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Old April 4, 2009, 08:33   #1
geoff_tewierik
Adept
 
Join Date: Mar 2009
Posts: 137
geoff_tewierik is on a distinguished road
(V) Griff's Journey

Been a while since I have played Angband on a regular basis but I picked it up again recently. been running around with a Westernesse weapon for a while and just switched over to a Holy Avenger. Have lucked out with the Artifacts so far and scored ones which were relevant to the Priest class.

Stuck the dump in as a quote, if there's a better way a nice nudge in the right direction would be appreciated.

Cheers,

GT

Here is how I've gone so far:

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             39   STR:  18/29  +2  -1  +4  18/79
 Race   Dwarf        Height          50   INT:     15  -3  -3  +2     11
 Class  Priest       Weight         144   WIS:  18/19  +2  +3  +9 18/159
 Title  Canon        Social  Role model   DEX:     10  -2  -1  +2      9
 HP     293/293      Maximize         Y   CON:     18  +2  +0  +2  18/40
 SP     202/202                           CHR:  18/32  -3  +2  +0  18/22


 Level               31   Armor    [17,+57]     Saving Throw         90%
 Cur Exp         151439   Fight   (+10,+12)     Stealth             Good
 Max Exp         151439   Melee   (+17,+21)     Fighting          Superb
 Adv Exp         210000   Shoot    (+18,+9)     Shooting       Excellent
 MaxDepth   1300' (L26)   Blows      1/turn     Disarming            44%
 Turns          2985549   Shots      1/turn     Magic Device      Superb
 Gold            270852   Infra       50 ft     Perception       1 in 22
 Burden       105.8 lbs   Speed           5     Searching            33%

 You are the only child of a Dwarven Priest.  You are a credit to the
 family.  You have dark brown eyes, straight black hair, a three foot
 beard, and a dark complexion.


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

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


  [Character Equipment]

a) a Lead-Filled Mace (Holy Avenger) (4d3) (+7,+9) [+1] (+4)
     +4 wisdom.
     Provides resistance to fear.
     Sustains dexterity.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 37 against evil creatures, 45 against
     demons, 45 against undead, and 29 against normal creatures.
b) a Light Crossbow of Extra Might (x3) (+8,+9) (+1)
     +1 shooting power.
c) a Rhodonite Ring of Dexterity (+2)
     +2 dexterity.
     Sustains dexterity.
d) a Turquoise Ring of Strength (+2)
     +2 strength.
     Sustains strength.
e) an Adamant Amulet of Wisdom (+3)
     +3 wisdom.
     Sustains wisdom.
f) a Lantern (13743 turns)
     Cannot be harmed by fire.
     Radius 2 light.
g) a Robe of Resistance [2,+6]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) a Leather Shield of Resist Acid [6,+6]
     Provides resistance to acid.
     Cannot be harmed by acid.
j) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs,

k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)

     dPrevents paralysis.
l) a Pair of Leather Boots of Speed [2,+4] (+2)
     +2 speed.


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook]
b) 2 Holy Books of Prayers [Words of Wisdom]
c) 2 Holy Books of Prayers [Chants and Blessings]
d) 2 Holy Books of Prayers [Exorcism and Dispelling]
e) a Flask of oil
f) 8 Magenta Potions of Cure Critical Wounds
g) 5 Tangerine Potions of Healing
h) 8 Copper Speckled Potions of Speed
i) 3 Scrolls titled "instomme greo" of Word of Recall
j) 2 Scrolls titled "ub dentus" of Recharging
k) an Ivory Staff of Identify (6 charges)
l) 24 Bolts of Slay Evil (1d5) (+8,+12)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 192 against
     evil creatures, and 96 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 2 Nickel-Plated Rods of Curing
     Cannot be harmed by electricity.
     
     When used, it heals cut damage, and cures all stunning, poison, bl
     indness and confusion.
     It takes 100 turns to recharge after use.
b) a Runed Staff of Banishment (3 charges)
     When used, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
c) an Ivory Staff of Identify (2 charges)
     When used, it reveals to you the extent of an item's magical power
     s.
d) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
     Heavily cursed.
     -5 intelligence, wisdom, searching.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
e) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
f) a Set of Leather Gloves of Power (+3,+2) [1,+8] (+3)
     +3 strength.
     
g) a Set of Leather Gloves of Power (+2,+4) [1,+4] (+3)
     +3 strength.
     
h) The Rapier 'Forasgil' (1d6) (+12,+19)
     Provides resistance to cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Radius 1 light.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 36 against animals, 39.5 against
     frost-vulnerable creatures, and 32.5 against normal creatures.
i) a Short Sword (Holy Avenger) (1d7) (+7,+4) [+2] (+3)
     +3 wisdom.
     Provides resistance to fear.
     Sustains dexterity.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 24 against evil creatures, 28 against
     demons, 28 against undead, and 20 against normal creatures.
j) a Short Sword (Defender) (1d7) (+9,+10) [+3] (+4 stealth)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 24 against normal creatures.
k) a Bastard Sword (Defender) (3d4) (+11,+6) [+2] (+4 stealth)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 23.5 against normal creatures.
l) a Broad Axe (Blessed) (2d6) (+5,+3) (+1)
     +1 wisdom.
     Blessed by the gods.
     Stops experience drain.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 22 against normal creatures.
m) a Lance (Defender) (2d8) (+5,+8) [+1] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 27 against normal creatures.
n) a Lead-Filled Mace of Slay Orc (4d3) (+5,+4)
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 40 against orcs, and 24 against normal
     creatures.
o) a Quarterstaff of Westernesse (1d9) (+7,+13) (+1)
     +1 strength, dexterity, constitution.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 41 against orcs, 41 against trolls, 41
     against giants, and 31 against normal creatures.
p) a Quarterstaff (Blessed) (1d9) (+3,+6) (+1)
     +1 wisdom.
     Blessed by the gods.
     Grants telepathy.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 23 against normal creatures.
q) 14 Bolts (1d5) (+7,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 72 against
     normal creatures.
     25% chance of breaking upon contact.
r) 46 Bolts (1d5) (+6,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 72 against
     normal creatures.
     25% chance of breaking upon contact.


  [Options]

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

Last edited by geoff_tewierik; April 4, 2009 at 10:03.
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