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Old September 4, 2008, 01:34   #21
Pete Mack
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yes they will. It happens with hounds if you approach a room they are waiting in. "It breathes acid/chaos/time/nether."
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Old September 6, 2008, 20:13   #22
Wraitheist
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Code:
[Angband 3.0.9b Character Dump]

 Name   Canticle                                 Self  RB  CB  EB   Best
 Sex    Male              Age        45   Str! 18/100  +2  -1 +13 18/240 18/235
 Race   Dwarf             Height     48   INT! 18/100  -3  -3  +3  18/70
 Class  Priest            Weight    160   WIS! 18/100  +2  +3  +8 18/230
 Title  Prophet           Status     25   DEX! 18/100  -2  -1  +8 18/150
 HP     -440/686          Maximize    Y   CON! 18/100  +2  +0  +5 18/170
 SP     319/353                           CHR! 18/100  -3  +2  +1 18/100

 Level           44       Armor    [32,+95]     Saving Throw   Legendary
 Cur Exp    3113071       Fight   (+25,+20)     Stealth        Very Good
 Max Exp    3113071       Melee   (+37,+38)     Fighting          Superb
 Adv Exp    3360000       Shoot   (+35,+14)     Shooting          Superb
 MaxDepth   4950 ft       Blows      4/turn     Disarming         Superb
 Turns      4282980       Shots      1/turn     Magic Device      Heroic
 Gold       1657477       Infra      110 ft     Perception     Excellent
 Burden   194.1 lbs       Speed          26     Searching      Excellent

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


      abcdefghijkl@       abcdefghijkl@
 Acid:......+.*.... Blind:.........+..+
 Elec:......+...... Confu:......+....+.
 Fire:.+....+...... Sound:......+.+....
 Cold:......+...... Shard:.............
 Pois:..+.......... Nexus:.......+.....
 Fear:......+.+.... Nethr:...........+.
 Lite:.....+....... Chaos:........+..+.
 Dark:+.+..+....... Disen:+............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:..+....+.....
Feath:............. Sear.:+............
PLite:............. Infra:+............
Regen:............. Tunn.:+............
Telep:.........+... Speed:.+.+...+.....
Invis:.....+....... Blows:.............
FrAct:........+.++. Shots:.............
HLife:.....+....... Might:.............


  [Last Messages]

> The Dread picks up a Magnesium Wand of Acid Balls.
> You hit the Dread.
> You miss the Dread.
> You hit the Dread. <2x>
> The Dread wakes up.
> You hit the Dread. <2x>
> You miss the Dread.
> You hit the Dread.
> You have destroyed the Dread.
> The Dread misses you. <3x>
> You hit the Dread. <4x>
> The Tarrasque breathes frost.
> You have no more Scrolls titled "in ineo la cus" of Mass Banishment (o).
> The Tarrasque breathes frost.
> You die.


  [Character Equipment]

a) The Mattock of Nain (2d8) (+12,+18) (+6 to searching)
   It increases your strength by 6.  It increases your searching, 
   infravision, and tunneling by 6.  It slays orcs, trolls, giants, and 
   dragons.  It provides resistance to dark and disenchantment.  It
   activates for stone to mud every 2 turns.  It cannot be harmed by
   the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) The Ring of Barahir (+1)
   It increases all your stats by 1.  It increases your stealth by 1.  
   It provides resistance to poison and dark.  It cannot be harmed by
   the elements.  
d) a Malachite Ring of Speed (+14)
   It increases your speed by 14.  
e) an Ivory Amulet of Wisdom (+5)
   It increases your wisdom by 5.  It sustains your wisdom.  
f) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It
   usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for detection every 30+d30 turns.
   It cannot be harmed by the elements.  
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides
   resistance to acid, lightning, fire, cold, fear, confusion, and 
   sound.  It cannot be harmed by the elements.  
h) The Cloak 'Colannon' [1,+15] (+3)
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be
   harmed by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides
   immunity to acid.  It provides resistance to fear, sound, and chaos.
   It grants you immunity to paralysis.  It cannot be harmed by the
   elements.  
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to blindness.  It grants you the power of telepathy.  It
   cannot be harmed by the elements.  
k) a Set of Cesti of Free Action [5,+7]
   It grants you immunity to paralysis.  
l) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+13] (+5)
   It increases your dexterity by 5.  It provides resistance to 
   confusion, nether, and chaos.  It sustains your constitution.  It
   grants you immunity to paralysis.  It activates for remove fear and
   cure poison every 5 turns.  It cannot be harmed by the elements.  


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook] {@1}
b) 2 Holy Books of Prayers [Words of Wisdom] {@2}
c) a Holy Book of Prayers [Chants and Blessings] {@3}
d) 2 Holy Books of Prayers [Exorcism and Dispelling] {@4}
e) 2 Holy Books of Prayers [Ethereal Openings] {@5}
   It cannot be harmed by the elements.  
f) 3 Holy Books of Prayers [Godly Insights] {@6}
   It cannot be harmed by the elements.  
g) 2 Holy Books of Prayers [Purifications and Healing] {@7}
   It cannot be harmed by the elements.  
h) 3 Holy Books of Prayers [Holy Infusions] {@8}
   It cannot be harmed by the elements.  
i) 18 Grey Speckled Potions of Healing
j) 10 Violet Potions of *Healing*
k) 7 Copper Speckled Potions of Restore Mana
l) 4 Scrolls titled "izzy peraccim" of Word of Recall
m) 2 Scrolls titled "ando dia" of *Identify*
n) a Scroll titled "ius utus secum" of Banishment
o) 8 Bronze Rods of Disarming
p) 5 Chromium Rods of Light
q) an Ivory Staff of Speed (3 charges)
r) 5 Banyan Staffs of *Destruction* (0 charges)
s) The Amulet of Ingwe (+3)
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
t) 12 Seeker Bolts of Flame (4d5) (+7,+8) {@0}
   It is branded with fire.  It cannot be harmed by fire.  


  [Home Inventory]

a) 29 Magenta Potions of Speed
b) 4 Gloopy Green Potions of Life
c) a Scroll titled "ando dia" of *Identify*
d) a Tungsten Rod of Speed
   It cannot be harmed by electricity.  
e) a Pewter Wand of Annihilation (2 charges)
   It cannot be harmed by the elements.  
f) 3 Ivory Staffs of Speed (14 charges)
g) The Jewel 'Evenstar'
   It provides resistance to cold, dark, and life draining.  It
   sustains your intelligence, wisdom, and constitution.  It activates
   for restore life levels every 150 turns.  It cannot be harmed by the
   elements.  
h) The Star of Elendil
   It usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for magic mapping every 50+d50
   turns.  It cannot be harmed by the elements.  
i) The Palantir of Westernesse (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It usually provides light of radius 3.  It grants you 
   the power of telepathy and the ability to see invisible things, but
   it also aggravates creatures around you and drains experience.  It
   activates for clairvoyance every 50+d50 turns.  It cannot be harmed
   by the elements.  
j) The Full Plate Armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It provides resistance to acid,
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
k) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
   It increases your stealth by 4.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It activates for phase door
   every 2 turns.  It cannot be harmed by the elements.  
l) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
m) The Cloak of Thingol [1,+18] (+3)
   It increases your dexterity and charisma by 3.  It provides
   resistance to acid, fire, and cold.  It grants you immunity to
   paralysis.  It activates for recharge item I every 70 turns.  It
   cannot be harmed by the elements.  
n) a Golden Crown of Might [0,+18] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   sustains your strength, dexterity, and constitution.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
o) The Metal Cap of Thengel [3,+12] (+3)
   It increases your wisdom and charisma by 3.  It provides resistance
   to confusion.  It cannot be harmed by the elements.  
p) The Iron Helm 'Holhenneth' [5,+10] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  
   It grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
   
q) The Small Sword 'Sting' (1d6) (+7,+8) (+2)
   It increases your strength, dexterity, and constitution by 2.  It
   increases your speed and attack speed by 2.  It slays animals, orcs, 
   undead, and all evil creatures.  It provides resistance to fear and 
   light.  It usually provides light of radius 4.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
r) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
   It increases your searching by 3.  It slays orcs, dragons, and all
   evil creatures.  It is branded with frost.  It provides resistance
   to cold and dark.  It usually provides light of radius 4.  It is
   blessed by the gods and slows your metabolism.  It cannot be harmed
   by the elements.  
s) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2)
   It increases your dexterity and charisma by 2.  It increases your 
   stealth by 2.  It slays orcs and trolls.  It makes you fall like a
   feather.  It grants you the ability to see invisible things.  It
   cannot be harmed by the elements.  
t) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
   It increases your intelligence by 2.  It slays trolls, giants, and 
   demons.  It is branded with fire and frost.  It provides resistance
   to fire and cold.  It sustains your intelligence.  It slows your
   metabolism.  It cannot be harmed by the elements.  
u) a Pike of Westernesse (2d5) (+22,+17) (+1)
   It increases your strength, dexterity, and constitution by 1.  It
   slays orcs, trolls, and giants.  It grants you immunity to paralysis 
   and the ability to see invisible things.  
v) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
   It increases your charisma by 3.  It slays giants and undead.  It is
   branded with fire.  It provides resistance to fire and sound.  It 
   makes you fall like a feather.  It grants you the ability to see
   invisible things.  It cannot be harmed by the elements.  
w) a Two-Handed Flail of Gondolin (3d6) (+13,+10)
   It slays orcs, trolls, dragons, and demons.  It provides resistance
   to dark.  It usually provides light of radius 1.  It slows your
   metabolism.  It grants you immunity to paralysis and the ability to
   see invisible things.  It cannot be harmed by acid or fire.  


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: 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)
Well, the ride is over. My death was due to my ignorance. I thought the Tarosque was a type of monseter...not a unique. So when it breathed on me once and took me down to a few hundred hp, I thought my safest bet was to use a scroll of Mass Banish. Well, now I know...
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Old September 6, 2008, 21:27   #23
Pete Mack
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if you are fighting the Tarrasque, you are getting very close to winning the game. Good work, despite the disappointing ending.
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Old September 6, 2008, 23:08   #24
Nick
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Quote:
Originally Posted by Pete Mack View Post
if you are fighting the Tarrasque, you are getting very close to winning the game. Good work, despite the disappointing ending.
Yeah, also I believe the biggest killer of high level characters by quite a margin (Sauron and Morgoth included). Welcome to the club.
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Old September 6, 2008, 23:26   #25
PowerDiver
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Originally Posted by Pete Mack View Post
if you are fighting the Tarrasque, you are getting very close to winning the game. Good work, despite the disappointing ending.
A few of these deaths are pretty much inevitable. That's why I say someone who has not won should just dive with a warrior and get as deep as possible and suffer these deaths quickly.
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Old September 7, 2008, 00:24   #26
Pete Mack
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Yeah, also I believe the biggest killer of high level characters by quite a margin (Sauron and Morgoth included). Welcome to the club.
I just don't fight the tarrasque unless I have double resists, rDisen, and poison-branded ammo. Otherwise I just teleport it away and hope it doesn't cause too much trouble when M summons it.
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Old September 7, 2008, 00:29   #27
bpleshek
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Wouldn't killing it so M cannot summon it be a better solution ?

Brian
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Old September 7, 2008, 01:18   #28
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Originally Posted by bpleshek View Post
Wouldn't killing it so M cannot summon it be a better solution ?
If you can kill it without burning through your consumables, yes.

Or, just have access to Tele Other and get rid of it when M summons it. If I recall correctly, it doesn't a particularly large detection radius, so it shouldn't come back.
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Old September 7, 2008, 01:45   #29
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I'm not sure warrior is always right. If you don't intend to cheat having detection and teleport from books can be extremely helpful. It probably depends on playstyle and not all new players like playing warriors. I know I always feel blind playing a warrior.

I'd say if wratheist likes priests he should stick to diving with priests. Just stick to the more robust races.
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Old September 7, 2008, 02:25   #30
Pete Mack
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Originally Posted by bpleshek View Post
Wouldn't killing it so M cannot summon it be a better solution ?

Brian
The trouble is, it's incredibly dangerous to fight if you
(a) are taking 533 dam/breath or
(b) can't kill it quickly

If you are a warrior, and are meleeing Morgoth, risking a single Phase Door + Teleport Other is not as dangerous as fighting the Tarrasque in the first place.

In NPP (eg) it's much less dangerous because you can plink it at extreme range. Attenuated breath damage makes some monsters much less of a problem. To make up for it, other monsters are (much) nastier...
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