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Old June 25, 2009, 08:21   #11
Nick
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Quote:
Originally Posted by will_asher View Post
This is almost more of a code question post than an update on the game. I've found a few kinds of monsters which have less than 200 HPS when their hit die in monster.txt is something like 300d3. I looked at the code and I can't figure out why it can't handle dice like that.
Just a guess, but if the number of dice as being stored as a byte (and I can't recall if it is or not), 300 will turn to 44. That one has bitten me before.
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Old June 25, 2009, 08:57   #12
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Looks like that's the problem. So I guess I'll just change it to an INT.
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Old June 25, 2009, 09:04   #13
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Quote:
Originally Posted by will_asher View Post
This is almost more of a code question post than an update on the game. I've found a few kinds of monsters which have less than 200 HPS when their hit die in monster.txt is something like 300d3. I looked at the code and I can't figure out why it can't handle dice like that.
Hmm.. to quote Jamie Zawinski you might be dealing with "the blights of C (the PDP-11 assembler that thinks it's a language)." Anyway, complaining about problems in your C program is like complaining about dying in Angband because you didn't carry _tele. You should have known better, and there's not much anyone can do for you if you didn't.
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Old June 26, 2009, 00:20   #14
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This is pathetic:

The Driftwood Amulet of Carlammas (+3)
It increases your charisma by 3. It grants you immunity to paralysis. It activates for protection from evil every 225+d225 turns. It cannot be harmed by the elements.

The hard leather cap of Thranduil [2,+11] (+3)
It increases your wisdom by 3. It provides resistance to nexus. It grants you darkvision and the ability to see invisibile things. It cannot be harmed by the elements.
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Old June 26, 2009, 06:44   #15
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I've found some nice stuff and now I'm having a hell of a time trying to figure out what to get rid of (..even with three more slots in the home than vanilla has -It's tempting to add even more but I probably shouldn't. Then again, there's significantly more stuff you want to keep in DaJAngband than there is in vanilla. A 'home quiver' would also be cool so I could store the ego and seeker bolts while I use the bow. I don't think I could figure out how to do that though.)

The main problem is that bug I mentioned. Arvedui is the weapon I've been using but it has an evil alignment and this nice new bow I found has a good alignment. And when you wear equipment of opposing alignments you occationally get confused at random times for about 3-7 turns (2-4 with Rconf). Normally, I don't think this would make much problems but with this bug which gives alignments to randarts way too often, it can make it hard to avoid wearing equipment with opposing alignments.

Of course, the bow isn't a randart. And if, in a non-randart game, you wanted to use a bow of Lothlorien with something like Calris which has an evil alignment, you could have problems. I wanted there to be a penalty for wearing equipment with opposed alignments, I wonder if random confusion is too harsh.

The ring of acid combined with the batlleaxe of extra attacks would be very nice, but I don't want to give up either of my rings to wear the ring of acid. (removing the STR ring would give me one less attack). Arvedui is also the source of Rpois I've been using, but I can switch cloaks for Rpois.

Another little problem is what to do with all these good bolts now that I've found a really nice bow.

I'm using the Phial most of the time, switching in the corrupting Arkenstone occationally for hold life and detection. It's annoying that it only charges while it's being wielded or else it wouldn't have nearly as much chance to corrupt. But I've started feeling the effects of the CORRUPT flag: random occational demon summoning, lowering of luck.. I'm going to need to add a way to restore luck because there's more ways of losing it than there is to gain it.

Code:
  [DaJAngband v1.0.99 (pre 1.1.0) Character Dump]

 Name   Donk                                     Self  RB  CB  EB   Best
 Sex    Male              Age         6   STR:     18  +0  +6  +6 18/120
 Race   Human             Height     72   INT:     14  +0  -3  +0     11
 Class  Barbarian         Weight    164   WIS:  18/53  +0  -1  +0  18/43
 Title  Destroyer         Status      0   DEX:     16  +0  +1  +2  18/10
 HP     608/608           Maximize    Y   CON:  18/79  +0  +2  +1 18/109
 SP     71/71                             CHR:     12  +0  -1  +0     11

 Level           41       Armor    [32,+72]     Saving Throw          66
 Cur Exp    1447112       Fight   (+19,+23)     Fighting             312
 Max Exp    1447112       Melee   (+28,+32)     Shooting             330
 Adv Exp    1575000       Shoot   (+35,+16)     Throwing             239
 MaxDepth    Lev 78       Blows      2/turn     Disarming             61
 Turns      3151541       Shots      1/turn     Magic Device          64
 Gold        220343       Stealth         3     Alertness             27
 Burden   194.8 lbs       Energy       310%     Searching             10

 You are one of several children of a Yeoman.  You are a credit to the
 family.  You have brown eyes, wavy brown hair, and a dark complexion.



      abcdefghijkl@       abcdefghijkl@
 Acid:........+.... Blind:.......+.....
 Elec:........+.... Confu:.............
 Fire:........+.... Sound:.............
 Cold:........+.... Shard:......+......
 Pois:............. Nexus:......+......
1/2Po:............. Nethr:.............
 Fear:+...+.......+ Chaos:.............
 Lite:.+........... Disen:....+........

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Alert:.............
PLite:.+...+....... Tunn.:.............
Regen:............. Speed:...+..+....+.
Telep:.........+... Blows:.............
Dkvis:.......+..... Shots:.............
Invis:............. Might:.+...........
FrAct:.+..+........      :.............


  [Character Equipment]

a) a bastard sword of *Slay Dragon* (3d4) (+9,+9) (+1) {@w1}
   It increases your constitution by 1.  It is especially deadly
   against dragons.  It provides resistance to fear.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 121 against dragons, and 42.6
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 12.
   
b) a long bow of Lothlorien (ML5) (+16,+16) (+2)
   It increases your dexterity by 2.  It increases your shooting power
   by 2.  It provides resistance to light.  It usually provides light
   of radius 1.  It is good and hates evil.  It grants you immunity to
   paralysis.  It cannot be harmed by acid or fire.  It might have
   hidden powers.
   
   A launcher with an multiplier level (ML) of 5 actually multiplies
   damage by x4.375
   Examine ammo to see average damage.
   
c) an Onyx Ring of Strength of Warfare (+5,+9) (+4)
   It increases your strength by 4.  It sustains your strength.  
   
d) a Tourmaline Ring of Speed (+8) {Great Ice Wyrm dl69}
   It increases your speed by 8.  
   
e) an Alabaster Amulet of Weaponmastery (+3,+5) (+2) {@w5}
   It increases your strength by 2.  It provides resistance to fear and 
   disenchantment.  It sustains your strength and constitution.  It
   grants you immunity to paralysis.  
   
f) The Phial of Galadriel {@w4 !!}
   It usually provides light of radius 3.  It activates for 
   illumination every 10+d10 turns.  It cannot be harmed by the
   elements.  
   
g) Silver Dragon Scale Mail (-1) [26,+15] (+5 to speed)
   It increases your speed by 5.  It provides resistance to shards and 
   nexus.  It cannot be harmed by the elements.  
   
h) a cloak of Dungeon Sight (+2) [1,+10]
   It provides resistance to blindness.  It grants you darkvision.  It
   cannot be harmed by acid.  
   
i) a small metal shield of Resistance [3,+8]
   It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
j) a golden crown of Telepathy [0,+19]
   It grants you the power of telepathy.  It cannot be harmed by acid.  
   
   
k) a set of leather gloves of Magic Mastery [1,+8]
   It raises your magic device skill.  
   
l) a pair of leather sandals of Speed [1,+8] (+9)
   It increases your speed by 9.  
   


  [Character Equipment -- Quiver]

n) 14 bolts of Slay Dragon (1d5) (+9,+9)
   It slays dragons.  
   
o) 3 bolts (1d5) (+7,+9) {@f1=g}
   
   
p) 11 bolts of Lightning (1d5) (+6,+9)
   It is branded with lightning.  It cannot be harmed by lightning.  
   
q) 3 bolts of Slay Giant (1d5) (+7,+10)
   It slays giants.  
   
r) 19 bolts (1d5) (+6,+9)
   
   
s) 20 seeker bolts (4d5) (+7,+9)
   
   
t) 5 seeker bolts (4d5) (+5,+7)
   
   
u) 24 arrows (1d4) (+6,+7) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 111.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 12.
   


  [Character Inventory]

a) 2 Books of Nature Magic [Call of the Wild] {@p1}
   
   
b) 2 Books of Nature Magic [Communion with Nature] {@p2}
   
   
c) 5 Books of Nature Magic [Bombadil's Songs] {@p4}
   It cannot be harmed by the elements.  
   
d) 10 Tangerine Potions of Cure Critical Wounds {@q1}
   
   
e) 2 Mauve Potions of Healing {@q2}
   
   
f) 3 Chartreuse Potions of Restore Life Levels
   
   
g) 6 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
h) 4 Scrolls titled "lar crin" of Word of Recall {@r3}
   
   
i) 18 Scrolls titled "embona arisma" of Identify {@r2}
   
   
j) a Zinc Rod of Detection {@z3 !!}
   It cannot be harmed by lightning.  
   
k) 2 Zinc-Plated Rods of Teleport Other {@z7}
   
   
l) 5 Bronze-Plated Rods of Light {@z4}
   
   
m) 6 Gold-Plated Rods of Fire Bolts {@z5}
   
   
n) a Minotaur Horn Wand of Dragon's Breath (3 charges)
   It cannot be harmed by the elements.  
   
o) a Sapling Staff of Teleportation of Acid (1d5) (+9,+9) (5 charges) {@u9}
   It is branded with acid.  It provides resistance to acid.  It cannot
   be harmed by acid.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 52.1 against acid-vulnerable
   creatures, and 32.7 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 16.
   
p) a Cottonwood Staff of Speed (1d5) (+0,+0) (6 charges) {@u7}
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 23.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 21.
   
q) a Wych Elm Staff of *Destruction* (2d4) (+0,+0) (3 charges)
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 25.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 20.
   
r) The Amulet of Ingwe (+3) {@w5}
   It increases your constitution by 3.   It increases your alertness
   by 15.  It provides resistance to cold, light, dark, and confusion.  
   It sustains your constitution.  It is good and hates evil.  It
   grants you the ability to see invisible things.  It activates for 
   dispel evil (x5) every 50+d50 turns.  It cannot be harmed by the
   elements.  
   
s) The Arkenstone of Thrain {@w4 !!}
   It provides resistance to electricity, light, dark, and life draining.
   It usually provides light of radius 3.  It increases likelihood of
   critical hits, is evil and hates good, corrupts those who wield it
   for too long, and conflicts with something that you're wearing or
   wielding.  It grants you teleport control.  It activates for 
   detection every 30+d30 turns.  It cannot be harmed by the elements.  
   
   
t) a pair of metal shod boots (Dwarven) [6,+9] (+1)
   It increases your strength and constitution by 1.  It grants you 
   immunity to paralysis and darkvision.  It cannot be harmed by acid 
   or fire.  
   
u) a dwarven mattock of Mining (1d8) (+10,+11) [+2] (+6) {@w0}
   It increases your tunneling by 6.  It provides resistance to dark.  
   It grants you darkvision.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 47.6.  Your chance of scoring
   a critical hit with this weapon is 1 in 9.
   


  [Home Inventory]

a) 4 Books of Nature Magic [Natural Combat] {@p3}
   It cannot be harmed by the elements.  
   
b) a Glowing Mushroom of Fast Attacks
   
   
c) 35 Yellow Speckled Potions of Speed {@q7}
   
   
d) 13 Mauve Potions of Healing {@q2}
   
   
e) 4 Dark Red Potions of *Healing*
   
   
f) 91 Scrolls titled "ele benoth" of Teleportation {@r9 !*}
   
   
g) 99 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
h) 9 Scrolls titled "antumon alas" of *Identify*
   
   
i) 2 Scrolls titled "ilman ar car" of *Destruction*
   
   
j) a Chimaera Hide Wand of Drain Life (5 charges)
   
   
k) a Knotted Staff of Treasure & Object Location of Natural Light (1d5) (+11,+6) (
   It slays undead.  It provides resistance to dark and nether.  It
   sustains your charisma.  It usually provides light of radius 1.  It 
   is blessed by the gods.  It grants you the ability to see invisible
   things.  It cannot be harmed by fire.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 49.1 against undead, and 29.7
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 16.
   
l) a Star Ruby Ring of Acid of Warfare (+3,+8) [+12]
   It brands your melee blows with acid.  It provides resistance to 
   acid.  It activates for acid resistance (20+d20 turns) and acid ball
   (70) every 50+d50 turns.  It cannot be harmed by acid.  
   
m) a Jacinth Ring of See Invisible
   It grants you the ability to see invisible things.  
   
n) a Tourmaline Ring of Speed (+6)
   It increases your speed by 6.  
   
o) The Ring of Barahir {Rpois}
   It provides resistance to poison and dark.  It raises your magic
   device skill.  It cannot be harmed by the elements.  
   
p) The Star of Elendil
   It provides resistance to acid and electricity.  It usually provides
   light of radius 3.  It activates for magic mapping every 50+d50 turns.
   It cannot be harmed by the elements.  
   
q) Bronze Dragon Scale Mail (-2) [30,+16]
   It provides resistance to confusion.  It activates for breathe
   confusion (120) every 450+d450 turns.  It cannot be harmed by the
   elements.  
   
r) The metal scale mail 'Osondir' (-2) [13,+12] (+3)
   It increases your strength, intelligence, and constitution by 3.  It
   increases your stealth by 3.  It provides resistance to acid, 
   electricity, fire, and cold.  It sustains your intelligence.  It is
   evil and hates good, corrupts those who wield it for too long, and 
   conflicts with something that you're wearing or wielding.  It cannot
   be harmed by the elements.  
   
s) a filthy rag of Elvenkind [1,+13] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   electricity, fire, cold, and shards.  It cannot be harmed by the
   elements.  
   
t) The cloak of Snowballs [1,+15]
   It provides resistance to poison.  It slows your metabolism.  It
   activates for frost branding of shots every 900+d99 turns.  It
   cannot be harmed by the elements.  
   
u) a cloak of Stealth [1,+8] (+3 to stealth)
   It increases your stealth by 3.  
   
v) The small leather shield 'Narsil' [2,+24]
   It provides resistance to fire and nexus.  It sustains your 
   intelligence.  It grants you the ability to see invisible things.  
   It cannot be harmed by the elements.  
   
w) a golden crown of the Magi [0,+12] (+1) {reg}
   It increases your intelligence by 1.  It provides resistance to acid,
   electricity, fire, and cold.  It sustains your intelligence.  It 
   speeds your regeneration.  It cannot be harmed by the elements.  
   
x) The pair of metal shod boots 'Paurhach' [6,+21] (+1)
   It increases your stealth by 1.  It provides resistance to life
   draining.  It is evil and hates good and conflicts with something
   that you're wearing or wielding.  It activates for fire bolt (9d8)
   every 8+d8 turns.  It cannot be harmed by the elements.  
   
y) The long sword of Arvedui (2d5) (+16,+12) {@w0}
   It is branded with frost.  It provides resistance to poison and 
   blindness.  It sustains your wisdom.  It raises your magic device
   skill, is evil and hates good, and conflicts with something that
   you're wearing or wielding.  It grants you the ability to see
   invisible things.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 77.9 against frost-vulnerable
   creatures, and 43.3 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 12.
   
z) a battle axe of Extra Attacks (2d8) (+11,+7) (+1)
   It increases your attack speed by 1.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 43.6.  Your chance of scoring
   a critical hit with this weapon is 1 in 11.
   
{) a Scythe of Slicing of Raging Elementals (8d4) (+9,+4)
   It is branded with acid, lightning, fire, frost, and poison.  It 
   drains experience.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 136.8 against acid-vulnerable
   creatures, 136.8 against electricity-vulnerable creatures, 136.8
   against fire-vulnerable creatures, 136.8 against frost-vulnerable
   creatures, 136.8 against poison-vulnerable creatures, +9.9 when two
   different brands apply, +19.8 when three different brands apply, +
   29.7 when four different brands apply, and 57.6 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 8.
   
|) a light crossbow of Extra Shots (ML3) (+18,+9) (+1)
   It increases your shooting speed by 1.  
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): yes (adult_randarts)
Adult: Auto-scum for good levels             : yes (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: Enable selling to shops               : no  (adult_cansell)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (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             : yes (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : yes (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : yes (score_know)
Score: Allow player to avoid death           : yes (score_live)
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Old June 26, 2009, 08:19   #16
Pete Mack
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Quote:
k) a set of leather gloves of Magic Mastery [1,+8]
It raises your magic device skill.
Is this right? There's no pval displayed...

Also, why is the Arkenstone corrupt? It's the Palantir that was tainted by Sauron.
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Old June 26, 2009, 17:22   #17
will_asher
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Quote:
Originally Posted by Pete Mack View Post
Is this right? There's no pval displayed...
Also, why is the Arkenstone corrupt? It's the Palantir that was tainted by Sauron.
The flag for magic mastery doesn't have a pval, but it probably should. I might change that.

The Arkenstone is corrupt becuase it's a randart and there's a bug that gives randarts alignments (and the corrupt flag) too often. I'm thinking about removing that part of Eddie's code that makes randarts keep their original names.
I fixed the bug but it was too late for this set of randarts.
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Old June 27, 2009, 16:48   #18
will_asher
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One more update dump and then I'm gone for the week

I died again. I made the mistake of thinking an eye druj wouldn't be too tough and just started whacking it. A nether ball, a nether bolt, and a mana bolt later, I was reincarnated in town swinging my scythe at empty air saying, "Take that, eye druj!"
(Notice the damage description on the scythe.)

Before that, I cleared a multi-hued dragon pit. It had no great wyrms and only three AMHDs, so it wasn't too hard. They didn't drop a single artifact.

I added a message for when a monster eats another monster (KILL_BODY), and I got a message saying "The berserker eats Old Man Willlow." hmmm

I have way too much nice ammo.

'constant activation' is a rare ego which can apply to only two types of staffs. The major drawback of a staff of speed of constant activation (besides lack of damage) is that, while it gives +10 speed, it uses the timed effect so you can't drink a potion for another +10 speed. It also uses up a charge every time you wield it. Just the fact that it's a staff of speed that's immune to fire makes it worth keeping. All my other staffs of speed got burnt up before I used them more than once.

Code:
  [DaJAngband v1.0.99 (pre 1.1.0) Character Dump]

 Name   Donk                                     Self  RB  CB  EB   Best
 Sex    Male              Age         7   STR:     18  +0  +6  +6 18/120
 Race   Human             Height     72   Int:     14  +0  -3  +0     11     10
 Class  Barbarian         Weight    164   WIS:  18/63  +0  -1  +0  18/53
 Title  Destroyer         Status      0   DEX:     17  +0  +1  +2  18/20
 HP     625/625           Maximize    Y   CON:  18/87  +0  +2  +0 18/107
 SP     77/77                             Chr:     13  +0  -1  +0     12     11

 Level           42       Armor    [32,+78]     Saving Throw          68
 Cur Exp    1806473       Fight   (+17,+23)     Fighting             310
 Max Exp    1806505       Melee   (+26,+41)     Shooting             325
 Adv Exp    1890000       Shoot   (+32,+14)     Throwing             230
 MaxDepth    Lev 93       Blows      1/turn     Disarming             62
 Turns      3469021       Shots      1/turn     Magic Device          65
 Gold        431149       Stealth         3     Alertness             27
 Burden   208.2 lbs       Energy       310%     Searching             10

 You are one of several children of a Yeoman.  You are a credit to the
 family.  You have brown eyes, wavy brown hair, and a dark complexion.



      abcdefghijkl@       abcdefghijkl@
 Acid:........+.... Blind:.............
 Elec:........+.... Confu:.............
 Fire:........+.... Sound:.............
 Cold:........+.... Shard:......+......
 Pois:.......+..... Nexus:......+......
1/2Po:............. Nethr:.............
 Fear:....+.......+ Chaos:.............
 Lite:.+........... Disen:....+........

      abcdefghijkl@       abcdefghijkl@
S.Dig:.......+..... Stea.:.............
Feath:............. Alert:.............
PLite:.+...+....... Tunn.:.............
Regen:............. Speed:...+..+....+.
Telep:.........+... Blows:.............
Dkvis:............. Shots:.............
Invis:............. Might:.+...........
FrAct:.+..+........      :.............


  [Character Equipment]

a) a Scythe of Slicing of Raging Elementals (8d4) (+9,+9) {@w2}
   It is branded with acid, lightning, fire, frost, and poison.  It 
   drains experience.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 141.8 against acid-vulnerable
   creatures, 141.8 against electricity-vulnerable creatures, 141.8
   against fire-vulnerable creatures, 141.8 against frost-vulnerable
   creatures, 141.8 against poison-vulnerable creatures, +9.9 when two
   different brands apply, +19.8 when three different brands apply, +
   29.7 when four different brands apply, and 62.6 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 8.
   
b) a long bow of Lothlorien (ML5) (+15,+14) (+2)
   It increases your dexterity by 2.  It increases your shooting power
   by 2.  It provides resistance to light.  It usually provides light
   of radius 1.  It is good and hates evil.  It grants you immunity to
   paralysis.  It cannot be harmed by acid or fire.  
   
   A launcher with an multiplier level (ML) of 5 actually multiplies
   damage by x4.375
   Examine ammo to see average damage.
   
c) an Onyx Ring of Strength of Warfare (+5,+9) (+4)
   It increases your strength by 4.  It sustains your strength.  
   
d) a Tourmaline Ring of Speed (+8) {Great Ice Wyrm dl69}
   It increases your speed by 8.  
   
e) an Alabaster Amulet of Weaponmastery (+3,+5) (+2) {@w5}
   It increases your strength by 2.  It provides resistance to fear and 
   disenchantment.  It sustains your strength and constitution.  It
   grants you immunity to paralysis.  
   
f) The Phial of Galadriel {@w4 !!}
   It usually provides light of radius 3.  It activates for 
   illumination every 10+d10 turns.  It cannot be harmed by the
   elements.  
   
g) Silver Dragon Scale Mail (-1) [26,+14] (+5 to speed)
   It increases your speed by 5.  It provides resistance to shards and 
   nexus.  It cannot be harmed by the elements.  
   
h) The cloak of Snowballs [1,+15]
   It provides resistance to poison.  It slows your metabolism.  It
   activates for frost branding of shots every 900+d99 turns.  It
   cannot be harmed by the elements.  
   
i) a small metal shield of Resistance [3,+9]
   It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
j) a golden crown of Telepathy [0,+19]
   It grants you the power of telepathy.  It cannot be harmed by acid.  
   
   
k) a set of leather gloves of Magic Mastery [1,+9]
   It raises your magic device skill.  
   
l) a pair of leather sandals of Speed [1,+8] (+9)
   It increases your speed by 9.  
   


  [Character Equipment -- Quiver]

n) 3 bolts of Slay Giant (1d5) (+7,+10)
   It slays giants.  
   
o) 17 mithril bolts of Slay Dragon (3d5) (+13,+12)
   It slays dragons.  It cannot be harmed by acid or fire.  
   
p) 27 mithril bolts (3d5) (+8,+8)
   It cannot be harmed by acid or fire.  
   
q) 57 arrows (1d4) (+8,+9) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 111.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 12.
   
r) 13 seeker arrows of Critical Weight (4d4) (+16,+9) {@f3=g}
   It increases likelihood of critical hits.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 144.3.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 8.
   
s) 24 seeker arrows (4d4) (+9,+9) {@f3=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 144.3.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 12.
   
t) 41 arrows (1d4) (+8,+9) {@f4=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 111.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 12.
   


  [Character Inventory]

a) 4 Books of Nature Magic [Communion with Nature] {@p2}
   
   
b) 5 Books of Nature Magic [Bombadil's Songs] {@p4}
   It cannot be harmed by the elements.  
   
c) a Book of Nature Magic [Spirits of Nature] {@p6}
   It cannot be harmed by the elements.  
   
d) 3 Yellow Speckled Potions of Speed {@q7}
   
   
e) 11 Tangerine Potions of Cure Critical Wounds {@q1}
   
   
f) 2 Mauve Potions of Healing {@q2}
   
   
g) 4 Scrolls titled "ex atum aurgo" of Phase Door {@r1}
   
   
h) 3 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
i) 5 Scrolls titled "lar crin" of Word of Recall {@r3}
   
   
j) a Zinc Rod of Detection {@z3 !!}
   It cannot be harmed by lightning.  
   
k) 3 Zinc-Plated Rods of Teleport Other {@z7}
   
   
l) 5 Bronze-Plated Rods of Light {@z4}
   
   
m) 8 Gold-Plated Rods of Fire Bolts {@z5}
   
   
n) a Sapling Staff of Teleportation of Acid (1d5) (+8,+8) (5 charges) {@u9}
   It is branded with acid.  It provides resistance to acid.  It cannot
   be harmed by acid.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 51.1 against acid-vulnerable
   creatures, and 31.7 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 18.
   
o) a Cottonwood Staff of Speed of Constant Activation (1d5) (+11,+6) (0 charges) {
   It provides its activation effect constantly while you are wielding it,
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 29.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 16.
   
p) a Wych Elm Staff of *Destruction* (2d4) (+0,+0) (3 charges) {!*}
   
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 25.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 23.
   
q) The Amulet of Ingwe (+3) {@w5}
   It increases your constitution by 3.   It increases your alertness
   by 15.  It provides resistance to cold, light, dark, and confusion.  
   It sustains your constitution.  It is good and hates evil.  It
   grants you the ability to see invisible things.  It activates for 
   dispel evil (x5) every 50+d50 turns.  It cannot be harmed by the
   elements.  
   
r) The Arkenstone of Thrain {@w4 !!}
   It provides resistance to electricity, light, dark, and life draining.
   It usually provides light of radius 3.  It increases likelihood of
   critical hits, is evil and hates good, corrupts those who wield it
   for too long, and conflicts with something that you're wearing or
   wielding.  It grants you teleport control.  It activates for 
   detection every 30+d30 turns.  It cannot be harmed by the elements.  
   
   
s) a bastard sword of *Slay Dragon* (3d4) (+9,+9) (+1) {@w1}
   It increases your constitution by 1.  It is especially deadly
   against dragons.  It provides resistance to fear.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 121 against dragons, and 42.6
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 13.
   


  [Home Inventory]

a) 4 Books of Nature Magic [Natural Combat] {@p3}
   It cannot be harmed by the elements.  
   
b) a Glowing Mushroom of Fast Attacks
   
   
c) 58 Yellow Speckled Potions of Speed {@q7}
   
   
d) 14 Mauve Potions of Healing {@q2}
   
   
e) 4 Dark Red Potions of *Healing*
   
   
f) a Lime-Green Potion of Life
   
   
g) 91 Scrolls titled "ele benoth" of Teleportation {@r9 !*}
   
   
h) 99 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
i) 8 Scrolls titled "antumon alas" of *Identify*
   
   
j) 3 Scrolls titled "ilman ar car" of *Destruction*
   
   
k) a Star Ruby Ring of Acid of Warfare (+3,+8) [+12]
   It brands your melee blows with acid.  It provides resistance to 
   acid.  It activates for acid resistance (20+d20 turns) and acid ball
   (70) every 50+d50 turns.  It cannot be harmed by acid.  
   
l) a Jacinth Ring of See Invisible
   It grants you the ability to see invisible things.  
   
m) The Ring of Barahir {Rpois}
   It provides resistance to poison and dark.  It raises your magic
   device skill.  It cannot be harmed by the elements.  
   
n) The Star of Elendil
   It provides resistance to acid and electricity.  It usually provides
   light of radius 3.  It activates for magic mapping every 50+d50 turns.
   It cannot be harmed by the elements.  
   
o) The metal scale mail 'Osondir' (-2) [13,+12] (+3)
   It increases your strength, intelligence, and constitution by 3.  It
   increases your stealth by 3.  It provides resistance to acid, 
   electricity, fire, and cold.  It sustains your intelligence.  It is
   evil and hates good, corrupts those who wield it for too long, and 
   conflicts with something that you're wearing or wielding.  It cannot
   be harmed by the elements.  
   
p) a filthy rag of Elvenkind [1,+13] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   electricity, fire, cold, and shards.  It cannot be harmed by the
   elements.  
   
q) a cloak of Dungeon Sight (+2) [1,+10]
   It provides resistance to blindness.  It grants you darkvision.  It
   cannot be harmed by acid.  
   
r) The small leather shield 'Narsil' [2,+24]
   It provides resistance to fire and nexus.  It sustains your 
   intelligence.  It grants you the ability to see invisible things.  
   It cannot be harmed by the elements.  
   
s) a golden crown of the Magi [0,+12] (+1) {reg}
   It increases your intelligence by 1.  It provides resistance to acid,
   electricity, fire, and cold.  It sustains your intelligence.  It 
   speeds your regeneration.  It cannot be harmed by the elements.  
   
t) The pair of metal shod boots 'Paurhach' [6,+21] (+1)
   It increases your stealth by 1.  It provides resistance to life
   draining.  It is evil and hates good and conflicts with something
   that you're wearing or wielding.  It activates for fire bolt (9d8)
   every 8+d8 turns.  It cannot be harmed by the elements.  
   
u) The long sword of Arvedui (2d5) (+16,+12) {@w0}
   It is branded with frost.  It provides resistance to poison and 
   blindness.  It sustains your wisdom.  It raises your magic device
   skill, is evil and hates good, and conflicts with something that
   you're wearing or wielding.  It grants you the ability to see
   invisible things.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 77.9 against frost-vulnerable
   creatures, and 43.3 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 12.
   
v) a battle axe of Extra Attacks (2d8) (+11,+7) (+1)
   It increases your attack speed by 1.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 43.6.  Your chance of scoring
   a critical hit with this weapon is 1 in 11.
   
w) a dwarven mattock of Mining (1d8) (+10,+11) [+2] (+6) {@w0}
   It increases your tunneling by 6.  It provides resistance to dark.  
   It grants you darkvision.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 47.6.  Your chance of scoring
   a critical hit with this weapon is 1 in 10.
   
x) a light crossbow of Extra Shots (ML3) (+18,+10) (+1)
   It increases your shooting speed by 1.  
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
y) 27 bolts of Lightning (1d5) (+11,+12)
   It is branded with lightning.  It cannot be harmed by lightning.  
   
z) 24 bolts of Slay Evil (1d5) (+10,+13)
   It slays all evil creatures.  
   
{) 13 bolts of Slay Dragon (1d5) (+9,+9)
   It slays dragons.  
   
|) 18 seeker bolts (4d5) (+7,+9)
   
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): yes (adult_randarts)
Adult: Auto-scum for good levels             : yes (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: Enable selling to shops               : no  (adult_cansell)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (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             : yes (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : yes (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : yes (score_know)
Score: Allow player to avoid death           : yes (score_live)
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Old June 27, 2009, 18:51   #19
Pete Mack
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Your trouble is that, for all the hitting force of that scythe, it still only gets 1 round of melee per turn. 140dam/turn isn't near enough to take on an eye druj. (Not that I would recommend meleeing an eye druj under any circumstance...)
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Old June 27, 2009, 21:17   #20
will_asher
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Arvedui does 78/blow (frost-vulnerable) so about 156/round
The scythe does 142/blow (if vulnerable to only one of the brands) and about 152/blow to a monster vulnerable to 2 brands.
I figured the difference in damage was very small and the scythe doesn't conflict with my bow like Arvedui does.

Out of curiousity, I just did a test: a DJA rogue with the exact same strength and dexterity gets 2 blows with a scythe of slicing (and with any weapon down to 12lb), and 3 blows with a cutlass (11lb). A same-strength rogue with a branded scythe of slicing would get 116 dmg/blow because he lacks the barbarian's bonus with heavy weapons.

To partly make up for the barbarian's difficulty in getting multiple blows, he gets an "extra melee blow" spell in the last nature magic book (Spirits of Nature, which Donk just recently found). Unfortunatly, he can't learn the spell until clvl45. I thick I'll make that spell learnable slightly earlier.
As a sidenote, the barbarian can only learn spells from 4 books: the first two, the 5th, and the last, and he can only learn about half the spells in each of those books.

I'd like to figure out how to balance the barbarian's fighting style better without making it overpowered. Any suggestions?

(..In any case, it was a mistake to attack that druj..)
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