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Flee
June 17, 2009, 05:17
[Angband 3.1.0 beta Character Dump]

Sex Female Age 127 STR! 18/100 +1 +5 +8 18/***
Race High-Elf Height 68 INT! 18/100 +3 -2 +3 18/140
Class Warrior Weight 162 WIS! 18/100 -1 -2 +9 18/160
Title ***WINNER*** Social Lordly DEX! 18/100 +3 +2 +9 18/***
HP 1190/1190 Maximize Y CON: 18/99 +1 +2 +8 18/209
SP 0/0 CHR: 18/97 +5 -1 +3 18/167


Level 50 Armor [57,+142] Saving Throw 100%
Cur Exp 13372688 Fight (+54,+48) Stealth Superb
Max Exp 13372688 Melee (+77,+66) Fighting Legendary
Adv Exp ******** Shoot (+71,+19) Shooting Legendary
MaxDepth 5050' (L101) Blows 6/turn Disarming 97%
Turns 1083205 Shots 1/turn Magic Device Heroic
Gold 1826591 Infra 40 ft Perception 1 in 34
Burden 324.6 lbs Speed 18 Searching 17%

You are one of several children of a Telerin Archer. You have light
grey eyes, straight brown 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:.+...........


[Character Equipment]

a) a Blade of Chaos (Holy Avenger) (6d5) (+23,+18) [+1] (+3)
+3 wisdom.
Provides resistance to fear, chaos.
Sustains charisma.
Blessed by the gods.
Grants the ability to see invisible things.
With this weapon, you would currently get 6 blows per round. Each
blow will do an average damage of 102 against evil creatures, 120
against demons, 120 against undead, and 84 against normal
creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
+2 dexterity, speed, shooting power.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
c) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
+1 strength, intelligence, wisdom, dexterity, constitution,
charisma, speed.
Provides immunity to fire.
Provides resistance to fire, fear.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, constitution.
Slows your metabolism.
Speeds regeneration.
Prevents paralysis.
Grants telepathy.
Grants the ability to see invisible things.
When activated, it grants you protection from evil for 1d25 plus 3
times your character level turns.
It takes 200 turns to recharge after use.
d) The Ring of Power 'Nenya' (+8,+8) (+2)
+2 strength, intelligence, wisdom, dexterity, constitution,
charisma, speed.
Provides immunity to cold.
Provides resistance to cold, blindness.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence, wisdom, constitution.
Feather Falling.
Speeds regeneration.
Prevents paralysis.
Stops experience drain.
Grants telepathy.
Grants the ability to see invisible things.
When activated, it restores your experience to full.
It takes 200 turns to recharge after use.
e) a Crystal Amulet of Weaponmastery (+4,+4) (+2)
+2 strength.
Provides resistance to fear, disenchantment.
Sustains strength, constitution.
Prevents paralysis.
f) The Arkenstone of Thrain
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 Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
+2 constitution.
Provides resistance to acid, cold, fear, dark, confusion, nexus,
nether, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution.
Stops experience drain.
When activated, it heals 1000 hit points.
It takes 444 turns to recharge after use.
h) an Elven Cloak of Aman [6,+33] (+5 stealth)
+5 stealth.
Provides resistance to shards.
Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Elvenkind [4,+18] (+3 stealth)
+3 stealth.
Provides resistance to acid, lightning, fire, cold, poison.
Cannot be harmed by acid, electricity, fire, cold.
j) The Golden Crown of Gondor [0,+15] (+3)
+3 strength, wisdom, constitution, speed.
Provides resistance to fire, cold, light, blindness, confusion,
sound, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
Grants the ability to see invisible things.
When activated, it heals 500 hit points.
It takes 250 turns to recharge after use.
Radius 1 light.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
+4 dexterity.
Provides resistance to acid.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
When activated, it fires a magical arrow with damage 150.
It takes 30 turns to recharge after use.
l) The Pair of Leather Boots of Feanor [2,+20] (+15) (charging)
+15 speed.
Provides resistance to nexus.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it hastens you for d20+20 turns.
It takes 200 turns to recharge after use.


[Character Inventory]

a) 5 Rations of Food
b) 32 Viscous Pink Potions of Cure Critical Wounds
c) a Dark Green Potion of *Healing*
It can be thrown at creatures with damaging effect.
d) 5 Smoky Potions of Life
It can be thrown at creatures with damaging effect.
e) 9 Orange Potions of Speed
f) 32 Scrolls titled "obdo indus" of Phase Door
g) a Scroll titled "acio quo me" of Teleportation
h) a Scroll titled "abolum calis" of Mass Banishment
i) 3 Scrolls titled "ma vercus" of Recharging
j) a Scroll titled "comicis empouf" of *Destruction*
k) a Tin Rod of Detection (charging) {@z1}
Cannot be harmed by electricity.
l) an Aluminum-Plated Rod of Magic Mapping {@z2}
m) 2 Mithril Rods of Restoration (1 charging) {@z9}
Cannot be harmed by electricity.
n) 5 Copper Rods of Teleport Other
o) 3 Lead Rods of Recall {@z7}
Cannot be harmed by electricity.
p) 5 Cast Iron Rods of Identify {@z5}
Cannot be harmed by electricity.
q) 2 Elm Staffs of *Destruction* (0 charges)
r) a Pine Staff of Teleportation (0 charges)
s) a Large Metal Shield of Resist Lightning [8,+15]
Provides resistance to lightning.
Cannot be harmed by electricity.
t) The Massive Iron Crown of Morgoth [0,+2] (+125)
+125 strength, intelligence, wisdom, dexterity, constitution,
charisma, infravision.
Provides resistance to acid, lightning, fire, cold, poison, fear,
light, dark, confusion, nexus, nether.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
Grants the ability to see invisible things.
Radius 1 light.
u) The Mighty Hammer 'Grond' (9d9) (+4,+2)
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
Grants the ability to see invisible things.
Aggravates creatures nearby.
With this weapon, you would currently get 4 blows per round. Each
blow will do an average damage of 140 against animals, 140 against
evil creatures, 185 against orcs, 185 against trolls, 275 against
dragons, 275 against demons, 275 against undead, and 95 against
normal creatures.
Sometimes creates earthquakes on impact.
v) 23 Seeker Arrows of Slay Evil (4d4) (+16,+13) {@f1}
Fired from your current missile launcher, this arrow will hit targets
up to 160 feet away, inflicting an average damage of 420 against
evil creatures, 630 against dragons, and 210 against normal
creatures.
35% chance of breaking upon contact.


[Home Inventory]

a) 3 Scrolls titled "ma adeprego as" of *Remove Curse*
When read, it removes all curses from all equipped items.
b) The Ring of Tulkas (+4)
+4 strength, dexterity, constitution.
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it hastens you for d75+75 turns.
It takes 150 turns to recharge after use.
c) The Palantir of Westernesse (+2)
+2 intelligence, wisdom, searching, infravision.
Provides resistance to blindness, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
Grants the ability to see invisible things.
Aggravates creatures nearby.
Drains experience.

When activated, it maps the entire level and detects objects, trap
s, doors, and stairs.
It takes 50 turns to recharge after use.
Radius 3 light.
d) 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 10 turns to recharge after use.
e) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
+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 500 turns to recharge after use.
f) The Mithril Shield of Gil-galad [10,+20] (+5)
+5 wisdom, charisma.
Provides resistance to acid, lightning, dark, disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
Sustains wisdom, dexterity, charisma.

When activated, it fires a line of light in all directions, each o
ne causing 10d8 damage.
It takes 100 turns to recharge after use.
Radius 1 light.
g) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
+3 intelligence, dexterity, charisma, searching, speed.
Provides resistance to cold, light, dark, blindness, sound, shards.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Grants the ability to see invisible things.

Radius 1 light.
h) a Katana of Extra Attacks (3d5) (+15,+17) (+2) {@w1}
+2 attack speed.

With this weapon, you would currently get 8 blows per round. Each
blow will do an average damage of 74 against normal creatures.
i) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
+3 strength, constitution, tunneling.
Provides resistance to acid, fire, fear, light, dark, confusion,
chaos.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.

With this weapon, you would currently get 6 blows per round. Each
blow will do an average damage of 98 against orcs, 98 against
trolls, 98 against demons, 98 against acid-vulnerable creatures,
98 against fire-vulnerable creatures, 118 against dragons, and 78
against normal creatures.
j) The Whip of Gothmog (6d3) (+13,+15) (-3) {uncursed}
-3 intelligence, wisdom, dexterity.
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 15 turns to recharge after use.
Radius 1 light.
With this weapon, you would currently get 6 blows per round. Each
blow will do an average damage of 87 against animals, 99 against
trolls, 99 against giants, 99 against fire-vulnerable creatures,
123 against dragons, and 75 against normal creatures.
k) The Mace 'Taratol' (3d4) (+12,+12) {@w1}
Provides immunity to lightning.
Provides resistance to lightning.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it hastens you for d20+20 turns.
It takes 100 turns to recharge after use.
With this weapon, you would currently get 6 blows per round. Each
blow will do an average damage of 82.5 against
electricity-vulnerable creatures, 97.5 against dragons, and 67.5
against normal creatures.
l) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
+1 dexterity, stealth, speed, shooting speed.
Provides resistance to disenchantment.
Cannot be harmed by acid, electricity, fire, cold.

m) a Light Crossbow of the Haradrim (x3) (+14,+19) (+1)
+1 shooting speed, shooting power.
Cannot be harmed by acid, fire.

n) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
+2 strength, constitution, shooting power.
Provides resistance to lightning, light, dark, blindness.
Cannot be harmed by acid, electricity, fire, cold.
Aggravates creatures nearby.

When activated, it fires a magical arrow with damage 150.
It takes 20 turns to recharge after use.
o) 24 Seeker Bolts of Slay Demon (4d5) (+14,+19)
p) 23 Seeker Arrows of Acid (4d4) (+15,+16)
Cannot be harmed by acid.

Fired from your current missile launcher, this arrow will hit targets
up to 160 feet away, inflicting an average damage of 675 against
dragons, 675 against acid-vulnerable creatures, and 225 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)

im so happy!! M was a push over

Cauldron
June 17, 2009, 05:53
Well Done!

Pete Mack
June 17, 2009, 06:00
Congrats! :cool:
Nice win--and in just 12 weeks :eek:

Mondkalb
June 17, 2009, 08:02
Congratulations. :D

Everybody seems to wear Soulkeeper these days. I've never seen it ... :(

Flee
June 17, 2009, 08:12
thanks all :)
Congrats! :cool:
Nice win--and in just 12 weeks :eek:
well most of the credit should go to this site and all the helpful advice found in all the old threads from all the helpful people

now i have a few questions

1st does it still count as a win if i die now? i ask because i dont like the idea of old age... i want to die in battle so that i can go to Valhalla lol

2nd what next for me?..... kobold mage or troll priest? or should i try a variant?(if so what 1?)

Magnate
June 17, 2009, 08:12
Nice win--and in just 12 weeks :eek:Bastard! Er, I mean, well done that man. Good show.

Nick
June 17, 2009, 08:21
Everybody seems to wear Soulkeeper these days. I've never seen it ... :(

The one time I had it, I blew it up with Curse Armor...

Mondkalb
June 17, 2009, 08:44
thanks all :)

well most of the credit should go to this site and all the helpful advice found in all the old threads from all the helpful people

now i have a few questions

1st does it still count as a win if i die now? i ask because i dont like the idea of old age... i want to die in battle so that i can go to Valhalla lol

2nd what next for me?..... kobold mage or troll priest? or should i try a variant?(if so what 1?)

A winner is a winner. ^^
Post your savefile to the ladder if you want eternal fame. ;)

The one time I had it, I blew it up with Curse Armor...

That is really bad luck ...

Nolendil
June 17, 2009, 11:49
Good job.
Now, I hate you for winning after so little time ;)

bebo
June 17, 2009, 15:54
great job; and 12 weeks is really impressive!

PowerDiver
June 17, 2009, 16:39
2nd what next for me?..... kobold mage or troll priest? or should i try a variant?(if so what 1?)

First off, congrats on your win.

At some point you should try a variant with what is referred to as O-style combat, the obvious choice being O. Another choice is to try out the comp of the month.

However, V has plenty of replayability. You should try to win with a pure caster, i.e. mage or priest. It might make sense to play a half-caster first to learn the spells. Then you can think about trying to minimize your turncount, which changes the game yet again.

Flee
June 17, 2009, 21:09
Bastard! Er, I mean, well done that man. Good show.

Good job.
Now, I hate you for winning after so little time ;)

great job; and 12 weeks is really impressive!

LMAO thats great... let me explain how my 12 weeks is different to all of your idea of what 12 weeks is.... ok i would guess i play well over 40 hours a week :eek: so well over 500 hours of angband in the past 12 weeks... now im not sure here but i think the average player has a "life" so would get 2 play about 2 hours every day or so.... so my 12 weeks = about a year of playing for most ppl lol
also another way 2 look at it is i lost over 200 @s b4 a winner so it wasnt that fast a win

First off, congrats on your win.

At some point you should try a variant with what is referred to as O-style combat, the obvious choice being O. Another choice is to try out the comp of the month.

However, V has plenty of replayability. You should try to win with a pure caster, i.e. mage or priest. It might make sense to play a half-caster first to learn the spells. Then you can think about trying to minimize your turncount, which changes the game yet again.

thanks PowerDiver i have had a few plays with mages, rogues, and rangers...

but not much with priests etc. it may be time to try 1 or 2.

how does the O-style combat differ from V? (yip i may have a win in V but im still a noob)

Magnate
June 17, 2009, 21:28
LMAO thats great... let me explain how my 12 weeks is different to all of your idea of what 12 weeks is.... ok i would guess i play well over 40 hours a week :eek: so well over 500 hours of angband in the past 12 weeks... now im not sure here but i think the average player has a "life" so would get 2 play about 2 hours every day or so.... so my 12 weeks = about a year of playing for most ppl lol
also another way 2 look at it is i lost over 200 @s b4 a winner so it wasnt that fast a winThank you - that makes me feel much better (9 years on-and-off play, probably around about 500 hours and 200 @s - who knows, I may win soon).
how does the O-style combat differ from V? (yip i may have a win in V but im still a noob)It makes a huge difference in the early game, because the weapon's dice are much more significant, so it's not all about getting 3 or 4 blows with a light weapon and getting the most +dam you can. IMO in the late game the difference shrinks a bit - once you get max blows with heavy weapons, your priorities are pretty much the same in both versions.

Oh, and missiles suck donkey balls in O. Try a V ranger if you haven't already - you can win V with missiles alone.

PowerDiver
June 17, 2009, 21:34
how does the O-style combat differ from V?

The main difference is that +dam changes from an addition to a percent. That means you are better off with two blows from a +10 longsword than 3 blows with a +10 dagger. There are lots of differences in other details, but that's the most important thing.

Zikke
June 17, 2009, 22:56
Try a class that is completely different from your winner so you can see more depth of the game. :) It really changes the way you play when you switch from melee to caster to healer to ..........

Flee
June 18, 2009, 01:01
Everybody seems to wear Soulkeeper these days. I've never seen it ... :(

well not a problem anymore as im not wearing it :eek:
just found Bladeturner on the floor at 6300' :D

buzzkill
June 18, 2009, 02:01
great job; and 12 weeks is really impressive!

12 weeks! Great job.

Typically, I spend more time than that working my way through a CL25 loser.

Pete Mack
June 18, 2009, 05:46
Want to dive fast in relative safety, but with somewhat limited killing power? Kobold Rogue.

Want to wake up every monster in the dungeon, but have the endurance of a tank? Dwarf, Dunadan or High-Elf Paladin.

Want unlimited healing and moderate damage? Priest. (Starts weak but is unstoppable in the endgame.)

Want hours of frustration, where the only thing to do is run away? (But if you make it to the endgame, you are unstoppable) Mage

Want to knock monsters down before they can even see you? Ranger

Zikke
June 18, 2009, 15:20
Want to dive fast in relative safety, but with somewhat limited killing power? Kobold Rogue.

Want to wake up every monster in the dungeon, but have the endurance of a tank? Dwarf, Dunadan or High-Elf Paladin.

Want unlimited healing and moderate damage? Priest. (Starts weak but is unstoppable in the endgame.)

Want hours of frustration, where the only thing to do is run away? (But if you make it to the endgame, you are unstoppable) Mage

Want to knock monsters down before they can even see you? Ranger

Are priests really that unstoppable end-game? I guess I never had one survive that long to find out... what race do you recommend for a priest?

Marble Dice
June 18, 2009, 18:09
I've never managed to get a priest past mid-game, but they have some cool high level spells: Clairvoyance, Detection, Healing, Alter Reality.

For priest/paladin, dwarf is the only choice in my opinion; great hit dice, high wisdom, and rBlind. Dunadan would be my second pick.