Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old January 28, 2009, 14:52   #1
bebo
Adept
 
bebo's Avatar
 
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
help with my char

i've been having some success these last few days with my rogue; i usually play mage, my favorite class, and actually being able to kill something in melee has proven to be quite entertaining

anyway, any advice on what to aim for at this point? this is as deep as i ever got so any advice would be helpful;

i'm thinking that besides stat gain, rBlind and rPoison are crucial at this point, right?

ps - how do you insert the char dump like in other posts with the scroll bar on its side, all formatted well etc? at the moment i can only copy&paste the text


[Angband 3.1.0 beta Character Dump]

Sex Male Age 115 STR: 16 +1 +2 +4 18/50
Race High-Elf Height 99 Int: 14 +3 +1 +0 18 17
Class Rogue Weight 197 WIS: 11 -1 -2 +5 13
Title Burglar Social Well-liked DEX: 17 +3 +3 +2 18/70
HP 233/233 Maximize Y Con: 16 +1 +1 +4 18/40 18/30
SP 29/30 CHR: 13 +5 -1 +3 18/20


Level 25 Armor [19,+72] Saving Throw 74%
Cur Exp 37340 Fight (+19,+15) Stealth Superb
Max Exp 37340 Melee (+31,+25) Fighting Heroic
Adv Exp 39375 Shoot (+27,+7) Shooting Superb
MaxDepth 2050' (L41) Blows 4/turn Disarming 89%
Turns 652977 Shots 1/turn Magic Device Superb
Gold 26370 Infra 40 ft Perception 1 in 12
Burden 141.0 lbs Speed Normal Searching 35%

You are the only child of a Telerin Archer. You have light grey eyes,
wavy 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) a Main Gauche of Westernesse (1d5) (+12,+10) (+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 34 against orcs, 34 against
trolls, 34 against giants, and 28 against normal creatures.
b) a Heavy Crossbow of Extra Might (x4) (+8,+7) (+1)
+1 shooting power.
c) an Engagement Ring of Flames [+14] {!!}
Provides resistance to fire.
Cannot be harmed by fire.
When activated, it grants fire resistance for d20+20 turns and cre
ates a fire ball of damage 80.
It takes d50+50 turns to recharge after use.
d) a Jasper Ring of Slaying (+6,+4)
e) a Bone Amulet of Wisdom (+2)
+2 wisdom.
Sustains wisdom.
f) a Lantern (13392 turns)
Cannot be harmed by fire.
Radius 2 light.
g) Soft Leather Armour of Resist Cold [4,+9]
Provides resistance to cold.
Cannot be harmed by cold.
h) a Fur Cloak of Stealth [3,+7] (+3 stealth)
+3 stealth.
i) a Wicker Shield [2,+3]
j) The Metal Cap of Thengel [3,+12] (+3)
+3 wisdom, charisma.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
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) a Pair of Steel Shod Boots of Stability [6,+9]
Provides resistance to nexus.
Feather Falling.


[Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 5 Flasks of oil
f) 10 Dark Green Potions of Cure Critical Wounds
g) 5 Scrolls titled "depio lemormo" of Teleportation
h) 2 Scrolls titled "tendo glabdus" of Teleport Level {!*}
i) 4 Scrolls titled "incus ado mis" of Word of Recall {!*}
j) 2 Gold Rods of Treasure Location (1 charging) {@z2!!}
k) a Bronze Rod of Door/Stair Location (charging) {@z1!!}
l) a Silver-Plated Rod of Probing
m) a Gold-Plated Rod of Polymorph
n) a Pewter Wand of Lightning Balls (10 charges)
Cannot be harmed by electricity.
o) 3 Ivory Wands of Teleport Other (17 charges)
p) 5 Teak Staffs of Mapping (35 charges)
q) 2 Hawthorn Staffs of Teleportation (15 charges)
r) 46 Bolts (1d5) (+0,+0) {@f1}
Fired from your current missile launcher, this arrow will hit targets
up to 160 feet away, inflicting an average damage of 50 against
normal creatures.
25% chance of breaking upon contact.


[Home Inventory]

a) an Azure Potion of Restore Mana {!*}
When ingested, it restores your mana points to maximum.
b) a Metallic Green Potion of Speed {!*}
When ingested, it hastens you for 2d10+20 turns.
c) 10 Scrolls titled "depio lemormo" of Teleportation
When read, it teleports you randomly up to 100 squares away.
d) a Ruby Ring of Damage (+0,+7)
e) a Long Sword (Holy Avenger) (2d5) (+16,+13) [+2] (+2)
+2 wisdom.
Provides resistance to fear.
Sustains wisdom.
Blessed by the gods.
Grants the ability to see invisible things.

With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 40 against evil creatures, 46
against demons, 46 against undead, and 34 against normal creatures.
f) a Long Bow of Extra Might (x3) (+6,+10) (+1)
+1 shooting power.

g) 18 Arrows of Slay Animal (1d4) (+9,+4)


[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)
bebo is offline   Reply With Quote
Old January 28, 2009, 15:12   #2
tigpup
Apprentice
 
Join Date: Apr 2007
Location: Scotland
Posts: 94
tigpup is on a distinguished road
Nice looking character.

You probably want to find a good sling as a rogue, rather than the xBow.

Having res-Conf is certainly a bonus.

IMHO, res_blind is probably more important that res_poison at this depth, but that depends on how much you rely on your spells.

Your westy weapon isn't bad (nice #blows), but given that those nice gloves give you FA, you might want to look for something with a bit more OOMPH.

I might be tempted to carry more !CCW and some !Hero and/or ?bless.

How often have you used those rods of polymorph and probing? I've never found any good use for such things, compared to buff and escape consumables. Similar with rod_treasure. Why not use spell, it must have a low fail_rate by now?

-Neil.
tigpup is offline   Reply With Quote
Old January 28, 2009, 18:10   #3
bebo
Adept
 
bebo's Avatar
 
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
the two rods you've mentioned i've kept just for selling purposes, i dropped them as soon as i found better stuff; you are right about the spell fail rates, they are quite manageable by now (around 8% if i remember), i kept the rods of detection out of habit.

personally i've never found !Heroism and ?bless really that useful, fear isn't such a problem, and +12 to hit doesn't seem that big of a deal once you have decent equipment, or not?

why is the sling better? i seem to recall something about rogues being better at using them, but can't quite remember the exact bonuses

Alas, my poor char is now dead, slain by a great crystal drake; i never encountered it before, tried to tackle it, one breath and i'm dead ...

Thanks for the tips, i'll do better next time

btw i'm sure there is a better way to post a char dump without cluttering the whole thread, can someone give me a couple of pointers? thanks

[Angband 3.1.0 beta Character Dump]

Sex Male Age 115 STR: 18 +1 +2 +4 18/70
Race High-Elf Height 99 INT: 14 +3 +1 +2 18/20
Class Rogue Weight 197 WIS: 11 -1 -2 +5 13
Title Filcher Social Respected DEX: 17 +3 +3 +2 18/70
HP -91/241 Maximize Y CON: 16 +1 +1 +2 18/20
SP 29/41 CHR: 14 +5 -1 +3 18/30


Level 28 Armor [19,+86] Saving Throw 77%
Cur Exp 85913 Fight (+20,+16) Stealth Superb
Max Exp 85913 Melee (+33,+37) Fighting Heroic
Adv Exp 112500 Shoot (+44,+12) Shooting Heroic
MaxDepth 2250' (L45) Blows 2/turn Disarming 95%
Turns 814111 Shots 2/turn Magic Device Heroic
Gold 16489 Infra 40 ft Perception 1 in 12
Burden 167.1 lbs Speed 2 Searching 35%

You are the only child of a Telerin Archer. You have light grey eyes,
wavy 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:.............


[Last Messages]

> You sense the presence of buried treasure!
> You sense the presence of objects!
> You sense the presence of monsters!
> You have 24 Iron Shots (1d4) (+0,+0) {@f1} (q).
> The Iron Shot (1d4) (+0,+0) {@f1} hits the Great crystal drake.
> The Great crystal drake shrugs off the attack.
> You sense the presence of monsters!
> You have 23 Iron Shots (1d4) (+0,+0) {@f1} (q).
> The Iron Shot (1d4) (+0,+0) {@f1} hits the Great crystal drake.
> It was a good hit!
> The Great crystal drake shrugs off the attack.
> You sense the presence of monsters!
> The Great crystal drake breathes shards.
> You have been given a deep gash.
> You die.

Killed by a Great crystal drake.

[Character Equipment]

a) 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 2 blows per round. Each
blow will do an average damage of 64 against evil creatures, 77.5
against orcs, 77.5 against trolls, and 50.5 against normal
creatures.
b) a Sling of Extra Shots (x2) (+24,+12) (+1)
+1 shooting speed.
c) an Engagement Ring of Flames [+14] {!!}
Provides resistance to fire.
Cannot be harmed by fire.
When activated, it grants fire resistance for d20+20 turns and cre
ates a fire ball of damage 80.
It takes d50+50 turns to recharge after use.
d) a Jasper Ring of Slaying (+6,+4)
e) a Bone Amulet of Wisdom (+2)
+2 wisdom.
Sustains wisdom.
f) a Lantern (Everburning)
Cannot be harmed by fire.
Radius 2 light. No fuel required.
g) Soft Leather Armour of Resist Cold [4,+7]
Provides resistance to cold.
Cannot be harmed by cold.
h) a Cloak of the Magi [1,+13] (+2)
+2 intelligence, stealth.
Cannot be harmed by acid.
Sustains intelligence.
Radius 1 light.
i) a Small Metal Shield of Elvenkind [4,+16] (+1 stealth)
+1 stealth.
Provides resistance to acid, lightning, fire, cold, light.
Cannot be harmed by acid, electricity, fire, cold.
j) The Metal Cap of Thengel [3,+12] (+3)
+3 wisdom, charisma.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
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) a Pair of Steel Shod Boots of Stability [6,+6]
Provides resistance to nexus.
Feather Falling.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 16 Dark Green Potions of Cure Critical Wounds
f) 4 Scrolls titled "depio lemormo" of Teleportation
g) 4 Scrolls titled "incus ado mis" of Word of Recall {!*}
h) a Zinc-Plated Rod of Fire Bolts {@z3}
i) a Silver Rod of Frost Bolts {@z1!!}
j) a Molybdenum Rod of Acid Bolts {@z2!!}
k) an Iron Wand of Fire Bolts (9 charges)
l) 3 Ivory Wands of Teleport Other (6 charges)
m) 3 Teak Staffs of Mapping (9 charges)
n) 3 Hawthorn Staffs of Teleportation (21 charges)
o) 2 Silver Staffs of Identify (6 charges)
p) 10 Iron Shots of Wounding (1d4) (+13,+10)
Fired from your current missile launcher, this arrow will hit targets
up to 100 feet away, inflicting an average damage of 49 against
normal creatures.
25% chance of breaking upon contact.
q) 23 Iron Shots (1d4) (+0,+0) {@f1}
Fired from your current missile launcher, this arrow will hit targets
up to 100 feet away, inflicting an average damage of 29 against
normal creatures.
25% chance of breaking upon contact.


[Home Inventory]

a) 2 Pink 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) 3 Yellow Speckled Potions 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) 2 Azure Potions of Restore Mana {!*}
When ingested, it restores your mana points to maximum.
d) a Crimson Potion of Enlightenment
When ingested, it completely lights up and magically maps the leve
l.
e) a Metallic Green Potion of Speed {!*}
When ingested, it hastens you for 2d10+20 turns.
f) 7 Scrolls titled "depio lemormo" of Teleportation
When read, it teleports you randomly up to 100 squares away.
g) 3 Scrolls titled "tendo glabdus" of Teleport Level {!*}
When read, it teleports you one level up or down.
h) a Pine Staff of Curing (6 charges)
When used, it heals cut damage, and cures all stunning, poison, bl
indness and confusion.
i) a Mahogany Staff of Speed (6 charges) {!*}
When used, it hastens you for 2d10+20 turns.
j) a Ruby Ring of Damage (+0,+9)
k) a Main Gauche of Westernesse (1d5) (+12,+10) (+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 35 against orcs, 35 against
trolls, 35 against giants, and 29 against normal creatures.
l) a Long Sword (Holy Avenger) (2d5) (+16,+13) [+2] (+2)
+2 wisdom.
Provides resistance to fear.
Sustains wisdom.
Blessed by the gods.
Grants the ability to see invisible things.

With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 40 against evil creatures, 46
against demons, 46 against undead, and 34 against normal creatures.
m) The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] (+2)
+2 intelligence.
Provides resistance to fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Slows your metabolism.

With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 45 against trolls, 45 against
giants, 45 against demons, 45 against fire-vulnerable creatures,
45 against frost-vulnerable creatures, and 33 against normal
creatures.
n) a Lance of Fury (2d8) (+16,+16) (+2)
+2 strength, attack speed.
Provides resistance to fear.
Cannot be harmed by acid, fire.
Aggravates creatures nearby.

With this weapon, you would currently get 4 blows per round. Each
blow will do an average damage of 41 against normal creatures.
o) a Long Bow of Extra Might (x3) (+6,+10) (+1)
+1 shooting power.

p) a Heavy Crossbow of Extra Might (x4) (+8,+7) (+1)
+1 shooting power.

q) 18 Arrows of Slay Animal (1d4) (+9,+4)


[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)
bebo is offline   Reply With Quote
Old January 28, 2009, 18:28   #4
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,751
Donated: $40
Pete Mack is on a distinguished road
That sling is arguably better than the XBow because it does a little more damage and hits quite a bit more often; on the downside it takes more and heavier ammo.

That said, the advice "rogues should use slings" is for some variants, not for Vanilla.

Post character dumps on the ladder. (See tabs at top of page.)
For inline posts, use [CODE] tags.

Too bad about the crystal drake. That kind of thing is one reason diving fast is good. You won't waste hours and hours getting to 2000', just to get killed a little while later.

+to_hit is NOT LINEAR. Against high-AC monsters, it can make a huge difference, depending on your character. But I agree, !Heroism is the first thing I do without, if I am overloaded. Later you will get the spells, and those are certainly worth using.

In the future, RElec and RAcid would be good. At that depth an AMHD can kill you with any unresisted elemental breath.

Edit: and do stay away from mages until you are getting beyond 2500' reliably. They are incredibly fragile until very late in the game. It's a lot easier to learn with a Rogue.
Pete Mack is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Suggestions for my next char? NeoWizard Vanilla 5 January 22, 2009 21:12
3.1 char dump bug (minor) Zikke Vanilla 0 January 13, 2009 14:16
First char to reach this deep... Lunas Vanilla 8 June 3, 2008 12:41
My first char dead :( David Dark AAR 8 May 8, 2008 01:37
My best char ever... Narvius AAR 5 January 15, 2008 18:17


All times are GMT +1. The time now is 00:31.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2020, vBulletin Solutions Inc.