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-   -   First Time Winning Angband (http://angband.oook.cz/forum/showthread.php?t=10751)

SonicSpeedBryce May 10, 2021 05:31

First Time Winning Angband
 
So I just finally won the game for the first time ever today. With that last blow to Morgoth, I felt several emotions, namely: joy at finally completing one of the 'major' roguelikes, relief that a month of going through the dungeon did not go to waste, and an odd sense of disappointment that, beforehand, I was scrounging dl97 and dl98 for Bladeturner but never got it. Oh well, assuming I did not screw up, the game was as good as done when I got The One Ring.

That being said, I created an account to share this feat that, in all honesty, these forums probably get frequently enough that it isn't all that special. The character that I won with, Vanna the High-Elf Mage, is on the ladder if anyone wants to take a look.

My only regret is that I spoiled myself hard before and during the game. It makes me curious, just how many people have completed the game without spoiling themselves beforehand? Maybe the pain and anguish that comes with learning all of the intricacies of a game over the course of 100+ playthroughs is worth it for the experience alone, but I don't think I'm the kind of person who could stand that, personally.

Selkie May 10, 2021 07:18

I used to play with save spoils a long time ago. It was a useful to learn the game I suppose, but ultimately I stopped enjoying it.

If you want to win without save scumming it's a just a case of experience, knowing which monsters to fight and which to avoid until later. Most of my deaths happen when I get too greedy these days so you have to remember there's always another treasure around the corner.

This is an old checklist, but it's always very useful

1000': Free Action, See Invisible
1250': Basic four Resistances
1900': Maxxed Stats, Confusion Resistance, Blindness Resistance
2000': Poison Resistance
2500': Hold Life
2700': Chaos Resistance, Nether Resistance
3000': Permanent and Temporary Speed of +20 or greater
4000': Permanent + Temporary Speed of +30 or greater
4950': As much as you can get. Sustains, Speed, every resistance

I'll sometimes force quit when I press the wrong button by accident and die. Do we all do that?

Sky May 10, 2021 09:14

i only cheat when i die to commands queueing because that's literally just a UI bug. I've now taken habit to just running ("." command) everywhere to avoid the near-constant annoyance of fast mobs chasing you before you can react, when you are still at base speed.
I do however often forcequit when in town, specially when im setting up my gear. I have more than once made the mistake of forgetting what combination of gear i had and not being able to remember or recreate it. Obviously that's a randart problem.

my "to-do" list looks different than what above.

1. id !Spd so you can run away from impossible situations (mage pit, tengu pit) or kill early uniques.
2. get a weapon and a launcher (a maul for priests, a dagger for warriors, a bow for rangers), just something to do damage with.
3. lantern and rod of treasure location, so you can navigate the dungeon properly.
4. DL25/35 as appropriate to class/race to look for good gear / stat pots
5. kill orc uniques, or bigger mobs like dragons, mage pits, etc, stuff that drops good consumables. Between (5) and (7) you want some form of TO.
6. first artifacts, normally Lights, will dictate how far you can go. So if you have an early boost to your primary stat, you can go deeper.
7. Resistance (and consumables, enough to be more than enough)
[7. ESP & rPoison] - no specific depth, but you need these before you go against undead / AMHDs.
[8. stat gain] - keep grinding until you have a solid 18/80 in your primary stats and have pretty much everything from this list prior (e.g ranger: longbow of power)
9. grind DL60/65 for good midgame artifacts, including Speed bonuses, high resists, etc
10. greater vaults DL97/8 and just keep pumping up your character. At this point you have nothing to fear as you can Heal/TO/kill/MBan/WoD anything.

will_asher May 10, 2021 11:25

Congratulations on the win. I still haven't won the game yet.

It'd be a lot harder to win without any spoilers (thought still not nearly as much so as with Nethack*). Not wanting spoilers for your first few or ​several games, I understand, but not wanting spoilers before your first win is a tall order, probably for any roguelike.

(*but I have won Nethack once. After much spoiling of course.)

sffp May 10, 2021 19:56

Congrats on the win!
 
It's far easier to die than to win - that's for sure ;)

Hounded May 10, 2021 21:16

Congratulations. Never fear though, playing Angband is like learning to ride a bike. No matter how many times you win you never forget how to die ignominiously.

Maybe that's just me...

Pete Mack May 10, 2021 22:01

Uh, what? Learning to ride a bike is hard, but actually riding a bike is dead easy. (Though I did have to remind my 79yo mother that riding a bike below 5mph is far more difficult than 6mph.)

Sideways May 10, 2021 22:33

Congratulations!

Learn the game the way you want to learn it; I doubt anybody will judge you harshly for looking up things like monster info. But if you do have regrets about using spoilers, plenty of variants out there waiting that you can still play unspoiled :)

archolewa May 11, 2021 01:36

I guess it depends on how you define "unspoiled." I did manage to get my first win populating the monster memory the hard way (dying and Rods of Probing). However, I was lyrking here and reading peoples comments on strategies and the like. That being said, I did come up with anti-summoning corridors on my own, and I was playing a priest, who become very hard to kill around DL60 or so. I still havent won with a mage.

Regardless, congratulations! That first win is something special.

SonicSpeedBryce May 11, 2021 04:45

Thank you, all of you, for the kind words of encouragement! I know I'm still nowhere near being good enough at the game to be considered a pro yet, but it's encouraging that I got even one win under my belt. Looking back, though, yeah, maybe I was being over dramatic about using spoilers. Sure, I'll never be able to tell a legendary tale of triumphing over the game with only my own skills and knowledge of the game at that point, but, in the grand scheme of things, not many people will care about that. Oh well.

I've actually been thinking about starting a new character; how does a Dunadan Necromancer sound? Any advice for that character?

Selkie May 11, 2021 06:40

Quote:

Originally Posted by SonicSpeedBryce (Post 153166)

I've actually been thinking about starting a new character; how does a Dunadan Necromancer sound? Any advice for that character?

Sounds hard to me. You're playing in the dark so it's good to have some intrinsic infravision. I like high elves, you get light, dark, and nether resisted, you have high INT and decent other stats (except wisdom, but who cares about that), and see invisible is very useful.

Sphara May 11, 2021 07:42

Quote:

Originally Posted by SonicSpeedBryce (Post 153166)

I've actually been thinking about starting a new character; how does a Dunadan Necromancer sound? Any advice for that character?

Grats for the 1st one.
Early Necromancer will be in lot of trouble with anything evil. That is all kobolds and orcs, for example. Nether bolt just doesn't cut, even though it does some damage through resistance. Try to get a launcher and kite monsters using bat form. You may even buy stackloads of flask of oil and throw them at monsters.

Necromancer is the hardest start by a big margin, imo.

Pete Mack May 11, 2021 13:42

Necro is considered by many to be the most difficult class. (Druid is also in the running.) You might want to try the equivalent half-caster first, tho Blackguard has its own difficulty.

DavidMedley May 11, 2021 13:43

Quote:

Originally Posted by Selkie (Post 153153)
I'll sometimes force quit when I press the wrong button by accident and die. Do we all do that?

I've never force-quit or save scummed. A few times I've turned on the recover from death option, planning to play to the end but I always lose motivation on those characters.

SonicSpeedBryce May 11, 2021 14:22

You know, now I'm almost tempted to run Necromancer just for the promise of high difficulty alone.

Almost.

That being said, it would be nice to have melee as a fallback for nether resistant enemies. I guess I'll try Blackgaurd first then.

Pete Mack May 11, 2021 14:33

Blackguard is very heavily spell dependent. Early in the game, you can't get more than 1.3 blows for quite a while, though you can get 2 with spells.

SonicSpeedBryce May 11, 2021 14:39

Well, I'll just have to stay clear of evil in the early game till I find a good artifact/strength and dexterity potions. Aside from that, it shouldn't be TOO different from the Mage I won with. Though, I imagine statements like that are liable to send characters to an early grave.

archolewa May 11, 2021 15:19

Blackguards dont have the same evil enemy problem Necromancers do. Despite being the half-caster, Im not sure Blackguards and Necromancers have any shared spells at all. What you want as a Blackguard is a nice, heavy weapon. And a willimgness to murder damn near everything you see in the early game.

sffp May 11, 2021 15:29

I've been going back and forth between Kobold Necromancer and Half-Orc Blackguard for a year now. I'm trying to get a win in each class/race. They are tough to play.
Both come Nec and BG come with a significant handicap - Necs need to avoid light so that beautiful +3 strengh artifact lantern you find, leave it on the floor, it's dross.

BGs don't restore their spell points by resting - they actually lose them. It is constant battle all the way down (or at least, as far down as I've gotten one. )

SonicSpeedBryce May 11, 2021 15:44

Oh. It appears that the Necromancer and Blackguard classes are much more complicated than I first thought.

Maybe I should try a different class for now. Maybe a Ranger?

Hounded May 11, 2021 15:53

Quote:

Originally Posted by Pete Mack (Post 153161)
Uh, what? Learning to ride a bike is hard, but actually riding a bike is dead easy. (Though I did have to remind my 79yo mother that riding a bike below 5mph is far more difficult than 6mph.)

Sorry; was implying that the "natural" state of playing Angband ends with a dead @ and the game ensures you never forget how to do that.

Too dry? Nevermind...

archolewa May 11, 2021 17:05

Quote:

Originally Posted by SonicSpeedBryce (Post 153187)
Oh. It appears that the Necromancer and Blackguard classes are much more complicated than I first thought.

Maybe I should try a different class for now. Maybe a Ranger?

Depends on what kind of game you are interested in. If you want a game similar to mage, but a bit more forgiving. you can try rogue. They play similar to mages, but are tough enough to melee every now and then. If you wamt a more aggressive playstyle without all the Blackguard weirdness, warriors are a good choice.

I honestly find Rangers to be tough. Their melee capabilities are bad, their health is good but not great, and their stealrh is also good but not great. Meanwhile most of their early spells are easily reproducible with items you can buy in town. All tbey really have going for them are fast bow shots. Geeat if you can find a powerful bow, not so much otherwise.

Pete Mack May 11, 2021 17:34

@archo
Rangers have one excellent early spell: Resist poison. And detect life is a good, especially when backed up with a Staff of detect evil.

archolewa May 11, 2021 18:37

Quote:

Originally Posted by Pete Mack (Post 153191)
@archo
Rangers have one excellent early spell: Resist poison. And detect life is a good, especially when backed up with a Staff of detect evil.

Thats true. I guess to me Rangers are in a bit of an awkward spot. Most of their spells really shine when you play without a town, but they are *so* reliant on arrows, and arrows are *so* rare in the dungeon that you end up either playing with a lot of spells that are at best conveniences, or where you have to carefully ration the only offense at which you shine. I know they eventually get a spell that lets them turn staves into arrows, but that doesn't help early.

Mostly, Im annoyed that the class that seems like it should be the *least* dependent on the town is in fact the *most* dependent.

sffp May 11, 2021 22:11

Until you get the make arrow spell :)
"I don't know what this staff does, but it makes some mighty fine arrows"
Me quoting me

sffp May 11, 2021 22:15

Quote:

Originally Posted by SonicSpeedBryce (Post 153187)
Oh. It appears that the Necromancer and Blackguard classes are much more complicated than I first thought.

Maybe I should try a different class for now. Maybe a Ranger?

Oh don't let me stop you

I have a ton of fun playing my hopping kobold necs
I finally have one to legendary stealth so there's a chance at victory.

The real issue is so few hp's in a kobold so ultra-fragile

Pete Mack May 11, 2021 22:33

Doesn't a lantern of shadows need fuel to keep it's antilight active?

will_asher May 11, 2021 22:36

Quote:

Originally Posted by archolewa (Post 153192)
Thats true. I guess to me Rangers are in a bit of an awkward spot. Most of their spells really shine when you play without a town, but they are *so* reliant on arrows, and arrows are *so* rare in the dungeon that you end up either playing with a lot of spells that are at best conveniences, or where you have to carefully ration the only offense at which you shine. I know they eventually get a spell that lets them turn staves into arrows, but that doesn't help early.

Mostly, Im annoyed that the class that seems like it should be the *least* dependent on the town is in fact the *most* dependent.

Maybe it'd be good if Rangers had two make arrows spells. The high level one they have now, and a low level one which only makes average arrows.

Nick May 11, 2021 22:36

Quote:

Originally Posted by Pete Mack (Post 153195)
Doesn't a lantern of shadows need fuel to keep it's antilight active?

Yes, it does.

archolewa May 11, 2021 23:09

Quote:

Originally Posted by will_asher (Post 153196)
Maybe it'd be good if Rangers had two make arrows spells. The high level one they have now, and a low level one which only makes average arrows.

This I would totally be down with. That or just giving them a better blows table. They are a hybrid class, I feel like they should be better at melee. I think you could give them the same blows table as the paladin without losing anything. A paladins healing still means they are better in melee than a Ranger. But this way Rangers actually have some means of offense wothout having to recall to buy more arrows every other floor. Or give them a table that is generous early, but much more stingy later. So by the midgame they are lagging hard behind warriors in melee, but in the early game they arent a priest without any healing spells.

Nick May 11, 2021 23:30

Quote:

Originally Posted by archolewa (Post 153198)
This I would totally be down with. That or just giving them a better blows table. They are a hybrid class, I feel like they should be better at melee. I think you could give them the same blows table as the paladin without losing anything. A paladins healing still means they are better in melee than a Ranger. But this way Rangers actually have some means of offense wothout having to recall to buy more arrows every other floor. Or give them a table that is generous early, but much more stingy later. So by the midgame they are lagging hard behind warriors in melee, but in the early game they arent a priest without any healing spells.

Their melee is better than it used to be, and they also have good stealth. So they're meant to be more like a rogue than anything else, really.

Julian May 12, 2021 00:46

Quote:

Originally Posted by archolewa (Post 153198)
This I would totally be down with. That or just giving them a better blows table. They are a hybrid class, I feel like they should be better at melee. I think you could give them the same blows table as the paladin without losing anything. A paladins healing still means they are better in melee than a Ranger. But this way Rangers actually have some means of offense wothout having to recall to buy more arrows every other floor. Or give them a table that is generous early, but much more stingy later. So by the midgame they are lagging hard behind warriors in melee, but in the early game they arent a priest without any healing spells.

The blows calculation doesn’t work like that. Except by capping the maximum number of blows, you can’t make a class get extra blows early and not still be good later.

archolewa May 12, 2021 00:50

Quote:

Originally Posted by Nick (Post 153200)
Their melee is better than it used to be, and they also have good stealth. So they're meant to be more like a rogue than anything else, really.

I just experimented a bit, and it looks like they can hit 2 blows per round to start (at least a Dunadan), however you have to tweak the default point buy a bit. I was under the mistaken impression that you couldnt hit 2 blows. Ill have to try again some time, and see if starting with 2 blows changes my opinion any.

Sky May 12, 2021 10:57

Quote:

Originally Posted by archolewa (Post 153163)
I still havent won with a mage.

Regardless, congratulations! That first win is something special.

this is what you do to win with mage.

Get a mage to DL35/40.
Pump him full of stat potions.
2x rings of Escaping
stash all the !Enlight and ?DD you find.

when you get to CL35 circa (10% TO fail or lower) read all the scrolls of DD you have and get to DL96+, find stairs and keep scumming until you get a LF 8.

use !Enlightment and look for a Kelek's. Teleport away everything that stands between you and Keleks.

Learn banish. Banish everything and pick up gear.
Drink potions of !Exp

Once you are CL50 find morgoth and mana storm him into nothingness.

SonicSpeedBryce May 12, 2021 15:20

Quote:

Originally Posted by Sky (Post 153211)
this is what you do to win with mage.

Get a mage to DL35/40.
Pump him full of stat potions.
2x rings of Escaping
stash all the !Enlight and ?DD you find.

when you get to CL35 circa (10% TO fail or lower) read all the scrolls of DD you have and get to DL96+, find stairs and keep scumming until you get a LF 8.

use !Enlightment and look for a Kelek's. Teleport away everything that stands between you and Keleks.

Learn banish. Banish everything and pick up gear.
Drink potions of !Exp

Once you are CL50 find morgoth and mana storm him into nothingness.

That sounds like a cool speedrunning/powerdiving strategy! My playthrough was much less interesting, though. I made decent progress through the dungeon until I hit points that I felt I needed better gear/certain resists in order to survive, say, a surprise capped poison breath. Reveal Monsters/Detection and Teleport Other helped to mitigate such risks, but I still didn't want to take any chances.

When I got Wizard's Tome of Power, I just started spamming Banishment and Mass Banishment to get rid of the non-uniques that I didn't want to deal with, and only engaged Uniques that I felt I could take on. At DL97 and DL98, I just started grinding those, getting experience and extra consumables along the way, hoping to find an artifact that had all resists on it (namely Bladeturner) so that I could resist anything that Morgoth could throw at me.

I never found Bladeturner, but I did find The One Ring, which was close enough for my purposes. After tens of thousands of turns later of searching and a near death experience with some dragon that nearly one shot me, I finally decided to just face Sauron and Morgoth. In retrospect, they were surprisingly easy. The gear I used covered resists nicely while supplying the status protections I cared about. The summons were no issue because of the whole Banishment/Mass Banishment thing, as well as the fact that I offed all the other uniques beforehand.

I think, in the future, I'll play another High-Elf Mage and see how well the powerdiving strategy works.

Pete Mack May 12, 2021 16:23

Hanging at DL 40 Atil CL 35 isn't exactly powerdiving. Without (e.g.) midgame U to pick off, it'll take a looong time.

archolewa May 12, 2021 16:24

Quote:

Originally Posted by Sky (Post 153211)
this is what you do to win with a mage.

I have gotten to the endgame with a mage, before getting offed by Wiruin, but honestly I just dont enjoy the class much. I find scumming to be boring, and that seems to be what mages are good at, and I dont like being within one-shot range of everything all the time. Mass Banishing a vault is fun the first time, but gets old the seventh.

Generally, when a mage detects, they look for monsters they can kill, and avoid everything else. I prefer to play classes where you use detect to find monsters to avoid, and can kill everything else (whether you do or not is up to you).

DavidMedley May 12, 2021 16:45

Quote:

Originally Posted by archolewa (Post 153192)
Mostly, Im annoyed that the class that seems like it should be the *least* dependent on the town is in fact the *most* dependent.

This is an interesting point

DavidMedley May 12, 2021 16:57

Quote:

Originally Posted by will_asher (Post 153196)
Maybe it'd be good if Rangers had two make arrows spells. The high level one they have now, and a low level one which only makes average arrows.

This is an interesting suggestion. Giving it about 3 minutes of thought, here's a half-baked idea:

Create an object called "arrow heads." When arrows break they (usually?) leave behind arrow heads. Also, you can find them like normal low-level items. For most characters they are useless except to be sold cheaply in town, if selling is on, and can be immediately ignored. Rangers would have a very low-level spell called Fletchery which turns arrow heads into arrows. Could sell arrow heads in the general store as well, maybe.

Gets a bit more complex when you start thinking about Mithril arrows and magic arrows...

Pete Mack May 12, 2021 17:28

Arrows shatter against plate mail or a steel cuirass, and the heads are usually ruined as well. (See vid I posted recently.) Presumably they shatter against dragon scales and the like, too. It's worth noting that all useful arrows in warfare were bodkin. While broadhead do more damage, they won't penetrate any metal armor and were used mostly for hunting, as are their modern versions today.

Speaking of hunting, there's one greatly feared animal from Medieval Europe that really needs to be in angband: the wild boar. They have a high AC, are fast, and come in packs.
The boar savages you <2x>
The boar tramples you <2x>
The sow bites you <2x>
The sow tramples you <2x>
You die

Thraalbee May 12, 2021 18:11

Herringfolt in frogcomposband is there. He has mauled several of my @'s. Wild boar boss. Very fast. hits hard.

DavidMedley May 12, 2021 18:15

@Pete does that mean bodkin arrow heads can never be recovered?

Pete Mack May 12, 2021 18:40

Chain or leather armor won't usually damage them. But if they hit plate steel or the like dead on, yeah. The arrow is ruined. Do a search for arrows vs armor. The vids are kinda entertaining. Crossbow bolts will penetrate at short distances, as does musket shot. Even minie balls will juat splash at much over 100-150 yards. The usually stated accuracy is vs an unarmored foe. (Famously, see Ned Kelly.)

Sky May 12, 2021 19:29

Quote:

Originally Posted by SonicSpeedBryce (Post 153216)
That sounds like a cool speedrunning/powerdiving strategy!

this is the very opposite of speedrunning.

The speedrun philosophy rotates around the idea that with sufficient detection and stealth you can basically wander around ANY depth and look to see if you like something, take/kill it, and leave.

Mine is a modification of the previous grind-heavy strategy.

It relies on one concept; in ALL vaults, you find items that are IIRC anything between +25 and +40 levels in depth.
This means that on DL40 you can find stuff that's native to DL80.

When you grind mobs/fight uniques/raid vaults etc, it's not just the vault/unique/mobs itself that is dangerous, but the surrounding dungeon as well.
You can safely teleport_self a mage on DL30, but if you TS on DL90 you can easily wind up in a group of Time Hounds or Plasma Hounds and get instakilled, even when you've just barely entered the level.

So it's actually VERY fruitful to stair scum on DL35/40/45, and to only deal with LF 6-6 levels or better, because a simple TO can deal with any OOD mob you can find in a DL40 vault, but if you are trying to TO a unique while surrounded by Titans, Balrogs, Chaos dragons, Time hounds, lava, traps, etc then it's a completely different experience.

And, the stuff that you do find in those vaults is pretty darn good for a character that has not been to DL50 even. And with a bit of luck and just crunching numbers, you can get *excellent* stuff - Keleks, RoS +10, Boots of Elvenkind, Cloaks of Aman to plug any resistance hole you may have, helms of ESP, all game-changing stuff.

AND, because you are still at such low depths, you are practically guaranteed to be able to actually TAKE that gear with minimal losses to your consumables and minimal risk.

if instead say, you are at DL70 and there is a good book you need, but it's in a graveyard, and you dont have WoD / Banish / MBan .. you're just not gonna get it. It may as well not be there.

Once you have everything you need, you don't actually need to even see the levels between DL45 and DL96. Actually to be exact, DL44, because DL45 has AMHDs.

FYI i did this just now to "show off" and i have now a mage at DL98 with keleks, took me 8 DDs (10 would have been easier) and 3x !Enlight.

Sky May 12, 2021 21:02

CL38, and yet i can already cast MBan :)

Look at the equipment (including at home) and see just how much stuff was found between DL33 and DL45.
Note that many artifact weapons were sold.

Code:

  [Angband 4.1.3 Character Dump]

 Name  Oudinot      Age            60          Self  RB  CB  EB  Best
 Race  Dunadan      Height        6'9"  STR! 18/100  +1  -3 +13 18/210
 Class  Mage        Weight    13st 8lb  INT! 18/100  +2  +3  +5 18/200
 Title  Warlock      Turns used:          WIS:  18/28  +2  +0  +0  18/48
 HP    642/642      Game      1010059  DEX! 18/100  +2  +0  +6 18/180
 SP    289/305      Standard    143194  CON! 18/100  +3  -2  +8 18/190
                    Resting      61537

 Level                38    Armor    [17,+106]    Saving Throw    72%
 Cur Exp          1486611                          Stealth      Superb
 Max Exp          1486611    Melee      2d5,+39    Disarm - phys.  89%
 Adv Exp          1785000    To-hit      35,+39    Disarm - magic  100%
                            Blows      4.0/turn    Magic Devices    101
 Gold              914754                          Searching        58%
 Burden          193.8 lb    Shoot to-dam    +14    Infravision    30 ft
 Overweight      13.9 lb    To-hit      29,+35    Speed      23 (3.3x)
 Max Depth    4850' (L97)    Shots        1/turn

 You are one of several children of a Guildsman.  You are a credit to
 the family.  You have blue-gray eyes, straight black hair, and a fair
 complexion.


rAcid:.*..+.+.+.... Nexus:.............
rElec:..+.....+*... Nethr:..+...++.....
rFire:....*...+.... Chaos:.....+....+..
rCold:.++.....+.... Disen:.+....+......
rPois:..+.....+.... pFear:......+......
rLite:++........... pBlnd:.........+...
rDark:+.+...+...... pConf:........+....
Sound:..+.......... pStun:.++..........
Shard:......+...... HLife:..+.+.+......

Regen:............. Stea.:....+..+.....
  ESP:.........+... Sear.:.............
Invis:..+.......... Infra:........+....
FrAct:+++...+...+.. Tunn.:.............
Feath:............. Speed:+..+.......+.
S.Dig:.++.......... Blows:.............
ImpHP:............. Shots:.............
 Fear:............. Might:.............
Aggrv:............. Light:..+..+....+..


  [Character Equipment]

a) the Long Sword 'Balar' (2d5) (+11,+21) <+4>
    Found lying on the floor in a vault at 3150 feet (level 63)
   
    +4 speed.
    Slays undead (powerfully), dragons (powerfully), demons
    (powerfully), giants, trolls, evil creatures.
    Provides resistance to light, dark.
    Cannot be harmed by acid.
    Sustains intelligence.
    Prevents paralysis. 
   
    When activated, it turns rock into mud.
    Takes 161 to 178 turns to recharge at your current speed.
    Your chance of success is 96.6%
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 294.8 vs. undead, 294.8 vs. dragons, 294.8
    vs. demons, 242.8 vs. giants, 242.8 vs. trolls, 216.4 vs. evil
    creatures, and 190.4 vs. others.
   
b) the Short Bow of Halar (x2) (+7,+14) <+1>
    Found lying on the floor at 1750 feet (level 35)
   
    +1 constitution.
    Provides immunity to acid.
    Provides resistance to cold, light, disenchantment.
    Provides protection from stunning.
    Cannot be harmed by acid, fire.
    Slows your metabolism.  Prevents paralysis. 
   
c) the Ring of Gwenuron <+5, +3, +1>
    Found lying on the floor in a vault at 2250 feet (level 45)
   
    +5 strength.
    +5 intelligence.
    +3 dexterity.
    +3 constitution.
    +1 light.
    Provides resistance to lightning, cold, poison, dark, sound,
    nether.
    Provides protection from stunning.
    Cannot be harmed by lightning.
    Slows your metabolism.  Grants the ability to see invisible
    things.  Prevents paralysis.  Sustains your life force. 
   
    When activated, it deals five times your level's damage to all
    evil creatures that you can see.
    Takes 323 to 396 turns to recharge at your current speed.
    Your chance of success is 97.0%
   
d) a Ring of Speed <+12>
    Found lying on the floor in a vault at 4900 feet (level 98)
   
    +12 speed.
   
e) the Amulet 'Avaned' <+3> {*Fire}
    Found lying on the floor in a vault at 2250 feet (level 45)
   
    +3 dexterity.
    +3 stealth.
    Provides immunity to fire.
    Provides resistance to acid.
    Sustains your life force. 
   
f) the Arkenstone 'Maidran' <+3>
    Dropped by Sangahyando of Umbar at 1550 feet (level 31)
   
    +3 light.
    Provides resistance to chaos.
    Cannot be harmed by fire.
    Radius 3 light.
   
    When activated, it lights and maps the entire level, sensing
    objects.
    Takes 168 to 330 turns to recharge at your current speed.
    Your chance of success is 97.0%
   
g) the Soft Leather Armour 'Mingwen' [8,+9] <+4>
    Dropped by Azog, King of the Uruk-Hai at 2250 feet (level 45)
   
    +4 constitution.
    Provides resistance to acid, dark, shards, nether, disenchantment.
    Provides protection from fear.
    Cannot be harmed by acid, fire.
    Prevents paralysis.  Sustains your life force. 
   
h) the Cloak of Aidrin [1,+8] <+5>
    Dropped by a brigand at 1000 feet (level 20)
   
    +5 strength.
    +5 stealth.
    Provides resistance to nether.
    Cannot be harmed by acid, fire.
   
i) the Small Metal Shield of Mirhuriel [5,+19] <+3>
    Found lying on the floor at 2050 feet (level 41)
   
    +3 infravision.
    Provides resistance to acid, lightning, fire, cold, poison.
    Provides protection from confusion.
    Cannot be harmed by acid.
    Sustains wisdom.
   
j) the Metal Cap 'Estolmast' [3,+20]
    Found lying on the floor in a vault at 2600 feet (level 52)
   
    Provides immunity to lightning.
    Provides protection from blindness.
    Cannot be harmed by acid.
    Grants telepathy. 
   
k) the Set of Alchemist's Gloves of Nieng [0,+23] <+3, +1>
    Found lying on the floor in a vault at 2500 feet (level 50)
   
    +3 strength.
    +1 light.
    Provides resistance to chaos.
    Cannot be harmed by acid, fire.
    Prevents paralysis. 
   
l) a Pair of Ethereal Slippers of Speed [0,+14] <+8>
    Found lying on the floor in a vault at 4900 feet (level 98)
   
    +8 speed.
    Cannot be harmed by acid, fire.
   




  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
    Cannot be harmed by fire.
   
f) a Book of Magic Spells [Raal's Tome of Destruction]
    Cannot be harmed by fire.
   
g) a Book of Magic Spells [Mordenkainen's Escapes]
    Cannot be harmed by fire.
   
h) a Book of Magic Spells [Tenser's Transformations]
    Cannot be harmed by fire.
   
i) a Book of Magic Spells [Kelek's Grimoire of Power]
    Cannot be harmed by fire.
   
j) a Mushroom of Vigor
k) 17 Potions of Cure Critical Wounds
l) 12 Potions of Healing
m) 20 Potions of Restore Mana
n) 20 Potions of Restore Life Levels
o) 3 Potions of Enlightenment
p) 26 Scrolls of Phase Door
q) a Rod of Healing
    Cannot be harmed by lightning.
   
r) the Ring 'Anglion' <+5, +2, +3, +1>
    Dropped by Ji Indur Dawndeath at 4850 feet (level 97)
   
    +5 strength.
    +2 wisdom.
    +3 dexterity.
    +2 tunneling.
    +3 speed.
    +1 light.
    Provides resistance to acid, cold, poison, dark, shards, chaos.
    Cannot be harmed by lightning.
    Sustains constitution.
    Slows your metabolism.  Grants the ability to see invisible
    things.  Prevents paralysis. 
   
    When activated, it creates a large frost ball with damage 200.
    Takes 349 to 429 turns to recharge at your current speed.
    Your chance of success is 92.5%
   
s) the Metal Lamellar Armour of Finde (-3) [58,+20] <+3>
    Dropped by Gorlim, Betrayer of Barahir at 4850 feet (level 97)
   
    +3 constitution.
    Provides resistance to acid, lightning, fire, cold, poison, dark,
    chaos.
    Cannot be harmed by acid.
    Speeds regeneration. 
   
t) the Tulwar 'Orwenth' (7d4) (+17,+22) [+5] <+2, +3, +4, +5, +1>
    Dropped by a nalfeshnee at 4850 feet (level 97)
   
    +2 strength.
    +3 intelligence.
    +4 searching skill.
    +5 tunneling.
    +1 light.
    Slays dragons (powerfully), demons (powerfully), undead, giants,
    orcs, animals, evil creatures.
    Branded with weak fire.
    Provides resistance to acid, fire, light, dark.
    Cannot be harmed by acid.
    Slows your metabolism.  Grants the ability to see invisible
    things.  Blessed by the gods. 
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 329.2 vs. creatures not resistant to fire,
    558 vs. dragons, 558 vs. demons, 405.2 vs. undead, 405.2 vs.
    giants, 405.2 vs. orcs, 329.2 vs. animals, 329.2 vs. evil
    creatures, and 252.8 vs. others.
   
u) the Ball-and-Chain of Anduri (2d4) (+22,+21) [+10] <+3, +2>
    Found lying on the floor in a vault at 4850 feet (level 97)
   
    +3 stealth.
    +2 tunneling.
    +3 speed.
    Slays demons (powerfully), undead, dragons, giants, trolls, orcs,
    evil creatures.
    Branded with weak cold.
    Provides resistance to chaos.
    Cannot be harmed by acid, fire.
    Slows your metabolism.  Grants the ability to see invisible
    things.  Sustains your life force. 
   
    When activated, it attempts to magically enhance a piece of armour
    with high chance of success.
    Takes 405 to 544 turns to recharge at your current speed.
    Your chance of success is 92.5%
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 210.4 vs. creatures not resistant to cold,
    276.8 vs. demons, 232.4 vs. undead, 232.4 vs. dragons, 232.4 vs.
    giants, 232.4 vs. trolls, 232.4 vs. orcs, 210.4 vs. evil
    creatures, and 188 vs. others.
   




  [Character Quiver]

0) 32 Seeker Arrows of Wounding (4d4) (+22,+20)
    Combat info:
    Hits targets up to 100 feet away.
    Average damage/round: 92.4.
    35% chance of breaking upon contact.
   


  [Home Inventory]

a) 7 Mushrooms of Vigor
b) 5 Potions of *Healing*
    It can be thrown at creatures with damaging effect.
   
c) the Ring of Cargorost <+2, +4, +3, +6, +1>
    Found lying on the floor in a vault at 4400 feet (level 88)
   
    +2 strength.
    +4 intelligence.
    +3 dexterity.
    +6 tunneling.
    +1 light.
    Provides immunity to cold.
    Provides resistance to acid, lightning, fire, poison, light, dark.
    Provides protection from fear, blindness.
    Cannot be harmed by lightning.
    Sustains intelligence.
    Slows your metabolism.  Feather Falling.  Grants telepathy. 
   
    When activated, it bestows upon you berserk rage, bless, and
    resistance.
    Takes 567 to 831 turns to recharge at your current speed.
    Your chance of success is 94.8%
   
d) the Band of Anteith (+6,+6) [+8] <+3, +1, +5, +4>
    Found lying on the floor in a vault at 3150 feet (level 63)
   
    +3 strength.
    +1 wisdom.
    +5 dexterity.
    +4 searching skill.
    +1 speed.
    +1 light.
    Provides resistance to acid, lightning, poison, nether,
    disenchantment.
    Provides protection from fear.
    Cannot be harmed by lightning.
    Sustains strength, wisdom.
    Slows your metabolism.  Speeds regeneration.  Grants the ability
    to see invisible things.  Prevents paralysis. 
   
    When activated, it lights and maps the entire level, sensing
    objects.
    Takes 594 to 871 turns to recharge at your current speed.
    Your chance of success is 96.6%
   
e) the Necklace 'Angrith' <+2>
    Found lying on the floor in a vault at 1750 feet (level 35)
   
    +2 strength.
    +2 infravision.
    Provides immunity to acid.
    Provides resistance to lightning, fire, cold.
   
    When activated, it gives you information on the health and
    abilities of monsters you can see.
    Takes 214 to 237 turns to recharge at your current speed.
    Your chance of success is 91.8%
   
f) the Elfstone 'Ledhwe' <+3>
    Found lying on the floor in a vault at 1800 feet (level 36)
   
    +3 intelligence.
    +3 wisdom.
    +3 dexterity.
    Provides resistance to acid, lightning, fire.
    Provides protection from blindness.
    Speeds regeneration.  Grants the ability to see invisible things.
   
   
g) the Elfstone of Echangore <+3, +4>
    Dropped by Bullroarer the Hobbit at 1700 feet (level 34)
   
    +3 strength.
    +4 dexterity.
    Provides resistance to nexus.
    Speeds regeneration.  Prevents paralysis. 
   
    When activated, it heals 60 hitpoints, cut damage, and cures
    stunning, poisoning, blindness, and confusion.
    Takes 240 to 267 turns to recharge at your current speed.
    Your chance of success is 96.6%
   
h) the Jewel of Macir <+4>
    Found lying on the floor in a vault at 2050 feet (level 41)
   
    +4 speed.
    Provides resistance to light, dark.
    Slows your metabolism.  Feather Falling. 
   
    When activated, it grants temporary resistance to fire for 1d10+10
    turns.
    Takes 108 to 118 turns to recharge at your current speed.
    Your chance of success is 95.8%
   
i) the Phial 'Naereth' <+2, +3>
    Dropped by a cave ogre at 1650 feet (level 33)
   
    +2 dexterity.
    +3 light.
    Provides resistance to disenchantment.
    Cannot be harmed by fire.
    Radius 3 light.
   
    When activated, it lights up the surrounding area, hurting
    light-sensitive creatures.
    Takes 36 to 66 turns to recharge at your current speed.
    Your chance of success is 95.3%
   
j) the Star of Silpel (+1,+3) <+2, +3>
    Dropped by Lagduf, the Snaga at 750 feet (level 15)
   
    +2 dexterity.
    +3 light.
    Provides resistance to cold.
    Cannot be harmed by fire.
    Grants the ability to see invisible things. 
    Radius 3 light.
   
    When activated, it maps the area around you.
    Takes 168 to 330 turns to recharge at your current speed.
    Your chance of success is 96.6%
   
k) the Cloak of Uling (+6,+1) [1,+23] <+2, +5>
    Found lying on the floor at 1900 feet (level 38)
   
    +2 wisdom.
    +5 stealth.
    Provides resistance to nether.
    Cannot be harmed by acid, fire.
    Slows your metabolism.  Prevents paralysis. 
   
    When activated, it grants temporary resistance to acid,
    electricity, fire, cold and poison for 1d20+20 turns.
    Takes 270 to 330 turns to recharge at your current speed.
    Your chance of success is 92.5%
   
l) the Fur Cloak of Faukain [3,+19]
    Found lying on the floor in a vault at 1850 feet (level 37)
   
    Provides resistance to nexus.
    Provides protection from fear, confusion.
    Cannot be harmed by acid, fire.
    Sustains dexterity.
   
    When activated, it creates a fire bolt with damage 12d8.
    Takes 188 to 207 turns to recharge at your current speed.
    Your chance of success is 95.8%
   
m) the Fur Cloak of Echorfea [3,+17] <+3, +2>
    Found lying on the floor of a cavern at 1800 feet (level 36)
   
    +3 strength.
    +2 tunneling.
    Provides resistance to disenchantment.
    Cannot be harmed by acid, fire.
    Sustains strength.
   
    When activated, it grants temporary resistance to fire for 1d10+10
    turns.
    Takes 108 to 118 turns to recharge at your current speed.
    Your chance of success is 95.8%
   
n) the Leather Shield of Gondor [8,+32] <+1, +2>
    Dropped by an illusionist at 4400 feet (level 88)
   
    +1 wisdom.
    +2 dexterity.
    Provides resistance to acid, lightning, fire, cold, light.
    Cannot be harmed by acid.
   
o) the Iron Crown of Brilgal [0,+17] <+2>
    Found lying on the floor in a vault at 3150 feet (level 63)
   
    +2 intelligence.
    Provides resistance to cold.
    Provides protection from blindness.
    Cannot be harmed by acid.
    Sustains constitution.
    Grants telepathy.  Grants the ability to see invisible things.
    Prevents paralysis.  Sustains your life force. 
   
    When activated, it hastes you for a while, but then makes you
    slower for a while afterward.
    Takes 135 to 148 turns to recharge at your current speed.
    Your chance of success is 96.6%
   
p) the Hard Leather Cap of Turufin [2,+17] <+3>
    Dropped by Hoarmurath of Dir at 3150 feet (level 63)
   
    +3 intelligence.
    Provides resistance to fire, poison, nether.
    Cannot be harmed by acid.
    Speeds regeneration.  Grants the ability to see invisible things.
    Prevents paralysis. 
   
q) the Iron Helm 'Loris' [7,+7] <+2>
    Found lying on the floor at 1700 feet (level 34)
   
    +2 strength.
    +2 intelligence.
    +2 wisdom.
    +2 constitution.
    Provides resistance to lightning, fire, cold.
    Cannot be harmed by acid.
    Slows your metabolism.  Grants the ability to see invisible
    things. 
   
r) the Pair of Leather Boots 'Erenos' [2,+13] <+4, +3, +2>
    Found lying on the floor in a vault at 2250 feet (level 45)
   
    +4 wisdom.
    +3 stealth.
    +3 searching skill.
    +2 speed.
    Provides resistance to dark, shards.
    Provides protection from blindness.
    Cannot be harmed by acid, fire.
    Sustains wisdom.
    Feather Falling.  Grants the ability to see invisible things. 
   
s) the Broad Sword of Nenelion (4d5) (+6,+13) <+4> {ESP}
    Dropped by an illusionist at 4400 feet (level 88)
   
    +4 intelligence.
    Slays undead (powerfully), demons, orcs, evil creatures.
    Branded with cold.
    Provides resistance to cold, light.
    Cannot be harmed by acid.
    Sustains strength.
    Grants telepathy.  Grants the ability to see invisible things.
    Prevents paralysis. 
   
    When activated, it heals 500 hit points, heals cut damage, and
    cures stunning.
    Takes 376 to 462 turns to recharge at your current speed.
    Your chance of success is 97.3%
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 286 vs. creatures not resistant to cold,
    390.8 vs. undead, 286 vs. demons, 286 vs. orcs, 234 vs. evil
    creatures, and 181.6 vs. others.
   
t) the Katana 'Galand' (8d5) (+11,+8) <+4>
    Dropped by Bolg, Son of Azog at 2250 feet (level 45)
   
    +4 stealth.
    Slays undead (powerfully).
    Cannot be harmed by acid.
    Speeds regeneration.  Sustains your life force. 
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 630.8 vs. undead, and 212 vs. others.
   
u) the Awl-Pike of Gonas (6d8) (+12,+10) <+3, +5>
    Dropped by Rogrog the Black Troll at 2250 feet (level 45)
   
    +3 intelligence.
    +5 infravision.
    Slays dragons.
    Branded with weak cold.
    Provides resistance to fire.
    Cannot be harmed by acid, fire.
    Blessed by the gods. 
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 354.4 vs. creatures not resistant to cold,
    473.2 vs. dragons, and 235.6 vs. others.
   
v) the Mace of Glind (2d4) (+14,+13) <+4, +3, +5> {BONUSES}
    Found lying on the floor in a vault at 4700 feet (level 94)
   
    +4 intelligence.
    +4 dexterity.
    +3 stealth.
    +5 speed.
    Slays animals.
    Provides resistance to cold, poison, light.
    Provides protection from blindness.
    Cannot be harmed by acid, fire.
    Sustains strength.
    Grants the ability to see invisible things. 
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 173.6 vs. animals, and 151.6 vs. others.
   
w) a Mace of Disruption (Holy Avenger) (5d8) (+16,+22) [+2] <+4>
    Found lying on the floor in a vault at 4800 feet (level 96)
   
    +4 wisdom.
    Slays undead, demons, evil creatures.
    Provides protection from fear.
    Sustains strength.
    Grants the ability to see invisible things.  Blessed by the gods.
   
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 510.8 vs. undead, 510.8 vs. demons, 400.8
    vs. evil creatures, and 291.2 vs. others.
   


[Player history]
      Turn  Depth  Note
        0      0'  Began the quest to destroy Morgoth.
      525    50'  Reached level 2
      1954    100'  Reached level 3
      2859    100'  Reached level 4
      4410    100'  Killed Grip, Farmer Maggot's Dog
      4410    100'  Reached level 5
      6332    50'  Reached level 6
      8543    200'  Reached level 7
      9657    250'  Reached level 8
    11287    350'  Reached level 9
    13047    450'  Reached level 10
    14114    500'  Reached level 11
    15786    600'  Reached level 12
    17881    700'  Reached level 13
    18474    700'  Killed Brodda, the Easterling
    19792    750'  Reached level 14
    21458    750'  Reached level 15
    22479    750'  Reached level 16
    23675    750'  Reached level 17
    24808    750'  Reached level 18
    26535    750'  Reached level 19
    28483    750'  Reached level 20
    31108    750'  Reached level 21
    31499    750'  Killed Lagduf, the Snaga
    31501    750'  Found the Star of Silpel
    32619    800'  Killed Ulfast, Son of Ulfang
    35482    850'  Killed Orfax, Son of Boldor
    36615    850'  Reached level 22
    39827    900'  Killed Boldor, King of the Yeeks
    40472    900'  Killed Smagol
    42840    900'  Reached level 23
    46814  1000'  Found the Cloak of Aidrin
    48132  1000'  Reached level 24
    51190  1000'  Killed Wormtongue, Agent of Saruman
    53990  1250'  Killed Lugdush, the Uruk
    53990  1250'  Reached level 25
    57951  1300'  Killed Gorbag, the Orc Captain
    58231      0'  Killed Farmer Maggot
    62834  1450'  Killed Shagrat, the Orc Captain
    64144  1450'  Reached level 26
    66270  1450'  Found the Set of Leather Gloves of Idroth (LOST)
    71598  1500'  Killed Khm, Son of Mm
    71605  1500'  Found the Spear of Rungoros (LOST)
    73037  1500'  Reached level 27
    77484  1550'  Reached level 28
    77484  1550'  Reached level 29
    77484  1550'  Reached level 30
    78397  1550'  Killed Sangahyando of Umbar
    78405  1550'  Found the Arkenstone 'Maidran'
    78593  1550'  Killed Angamait of Umbar
    78813  1550'  Killed Nr, the Dwarf
    84738  1650'  Found the Phial 'Naereth'
    85376  1650'  Killed Ufthak of Cirith Ungol
    86602  1700'  Killed Beorn, the Shape-Changer
    87510  1700'  Killed Bullroarer the Hobbit
    87515  1700'  Found the Elfstone of Echangore
    87554  1700'  Killed Golfimbul, the Hill Orc Chief
    87558  1700'  Found the Battle Axe 'Ohtalch' (LOST)
    87568  1700'  Killed Grishnkh, the Hill Orc
    87846  1700'  Found the Iron Helm 'Loris'
    88698  1700'  Reached level 31
    89984  1700'  Reached level 31
    91442  1750'  Killed Fang, Farmer Maggot's Dog
    91872  1700'  Killed The Queen Ant
    92611  1750'  Killed Ulwarth, Son of Ulfang
    92725  1750'  Killed Ulfang the Black
    93138  1750'  Found the Short Bow of Halar
    96196  1750'  Found the Necklace 'Angrith'
    96461  1800'  Found the Elfstone 'Ledhwe'
    96491  1800'  Found the Set of Gauntlets of Tinur (LOST)
    97280  1800'  Found the Fur Cloak of Echorfea
    98423  1850'  Reached level 32
    98664  1850'  Found the Fur Cloak of Faukain
    102404  1900'  Found the Cloak of Uling
    102915  1900'  Killed Draebor, the Imp
    105543  2050'  Found the Small Metal Shield of Mirhuriel
    107693  2050'  Killed Ibun, Son of Mm
    107789  2050'  Killed Mm, Betrayer of Turin
    107794  2050'  Found the Main Gauche 'Gargil' (LOST)
    108744  2050'  Found the Jewel of Macir
    110250  2200'  Killed Uldor the Accursed
    110250  2200'  Reached level 33
    112108  2250'  Killed Lokkak, the Ogre Chieftain
    112970  2250'  Found the Pair of Leather Boots 'Erenos'
    113417  2250'  Found the Studded Leather Armour of Iloth (LOST)
    115298  2250'  Found the Ring of Gwenuron
    115935  2250'  Killed Mughash the Kobold Lord
    116757  2250'  Found the Amulet 'Avaned'
    118059  2250'  Killed Castamir the Usurper
    118170  2250'  Killed Rogrog the Black Troll
    118170  2250'  Found the Awl-Pike of Gonas
    118496  2250'  Reached level 34
    120874  2250'  Killed Uvatha the Horseman
    121191  2250'  Killed Bolg, Son of Azog
    121194  2250'  Found the Katana 'Galand'
    121335  2250'  Killed Azog, King of the Uruk-Hai
    121339  2250'  Found the Soft Leather Armour 'Mingwen'
    121340  2250'  Found the Awl-Pike of Edhromen (LOST)
    123481  2500'  Found the Set of Alchemist's Gloves of Nieng
    123488  2500'  Found the Bastard Sword of Angalain (LOST)
    125904  2500'  Found the Scimitar of Serim (LOST)
    126081  2500'  Killed Scatha the Worm
    126136  2500'  Killed Vargo, Tyrant of Fire
    128459  2600'  Reached level 35
    128616  2600'  Found the Metal Cap 'Estolmast'
    130038  3150'  Killed Hoarmurath of Dir
    130044  3150'  Found the Hard Leather Cap of Turufin
    130724  3150'  Reached level 36
    131007  3150'  Found the Band of Anteith
    131008  3150'  Found the Iron Crown of Brilgal
    131070  3150'  Found the Long Sword 'Balar'
    131697  3150'  Killed Adunaphel the Quiet
    132118  4400'  Found the Broad Sword of Nenelion
    132119  4400'  Found the Leather Shield of Gondor
    132176  4400'  Found the Ring of Cargorost
    134034  4700'  Killed Uglk, the Uruk
    134050  4700'  Found the Mace of Glind
    134332  4800'  Found the War Hammer of Gorginar (LOST)
    135355  4800'  Killed El, the Dark Elf
    135883  4850'  Killed Itangast the Fire Drake
    135885  4850'  Found the Broad Sword 'Bramlair' (LOST)
    135894  4850'  Killed Kavlax the Many-Headed
    135917  4850'  Killed Smaug the Golden
    135917  4850'  Reached level 37
    136546  4900'  Killed The Balrog of Moria
    138194  4900'  Found the Zweihander of Nascalmo
    139097  4900'  Killed Lorgan, Chief of the Easterlings
    140521  4900'  Found the Spear 'Rauglin' (LOST)
    140527  4900'  Found the Great Axe of Melennos
    140555  4900'  Found the Ball-and-Chain of Iacarang
    141472  4850'  Found the Tulwar 'Orwenth'
    142379  4850'  Killed Ji Indur Dawndeath
    142379  4850'  Reached level 38
    142380  4850'  Found the Ring 'Anglion'
    142409  4850'  Found the Ball-and-Chain of Anduri
    142858  4850'  Killed Gorlim, Betrayer of Barahir
    142859  4850'  Found the Metal Lamellar Armour of Finde


  [Birth]

Generate a new, random artifact set          : yes (birth_randarts)
Increase gold drops but disable selling      : no  (birth_no_selling)


DavidMedley May 12, 2021 21:19

Quote:

Originally Posted by Pete Mack (Post 153228)
Do a search for arrows vs armor.

I've watched a lot of this kind of stuff

DavidMedley May 12, 2021 21:24

I'm not getting your point. Is it that arrow heads are sometimes not recoverable?

Pete Mack May 12, 2021 21:34

@David--
In the videos, almost no part of the arrows are recoverable *if* they hit plate armor head on. But in Angband, that is not the only type of target. This has little to do with game play as it stands, but I don't see refurbishment of arrows as particularly likely or useful.
A way to help this is to do the same with archer types that is already done with rogues for ?PD.
Give them some modest chance to drop (say) 3d7 arrows, with the quality of the drop determined by monster depth.

DavidMedley May 12, 2021 22:40

Rogues get extra ?PD drops??

Pete Mack May 13, 2021 02:32

Yes. Just like caster types tend to drop class-appropriate books. UnAngband already does this, IIRC.

Nick May 13, 2021 02:46

Quote:

Originally Posted by Pete Mack (Post 153235)
A way to help this is to do the same with archer types that is already done with rogues for ?PD.
Give them some modest chance to drop (say) 3d7 arrows, with the quality of the drop determined by monster depth.

This is a decent idea.

DavidMedley May 13, 2021 02:55

I heard that books were boosted for casters, but I didn't know this was a widespread thing. Yeah, increasing arrow drops is a very simple way to make Rangers' lives a bit easier.

DavidMedley May 13, 2021 02:59

Could even be explained away as a passive fletchery ability. Rangers find/recover/repair/jerry-rig arrows better than all other classes.


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