The gods love to be bribed.The 10000 gold pieces are engulfed by grey mist and disappear. Issrecht seems very pleased with you.
I'm carrying around more weight in gold than I am in hammers of gods. This is a problem easily remedied.
But I'm not above taking more cash. Dragons in ADOM will pick up gold and drop double that amount when killed. It's considered somewhere between a helpful tactic and a gamebreaking exploit, depending on whom you ask. I'm not above using it, though, at least not until I actually win a game.
No, that's not exactly double -- remember, the dragon always has his own stash of gold.The black baby dragon picks up the 44188 gold pieces.
You hit the black baby dragon and slay it.
89748 gold pieces are here.
What can I possibly do with all this gold, you ask? I could buy out Waldenbrook several times over. (He restocks, so this isn't as bad an idea as it sounds.) But I have better ideas.
I buy the Smithing skill from Grod, the blacksmith. I may or may not ever use it; we'll see. I buy Strength training from Garth, the weaponmaster. Dwarftown is a wonderful place to rid yourself of excess cash.
Finally, I head to the altar and pay Issrecht my respects. (Get it? "Pay"?) After 20k, I feel spiritually invincible. After 40k, Issrecht seems very close to me. After all my money and the sword of Nonnak, Issrecht seems absolutely close to me.
This is my cue to pray.
The rune-covered club is Skullcrusher, an awesome weapon that deals double damage to humanoids. Considering most of the game's bosses are humanoids, Skullcrusher is one of the best weapons in the game. It's also one-handed. Excellent.You pray to Issrecht.
"Mortal, ye have done a great service to my cause."
"Hereby ye art crowned to be my champion!"
You feel prepared for the most chilling tasks.
Something is lying at your feet.
You pick up the blessed bronze amulet.
You pick up the rune-covered club.
The "chilling tasks" message indicates that I was granted cold immunity. It's not the best immunity to have, especially when the AMW grants it so readily, but it's slightly better for a cold-blooded drakeling than it would be for other races.
It's time to proceed beyond Khelavaster. I don't have an amulet of life saving for him, so he'll need to die. I hate killing the guy off, though. I'm also loath to skip the rest of Thrundarr's quests, but in the end, perma-invisibility probably outweighs what I would've gotten.
*sniff* poor guy.You talk to Khelavaster, the dying sage.
Khelavaster looks in your direction.
"Aye, hero, at last some support."
"I have done what I could, but I ain't no warrior."
"Finally the forces of Chaos have overwhelmed me."
"Nonetheless I'll be able to give you some information that might help you in your quest."
"To defeat the threat of Chaos you will have to close the gate."
"The gate is protected by..."
"*Cough*"
"...mighty magick to prevent anyone from entering."
"Chaos corrupted the elements to fuel this magick."
"The keys to break this lock are five powerful orbs..."
"Oh, these pains!"
"Five elemental orbs --- once powerful artifacts of Balance --- now corrupted by Chaos!"
"These orbs are the keys to the lock preventing your entrance to the metaplane, where the gate is kept."
"Find those..."
"*Cough*"
"five orbs..."
"*Cough*"
"Four of them are kept under guard in four temples of elemental Chaos..."
"*Cough*"
"...in the levels below. You have to penetrate the walls to those temples..."
"*Cough*"
"...slay the guardian... evade or destroy the minions... take the orbs..."
"Last one... wilderness... hot..."
"*COUGH*"
"...careful... orbs very powerful... contain mighty magicks..."
"*COUGH*"
"...Chaos... danger..."
Suddenly Khelavaster steadies himself and seems to be strong once more.
"Farewell! May your fight be successful!"
With this, Khelavaster dies.
His body disappears.
Now let's see what goodies he left behind!
- boots of sneakiness [+0, +0] {Dx+5}; nice bonus, trading off with the +4 PV I get from my other boots
- amulet of protection +2; strictly worse than the ankh
- wand of digging; very nice, since my other one got destroyed by steel golems
- potion of invisibility, haha
- some even more useless stuff
I'll wear the boots of sneakiness for now, bringing my Dx to 32. Incidentally, Newt has the best ability scores of any of the PCs I've played.
The first level beyond Khelavaster is the CoC graveyard. This is a level with a fixed layout that has a ton of undead. Notably, this is probably the PC's first encounter with liches, but regular liches aren't anything to get worked up about. (They do see invisible, though.) I'm pretty sure all of these guys are humanoids, so Skullcrusher gets a nice workout here.
Clubs and hammers are in the same weapon group, which I appreciate. Between hammer of the gods and Skullcrusher, my clubs & hammers proficiency is already at level 7, same as swords.
This indicates that there's a Dorn Beast on the level. They are notable for being a strong enemy with paralysis attacks. I stumble into it and get paralyzed, which is death for an unlucky PC, but it can't really hurt me.You hear a distant "Hurumph!"
I realize that I've forgotten to report back to Thrundarr on the Griff Bloodax case. I can't get past this level without disabling the portal. Oops. Actually, the quest rewards are pretty good, so it's a good thing I went back for them.
The level after the portal is the water temple. The left half of the level is full of chaotic water baddies and I have to dig to get there.
The boss of the water temple is the Snake from Beyond. It has a powerful melee attack that corrupts and poisons. The poison is probably the real killer in this battle. If you can fight him at a distance, you can get away unscathed, but that's easier said than done. It can't penetrate 54 PV, though, so Newt gets to melee it dead.
The prize for killing the Snake from Beyond is the water orb. When held, it gives +10 Willpower; when used, it fully heals the PC and corrupts him.
The next floor has an ancient scythe. This is the artifact scythe of corruption "Moon Sickle." Dipping it into any potion turns the potion into a potion of raw chaos, and dealing damage with it corrupts the PC. Needless to say, a dangerous artifact to mess around with. It's also very powerful. This artifact is guaranteed to show up a few levels after Dwarftown.
There's a potions shop on this floor, too. Newt buys oil of rust removal for his helmet, which was rusted by a water grue, a potion of quickling blood, which permanently increases his Spd, and a potion of insight, which reveals the following information:
Nice set of resists.You are fire resistant (enhanced through items).
You are poison resistant (enhanced through an item).
You are cold resistant (gained through items).
You are lucky (enhanced through an item).
Fate smiles upon you (enhanced through an item).
You are sleep resistant.
You are able to control teleportation.
You are invisible.
You are stun resistant (enhanced through an item).
You are resistant to death rays.
You are shock resistant (enhanced through items).
You are immune to acidic attacks (gained through an item).
You are immune to ice attacks.
You are able to resist confusion attacks (gained through an item).
You naturally heal one hit point every 28 turns.
You naturally regenerate one mana point every 50 turns.
A few floors later:
Next: The Banshee!This whole floor seems to be filled with emotions of terror, sorrow, pain, and death...
