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Old February 1, 2009, 18:18   #1
bebo
Adept
 
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Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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advice needed - never been this far down (3200')

as the title says, i've never really been this far down (3200' more or less) - so i have no clue as to what expect

any advice welcome, i'd like te keep this char alive a few more days

btw, rogues have proven to be really a lot easier to use than mages, but once i get better i'm going to pick up my fav class again

HTML Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            103   STR:  18/44  +1  +2  +4 18/114
 Race   High-Elf     Height          92   INT:     15  +3  +1  +8  18/90
 Class  Rogue        Weight         176   WIS:     11  -1  -2  +2     10
 Title  Filcher      Social   Respected   DEX:     18  +3  +3  +3  18/90
 HP     464/464      Maximize         Y   CON:     18  +1  +1 +10 18/120
 SP     92/92                             CHR:     15  +5  -1  +0  18/10


 Level               30   Armor    [22,+87]     Saving Throw         79%
 Cur Exp         220634   Fight    (+11,+7)     Stealth        Legendary
 Max Exp         220634   Melee   (+22,+20)     Fighting          Heroic
 Adv Exp         225000   Shoot   (+23,+15)     Shooting          Heroic
 MaxDepth   3200' (L64)   Blows      4/turn     Disarming           100%
 Turns           607788   Shots      1/turn     Magic Device      Heroic
 Gold            205108   Infra       40 ft     Perception        1 in 2
 Burden       144.4 lbs   Speed          12     Searching            45%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight 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:.+...........


  [Character Equipment]

a) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     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 30.5 against undead, 30.5
     against frost-vulnerable creatures, and 23.5 against normal
     creatures.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
c) a Carnelian Ring of Speed (+6)
     +6 speed.
d) a Bloodstone Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
e) The Jewel 'Evenstar' {!!}
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
f) The Phial of Galadriel {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of the Magi [6,+11] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Radius 1 light.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
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) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed}
     +3 intelligence, dexterity, stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     When activated, it teleports you randomly up to 10 squares away.
     It takes 20 turns to recharge after use.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
f) 16 Grey Potions of Cure Critical Wounds
g) 8 Scrolls titled "intia pas pa" of Teleport Level {!*}
h) 10 Scrolls titled "denio cus lam" of Magic Mapping
i) 10 Scrolls titled "ter rego dio" of Word of Recall {!*}
j) 2 Zinc-Plated Rods of Teleport Other {!!}
k) 3 Platinum Wands of Stone to Mud (30 charges)
l) 3 Bronze Wands of Teleport Other (18 charges)
m) 4 Birch Staffs of Teleportation (27 charges) {!*}
n) 2 Silver Staffs of Speed (7 charges) {!*}
o) 52 Arrows (1d4) (+0,+0) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 70 against
     normal creatures.
     35% chance of breaking upon contact.
p) 22 Seeker Arrows (4d4) (+6,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 124 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
     
b) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6}
     Cannot be harmed by acid, electricity, fire, cold.
     
c) a Gold Speckled Potion 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.
d) a Light Blue 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.
e) 4 Azure Potions of Restore Mana {!*}
     When ingested, it restores your mana points to maximum.
f) 2 Metallic Purple Potions of Speed {!*}
     When ingested, it hastens you for 2d10+20 turns.
g) 9 Scrolls titled "tea po" of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
h) a Scroll titled "gla lo inquo" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
i) 3 Golden Staffs of *Destruction* (9 charges) {!*}
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
j) 3 Silver Staffs of Speed (17 charges) {!*}
     When used, it hastens you for 2d10+20 turns.
k) a Jet Ring of Acid [+16]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
l) a Diamond Ring of Ice [+15]
     Provides resistance to cold.
     Cannot be harmed by cold.
     
     When activated, it grants cold resistance for d20+20 turns and cre
     ates a cold ball of damage 75.
     It takes d50+50 turns to recharge after use.
m) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
n) 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.
o) 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.
p) a Set of Caestus of Agility (+0,+3) [2,+13] (+5)
     +5 dexterity.
     
q) a Pair of Steel Shod Boots of Stability [6,+8]
     Provides resistance to nexus.
     Feather Falling.
     
r) The Dagger 'Nimthanc' (2d4) (+4,+6)
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 28 against frost-vulnerable
     creatures, and 18 against normal creatures.
s) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
     +3 dexterity, stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     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 22.5 against normal creatures.
t) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1)
     +1 searching.
     Provides resistance to lightning, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 41 against orcs, 41 against
     trolls, 41 against giants, 41 against electricity-vulnerable
     creatures, and 29 against normal creatures.
u) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 51 against animals, 51 against
     evil creatures, 64.5 against demons, and 37.5 against normal
     creatures.
v) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
     +3 intelligence.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 37 against animals, 42 against
     fire-vulnerable creatures, and 32 against normal creatures.
w) 30 Seeker Arrows of Wounding (4d4) (+17,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 136 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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Old February 1, 2009, 19:22   #2
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,752
Donated: $40
Pete Mack is on a distinguished road
That's an impressive dive! Smart use of Wormtongue's boots for speed, int, stealth, until you get the character up to strength. Just keep sneaking around. Depth 75 should be your current goal. (See below.)

A few points:
1. Use Thranduil for ESP, with Holhenneth as a swap for RConf. ESP really cuts down on surprises, and will give you time to change if you see that you need RConf.

2. Use Resistances(!) That is the most important dungeon book of all for a Rogue. Double resistance makes a huge difference in what you can kill. Smaug & friends, and elemental Wyrms become easy targets. (Even at cl 30, though you might want to carry !Heroism to make up for the boots.)
3. Get to speed ring depth. You will want a few more HP, and get rid of those boots before you can kill any really big monsters. In the mean time, picking up a good ring of speed, and Tenser's (for branding ammo), will make a huge difference. Both are native to around dl 75.
4. You can sell Raal. It is worthless for a rogue, as is Kelek. Also sell the Ring of Ice. The only one you are likely to use in the late game is Acid.
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Old February 1, 2009, 20:46   #3
bebo
Adept
 
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Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
thanks

i actually got quite lucky with a few drops (most notably the armour of celeborn)

it seems to me that at this point in the game, with the necessary resistances covered and teleport self and teleport away (!) available, the game is actually easier! -> i know i'll dearly pay this comment, the RNG hears all

EDIT: added dump

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            103   STR:  18/60  +1  +2 +10 18/190
 Race   High-Elf     Height          92   INT:     16  +3  +1  +8 18/100
 Class  Rogue        Weight         176   WIS:     12  -1  -2  +2     11
 Title  Sharper      Social  Role model   DEX:     18  +3  +3  +5 18/110
 HP     567/567      Maximize         Y   CON:  18/39  +1  +1 +12 18/179
 SP     45/109                            CHR:     15  +5  -1  +4  18/50


 Level               31   Armor    [50,+94]     Saving Throw         80%
 Cur Exp         255121   Fight   (+18,+15)     Stealth           Heroic
 Max Exp         255121   Melee   (+25,+23)     Fighting          Heroic
 Adv Exp         337500   Shoot   (+30,+15)     Shooting          Heroic
 MaxDepth   4000' (L80)   Blows      7/turn     Disarming           100%
 Turns           641307   Shots      1/turn     Magic Device      Heroic
 Gold            271049   Infra       40 ft     Perception       1 in 12
 Burden       186.2 lbs   Speed          10     Searching            35%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight 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:.+...........


  [Character Equipment]

a) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 30 against animals, 30 against
     evil creatures, 33.5 against orcs, 33.5 against undead, and 26.5
     against normal creatures.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
c) a Carnelian Ring of Speed (+6)
     +6 speed.
d) a Bloodstone Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
e) The Jewel 'Evenstar' {!!}
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
f) The Phial of Galadriel {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!}
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) an Elven Cloak of the Magi [6,+11] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Radius 1 light.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
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) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed}
     +3 intelligence, dexterity, stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     When activated, it teleports you randomly up to 10 squares away.
     It takes 20 turns to recharge after use.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
g) 17 Grey Potions of Cure Critical Wounds
h) 9 Scrolls titled "intia pas pa" of Teleport Level {!*}
i) a Scroll titled "denio cus lam" of Magic Mapping
j) 5 Scrolls titled "ter rego dio" of Word of Recall {!*}
k) a Scroll titled "gla lo inquo" of *Destruction* {!*}
l) 2 Zinc-Plated Rods of Teleport Other {!!}
m) 2 Platinum Wands of Stone to Mud (20 charges)
n) 3 Bronze Wands of Teleport Other (18 charges)
o) a Nickel-Plated Wand of Drain Life (5 charges)
p) 4 Birch Staffs of Teleportation (26 charges) {!*}
q) 3 Silver Staffs of Speed (12 charges) {!*}
r) a Teak Staff of the Magi (3 charges) {!*}
s) The Soft Leather Armour 'Hithlomir' [4,+19] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
t) 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, u) The Dagger 'Dethanc' (2d4) (+4,+6)
v) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)

     dBlessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 59 against evil creatures, 69.5
     against orcs, 69.5 against trolls, 69.5 against frost-vulnerable
     creatures, 90.5 against undead, and 48.5 against normal creatures.
w) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 36.5 against undead, 36.5
     against frost-vulnerable creatures, and 29.5 against normal
     creatures.


  [Home Inventory]

a) a Gold Speckled Potion 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) a Light Blue 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) 4 Azure Potions of Restore Mana {!*}
     When ingested, it restores your mana points to maximum.
d) 2 Metallic Purple Potions of Speed {!*}
     When ingested, it hastens you for 2d10+20 turns.
e) a Scroll titled "gla lo inquo" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
f) 3 Golden Staffs of *Destruction* (9 charges) {!*}
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
g) an Ironwood Staff of Healing (3 charges) {!*}
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
h) 3 Silver Staffs of Speed (17 charges) {!*}
     When used, it hastens you for 2d10+20 turns.
i) a Jet Ring of Acid [+16]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
j) a Silver Ring of Slaying (+6,+8)
k) 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.
l) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
m) 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.
n) a Set of Caestus of Agility (+0,+3) [2,+13] (+5)
     +5 dexterity.
     
o) a Set of Alchemist's Gloves of Thievery (+8,+2) [0,+12] (+2)
     +2 dexterity, searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Prevents paralysis.
     
p) a Pair of Steel Shod Boots of Stability [6,+8]
     Provides resistance to nexus.
     Feather Falling.
     
q) The Dagger 'Nimthanc' (2d4) (+4,+6)
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 34 against frost-vulnerable
     creatures, and 24 against normal creatures.
r) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2)
     +2 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 28 against animals, 32 against
     poison-vulnerable creatures, and 24 against normal creatures.
s) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
     +3 dexterity, stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 28.5 against normal creatures.
t) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1)
     +1 searching.
     Provides resistance to lightning, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 47 against orcs, 47 against
     trolls, 47 against giants, 47 against electricity-vulnerable
     creatures, and 35 against normal creatures.
u) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 57 against animals, 57 against
     evil creatures, 70.5 against demons, and 43.5 against normal
     creatures.
v) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3)
     +3 intelligence.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 43 against animals, 48 against
     fire-vulnerable creatures, and 38 against normal creatures.
w) 30 Seeker Arrows of Wounding (4d4) (+17,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 136 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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Old February 1, 2009, 21:54   #4
Pete Mack
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Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,752
Donated: $40
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Nice! Now you can afford to buy out shops if you need something desperately--no more worries about store scumming.

There's no "almost" about the game being easier, especially with decent CON as well as all those others. The character still need permanent RConf* and more damage, but it is getting close to endgame strong.

*And possibly RSound, RChaos, RNether, depending on taste. But RConf is the really critical one.
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Old February 1, 2009, 22:06   #5
bebo
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Location: Milan, Italy
Posts: 213
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ok, i've found some other nice drops

my biggest question at the moment is whether to use the second =Speed +6 or =Constitution +6

also i don't really know how staffs of *destruction* work (i have yet to use one) - do they mess-up the terrain also like earthquake? do they affect uniques? normal items vs artifacts?

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            103   STR:  18/76  +1  +2 +10 18/206
 Race   High-Elf     Height          92   INT:     18  +3  +1  +8 18/120
 Class  Rogue        Weight         176   WIS:     13  -1  -2  +2     12
 Title  Sharper      Social  Role model   DEX:  18/39  +3  +3  +5 18/149
 HP     505/505      Maximize         Y   CON:  18/63  +1  +1  +6 18/143
 SP     136/136                           CHR:     17  +5  -1  +4  18/70


 Level               31   Armor    [50,+96]     Saving Throw         80%
 Cur Exp         305842   Fight   (+21,+16)     Stealth           Heroic
 Max Exp         305842   Melee   (+28,+25)     Fighting          Heroic
 Adv Exp         337500   Shoot   (+33,+15)     Shooting          Heroic
 MaxDepth   4050' (L81)   Blows      7/turn     Disarming           100%
 Turns           664251   Shots      1/turn     Magic Device      Heroic
 Gold            311498   Infra       40 ft     Perception       1 in 12
 Burden       185.6 lbs   Speed          16     Searching            35%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight 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:.+...........


  [Character Equipment]

a) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 32 against animals, 32 against
     evil creatures, 35.5 against orcs, 35.5 against undead, and 28.5
     against normal creatures.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
c) a Carnelian Ring of Speed (+6)
     +6 speed.
d) a Carnelian Ring of Speed (+6)
     +6 speed.
e) The Jewel 'Evenstar' {!!}
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
f) The Phial of Galadriel {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!}
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) an Elven Cloak of the Magi [6,+11] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Radius 1 light.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
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) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed}
     +3 intelligence, dexterity, stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     When activated, it teleports you randomly up to 10 squares away.
     It takes 20 turns to recharge after use.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
g) 16 Grey Potions of Cure Critical Wounds
h) 7 Scrolls titled "intia pas pa" of Teleport Level {!*}
i) 5 Scrolls titled "denio cus lam" of Magic Mapping
j) 10 Scrolls titled "ter rego dio" of Word of Recall {!*}
k) 2 Zinc-Plated Rods of Teleport Other {!!}
l) 2 Platinum Wands of Stone to Mud (4 charges)
m) 3 Bronze Wands of Teleport Other (18 charges)
n) 2 Nickel-Plated Wands of Drain Life (11 charges)
o) 2 Cedar Staffs of Mapping (15 charges)
p) 4 Birch Staffs of Teleportation (26 charges) {!*}
q) 3 Silver Staffs of Speed (16 charges) {!*}
r) 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, s) 65 Arrows (1d4) (+0,+0) {@f1}


  [Home Inventory]

a) a Gold Speckled Potion of Healing {!*}
b) a Light Blue Potion of *Healing* {!*}
c) 4 Azure Potions of Restore Mana {!*}
d) 3 Metallic Purple Potions of Speed {!*}
e) 2 Scrolls titled "gla lo inquo" of *Destruction* {!*}
f) an Iron Rod of Identify {!!}

     When used, it reveals to you the extent of an item's magical power
     s.
     It takes 10 turns to recharge after use.
g) 4 Golden Staffs of *Destruction* (11 charges) {!*}
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
h) an Ironwood Staff of Healing (3 charges) {!*}
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
i) a Locust Staff of Holiness (2 charges)
     When used, it inflicts damage on evil creatures you can see, cures 
     50 hit points, heals all temporary effects and grants you protecti
     on from evil.
j) 4 Silver Staffs of Speed (19 charges) {!*}
     When used, it hastens you for 2d10+20 turns.
k) a Teak Staff of the Magi (3 charges) {!*}
     When used, it restores both intelligence and manapoints to maximum.
l) a Bloodstone Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
     
m) a Jet Ring of Acid [+16]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
n) a Silver Ring of Slaying (+6,+8)
o) a Pair of Steel Shod Boots of Stability [6,+8]
     Provides resistance to nexus.
     Feather Falling.
     
p) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
     +3 dexterity, stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 29.5 against normal creatures.
q) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {!!}
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 60 against evil creatures, 70.5
     against orcs, 70.5 against trolls, 70.5 against frost-vulnerable
     creatures, 91.5 against undead, and 49.5 against normal creatures.
r) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 37.5 against undead, 37.5
     against frost-vulnerable creatures, and 30.5 against normal
     creatures.
s) 30 Seeker Arrows of Wounding (4d4) (+17,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 136 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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Old February 1, 2009, 22:18   #6
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,752
Donated: $40
Pete Mack is on a distinguished road
*Destruction* obliterates a radius-12(?) area, leaving a mixture of walls and open space. All monsters are deleted, at a cost of 1d4HP each, and all objects on the floor except those under your feet, artifacts, and any items on the same square as an artifact.

Scrolls of *Destruction* are the #1 reliable escape. Staves are very for evading annoying (groups of) monsters, and for setting up fights with Feagwath (eg). Also useful for clearing vaults and scumming the artifacts.
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Old February 2, 2009, 08:14   #7
bebo
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Location: Milan, Italy
Posts: 213
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ok now i don't really know what to equip

and it makes me cry to think at the artifacts i had to sell or leave on dungeon floors because of not being up to par with the rest of my stuff

what should i be aiming for now?

i think increasing clvl for sure - i almost got wasted by a fire breath from that red wolf unique (red C), even with resistances etc. - man that was a scare - i survived only because i was hasted to something like +27 speed

what artifacts should i be aiming to acquire?
i killed only a few uniques as of now, but i've encountered more than once monsters that summon uniques - which are essential to kill?

man i'm getting really excited - i never dreamt i'd be getting this far!

EDIT: i still haven't found a really good shield , cloak and set of boots - are there some better dlvl's to find this kind of equipment?

EDIT EDIT: it seems there are a few problems with the code generating char dumps, namely in the part that displays the char inventory, some info is missing, and the last object isn't separated from the one before. i edited the dump for clarity

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            103   STR:  18/86  +1  +2 +10 18/216
 Race   High-Elf     Height          92   INT:  18/44  +3  +1  +8 18/164
 Class  Rogue        Weight         176   WIS:     15  -1  -2  +4     16
 Title  Sharper      Social  Role model   DEX:  18/60  +3  +3  +9 18/210
 HP     521/521      Maximize         Y   CON:  18/63  +1  +1  +4 18/123
 SP     214/214                           Chr:     17  +5  -1  +6  18/90  18/40


 Level               35   Armor   [54,+117]     Saving Throw         85%
 Cur Exp         899210   Fight   (+36,+27)     Stealth           Heroic
 Max Exp         899210   Melee   (+43,+36)     Fighting          Heroic
 Adv Exp        1012500   Shoot   (+48,+15)     Shooting          Heroic
 MaxDepth   4250' (L85)   Blows      7/turn     Disarming           100%
 Turns           704086   Shots      1/turn     Magic Device      Heroic
 Gold            450997   Infra       40 ft     Perception       1 in 12
 Burden       190.2 lbs   Speed          21     Searching            35%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight 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:.+...........


  [Character Equipment]

a) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 43 against animals, 43 against
     evil creatures, 46.5 against orcs, 46.5 against undead, and 39.5
     against normal creatures.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
c) a Carnelian Ring of Speed (+9)
     +9 speed.
d) a Carnelian Ring of Speed (+6)
     +6 speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {!!}
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
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 in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!}
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) an Elven Cloak of the Magi [6,+11] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Radius 1 light.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!}
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed}
     +3 intelligence, dexterity, stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     When activated, it teleports you randomly up to 10 squares away.
     It takes 20 turns to recharge after use.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
g) 20 Grey Potions of Cure Critical Wounds
h) 6 Scrolls titled "intia pas pa" of Teleport Level {!*}
i) 9 Scrolls titled "ter rego dio" of Word of Recall {!*}
j) 3 Zinc-Plated Rods of Teleport Other {!!}
k) 3 Bronze Wands of Teleport Other (17 charges)
l) a Tin-Plated Wand of Annihilation (3 charges)
     Cannot be harmed by acid, electricity, fire, cold.
m) 4 Cedar Staffs of Mapping (17 charges)
n) 4 Birch Staffs of Teleportation (25 charges) {!*}
o) 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, 

p) The Mace 'Taratol' (3d4) (+12,+12) {!!}

     5 against electricity-vulnerable creatures, 73.5 against dragons, 
     and 43.5 against normal creatures.


  [Home Inventory]

a) 2 Gold Speckled 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) a Light Blue 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) a Copper Speckled Potion of Life {!*}
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
d) 6 Azure Potions of Restore Mana {!*}
     When ingested, it restores your mana points to maximum.
e) a Scroll titled "famisse arus" of *Remove Curse*
     When read, it removes all curses from all equipped items.
f) 4 Scrolls titled "gla lo inquo" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
g) 4 Golden Staffs of *Destruction* (12 charges) {!*}
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
h) an Ironwood Staff of Healing (3 charges) {!*}
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
i) 6 Silver Staffs of Speed (29 charges) {!*}
     When used, it hastens you for 2d10+20 turns.
j) a Teak Staff of the Magi (3 charges) {!*}
     When used, it restores both intelligence and manapoints to maximum.
k) a Bloodstone Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
     
l) a Jet Ring of Acid [+16]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
m) a Rhodonite Ring of Damage (+0,+14)
n) 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.
     
o) The Ring of Tulkas (+4) {!!}
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
p) The Jewel 'Evenstar' {!!}
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
q) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!!}
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
r) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
s) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
t) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
u) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
     +3 dexterity, stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 39.5 against normal creatures.
v) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {!!}
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 70 against evil creatures, 80.5
     against orcs, 80.5 against trolls, 80.5 against frost-vulnerable
     creatures, 101.5 against undead, and 59.5 against normal creatures.
w) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 47.5 against undead, 47.5
     against frost-vulnerable creatures, and 40.5 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)

Last edited by bebo; February 2, 2009 at 08:23.
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Old February 2, 2009, 08:30   #8
bebo
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btw i should probably change the title of the thread to display my current depth - is there a way to do this?

current state of things:

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            103   Str:  18/90  +1  +2 +10 18/*** 18/210
 Race   High-Elf     Height          92   INT:  18/58  +3  +1  +5 18/148
 Class  Rogue        Weight         176   WIS:     17  -1  -2  +4     18
 Title  Rogue        Social  Role model   Dex:  18/60  +3  +3  +6 18/180 18/155
 HP     536/536      Maximize         Y   CON:  18/63  +1  +1  +4 18/123
 SP     188/193                           Chr:     17  +5  -1  +6  18/90  18/40


 Level               37   Armor   [55,+119]     Saving Throw         88%
 Cur Exp        1244995   Fight   (+39,+35)     Stealth           Superb
 Max Exp        1244995   Melee   (+46,+44)     Fighting       Legendary
 Adv Exp        1575000   Shoot   (+51,+15)     Shooting          Heroic
 MaxDepth   4450' (L89)   Blows      7/turn     Disarming           100%
 Turns           736396   Shots      1/turn     Magic Device      Heroic
 Gold            243180   Infra       40 ft     Perception       1 in 12
 Burden       264.8 lbs   Speed          22     Searching            35%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight 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:.+...........


  [Character Equipment]

a) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 51 against animals, 51 against
     evil creatures, 54.5 against orcs, 54.5 against undead, and 47.5
     against normal creatures.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
c) a Carnelian Ring of Speed (+9)
     +9 speed.
d) a Carnelian Ring of Speed (+6)
     +6 speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {!!}
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain {!!}
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 light.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) {!!}
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) an Elven Cloak of the Magi [6,+11] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Radius 1 light.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!}
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) a Pair of Iron Shod Boots of Speed [3,+13] (+6)
     +6 speed.


  [Character Inventory]

a) 5 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Tenser's Transformations] {@m8@b8}
     Cannot be harmed by acid, electricity, fire, cold.
h) 14 Grey Potions of Cure Critical Wounds
i) 7 Scrolls titled "ter rego dio" of Word of Recall {!*}
j) 3 Zinc-Plated Rods of Teleport Other {!!}
k) 3 Bronze Wands of Teleport Other (17 charges)
l) 2 Golden Staffs of *Destruction* (4 charges) {!*}
m) 5 Cedar Staffs of Mapping (18 charges)
n) 4 Birch Staffs of Teleportation (25 charges) {!*}
o) 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, p) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!}

     dFeather Falling.
     When activated, it teleports you randomly up to 10 squares away.
     It takes 20 turns to recharge after use.
q) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
     +3 intelligence, dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 65 against trolls, 65 against
     giants, and 53 against normal creatures.
r) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 52 against normal creatures.
s) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {!!}
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 78 against evil creatures, 88.5
     against orcs, 88.5 against trolls, 88.5 against frost-vulnerable
     creatures, 109.5 against undead, and 67.5 against normal creatures.
t) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 55.5 against undead, 55.5
     against frost-vulnerable creatures, and 48.5 against normal
     creatures.
u) 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 5 blows per round.  Each
     blow will do an average damage of 83 against evil creatures, 96.5
     against orcs, 96.5 against trolls, and 69.5 against normal
     creatures.
v) The Mace 'Taratol' (3d4) (+12,+12) (charging) {!!}
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 100 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 66.5 against
     electricity-vulnerable creatures, 81.5 against dragons, and 51.5
     against normal creatures.


  [Home Inventory]

a) 2 Gold Speckled 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) a Light Blue 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) a Copper Speckled Potion of Life {!*}
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
d) 6 Azure Potions of Restore Mana {!*}
     When ingested, it restores your mana points to maximum.
e) a Scroll titled "famisse arus" of *Remove Curse*
     When read, it removes all curses from all equipped items.
f) 4 Scrolls titled "gla lo inquo" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
g) 3 Golden Staffs of *Destruction* (9 charges) {!*}
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
h) an Ironwood Staff of Healing (3 charges) {!*}
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
i) a Teak Staff of the Magi (3 charges) {!*}
     When used, it restores both intelligence and manapoints to maximum.
j) a Bloodstone Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
     
k) a Jet Ring of Acid [+16]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
l) a Rhodonite Ring of Damage (+0,+14)
m) 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.
     
n) The Ring of Tulkas (+4) {!!}
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
o) The Jewel 'Evenstar' {!!}
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
p) 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 in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
q) 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.
     
r) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!!}
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
s) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
t) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
u) 29 Mithril Arrows of Holy Might (3d4) (+14,+17)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 316 against
     evil creatures, 474 against demons, 474 against undead, and 158
     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)

Last edited by bebo; February 2, 2009 at 11:28.
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Old February 2, 2009, 21:18   #9
Pete Mack
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Should use Isildur for permanent RConf+RSound+RNexus. Or Caspanion for CON+INT+RConf.

Use _*Destruction* instead of banishment activation.

Stay away from disenchanters until you find another source.
("Weaponmastery, Belthronding, Calris, etc)
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Old February 2, 2009, 21:24   #10
bebo
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yeah, found out the hard way ... see http://angband.oook.cz/forum/showthread.php?t=1428
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