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Derakon
December 8, 2009, 02:55
This guy isn't dead...but I think I'm about done with him anyway. At 4100', he's able to deal with most enemies he runs into...but I'm getting sick of dealing with:

* Disenchantment, which permanently damaged several of my uniques
* Destruction of items in inventory -- I've lost more enchanted bolts to elemental damage than to breakage by a long shot, and other rare items like ?Teleport are also basically impossible to keep in stock reliably.
* A general lack of healing items. I love the new-to-me CCW behavior where they're actually useful for healing, but my last five or six trips to town have yielded four CCW potions.
* Drain charges, which forces me to park my -TO and my _Speed whenever I encounter liches, beholders, etc.

Basically, playing him's gotten to the point where I don't really enjoy combat any more, since I can't stick in melee without healing and I can't manage to avoid getting my stuff damaged or destroyed. And if you're not enjoying combat while playing a warrior...maybe it's time for a change.

I should note that this is a cheating character; I modified the game so that every item is *ID*'d on generation (except unique jewelry and light sources). It speeds up gameplay immensely, and while it does make things a bit easier, frankly I'm a lot happier this way. Plus, I've always found it perversely stupid how most characters resort to destroying items in the late game. That kind of thing shouldn't be necessary.

Comments inline.

[Angband 3.1.1 dev Character Dump]

Name Bilrob Self RB CB EB Best
--> So I'm unimaginative when it comes to names. Think of
him as Bilbo's more aggressive cousin.
Sex Male Age 29 STR! 18/100 -2 +5 +5 18/180
Race Hobbit Height 43 Int: 18/87 +2 -2 +3 18/117 18/97
Class Warrior Weight 65 WIS: 18/67 +1 -2 +5 18/107
Title Lord Social Well-liked DEX! 18/100 +3 +2 +1 18/160
HP 888/888 Maximize Y CON! 18/100 +2 +2 +4 18/180
--> CON potions were depressingly rare for much of the game. It didn't help
much when a nexus hit swapped my CON and INT early on. STR was readily-
available though.
SP 0/0 CHR! 18/100 +1 -1 +3 18/130


Level 49 Armor [45,+113] Saving Throw 92%
Cur Exp 4940161 Fight (+44,+33) Stealth Excellent
--> One of the great things about playing as hobbits is their stealth. I might not
be a rogue, but I can still stealth-kill entire armies of demons more often than
not.
Max Exp 4940161 Melee (+52,+62) Fighting Legendary
Adv Exp 4950000 Shoot (+55,+14) Shooting Legendary
MaxDepth 4100' (L82) Blows 5/turn Disarming 100%
Turns 1031311 Shots 2/turn Magic Device Superb
Gold 607868 Infra 40 ft Perception 1 in 33
Burden 220.1 lbs Speed 18 Searching 26%

You are one of several children of a Hobbit Archer. You are the black
sheep of the family. You have blue-gray eyes, straight red hair, and
a very fair complexion.


rAcid:......+.+.... rConf:......+......
rElec:......+.+.... Sound:......+......
rFire:..*.+.+.+.... Shard:.......+.....
rCold:......+.+.... Nexus:......+......
rPois:....+........ Nethr:.............
rFear:+.+.+.......+ Chaos:.............
rLite:........+.... Disen:.............
rDark:........+.... S.Dig:..+..........
rBlnd:.........+... Feath:.............

--> Nether, I can deal with. Chaos is annoying with the hallucination, but
otherwise also dealable. I despise disenchantment, though. Unrecoverable
damage to irreplaceable artifacts? No thanks.

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


[Character Equipment]

a) The Glaive of Pain (9d6) (+8,+29)
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.

Combat info:
5 blows/round.
Average damage/hit: 105.4.

--> I was using Sting when I found this, and I continued using it until I found an
alternate source of FA and See Invisible. The damage on this is hard to beat,
though, and I noticed that I was getting critical hits a lot more frequently
with the Glaive. On paper the Glaive gets about 100 more damage/round than
Sting does, but in practice I suspect it was a lot more.

b) a Heavy Crossbow of Extra Shots (x4) (+11,+14) (+1)
+1 shooting speed.

--> Not even the first of this type I found. Combined with some decent bolts,
though, and it's useful.

c) The Ring of Power 'Narya' (+6,+6) (+1)
+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.

--> A recent find, and generally my favorite of the Rings of Power for the
immunity. Allowed me to swap in the Glaive for Sting, and regeneration is
always a nice plus.

d) a Zircon Ring of Speed (+9)
+9 speed.

e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
+2 strength, wisdom, charisma, speed.
Provides resistance to fire, poison, fear.
Cannot be harmed by acid, electricity, fire, cold.

--> I had been using a "Regeneration before this. Mostly I have this for rPoison
and the activation (heal500).

f) The Phial of Galadriel {@A1}
Cannot be harmed by acid, electricity, fire, cold.

Radius 3 light.
g) The Full Plate Armour of Isildur [26,+20] (+1)
+1 constitution.
Provides resistance to acid, lightning, fire, cold, confusion,
sound, nexus.
Cannot be harmed by acid, electricity, fire, cold.

--> Nuked several times by disenchanters. Here for the sound and nexus resists.

h) an Elven Cloak of Protection [6,+21] (+2 stealth)
+2 stealth.
Provides resistance to shards.
Cannot be harmed by acid, electricity, fire, cold.

i) The Leather Shield of Celegorm [4,+19]
Provides resistance to acid, lightning, fire, cold, light, dark.
Cannot be harmed by acid, electricity, fire, cold.

--> Never did find Thorin. I did find a few Elvenkind shields, but they didn't
provide useful resists and would've left dark or light open.

j) The Hard Leather Cap of Thranduil [2,+10] (+2)
+2 intelligence, wisdom.
Provides resistance to blindness.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.

--> Found this at around 1200' or so. Telepathy is a godsend to the
detection-poor Warrior, and blindness resist is no slouch either.

k) The Set of Leather Gloves 'Cambeleg' (+7,+6) [1,+14] (+2)
+2 strength, constitution.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.

--> Disenchanted. Grrr. This is generally a no-brainer for all of my characters
when they find it.

l) a Pair of Steel Shod Boots of Speed [6,+8] (+8)
+8 speed.

--> My first permaspeed item aside from Sting. Made me a very happy hobbit.


[Character Inventory]

a) 4 Green Speckled Potions of Cure Critical Wounds

When drunk, it heals you a large amount (1/4 of your wounds, minim
um 30HP), heals cut damage, and cures stunning, poisoning, blindne
ss, and confusion.

--> If I had my druthers, I'd be carrying around over 20 of these things. Phase
door, chug potions, get back into the fight. They're like regeneration on steroids.

b) 4 Pink Speckled Potions of Enlightenment
When drunk, it completely lights up and magically maps the level.

c) 24 Scrolls titled "erevo sper" of Phase Door {!*}
When read, it teleports you randomly up to 10 squares away.

d) 6 Scrolls titled "pacidus sans" of Teleportation {!*}
When read, it teleports you randomly up to 100 squares away.

--> These things are damned rare for an unreliable escape method (unreliable
because it could park you next to hostile enemies).

e) 3 Scrolls titled "stilis ortus" of Teleport Level {!*!*!*!*!*}
When read, it teleports you one level up or down.

--> These were practically coming out of the woodwork, though. You like my
quintuple safety overrides?

f) 19 Scrolls titled "tonus hum ra" of Satisfy Hunger
When read, it magically renders you well-fed, curing any gastroint
estinal problems.

g) 5 Rusty Rods of Trap Location {@z1}
When activated, it detects traps nearby.
Takes 140 turns to recharge at your current speed.

h) a Nickel-Plated Rod of Detection
Cannot be harmed by electricity.

When activated, it detects treasure, traps, doors, stairs, and all
creatures nearby.
Takes 280 turns to recharge at your current speed.

i) 2 Magnesium Rods of Teleport Other
When aimed, it teleports a target monster away.
Takes 70 turns to recharge at your current speed.

j) 5 Aluminum Rods of Illumination {@z2}
When activated, it lights up an area and inflicts 2d8 damage on li
ght-sensitive creatures.
Takes 84 turns to recharge at your current speed.

--> Galadriel takes way too long to recharge when you're fast. Losing the
inventory slot is worth knowing what's on the other side of the room.

k) 2 Zinc-Plated Rods of Recall {!*!*!*}
Cannot be harmed by electricity.

When activated, it returns you from the dungeon or takes you to th
e dungeon after a short delay.
Takes 168 turns to recharge at your current speed.

l) 3 Silver Wands of Teleport Other (9 charges)

When aimed, it teleports a target monster away.

--> These were also surprisingly common. Of course, they kept getting drained,
but ?Recharging was generally readily available.

m) a Zinc Wand of Annihilation (0 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.

--> Um, I was in the dungeon when I took this dump. Used this sucker to nail a
couple of acid hounds that were lounging around. Meh.

n) 2 Teak Staves of Speed (11 charges)

When activated, it hastens you for 2d10+20 turns.

--> All-too-easily drained and harder to replace than the -TO. More vulnerable
to recharge-blasting, too.

o) a Star
You do not know the full extent of this item's powers.

It can be activated.

Radius 3 light.

--> Just found this. Elendil's nice for the magic-map ability, but it recharges so
slowly...

p) Chaos Dragon Scale Mail (-2) [30,+17]
Provides resistance to chaos, disenchantment.
Cannot be harmed by acid, electricity, fire, cold.

When aimed, it allows you to breathe chaos or disenchantment for 2
20 damage.
Takes 842 to 1680 turns to recharge at your current speed.

--> Also just found this. I suppose it could serve as a swap armor for Isildur
when I encounter disenchanters...dealing with swaps is a pain, though.

q) 22 Bolts (1d5) (+0,+0) {@f1}
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 71.4.
25% chance of breaking upon contact.

r) 18 Bolts of Acid (1d5) (+5,+12)
Branded with acid.
Cannot be harmed by acid.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 365.4 vs. creatures not resistant to acid, and
121.8 vs. others.
25% chance of breaking upon contact.

s) 28 Bolts (1d5) (+4,+7)
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 100.8.
25% chance of breaking upon contact.

t) 27 Seeker Bolts of Lightning (4d5) (+12,+12)
Branded with lightning.
Cannot be harmed by electricity.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 483.3 vs. creatures not resistant to
electricity, and 161.1 vs. others.
25% chance of breaking upon contact.

u) 24 Seeker Bolts of Slay Animal (4d5) (+13,+16)
Slays animals.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 356.1 vs. animals, and 178.1 vs. others.
25% chance of breaking upon contact.

--> Just found these. Machinegunned a few hounds with 'em.

[Home Inventory]

a) 3 Copper Speckled Potions of Healing

When drunk, it heals you a really large amount (35% of max HP, min
imum 300HP), heals cut damage, and cures stunning, poisoning, blin
dness, and confusion.

--> Never enough of these available. Seems like any time I'd carry one into the
dungeon, it'd get used up basically immediately.

b) 2 Dark Red Potions of Life {!*!*}
When drunk, it restores 5000 hit points, restores experience and s
tats, heals cut damage, and cures stunning, poison, blindness, and
confusion.

It can be thrown at creatures with damaging effect.

c) 7 Violet Potions of Speed {!*}
When drunk, it hastens you for 2d10+20 turns.

d) 19 Scrolls titled "stilis ortus" of Teleport Level {!*!*!*!*!*}
When read, it teleports you one level up or down.

e) a Scroll titled "to cedue ascio" of Mass Banishment {!*!*}
When read, it removes all non-unique monsters within 20 squares, d
ealing you damage in the process.

--> I've found three of these. One has made it back to my house without getting
burned or dissolved.

f) 4 Scrolls titled "curius consis" of *Destruction* {!*!*!*!*!*!*}
When read, it destroys an area around you in the shape of a circle
radius 15, and blinds you for 1d10+10 turns.

g) 7 Silver Wands of Teleport Other (42 charges)

When aimed, it teleports a target monster away.

h) 3 Dogwood Staves of *Destruction* (9 charges)

When activated, it destroys an area around you in the shape of a c
ircle radius 15, and blinds you for 1d10+10 turns.

i) 2 Teak Staves of Speed (11 charges)

When activated, it hastens you for 2d10+20 turns.

j) a Zircon Ring of Speed (+9)
+9 speed.

k) an Opal Ring of Damage (+0,+11)
l) The Amulet of Ingwe (+3)
+3 intelligence, wisdom, charisma, infravision.
Provides resistance to acid, lightning, cold.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis. Grants the ability to see invisible things.

--> ...I put this in my home? Really? It should be in a shop. Oh, well.

m) 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.

--> Early find, but it never could compete on resistances. I'd prefer it over
Isildur if I had other sources of sound/nexus resist.

n) an Elven Cloak of Aman [6,+28] (+4 stealth)
+4 stealth.
Provides resistance to sound.
Cannot be harmed by acid, electricity, fire, cold.

o) 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.

--> I've always liked Anarion, even though I generally don't end up using it. My
first winner, way back in 2.4 frog-knows, used Anarion against Morgy.

p) a Large Metal Shield of Elvenkind [8,+12] (+3 stealth)
+3 stealth.
Provides resistance to acid, lightning, fire, cold, sound.
Cannot be harmed by acid, electricity, fire, cold.

q) a Set of Caestus of Agility (+0,+3) [2,+11] (+4)
+4 dexterity.

r) The Short Sword 'Sting' (1d6) (+9,+9) (+2)
+2 strength, dexterity, constitution, speed, attack speed.
Slays animals, evil creatures, undead, orcs.
Provides resistance to fear, light.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis. Grants the ability to see invisible things.

Combat info:
8 blows/round.
Average damage/hit: 52.8 vs. animals, 52.8 vs. evil creatures,
56.6 vs. undead, 56.6 vs. orcs, and 48.9 vs. others.

Radius 1 light.

--> Sting is a great midgame weapon, but it lacks the damage output that you
get from a weapon with +20-+30 to-dam.

s) 18 Bolts of Slay Evil (1d5) (+10,+10)
Slays evil creatures.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 228.9 vs. evil creatures, and 114.5 vs. others.
25% chance of breaking upon contact.

t) 30 Bolts of Slay Evil (1d5) (+12,+7)
Slays evil creatures.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 203.5 vs. evil creatures, and 101.7 vs. others.
25% chance of breaking upon contact.

u) 29 Bolts of Slay Undead (1d5) (+6,+8)
Slays undead.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 318 vs. undead, and 106 vs. others.
25% chance of breaking upon contact.

v) 26 Seeker Bolts of Flame (4d5) (+13,+13)
Branded with flames.
Cannot be harmed by fire.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 496.1 vs. creatures not resistant to fire, and
165.3 vs. others.
25% chance of breaking upon contact.

w) 31 Seeker Bolts of Holy Might (4d5) (+16,+8)
Slays evil creatures, undead, demons.
Cannot be harmed by acid, fire.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 288.3 vs. evil creatures, 432.5 vs. undead,
432.5 vs. demons, and 144.1 vs. others.
25% chance of breaking upon contact.

x) 20 Mithril Bolts of Acid (3d5) (+9,+12)
Branded with acid.
Cannot be harmed by acid, fire.

Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 445.2 vs. creatures not resistant to acid, and
148.4 vs. others.
25% chance of breaking upon contact.

--> I'm not short on great bolts to use. Unfortunately I can't use them effectively
in dungeon dives because a) most creatures I fight summon other creatures that
act as meatshields, and b) they'd all get dissolved away by acid attacks.

================================================== ==========
CHAR.
| TURN | DEPTH |LEVEL| EVENT
================================================== ==========
1 0' 1 Began the quest to destroy Morgoth.
6038 50' 2 Reached level 2
9170 100' 3 Reached level 3
11825 100' 3 Killed Fang, Farmer Maggot's dog
11825 100' 4 Reached level 4
12895 150' 5 Reached level 5
14625 150' 5 Killed Grip, Farmer Maggot's dog
15875 150' 6 Reached level 6
21158 300' 7 Reached level 7
26514 350' 8 Reached level 8
40911 400' 9 Reached level 9
42897 400' 10 Reached level 10
43017 400' 11 Reached level 11
44457 400' 12 Reached level 12
45493 450' 12 Killed Wormtongue, Agent of Saruman
50961 500' 13 Reached level 13
54500 0' 13 Killed Farmer Maggot
58921 500' 14 Reached level 14
59552 500' 14 Killed Grishnakh, the Hill Orc
59664 500' 15 Reached level 15
67543 600' 15 Killed Nar, the Dwarf
67543 600' 16 Reached level 16
76488 650' 17 Reached level 17
76588 650' 17 Killed Lagduf, the Snaga
76618 650' 17 Found The Phial of Galadriel
87316 750' 18 Reached level 18
91386 750' 19 Reached level 19
106412 800' 20 Reached level 20
114173 800' 21 Reached level 21
125587 850' 22 Reached level 22
147416 950' 23 Reached level 23
150539 950' 23 Killed Gorbag, the Orc Captain
154926 950' 23 Killed Boldor, King of the Yeeks
157618 1000' 24 Reached level 24
159698 1050' 24 Killed Shagrat, the Orc Captain
166653 1050' 25 Reached level 25
168023 1050' 25 Killed Ufthak of Cirith Ungol
203251 1200' 26 Reached level 26
207941 1200' 26 Killed Bolg, Son of Azog
214121 1200' 26 Killed Ulfast, Son of Ulfang
224090 1250' 26 Killed Sangahyando of Umbar
236380 1250' 27 Reached level 27
253594 1250' 27 Killed Angamaite of Umbar
275888 1300' 27 Killed Lugdush, the Uruk
280384 1300' 28 Reached level 28
283004 1300' 28 Killed Ulwarth, Son of Ulfang
292371 1350' 28 Killed Ugluk, the Uruk
300516 1400' 28 Killed Ibun, Son of Mim
301698 1400' 28 Killed Smeagol
306866 1450' 28 Killed Brodda, the Easterling
339039 1600' 29 Reached level 29
363586 1600' 29 Killed Beorn, the Shape-Changer
368361 1600' 29 Killed Bill the Stone Troll
380862 1650' 29 Killed Uldor the Accursed
380862 1650' 30 Reached level 30
403273 1650' 30 Killed Mughash the Kobold Lord
422125 1700' 30 Found The Leather Scale Mail 'Thalkettoth'
431069 1750' 31 Reached level 31
435759 1800' 31 Found The Hard Leather Cap of Thranduil
439673 1800' 31 Killed Draebor, the Imp
486278 1850' 32 Reached level 32
518732 1900' 32 Found The Short Sword 'Sting'
521518 1900' 32 Found The Leather Shield of Celegorm
531853 1900' 32 Killed Tom the Stone Troll
531895 1900' 32 Found The Full Plate Armour of Isildur
536396 1950' 33 Reached level 33
581562 2100' 33 Found The Dagger 'Nimthanc' (LOST)
582440 2100' 33 Killed Waldern, King of Water
588328 2100' 34 Reached level 34
603164 2150' 34 Found The Metal Cap of Thengel (LOST)
618359 2150' 34 Found The Set of Leather Gloves 'Cambeleg'
621180 2150' 35 Reached level 35
627749 2150' 35 Killed Ulfang the Black
643758 2150' 35 Killed Vargo, Tyrant of Fire
653053 2200' 35 Killed Mim, Betrayer of Turin
660794 2200' 35 Found The Iron Helm of Gorlim (LOST)
663297 2200' 35 Found The Dagger 'Belangil' (LOST)
666469 2250' 35 Killed Rogrog the Black Troll
679460 2350' 36 Reached level 36
688157 2450' 36 Found The Zweihander 'Mormegil' (LOST)
711542 2450' 37 Reached level 37
721306 2500' 37 Killed Eol, the Dark Elf
733599 2500' 37 Killed Uvatha the Horseman
735103 2500' 37 Killed Khim, Son of Mim
735129 2500' 37 Found The Broad Sword 'Glamdring' (LOST)
736275 2500' 38 Reached level 38
749056 2550' 38 Killed Lorgan, Chief of the Easterlings
749315 2550' 38 Found The Glaive of Pain
763349 2650' 39 Reached level 39
771448 2700' 39 Killed The Queen Ant
772481 2700' 39 Killed Orfax, Son of Boldor
790649 2800' 40 Reached level 40
800955 2850' 40 Found The Set of Gauntlets 'Paurhach' (LOST)
817799 2850' 40 Found The Large Metal Shield of Anarion
822257 2900' 40 Found The Bastard Sword 'Calris' (LOST)
824899 2900' 40 Killed Ar-Pharazon the Golden
828688 2900' 40 Killed Itangast the Fire Drake
831974 2900' 40 Found The Metal Brigandine Armour of the Rohirrim (LOST)
832718 2900' 41 Reached level 41
854140 2900' 41 Killed Bullroarer the Hobbit
859665 2900' 41 Killed The Lernaean Hydra
859665 2900' 42 Reached level 42
865899 2950' 42 Killed Dwar, Dog Lord of Waw
876277 3000' 42 Killed Medusa, the Gorgon
879250 3000' 42 Found The Flail 'Totila' (LOST)
887561 3100' 43 Reached level 43
889977 3100' 43 Killed Uriel, Angel of Fire
896490 3150' 43 Killed Golfimbul, the Hill Orc Chief
898456 3200' 43 Found The Mithril Chain Mail 'Belegennon' (LOST)
898462 3200' 43 Found The Elfstone 'Elessar'
899829 3200' 43 Killed The Phoenix
901808 3200' 43 Found The Short Bow of Amras (LOST)
905955 3200' 44 Reached level 44
921124 3400' 44 Killed Shelob, Spider of Darkness
925068 3500' 45 Reached level 45
927765 3500' 45 Killed Khamul, the Black Easterling
927823 3500' 45 Found The Leather Shield of the Haradrim (LOST)
930113 3500' 45 Killed Ji Indur Dawndeath
931241 3500' 46 Reached level 46
932598 3500' 46 Found The Beaked Axe of Theoden (LOST)
932654 3500' 46 Killed Azriel, Angel of Death
932668 3500' 46 Found The Battle Axe of Balli Stonehand (LOST)
935755 3550' 46 Killed Smaug the Golden
935769 3550' 46 Found The Amulet of Carlammas (LOST)
936049 3550' 46 Killed Scatha the Worm
941051 3600' 46 Killed Akhorahil the Blind
941104 3600' 46 Killed Adunaphel the Quiet
941415 3600' 46 Killed Tselakus, the Dreadlord
972489 3600' 47 Reached level 47
972710 3600' 47 Killed Ren the Unclean
975638 3650' 47 Killed Feagwath, the Undead Sorcerer
988896 3700' 47 Found The Short Sword 'Dagmor' (LOST)
990335 3700' 47 Killed Gabriel, the Messenger
993239 3700' 47 Found The Scimitar 'Haradekket' (LOST)
993243 3700' 47 Found The Ring of Power 'Narya'
993262 3700' 47 Found The Amulet of Ingwe
994498 3700' 47 Killed The Cat Lord
994516 3700' 47 Found The Dagger 'Narthanc' (LOST)
997110 3700' 47 Killed Gorlim, Betrayer of Barahir
1001109 3700' 47 Killed Harowen the Black Hand
1004794 3750' 47 Killed Ungoliant, the Unlight
1004794 3750' 48 Reached level 48
1006885 3800' 48 Killed Bert the Stone Troll
1008435 3850' 48 Killed Polyphemus, the Blind Cyclops
1009298 3850' 48 Killed Lokkak, the Ogre Chieftain
1009561 3850' 48 Killed The Balrog of Moria
1009582 3850' 48 Found The Ring of Barahir
1009588 3850' 48 Found The Beaked Axe of Hurin
1009688 3850' 48 Killed Thuringwethil, the Vampire Messenger
1014350 3950' 49 Reached level 49
1021445 4050' 49 Killed Kavlax the Many-Headed
1028184 4100' 49 Found The Rapier 'Careth Asdriag'


[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)

PowerDiver
December 8, 2009, 03:32
* Disenchantment, which permanently damaged several of my uniques
* Destruction of items in inventory -- I've lost more enchanted bolts to elemental damage than to breakage by a long shot, and other rare items like ?Teleport are also basically impossible to keep in stock reliably.
* A general lack of healing items. I love the new-to-me CCW behavior where they're actually useful for healing, but my last five or six trips to town have yielded four CCW potions.
* Drain charges, which forces me to park my -TO and my _Speed whenever I encounter liches, beholders, etc.



You should never melee disenchanters without resistance. Leave the level. If you cannot make it to stairs or a trapdoor, there's always recalling twice.

There are unlimited CCW for sale at the temple. You just have to buy every last item to force a restock. If you find that tedious, add your voice to the clamor for a buyout button in the stores.

In the depths, you have to give up on charged items and use rods only. You can use them, but have to drop them periodically and accept they have a very short half-life. Perhaps you will find that you are not overpowered without charged items. If you still are, dive and win. Either way, goodbye boredom.

PowerDiver
December 8, 2009, 03:41
I modified the game so that every item is *ID*'d on generation (except unique jewelry and light sources). It speeds up gameplay immensely, and while it does make things a bit easier, frankly I'm a lot happier this way. Plus, I've always found it perversely stupid how most characters resort to destroying items in the late game. That kind of thing shouldn't be necessary.

This is not so necessary in 3.1. Set your squelch to "all but splendid", wield and unwield, and most things are squelched. Artifacts are now sensed on wield, so even the few non-splendid artifacts are not a problem.

Derakon
December 8, 2009, 03:49
I'm not abusing the monster spoilers, and it's been long enough that I'd forgotten which have disenchant powers. So, yes, as soon as I found out that Monster X has disenchant, I was out of there. Doesn't save my gear, though. My artifacts did an astoundingly bad job of resisting disenchantment, incidentally; I think it happened all of once. Isn't it supposed to be a 1/3rd chance that the disenchant affects artifacts?

As for CCW, yeah, I should've thought of the buyout trick. It's just so...lame, though. Any item that I'm willing to buy the temple out of stock every time I see it, the temple should start stocking in huge quantities. It's a guaranteed moneymaker! There are certain items that should just be assumed to always be available in "as much as you need" quantities: Word of Recall, Phase Door, ammo, basic 4 spellbooks, CCW, stat restoration, probably some others too.

I'd be more willing to rely on rods if rods of Speed / Enlightenment / Teleport Other were more common. They aren't, of course, because they're significantly more powerful than the equivalent charged items. So there's a long period in there when you have no rod-based version of the spell and are forced to rely on charged versions that can get drained by a nontrivial number of enemies. And if you drop them you risk getting them destroyed by an errant ball attack. It's just...tedious.

As for the squelching, you think I want to have to equip every item I find to see if it's worth using? The squelcher also doesn't have as fine of control as I'd like. For example, I'd like to be able to say "ignore launchers of Accuracy, but leave launchers of Extra Shots" but I don't have that level of control. I'm certainly not going to risk squelching useful ego items like boots of speed just because they don't have a high resist!

PowerDiver
December 8, 2009, 04:53
I'd be more willing to rely on rods if rods of Speed / Enlightenment / Teleport Other were more common. They aren't, of course, because they're significantly more powerful than the equivalent charged items. So there's a long period in there when you have no rod-based version of the spell and are forced to rely on charged versions that can get drained by a nontrivial number of enemies. And if you drop them you risk getting them destroyed by an errant ball attack. It's just...tedious.!

You misunderstand. You're not supposed to use charged stuff tediously. You're supposed to give up on relying on the charged stuff even without the replacement rods.

Perhaps "supposed" is the wrong word, but you see what I mean.

It's more fun. Give it a try. You may live or you may die, but it won't be boring.

Derakon
December 8, 2009, 05:04
I fail to see how eliminating options makes the game more fun. I toss away my ability to haste myself, and now I take more damage and am at greater risk of double moves. I toss away the ability to remove summoned enemies and now my only effective way to cope with summoning is to run away. This is more fun? Maybe for you it is; I'll not judge how you enjoy the game. But it's not more fun for me.

Note that I would have been utterly incapable of dealing with Feagwath if I hadn't been able to sneak up on him and his escorts and teleport most of them out of the area. Fighting Feagwath plus three Black Reavers (and several Archliches, etc.) is simply not within the realm of feasibility without lots of resources of some description. I used the resources I had.

fizzix
December 8, 2009, 13:26
There are very few monsters with drain charges. Because this is an extremely powerful attack, it is limited to Lichs, Balrogs and a couple uniques. You can avoid these monsters if you desire. I almost never bother fighting these monsters, especially not as a warrior. If I want to kill the unique Lichs and Balrogs, I tend to use archery. I usually have some ammo of flame, frost, slay undead or slay demon and these make perfect targets for them.

Disenchant is a bit tougher, but it's resistable. Learning what monsters disenchant kind of sucks, but again, there are not terribly many that do. Also if monster memory is what is annoying you can set the cheat option to give you full monster memory.

Anyway, some smallish changes would solve most of the 'issues' including:

buyout option in store
"restore artifact" scroll
drain charges only draining the normal amount that comes with a recharge

konijn_
December 8, 2009, 13:41
<SNIP>

Anyway, some smallish changes would solve most of the 'issues' including:

buyout option in store
"restore artifact" scroll
drain charges only draining the normal amount that comes with a recharge


OMG, three changes I like, the world most be coming to an end soon ;) Especially number 3 is pretty elegant I find.

T.

PowerDiver
December 8, 2009, 18:02
I fail to see how eliminating options makes the game more fun.

You're the one who is quitting because you are bored. I offered a cure for boredom. How can trying it my way be any worse than your current situation?

fizzix
December 8, 2009, 19:32
OMG, three changes I like, the world most be coming to an end soon ;) Especially number 3 is pretty elegant I find.

T.

Sadly, I don't think I can really take credit for any of them...