having played a Mage also, Rope Trick does wonders for inventory management stress, because while in your rope trick, you can fiddle around with items, moving them back and forth between containers as you please, and not worry one bit about some creepy crawly finding you and beating on you while you have your head stuck in a bag. About that, this game also revealed some sort of bug with invalid items - I have a save where pressing to access other bags while in the inventory screen crashes the game. I'll make a flyspray entry about that in a moment. This game was savescummed exactly once - when that dragon killed the character. The metagaming done in the beginning may have been a significant factor in this victory. Asherath quickly becomes happy with a character who elects not to increase in level even when he has the XP to do so, and that lets the same character also accrues more XP (as I assume XP is calculated depending on the relative CRs of the PC and the mob that was killed) early in the game when those levels matter for tricky enemies. It's a difficult tightrope to walk, but I think it was definitely worth it. So, the dump: Shobri the Griefmaker II, The White Knight WINNER Gender Male Race Orc Class Priest 11 Faith Asherath XP 71472 Next @ 66000 //More than enough for level 12. Mmmm, 6th level spells! But alas, not in this version. Align Chaotic Good //Right at the final battle, the character was CN. Somehow killing the Tojanda around the fortress, even when they were hostile, made him feel guilty. STR: 31/39 [+10/+10] (base 14, +8 magic, +4 insight, +1 inherant, +4 natural) //Much less than if the Righteous Might bonus had been a Size bonus, like in d20. In 3.5, by the way, this size bonus has been reduced to +4. DEX: 24/37 [+1/+1] (base 16, +1 magic, +7 inherant) //Trained during a section of the game where a light armour I had found was significantly superior. DEX seems easy to train as long as you wield light weapons. CON: 16/06 [+3/+2] (base 10, +4 magic, +2 inherant) INT: 27/16 [+8/+8] (base 17, +2 magic, +4 insight, +6 inherant, -2 natural) WIS: 27/35 [+8/+8] (base 17, +1 magic, +7 inherant, +2 natural) CHA: 14/00 [+2/+1] (base 13, +3 inherant, -2 natural) LUC: 13/00 [+1/+1] (base 13) Fortitude +13(+7 +3Cn +1Sa +1Mr +3Ft -2Ci) Reflex +4(Priest +3, +1 Dex, +1 sacred, +1 morale, -2 circumstance) Will +21(Priest +7, +8 Wis, +1 sacred, +7 morale, -2 circumstance) (+4 vs. enchantment, +2 vs. poison, +2 vs. disease) //Being a priest that's strongly chaotic is good for your will save. I didn't notice any effects from those warding runes in the final level, I assume they do will save things. Melee +toHit +26 (Priest +8, +10 Str, +2 magic, +3 sacred, +1 morale, +2 weapon, -1 size, +1 skill) Damage +24 (base 1d8 / 1d8+1, +10 Str, +2 magic, +3 sacred, +9 insight) Speed 295%(base 100% +15% Priest +15% circumstance) x 200% magic x 115% weapon Size Large: (base human-sized, +1 magic) Defense Class 42: (base 10, +2 Priest, +1 Dex, +5 magic, +1 sacred, +1 morale, +8 insight, +6 weapon, -1 size, +2 circumstance, +7 shield) //Not only is it the answer to the ultimate question of Life, the Universe, and Everything, it is also a very nice Defense Class. Coverage 13: (base 0, +13 armor) Movement Rate 205%: (base 100%) x 200% magic x 70% armor x 160% skill x 95% shield // Time Domain gives Haste as a priest spell. This is very nice. Hit Dice Rolls 154: [20 + 11d8 (4, 7, 4, 4, 7, 4, 6, 6, 4, 3, 4) + 33 (CON bonus) x 110% (Size)] + 25% (Toughness), +9 sacred Mana Rolls 410: 10 + 11d8 (8x2, 8x2, 8x3, 8x3, 8x3, 8x4, 8x4, 8x4, 8x4, 8x5, 8x5) + 88 (WIS bonus) // With those last two levels as Wizard, this would have been 40 higher, or 450. Minus the WIS bonus, that'd make it 362. Halve that, 181. Add half the levels (average of a d8 is 4.5, not 4) for 186. Add the WIS bonus back in and the expected mana for a Priest9/Mage2 becomes 274, which is enough to fuel all the buffs I currently had going (222 mana used) and have a little left over for healing and situational spells. Encumbrance None: (Light 620.8s, Moderate 1864.0s, Heavy 3728.0s, Extreme 5600.0s, Max Press 7360.0s) Spell Slots 11th: 7+5 (4) / 7+4 (3) / 5+4 (4) / 4+3 (4) / 3+3 (4) Special Abilities: Devouring Domains: Knowledge War Time Flight Infravision (60 ft) Inherant Potential +2 // *very* nice bonus from Asherath. Premonition Reverie Scent (30 ft) Sharp Senses +2 Spellcasting (11th) Turn Undead: 11 Fatigue Regeneration Spell Fury Entropic Shield: 50% Caster Level: Evocation +3 Caster Level: Divination +3 // These are very good reasons for Arcane casters to also worship Asherath. Neutral: Outsiders Neutral: Sylvan Creatures Feats: Blind Fight Cleave Expertise Great Fortitude Hardiness Murderous Natural Aptitude Physician Power Attack Toughness Zen Defense Resistances and Armor: Slashing Damage 31 Piercing Damage 29 Blunt Damage 30 // With high-bonus heavy armour plus caster-level as Natural Armour, damage taken from non-crits was not really significant. And add in that Defense Class. Fire 13 Cold 3 Acid 1 Lightning 2 Poison 5 Disease 5 // I only got into Devouring after selecting Natural Aptitude: Wilderness Lore as my feat on level 9. Complete Immunities: Life Drain Sleep Slowing Paralysis Entangling Petrification Fear Proficiencies Simple Weapons, Long Blades, Impact, Polearms, Spears, Flails, Shields, Light Armor, Medium Armor, Heavy Armor, long sword (focused), shotput and long sword Skill Ratings: Alchemy +10 (0 ranks, +8 INT, +2 feat) Athletics +24 (12 ranks, +10 STR, +2 train) Balance -8 (0 ranks, +1 DEX, -9 armor) Climb +4 (0 ranks, +10 STR, -9 armor, +3 synergy) Concentration +16 (12 ranks, +2 CON, +2 train) Craft +10 (3 ranks, +1 DEX, +2 train, +4 kit) Decipher Script +12 (0 ranks, +8 INT, +4 kit) Diplomacy +15 (12 ranks, +1 CHA, +2 train) // Very nice for that Good boost through Quelling. Extra nice when I got enough ranks to bring it above the 0-ranked but STR-augmented Intimidate skill. Escape Artist -8 (0 ranks, +1 DEX, -9 armor) Find Weakness +12 (0 ranks, +8 WIS, +2 train, +2 feat) Handle Device +9 (0 ranks, +1 DEX, +4 kit, +4 synergy) Healing +25 (9 ranks, +8 WIS, +2 train, +2 feat, +2 kit, +2 synergy) Hide in Shadows -12 (0 ranks, +1 DEX, -9 armor, -4 size) Intimidate +12 (0 ranks, +10 STR, +2 train) Intuition +13 (3 ranks, +8 WIS, +2 train) Jump +4 (0 ranks, +10 STR, -9 armor, +3 synergy) Know (Theyra) +11 (1 ranks, +8 INT, +2 train) Know (Infernal) +11 (1 ranks, +8 INT, +2 train) Know (Magic) +12 (1 ranks, +8 INT, +2 train, +1 synergy) Know (Mythology) +11 (1 ranks, +8 INT, +2 train) Know (Nature) +11 (1 ranks, +8 INT, +2 train) Know (Oceans) +11 (1 ranks, +8 INT, +2 train) Know (Planes) +13 (1 ranks, +8 INT, +2 train, +2 synergy) Know (Theology) +18 (8 ranks, +8 WIS, +2 train) Know (Undead) +14 (4 ranks, +8 INT, +2 train) // All this let me crit and/or identify almost anyone. Listen +13 (0 ranks, +8 WIS, +2 inherant, +3 synergy) Lockpicking +4 (0 ranks, +1 DEX, +3 synergy) Metamagic +12 (2 ranks, +8 INT, +2 train) Move Silently -8 (0 ranks, +1 DEX, -9 armor) Perform +7 (0 ranks, +1 CHA, +6 kit) Pick Pockets -8 (0 ranks, +1 DEX, -9 armor) Poison Use +3 (0 ranks, +1 DEX, +2 feat) Searching +26 (0 ranks, +8 INT, +14 enhance, +4 kit) Seneschal +10 (0 ranks, +8 INT, +2 train) Spellcraft +16 (6 ranks, +8 INT, +2 train) Spot +13 (0 ranks, +8 WIS, +2 inherant, +3 synergy) Swimming -14 (0 ranks, +1 DEX, -18 armor, +3 synergy) Tumble -8 (0 ranks, +1 DEX, -9 armor) Wilderness Lore +22 (12 ranks, +8 WIS, +2 train) Spiritual State: __You are devoted to Asherath. __You have been crowned by Asherath. __Asherath aided you minorly. __You are anathema to Mara. __You are haltingly Good. __You flawlessly embody Chaos. Inventory: mildly rusted blessed orcish kite shield +3 uncursed long sword +2 // Usually carried a Holy Long Sword +1 here, but switched to the +2 vanilla one at some point due to Shatter spells, and then forgot to switch back. I hit hard enough anyway. uncursed chainmail shirt +5 of invulnerability and command // Good armour, that Murgash. statue of Murgash, the Goblin King // I brought this as well. uncursed Girdle of Fortification mildly burnt uncursed clerical vestment blessed graven adamant banded mail +3 // Graven mail allayed my worst fear - holy symbol destruction. That it's adamant doesn't hurt. uncursed Boots of the Druid // I should probably have switched these out after getting Air Walk. uncursed Cloak of Nondetection mildly cracked blessed Ring of Free Action mildly cracked uncursed Ring +1 of Elvenkind [+1] uncursed Amulet of Planar Warding uncursed Headband +2 of Intellect [+2] uncursed Bracers +1 of Blinding Strikes [+15%, +2] // Found a pair of +2 ones on Murgash, but didn't bother switching them out because the hard part was over. 25 uncursed Potions of Healing [2d8+8] blessed gnomish backpack uncursed Periapt of Wisdom +1 [+1] uncursed Amulet +1 of Ice [+3] uncursed Amulet +1 of Life Protection [+4, +2] uncursed Amulet +4 of Radiance uncursed adamant chainmail +4 of medium fortification // Just some backup armour. uncursed Boots of the Druid uncursed Cloak +2 of the Hin [+4, +2] uncursed Potion of Beast Control uncursed Potion of Faerie uncursed Scroll of Expeditious Retreat [+100%, -50%] uncursed Scroll of Clairvoyance 2 uncursed Scrolls of Heightened Senses uncursed Scroll of Stinking Cloud uncursed handaxe +5 // I had planned to make this - or something like it - into a Long Sword for the final fight, but forgot about it. Oh, and this was unavailable due to the bug I mentioned earlier. uncursed gnomish backpack uncursed Boots +2 of Striding and Springing [+40%, +4] uncursed Cloak +1 of Quietus 149 uncursed platinum pieces uncursed Lenses +2 of Detection [+4] uncursed Potion of Light uncursed flask of oil uncursed Ring +2 of the Dancer [+2] uncursed Ring +3 of Acid Warding [+12] uncursed Ring +3 of Animal Kinship [+6] badly damaged uncursed Scroll of Resist Sound [+5] uncursed viewing lens uncursed Wand +1 of the Hellstorm [1d10+8, 1d10+8] (39 charges) uncursed Wand +1 of the Hellstorm [1d10+8, 1d10+8] (40 charges) uncursed Wand +2 of Unearthly Harmonies [2d8+8, 2d2] (34 charges) 2 uncursed long swords +2 uncursed Stone +1 of Courage [+1] uncursed force backpack uncursed Holy symbol of Asherath uncursed Holy symbol of Khasrach uncursed Holy symbol of Semirath uncursed Holy symbol of The Multitude uncursed Holy symbol of The Multitude uncursed Boots +1 of Providence [+1] uncursed Boots +1 of Striding and Springing [+20%, +2] uncursed Boots +2 of the Spur [+4] uncursed Boots +2 of the Winterlands [+6] uncursed Boots of Levitation [-2, -15%, -50%] uncursed Boots of Thunder uncursed Bracers +1 of Contortion [+2] uncursed Bracers +1 of Defense [+2] uncursed Bracers +1 of the Endless Wave [+2] uncursed Bracers +2 of Blinding Strikes [+25%, +4] uncursed Cloak +1 of Elvenkind [+3] uncursed Cloak of Nondetection uncursed Mantle of Magic Resistance +1 [+15] 21 uncursed food rations {mundane} 9 uncursed strips of cured meat uncursed Headband +2 of Magical Aptitude [+4, +14] uncursed Headband of Tactical Combat uncursed Helm +1 of Telepathy uncursed Helm +4 of Clear Sound [+16, +16] uncursed Potion of Bull's Strength [1d4+1] uncursed Oil of Transformation uncursed Potion of *MANA* [8d20+20] 46 uncursed Potions of *Mana* [5d12+12] uncursed Potion of Clairvoyance 4 uncursed Potions of Cure Disease [0d0] 63 uncursed Potions of Dimension Door [2d20] 17 uncursed Potions of Extra-Healing [3d8+12] uncursed Potion of Faerie 10 uncursed Potions of Healing [2d8+8] 2 uncursed Potions of Invisibility 25 uncursed Potions of Mana [3d8+8] 5 uncursed Potions of Remove Curse 3 uncursed Potions of Restore Charisma [6d8] 5 uncursed Potions of Restore Constitution [6d8] 3 uncursed Potions of Restore Dexterity [6d8] 4 uncursed Potions of Restore Intelligence [6d8] 4 uncursed Potions of Restore Luck [6d8] 3 uncursed Potions of Restore Strength [6d8] 4 uncursed Potions of Restore Wisdom [6d8] uncursed Potion of Stoneskin 2 uncursed Potions of True Strike [+10] 2 uncursed Potions of True-Healing [4d8+20] 7 uncursed Potions of Vitality [3d4+1] 3 uncursed Potions of Wakefulness uncursed flask of fey wine uncursed Ring +1 of Channeling [+4] uncursed Ring +1 of Regeneration uncursed Ring +1 of the Gnomes [+2, +2] uncursed Ring +1 of the Kobolds [+1, +1] uncursed Ring +2 of Good Fortune [+2] uncursed Ring of Free Action uncursed Ring of Infravision uncursed Scroll of Charm Monster uncursed Scroll of Cloudkill [0d4+8] uncursed Scroll of Cure Disease [0d0] uncursed Scroll of Dispel Magic uncursed Scroll of ESP 2 uncursed Scrolls of Fabricate [+10] 2 uncursed Scrolls of Feather Fall 2 uncursed Scrolls of Fly [+2] 27 uncursed Scrolls of Identify uncursed Scroll of Invisibility 2 uncursed Scrolls of Levitation [-2, -50%, -15%] uncursed Scroll of Mending 5 uncursed Scrolls of Negative Plane Protection uncursed Scroll of Polymorph Other uncursed Scroll of Remove Curse uncursed Scroll of Resist Cold [+5] uncursed Scroll of Resist Lightning [+5] uncursed Scroll of Spectral Force uncursed orcish proficient Buckler +1 of Khasrach blessed dwarven kite shield blessed kite shield +1 // I also had a Dragon Shield, but I ditched it at the bottom so I'd be able to carry the statue of Murgash. It used to be carried on my shoulder as a possible quick swap-in if my main shield should bite it. uncursed tanglefoot bag uncursed Horn +4 of the Sewers (3 uses left) uncursed healing kit 3 uncursed viewing lenses 6 vials of water [3d6] uncursed Wand +1 of Curing [2d8] (46 charges) uncursed Wand +1 of Soul Flaying [1d4] (50 charges) uncursed Wand +1 of Surtension [1d8+8, 1d2+1] (47 charges) uncursed Wand +1 of Terror (50 charges) uncursed Wand +4 of Paralysis (32 charges) uncursed Wand of Alacrity (46 charges) uncursed Wand of Identify (18 charges) 3 poisoned uncursed short swords +5 uncursed heavy mace +1 of disruption uncursed heavy mace +5 of fey-trapping // This was what I had originally planned to change into a long-sword, and it was available too. I'd heard something about those murgash supporters going Ethereal, and had been prepared to seek them out quickly and hit them with this, and then go ethereal myself to go after the other ones, but yeah, I forgot, and it turned out not to be neccessary. uncursed orcish dagger +5 uncursed soul-drinking dwarven knife +5 of wounding uncursed unholy corrosive burst soul-drinking keen scimitar +5 of withering blessed holy long sword +1 blessed orcish long sword On The Ground: Known Spells: // I'm going to mark the ones on my Autobuff list with a * in front. * Protection from Evil 1 100% 5 +4 Read Magic 1 100% 10 +11 * Detect Undead 1 100% 5 +47 Magic Weapon 1 100% 5 * Resist Fire 2 100% 7 +12 Identify 2 100% 10 Shatter 2 98% 4 22d6+8 Bull's Strength 2 100% 15 1d4+1 Bear's Endurance 2 100% 15 1d4+1 Clairvoyance 3 100% 15 Lorecall 3 100% 17 +1 Water Walking 3 100% 25 * Haste 3 100% 30 +100%, +4 Slow 3 100% 7 -50%, -2 Greater Magic Weapon 3 100% 25 Premonition 4 100% 3 +15 Wizard Sight 5 100% 50 * Bless 1 100% 5 +1 Cure Light Wounds 1 100% 0 1d8+5 * Detect Evil 1 100% 5 +47 Doom 1 100% 2 -4 * Divine Favor 1 100% 5 +3 * Valor 1 100% 5 * Shield of Faith 1 100% 5 +5 * Entropic Shield 1 100% 5 Moment 1 100% 2 +4 * Aid 2 100% 15 +1, 3d8 Consecrate 2 100% 3 -2 * Find Traps 2 100% 15 +11 Make Whole 2 100% 15 Spiritual Hammer 2 98% 4 Cure Serious Wounds 3 100% 0 3d8+11 Create Food and Water 3 94% 8 Magic Vestment 3 100% 25 Remove Curse 3 100% 50 * Death Ward 4 100% 35 Divine Power 4 100% 35 +3, +6, +11, +1, +10 * Air Walk 4 100% 35 Magic Resistance 4 100% 35 +55 Flame Strike 5 95% 11 9d6+8 Divine Agility 5 100% 45 +4, +25% * Righteous Might 5 100% 45 +8, +4, +1, +19 Etherealness 4 100% 60 // As you can see, I could have had more stuff going - Magic Resistance, Divine Agility, Wizard Sight, but this would have seriously eaten into my mana, and I liked having that mana there as a security blanket. Plus, this way I also kept under the expected mana available at this level. Journal: 12:00 AM, 1st of Suntide: Unknown Location (H:16/21 M:0/10 XP:0) Starting Perks: Bonus Feat: Physician. Bonus Feat: Murderous. // I went after this stat line because of its stats, not its perks. 1:46 AM, 1st of Suntide: Unworked Stone, 20' (H:28/30 M:5/30 XP:467) Seen: pygmy war rhino skeleton (CR 4) You arrive at 20'. 1:48 AM, 1st of Suntide: Smooth Enclosure, 10' (H:28/30 M:5/30 XP: 467) You arrive at 10'. 10:03 PM, 1st of Suntide: Unworked Stone, 20' (H:30/30 M:5/30 XP:534) Seen: cave orc (CR 0) Seen: produced flame +1 (1 shot, 0 turns) (IL 2) You arrive at 20'. 10:08 PM, 1st of Suntide: Abandoned Temple, 20' (H:6/30 M:5/30 XP: 601) Seen: very young graveborn hatori (CR 4) You are gravely wounded by a giant tortoise zombie! 10:11 PM, 1st of Suntide: Winding Corridor, 20' (H:30/30 M:5/30 XP: 1028) Seen: giant tortoise zombie (CR 2) You have enough experience to advance to level two. 10:45 PM, 1st of Suntide: Winding Corridor, 10' (H:29/30 M:5/30 XP: 1914) Seen: warhorse zombie (CR 2) Seen: uncursed Tome +1 of Leadership and Influence (IL 6) You arrive at 10'. 10:46 PM, 1st of Suntide: Unworked Stone, 20' (H:29/30 M:5/30 XP: 1914) You arrive at 20'. 11:01 PM, 1st of Suntide: Graveyard, 20' (H:29/30 M:5/30 XP:2414) Seen: hobgoblin zombie (CR 2) You have enough experience to advance to level three. // This was where I gained levels for the first time. 11:53 PM, 1st of Suntide: Winding Corridor, 10' (H:47/51 M:13/78 XP: 3427) Seen: graveborn goblin (CR 4) You arrive at 10'. 8:16 AM, 2nd of Suntide: Unworked Stone, 20' (H:47/47 M:13/78 XP: 3480) Seen: skeletal foot soldier (CR 1) You arrive at 20'. 8:33 AM, 2nd of Suntide: Ancient Barracks, 20' (H:32/47 M:16/81 XP: 4547) Seen: spiked skeleton (CR 2) Seen: uncursed Bracers +1 of the Endless Wave (IL 3) You have enough experience to advance to level four. 8:54 AM, 2nd of Suntide: Ice Matrix, 10' (H:46/47 M:25/81 XP:4975) Seen: spiked skeletal foot soldier (CR 2) You arrive at 10'. 8:54 AM, 2nd of Suntide: Unworked Stone, 20' (H:46/47 M:25/81 XP: 4975) Seen: gnome undead hunter (CR 1) You arrive at 20'. 9:29 AM, 2nd of Suntide: Winding Corridor, 10' (H:46/47 M:25/81 XP: 5939) Seen: skeleton (CR 2) You arrive at 10'. 9:52 AM, 4th of Suntide: Unworked Stone, 20' (H:51/51 M:1/81 XP:5992) Seen: three-eyed adlet (CR 1) Seen: uncursed Wand +1 of Acid (49 charges) (IL 6) You arrive at 20'. 10:00 AM, 4th of Suntide: Winding Corridor, 30' (H:51/51 M:16/81 XP: 6338) Seen: drow warrior (CR 2) You arrive at 30'. 10:31 AM, 4th of Suntide: Winding Corridor, 20' (H:40/51 M:16/81 XP: 8135) Seen: aranea (polymorphed into a giant spider) (CR 5) You arrive at 20'. 10:32 AM, 4th of Suntide: Unworked Stone, 30' (H:40/51 M:16/81 XP: 8135) Seen: dire half-fiend electric eel (CR 3) You arrive at 30'. 10:37 AM, 4th of Suntide: Abandoned Temple, 20' (H:37/51 M:16/81 XP: 8629) Seen: dire half-fiend electric eel (CR 3) You arrive at 20'. 10:37 AM, 4th of Suntide: Ice Matrix, 30' (H:37/51 M:16/81 XP:8629) You arrive at 30'. 3:23 AM, 5th of Suntide: Gardened Forest, 40' (H:51/51 M:21/81 XP: 9713) Seen: sahuagin priest (CR 3) Seen: uncursed Boots of Levitation (IL 3) You arrive at 40'. 3:24 AM, 5th of Suntide: Gardened Forest, 40' (H:51/51 M:21/81 XP: 10080) Seen: rainbow sprite (CR 4) You have enough experience to advance to level five. // And here for the second time. 3:27 AM, 5th of Suntide: Oddly-formed Hall, 30' (H:51/51 M:21/81 XP: 10148) Seen: three-eyed rainbow sprite (CR 4) You arrive at 30'. 3:28 AM, 5th of Suntide: Gardened Forest, 40' (H:51/51 M:21/81 XP: 10148) You arrive at 40'. 4:16 AM, 5th of Suntide: Ancient Barracks, 40' (H:23/70 M:32/139 XP: 11332) Seen: three-eyed rainbow sprite (CR 4) You are gravely wounded by Shobri! // I don't remember what I did here to injure myself. 4:17 AM, 5th of Suntide: Misty Corridor, 30' (H:23/70 M:26/139 XP: 11332) Seen: mote of fire (CR 4) You arrive at 30'. 12:46 AM, 5th of Suntide: Abandoned Temple, 20' (H:70/70 M:29/139 XP: 11882) Seen: corporeal undead (CR 5) Seen: uncursed Headband +2 of Intellect (IL 4) You arrive at 20'. 1:27 AM, 5th of Suntide: Smooth Enclosure, 10' (H:70/70 M:24/139 XP: 12516) Seen: goblin spider (CR 4) Seen: uncursed cord armor +2 of acid resistance (IL 4) You arrive at 10'. 2:15 PM, 5th of Suntide: Unworked Stone, 20' (H:50/70 M:9/124 XP: 12964) Seen: hobgoblin (CR 1) Seen: uncursed graven orcish splint mail +1 (IL 3) You arrive at 20'. 2:26 PM, 5th of Suntide: Winding Corridor, 30' (H:50/70 M:9/124 XP: 12964) Seen: drow (CR 0) You arrive at 30'. 10:58 PM, 6th of Suntide: Unworked Stone, 40' (H:63/63 M:24/139 XP: 13252) Seen: graveborn crocodile (CR 3) Seen: uncursed Headband +2 of Magical Aptitude (IL 4) You arrive at 40'. 11:20 PM, 6th of Suntide: Ancient Barracks, 40' (H:19/63 M:4/139 XP: 14228) Seen: bone delver (CR 4) Seen: uncursed mithril chainmail shirt +3 (IL 6) You are gravely wounded by a blazing terror zombie! 11:24 PM, 6th of Suntide: Ancient Barracks, 40' (H:46/63 M:4/139 XP: 15018) Seen: blazing terror zombie (CR 4) You have enough experience to advance to level six. 11:41 PM, 6th of Suntide: Misty Corridor, 30' (H:42/70 M:54/176 XP: 16166) Seen: clockwork giant soldier ant (CR 4) Seen: uncursed Wand +2 of Unearthly Harmonies (34 charges) (IL 7) You arrive at 30'. 3:50 PM, 7th of Suntide: Ancient Barracks, 40' (H:70/70 M:34/176 XP: 16248) Seen: feral bat (CR 4) Seen: uncursed Ring +3 of Acid Warding (IL 6) You arrive at 40'. 4:38 PM, 7th of Suntide: Armoury, 50' (H:66/70 M:16/176 XP:17272) Seen: half-fiend feral night hunter (CR 4) Seen: uncursed Headband +2 of Magical Aptitude (IL 4) You arrive at 50'. 5:19 PM, 7th of Suntide: Winding Corridor, 40' (H:46/70 M:16/176 XP: 19359) Seen: ghour (CR 13) Seen: uncursed Wand +3 of Beast Summoning (40 charges) (IL 9) You arrive at 40'. // This ghour was just hanging out in the dungeon in general, so there can definitely be significantly OOD monsters generated. I killed him, though. 5:19 PM, 7th of Suntide: Winding Corridor, 50' (H:46/70 M:16/176 XP: 19359) You arrive at 50'. 9:43 AM, 8th of Suntide: Ancient Barracks, 50' (H:54/70 M:59/176 XP: 21037) Seen: ghoul (CR 5) Seen: blessed mithril chainmail shirt +3 (IL 6) You have enough experience to advance to level seven. // Level seven... 9:47 AM, 8th of Suntide: Ancient Barracks, 40' (H:66/92 M:26/213 XP: 21467) Seen: ancient graveborn kobold (CR 5) You arrive at 40'. 9:47 AM, 8th of Suntide: Ancient Barracks, 50' (H:66/92 M:26/213 XP: 21467) Seen: half-fiend feral night hunter (CR 4) You arrive at 50'. 6:15 PM, 9th of Suntide: Lesser Vault, 50' (H:89/102 M:0/213 XP: 28063) Seen: buleazu (CR 11) Seen: force construct staff +5 (0 turns) (IL 10) You have enough experience to advance to level eight. // Pow, level eight. I think I might have rested between these to regain mana and rebuild my autobuff list before tackling the vault. 6:36 PM, 9th of Suntide: Winding Corridor, 60' (H:100/113 M:37/250 XP: 28374) Seen: red slaad (CR 7) Seen: uncursed Ring +4 of Climbing (IL 8) You arrive at 60'. 6:36 PM, 9th of Suntide: Statue Garden, 50' (H:100/113 M:37/250 XP: 28374) You arrive at 50'. 6:41 PM, 9th of Suntide: Winding Corridor, 60' (H:100/113 M:37/250 XP: 28944) Seen: dragonne (CR 7) You arrive at 60'. 6:53 PM, 9th of Suntide: Earthen Cavern, 50' (H:100/113 M:40/258 XP: 29842) Seen: monsterous clockwork tiefling (CR 6) Seen: uncursed banded mail +4 (IL 8) You arrive at 50'. 6:53 PM, 9th of Suntide: Unworked Stone, 60' (H:100/113 M:40/258 XP: 29842) You arrive at 60'. 6:56 PM, 9th of Suntide: Elemental Chamber, 50' (H:91/113 M:40/258 XP: 30322) Seen: spiked mummy (CR 6) Seen: uncursed Treatise of Revealed Enlightenment +1 (IL 6) You arrive at 50'. 6:57 PM, 9th of Suntide: Abandoned Temple, 60' (H:91/113 M:40/258 XP: 30456) Seen: revenant (CR 5) You arrive at 60'. 7:46 PM, 9th of Suntide: Vermin Burrow, 60' (H:95/113 M:17/258 XP: 36103) Seen: skeletal fighter (CR 8) Seen: uncursed graven adamant banded mail +3 (IL 6) You have enough experience to advance to level nine. // Level nine.... 8:31 PM, 9th of Suntide: Earthen Cavern, 50' (H:84/122 M:64/305 XP: 37759) Seen: mote of entropy (CR 6) Seen: uncursed Wand +3 of Beast Summoning (40 charges) (IL 9) You arrive at 50'. 4:48 AM, 10th of Suntide: Unworked Stone, 60' (H:127/127 M:103/305 XP: 37959) Seen: huge viper (CR 5) Seen: uncursed orcish kite shield +3 (IL 6) You arrive at 60'. 5:07 AM, 10th of Suntide: Ice Matrix, 70' (H:123/127 M:103/305 XP: 40607) Seen: kyrie vampire (CR 9) You arrive at 70'. 5:22 AM, 10th of Suntide: Unholy Sepulchre, 70' (H:107/127 M:95/305 XP: 45055) Seen: kyrie vampire (CR 12) Seen: uncursed Treatise of Efficious Celerity +2 (IL 9) You have enough experience to advance to level ten. // POW. Level ten. Again a vault. 6:20 AM, 10th of Suntide: Unworked Stone, 80' (H:127/134 M:99/362 XP: 51609) Seen: kyrie vampire (CR 12) Seen: uncursed Wand +4 of Paralysis (32 charges) (IL 13) You arrive at 80'. 6:22 AM, 10th of Suntide: Orc Barracks, 70' (H:127/134 M:99/362 XP: 51729) Seen: ancient wraith (CR 8) You arrive at 70'. 2:45 PM, 10th of Suntide: Winding Corridor, 90' (H:122/133 M:157/362 XP:52174) Seen: skeletal myrmidon (CR 11) Seen: 5 produced flame +5 (5 shots, 0 turns) (IL 10) You arrive at 90'. 2:45 PM, 10th of Suntide: Winding Corridor, 90' (H:122/133 M:157/362 XP:52174) Seen: red abishai (CR 8) You arrive at 80'. 3:13 PM, 10th of Suntide: Vast Ampitheater, 80' (H:122/133 M:122/362 XP:53654) Seen: giant constrictor snake (CR 11) You arrive at 80'. 3:13 PM, 10th of Suntide: Unworked Stone, 90' (H:119/133 M:122/362 XP: 53707) Seen: giant constrictor snake (CR 11) You arrive at 90'. 3:26 PM, 10th of Suntide: Feast Hall, 90' (H:112/133 M:110/362 XP: 55016) Seen: juvenile brilliant ur-dragon (CR 9) Seen: uncursed soul-drinking dwarven knife +5 of wounding (IL 10) You have enough experience to advance to level eleven. 3:44 PM, 10th of Suntide: Slime Chamber, 80' (H:95/140 M:158/410 XP: 58136) Seen: annis (CR 9) Seen: uncursed vampiric mighty long bow +5 (IL 10) You arrive at 80'. 3:48 PM, 10th of Suntide: Unworked Stone, 90' (H:95/140 M:158/410 XP: 58296) Seen: skeletal fighter (CR 9) You arrive at 90'. 4:30 PM, 10th of Suntide: Vast Ampitheater, 80' (H:95/140 M:158/410 XP: 59464) Seen: giant constrictor snake (CR 11) Seen: uncursed greatsword +4 (IL 8) You arrive at 80'. 4:57 PM, 10th of Suntide: Winding Corridor, 80' (H:132/156 M:123/410 XP:66176) Seen: clockwork remorhaz (CR 13) Seen: uncursed plate mail +3 (IL 7) You have enough experience to advance to level twelve. 4:59 PM, 10th of Suntide: Unworked Stone, 90' (H:132/156 M:123/410 XP: 66316) Seen: crawling claw swarm (CR 7) Seen: 3 poisoned uncursed short swords +5 (IL 10) You arrive at 90'. 1:04 AM, 11st of Suntide: Enchanted Forest, 100' (H:154/154 M:188/410 XP:66316) Seen: chitine (CR 1) Seen: 9 produced flame +5 (9 shots, 0 turns) (IL 10) You arrive at 100'. 1:08 AM, 11st of Suntide: Enchanted Forest, 90' (H:148/154 M:188/410 XP:66325) Seen: adult white dragon zombie (CR 10) You arrive at 90'. 1:09 AM, 11st of Suntide: Oddly-formed Hall, 100' (H:148/154 M:188/410 XP:66325) You arrive at 100'. 1:23 AM, 11st of Suntide: Fungal Forest, 90' (H:132/154 M:188/410 XP: 70033) Seen: elder tojanda (CR 11) Seen: uncursed chainmail shirt +5 of invulnerability and command (IL 15) You arrive at 90'. 1:25 AM, 11st of Suntide: Vast Ampitheater, 80' (H:132/154 M:188/410 XP:70033) Seen: ancient crawling claw swarm (CR 7) You arrive at 80'. 1:26 AM, 11st of Suntide: Ice Matrix, 70' (H:132/154 M:188/410 XP: 70313) Seen: spiked half-fey ghoul (CR 8) You arrive at 70'. 1:27 AM, 11st of Suntide: Orderly Graveyard, 60' (H:132/154 M:188/410 XP:70499) Seen: spiked half-fey ghoul (CR 8) You arrive at 60'. 1:30 AM, 11st of Suntide: Earthen Cavern, 50' (H:132/154 M:188/410 XP: 70641) Seen: mind flayer (CR 5) You arrive at 50'. 1:33 AM, 11st of Suntide: Marble Enclave, 40' (H:132/154 M:188/410 XP: 70772) Seen: spiked elder crypt thing (CR 5) You arrive at 40'. 1:35 AM, 11st of Suntide: Ice Matrix, 30' (H:127/154 M:188/410 XP: 71128) Seen: goblin spider (CR 4) You arrive at 30'. 1:38 AM, 11st of Suntide: Abandoned Temple, 20' (H:127/154 M:188/410 XP:71309) Seen: skeletal trooper (CR 3) You arrive at 20'. 1:39 AM, 11st of Suntide: Winding Corridor, 10' (H:127/154 M:188/410 XP:71434) Seen: graveborn blue goblin (CR 2) You arrive at 10'. Monsters Encountered: Total: 1304 163 Animals 41 Bats 8 Birds 33 Cats 35 Dogs 26 Eye Creatures 28 Faeries 57 Goblinkin 583 Humanoids 6 Jellies 6 Oozes 19 Kobolds 10 Lycanthropes 1 Nagas 42 Orcs 32 Quadrupeds 85 Rodents 28 Spiders 2 Trappers 24 Vortices 24 Worms 87 Vermin 49 Celestials 150 Beasts 78 Constructs 58 Dragons 30 Elementals 35 Fungi 2 Golems 13 Giants 8 Illithids 3 Genies 61 Elementalkin 21 Mythic Hybrids 212 Outsiders 52 Plant Creatures 52 Reptiles 15 Snakes 3 Spirits 2 Trolls 151 Corporeal Undead 12 Vampires 36 Negative Undead 71 Aberrations 14 Hominids 108 Zombies 10 Demons 20 Devils 691 Living Creatures 391 Undead 694 Creatures with Blood 672 Breathing Creatures 17 Burrowing Mammals 23 Aquatic Creatures 67 Sylvan Creatures 205 Avian Creatures 137 Reptilian Creatures 110 Goblinoids 677 Sapients 305 Persons 377 Adventurers 145 Natural Creatures 45 Water Creatures 127 Air Creatures 36 Earth Creatures 88 Fire Creatures 32 Cold Creatures 417 Evil Creatures 243 Lawful Creatures 202 Chaotic Creatures 137 Good Creatures 276 Summoned Creatures Level Statistics: Lvl | Act | Key | Turns | Secs | XP | Explored ----+-----+-----+-------+------+-----+------------------ 1 | 2120| 4585|1217761| 2453| 1126|3081 / 3833 = 80% 2 | 2756| 5120| 73762| 3058| 6457|2739 / 2949 = 92% 3 | 2419| 4537|1342946| 3018| 4476|3018 / 3018 = 100% 4 | 2924| 6095| 43815| 3624| 5913|3991 / 4219 = 94% 5 | 3739| 9111|1051261| 7242|12137|4319 / 4420 = 97% 6 | 2953| 8521| 39407| 8229|11471|3258 / 3381 = 96% 7 | 2031| 5850| 173119| 4744|11633|3245 / 3654 = 88% 8 | 1551| 3310| 10879| 2737| 7465|3144 / 4122 = 76% 9 | 2637| 6482| 176459| 5298| 7077|3090 / 3806 = 81% 10 | 594| 1707| 5460| 1125| 3717|1524 / 5033 = 30% Messages: Pickup: strip of cured meat. You crouch down to enter the flooded corridor. It's cramped in here! Using your knowledge of cosmology, you realize that this human zombie is really something! Appraising the goblin, you realize that it is really something! Appraising the adlet, you realize that it is really something! You stop running (intersection). You stop running (fork in the tunnel). You stop running (intersection). This must be a short bow of stunning! Using your knowledge of the undead, you realize that this skeleton is really something! You stop running (region boundry). You leave the cramped winding corridor, and have more freedom to move now. A protectar concentrates. Attack: 1d20 (3) +26 = 29 vs. Def 17 [hit] Damage: 1d8+24 = 32 You swing, killing the jackal. You have won...