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Old December 17, 2008, 16:57   #21
PowerDiver
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Quote:
Originally Posted by zaimoni View Post
It's kosher, and for simple cases will not give monsters free attacks compared to less intricate attack sequences.
Roughly speaking, there is a 50% chance an equal speed monster will hit back after the first shot when you have 2/round. Whether that counts as a "free attack" is a matter of definition. If you shoot a monster 2 spaces away, it's "free attack" is usually to move adjacent to you, again a question of definition.
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Old December 18, 2008, 15:55   #22
Fenrir
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Quote:
Originally Posted by PowerDiver View Post
Roughly speaking, there is a 50% chance an equal speed monster will hit back after the first shot when you have 2/round. Whether that counts as a "free attack" is a matter of definition. If you shoot a monster 2 spaces away, it's "free attack" is usually to move adjacent to you, again a question of definition.
Wow, I had no idea it was something this complicated... but I think I got it now. Thanks!


Only two more n00b questions:

What is the "x 3", "x 2", etc, missile launchers have next to their names?

And, the only way to be safe from monsters with breath weapons is to teleport them far away? Because I make sure not to be in a direct line of them, but their breath weapons seem to hit me anyway. The blast of lightning/nether/whatever suddenly turns in midair and hits me.
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Old December 18, 2008, 16:09   #23
Narvius
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Damage multiplier, ie. a longbow will deal 3x the damage it usually should.

[Projectile Damage + To-Dam (Projectile) + To-Dam (Launcher)] * Multiplier

Something like that.
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Old December 18, 2008, 19:05   #24
PowerDiver
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Quote:
Originally Posted by Fenrir View Post
Wow, I had no idea it was something this complicated... but I think I got it now. Thanks!


Only two more n00b questions:

What is the "x 3", "x 2", etc, missile launchers have next to their names?

And, the only way to be safe from monsters with breath weapons is to teleport them far away? Because I make sure not to be in a direct line of them, but their breath weapons seem to hit me anyway. The blast of lightning/nether/whatever suddenly turns in midair and hits me.
The shooting speed thing is straightforward once you understand the energy system, but that takes a lot of words to explain. I said "roughly" because I ignored things to give a simpler response.

You can target, and be targeted by, monsters that are not in one of the 8 basic directions.

There is a rule about the path ranged attacks take. Search rgra for "hockeystick" for more about it. It is not symmetric, so it is possible that you cannot target a monster, but it can target you, if your path to it goes through a wall but the reverse path does not.
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Old February 10, 2009, 18:13   #25
Fenrir
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How am I doing? This is my best character since I started playing the new version and learned not to fight dreads by holding down a directional key...

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             39   STR:     12  +2  +5  +6  18/70
 Race   Dwarf        Height          49   INT:      9  -3  -2  +0      4
 Class  Warrior      Weight         140   Wis:     15  +2  -2  +0     15     11
 Title  Commando     Social      Lordly   Dex:  18/24  -2  +2  +2  18/44  18/33
 HP     485/485      Maximize         Y   CON:     17  +2  +2  +6  18/90
 SP     0/0                               CHR:     13  -3  -1  +0      9


 Level               33   Armor   [43,+107]     Saving Throw         61%
 Cur Exp         260554   Fight    (+3,+26)     Stealth             Fair
 Max Exp         260554   Melee   (+12,+34)     Fighting       Legendary
 Adv Exp         330000   Shoot   (+14,+15)     Shooting          Heroic
 MaxDepth   4050' (L81)   Blows      4/turn     Disarming            59%
 Turns           850757   Shots      1/turn     Magic Device   Excellent
 Gold             73554   Infra       50 ft     Perception       1 in 38
 Burden       111.0 lbs   Speed      Normal     Searching            21%

 You are one of two children of a Dwarven King.  You are a credit to
 the family.  You have dark brown eyes, straight black hair, a two foot
 beard, and a dark 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) a Main Gauche of Westernesse (1d5) (+9,+8) (+2)
     +2 strength, dexterity, constitution.
     Prevents paralysis.
     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 43 against orcs, 43 against
     trolls, 43 against giants, and 37 against normal creatures.
b) a Long Bow of Extra Might (x3) (+11,+15) (+1)
     +1 shooting power.
c) a Pearl Ring of Damage (+0,+12)
d) a Pearl Ring of Damage (+0,+10)
e) a Dragon Tooth Amulet of Regeneration
     Speeds regeneration.
f) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
g) Bronze Dragon Scale Mail (-2) [30,+20]
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe confusion for 120 damage.
     It takes d450+450 turns to recharge after use.
h) a Fur Cloak of Aman [3,+27] (+3 stealth)
     +3 stealth.
     Provides resistance to chaos.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [3,+24] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) a Hard Leather Cap of Telepathy [2,+10]
     Grants telepathy.
k) 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.
l) a Pair of Leather Boots of Stability [2,+10]
     Provides resistance to nexus.
     Feather Falling.


  [Character Inventory]

a) 6 Red Speckled Potions of Cure Critical Wounds
b) 2 Azure Potions of Healing
c) 2 Vermilion Potions of Speed
d) 5 Scrolls titled "quanivus" of Teleportation
e) 5 Scrolls titled "pellet cadeguo" of Teleport Level
f) 3 Scrolls titled "periutus edo" of Word of Recall
g) a Silver Rod of Treasure Location
h) 2 Tin Rods of Door/Stair Location
i) an Aluminum Rod of Light
j) a Mithril Rod of Recall
     Cannot be harmed by electricity.
k) an Ironwood Staff of Detect Evil (9 charges)
l) 3 Eucalyptus Staffs of Teleportation (20 charges)
m) a Dogwood Staff of Speed (3 charges)
n) a Hemlock Staff of Identify (13 charges)
o) 10 Arrows of Wounding (2d4) (+14,+13)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 132 against
     normal creatures.
     35% chance of breaking upon contact.
p) 20 Arrows of Frost (1d4) (+14,+12)
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 354 against
     frost-vulnerable creatures, and 118 against normal creatures.
     35% chance of breaking upon contact.
q) 14 Arrows of Venom (1d4) (+11,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 318 against
     poison-vulnerable creatures, and 106 against normal creatures.
     35% chance of breaking upon contact.
r) 3 Arrows of Lightning (1d4) (+8,+11)
     Cannot be harmed by electricity.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 342 against
     electricity-vulnerable creatures, and 114 against normal creatures.
     35% chance of breaking upon contact.
s) 11 Arrows of Venom (1d4) (+12,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 294 against
     poison-vulnerable creatures, and 98 against normal creatures.
     35% chance of breaking upon contact.
t) 11 Arrows of Acid (1d4) (+2,+4)
     Cannot be harmed by acid.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 258 against
     acid-vulnerable creatures, and 86 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 11 Cyan Potions of Cure Serious Wounds
     When ingested, it heals you a fair amount (1/5 of your wounds, min
     imum 25HP), heals cut damage, and cures blindness and confusion.
     Provides nourishment for about 75 turns under normal conditions.
b) a Misty 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) 12 Scrolls titled "quanivus" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
d) a Scroll titled "ma nosus quans" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
e) 2 Steel-Plated Rods of Probing
     When used, it gives you information on the health and abilities of 
     monsters you can see.
     It takes 50 turns to recharge after use.
f) a Gold Wand
     You do not know the full extent of this item's powers.
g) 2 Silver Staffs of Cure Light Wounds (10 charges)
     When used, it heals you a small amount (15% of your wounds, minimu
     m 15HP), heals some cut damage, makes you a little less confused, 
     and cures blindness.
h) 5 Hemlock Staffs of Identify (18 charges)
     When used, it reveals to you the extent of an item's magical power
     s.
i) a Quartzite Ring of Light (+2 searching)
     +2 searching.
     Provides resistance to light.
     
     Radius 1 light.
j) Mithril Plate Mail (Dwarven) (-3) [35,+20] (+1)
     +1 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     
k) a Main Gauche of Slay Demon (1d5) (+12,+10)
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 44 against demons, and 38
     against normal creatures.
l) a Heavy Crossbow of Accuracy (x4) (+18,+22)
m) 20 Bolts of Venom (1d5) (+11,+15)
n) 20 Bolts of Venom (1d5) (+9,+11)
o) 5 Bolts of Slay Giant (1d5) (+7,+5)
p) 10 Arrows (1d4) (+6,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 98 against
     normal creatures.
     35% chance of breaking upon contact.
q) 10 Arrows (1d4) (+6,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 86 against
     normal creatures.
     35% chance of breaking upon contact.
r) 17 Arrows (1d4) (+3,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 94 against
     normal creatures.
     35% chance of breaking upon contact.
s) 10 Arrows (1d4) (+3,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 86 against
     normal creatures.
     35% chance of breaking upon contact.
t) 18 Arrows (1d4) (+3,+3)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 82 against
     normal creatures.
     35% chance of breaking upon contact.
u) 2 Arrows (1d4) (+1,+2)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 78 against
     normal creatures.
     35% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)
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Old February 10, 2009, 18:39   #26
Donald Jonker
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Quote:
Originally Posted by Fenrir View Post
How am I doing? This is my best character since I started playing the new version and learned not to fight dreads by holding down a directional key...
I'd say you're getting on famously, diving with the best of them. One thing to look out for is the basic four elemental resistances, which you're obviously aware of, else you wouldn't have made it as deep as you have. It shouldn't be too hard at this stage - I'd say it'd be worth swapping out the rings of damage to cover them - or else some rings of CON. Otherwise, you run the risk of getting breathed on stepping off the downstairs and meeting a quick end. Your detection apparatus looks good - I'd recommend a source of magic mapping to round out the kit to make extra sure that you're not within the LOS of anything you're vulnerable against. Other than that, good work - it looks like you know what you're about.

edit: since you have rConf and rBlind, you don't need the _telSelf, the scrolls are sufficient. -telOther would be nice as well.
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Old February 10, 2009, 19:14   #27
Fenrir
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Quote:
Originally Posted by Donald Jonker View Post
One thing to look out for is the basic four elemental resistances, which you're obviously aware of, else you wouldn't have made it as deep as you have.
OH NO! I totally forgot I had replaced my leather armor of resistances with that bronze dragon scale mail...

...

Oh well. Killed by a Lesser Balrog in dungeon level 87.

I stepped in a trap and summoned an entire screen of balrogs. But, wow, I can't believe my ring of speed (+7) couldn't even get me a turn to get out of there!

Note to self: drag along a rod of trap detection next time.

Last edited by Fenrir; February 10, 2009 at 19:23.
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Old February 10, 2009, 19:28   #28
Magnate
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Quote:
Originally Posted by Fenrir View Post
OH NO! I totally forgot I had replaced my leather armor of resistances with that bronze dragon scale mail...

...

Oh well. Killed by a Lesser Balrog in dungeon level 87.

I stepped in a trap and summoned an entire screen of balrogs. But, wow, I can't believe my ring of speed (+7) couldn't even get me a turn to get out of there!

Note to self: drag along a rod of trap detection next time.
Well, a lesson learned (I'm thinking more of the armour swap than the detection).

Console yourself with the fact that you've got further in a short time than many of us have in several years (nine in my case - my deepest dive was only to about 3500').

Well done,

CC
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Old February 11, 2009, 12:41   #29
Fenrir
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Posts: 51
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Okay. I am steadily recovering after my big fail. My next dwarven warrior wonders if he should keep the whip and Thengel for Rconf or Balli for the elemental resistances and the helm of telepathy?

Here's the dump:
Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             39   STR:     12  +2  +5 +10 18/110
 Race   Dwarf        Height          49   INT:      9  -3  -2  +4      8
 Class  Warrior      Weight         140   WIS:     16  +2  -2  +0     16
 Title  Myrmidon     Social      Lordly   DEX:     16  -2  +2  +0     16
 HP     400/400      Maximize         Y   Con:     14  +2  +2  +3  18/30  18/20
 SP     0/0                               CHR:     10  -3  -1  +0      6


 Level               27   Armor    [42,+59]     Saving Throw         56%
 Cur Exp          34591   Fight    (+8,+17)     Stealth           Superb
 Max Exp          34591   Melee   (+16,+28)     Fighting          Heroic
 Adv Exp          42000   Shoot   (+15,+10)     Shooting          Heroic
 MaxDepth   2700' (L54)   Blows      2/turn     Disarming            52%
 Turns           535151   Shots      1/turn     Magic Device   Excellent
 Gold             27126   Infra       50 ft     Perception       1 in 38
 Burden       173.4 lbs   Speed      Normal     Searching            21%

 You are one of two children of a Dwarven King.  You are a credit to
 the family.  You have dark brown eyes, straight black hair, a two foot
 beard, and a dark 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 Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
     +3 strength, constitution, stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 68.5 against orcs, 68.5 against
     trolls, 68.5 against demons, and 41.5 against normal creatures.
b) a Heavy Crossbow of Extra Might (x4) (+7,+10) (+1)
     +1 shooting power.
c) a Pearl Ring of Damage (+0,+9)
d) a Turquoise Ring of Strength (+2)
     +2 strength.
     Sustains strength.
e) a Ruby Amulet of Resist Acid
     Provides resistance to acid.
     Cannot be harmed by acid.
f) a Lantern of Brightness (14070 turns)
     Cannot be harmed by fire.
     Radius 3 light.
g) Metal Lamellar Armour of Resist Acid (-3) [24,+6]
     Provides resistance to acid.
     Cannot be harmed by acid.
h) an Elven Cloak of the Magi [6,+13] (+4)
     +4 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Slows your metabolism.
i) a Leather Shield of Resist Fire [6,+12]
     Provides resistance to fire.
     Cannot be harmed by fire.
j) a Hard Leather Cap of Telepathy [2,+9]
     Grants telepathy.
k) a Set of Gauntlets of Power (+4,+1) [3,+8] (+5)
     +5 strength.
l) a Pair of Leather Sandals of Stealth [1,+5] (+3)
     +3 stealth.


  [Character Inventory]

a) a Holy Book of Prayers [Exorcism and Dispelling]
b) 8 Cloudy Potions of Cure Critical Wounds
c) 2 White Potions of Speed
d) 20 Scrolls titled "osus cus sema" of Phase Door
e) 13 Scrolls titled "ut se qui" of Teleportation
f) 4 Scrolls titled "tunnam ter" of Teleport Level
g) 5 Scrolls titled "restias" of Word of Recall
h) a Lead Rod of Treasure Location
i) a Rusty Rod of Door/Stair Location (charging)
j) a Mithril Rod of Trap Location
k) a Balsa Staff of Detect Evil (2 charges)
l) a Locust Staff of Teleportation (7 charges)
m) an Ashen Staff of Identify (6 charges)
n) a Moonstone Ring of Dexterity (+2)
     +2 dexterity.
     Sustains dexterity.
o) a Corundum Ring of Accuracy (+11)
p) a Ruby Ring of See Invisible
     Grants the ability to see invisible things.
q) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
s) a Set of Gauntlets [3,+7]
t) a Pair of Steel Shod Boots [6,+6]
u) a Trident of Gondolin (1d10) (+17,+10)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 41.5 against orcs, 41.5 against
     trolls, 41.5 against dragons, 41.5 against demons, and 30.5
     against normal creatures.
v) 19 Bolts (1d5) (+3,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 95 against
     normal creatures.
     25% chance of breaking upon contact.
w) 23 Bolts (1d5) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 65 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 7 Rations of Food
     Provides nourishment for about 3000 turns under normal conditions.
b) a Silver Staff of Earthquakes (6 charges)
     When used, it causes an earthquake around you.
c) 2 Balsa Staffs of Detect Evil (12 charges)
     When used, it detects all evil creatures in the immediate area.
d) 2 Locust Staffs of Teleportation (12 charges)
     When used, it teleports you randomly up to 100 squares away.
e) 2 Ashen Staffs of Identify (11 charges)
     When used, it reveals to you the extent of an item's magical power
     s.
f) a Dagger (1d4) (+3,+9)
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 26.5 against normal creatures.
g) 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 1 blow per round,
     averaging a damage of 64 against evil creatures, 77.5 against
     orcs, 77.5 against trolls, and 50.5 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)
Also, I've noticed that apparently, if there's an unique you should keep alive until very deep levels, it is Boldor the King of Yeeks. He appears with a whole *lot* of blue yeeks, which drop extremely good stuff in deeper levels... In the previous game, I had a blue yeek drop a ring of speed and other some artifact. They seem to drop more stuff even than orc or troll pits you find at these levels!
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Old February 11, 2009, 14:02   #30
buzzkill
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Maybe it's just me, not to sound too harsh, but I find these full page character dumps (in the forum) annoying. Why not just post your character on the ladder and then post a link instead?
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