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#1 |
Adept
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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advice needed - never been this far down (3200')
as the title says, i've never really been this far down (3200' more or less) - so i have no clue as to what expect
any advice welcome, i'd like te keep this char alive a few more days ![]() btw, rogues have proven to be really a lot easier to use than mages, but once i get better i'm going to pick up my fav class again ![]() HTML Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 103 STR: 18/44 +1 +2 +4 18/114 Race High-Elf Height 92 INT: 15 +3 +1 +8 18/90 Class Rogue Weight 176 WIS: 11 -1 -2 +2 10 Title Filcher Social Respected DEX: 18 +3 +3 +3 18/90 HP 464/464 Maximize Y CON: 18 +1 +1 +10 18/120 SP 92/92 CHR: 15 +5 -1 +0 18/10 Level 30 Armor [22,+87] Saving Throw 79% Cur Exp 220634 Fight (+11,+7) Stealth Legendary Max Exp 220634 Melee (+22,+20) Fighting Heroic Adv Exp 225000 Shoot (+23,+15) Shooting Heroic MaxDepth 3200' (L64) Blows 4/turn Disarming 100% Turns 607788 Shots 1/turn Magic Device Heroic Gold 205108 Infra 40 ft Perception 1 in 2 Burden 144.4 lbs Speed 12 Searching 45% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. Acid:......+.+.... Confu:.........+... Elec:.+....+.+.... Sound:............. Fire:.+....+.+.... Shard:............. Cold:++..+.+.+.... Nexus:............. Pois:............. Nethr:............. Fear:............. Chaos:............. Lite:........+...+ Disen:............. Dark:....+.+.+.... S.Dig:............. Blind:.........+... Feath:...........+. PLite:.......+..... Aggrv:............. Regen:.+........... Stea.:+.....++...+. Telep:............. Sear.:.........+... Invis:+........+..+ Infra:............+ FrAct:..........+.. Tunn.:............. HLife:....+........ Speed:+.+........+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 30.5 against undead, 30.5 against frost-vulnerable creatures, and 23.5 against normal creatures. b) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. c) a Carnelian Ring of Speed (+6) +6 speed. d) a Bloodstone Ring of Constitution (+6) +6 constitution. Sustains constitution. e) The Jewel 'Evenstar' {!!} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. f) The Phial of Galadriel {!!} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. h) an Elven Cloak of the Magi [6,+11] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!} +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) dPrevents paralysis. l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7} Cannot be harmed by acid, electricity, fire, cold. f) 16 Grey Potions of Cure Critical Wounds g) 8 Scrolls titled "intia pas pa" of Teleport Level {!*} h) 10 Scrolls titled "denio cus lam" of Magic Mapping i) 10 Scrolls titled "ter rego dio" of Word of Recall {!*} j) 2 Zinc-Plated Rods of Teleport Other {!!} k) 3 Platinum Wands of Stone to Mud (30 charges) l) 3 Bronze Wands of Teleport Other (18 charges) m) 4 Birch Staffs of Teleportation (27 charges) {!*} n) 2 Silver Staffs of Speed (7 charges) {!*} o) 52 Arrows (1d4) (+0,+0) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 70 against normal creatures. 35% chance of breaking upon contact. p) 22 Seeker Arrows (4d4) (+6,+6) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 124 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5} Cannot be harmed by acid, electricity, fire, cold. b) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6} Cannot be harmed by acid, electricity, fire, cold. c) a Gold Speckled Potion of Healing {!*} When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. d) a Light Blue Potion of *Healing* {!*} When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. e) 4 Azure Potions of Restore Mana {!*} When ingested, it restores your mana points to maximum. f) 2 Metallic Purple Potions of Speed {!*} When ingested, it hastens you for 2d10+20 turns. g) 9 Scrolls titled "tea po" of Teleportation {!*} When read, it teleports you randomly up to 100 squares away. h) a Scroll titled "gla lo inquo" of *Destruction* {!*} When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. i) 3 Golden Staffs of *Destruction* (9 charges) {!*} When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. j) 3 Silver Staffs of Speed (17 charges) {!*} When used, it hastens you for 2d10+20 turns. k) a Jet Ring of Acid [+16] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. l) a Diamond Ring of Ice [+15] Provides resistance to cold. Cannot be harmed by cold. When activated, it grants cold resistance for d20+20 turns and cre ates a cold ball of damage 75. It takes d50+50 turns to recharge after use. m) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. n) The Set of Leather Gloves 'Cammithrim' [1,+10] {!!} Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. Radius 1 light. o) The Set of Gauntlets 'Pauraegen' [3,+14] Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. Radius 1 light. p) a Set of Caestus of Agility (+0,+3) [2,+13] (+5) +5 dexterity. q) a Pair of Steel Shod Boots of Stability [6,+8] Provides resistance to nexus. Feather Falling. r) The Dagger 'Nimthanc' (2d4) (+4,+6) Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 28 against frost-vulnerable creatures, and 18 against normal creatures. s) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3) +3 dexterity, stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Grants the ability to see invisible things. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 22.5 against normal creatures. t) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1) +1 searching. Provides resistance to lightning, blindness. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 41 against orcs, 41 against trolls, 41 against giants, 41 against electricity-vulnerable creatures, and 29 against normal creatures. u) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 51 against animals, 51 against evil creatures, 64.5 against demons, and 37.5 against normal creatures. v) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3) +3 intelligence. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 37 against animals, 42 against fire-vulnerable creatures, and 32 against normal creatures. w) 30 Seeker Arrows of Wounding (4d4) (+17,+9) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 136 against normal creatures. 35% chance of breaking upon contact. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) |
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#2 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,996
Donated: $40
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That's an impressive dive! Smart use of Wormtongue's boots for speed, int, stealth, until you get the character up to strength. Just keep sneaking around. Depth 75 should be your current goal. (See below.)
A few points: 1. Use Thranduil for ESP, with Holhenneth as a swap for RConf. ESP really cuts down on surprises, and will give you time to change if you see that you need RConf. 2. Use Resistances(!) That is the most important dungeon book of all for a Rogue. Double resistance makes a huge difference in what you can kill. Smaug & friends, and elemental Wyrms become easy targets. (Even at cl 30, though you might want to carry !Heroism to make up for the boots.) 3. Get to speed ring depth. You will want a few more HP, and get rid of those boots before you can kill any really big monsters. In the mean time, picking up a good ring of speed, and Tenser's (for branding ammo), will make a huge difference. Both are native to around dl 75. 4. You can sell Raal. It is worthless for a rogue, as is Kelek. Also sell the Ring of Ice. The only one you are likely to use in the late game is Acid. |
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#3 |
Adept
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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thanks
i actually got quite lucky with a few drops (most notably the armour of celeborn) it seems to me that at this point in the game, with the necessary resistances covered and teleport self and teleport away (!) available, the game is actually easier! -> i know i'll dearly pay this comment, the RNG hears all ![]() EDIT: added dump Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 103 STR: 18/60 +1 +2 +10 18/190 Race High-Elf Height 92 INT: 16 +3 +1 +8 18/100 Class Rogue Weight 176 WIS: 12 -1 -2 +2 11 Title Sharper Social Role model DEX: 18 +3 +3 +5 18/110 HP 567/567 Maximize Y CON: 18/39 +1 +1 +12 18/179 SP 45/109 CHR: 15 +5 -1 +4 18/50 Level 31 Armor [50,+94] Saving Throw 80% Cur Exp 255121 Fight (+18,+15) Stealth Heroic Max Exp 255121 Melee (+25,+23) Fighting Heroic Adv Exp 337500 Shoot (+30,+15) Shooting Heroic MaxDepth 4000' (L80) Blows 7/turn Disarming 100% Turns 641307 Shots 1/turn Magic Device Heroic Gold 271049 Infra 40 ft Perception 1 in 12 Burden 186.2 lbs Speed 10 Searching 35% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. Acid:......+.+.... Confu:............. Elec:.+....+.+.... Sound:............. Fire:.+....+.+.... Shard:............. Cold:.+..+.+.+.... Nexus:............. Pois:............. Nethr:............. Fear:+............ Chaos:............. Lite:+.......+...+ Disen:......+...... Dark:....+.+.+.... S.Dig:............. Blind:.........+... Feath:...........+. PLite:+......+..... Aggrv:............. Regen:.+........... Stea.:.......+...+. Telep:.........+... Sear.:............. Invis:+...........+ Infra:............+ FrAct:+.........+.. Tunn.:............. HLife:....+........ Speed:+.+........+. ImpHP:............. Blows:+............ ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The Short Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 30 against animals, 30 against evil creatures, 33.5 against orcs, 33.5 against undead, and 26.5 against normal creatures. b) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. c) a Carnelian Ring of Speed (+6) +6 speed. d) a Bloodstone Ring of Constitution (+6) +6 constitution. Sustains constitution. e) The Jewel 'Evenstar' {!!} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. f) The Phial of Galadriel {!!} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!} +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. h) an Elven Cloak of the Magi [6,+11] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5} Cannot be harmed by acid, electricity, fire, cold. f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7} Cannot be harmed by acid, electricity, fire, cold. g) 17 Grey Potions of Cure Critical Wounds h) 9 Scrolls titled "intia pas pa" of Teleport Level {!*} i) a Scroll titled "denio cus lam" of Magic Mapping j) 5 Scrolls titled "ter rego dio" of Word of Recall {!*} k) a Scroll titled "gla lo inquo" of *Destruction* {!*} l) 2 Zinc-Plated Rods of Teleport Other {!!} m) 2 Platinum Wands of Stone to Mud (20 charges) n) 3 Bronze Wands of Teleport Other (18 charges) o) a Nickel-Plated Wand of Drain Life (5 charges) p) 4 Birch Staffs of Teleportation (26 charges) {!*} q) 3 Silver Staffs of Speed (12 charges) {!*} r) a Teak Staff of the Magi (3 charges) {!*} s) The Soft Leather Armour 'Hithlomir' [4,+19] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. t) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!} +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, u) The Dagger 'Dethanc' (2d4) (+4,+6) v) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) dBlessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 59 against evil creatures, 69.5 against orcs, 69.5 against trolls, 69.5 against frost-vulnerable creatures, 90.5 against undead, and 48.5 against normal creatures. w) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 36.5 against undead, 36.5 against frost-vulnerable creatures, and 29.5 against normal creatures. [Home Inventory] a) a Gold Speckled Potion of Healing {!*} When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. b) a Light Blue Potion of *Healing* {!*} When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. c) 4 Azure Potions of Restore Mana {!*} When ingested, it restores your mana points to maximum. d) 2 Metallic Purple Potions of Speed {!*} When ingested, it hastens you for 2d10+20 turns. e) a Scroll titled "gla lo inquo" of *Destruction* {!*} When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. f) 3 Golden Staffs of *Destruction* (9 charges) {!*} When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. g) an Ironwood Staff of Healing (3 charges) {!*} When used, it heals you a really large amount (35% of max HP, mini mum 300HP), heals cut damage, and cures stunning, poisoning, blind ness, and confusion. h) 3 Silver Staffs of Speed (17 charges) {!*} When used, it hastens you for 2d10+20 turns. i) a Jet Ring of Acid [+16] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. j) a Silver Ring of Slaying (+6,+8) k) The Set of Leather Gloves 'Cammithrim' [1,+10] {!!} Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. Radius 1 light. l) The Set of Gauntlets 'Paurhach' [3,+14] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. m) The Set of Gauntlets 'Pauraegen' [3,+14] Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. Radius 1 light. n) a Set of Caestus of Agility (+0,+3) [2,+13] (+5) +5 dexterity. o) a Set of Alchemist's Gloves of Thievery (+8,+2) [0,+12] (+2) +2 dexterity, searching. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Prevents paralysis. p) a Pair of Steel Shod Boots of Stability [6,+8] Provides resistance to nexus. Feather Falling. q) The Dagger 'Nimthanc' (2d4) (+4,+6) Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 34 against frost-vulnerable creatures, and 24 against normal creatures. r) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2) +2 attack speed. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 28 against animals, 32 against poison-vulnerable creatures, and 24 against normal creatures. s) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3) +3 dexterity, stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 28.5 against normal creatures. t) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1) +1 searching. Provides resistance to lightning, blindness. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 47 against orcs, 47 against trolls, 47 against giants, 47 against electricity-vulnerable creatures, and 35 against normal creatures. u) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 57 against animals, 57 against evil creatures, 70.5 against demons, and 43.5 against normal creatures. v) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3) +3 intelligence. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 43 against animals, 48 against fire-vulnerable creatures, and 38 against normal creatures. w) 30 Seeker Arrows of Wounding (4d4) (+17,+9) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 136 against normal creatures. 35% chance of breaking upon contact. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) |
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#4 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,996
Donated: $40
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Nice! Now you can afford to buy out shops if you need something desperately--no more worries about store scumming.
There's no "almost" about the game being easier, especially with decent CON as well as all those others. The character still need permanent RConf* and more damage, but it is getting close to endgame strong. *And possibly RSound, RChaos, RNether, depending on taste. But RConf is the really critical one. |
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#5 |
Adept
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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ok, i've found some other nice drops
my biggest question at the moment is whether to use the second =Speed +6 or =Constitution +6 also i don't really know how staffs of *destruction* work (i have yet to use one) - do they mess-up the terrain also like earthquake? do they affect uniques? normal items vs artifacts? Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 103 STR: 18/76 +1 +2 +10 18/206 Race High-Elf Height 92 INT: 18 +3 +1 +8 18/120 Class Rogue Weight 176 WIS: 13 -1 -2 +2 12 Title Sharper Social Role model DEX: 18/39 +3 +3 +5 18/149 HP 505/505 Maximize Y CON: 18/63 +1 +1 +6 18/143 SP 136/136 CHR: 17 +5 -1 +4 18/70 Level 31 Armor [50,+96] Saving Throw 80% Cur Exp 305842 Fight (+21,+16) Stealth Heroic Max Exp 305842 Melee (+28,+25) Fighting Heroic Adv Exp 337500 Shoot (+33,+15) Shooting Heroic MaxDepth 4050' (L81) Blows 7/turn Disarming 100% Turns 664251 Shots 1/turn Magic Device Heroic Gold 311498 Infra 40 ft Perception 1 in 12 Burden 185.6 lbs Speed 16 Searching 35% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. Acid:......+.+.... Confu:............. Elec:.+....+.+.... Sound:............. Fire:.+....+.+.... Shard:............. Cold:.+..+.+.+.... Nexus:............. Pois:............. Nethr:............. Fear:+............ Chaos:............. Lite:+.......+...+ Disen:......+...... Dark:....+.+.+.... S.Dig:............. Blind:.........+... Feath:...........+. PLite:+......+..... Aggrv:............. Regen:.+........... Stea.:.......+...+. Telep:.........+... Sear.:............. Invis:+...........+ Infra:............+ FrAct:+.........+.. Tunn.:............. HLife:....+........ Speed:+.++.......+. ImpHP:............. Blows:+............ ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The Short Sword 'Sting' (1d6) (+7,+9) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 32 against animals, 32 against evil creatures, 35.5 against orcs, 35.5 against undead, and 28.5 against normal creatures. b) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. c) a Carnelian Ring of Speed (+6) +6 speed. d) a Carnelian Ring of Speed (+6) +6 speed. e) The Jewel 'Evenstar' {!!} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. f) The Phial of Galadriel {!!} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!} +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. h) an Elven Cloak of the Magi [6,+11] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5} Cannot be harmed by acid, electricity, fire, cold. f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7} Cannot be harmed by acid, electricity, fire, cold. g) 16 Grey Potions of Cure Critical Wounds h) 7 Scrolls titled "intia pas pa" of Teleport Level {!*} i) 5 Scrolls titled "denio cus lam" of Magic Mapping j) 10 Scrolls titled "ter rego dio" of Word of Recall {!*} k) 2 Zinc-Plated Rods of Teleport Other {!!} l) 2 Platinum Wands of Stone to Mud (4 charges) m) 3 Bronze Wands of Teleport Other (18 charges) n) 2 Nickel-Plated Wands of Drain Life (11 charges) o) 2 Cedar Staffs of Mapping (15 charges) p) 4 Birch Staffs of Teleportation (26 charges) {!*} q) 3 Silver Staffs of Speed (16 charges) {!*} r) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!} +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, s) 65 Arrows (1d4) (+0,+0) {@f1} [Home Inventory] a) a Gold Speckled Potion of Healing {!*} b) a Light Blue Potion of *Healing* {!*} c) 4 Azure Potions of Restore Mana {!*} d) 3 Metallic Purple Potions of Speed {!*} e) 2 Scrolls titled "gla lo inquo" of *Destruction* {!*} f) an Iron Rod of Identify {!!} When used, it reveals to you the extent of an item's magical power s. It takes 10 turns to recharge after use. g) 4 Golden Staffs of *Destruction* (11 charges) {!*} When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. h) an Ironwood Staff of Healing (3 charges) {!*} When used, it heals you a really large amount (35% of max HP, mini mum 300HP), heals cut damage, and cures stunning, poisoning, blind ness, and confusion. i) a Locust Staff of Holiness (2 charges) When used, it inflicts damage on evil creatures you can see, cures 50 hit points, heals all temporary effects and grants you protecti on from evil. j) 4 Silver Staffs of Speed (19 charges) {!*} When used, it hastens you for 2d10+20 turns. k) a Teak Staff of the Magi (3 charges) {!*} When used, it restores both intelligence and manapoints to maximum. l) a Bloodstone Ring of Constitution (+6) +6 constitution. Sustains constitution. m) a Jet Ring of Acid [+16] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. n) a Silver Ring of Slaying (+6,+8) o) a Pair of Steel Shod Boots of Stability [6,+8] Provides resistance to nexus. Feather Falling. p) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3) +3 dexterity, stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 29.5 against normal creatures. q) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {!!} +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 60 against evil creatures, 70.5 against orcs, 70.5 against trolls, 70.5 against frost-vulnerable creatures, 91.5 against undead, and 49.5 against normal creatures. r) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 37.5 against undead, 37.5 against frost-vulnerable creatures, and 30.5 against normal creatures. s) 30 Seeker Arrows of Wounding (4d4) (+17,+9) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 136 against normal creatures. 35% chance of breaking upon contact. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) |
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#6 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,996
Donated: $40
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*Destruction* obliterates a radius-12(?) area, leaving a mixture of walls and open space. All monsters are deleted, at a cost of 1d4HP each, and all objects on the floor except those under your feet, artifacts, and any items on the same square as an artifact.
Scrolls of *Destruction* are the #1 reliable escape. Staves are very for evading annoying (groups of) monsters, and for setting up fights with Feagwath (eg). Also useful for clearing vaults and scumming the artifacts. |
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#7 |
Adept
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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ok now i don't really know what to equip
and it makes me cry to think at the artifacts i had to sell or leave on dungeon floors because of not being up to par with the rest of my stuff ![]() what should i be aiming for now? i think increasing clvl for sure - i almost got wasted by a fire breath from that red wolf unique (red C), even with resistances etc. - man that was a scare ![]() what artifacts should i be aiming to acquire? i killed only a few uniques as of now, but i've encountered more than once monsters that summon uniques - which are essential to kill? man i'm getting really excited - i never dreamt i'd be getting this far! EDIT: i still haven't found a really good shield , cloak and set of boots - are there some better dlvl's to find this kind of equipment? EDIT EDIT: it seems there are a few problems with the code generating char dumps, namely in the part that displays the char inventory, some info is missing, and the last object isn't separated from the one before. i edited the dump for clarity Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 103 STR: 18/86 +1 +2 +10 18/216 Race High-Elf Height 92 INT: 18/44 +3 +1 +8 18/164 Class Rogue Weight 176 WIS: 15 -1 -2 +4 16 Title Sharper Social Role model DEX: 18/60 +3 +3 +9 18/210 HP 521/521 Maximize Y CON: 18/63 +1 +1 +4 18/123 SP 214/214 Chr: 17 +5 -1 +6 18/90 18/40 Level 35 Armor [54,+117] Saving Throw 85% Cur Exp 899210 Fight (+36,+27) Stealth Heroic Max Exp 899210 Melee (+43,+36) Fighting Heroic Adv Exp 1012500 Shoot (+48,+15) Shooting Heroic MaxDepth 4250' (L85) Blows 7/turn Disarming 100% Turns 704086 Shots 1/turn Magic Device Heroic Gold 450997 Infra 40 ft Perception 1 in 12 Burden 190.2 lbs Speed 21 Searching 35% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. Acid:......+.+.+.. Confu:............. Elec:.+....+.+.... Sound:............. Fire:.+..+.+.+.... Shard:............. Cold:.+....+.+.... Nexus:............. Pois:....+........ Nethr:............. Fear:+...+........ Chaos:............. Lite:+.......+...+ Disen:......+...... Dark:......+.+.... S.Dig:............. Blind:.........+... Feath:...........+. PLite:+......+..... Aggrv:............. Regen:.+........... Stea.:.......+...+. Telep:.........+... Sear.:............. Invis:+....+......+ Infra:............+ FrAct:+.........+.. Tunn.:............. HLife:............. Speed:+.+++......+. ImpHP:............. Blows:+............ ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The Short Sword 'Sting' (1d6) (+7,+9) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 43 against animals, 43 against evil creatures, 46.5 against orcs, 46.5 against undead, and 39.5 against normal creatures. b) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. c) a Carnelian Ring of Speed (+9) +9 speed. d) a Carnelian Ring of Speed (+6) +6 speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {!!} +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. f) The Star of Elendil {!!} Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it maps the area around you in a 30-radius circle. It takes 50 turns to recharge after use. Radius 3 light. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!} +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. h) an Elven Cloak of the Magi [6,+11] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!} +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5} Cannot be harmed by acid, electricity, fire, cold. f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7} Cannot be harmed by acid, electricity, fire, cold. g) 20 Grey Potions of Cure Critical Wounds h) 6 Scrolls titled "intia pas pa" of Teleport Level {!*} i) 9 Scrolls titled "ter rego dio" of Word of Recall {!*} j) 3 Zinc-Plated Rods of Teleport Other {!!} k) 3 Bronze Wands of Teleport Other (17 charges) l) a Tin-Plated Wand of Annihilation (3 charges) Cannot be harmed by acid, electricity, fire, cold. m) 4 Cedar Staffs of Mapping (17 charges) n) 4 Birch Staffs of Teleportation (25 charges) {!*} o) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!} +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, p) The Mace 'Taratol' (3d4) (+12,+12) {!!} 5 against electricity-vulnerable creatures, 73.5 against dragons, and 43.5 against normal creatures. [Home Inventory] a) 2 Gold Speckled Potions of Healing {!*} When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. b) a Light Blue Potion of *Healing* {!*} When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. c) a Copper Speckled Potion of Life {!*} When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. d) 6 Azure Potions of Restore Mana {!*} When ingested, it restores your mana points to maximum. e) a Scroll titled "famisse arus" of *Remove Curse* When read, it removes all curses from all equipped items. f) 4 Scrolls titled "gla lo inquo" of *Destruction* {!*} When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. g) 4 Golden Staffs of *Destruction* (12 charges) {!*} When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. h) an Ironwood Staff of Healing (3 charges) {!*} When used, it heals you a really large amount (35% of max HP, mini mum 300HP), heals cut damage, and cures stunning, poisoning, blind ness, and confusion. i) 6 Silver Staffs of Speed (29 charges) {!*} When used, it hastens you for 2d10+20 turns. j) a Teak Staff of the Magi (3 charges) {!*} When used, it restores both intelligence and manapoints to maximum. k) a Bloodstone Ring of Constitution (+6) +6 constitution. Sustains constitution. l) a Jet Ring of Acid [+16] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. m) a Rhodonite Ring of Damage (+0,+14) n) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. o) The Ring of Tulkas (+4) {!!} +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. p) The Jewel 'Evenstar' {!!} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. q) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!!} +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. r) The Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. s) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. t) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. u) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3) +3 dexterity, stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 39.5 against normal creatures. v) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {!!} +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 70 against evil creatures, 80.5 against orcs, 80.5 against trolls, 80.5 against frost-vulnerable creatures, 101.5 against undead, and 59.5 against normal creatures. w) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 47.5 against undead, 47.5 against frost-vulnerable creatures, and 40.5 against normal creatures. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) Last edited by bebo; February 2, 2009 at 09:23. |
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#8 |
Adept
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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btw i should probably change the title of the thread to display my current depth
![]() current state of things: Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 103 Str: 18/90 +1 +2 +10 18/*** 18/210 Race High-Elf Height 92 INT: 18/58 +3 +1 +5 18/148 Class Rogue Weight 176 WIS: 17 -1 -2 +4 18 Title Rogue Social Role model Dex: 18/60 +3 +3 +6 18/180 18/155 HP 536/536 Maximize Y CON: 18/63 +1 +1 +4 18/123 SP 188/193 Chr: 17 +5 -1 +6 18/90 18/40 Level 37 Armor [55,+119] Saving Throw 88% Cur Exp 1244995 Fight (+39,+35) Stealth Superb Max Exp 1244995 Melee (+46,+44) Fighting Legendary Adv Exp 1575000 Shoot (+51,+15) Shooting Heroic MaxDepth 4450' (L89) Blows 7/turn Disarming 100% Turns 736396 Shots 1/turn Magic Device Heroic Gold 243180 Infra 40 ft Perception 1 in 12 Burden 264.8 lbs Speed 22 Searching 35% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. Acid:......+.+.+.. Confu:............. Elec:.+....+.+.... Sound:............. Fire:.+..+.+.+.... Shard:............. Cold:.+....+.+.... Nexus:............. Pois:....+........ Nethr:............. Fear:+...+........ Chaos:............. Lite:+....+..+...+ Disen:......+...... Dark:.....++.+.... S.Dig:............. Blind:.........+... Feath:............. PLite:+......+..... Aggrv:............. Regen:.+........... Stea.:.......+..... Telep:.........+... Sear.:............. Invis:+....+......+ Infra:............+ FrAct:+.........+.. Tunn.:............. HLife:.....+....... Speed:+.+++......+. ImpHP:............. Blows:+............ ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The Short Sword 'Sting' (1d6) (+7,+9) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 51 against animals, 51 against evil creatures, 54.5 against orcs, 54.5 against undead, and 47.5 against normal creatures. b) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. c) a Carnelian Ring of Speed (+9) +9 speed. d) a Carnelian Ring of Speed (+6) +6 speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {!!} +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. f) The Arkenstone of Thrain {!!} Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, e3 light. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) {!!} +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. h) an Elven Cloak of the Magi [6,+11] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!} +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When activated, it fires a magical arrow with damage 150. It takes 30 turns to recharge after use. l) a Pair of Iron Shod Boots of Speed [3,+13] (+6) +6 speed. [Character Inventory] a) 5 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5} Cannot be harmed by acid, electricity, fire, cold. f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] {@m8@b8} Cannot be harmed by acid, electricity, fire, cold. h) 14 Grey Potions of Cure Critical Wounds i) 7 Scrolls titled "ter rego dio" of Word of Recall {!*} j) 3 Zinc-Plated Rods of Teleport Other {!!} k) 3 Bronze Wands of Teleport Other (17 charges) l) 2 Golden Staffs of *Destruction* (4 charges) {!*} m) 5 Cedar Staffs of Mapping (18 charges) n) 4 Birch Staffs of Teleportation (25 charges) {!*} o) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!} +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, p) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!} dFeather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. q) The Main Gauche of Maedhros (2d5) (+12,+15) (+3) +3 intelligence, dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 65 against trolls, 65 against giants, and 53 against normal creatures. r) The Katana 'Aglarang' (8d4) (+0,+0) (+5) +5 dexterity, speed. Cannot be harmed by acid, electricity, fire, cold. Sustains dexterity. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 52 against normal creatures. s) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {!!} +4 wisdom, dexterity. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Prevents paralysis. When activated, it creates a frost ball with damage 100. It takes 35 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 78 against evil creatures, 88.5 against orcs, 88.5 against trolls, 88.5 against frost-vulnerable creatures, 109.5 against undead, and 67.5 against normal creatures. t) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 55.5 against undead, 55.5 against frost-vulnerable creatures, and 48.5 against normal creatures. u) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 83 against evil creatures, 96.5 against orcs, 96.5 against trolls, and 69.5 against normal creatures. v) The Mace 'Taratol' (3d4) (+12,+12) (charging) {!!} Provides immunity to lightning. Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. It takes 100 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 66.5 against electricity-vulnerable creatures, 81.5 against dragons, and 51.5 against normal creatures. [Home Inventory] a) 2 Gold Speckled Potions of Healing {!*} When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. b) a Light Blue Potion of *Healing* {!*} When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. c) a Copper Speckled Potion of Life {!*} When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. d) 6 Azure Potions of Restore Mana {!*} When ingested, it restores your mana points to maximum. e) a Scroll titled "famisse arus" of *Remove Curse* When read, it removes all curses from all equipped items. f) 4 Scrolls titled "gla lo inquo" of *Destruction* {!*} When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. g) 3 Golden Staffs of *Destruction* (9 charges) {!*} When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. h) an Ironwood Staff of Healing (3 charges) {!*} When used, it heals you a really large amount (35% of max HP, mini mum 300HP), heals cut damage, and cures stunning, poisoning, blind ness, and confusion. i) a Teak Staff of the Magi (3 charges) {!*} When used, it restores both intelligence and manapoints to maximum. j) a Bloodstone Ring of Constitution (+6) +6 constitution. Sustains constitution. k) a Jet Ring of Acid [+16] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. l) a Rhodonite Ring of Damage (+0,+14) m) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. n) The Ring of Tulkas (+4) {!!} +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. o) The Jewel 'Evenstar' {!!} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. p) The Star of Elendil {!!} Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it maps the area around you in a 30-radius circle. It takes 50 turns to recharge after use. Radius 3 light. q) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. r) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!!} +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. s) The Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. t) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3) +3 dexterity, speed. Provides resistance to acid, shards. Cannot be harmed by acid, electricity, fire, cold. u) 29 Mithril Arrows of Holy Might (3d4) (+14,+17) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 316 against evil creatures, 474 against demons, 474 against undead, and 158 against normal creatures. 35% chance of breaking upon contact. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) Last edited by bebo; February 2, 2009 at 12:28. |
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#9 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,996
Donated: $40
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Should use Isildur for permanent RConf+RSound+RNexus. Or Caspanion for CON+INT+RConf.
Use _*Destruction* instead of banishment activation. Stay away from disenchanters until you find another source. ("Weaponmastery, Belthronding, Calris, etc) |
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#10 |
Adept
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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yeah, found out the hard way ... see http://angband.oook.cz/forum/showthread.php?t=1428
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