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Old June 6, 2009, 02:48   #1
will_asher
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Donk, the wizmode barbarian

Here's a dump just after my first death which was to a mithril golem. There was two vaults on the level and of course I didn't want to leave wihout looting them.
Found the long sword 'Holhenneth' (what's with all the randarts giving charisma bonuses?) It's not that good, but the detection activation is very valuable.

Code:
  [DaJAngband v1.0.98b (pre 1.1.0) Character Dump]

 Name   Donk                                     Self  RB  CB  EB   Best
 Sex    Male              Age         1   STR:     17  +0  +6  +1  18/60
 Race   Human             Height     72   INT:     10  +0  -3  +0      7
 Class  Barbarian         Weight    164   WIS:     17  +0  -1  +0     16
 Title  Raider            Status      0   DEX:     12  +0  +1  +0     13
 HP     373/373           Maximize    Y   Con:     17  +0  +2  +1  18/20  18/10
 SP     34/34                             CHR:     11  +0  -1  +0     10

 Level           30       Armor    [13,+51]     Saving Throw          53
 Cur Exp      79623       Fight    (+4,+15)     Fighting             216
 Max Exp      79623       Melee   (+12,+22)     Shooting             216
 Adv Exp     105000       Shoot   (+13,+10)     Throwing             161
 MaxDepth    Lev 28       Blows      2/turn     Disarming             49
 Turns       890720       Shots      1/turn     Magic Device          39
 Gold        103909       Stealth         6     Alertness             27
 Burden   172.0 lbs       Energy       100%     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) an Applewood Staff of Sleep Monsters of Frost (1d5) (+8,+7) (8 charges) {@w}
   It is branded with frost.  It provides resistance to cold.  It
   cannot be harmed by cold.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 37.1 against frost-vulnerable
   creatures, and 23.7 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 24.
   
b) a light crossbow of Extra Might (ML4) (+9,+10) (+1)
   It increases your shooting power by 1.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
c) a Flawed Diamond Ring of Damage (+10)
   
   
d) a Black Diamond Ring of Free Action
   It grants you immunity to paralysis.  
   
e) an Enamel Amulet of Slow Digestion
   It slows your metabolism.  
   
f) a brass lantern (11879 turns) {@w4}
   It usually provides light of radius 2.  It cannot be harmed by fire.
   
   
g) 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.  
   
h) (nothing)
   
   
i) a large leather shield of Lightness [4,+11]
   It is lighter than most armor of its type and makes you fall like a
   feather.  
   
j) a golden crown of Regeneration [0,+11]
   It speeds your regeneration.  It cannot be harmed by acid.  
   
k) a set of mail gauntlets of Free Action [2,+5]
   It grants you immunity to paralysis.  
   
l) a pair of metal shod boots (Dwarven) [6,+10] (+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.  
   


  [Character Inventory]

a) 6 Books of Nature Magic [Call of the Wild] {@p1}
   
   
b) 6 Books of Nature Magic [Communion with Nature] {@p2}
   
   
c) 2 Books of Nature Magic [Natural Combat] {@p3}
   It cannot be harmed by the elements.  
   
d) a Maroon Potion of See Invisible
   
   
e) 7 Tangerine Potions of Cure Critical Wounds {@q1}
   
   
f) a Mauve Potion of Healing
   
   
g) a Scroll titled "prostarn" of Teleport Level {@r7 !*}
   
   
h) 5 Scrolls titled "lar crin" of Word of Recall {@r3}
   
   
i) 4 Scrolls titled "pluin bori nin" of Deep Descent {@r7 !*}
   
   
j) 2 Lead-Plated Rods of Trap Location {@z3}
   
   
k) an Iron Rod of Illumination {@z1}
   
   
l) 6 Bronze-Plated Rods of Light {@z4}
   
   
m) a Gold-Plated Rod of Fire Bolts {@z5}
   
   
n) a Hippogriff Hoof Wand of Teleport Other (9 charges)
   
   
o) a Sapling Staff of Teleportation (1d5) (+0,+0) (2 charges) {@u9 !*}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 16.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 32.
   
p) a Sapling Staff of Teleportation (1d5) (6 charges) {@u9 !*}
   
   
   With this weapon, you would currently get 2 blows per round.
   
q) an Eucalyptus Staff of Identify (1d5) (+0,+0) (3 charges) {@u1}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 16.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 32.
   
r) a robe [2]
   
   
s) a small metal shield of Resistance [3,+7]
   It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
t) The long sword 'Holhenneth' (2d5) (+9,+5) (+2)
   It increases your charisma by 2.  It slays trolls, giants, and 
   dragons.  It provides resistance to cold, light, and dark.  It
   sustains your charisma.  It activates for detection every 55+d55
   turns.  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 56.5 against trolls, 56.5
   against giants, 56.5 against dragons, and 29.5 against other monsters.
u) a trident of *Slay Troll* (1d8) (+6,+9) (+2) {@w1}
   It increases your strength by 2.  It slays trolls.  It speeds your
   regeneration.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 50.5 against trolls, and 29.5
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 23.
   
v) The shovel 'Cammithrim' (1d2) (+5,+2) (+3) {@w0}
   It increases your charisma by 3.  It increases your tunneling by 3.  
   It slays demons.  It provides resistance to dark.  It sustains your 
   charisma.  It speeds your regeneration.  It activates for magic
   missile (2d6) every 2 turns.  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 28.8 against demons, and 17.6
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 26.
   
w) 49 bolts (1d5) (+0,+0) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 45.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 21.
   


  [Home Inventory]

a) 15 Books of Nature Magic [Call of the Wild] {@p1}
   
   
b) 9 Books of Nature Magic [Communion with Nature] {@p2}
   
   
c) 2 Books of Nature Magic [Natural Combat] {@p3}
   It cannot be harmed by the elements.  
   
d) a Crumbly Mushroom of Health
   
   
e) 3 pieces of elvish waybread
   
   
f) 2 Maroon Potions of See Invisible
   
   
g) a Mauve Potion of Healing
   
   
h) a Dark Red Potion of *Healing*
   
   
i) 19 Scrolls titled "ele benoth" of Teleportation {@r9 !*}
   
   
j) 53 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
k) a Tin Rod of Fire Balls
   
   
l) 2 Hippogriff Hoof Wands of Teleport Other (19 charges)
   
   
m) a Basilisk Tooth Wand of Dragon's Frost (3 charges)
   It cannot be harmed by the elements.  
   
n) 4 Sapling Staffs of Teleportation (1d5) (+0,+0) (25 charges) {@u9 !*}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 16.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 32.
   
o) an Eucalyptus Staff of Identify (1d5) (+0,+0) (10 charges) {@u1}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 16.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 32.
   
p) 3 Knotted Staffs of Treasure & Object Location (1d5) (+0,+0) (33 charges) {}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 16.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 32.
   
q) a Cherry Staff of Detect Evil (1d5) (+0,+0) (13 charges)
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 16.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 32.
   
r) hard studded leather of Resist Acid (-1) [7,+5]
   It provides resistance to acid.  It cannot be harmed by acid.  
   
s) a hard leather cap of Alertness [2,+12] (+3)
    It increases your alertness by 15.  
   
t) a broad sword of Slay Undead (2d5) (+6,+9)
   It slays undead.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 61.5 against undead, and 34.5
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 17.
   
u) a bastard sword of *Slay Dragon* (3d4) (+8,+4) (+1)
   It increases your constitution by 1.  It is especially deadly
   against dragons.  It provides resistance to fear.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 90 against dragons, and 30
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 16.
   
v) a flail of Extra Attacks (1d13) (+8,+7) (+1) {@w0}
   It increases your attack speed by 1.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 33.5.  Your chance of scoring
   a critical hit with this weapon is 1 in 15.
   
w) a morning star of Westernesse (2d6) (+9,+8) (+1 to alertness) {@w1}
   It increases your strength, dexterity, and constitution by 1.   It
   increases your alertness by 5.  It slays orcs, trolls, and giants.  
   It grants you immunity to paralysis.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 62.5 against orcs, 62.5
   against trolls, 62.5 against giants, and 33.5 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 16.
   
x) a broad axe (Blessed) (2d6) (+8,+6) (+2) {@w0}
   It increases your wisdom by 2.  It is blessed by the gods and is
   good and hates evil.  It might have hidden powers.
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 33.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 14.
   
y) a quarterstaff of Dancing (1d9) (+3,+6) (+2) {@v2=g}
   It is balanced for throwing and can't be used for melee.  
   
   This weapon can be thrown for an average damage of 15.9.  Your
   chance of scoring a critical hit when throwing this weapon is 1 in
   15.  This weapon attacks your foe 3 times when you throw it.
   
z) a long bow of Accuracy (ML3) (+7,+9)
   
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
{) 18 bolts of Lightning (1d5) (+6,+5) {@f3=g}
   It is branded with lightning.  It cannot be harmed by lightning.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 189 against electricity-vulnerable creatures, 
   and 63 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 19.
   
|) 25 arrows of Wounding (1d4) (+9,+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             : 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            : yes (score_know)
Score: Allow player to avoid death           : yes (score_live)
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Old June 6, 2009, 03:18   #2
Zikke
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In the IRL D&D game I play with my wife and a couple friends, our DM has our CHA score directly impact our p*nis or breast size..

trufax
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:
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Old June 6, 2009, 05:52   #3
buzzkill
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Quote:
Originally Posted by Zikke View Post
In the IRL D&D game I play with my wife and a couple friends, our DM has our CHA score directly impact our p*nis or breast size..
I don't see how this would impact game play, or maybe these DM and D&D references aren't the ones I'm familiar with.
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Old June 6, 2009, 07:17   #4
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In D&D, everything impacts gameplay. The act of encountering and influencing another person or group was a very frequent event, and every ounce of CHA or Intimidation or Diplomacy, etc, helps tremendously.

But in Angband, it's assumed that you will kill everything so your CHA score means a lot less.
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A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
A/FA W H- D c-- !f PV+++ s? d P++ M+
C- S+ I- !So B ac++ GHB? SQ? !RQ V F:
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Old June 6, 2009, 16:09   #5
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Maybe there should be charisma-based penis and breast attacks...
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Old June 6, 2009, 17:37   #6
will_asher
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<mourns for the fate of his thread>
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Old June 9, 2009, 08:49   #7
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Here's a dump from soon after my second death which was to a minotaur on dl40. (not immediately after, I got ready to go back to the dungeon before remembering to make a dump).

I have way too many swap weapons and not enough space in my inventory. The randarts I've found so far haven't been very impressive. I'm reluctant to drop 'Holhenneth' solely because of the activation, but I never carry it around with me, so I guess I should probably get rid of it.

I'm testing the barbarian class as well as seeing what the deeper levels are like. I think if I'm going to make it this hard for them to get more than 2 blows per round, I might have to give them additional damage bonuses somewhere.

It's a little wierd to wear a ring of resist cold for the regeneration and +2 speed. It's also a little wield to still be wearing a filthy rag at dl40.
Maybe I should add a couple amulets which would be useful somewhere between slow digestion and weaponmastery. (An amulet of hold life would be real useful right now).

Code:
  [DaJAngband v1.0.98b (pre 1.1.0) Character Dump]

 Name   Donk                                     Self  RB  CB  EB   Best
 Sex    Male              Age         3   STR:     18  +0  +6  +1  18/70
 Race   Human             Height     72   INT:     11  +0  -3  +0      8
 Class  Barbarian         Weight    164   WIS:  18/01  +0  -1  +0     18
 Title  Slayer            Status      0   DEX:     13  +0  +1  +0     14
 HP     427/427           Maximize    Y   CON:     18  +0  +2  +3  18/50
 SP     43/43                             CHR:     11  +0  -1  +0     10

 Level           32       Armor    [15,+61]     Saving Throw          56
 Cur Exp     200342       Fight   (+13,+13)     Fighting             254
 Max Exp     200342       Melee   (+24,+22)     Shooting             251
 Adv Exp     210000       Shoot   (+22,+10)     Throwing             194
 MaxDepth    Lev 40       Blows      2/turn     Disarming             51
 Turns      1985720       Shots      1/turn     Magic Device          56
 Gold         87585       Stealth         9     Alertness             42
 Burden   177.1 lbs       Energy       120%     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 spear of Flame (1d6) (+11,+9) {@w0}
   It is branded with fire.  It provides resistance to fire.  It cannot
   be harmed by fire.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 38.6 against fire-vulnerable
   creatures, and 24.2 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 17.
   
b) a light crossbow of Extra Might (ML4) (+9,+10) (+1)
   It increases your shooting power by 1.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
c) a Blue Diamond Ring of Constitution of Warfare (+9,+8) (+2)
   It increases your constitution by 2.  It sustains your constitution.
   
   
d) a Sapphire Ring of Resist Cold of Eregion (+2 to speed)
   It increases your speed by 2.  It provides resistance to cold.  It 
   speeds your regeneration.  It cannot be harmed by cold.  
   
e) an Enamel Amulet of Slow Digestion
   It slows your metabolism.  
   
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) 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.  
   
h) a cloak of Stealth [1,+8] (+3 to stealth)
   It increases your stealth by 3.  
   
i) a large leather shield of Lightness [4,+9]
   It is lighter than most armor of its type and makes you fall like a
   feather.  
   
j) a hard leather cap of Alertness [2,+12] (+3)
    It increases your alertness by 15.  
   
k) a set of leather gloves of Magic Mastery [1,+7]
   It raises your magic device skill.  
   
l) a pair of metal shod boots (Dwarven) [6,+10] (+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.  
   


  [Character Inventory]

a) 2 Books of Nature Magic [Call of the Wild] {@p1}
   
   
b) 4 Books of Nature Magic [Natural Combat] {@p3}
   It cannot be harmed by the elements.  
   
c) a Mottled Mushroom of Clear Mind
   
   
d) a Crumbly Mushroom of Health
   
   
e) 2 Yellow Speckled Potions of Speed {@q7}
   
   
f) 11 Tangerine Potions of Cure Critical Wounds {@q1}
   
   
g) a Mauve Potion of Healing {@q2}
   
   
h) a Chartreuse Potion of Restore Life Levels
   
   
i) 6 Scrolls titled "ex atum aurgo" of Phase Door {@r1}
   
   
j) 4 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
k) 6 Scrolls titled "lar crin" of Word of Recall {@r3}
   
   
l) 14 Scrolls titled "embona arisma" of Identify {@r2}
   
   
m) 4 Lead-Plated Rods of Trap Location {@z3}
   
   
n) 5 Bronze-Plated Rods of Light {@z4}
   
   
o) 4 Gold-Plated Rods of Fire Bolts {@z5}
   
   
p) a Hippogriff Hoof Wand of Teleport Other (5 charges)
   
   
q) a Sapling Staff of Teleportation (1d5) (+0,+0) (5 charges) {@u9 !*}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 14.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 23.
   
r) 2 Knotted Staffs of Treasure & Object Location (1d5) (+0,+0) (44 charges) {}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 14.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 23.
   
s) a Cherry Staff of Detect Evil (1d5) (+0,+0) (4 charges)
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 14.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 23.
   
t) The shovel 'Cammithrim' (1d2) (+5,+2) (+3) {@w0}
   It increases your charisma by 3.  It increases your tunneling by 3.  
   It slays demons.  It provides resistance to dark.  It sustains your 
   charisma.  It speeds your regeneration.  It activates for magic
   missile (2d6) every 2 turns.  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 26.8 against demons, and 15.6
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 20.
   
u) 45 bolts (1d5) (+5,+6) {@f2=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 66.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 16.
   
v) 90 bolts (1d5) (+0,+0) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 45.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 17.
   
w) a mumak tusk of Natural Light (1d9) (+7,+11) {@w1}
   It slays demons.  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.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 62.1 against demons, and 34.7
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 13.
   


  [Home Inventory]

a) 27 Books of Nature Magic [Communion with Nature] {@p2}
   
   
b) 2 Crumbly Mushrooms of Health
   
   
c) 10 Yellow Speckled Potions of Speed {@q7}
   
   
d) 5 Mauve Potions of Healing {@q2}
   
   
e) 2 Dark Red Potions of *Healing*
   
   
f) 2 Chartreuse Potions of Restore Life Levels
   
   
g) 33 Scrolls titled "ele benoth" of Teleportation {@r9 !*}
   
   
h) 90 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
i) a Scroll titled "antumon alas" of *Identify*
   
   
j) 7 Hippogriff Hoof Wands of Teleport Other (61 charges)
   
   
k) an Ebony Staff of Slowness of Frost (1d5) (+8,+10) (12 charges) {@w1}
   It is branded with frost.  It provides resistance to cold.  It
   cannot be harmed by cold.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 38.1 against frost-vulnerable
   creatures, and 24.7 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 18.
   
l) a Sapling Staff of Teleportation (1d5) (+0,+0) (6 charges) {@u9 !*}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 14.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 23.
   
m) 2 Cherry Staffs of Detect Evil (1d5) (+0,+0) (27 charges)
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 14.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 23.
   
n) an Onyx Ring of Strength of Warfare (+7,+9) (+3)
   It increases your strength by 3.  It sustains your strength.  
   
o) a Flawed Diamond Ring of Damage (+10)
   
   
p) a small metal shield of Resistance [3,+7]
   It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
q) a golden crown of Regeneration [0,+10]
   It speeds your regeneration.  It cannot be harmed by acid.  
   
r) The set of leather gloves 'Narthanc' [1,+8] (+1)
    It increases your alertness by 5.  It grants you immunity to
   paralysis.  It activates for fire bolt (9d8) every 8+d8 turns.  It
   cannot be harmed by the elements.  
   
s) a pair of soft leather boots of Stealth [2,+11] (+2)
   It increases your stealth by 2.  
   
t) The broken sword 'Thalkettoth' (1d3) (+2,+3) (+3)
   It increases your constitution by 3.  It slays animals and giants,
   and is especially deadly against demons.  It provides resistance to 
   blindness.  It grants you darkvision and 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 20 against animals, 24.5
   against giants, 33.5 against demons, and 15.5 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 23.
   
u) The long sword 'Holhenneth' (2d5) (+9,+5) (+2)
   It increases your charisma by 2.  It slays trolls, giants, and 
   dragons.  It provides resistance to cold, light, and dark.  It
   sustains your charisma.  It activates for detection every 55+d55
   turns.  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 54.5 against trolls, 54.5
   against giants, 54.5 against dragons, and 27.5 against other monsters.
v) a bastard sword of *Slay Dragon* (3d4) (+8,+4) (+1)
   It increases your constitution by 1.  It is especially deadly
   against dragons.  It provides resistance to fear.  
   
   With this weapon, you would currently get 1 blow per round.
   Each blow will do an average damage of 88 against dragons, and 28
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 13.
   
w) a trident of *Slay Troll* (1d8) (+7,+9) (+2) {@w1}
   It increases your strength by 2.  It slays trolls.  It speeds your
   regeneration.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 51.5 against trolls, and 28.5
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 17.
   
x) a flail of Extra Attacks (1d13) (+8,+7) (+1) {@w0}
   It increases your attack speed by 1.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 31.5.  Your chance of scoring
   a critical hit with this weapon is 1 in 13.
   
y) a long bow from Darkness (ML3) (+11,+15) (+1)
   It increases your stealth by 1.  It slays creatures of light.  It
   provides resistance to dark.  It is evil and hates good.  It grants
   you darkvision.  It cannot be harmed by acid or fire.  
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
z) 26 bolts of Slay Dragon (1d5) (+9,+9) {@f3=g}
   It slays dragons.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 231 against dragons, and 77 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 15.
   
{) 17 bolts of Slay Giant (1d5) (+7,+10) {@f3=g}
   It slays giants.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 241.5 against giants, and 80.5 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 15.
   
|) 18 bolts of Lightning (1d5) (+6,+5) {@f3=g}
   It is branded with lightning.  It cannot be harmed by lightning.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 189 against electricity-vulnerable creatures, 
   and 63 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 15.
   


  [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             : no  (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 14, 2009, 05:42   #8
will_asher
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Death #3: invisible undead something summoned by a headless horseman which cast a nether bolt (mostly killed by the headless horseman)
Death #4: very soon after #3, something out of sight cast a plasma bolt while I was fighting a xaren. (lesson: don't fight xarens, at least not yet)

On my 3rd and 4th deaths, I was hanging around ~dl45, reluctant to go deeper because I was barely tough enough to survive where I was. But I remembered the best way to find better equipment is to go deeper. I'm now past the deepest I've gotten in a real (non-wizmode) game.
Had my STR and CON swapped a while back. I was very lucky that it switched with CON instead of INT, DEX, or CHA. (my CON has been raised a little since then)
Finally found some nice speed boots just before making the dump. The rod of detection is something I've been wanting for awhile too.
It's nice not to have to have all my ammo with matching bonuses to stack. It's also nice that adding the quiver didn't break savefiles.

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  +0  18/60
 Race   Human             Height     72   INT:     13  +0  -3  +0     10
 Class  Barbarian         Weight    164   WIS:  18/44  +0  -1  +3  18/64
 Title  Chieftain         Status      0   DEX:     13  +0  +1  +0     14
 HP     529/529           Maximize    Y   CON:  18/55  +0  +2  +2  18/95
 SP     73/73                             CHR:     12  +0  -1  +0     11

 Level           36       Armor     [9,+64]     Saving Throw          61
 Cur Exp     549886       Fight   (+20,+18)     Fighting             290
 Max Exp     549886       Melee   (+29,+27)     Shooting             319
 Adv Exp     577500       Shoot    (+39,+9)     Throwing             227
 MaxDepth    Lev 61       Blows      2/turn     Disarming             54
 Turns      2791774       Shots      2/turn     Magic Device          45
 Gold        145062       Stealth         6     Alertness             47
 Burden   164.1 lbs       Energy       200%     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 Sapling Staff of Teleportation of Acid (1d5) (+9,+9) (4 charges) {@w0 @u9}
   It is branded with acid.  It provides resistance to acid.  It cannot
   be harmed by acid.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 42.1 against acid-vulnerable
   creatures, and 28.7 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 15.
   
b) a light crossbow of Extra Shots (ML3) (+19,+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.
   
c) a Blue Diamond Ring of Constitution of Warfare (+9,+8) (+2)
   It increases your constitution by 2.  It sustains your constitution.
   
   
d) a Lapis Lazuli Ring of Slaying of Eregion (+7,+5) (+1 to speed)
   It increases your speed by 1.  It provides resistance to life
   draining.  
   
e) a Bone Amulet of Wisdom (+3)
   It increases your wisdom by 3.  It sustains your wisdom.  
   
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) 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.  
   
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,+7]
   It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
j) a hard leather cap of Alertness [2,+8] (+3)
    It increases your alertness by 15.  
   
k) The set of leather gloves 'Narthanc' [1,+8] (+1)
    It increases your alertness by 5.  It grants you immunity to
   paralysis.  It activates for fire bolt (9d8) every 8+d8 turns.  It
   cannot be harmed by the elements.  
   
l) a pair of leather sandals of Speed [1,+11] (+9)
   It increases your speed by 9.  
   


  [Character Equipment -- Quiver]

n) 27 bolts (1d5) (+5,+8) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 52.5.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 13.
   
o) 14 bolts of Lightning (1d5) (+6,+7) {@f2=g}
   It is branded with lightning.  It cannot be harmed by lightning.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 149.4 against electricity-vulnerable creatures, 
   and 49.8 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 13.
   
p) 7 bolts of Slay Giant (1d5) (+7,+10) {@f3=g}
   It slays giants.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 173.1 against giants, and 57.7 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 13.
   
q) 17 bolts (1d5) (+1,+7) {@f4=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 49.8.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 13.
   


  [Character Inventory]

a) 2 Books of Nature Magic [Call of the Wild] {@p1}
   
   
b) 3 Books of Nature Magic [Communion with Nature] {@p2}
   
   
c) 4 Books of Nature Magic [Natural Combat] {@p3}
   It cannot be harmed by the elements.  
   
d) 11 Tangerine Potions of Cure Critical Wounds {@q1}
   
   
e) 2 Mauve Potions of Healing {@q2}
   
   
f) a Chartreuse Potion of Restore Life Levels
   
   
g) 8 Scrolls titled "ex atum aurgo" of Phase Door {@r1}
   
   
h) 3 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
i) 6 Scrolls titled "lar crin" of Word of Recall {@r3}
   
   
j) 14 Scrolls titled "embona arisma" of Identify {@r2}
   
   
k) a Zinc Rod of Detection {@z3}
   It cannot be harmed by lightning.  
   
l) 3 Zinc-Plated Rods of Teleport Other {@z7}
   
   
m) 3 Bronze-Plated Rods of Light {@z4}
   
   
n) 5 Gold-Plated Rods of Fire Bolts {@z5}
   
   
o) a Gorgon Hair Wand of Acid Balls (3 charges)
   It cannot be harmed by acid.  
   
p) a Cherry Staff of Detect Evil (1d5) (+0,+0) (12 charges)
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 19.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 18.
   
q) 2 Cottonwood Staffs of Speed (1d5) (+0,+0) (12 charges) {@u7}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 19.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 18.
   
r) The long sword of Arvedui (2d5) (+16,+12) {@w3}
   It is branded with frost.  It provides resistance to poison and 
   blindness.  It sustains your wisdom.  It raises your magic device
   skill and is evil and hates good.  It grants you the ability to see
   invisible things.  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 61.9 against frost-vulnerable
   creatures, and 37.3 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 11.
   
s) a bastard sword of *Slay Dragon* (3d4) (+8,+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 1 blow per round.
   Each blow will do an average damage of 93 against dragons, and 36.2
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 11.
   
t) The shovel 'Cammithrim' (1d2) (+5,+2) (+3) {@w0}
   It increases your charisma by 3.  It increases your tunneling by 3.  
   It slays demons.  It provides resistance to dark.  It sustains your 
   charisma.  It speeds your regeneration.  It activates for magic
   missile (2d6) every 2 turns.  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 31.8 against demons, and 20.6
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 15.
   


  [Home Inventory]

a) a Book of Nature Magic [Bombadil's Songs] {@p4}
   It cannot be harmed by the elements.  
   
b) 33 Yellow Speckled Potions of Speed {@q7}
   
   
c) 9 Mauve Potions of Healing {@q2}
   
   
d) 3 Dark Red Potions of *Healing*
   
   
e) 19 Chartreuse Potions of Restore Life Levels
   
   
f) 70 Scrolls titled "ele benoth" of Teleportation {@r9 !*}
   
   
g) 82 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
h) 7 Scrolls titled "antumon alas" of *Identify*
   
   
i) 10 Hippogriff Hoof Wands of Teleport Other (81 charges)
   
   
j) 3 Cherry Staffs of Detect Evil (1d5) (+0,+0) (37 charges)
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 19.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 18.
   
k) a Sapphire Ring of Resist Cold of Eregion (+2 to speed)
   It increases your speed by 2.  It provides resistance to cold.  It 
   speeds your regeneration.  It cannot be harmed by cold.  
   
l) an Aquamarine Ring of Resist Poison
   It provides resistance to poison.  
   
m) a Jacinth Ring of See Invisible
   It grants you the ability to see invisible things.  
   
n) a Flawed Diamond Ring of Damage (+10)
   
   
o) 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.  
   
p) a cloak of Stealth [1,+8] (+3 to stealth)
   It increases your stealth by 3.  
   
q) a golden crown of Regeneration [0,+10]
   It speeds your regeneration.  It cannot be harmed by acid.  
   
r) a set of leather gloves of Magic Mastery [1,+6]
   It raises your magic device skill.  
   
s) a pair of soft leather boots of Stealth [2,+11] (+2)
   It increases your stealth by 2.  
   
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) The long sword 'Holhenneth' (2d5) (+9,+5) (+2)
   It increases your charisma by 2.  It slays trolls, giants, and 
   dragons.  It provides resistance to cold, light, and dark.  It
   sustains your charisma.  It activates for detection every 55+d55
   turns.  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 56.1 against trolls, 56.1
   against giants, 56.1 against dragons, and 30.7 against other monsters.
v) a spear of Flame (1d6) (+10,+8) {@w0}
   It is branded with fire.  It provides resistance to fire.  It cannot
   be harmed by fire.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 42.6 against fire-vulnerable
   creatures, and 28.2 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 15.
   
w) a flail of Extra Attacks (1d13) (+8,+7) (+1) {@w0}
   It increases your attack speed by 1.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 33.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 11.
   
x) a long bow from Darkness (ML3) (+11,+15) (+1)
   It increases your stealth by 1.  It slays creatures of light.  It
   provides resistance to dark.  It is evil and hates good.  It grants
   you darkvision.  It cannot be harmed by acid or fire.  
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
y) a light crossbow of Extra Might (ML4) (+9,+10) (+1)
   It increases your shooting power by 1.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
z) 26 bolts of Slay Dragon (1d5) (+9,+9) {@f3=g}
   It slays dragons.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 165.3 against dragons, and 55.1 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 12.
   
{) 22 mithril shots (3d4) (+8,+6)
   It cannot be harmed by acid.  
   
|) a mumak tusk of Natural Light (1d9) (+7,+11) {@w1}
   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 1 blow per round.
   Each blow will do an average damage of 61.8 against undead, and 36.6
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 11.
   


  [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             : no  (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 19, 2009, 04:32   #9
will_asher
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Continuing with my wizard mode game.
I found a bug which gives randarts a good/evil alignment way too often, and sometimes allows one randart to be both good and evil at the same time. I fixed this bug after I found out about it, but it was too late for the randarts of my current game.
So I just found the Arkenstone, but it has the CORRUPT flag which was meant mainly for the One Ring and a couple other bad artifacts. Unfortunately, in the randart code, I made it so every randart with an evil alignment has a decent chance to get the corrupt flag. And since randarts get the alignments way too often, they also get the corrupt flag too often.

I guess now I get to test the effects of the corrupt flag because the other stuff the Arkenstone randart has makes it look worth using anyway at least for awhile (hold life, detection activation, and teleport control).

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  +4 18/100
 Race   Human             Height     72   INT:     13  +0  -3  +0     10
 Class  Barbarian         Weight    164   WIS:  18/44  +0  -1  +3  18/64
 Title  Chieftain         Status      0   DEX:     14  +0  +1  +0     15
 HP     503/505           Maximize    Y   CON:  18/55  +0  +2  +0  18/75
 SP     72/75                             CHR:     12  +0  -1  +0     11

 Level           37       Armor     [9,+65]     Saving Throw          62
 Cur Exp     639316       Fight   (+19,+22)     Fighting             294
 Max Exp     639316       Melee   (+35,+34)     Shooting             317
 Adv Exp     735000       Shoot    (+37,+8)     Throwing             227
 MaxDepth    Lev 67       Blows      2/turn     Disarming             56
 Turns      2823696       Shots      2/turn     Magic Device          61
 Gold        202517       Stealth         6     Alertness             47
 Burden   181.2 lbs       Energy       200%     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) 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 and is evil and hates good.  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 74.3 against frost-vulnerable
   creatures, and 42.1 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 11.
   
b) a light crossbow of Extra Shots (ML3) (+18,+8) (+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.
   
c) an Onyx Ring of Strength of Warfare (+5,+9) (+4)
   It increases your strength by 4.  It sustains your strength.  
   
d) a Lapis Lazuli Ring of Slaying of Eregion (+7,+5) (+1 to speed)
   It increases your speed by 1.  It provides resistance to life
   draining.  
   
e) a Bone Amulet of Wisdom (+3)
   It increases your wisdom by 3.  It sustains your wisdom.  
   
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) 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.  
   
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,+8]
   It provides resistance to acid, electricity, fire, and cold.  It
   cannot be harmed by the elements.  
   
j) a hard leather cap of Alertness [2,+8] (+3)
    It increases your alertness by 15.  
   
k) The set of leather gloves 'Narthanc' [1,+8] (+1)
    It increases your alertness by 5.  It grants you immunity to
   paralysis.  It activates for fire bolt (9d8) every 8+d8 turns.  It
   cannot be harmed by the elements.  
   
l) a pair of leather sandals of Speed [1,+11] (+9)
   It increases your speed by 9.  
   


  [Character Equipment -- Quiver]

n) 13 bolts (1d5) (+5,+8) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 49.8.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 13.
   
o) 16 bolts (1d5) (+2,+7) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 47.2.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 13.
   
p) 13 bolts of Lightning (1d5) (+6,+7) {@f2=g}
   It is branded with lightning.  It cannot be harmed by lightning.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 141.6 against electricity-vulnerable creatures, 
   and 47.2 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 13.
   
q) 4 bolts of Slay Giant (1d5) (+7,+10) {@f3=g}
   It slays giants.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 165.3 against giants, and 55.1 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 13.
   
r) 41 bolts (1d5) (+0,+0) {@f4=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 28.8.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 14.
   


  [Character Inventory]

a) 4 Books of Nature Magic [Call of the Wild] {@p1}
   
   
b) 4 Books of Nature Magic [Communion with Nature] {@p2}
   
   
c) 4 Books of Nature Magic [Natural Combat] {@p3}
   It cannot be harmed by the elements.  
   
d) 2 Books of Nature Magic [Bombadil's Songs]
   It cannot be harmed by the elements.  
   
e) a Glowing Mushroom of Fast Attacks
   
   
f) 9 Tangerine Potions of Cure Critical Wounds {@q1}
   
   
g) 2 Mauve Potions of Healing {@q2}
   
   
h) 3 Chartreuse Potions of Restore Life Levels
   
   
i) 4 Scrolls titled "ex atum aurgo" of Phase Door {@r1}
   
   
j) 2 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
k) 5 Scrolls titled "lar crin" of Word of Recall {@r3}
   
   
l) a Zinc Rod of Detection (charging) {@z3 !!}
   It cannot be harmed by lightning.  
   
m) 3 Zinc-Plated Rods of Teleport Other {@z7}
   
   
n) 4 Bronze-Plated Rods of Light {@z4}
   
   
o) 5 Gold-Plated Rods of Fire Bolts {@z5}
   
   
p) a Sapling Staff of Teleportation of Acid (1d5) (+9,+9) (3 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 2 blows per round.
   Each blow will do an average damage of 50 against acid-vulnerable
   creatures, and 32 against other monsters.  Your chance of scoring a
   critical hit with this weapon is 1 in 15.
   
q) a Cherry Staff of Detect Evil (1d5) (+0,+0) (12 charges)
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 23.  Your chance of scoring a
   critical hit with this weapon is 1 in 18.
   
r) 2 Cottonwood Staffs of Speed (1d5) (+0,+0) (12 charges) {@u7}
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 23.  Your chance of scoring a
   critical hit with this weapon is 1 in 18.
   
s) The Arkenstone of Thrain
   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, and corrupts those who wield
   it for too long.  It grants you teleport control.  It activates for 
   detection every 30+d30 turns.  It cannot be harmed by the elements.  
   
   
t) a bastard sword of *Slay Dragon* (3d4) (+8,+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 1 blow per round.
   Each blow will do an average damage of 114 against dragons, and 41.2
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 11.
   
u) The shovel 'Cammithrim' (1d2) (+5,+2) (+3) {@w0}
   It increases your charisma by 3.  It increases your tunneling by 3.  
   It slays demons.  It provides resistance to dark.  It sustains your 
   charisma.  It speeds your regeneration.  It activates for magic
   missile (2d6) every 2 turns.  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 40.3 against demons, and 24.1
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 15.
   
v) a long bow of Power (ML3) (+13,+26)
   
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   


  [Home Inventory]

a) a Book of Nature Magic [Bombadil's Songs] {@p4}
   It cannot be harmed by the elements.  
   
b) 34 Yellow Speckled Potions of Speed {@q7}
   
   
c) 9 Mauve Potions of Healing {@q2}
   
   
d) 3 Dark Red Potions of *Healing*
   
   
e) 18 Chartreuse Potions of Restore Life Levels
   
   
f) 70 Scrolls titled "ele benoth" of Teleportation {@r9 !*}
   
   
g) 81 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
h) 8 Scrolls titled "antumon alas" of *Identify*
   
   
i) 2 Cherry Staffs of Detect Evil (1d5) (+0,+0) (25 charges)
   
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 23.  Your chance of scoring a
   critical hit with this weapon is 1 in 18.
   
j) a Sapphire Ring of Resist Cold of Eregion (+2 to speed)
   It increases your speed by 2.  It provides resistance to cold.  It 
   speeds your regeneration.  It cannot be harmed by cold.  
   
k) a Ruby Ring of Ice [+19]
   It brands your melee blows with frost.  It provides resistance to 
   cold.  It activates for cold resistance (20+d20 turns) and cold ball
   (75) every 50+d50 turns.  It cannot be harmed by cold.  
   
l) an Aquamarine Ring of Resist Poison
   It provides resistance to poison.  
   
m) a Jacinth Ring of See Invisible
   It grants you the ability to see invisible things.  
   
n) a Blue Diamond Ring of Constitution of Warfare (+9,+8) (+2)
   It increases your constitution by 2.  It sustains your constitution.
   
   
o) a Flawed Diamond Ring of Damage (+10)
   
   
p) 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.  
   
q) a cloak of Stealth [1,+8] (+3 to stealth)
   It increases your stealth by 3.  
   
r) 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.  
   
s) a set of leather gloves of Magic Mastery [1,+6]
   It raises your magic device skill.  
   
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.  It activates for fire bolt
   (9d8) every 8+d8 turns.  It cannot be harmed by the elements.  
   
u) 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.  
   
v) The rapier 'Hithlomir' (1d5) (+10,+12) [1,+0] (+2)
   It increases your strength and wisdom by 2.  It is branded with fire 
   and frost.  It provides resistance to cold and dark.  It sustains
   your wisdom.  It usually provides light of radius 4.  It is blessed
   by the gods, is good and hates evil, 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 48.5 against fire-vulnerable
   creatures, 48.5 against frost-vulnerable creatures, +1.8 when both
   brands apply, and 33.5 against other monsters.  Your chance of
   scoring a critical hit with this weapon is 1 in 15.
   
w) The long sword 'Holhenneth' (2d5) (+9,+5) (+2)
   It increases your charisma by 2.  It slays trolls, giants, and 
   dragons.  It provides resistance to cold, light, and dark.  It
   sustains your charisma.  It activates for detection every 55+d55
   turns.  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 69.1 against trolls, 69.1
   against giants, 69.1 against dragons, and 35.7 against other monsters.
x) a flail of Extra Attacks (1d13) (+8,+7) (+1) {@w0}
   It increases your attack speed by 1.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 38.7.  Your chance of scoring
   a critical hit with this weapon is 1 in 11.
   
y) a long bow from Darkness (ML3) (+11,+15) (+1)
   It increases your stealth by 1.  It slays creatures of light.  It
   provides resistance to dark.  It is evil and hates good.  It grants
   you darkvision.  It cannot be harmed by acid or fire.  
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
z) 26 bolts of Slay Dragon (1d5) (+9,+9) {@f3=g}
   It slays dragons.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 157.5 against dragons, and 52.5 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 12.
   
{) 22 mithril shots (3d4) (+8,+6)
   It cannot be harmed by acid.  
   
|) a mumak tusk of Natural Light (1d9) (+7,+11) {@w1}
   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 1 blow per round.
   Each blow will do an average damage of 76.3 against undead, and 42.1
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 11.
   


  [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             : no  (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)
I'm expecting and hoping for 1.0.99 to be relatively bug-free partly because I've been doing a lot more testing and bug fixing and not as much adding features and changing stuff.

PS: I recently thought about adding something which counts wizard mode deaths in a character dump and then realized that the game already does this, putting the amount of deaths as the 'age' once you start cheating death. This has the rather embarassing side effect of letting everyone know that I omitted mentioning a couple of my more annoying deaths this game.
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Old June 25, 2009, 08:04   #10
will_asher
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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.

I've been generally dissapointed in this set of randarts. It's only partly because of that bug which gives randarts an alignment (and worse, the CORRUPT flag) way too often. I'm wondering if Osondir is worth keeping. If it weren't for the nice non-artifact stuff I've been finding (speed ring & boots, "weaponmastery, telepathy, silver DSM), I'd be in bad shape.
What's different about the new randart code that has recently been added in V? Maybe I should adapt it for DaJAngband.

Overall, I think the barbarian's balance between slower attack rate and damage bonuses is working pretty well.

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:     13  +0  -3  +0     10
 Class  Barbarian         Weight    164   WIS:  18/53  +0  -1  +0  18/43
 Title  Chieftain         Status      0   DEX:     14  +0  +1  +0     15
 HP     474/575           Maximize    Y   CON:  18/70  +0  +2  +0  18/90
 SP     67/67                             CHR:     12  +0  -1  +0     11

 Level           39       Armor    [35,+61]     Saving Throw          33
 Cur Exp    1025154       Fight   (+17,+23)     Fighting             297
 Max Exp    1025154       Melee   (+33,+35)     Shooting             319
 Adv Exp    1050000       Shoot    (+35,+9)     Throwing             227
 MaxDepth    Lev 72       Blows      2/turn     Disarming             58
 Turns      3058985       Shots      2/turn     Magic Device          75
 Gold        185802       Stealth         3     Alertness             27
 Burden   229.0 lbs       Energy       300%     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) 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 and is evil and hates good.  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.
   
b) 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.
   
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)
   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 (charging) {@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 metal cap of Telepathy [3,+8]
   It grants you the power of telepathy.  
   
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,+10] (+9)
   It increases your speed by 9.  
   


  [Character Equipment -- Quiver]

n) 22 seeker bolts (4d5) (+6,+6)
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 70.8.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 13.
   
o) 17 bolts (1d5) (+7,+9) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 55.1.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 12.
   
p) 27 bolts (1d5) (+6,+9) {@f1=g}
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 55.1.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 13.
   
q) 11 bolts of Lightning (1d5) (+6,+8) {@f2=g}
   It is branded with lightning.  It cannot be harmed by lightning.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 157.5 against electricity-vulnerable creatures, 
   and 52.5 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 13.
   
r) 4 bolts of Slay Giant (1d5) (+7,+10) {@f3=g}
   It slays giants.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 173.1 against giants, and 57.7 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 12.
   
s) 18 bolts of Slay Dragon (1d5) (+9,+9) {@f5=g}
   It slays dragons.  
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 165.3 against dragons, and 55.1 against other
   monsters.  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 [Communion with Nature] {@p2}
   
   
b) 5 Books of Nature Magic [Bombadil's Songs] {@p4}
   It cannot be harmed by the elements.  
   
c) 10 Tangerine Potions of Cure Critical Wounds {@q1}
   
   
d) 2 Mauve Potions of Healing {@q2}
   
   
e) 3 Scrolls titled "prostarn" of Teleport Level {@r7 !*}
   
   
f) 6 Scrolls titled "lar crin" of Word of Recall {@r3}
   
   
g) a Scroll titled "exhor hor dir" of Banishment
   
   
h) a Zinc Rod of Detection {@z3 !!}
   It cannot be harmed by lightning.  
   
i) 3 Zinc-Plated Rods of Teleport Other {@z7}
   
   
j) 5 Bronze-Plated Rods of Light {@z4}
   
   
k) 6 Gold-Plated Rods of Fire Bolts {@z5}
   
   
l) a Minotaur Horn Wand of Dragon's Breath (3 charges)
   It cannot be harmed by the elements.  
   
m) 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 2 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.
   
n) 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 2 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.
   
o) 2 Cottonwood Staffs of Speed (1d5) (+0,+0) (11 charges) {@u7}
   
   
   With this weapon, you would currently get 2 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.
   
p) a Wych Elm Staff of *Destruction* (2d4) (+0,+0) (3 charges)
   
   
   With this weapon, you would currently get 2 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 21.
   
q) 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, and corrupts those who wield
   it for too long.  It grants you teleport control.  It activates for 
   detection every 30+d30 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 and corrupts those who wield it for too long.  
   It cannot be harmed by the elements.  
   
s) 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.  
   
t) 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 invisible things.  It
   cannot be harmed by the elements.  
   
u) 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.
   
v) 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) 34 Yellow Speckled Potions of Speed {@q7}
   
   
d) 10 Mauve Potions of Healing {@q2}
   
   
e) 3 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 Sapphire Ring of Resist Cold of Eregion (+2 to speed)
   It increases your speed by 2.  It provides resistance to cold.  It 
   speeds your regeneration.  It cannot be harmed by cold.  
   
l) a Jacinth Ring of See Invisible
   It grants you the ability to see invisible things.  
   
m) a Blue Diamond Ring of Constitution of Warfare (+9,+8) (+2)
   It increases your constitution by 2.  It sustains your constitution.
   
   
n) a Lapis Lazuli Ring of Slaying of Eregion (+7,+5) (+1 to speed)
   It increases your speed by 1.  It provides resistance to life
   draining.  
   
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) a Diamond Ring of Lightning [+11] {Great Ice Wyrm dl69 !!}
   It brands your melee blows with lightning.  It provides resistance
   to electricity.  It activates for electricity resistance (20+d20
   turns) and electricity ball (85) every 50+d50 turns.  It cannot be
   harmed by lightning.  
   
q) 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.  
   
r) 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.  
   
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) a cloak of Stealth [1,+8] (+3 to stealth)
   It increases your stealth by 3.  
   
u) 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.  
   
v) 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.  
   
w) 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.  It activates for fire bolt
   (9d8) every 8+d8 turns.  It cannot be harmed by the elements.  
   
x) 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.  
   
y) a bastard sword of Acid (3d4) (+8,+11)
   It is branded with acid.  It provides resistance to acid.  It cannot
   be harmed by acid.  
   
   With this weapon, you would currently get 2 blows per round.
   Each blow will do an average damage of 83.8 against acid-vulnerable
   creatures, and 44.6 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 2 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 long bow of Power (ML3) (+13,+26)
   
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
|) 22 mithril shots of Frost (3d4) (+9,+8)
   It is branded with frost.  It cannot be harmed by acid or cold.  
   


  [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)
PS: I turned off score_room and score_peek but it still shows them as turned on. I only had them on for a little while to test something.
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testing DaJangband in Wizmode will_asher AAR 13 September 27, 2008 23:38


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