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Old January 28, 2009, 18:10   #3
bebo
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Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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the two rods you've mentioned i've kept just for selling purposes, i dropped them as soon as i found better stuff; you are right about the spell fail rates, they are quite manageable by now (around 8% if i remember), i kept the rods of detection out of habit.

personally i've never found !Heroism and ?bless really that useful, fear isn't such a problem, and +12 to hit doesn't seem that big of a deal once you have decent equipment, or not?

why is the sling better? i seem to recall something about rogues being better at using them, but can't quite remember the exact bonuses

Alas, my poor char is now dead, slain by a great crystal drake; i never encountered it before, tried to tackle it, one breath and i'm dead ...

Thanks for the tips, i'll do better next time

btw i'm sure there is a better way to post a char dump without cluttering the whole thread, can someone give me a couple of pointers? thanks

[Angband 3.1.0 beta Character Dump]

Sex Male Age 115 STR: 18 +1 +2 +4 18/70
Race High-Elf Height 99 INT: 14 +3 +1 +2 18/20
Class Rogue Weight 197 WIS: 11 -1 -2 +5 13
Title Filcher Social Respected DEX: 17 +3 +3 +2 18/70
HP -91/241 Maximize Y CON: 16 +1 +1 +2 18/20
SP 29/41 CHR: 14 +5 -1 +3 18/30


Level 28 Armor [19,+86] Saving Throw 77%
Cur Exp 85913 Fight (+20,+16) Stealth Superb
Max Exp 85913 Melee (+33,+37) Fighting Heroic
Adv Exp 112500 Shoot (+44,+12) Shooting Heroic
MaxDepth 2250' (L45) Blows 2/turn Disarming 95%
Turns 814111 Shots 2/turn Magic Device Heroic
Gold 16489 Infra 40 ft Perception 1 in 12
Burden 167.1 lbs Speed 2 Searching 35%

You are the only child of a Telerin Archer. You have light grey eyes,
wavy black hair, and a fair complexion.



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

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


[Last Messages]

> You sense the presence of buried treasure!
> You sense the presence of objects!
> You sense the presence of monsters!
> You have 24 Iron Shots (1d4) (+0,+0) {@f1} (q).
> The Iron Shot (1d4) (+0,+0) {@f1} hits the Great crystal drake.
> The Great crystal drake shrugs off the attack.
> You sense the presence of monsters!
> You have 23 Iron Shots (1d4) (+0,+0) {@f1} (q).
> The Iron Shot (1d4) (+0,+0) {@f1} hits the Great crystal drake.
> It was a good hit!
> The Great crystal drake shrugs off the attack.
> You sense the presence of monsters!
> The Great crystal drake breathes shards.
> You have been given a deep gash.
> You die.

Killed by a Great crystal drake.

[Character Equipment]

a) The Lance of Eorlingas (3d8) (+13,+21) (+2)
+2 strength, dexterity, speed.
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.
With this weapon, you would currently get 2 blows per round. Each
blow will do an average damage of 64 against evil creatures, 77.5
against orcs, 77.5 against trolls, and 50.5 against normal
creatures.
b) a Sling of Extra Shots (x2) (+24,+12) (+1)
+1 shooting speed.
c) an Engagement Ring of Flames [+14] {!!}
Provides resistance to fire.
Cannot be harmed by fire.
When activated, it grants fire resistance for d20+20 turns and cre
ates a fire ball of damage 80.
It takes d50+50 turns to recharge after use.
d) a Jasper Ring of Slaying (+6,+4)
e) a Bone Amulet of Wisdom (+2)
+2 wisdom.
Sustains wisdom.
f) a Lantern (Everburning)
Cannot be harmed by fire.
Radius 2 light. No fuel required.
g) Soft Leather Armour of Resist Cold [4,+7]
Provides resistance to cold.
Cannot be harmed by cold.
h) a Cloak of the Magi [1,+13] (+2)
+2 intelligence, stealth.
Cannot be harmed by acid.
Sustains intelligence.
Radius 1 light.
i) a Small Metal Shield of Elvenkind [4,+16] (+1 stealth)
+1 stealth.
Provides resistance to acid, lightning, fire, cold, light.
Cannot be harmed by acid, electricity, fire, cold.
j) The Metal Cap of Thengel [3,+12] (+3)
+3 wisdom, charisma.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
+2 strength, constitution.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
l) a Pair of Steel Shod Boots of Stability [6,+6]
Provides resistance to nexus.
Feather Falling.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 16 Dark Green Potions of Cure Critical Wounds
f) 4 Scrolls titled "depio lemormo" of Teleportation
g) 4 Scrolls titled "incus ado mis" of Word of Recall {!*}
h) a Zinc-Plated Rod of Fire Bolts {@z3}
i) a Silver Rod of Frost Bolts {@z1!!}
j) a Molybdenum Rod of Acid Bolts {@z2!!}
k) an Iron Wand of Fire Bolts (9 charges)
l) 3 Ivory Wands of Teleport Other (6 charges)
m) 3 Teak Staffs of Mapping (9 charges)
n) 3 Hawthorn Staffs of Teleportation (21 charges)
o) 2 Silver Staffs of Identify (6 charges)
p) 10 Iron Shots of Wounding (1d4) (+13,+10)
Fired from your current missile launcher, this arrow will hit targets
up to 100 feet away, inflicting an average damage of 49 against
normal creatures.
25% chance of breaking upon contact.
q) 23 Iron Shots (1d4) (+0,+0) {@f1}
Fired from your current missile launcher, this arrow will hit targets
up to 100 feet away, inflicting an average damage of 29 against
normal creatures.
25% chance of breaking upon contact.


[Home Inventory]

a) 2 Pink Potions of Healing {!*}
When ingested, it heals you a really large amount (35% of max HP,
minimum 300HP), heals cut damage, and cures stunning, poisoning, b
lindness, and confusion.
Provides nourishment for about 100 turns under normal conditions.
b) 3 Yellow Speckled Potions of *Healing* {!*}
When ingested, it restores 1200 hit points, heals cut damage, and
cures stunning, poisoning, blindness, and confusion.
It can be thrown at creatures with damaging effect.
c) 2 Azure Potions of Restore Mana {!*}
When ingested, it restores your mana points to maximum.
d) a Crimson Potion of Enlightenment
When ingested, it completely lights up and magically maps the leve
l.
e) a Metallic Green Potion of Speed {!*}
When ingested, it hastens you for 2d10+20 turns.
f) 7 Scrolls titled "depio lemormo" of Teleportation
When read, it teleports you randomly up to 100 squares away.
g) 3 Scrolls titled "tendo glabdus" of Teleport Level {!*}
When read, it teleports you one level up or down.
h) a Pine Staff of Curing (6 charges)
When used, it heals cut damage, and cures all stunning, poison, bl
indness and confusion.
i) a Mahogany Staff of Speed (6 charges) {!*}
When used, it hastens you for 2d10+20 turns.
j) a Ruby Ring of Damage (+0,+9)
k) a Main Gauche of Westernesse (1d5) (+12,+10) (+2)
+2 strength, dexterity, constitution.
Prevents paralysis.
Grants the ability to see invisible things.

With this weapon, you would currently get 4 blows per round. Each
blow will do an average damage of 35 against orcs, 35 against
trolls, 35 against giants, and 29 against normal creatures.
l) a Long Sword (Holy Avenger) (2d5) (+16,+13) [+2] (+2)
+2 wisdom.
Provides resistance to fear.
Sustains wisdom.
Blessed by the gods.
Grants the ability to see invisible things.

With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 40 against evil creatures, 46
against demons, 46 against undead, and 34 against normal creatures.
m) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
+2 intelligence.
Provides resistance to fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Slows your metabolism.

With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 45 against trolls, 45 against
giants, 45 against demons, 45 against fire-vulnerable creatures,
45 against frost-vulnerable creatures, and 33 against normal
creatures.
n) a Lance of Fury (2d8) (+16,+16) (+2)
+2 strength, attack speed.
Provides resistance to fear.
Cannot be harmed by acid, fire.
Aggravates creatures nearby.

With this weapon, you would currently get 4 blows per round. Each
blow will do an average damage of 41 against normal creatures.
o) a Long Bow of Extra Might (x3) (+6,+10) (+1)
+1 shooting power.

p) a Heavy Crossbow of Extra Might (x4) (+8,+7) (+1)
+1 shooting power.

q) 18 Arrows of Slay Animal (1d4) (+9,+4)


[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)
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