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Begin operation ID this shit.




The two rings from the previous floor don’t ID on use. They’re not cursed so they’re probably safe to wear, the worst would be Hunger which isn’t all that dangerous. Rings of Perception do what they say on the box, increasing our perception skill by a number, 1 in this case. Useful but not very exciting.



Hummerhorn swarms are really just annoying at this point due to how they move. It’s extremely unlikely they’ll land a hit, let alone land a hit and confuse me.



Downstairs! Our timer currently has the min depth as 200’ so we’ve got some wiggle room. I decide to clear this floor for exp rather than diving immediately.


”Easterling Archer” posted:


Yet neither by wolf, nor by Balrog, nor by Dragon, would Morgoth have achieved his end, but for the treachery of Men. He is of a people who have come recently to Beleriand out of the far east, and have fallen under Morgoth’s sway. Normally found at 450’.


Upgraded orc archers. These guys use longbows and a pack can kill Bonnie if they caught her in the open. The best way to fight them is to abuse their AI to lure them into an L corridor or use doors to split the pack and kill them 1-2 at a time.




Lure one into a room where the door is near a wall, move up to pin him in the corner and then close the door. The archer AI will stay in the corner and since you’re standing in front of the closed door his Archer AI friends won’t open the door to help. Simple. This obviously wouldn’t work in a room with a different layout or against a pack that includes melee enemies but I’ll take what I can get.


”Barrow Wight” posted:


This ghostly, shrouded form dwells within its burial chamber, unable to find release. Normally found at 500’. Able to create darkness, slow and drain grace.


Barrow Wights are the big brother of Grave Wights and this one is quite out of depth.



And as soon as we lay eyes on it our Battleaxe and a throwing axe start glowing, indicated by the bright blue color their icons have swapped to.




And it immediately identifies as the Wight tries to slow Bonnie. Final Rest weapons slay undead and give Freedom of Movement which prevents Bonnie from being slowed. They also increase your light radius by 1 when you’re near undead creatures.



The wight quickly falls to the axe and we get to loot his tomb. Slaying weapons add an extra dice so this axe swings for 3d5 against everything and 4d5 against Undead. It basically means you get a bonus crit on every swing that hits. Unfortunately he was only guarding arrows and a potion but we got 100 bonus exp for identifying the axe so whatever.


”Orc Captain” posted:


An armoured orc with sword and whip. Leads a patrol of lesser orcs. Normally found at 450’.


Orc captains are the most dangerous non-unique orc. He always appears with other orcs and most importantly he has a whip. Enemies with whips can spend their turn trying to disarm you which takes whatever you’re wielding in your main hand and knocks it to the floor. You always want to have a spare weapon when you start encountering these, if your only weapon gets knocked loose and it falls underneath a huge pack of orcs your only option may be to run away.



Arrows clear out his companion.



And one-on-one no orc is a match for Bonnie at this point.



Wights are easily dispatched with the Final Rest axe.



This one was guarding a stave, which turns out to be locking. Not very helpful. Enemies tend to either be intelligent enough to unlock doors or dumb/strong enough that it doesn’t matter if the door is locked or not.



Neat vault though, forge suspended in the middle of a 100’ deep chasm.




Staves of light generate a huge blast of light. Great for dispelling unnatural darkness or just general combat, many enemies in Angband cannot handle bright light so making the room brighter will help if you’re fighting Orcs/Trolls/Etc.




Fighting molds like this is dangerous.



Because shit can sneak up on you like this.



Luring the orc back out to somewhere more reasonable.




Oh hi there. Torches produce 1 tile of light, lanterns produce 2, bright lanterns produce 3 tiles. Fantastic upgrade.


”Violet Mold” posted:


It is a strange growth on the dungeon floor. Normally found at 250’. Drains Constitution.


Now that we have some actual radius on our light you can see Keen Senses kicking in and showing us enemies that are 4 tiles away, outside our 3 tiles of light. Violet Molds are the reason I originally took Keen Senses, blundering into one at 250’ because you have 1 light radius really sucks.



The other advantage to brighter light is we can cut through unnatural darkness and reveal what is hiding in it / generating it. In this case we lay eyes on the hated shadow mold for the first time.



Enchanted forges are much rarer than regular forges and give you a one-time boost to your forging skill. I never see these when I’m playing a forger, let alone at 350’ on a floor that already had another forge. This is punishment for playing an elf instead of killing more dwarves I guess.



Shadow Cloaks are incredible cloaks, usually among the best you ever find giving huge bonuses to evasion and stealth. Unfortunately they also reduce your light radius by one. Going from 3 to 2 is acceptable so I’m going to wear this, we can always take it off if we need to fight something in extremely bright light.



Easterlings and Trolls, deja vu.



Ouch. We already have an unidentified topaz ring, I’ll drag this one around in the hopes it’s something useful but I have my doubts.



Lighter longsword with a +1 to hit, new primary weapon.





Finally a staff that helps in IDing. Self Knowledge staves display this screen which tells you what effects you’ve currently got. You can use this and some knowledge of the game to determine what gear you’re wearing and pseudo-id it. Here we’re obviously wearing a ring of sustenance, +5 invis is from keen senses, Fire resist is from our enchanted kite shield, stealth is from the shadow cloak, perception from our perception ring.



Reorganizing a bit, our other ring is hunger and our throwing axe is Doriath which slays Spiders and Wolves. Staves of self knowledge are only useful for IDing stuff you can equip and so we still have no idea what any of our cursed gear or consumables are.




Like I mentioned in an earlier update, intelligent enemies will try to flank you. It’s a good idea to be positioned in such a way you can watch your rear so that when something like this happens you can fall back to a safer spot to avoid being flanked. Here I had killed several orcs in a large pack to the right when an orc came out behind me. If I was deeper into this corridor and the flanking orc had been able to sneak up on me I might be killed before I could fight my way free.



But if the pack is big enough they will keep flanking.



And flanking.



Yeah you know what, I’m not that interested in killing all these orcs.



Please stop following me.



Seriously guys, go find something better to do.



Ugh.