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#21 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Roughly speaking, there is a 50% chance an equal speed monster will hit back after the first shot when you have 2/round. Whether that counts as a "free attack" is a matter of definition. If you shoot a monster 2 spaces away, it's "free attack" is usually to move adjacent to you, again a question of definition.
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#22 | |
Apprentice
Join Date: Dec 2008
Posts: 51
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Quote:
Only two more n00b questions: What is the "x 3", "x 2", etc, missile launchers have next to their names? And, the only way to be safe from monsters with breath weapons is to teleport them far away? Because I make sure not to be in a direct line of them, but their breath weapons seem to hit me anyway. The blast of lightning/nether/whatever suddenly turns in midair and hits me. |
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#23 |
Knight
Join Date: Dec 2007
Location: Poland, Katowice
Age: 29
Posts: 589
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Damage multiplier, ie. a longbow will deal 3x the damage it usually should.
[Projectile Damage + To-Dam (Projectile) + To-Dam (Launcher)] * Multiplier Something like that.
__________________
If you can convincingly pretend you're crazy, you probably are. |
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#24 | |
Prophet
Join Date: Mar 2008
Posts: 2,712
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Quote:
You can target, and be targeted by, monsters that are not in one of the 8 basic directions. There is a rule about the path ranged attacks take. Search rgra for "hockeystick" for more about it. It is not symmetric, so it is possible that you cannot target a monster, but it can target you, if your path to it goes through a wall but the reverse path does not. |
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#25 |
Apprentice
Join Date: Dec 2008
Posts: 51
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How am I doing? This is my best character since I started playing the new version and learned not to fight dreads by holding down a directional key...
Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 39 STR: 12 +2 +5 +6 18/70 Race Dwarf Height 49 INT: 9 -3 -2 +0 4 Class Warrior Weight 140 Wis: 15 +2 -2 +0 15 11 Title Commando Social Lordly Dex: 18/24 -2 +2 +2 18/44 18/33 HP 485/485 Maximize Y CON: 17 +2 +2 +6 18/90 SP 0/0 CHR: 13 -3 -1 +0 9 Level 33 Armor [43,+107] Saving Throw 61% Cur Exp 260554 Fight (+3,+26) Stealth Fair Max Exp 260554 Melee (+12,+34) Fighting Legendary Adv Exp 330000 Shoot (+14,+15) Shooting Heroic MaxDepth 4050' (L81) Blows 4/turn Disarming 59% Turns 850757 Shots 1/turn Magic Device Excellent Gold 73554 Infra 50 ft Perception 1 in 38 Burden 111.0 lbs Speed Normal Searching 21% You are one of two children of a Dwarven King. You are a credit to the family. You have dark brown eyes, straight black hair, a two 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 Main Gauche of Westernesse (1d5) (+9,+8) (+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 43 against orcs, 43 against trolls, 43 against giants, and 37 against normal creatures. b) a Long Bow of Extra Might (x3) (+11,+15) (+1) +1 shooting power. c) a Pearl Ring of Damage (+0,+12) d) a Pearl Ring of Damage (+0,+10) e) a Dragon Tooth Amulet of Regeneration Speeds regeneration. f) a Lantern (Everburning) Cannot be harmed by fire. Radius 2 light. No fuel required. g) Bronze Dragon Scale Mail (-2) [30,+20] Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe confusion for 120 damage. It takes d450+450 turns to recharge after use. h) a Fur Cloak of Aman [3,+27] (+3 stealth) +3 stealth. Provides resistance to chaos. Cannot be harmed by acid, electricity, fire, cold. i) The Small Metal Shield of Thorin [3,+24] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. j) a Hard Leather Cap of Telepathy [2,+10] Grants telepathy. k) The Set of Gauntlets 'Pauraegen' [3,+14] Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. Radius 1 light. l) a Pair of Leather Boots of Stability [2,+10] Provides resistance to nexus. Feather Falling. [Character Inventory] a) 6 Red Speckled Potions of Cure Critical Wounds b) 2 Azure Potions of Healing c) 2 Vermilion Potions of Speed d) 5 Scrolls titled "quanivus" of Teleportation e) 5 Scrolls titled "pellet cadeguo" of Teleport Level f) 3 Scrolls titled "periutus edo" of Word of Recall g) a Silver Rod of Treasure Location h) 2 Tin Rods of Door/Stair Location i) an Aluminum Rod of Light j) a Mithril Rod of Recall Cannot be harmed by electricity. k) an Ironwood Staff of Detect Evil (9 charges) l) 3 Eucalyptus Staffs of Teleportation (20 charges) m) a Dogwood Staff of Speed (3 charges) n) a Hemlock Staff of Identify (13 charges) o) 10 Arrows of Wounding (2d4) (+14,+13) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 132 against normal creatures. 35% chance of breaking upon contact. p) 20 Arrows of Frost (1d4) (+14,+12) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 354 against frost-vulnerable creatures, and 118 against normal creatures. 35% chance of breaking upon contact. q) 14 Arrows of Venom (1d4) (+11,+9) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 318 against poison-vulnerable creatures, and 106 against normal creatures. 35% chance of breaking upon contact. r) 3 Arrows of Lightning (1d4) (+8,+11) Cannot be harmed by electricity. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 342 against electricity-vulnerable creatures, and 114 against normal creatures. 35% chance of breaking upon contact. s) 11 Arrows of Venom (1d4) (+12,+7) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 294 against poison-vulnerable creatures, and 98 against normal creatures. 35% chance of breaking upon contact. t) 11 Arrows of Acid (1d4) (+2,+4) Cannot be harmed by acid. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 258 against acid-vulnerable creatures, and 86 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 11 Cyan Potions of Cure Serious Wounds When ingested, it heals you a fair amount (1/5 of your wounds, min imum 25HP), heals cut damage, and cures blindness and confusion. Provides nourishment for about 75 turns under normal conditions. b) a Misty Potion 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) 12 Scrolls titled "quanivus" of Teleportation When read, it teleports you randomly up to 100 squares away. d) a Scroll titled "ma nosus quans" of Recharging When read, it tries to recharge a wand or staff, destroying the wa nd or staff on failure. e) 2 Steel-Plated Rods of Probing When used, it gives you information on the health and abilities of monsters you can see. It takes 50 turns to recharge after use. f) a Gold Wand You do not know the full extent of this item's powers. g) 2 Silver Staffs of Cure Light Wounds (10 charges) When used, it heals you a small amount (15% of your wounds, minimu m 15HP), heals some cut damage, makes you a little less confused, and cures blindness. h) 5 Hemlock Staffs of Identify (18 charges) When used, it reveals to you the extent of an item's magical power s. i) a Quartzite Ring of Light (+2 searching) +2 searching. Provides resistance to light. Radius 1 light. j) Mithril Plate Mail (Dwarven) (-3) [35,+20] (+1) +1 strength, constitution, infravision. Cannot be harmed by acid, fire. Prevents paralysis. k) a Main Gauche of Slay Demon (1d5) (+12,+10) With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 44 against demons, and 38 against normal creatures. l) a Heavy Crossbow of Accuracy (x4) (+18,+22) m) 20 Bolts of Venom (1d5) (+11,+15) n) 20 Bolts of Venom (1d5) (+9,+11) o) 5 Bolts of Slay Giant (1d5) (+7,+5) p) 10 Arrows (1d4) (+6,+7) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 98 against normal creatures. 35% chance of breaking upon contact. q) 10 Arrows (1d4) (+6,+4) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 86 against normal creatures. 35% chance of breaking upon contact. r) 17 Arrows (1d4) (+3,+6) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 94 against normal creatures. 35% chance of breaking upon contact. s) 10 Arrows (1d4) (+3,+4) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 86 against normal creatures. 35% chance of breaking upon contact. t) 18 Arrows (1d4) (+3,+3) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 82 against normal creatures. 35% chance of breaking upon contact. u) 2 Arrows (1d4) (+1,+2) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 78 against normal creatures. 35% chance of breaking upon contact. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) |
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#26 | |
Knight
Join Date: Jun 2008
Posts: 593
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Quote:
edit: since you have rConf and rBlind, you don't need the _telSelf, the scrolls are sufficient. -telOther would be nice as well.
__________________
Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
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#27 | |
Apprentice
Join Date: Dec 2008
Posts: 51
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Quote:
... Oh well. Killed by a Lesser Balrog in dungeon level 87. I stepped in a trap and summoned an entire screen of balrogs. But, wow, I can't believe my ring of speed (+7) couldn't even get me a turn to get out of there! Note to self: drag along a rod of trap detection next time. Last edited by Fenrir; February 10, 2009 at 19:23. |
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#28 | |
Angband Devteam member
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Quote:
Console yourself with the fact that you've got further in a short time than many of us have in several years (nine in my case - my deepest dive was only to about 3500'). Well done, CC |
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#29 |
Apprentice
Join Date: Dec 2008
Posts: 51
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Okay. I am steadily recovering after my big fail. My next dwarven warrior wonders if he should keep the whip and Thengel for Rconf or Balli for the elemental resistances and the helm of telepathy?
Here's the dump: Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 39 STR: 12 +2 +5 +10 18/110 Race Dwarf Height 49 INT: 9 -3 -2 +4 8 Class Warrior Weight 140 WIS: 16 +2 -2 +0 16 Title Myrmidon Social Lordly DEX: 16 -2 +2 +0 16 HP 400/400 Maximize Y Con: 14 +2 +2 +3 18/30 18/20 SP 0/0 CHR: 10 -3 -1 +0 6 Level 27 Armor [42,+59] Saving Throw 56% Cur Exp 34591 Fight (+8,+17) Stealth Superb Max Exp 34591 Melee (+16,+28) Fighting Heroic Adv Exp 42000 Shoot (+15,+10) Shooting Heroic MaxDepth 2700' (L54) Blows 2/turn Disarming 52% Turns 535151 Shots 1/turn Magic Device Excellent Gold 27126 Infra 50 ft Perception 1 in 38 Burden 173.4 lbs Speed Normal Searching 21% You are one of two children of a Dwarven King. You are a credit to the family. You have dark brown eyes, straight black hair, a two 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) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) +3 strength, constitution, stealth. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. 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 68.5 against orcs, 68.5 against trolls, 68.5 against demons, and 41.5 against normal creatures. b) a Heavy Crossbow of Extra Might (x4) (+7,+10) (+1) +1 shooting power. c) a Pearl Ring of Damage (+0,+9) d) a Turquoise Ring of Strength (+2) +2 strength. Sustains strength. e) a Ruby Amulet of Resist Acid Provides resistance to acid. Cannot be harmed by acid. f) a Lantern of Brightness (14070 turns) Cannot be harmed by fire. Radius 3 light. g) Metal Lamellar Armour of Resist Acid (-3) [24,+6] Provides resistance to acid. Cannot be harmed by acid. h) an Elven Cloak of the Magi [6,+13] (+4) +4 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Slows your metabolism. i) a Leather Shield of Resist Fire [6,+12] Provides resistance to fire. Cannot be harmed by fire. j) a Hard Leather Cap of Telepathy [2,+9] Grants telepathy. k) a Set of Gauntlets of Power (+4,+1) [3,+8] (+5) +5 strength. l) a Pair of Leather Sandals of Stealth [1,+5] (+3) +3 stealth. [Character Inventory] a) a Holy Book of Prayers [Exorcism and Dispelling] b) 8 Cloudy Potions of Cure Critical Wounds c) 2 White Potions of Speed d) 20 Scrolls titled "osus cus sema" of Phase Door e) 13 Scrolls titled "ut se qui" of Teleportation f) 4 Scrolls titled "tunnam ter" of Teleport Level g) 5 Scrolls titled "restias" of Word of Recall h) a Lead Rod of Treasure Location i) a Rusty Rod of Door/Stair Location (charging) j) a Mithril Rod of Trap Location k) a Balsa Staff of Detect Evil (2 charges) l) a Locust Staff of Teleportation (7 charges) m) an Ashen Staff of Identify (6 charges) n) a Moonstone Ring of Dexterity (+2) +2 dexterity. Sustains dexterity. o) a Corundum Ring of Accuracy (+11) p) a Ruby Ring of See Invisible Grants the ability to see invisible things. q) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. s) a Set of Gauntlets [3,+7] t) a Pair of Steel Shod Boots [6,+6] u) a Trident of Gondolin (1d10) (+17,+10) Provides resistance to dark. Cannot be harmed by acid, fire. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 41.5 against orcs, 41.5 against trolls, 41.5 against dragons, 41.5 against demons, and 30.5 against normal creatures. v) 19 Bolts (1d5) (+3,+6) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 95 against normal creatures. 25% chance of breaking upon contact. w) 23 Bolts (1d5) (+0,+0) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 65 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 7 Rations of Food Provides nourishment for about 3000 turns under normal conditions. b) a Silver Staff of Earthquakes (6 charges) When used, it causes an earthquake around you. c) 2 Balsa Staffs of Detect Evil (12 charges) When used, it detects all evil creatures in the immediate area. d) 2 Locust Staffs of Teleportation (12 charges) When used, it teleports you randomly up to 100 squares away. e) 2 Ashen Staffs of Identify (11 charges) When used, it reveals to you the extent of an item's magical power s. f) a Dagger (1d4) (+3,+9) With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 26.5 against normal creatures. g) 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 1 blow per round, averaging a damage of 64 against evil creatures, 77.5 against orcs, 77.5 against trolls, and 50.5 against normal creatures. [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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#30 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Maybe it's just me, not to sound too harsh, but I find these full page character dumps (in the forum) annoying. Why not just post your character on the ladder and then post a link instead?
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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