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bebo
February 5, 2009, 00:05
so, another YASD to add to my ever growing collection :cool:

I'm down at dlvl66 , clvl32 , a pretty good dive so far, no really good artifacts but some decent drops, and except for an initial period with no teleport away available a pretty smooth ride (i decided to try playing without town scumming).

I go down the stairs and find the phoenix next to me, asleep. I activate the arkenstone for detection, find a vault close by (yes! :D) and decide to tel_away the phoenix and use my *destruction* scroll to clear the vault. The phoenix in one turn wakes up and summons a bunch of B's ... nothing serious, i think (yeah, right). So i teleport away the unique, only to be instakilled by the breath attack of a Winged Horror! I never encountered one before, didn't even have the chance to check it's monster recall. Can anyone give me some info regarding this monster?




[Angband 3.1.0 beta Character Dump]

Sex Male Age 103 STR: 18 +1 +2 +0 18/30
Race High-Elf Height 92 INT: 15 +3 +1 +7 18/80
Class Rogue Weight 176 WIS: 12 -1 -2 +0 9
Title Sharper Social Lordly DEX: 16 +3 +3 +6 18/100
HP -15/350 Maximize Y CON: 18/27 +1 +1 +0 18/47
SP 85/85 CHR: 11 +5 -1 +0 15


Level 32 Armor [26,+97] Saving Throw 81%
Cur Exp 342578 Fight (+15,+23) Stealth Superb
Max Exp 342578 Melee (+27,+38) Fighting Heroic
Adv Exp 450000 Shoot (+30,+9) Shooting Heroic
MaxDepth 3350' (L67) Blows 5/turn Disarming 100%
Turns 330031 Shots 2/turn Magic Device Heroic
Gold 86819 Infra 40 ft Perception 1 in 12
Burden 156.5 lbs Speed 5 Searching 35%

You are one of several children of a Telerin Ranger. You have light
grey eyes, straight black hair, and a fair complexion.



Acid:......+.+.... Confu:.............
Elec:........+.... Sound:.............
Fire:........+.... Shard:......+......
Cold:....+...+.... Nexus:...........+.
Pois:............. Nethr:.............
Fear:............. Chaos:.............
Lite:.....+......+ Disen:.............
Dark:....++....... S.Dig:.............
Blind:............. Feath:.......+...+.

PLite:............. Aggrv:.............
Regen:............. Stea.:.......+.....
Telep:.........+... Sear.:.............
Invis:+....+......+ Infra:............+
FrAct:+.........+.. Tunn.:.............
HLife:....++....... Speed:+.....+......
ImpHP:............. Blows:.............
ImpSP:............. Shots:.+...........
Fear:............. Might:.............


[Last Messages]

> The Winged Horror disappears!
> The Phoenix disappears!
> The Nighthawk disappears!
> You have 12 charges remaining.
> The Nighthawk misses you.
> It points at you and curses horribly.
> You resist the effects!
> The Giant roc misses you.
> You hit the Nighthawk.
> You have slain the Nighthawk.
> The Nighthawk misses you.
> The Winged Horror breathes gas.
> The Giant roc cries out in pain.
> The Nighthawk dies.
> You die.

Killed by a Winged Horror.

[Character Equipment]

a) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
+3 intelligence, dexterity, speed.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Grants the ability to see invisible things.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 56 against trolls, 56 against
giants, and 44 against normal creatures.
b) a Long Bow of Extra Shots (x3) (+15,+9) (+1)
+1 shooting speed.
c) a Calcite Ring of Damage (+0,+10)
d) a Tortoise Shell Ring of Slaying (+9,+7)
e) The Jewel 'Evenstar' {!!}
Provides resistance to cold, dark.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence, wisdom, constitution.
Stops experience drain.
When activated, it restores your experience to full.
It takes 150 turns to recharge after use.
f) The Arkenstone of Thrain (charging) {!!}
Provides resistance to light, dark.
Cannot be harmed by acid, electricity, fire, cold.
Stops experience drain.
Grants the ability to see invisible things.
When activated, it detects treasure, objects, traps, doors, stairs,
e3 light.
g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
+3 dexterity, speed.
Provides resistance to acid, shards.
Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of the Magi [6,+19] (+4)
+4 intelligence, stealth.
Cannot be harmed by acid.
Sustains intelligence.
Feather Falling.
i) The Large Metal Shield of Anarion [5,+20]
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence, wisdom, dexterity, constitution,
charisma.
j) an Iron Crown of Telepathy [0,+10]
Grants telepathy.
k) a Set of Caestus of Free Action (+0,+3) [2,+6]
Prevents paralysis.
l) a Pair of Iron Shod Boots of Stability [3,+11]
Provides resistance to nexus.
Feather Falling.


[Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6}
Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
Cannot be harmed by acid, electricity, fire, cold.
h) 10 Cyan Potions of Cure Critical Wounds
i) 5 Scrolls titled "detsios lusy" of Word of Recall {!*}
j) 6 Scrolls titled "sempris" of Recharging
k) a Scroll titled "paricus atrus" of *Destruction* {!*}
l) a Rusty Rod of Identify {!!}
Cannot be harmed by electricity.
m) a Tin-Plated Wand of Stone to Mud (2 charges)
n) 2 Cast Iron Wands of Teleport Other (12 charges)
o) 2 Walnut Staffs of Mapping (11 charges)
p) a Silver Staff of Curing (5 charges)
q) a Cedar Staff of Dispel Evil (3 charges)
r) 3 Hawthorn Staffs of Teleportation (12 charges) {!*}
s) a Mahogany Staff of Speed (4 charges) {!*}
t) 2 Maple Staffs of Identify (8 charges)
u) an Opal Ring of Lightning [+13]
Provides resistance to lightning.
Cannot be harmed by electricity.
When activated, it grants electricity resistance for d20+20 turns
and creates a lightning ball of damage 85.
It takes d50+50 turns to recharge after use.
v) The Set of Gauntlets 'Pauraegen' [3,+14]
Provides resistance to lightning.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it creates a lightning bolt with damage 6d6.
It takes 6 turns to recharge after use.
Radius 1 light.
w) 53 Arrows (1d4) (+0,+0) {@f1}
Fired from your current missile launcher, this arrow will hit targets
up to 120 feet away, inflicting an average damage of 34.5 against
normal creatures.
35% chance of breaking upon contact.


[Home Inventory]

a) 15 Cyan Potions of Cure Critical Wounds
When ingested, it heals you a large amount (1/4 of your wounds, mi
nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
dness, and confusion.
Provides nourishment for about 75 turns under normal conditions.
b) 2 Purple Speckled Potions of Healing {!*}
When ingested, it heals you a really large amount (35% of max HP,
minimum 300HP), heals cut damage, and cures stunning, poisoning, b
lindness, and confusion.
Provides nourishment for about 100 turns under normal conditions.
c) 2 Dark Blue Potions of Restore Mana {!*}
When ingested, it restores your mana points to maximum.
d) 2 Scrolls titled "ilicas intex" of Teleport Level {!*}
When read, it teleports you one level up or down.
e) 17 Scrolls titled "pis sito tus" of Holy Chant
When read, it increases your AC and to-hit bonus for 1d24+12 turns.
f) a Gold-Plated Wand of Dragon's Flame (4 charges)
Cannot be harmed by acid, electricity, fire, cold.

When aimed, it creates a large fire ball with damage 200.
g) 3 Elm Staffs of Earthquakes (19 charges) {!*}
When used, it causes an earthquake around you.
h) a Pearl Ring of Flames [+16] {!!}
Provides resistance to fire.
Cannot be harmed by fire.

When activated, it grants fire resistance for d20+20 turns and cre
ates a fire ball of damage 80.
It takes d50+50 turns to recharge after use.
i) The Phial of Galadriel {!!}
Cannot be harmed by acid, electricity, fire, cold.

When activated, it lights up the surrounding area, hurting light-s
ensitive creatures.
It takes 10 turns to recharge after use.
Radius 3 light.
j) Partial Plate Armour of Elvenkind (-3) [22,+15] (+3 stealth)
+3 stealth.
Provides resistance to acid, lightning, fire, cold, confusion.
Cannot be harmed by acid, electricity, fire, cold.

k) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, dark.
Cannot be harmed by acid, electricity, fire, cold.

l) The Cloak of Thorongil [1,+10]
Provides resistance to acid, fear.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Grants the ability to see invisible things.

m) a Hard Leather Cap of Telepathy [2,+9]
Grants telepathy.

n) a Set of Leather Gloves of Agility [1,+6] (+2)
+2 dexterity.

o) The Set of Gauntlets 'Paurhach' [3,+14] {!!}
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.

When activated, it creates a fire bolt with damage 9d8.
It takes 8 turns to recharge after use.
p) The Dagger 'Dethanc' (2d4) (+4,+6) {!!}
Provides resistance to lightning.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it creates a lightning bolt with damage 6d6.
It takes 6 turns to recharge after use.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 44 against
electricity-vulnerable creatures, and 34 against normal creatures.
q) The Morning Star 'Firestar' (2d6) (+5,+7) [+2] {!!}
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it creates a fire bolt with damage 72.
It takes 20 turns to recharge after use.
With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 51 against fire-vulnerable
creatures, and 37 against normal creatures.
r) a Morning Star of Gondolin (2d6) (+12,+16)
Provides resistance to dark.
Cannot be harmed by acid, fire.
Prevents paralysis.
Grants telepathy.
Grants the ability to see invisible things.

Radius 1 light.
With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 60 against orcs, 60 against
trolls, 60 against dragons, 60 against demons, and 46 against
normal creatures.
s) a Mace (Defender) (2d4) (+15,+12) [+7] (+2 stealth)
+2 stealth.
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Feather Falling.
Speeds regeneration.
Prevents paralysis.
Grants the ability to see invisible things.

With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 40 against normal creatures.
t) a Long Bow of Extra Might (x3) (+10,+11) (+1)
+1 shooting power.

u) a Light Crossbow of Extra Shots (x3) (+10,+14) (+1)
+1 shooting speed.

v) 18 Arrows of Slay Demon (1d4) (+12,+5)
Fired from your current missile launcher, this arrow will hit targets
up to 120 feet away, inflicting an average damage of 148.5 against
demons, and 49.5 against normal creatures.
35% chance of breaking upon contact.


[Options]

Maximize effect of race/class bonuses : yes (adult_maximize)
Randomize some of the artifacts (beta) : no (adult_randarts)
Restrict the use of stairs/recall : no (adult_ironman)
Restrict the use of stores/home : no (adult_no_stores)
Restrict creation of artifacts : no (adult_no_artifacts)
Don't stack objects on the floor : no (adult_no_stacking)
Lose artifacts when leaving level : no (adult_no_preserve)
Don't generate connected stairs : no (adult_no_stairs)
Adult: Monsters chase current location : yes (adult_ai_sound)
Adult: Monsters chase recent locations : yes (adult_ai_smell)
Adult: Monsters act smarter in groups : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes : no (adult_ai_learn)
Adult: Monsters exploit players weaknesses : no (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no (adult_ai_smart)
Score: Peek into object creation : no (score_peek)
Score: Peek into monster creation : no (score_hear)
Score: Peek into dungeon creation : no (score_room)
Score: Peek into something else : no (score_xtra)
Score: Know complete monster info : no (score_know)
Score: Allow player to avoid death : no (score_live)

RogerN
February 5, 2009, 00:26
There's a link to the monster spoilers at the top of the page :)

The Winged Horror (L.Dark 'B')
=== Num:562 Lev:48 Rar:3 Spd:+10 Hp:25d80 Ac:80 Exp:4000
A terrifying sight: a winged creature greater than any bird you have ever seen, and with no feathers on its horrid black leathery wings. Descended from a creature of an older world perhaps, bred by Sauron to be a winged steed for his Ringwraiths. This natural creature is normally found on dungeon level 48, and moves quickly. It may breathe poison, nether or darkness; 1 time in 6. It resists cold and poison. It is observant of intruders, which it may notice from 300 feet. It can claw to attack with damage 3d8, claw to attack with damage 3d8, bite to lower experience with damage 4d6, and bite to lower experience with damage 4d6. (Angband 3.0.6)

bebo
February 5, 2009, 00:29
got it.

it must have breathed poison, which i didn't resist; i was also a little bit down on hp.

oh well, revenge will be sweet :D

Pete Mack
February 5, 2009, 01:03
oh well, revenge will be sweet

If you are getting to dl 67 in 330K turns, it will be quick too. That's fast play--you should have a winner RSN.

bebo
February 5, 2009, 09:18
what really gave me a huge performance boost was actually starting to play with rogues instead of mages ... as you suggested :D

actually being able to dive fast with detection AND being able to kill monsters made a huge difference - now i'm able to increase char lvl at depth :cool:

in a bit of time i'll pick up mages back again though, they still are my favorite class

PowerDiver
February 5, 2009, 17:41
in a bit of time i'll pick up mages back again though, they still are my favorite class

Don't do that until you have won, preferably twice. Mages are a challenge class. It is better to survive to learn the basic lessons and learn which monsters deserve RESPECT before you try to win with a mage.

Pete Mack
February 5, 2009, 23:49
actually being able to dive fast with detection AND being able to kill monsters made a huge difference - now i'm able to increase char lvl at depth

You can do all that with rangers, too--in fact Rangers are better at killing than Rogues. But they have worse HP and stealth, which makes Rogue better for basic diving, IMO.

bebo
February 6, 2009, 00:19
i found out that the high stealth of the rogue is actually a huge help, coupled with the natural high stealth of high elves the result is pretty amazing - i regularly sneak past dangerous monsters to get that elusive rod or staff, hoping to not have to use _TelSelf or -TelOther, and more often than not things go according to plan :D

EDIT: incidentally i found out with my last char that rings of escaping are really good with a rogue, +4 speed each at early dlvls is nothing to scoff at, you can still shoot with a bow with them equipped (although you have a huge malus, i don't know exactly how much), and when necessary can simply swap them out to melee.

EDIT EDIT: my last char just got killed because a bunch of damn crebrains came out of nowhere and woke up two ancient dragons close to me - i'll name my next char ChickenEater, we'll see then, hah!

bebo
February 10, 2009, 21:08
ok, new char, new dive, great results - until a damn balrog unique offscreen blasts me out of the face of earth...probably was a couple of squares off my first detection range, i moved, and .... splat

next char will be a mage :D

see http://angband.oook.cz/forum/showthread.php?t=1482 for any suggestions


[Angband 3.1.1 dev (r1229) Character Dump]

Name Kain Self RB CB EB Best
Sex Male Age 103 STR: 18/40 +1 +2 +5 18/120
Race High-Elf Height 92 INT: 18/80 +3 +1 +3 18/150
Class Rogue Weight 176 WIS: 18 -1 -2 +3 18
Title Sharper Social Lordly DEX: 18/30 +3 +3 +9 18/180
HP -310/491 Maximize Y CON: 18/30 +1 +1 +8 18/130
SP 184/186 CHR: 16 +5 -1 +0 18/20


Level 34 Armor [27,+105] Saving Throw 85%
Cur Exp 623537 Fight (+26,+16) Stealth Legendary
Max Exp 623537 Melee (+36,+27) Fighting Heroic
Adv Exp 787500 Shoot (+46,+27) Shooting Heroic
MaxDepth 4750' (L95) Blows 5/turn Disarming 100%
Turns 505022 Shots 1/turn Magic Device Heroic
Gold 389840 Infra 70 ft Perception 1 in 1
Burden 193.2 lbs Speed 20 Searching 50%

You are one of several children of a Telerin Ranger. You have light
grey eyes, straight black hair, and a fair complexion.



Acid:+.....+.+.... Confu:......+......
Elec:+.......+.... Sound:.............
Fire:+.......+.... Shard:.............
Cold:+.......+.... Nexus:....+........
Pois:....+.+...... Nethr:.......+.....
Fear:............. Chaos:.............
Lite:........+...+ Disen:.............
Dark:........+.... S.Dig:.............
Blind:............. Feath:+..........+.

PLite:............. Aggrv:.............
Regen:+............ Stea.:+...+..+...+.
Telep:............. Sear.:....+........
Invis:+...........+ Infra:....+.......+
FrAct:.........++.. Tunn.:.............
HLife:............. Speed:..+++......+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
Fear:............. Might:.............


[Last Messages]

> You sense the presence of doors!
> It magically summons greater demons!
> The Horned Reaper casts a fearful illusion.
> You refuse to be frightened.
> Probing...
> The Horned Reaper has 3466 hit points.
> The Gelugon has 4172 hit points.
> That's all.
> It casts a fearful illusion.
> You refuse to be frightened.
> It breathes gas.
> It casts a fearful illusion.
> You refuse to be frightened.
> It breathes fire.
> You die.

Killed by Lungorthin, the Balrog of White Fire.

[Character Equipment]

a) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
+3 dexterity, stealth.
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.
Speeds regeneration.
Grants the ability to see invisible things.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 32.9 against normal creatures.

With this item, you can expect to clear rubble in 2.8 turns, magma
veins in 6.5 turns, quartz veins in 16 turns, and granite in 52
turns.
b) a Heavy Crossbow of Power (x4) (+20,+27)
c) a Malachite Ring of Speed (+7)
+7 speed.
d) a Malachite Ring of Speed (+7)
+7 speed.
e) a Copper Amulet of Trickery (+3)
+3 dexterity, stealth, infravision, speed.
+15% to searching.
Provides resistance to poison, nexus.
Sustains dexterity.
f) The Phial of Galadriel {!!}
Cannot be harmed by acid, electricity, fire, cold.
When activated, it lights up the surrounding area, hurting light-s
ensitive creatures.
It takes 33 to 60 turns to recharge after use at your current
speed.
Radius 3 light.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!!}
+3 intelligence, wisdom, constitution.
Provides resistance to acid, poison, confusion.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it destroys all traps and doors surrounding you.
It takes 30 turns to recharge after use at your current speed.
h) a Fur Cloak of Aman [3,+15] (+1 stealth)
+1 stealth.
Provides resistance to nether.
Cannot be harmed by acid, electricity, fire, cold.
i) The Leather Shield of Celegorm [4,+20]
Provides resistance to acid, lightning, fire, cold, light, dark.
Cannot be harmed by acid, electricity, fire, cold.
j) a Jewel Encrusted Crown of Might [0,+11] (+3)
+3 strength, dexterity, constitution.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, dexterity, constitution.
Prevents paralysis.
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
+2 strength, constitution.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
l) a Pair of Iron Shod Boots of Elvenkind [3,+11] (+4)
+4 stealth, speed.
Cannot be harmed by acid, fire.
Feather Falling.


[Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
Cannot be harmed by acid, electricity, fire, cold.
f) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
Cannot be harmed by acid, electricity, fire, cold.
g) 2 Books of Magic Spells [Tenser's Transformations] {@m8@b8}
Cannot be harmed by acid, electricity, fire, cold.
h) 48 Coagulated Crimson Potions of Cure Critical Wounds
i) a Scroll titled "co que fello" of *Destruction* {!*}
j) a Mithril Rod of Probing (charging) {!!}
k) an Aluminum Rod of Teleport Other {!!}
l) a Copper-Plated Rod of Recall (charging) {!*}
Cannot be harmed by electricity.
m) 9 Zinc Wands of Teleport Other (41 charges)
n) a Balsa Staff of *Destruction* (3 charges) {!*}
o) an Eucalyptus Staff of Mapping (3 charges)
p) a Redwood Staff of Banishment (2 charges) {!*}
q) a Cottonwood Staff of Speed (2 charges) {!*}
r) 26 Seeker Bolts of Slay Evil (4d5) (+14,+15)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 449.3 against
evil creatures, and 224.6 against normal creatures.
25% chance of breaking upon contact.


[Home Inventory]

a) 5 Copper Speckled Potions of Healing {!*}
When ingested, it heals you a really large amount (35% of max HP,
minimum 300HP), heals cut damage, and cures stunning, poisoning, b
lindness, and confusion.
Provides nourishment for about 100 turns under normal conditions.
b) a Hazy Potion of *Healing* {!*}
When ingested, it restores 1200 hit points, heals cut damage, and
cures stunning, poisoning, blindness, and confusion.
It can be thrown at creatures with damaging effect.
c) a Yellow Potion of Life {!*}
When ingested, it restores 5000 hit points, restores experience an
d stats, heals cut damage, and cures stunning, poison, blindness,
and confusion.
It can be thrown at creatures with damaging effect.
d) 2 Dark Green Potions of Restore Mana {!*}
When ingested, it restores your mana points to maximum.
e) a Scroll titled "facenus sio" of *Remove Curse*
When read, it removes all curses from all equipped items.
f) a Silver Wand of Annihilation (3 charges)
Cannot be harmed by acid, electricity, fire, cold.

When aimed, it drains up to 250 hit points of life from a target c
reature.
g) 2 Gnarled Staves of Power (6 charges)
When used, it deals 120 damage to all creatures that you can see.
h) 3 Sycamore Staves of the Magi (10 charges) {!*}
When used, it restores both intelligence and manapoints to maximum.
i) a Gold Ring of Constitution (+5)
+5 constitution.
Sustains constitution.

j) a Beryl Ring of Acid [+12]
It is branded with acid.
Provides resistance to acid.
Cannot be harmed by acid.

When activated, it grants acid resistance for d20+20 turns and cre
ates an acid ball of damage 70.
It takes 153 to 300 turns to recharge after use at your current
speed.
k) a Mithril Ring of Damage (+0,+12)
l) a Sapphire Ring of Slaying (+9,+8)
m) The Amulet of Carlammas (+2) {!!}
+2 constitution.
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it grants you protection from evil for 1d25 plus 3
times your character level turns.
It takes 675 turns to recharge after use at your current speed.
n) The Jewel 'Evenstar' (charging) {!!}
Provides resistance to cold, dark.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence, wisdom, constitution.
Stops experience drain.

When activated, it restores your experience to full.
It takes 453 to 450 turns to recharge after use at your current
speed.
o) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!}
+4 strength, charisma.
Provides resistance to acid, lightning, fire, cold, dark,
disenchantment.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it removes all non-unique monsters represented by
a chosen symbol from the level, dealing you damage in the process.
It takes 1500 turns to recharge after use at your current speed.
p) a Robe of Permanence [2,+28]
Provides resistance to acid, lightning, fire, cold, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence, wisdom, dexterity, constitution,
charisma.
Stops experience drain.

q) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, dark.
Cannot be harmed by acid, electricity, fire, cold.

r) The Steel Helm of Hammerhand [6,+20] (+3)
+3 strength, dexterity, constitution.
Provides resistance to acid, cold, dark, nexus.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, dexterity, constitution.
Aggravates creatures nearby.

s) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4) {!!}
+4 dexterity.
It is especially deadly to orcs, demons.
Provides resistance to cold.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism.
Feather Falling.
Prevents paralysis.

When activated, it creates a frost bolt with damage 12d8.
It takes 150 turns to recharge after use at your current speed.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 59.5 against orcs, 59.5 against
demons, and 39.5 against normal creatures.

With this item, you can expect to clear rubble in 2.6 turns, magma
veins in 6.1 turns, quartz veins in 15 turns, and granite in 46
turns.
t) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
It is especially deadly to evil creatures, orcs, trolls, giants,
dragons, undead.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.

With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 65.7 against evil creatures,
79.5 against orcs, 79.5 against trolls, 79.5 against giants, 79.5
against dragons, 79.5 against undead, and 51.9 against normal
creatures.

With this item, you can expect to clear rubble in 2.3 turns, magma
veins in 5.2 turns, quartz veins in 12 turns, and granite in 35
turns.
u) a Blade of Chaos of Extra Attacks (6d5) (+16,+16) (+1)
+1 attack speed.
Provides resistance to chaos.

With this weapon, you would currently get 6 blows per round. Each
blow will do an average damage of 53.9 against normal creatures.

With this item, you can expect to clear rubble in 2.5 turns, magma
veins in 5.8 turns, quartz veins in 14 turns, and granite in 42
turns.
v) a Blade of Chaos (Blessed) (6d5) (+14,+12) (+2)
+2 wisdom.
Provides resistance to chaos.
Blessed by the gods.
Grants telepathy.

With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 49.5 against normal creatures.

With this item, you can expect to clear rubble in 2.5 turns, magma
veins in 5.8 turns, quartz veins in 14 turns, and granite in 42
turns.
w) The Whip of Gothmog (6d3) (+13,+15) (-3) {cursed}
Heavily cursed.
-3 intelligence, wisdom, dexterity.
It is especially deadly to animals, trolls, giants.
It is a great bane of dragons.
It is branded with flames.
Provides immunity to fire.
Provides resistance to lightning, dark.
Cannot be harmed by acid, electricity, fire, cold.
Aggravates creatures nearby.

When activated, it creates a fire ball with damage 144.
It takes 45 turns to recharge after use at your current speed.
Radius 1 light.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 57.8 against animals, 70.7
against trolls, 70.7 against giants, 70.7 against fire-vulnerable
creatures, 96.3 against dragons, and 45 against normal creatures.

With this item, you can expect to clear rubble in 2.8 turns, magma
veins in 6.7 turns, quartz veins in 16 turns, and granite in 55
turns.
x) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) {!!}
+4 intelligence, wisdom.
It is especially deadly to evil creatures.
Provides resistance to light.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.

When activated, it reveals to you the extent of an item's magical
powers.
It takes 30 turns to recharge after use at your current speed.
Radius 1 light.
With this weapon, you would currently get 5 blows per round. Each
blow will do an average damage of 32.3 against evil creatures, and
26.9 against normal creatures.

With this item, you can expect to clear rubble in 2.6 turns, magma
veins in 6.1 turns, quartz veins in 15 turns, and granite in 46
turns.


[Options]

Maximize effect of race/class bonuses : yes (adult_maximize)
Randomize some of the artifacts (beta) : no (adult_randarts)
Restrict the use of stairs/recall : no (adult_ironman)
Restrict the use of stores/home : no (adult_no_stores)
Restrict creation of artifacts : no (adult_no_artifacts)
Don't stack objects on the floor : no (adult_no_stacking)
Lose artifacts when leaving level : no (adult_no_preserve)
Don't generate connected stairs : no (adult_no_stairs)
Adult: Monsters chase current location : yes (adult_ai_sound)
Adult: Monsters chase recent locations : yes (adult_ai_smell)
Adult: Monsters act smarter in groups : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes : no (adult_ai_learn)
Adult: Monsters exploit players weaknesses : no (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no (adult_ai_smart)
Score: Peek into object creation : no (score_peek)
Score: Peek into monster creation : no (score_hear)
Score: Peek into dungeon creation : no (score_room)
Score: Peek into something else : no (score_xtra)
Score: Know complete monster info : no (score_know)
Score: Allow player to avoid death : no (score_live)

Pete Mack
February 10, 2009, 21:28
You got whacked by a Greater Demonic Q. It summoned Lungorthin & friends, and you didn't escape immediately. (There's no way Lungorthin woke up that fast--he's a sleepy sort.) The BoC (Blessed) {ESP} would have saved you. Wear it with a Ring of Acid and kill everything...

Although, I think you would do better to wear the RoCON rather than the second ring of speed. 490 HP is not really enough. Max damage (nether) is 550. Max damage Conf, Chaos, etc is 500.

bebo
February 10, 2009, 22:39
I must have forgotten to detect invisible (smacks oneself!). I don't use it nearly enough, about one time everey two or three detect monsters - which apparently at that depth got me killed.

Regarding branding from rings of elements, i thought it only tripled the damage from the base dice of a weapon, not it's bonuses - that doesn't seem like such a huge improvement over +7 speed or +5 CON ? (i keep forgetting about that 550hp breakpoint, this is the second time you tell me)

Should have gone with ESP though, i guess i was too enamored with the regen and pluses to stealth and dex, doh!

EDIT: should have checked better my numbers on the branding - going from 6d5 to 6d5*3 per blow sure makes a difference! probably rings of acid et al are worth it only with weapons with base high damage though

Garrie
February 13, 2009, 08:10
it's a shame we can't maco detect monsters, pause to look at screen, detect invisible. Like you I often forget for a few too many dlevels to do detect traps, detect monsters, PAUSE TO LOOK, detect invisible.

I'm about 50% of deaths due to not stopping to look at the detected monsters before casting detect invisible - I usually have a good look at the invisible ones...

buzzkill
February 13, 2009, 15:44
Maybe a last known location option, leaving detected monsters visible on screen.

I'd vote for it.

bebo
February 13, 2009, 16:01
Maybe a last known location option, leaving detected monsters visible on screen.

that would be ace

problems would rise though when one has ESP - not being able to tell which ones are actually detected at the moment and which are remembered; a possible solution would be to display the detected/remembered monsters in a unique colour, and make sure that also in the monster list subwindow they are clearly differentiated