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Old June 4, 2010, 23:35   #1
Siggesigge
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Biffen, the inattentive priest (YASD)

http://angband.oook.cz/ladder-show.php?id=10307

Oooh, this one really hurt. I had just started getting some steam up with this char. I was trying to play as carefully as I could, when by mistake I stepped into LOS of an eye druj. It summoned one of its friends and the two of them easily took me down from almost full health within a single round.

I had just started finding some good stuff, I found both ESP and rPois during the last session and was getting my hopes up. My Con was a bit low though, which I guess really gives you no buffer for these kinds of mistakes. Ah well, back to the drawing board, lesson learned.

Code:
  [Angband 3.1.2v2 Character Dump]

 Name   Biffen                                   Self  RB  CB  EB   Best
 Sex    Male         Age             42   STR:  18/79  +2  -1  +7 18/159
 Race   Dwarf        Height          47   INT:     13  -3  -3  +5     12
 Class  Priest       Weight         151   WIS:  18/69  +2  +3 +10 18/219
 Title  Canon        Social       Known   DEX:  18/62  -2  -1  +1  18/42
 HP     -131/336     Maximize         Y   Con:  18/45  +2  +0  +1  18/75  18/35
 SP     265/281                           CHR:     11  -3  +2  +1     11

 Level               35   Armor    [31,+84]     Saving Throw        100%
 Cur Exp         603057   Fight   (+13,+11)     Stealth        Excellent
 Max Exp         627983   Melee   (+28,+26)     Fighting          Superb
 Adv Exp         630000   Shoot   (+24,+16)     Shooting       Excellent
 MaxDepth   3100' (L62)   Blows      2/turn     Disarming            52%
 Game Turns      515703   Shots      2/turn     Magic Device          75
 Player Turns     52219   Infra       50 ft     Perception       1 in 32
 Active Turns     47876   Speed      Normal     Searching            23%
 Gold            154446   Burden  161.9 lbs

 You are one of two children of a Dwarven Thief.  You are a credit to
 the family.  You have dark brown eyes, wavy black hair, a three foot
 beard, and a dark complexion.


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

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


  [Last Messages]

> The Water hound dies.
> The Water hound howls in pain.
> The Eye druj magically summons an undead adversary!
> The Eye druj casts a mana bolt.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> The Eye druj casts a mana bolt.
> *** LOW HITPOINT WARNING! ***
> The Eye druj looks deep into your eyes.
> You resist the effects!
> The Eye druj looks deep into your eyes.
> You resist the effects!
> The Eye druj casts a nether ball.
> You feel your life draining away!
> You die.

Killed by an Eye druj.

  [Character Equipment]

a) a Scimitar (Holy Avenger) (4d2) (+15,+15) [+4] (+4)
     +4 wisdom.
     Slays evil creatures, undead, demons.
     Provides resistance to fear.
     Sustains dexterity.
     Blessed by the gods.  Grants the ability to see invisible things.  
     
     
     Combat info:
     2 blows/round.
     With an additional 0 strength and 1 dex you would get 3 blows
     Average damage/hit: 40.6 vs. evil creatures, 47.1 vs. undead, 47.1
     vs. demons, and 34 vs. others.
     
b) a Light Crossbow of Extra Shots (x3) (+11,+16) (+1)
     +1 shooting speed.
     
c) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
d) a Ring of Strength (+6)
     +6 strength.
     Sustains strength.
     
e) an Amulet of Wisdom (+5)
     +5 wisdom.
     Sustains wisdom.
     
f) The Star of Elendil
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.  
     
     When activated, it maps the area around you.
     Takes 51 to 100 turns to recharge.
     Your chance of success is 93.0%
     
     Radius 3 light.
g) Studded Leather Armour of Elvenkind [6,+18] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) an Elven Cloak of the Magi [6,+11] (+4)
     +4 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Prevents paralysis.  
     
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark, 
     blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) a Steel Helm of Telepathy [6,+5]
     Grants telepathy.  
     
k) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.  
     
     When aimed, it creates a fire bolt with damage 9d8.
     Takes 9 to 16 turns to recharge.
     Your chance of success is 96.0%
     
l) a Pair of Steel Shod Boots of Stability [6,+10]
     Provides resistance to nexus.
     Feather Falling.  
     


  [Character Quiver]

n) 16 Bolts (1d5) (+0,+0)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 58.1.
     25% chance of breaking upon contact.
     
o) 27 Bolts of Wounding (1d5) (+11,+11)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 92.7.
     25% chance of breaking upon contact.
     
p) 27 Bolts of Venom (1d5) (+10,+11)
     Branded with venom.
     
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 278.1 vs. creatures not resistant to poison, 
     and 92.7 vs. others.
     25% chance of breaking upon contact.
     
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Character Inventory]

a) a Holy Book of Prayers [Words of Wisdom] {!d!k!v@G2@b2@m2}
b) 2 Holy Books of Prayers [Chants and Blessings] {!d!k!v@G3@b3@m3}
c) 2 Holy Books of Prayers [Exorcism and Dispelling] {!d!k!v@G4@b4@m4}
d) a Holy Book of Prayers [Ethereal Openings] {!d!k!v@G5@b5@m5}
     Cannot be harmed by acid, electricity, fire, cold.
     
e) a Holy Book of Prayers [Godly Insights] {!d!k!v@G6@b6@m6}
     Cannot be harmed by acid, electricity, fire, cold.
     
f) 23 Potions of Cure Critical Wounds
     
g) a Potion of *Healing*
     It can be thrown at creatures with damaging effect.
     
h) 2 Potions of Restore Mana
i) 12 Potions of Heroism
j) 5 Scrolls of Teleport Level {!*!*!*}
k) 2 Rods of Teleport Other
l) 2 Rods of Disarming
m) 2 Rods of Light {!!@z1}
n) 2 Rods of Recall {!*!*!*@z3}
     Cannot be harmed by electricity.
     
o) 2 Staves of *Destruction* (2 charges) {!*}
     
p) 3 Staves of Speed (12 charges) {!*}
     
q) a Ring of Acid [+7]
     It brands your melee attacks with acid.
     Provides resistance to acid.
     Cannot be harmed by acid.
     
r) The Amulet of Carlammas (+4)
     +4 constitution.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     Takes 226 to 450 turns to recharge.
     Your chance of success is 90.0%
     
s) a Set of Leather Gloves of Thievery (+3,+1) [1,+11] (+4)
     +4 dexterity.
     +20% to searching.
     Feather Falling.  Prevents paralysis.  
     
t) a Set of Caestus (+0,+3) [2,+7]


  [Home Inventory]

a) a Potion of Healing
     
b) 2 Potions of *Healing*
     It can be thrown at creatures with damaging effect.
     
c) a Potion of Life
     It can be thrown at creatures with damaging effect.
     
d) 3 Potions of Restore Mana
e) 5 Potions of Speed
f) a Scroll of *Destruction* {!*}
g) 2 Staves of Speed (7 charges) {!*}
     
h) a Ring of Dexterity (+3)
     +3 dexterity.
     Sustains dexterity.
     
i) a Ring of Constitution (+2)
     +2 constitution.
     Sustains constitution.
     
j) a Ring of Damage (+0,+9)
k) an Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.  Sustains your life force.  
     
l) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) a Golden Crown of Might [0,+9] (+2)
     +2 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.  
     
n) a Golden Crown of Lordliness [0,+8] (+3)
     +3 wisdom, charisma.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     Prevents paralysis.  
     
o) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Set of Leather Gloves 'Cammithrim' (+5,+5) [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.  
     
     When aimed, it fires a magic missile with damage 3d4.
     Takes 2 turns to recharge.
     Your chance of success is 95.2%
     
     Radius 1 light.
q) a Set of Leather Gloves of Power (+1,+3) [1,+8] (+4)
     +4 strength.
     
r) a Set of Mithril Gauntlets of Agility [5,+8] (+5)
     +5 dexterity.
     Cannot be harmed by acid.
     
s) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Slays evil creatures, orcs, trolls, giants.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.  
     
     Combat info:
     2 blows/round.
     With an additional 0 strength and 1 dex you would get 3 blows
     Average damage/hit: 45.1 vs. evil creatures, 52.7 vs. orcs, 52.7
     vs. trolls, 52.7 vs. giants, and 37.5 vs. others.
     
t) The Battle Axe 'Lotharang' (2d8) (+14,+13) (+1)
     +1 strength, dexterity, attack speed.
     Slays orcs, trolls.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it heals you a fair amount (1/5 of your wounds, mi
     nimum 25HP), heals cut damage, and cures blindness and confusion.
     Takes 4 to 6 turns to recharge.
     Your chance of success is 93.0%
     
     Combat info:
     4 blows/round.
     With an additional 0 strength and 4 dex you would get 5 blows
     Average damage/hit: 53.7 vs. orcs, 53.7 vs. trolls, and 34.1 vs.
     others.
     
u) The Whip of Gothmog (6d3) (+13,+15) (-3) {!*, cursed}
     Heavily cursed.
     -3 intelligence, wisdom, dexterity.
     Slays animals, trolls, giants.
     *Slays* dragons.
     Branded with flames.
     Provides immunity to fire.
     Provides resistance to lightning, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.  
     
     When aimed, it creates a fire ball with damage 144.
     Takes 15 turns to recharge.
     Your chance of success is 88.1%
     
     Combat info:
     3 blows/round.
     With an additional 4 strength and 4 dex you would get 4 blows
     With an additional 0 strength and 6 dex you would get 4 blows
     Average damage/hit: 52.4 vs. animals, 65.1 vs. trolls, 65.1 vs.
     giants, 65.1 vs. creatures not resistant to fire, 90.6 vs.
     dragons, and 39.7 vs. others.
     
     Radius 1 light.
v) a Long Bow of Extra Might (x4) (+17,+18) (+1)
     +1 shooting power.
     
w) 18 Arrows of Frost (1d4) (+8,+7)
     Branded with frost.
     Cannot be harmed by cold.
     
x) 26 Arrows of Slay Evil (1d4) (+2,+8)
     Slays evil creatures.
     


============================================================
                   CHAR.
|   TURN  | DEPTH |LEVEL| EVENT
============================================================
         1      0'    1   Began the quest to destroy Morgoth.
      1201      0'    1   Killed Farmer Maggot
      2942     50'    2   Reached level 2
     12622     50'    3   Reached level 3
     17015    100'    3   Killed Grip, Farmer Maggot's dog
     17015    100'    4   Reached level 4
     24601    150'    5   Reached level 5
     28853    250'    6   Reached level 6
     37854    350'    6   Killed Fang, Farmer Maggot's dog
     38936    350'    7   Reached level 7
     43034    450'    8   Reached level 8
     54391    500'    9   Reached level 9
     62287    600'   10   Reached level 10
     69651    650'   11   Reached level 11
     80639    750'   12   Reached level 12
     83374    800'   13   Reached level 13
     86508    850'   14   Reached level 14
    101042    950'   15   Reached level 15
    101697    950'   16   Reached level 16
    105453    950'   17   Reached level 17
    108283   1000'   18   Reached level 18
    109264   1000'   18   Killed Wormtongue, Agent of Saruman
    109314   1000'   18   Found The Set of Gauntlets 'Paurhach'
    110822   1000'   19   Reached level 19
    118238   1050'   20   Reached level 20
    119268   1100'   20   Killed Bullroarer the Hobbit
    122553   1100'   21   Reached level 21
    130332   1100'   21   Killed Smeagol
    132954   1100'   21   Killed Nar, the Dwarf
    135006   1150'   22   Reached level 22
    142174   1250'   22   Killed Golfimbul, the Hill Orc Chief
    142334   1250'   23   Reached level 23
    155010   1300'   24   Reached level 24
    161373   1350'   24   Killed Sangahyando of Umbar
    163890   1350'   24   Found The Dagger 'Nimthanc' (LOST)
    171510   1450'   25   Reached level 25
    176789   1450'   25   Killed Boldor, King of the Yeeks
    196538   1500'   26   Reached level 26
    196538   1500'   27   Reached level 27
    196538   1500'   28   Reached level 28
    196538   1500'   29   Reached level 29
    196538   1500'   30   Reached level 30
    217932   1550'   30   Killed Ugluk, the Uruk
    222356   1600'   30   Killed Ibun, Son of Mim
    222418   1600'   30   Found The Star of Elendil
    233035   1650'   30   Found The Long Sword 'Elvagil' (LOST)
    240024   1650'   30   Killed Gorbag, the Orc Captain
    248883   1700'   30   Found The Rapier 'Forasgil' (LOST)
    254499   1700'   31   Reached level 31
    257406   1750'   31   Killed Lagduf, the Snaga
    259086   1750'   31   Found The Phial of Galadriel (LOST)
    272866   1800'   31   Found The Set of Leather Gloves 'Cammithrim'
    278575   1850'   31   Killed Bolg, Son of Azog
    279769   1850'   31   Found The Broad Axe 'Barukkheled'
    323428   2000'   31   Killed Castamir the Usurper
    342239   2000'   31   Killed Uvatha the Horseman
    344421   2000'   32   Reached level 32
    356869   2050'   32   Found The Metal Cap of Thengel
    363486   2150'   32   Killed Adunaphel the Quiet
    389042   2250'   33   Reached level 33
    403164   2400'   33   Found The Zweihander 'Mormegil' (LOST)
    404281   2400'   33   Killed Azog, King of the Uruk-Hai
    415382   2500'   33   Found The Chain Mail of Arvedui
    416218   2500'   33   Killed Grishnakh, the Hill Orc
    426168   2450'   33   Killed Ufthak of Cirith Ungol
    439269   2500'   34   Reached level 34
    443910   2550'   34   Killed Shagrat, the Orc Captain
    446991   2650'   34   Found The Whip of Gothmog
    451140   2650'   34   Killed Ren the Unclean
    452138   2650'   34   Killed Tom the Stone Troll
    453556   2650'   34   Found The Leather Shield of Celegorm
    460246   2600'   34   Killed Smaug the Golden
    466236   2650'   35   Reached level 35
    468129   2650'   34   Found The Long Sword 'Anguirel' (LOST)
    468380   2650'   34   Found The Ring of Barahir
    469596   2650'   34   Killed Bill the Stone Troll
    472082   2650'   34   Found The Battle Axe 'Lotharang'
    485388   2700'   35   Killed Mughash the Kobold Lord
    500281   2900'   35   Found The Quarterstaff 'Eriril' (LOST)
    512397   3050'   35   Killed Khim, Son of Mim
    512483   3050'   35   Found The Amulet of Carlammas


  [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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Old June 5, 2010, 00:02   #2
Fendell Orcbane
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Well it looks like you had no chance to react. So you can't even be blamed for not using that potion of healing. But having said all that I do see how speed is key in this game. maybe if you had been faster you could have done something.
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Old June 5, 2010, 03:12   #3
Zikke
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So do summoned monsters instantly get a chance to act before the player? That doesn't seem fair, based on the precedent that going down a staircase is the same situation and the players now gets the first turn.
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C- S+ I- !So B ac++ GHB? SQ? !RQ V F:
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Old June 5, 2010, 03:34   #4
buzzkill
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Quote:
Originally Posted by Zikke View Post
So do summoned monsters instantly get a chance to act before the player? That doesn't seem fair, based on the precedent that going down a staircase is the same situation and the players now gets the first turn.
Actually, it's perfectly logical. Since the summoned whatever just arrived on the level, they automatically get the first turn, just as the player does, following precedent exactly. Turn about IS fair play.
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Old June 5, 2010, 05:33   #5
Zikke
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Theoretically a summoned druj could summon another druj who could summon another druj, etc. etc. and kill any player in 1 turn. That seems like the same argument as the player getting the first turn when walking down the stairs.

And also, it would only be fair if the player was allowed to summon in monsters too. }:->
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

Last edited by Zikke; June 5, 2010 at 05:45.
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Old June 5, 2010, 05:54   #6
Sirridan
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That does suck! I lost my last priest a while ago because I quit paying attention... killing Huan without resist shards, but I had immune to cold. So he'd breathe for 500 and I'd heal up to full and keep up the melee... got bored and held the up arrow for a second and he breathed twice.

So don't feel too bad, you didn't even have a chance.
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Old June 5, 2010, 09:55   #7
Magnate
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Quote:
Originally Posted by Sirridan View Post
That does suck! I lost my last priest a while ago because I quit paying attention... killing Huan without resist shards, but I had immune to cold. So he'd breathe for 500 and I'd heal up to full and keep up the melee... got bored and held the up arrow for a second and he breathed twice.

So don't feel too bad, you didn't even have a chance.
This is an interesting addition to the debate at http://trac.rephial.org/ticket/572. On that ticket there was a clear consensus that monsters summoned by other monsters should be able to move when they arrive - the ticket is about fixing instadeath from ID-by-use (scrolls and staves of summoning).

But it seems to me that this death was all about detection. If you're wandering around at +0 speed below 3000' you need to know where all the fast monsters are ...
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Old June 5, 2010, 11:50   #8
Siggesigge
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Quote:
Originally Posted by Magnate View Post
This is an interesting addition to the debate at http://trac.rephial.org/ticket/572. On that ticket there was a clear consensus that monsters summoned by other monsters should be able to move when they arrive - the ticket is about fixing instadeath from ID-by-use (scrolls and staves of summoning).

But it seems to me that this death was all about detection. If you're wandering around at +0 speed below 3000' you need to know where all the fast monsters are ...
I disagree, I would say this death was all about playing late at night for long stretches of time. I was detecting around every corner and had the bugger in plain sight both from spells and ESP, I had the monster list open, yet still I managed to miss it somehow. That's where the "S" in YASD comes from, I guess.
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Old June 5, 2010, 16:52   #9
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"S" is for sleepy. At least it is for me frequently
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:
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Old June 9, 2010, 09:44   #10
Timo Pietilš
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Quote:
Originally Posted by Siggesigge View Post
I disagree, I would say this death was all about playing late at night for long stretches of time. I was detecting around every corner and had the bugger in plain sight both from spells and ESP, I had the monster list open, yet still I managed to miss it somehow. That's where the "S" in YASD comes from, I guess.
A bit different than my last encounter with Greater Dragonic Q. Walk in a corridor happy with no danger in sight and around a corner. *paf* there's a Great Wyrm in the corridor. Step back and wait for it to come to me while wondering "how didn't I see that one?". Kill it, step in the corridor, *paf* there's four Wyrms and Balance Dragon. "Aha, That Balance Dragon must have summoned it" I thought. Stepped back and TO them one by one and killed the weaklings. Step into corridor, *paf* there's Ancalagon and his escorts. AAARGH!. Step back. TO everything one by one. "Reveal monsters". A GDQ. Of course.

I'm happy it didn't cast Teleport To followed by Ancalagon. At that time I didn't have enough speed to TO them without hockey-stick corner-effect, fighting was out of question.
Timo Pietilš is offline   Reply With Quote
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