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The Angband Ladder: Antumen, High-Elf Rogue by PowerDiver

  [Angband 3.0.a Character Dump]

 Name   Antumen                                  Self  RB  CB  EB   Best
 Sex    Female            Age       118   Str! 18/100  +1  +2 +10 18/230 18/225
 Race   High-Elf          Height     76   INT! 18/100  +3  +1  +4 18/180
 Class  Rogue             Weight    151   WIS! 18/100  -1  -2  +3 18/100
 Title  ***WINNER***      Status     32   Dex! 18/100  +3  +3 +12 18/280 18/260
 HP     920/942           Maximize    Y   CON! 18/100  +1  +1  +9 18/210
 SP     209/306                           CHR! 18/100  +5  -1  +1 18/150

 Level           44       Armor   [47,+174]     Saving Throw      Heroic
 Cur Exp    4785581       Fight   (+82,+36)     Stealth           Heroic
 Max Exp    4785581       Melee   (+95,+57)     Fighting       Legendary
 Adv Exp    5400000       Shoot  (+102,+22)     Shooting       Legendary
 MaxDepth   Lev 100       Blows      5/turn     Disarming         Heroic
 Turns       447566       Shots      2/turn     Magic Device   Legendary
 Gold        383294       Infra       80 ft     Perception        Superb
 Burden   218.4 lbs       Speed          20     Searching         Superb

 You are one of several children of a Telerin Ranger.  You have light
 blue eyes, wavy brown hair, and a fair complexion.



      abcdefghijkl@       abcdefghijkl@
 Acid:......+.*.+.. Blind:.........+...
 Elec:......+...... Confu:......+......
 Fire:..*...+...... Sound:......+.+....
 Cold:......+...... Shard:.............
 Pois:....+........ Nexus:....+.+......
 Fear:+.+.....+..+. Nethr:..+..........
 Lite:............+ Chaos:........+....
 Dark:............. Disen:.+...........

      abcdefghijkl@       abcdefghijkl@
S.Dig:..+.......... Stea.:.+..+..+.....
Feath:.......+..... Sear.:....+........
PLite:............. Infra:....+........
Regen:..+.......... Tunn.:.............
Telep:.........+... Speed:+++++......+.
Invis:+.+.........+ Blows:.............
FrAct:..+.....+.+.. Shots:.+...........
HLife:............. Might:.............


  [Character Equipment]

a) The Lance of Eorlingas (3d8) (+13,+21) (+2)
   It increases your strength and dexterity by 2.  It increases your 
   speed by 2.  It slays orcs, trolls, and all evil creatures.  It
   provides resistance to fear.  It grants you the ability to see
   invisible things.  It cannot be harmed by the elements.  
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  
   It cannot be harmed by the elements.  
c) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and 
   nether.  It sustains your strength, wisdom, constitution, and 
   charisma.  It slows your metabolism and speeds your regeneration.  
   It grants you immunity to paralysis and the ability to see invisible
   things.  It activates for large fire ball (120) every 20+d20 turns.  
   It cannot be harmed by the elements.  
d) a Ring of Speed (+11)
   It increases your speed by 11.  
e) an Amulet of Trickery (+4)
   It increases your dexterity by 4.  It increases your stealth, 
   searching, infravision, and speed by 4.  It provides resistance to 
   poison and nexus.  It sustains your dexterity.  
f) The Phial of Galadriel
   It usually provides light of radius 3.  It activates for 
   illumination every 10+d10 turns.  It cannot be harmed by the
   elements.  
g) The Full Plate Armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It provides resistance to acid,
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
h) a Shadow Cloak of the Magi [6,+19] (+1) {FF}
   It increases your intelligence by 1.  It increases your stealth by
   1.  It sustains your intelligence.  It makes you fall like a feather.
   It cannot be harmed by acid.  
i) The Small Metal Shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides
   immunity to acid.  It provides resistance to fear, sound, and chaos.
   It grants you immunity to paralysis.  It cannot be harmed by the
   elements.  
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to blindness.  It grants you the power of telepathy.  It
   cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  
   It grants you immunity to paralysis.  It activates for a magical
   arrow (150) every 30+d30 turns.  It cannot be harmed by the
   elements.  
l) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  


  [Character Inventory]

a) a Book of Magic Spells [Conjurings and Tricks]
b) a Book of Magic Spells [Incantations and Illusions]
c) a Book of Magic Spells [Sorcery and Evocations]
d) a Book of Magic Spells [Resistances of Scarabtarices]
   It cannot be harmed by the elements.  
e) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
f) 11 Strips of Beef Jerky {start with 12}
g) 28 Potions of Healing {start with 35}
h) 18 Potions of *Healing* {start with 20}
i) 3 Potions of Life {start with 3}
j) 27 Potions of Restore Mana {start with 28}
k) 39 Scrolls of Phase Door {start with 58}
l) 12 Scrolls of *Destruction* {start with 12}
m) 5 Scrolls of Banishment {start with 9}
n) a Scroll of Mass Banishment {start with 2}
o) 2 Rods of Recall {!*}
   It cannot be harmed by electricity.  
p) a Rod of Enlightenment (charging)
q) 4 Rods of Detection (1 charging)
   It cannot be harmed by electricity.  
r) 10 Rods of Teleport Other (6 charging)
s) 2 Staffs of Holiness [4, 1]
t) 2 Staffs of Banishment [0, 0]
u) 23 Arrows of Slay Evil (1d4) (+10,+12)
   It slays all evil creatures.  


  [Home Inventory]

a) 18 Mushrooms of Restoring
b) 2 Staffs of Healing [3, 2]
c) a Staff of the Magi [3]
d) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
e) an Amulet of the Magi [+3] (+4)
   It increases your intelligence by 4.  It increases your searching by
   4.  It provides resistance to confusion.  It sustains your 
   intelligence.  It grants you immunity to paralysis and the ability
   to see invisible things.  It cannot be harmed by the elements.  
f) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It usually
   provides light of radius 4.  It speeds your regeneration.  It grants
   you immunity to paralysis and the ability to see invisible things.  
   It cannot be harmed by the elements.  
g) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  
   It activates for heal (500) every 200 turns.  It cannot be harmed by
   the elements.  
h) an Amulet of Weaponmastery (+4,+4) (+3)
   It increases your strength by 3.  It provides resistance to fear and 
   disenchantment.  It sustains your strength and constitution.  It
   grants you immunity to paralysis.  
i) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It
   usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for detection every 30+d30 turns.
   It cannot be harmed by the elements.  
j) Chaos Dragon Scale Mail (-2) [30,+14]
   It provides resistance to chaos and disenchantment.  It activates
   for breathe chaos/disenchant (220) every 300+d300 turns.  It cannot
   be harmed by the elements.  
k) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates
   for door and trap destruction every 10 turns.  It cannot be harmed
   by the elements.  
l) a Robe of Permanence [2,+18] {shards}
   It provides resistance to acid, lightning, fire, cold, shards, and 
   life draining.  It sustains all your stats.  It cannot be harmed by
   the elements.  
m) The Large Metal Shield of Anarion [5,+20]
   It provides resistance to acid, lightning, fire, and cold.  It
   sustains all your stats.  It cannot be harmed by the elements.  
n) an Iron Crown of the Magi [0,+18] (+3) {regen}
   It increases your intelligence by 3.  It provides resistance to acid,
   lightning, fire, and cold.  It sustains your intelligence.  It 
   speeds your regeneration.  It cannot be harmed by the elements.  
o) The Metal Cap of Thengel [3,+11] (+3)
   It increases your wisdom and charisma by 3.  It provides resistance
   to confusion.  It cannot be harmed by the elements.  
p) The Steel Helm of Hammerhand [6,+20] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, and nexus.  It sustains
   your strength, dexterity, and constitution.  It aggravates creatures
   around you.  It cannot be harmed by the elements.  
q) The Set of Gauntlets 'Pauraegen' [2,+15]
   It provides resistance to lightning.  It usually provides light of
   radius 4.  It activates for lightning bolt (4d8) every 6+d6 turns.  
   It cannot be harmed by the elements.  
r) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
   It increases your constitution by 5.  It slays trolls, demons, and 
   all evil creatures, and is especially deadly against dragons.  It
   provides resistance to disenchantment.  It aggravates creatures
   around you and is heavily cursed.  It cannot be harmed by the
   elements.  
s) a Blade of Chaos of Frost (6d5) (+15,+14)
   It is branded with frost.  It provides resistance to cold and chaos.
   It cannot be harmed by cold.  
t) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
   It slays animals, demons, and all evil creatures.  It provides
   resistance to acid, lightning, fire, and cold.  It cannot be harmed
   by the elements.  
u) The Mace 'Taratol' (3d4) (+12,+12)
   It is especially deadly against dragons.  It is branded with 
   electricity.  It provides immunity to lightning.  It activates for 
   haste self (20+d20 turns) every 100+d100 turns.  It cannot be harmed
   by the elements.  
v) The Short Bow of Amrod (x2) (+12,+15) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, fire, and 
   cold.  It speeds your regeneration.  It cannot be harmed by the
   elements.  
w) a Light Crossbow of Extra Shots (x3) (+23,+19) (+1)
   It increases your shooting speed by 1.  
x) 16 Arrows of Slay Demon (1d4) (+6,+11)
   It slays demons.  


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : yes (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)



Posted on 14.7.2011 06:08
Last updated on 17.7.2011 23:34

Download this dump

4280. on the Ladder (of 12459)
1423. on the Angband Ladder (of 3630)
18. for this player (out of 54)

Comments

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On 14.7.2011 06:08 PowerDiver wrote:
Testing out mods to 3.0. Biggest changes are *ID on wield, *ID on pickup of aware items at CL25, detections cover entire dungeon, and ability to unwield "cursed" items. Requiring wield is too clunky -- will change to *ID on aware pickup at CL1 in the future.

I kept dying. After being unable to dive quickly enough to get into trouble in 3.2/3.3, I had forgotten how to play. It is shocking how badly balance has been trashed. You can't afford to just skip the early levels in 3.0. I may refer to 3.1+ as munchkinband in the future.

My only spell id this game was to use ?id found in the dungeon to identify mushrooms. Everything else test-by-wield [immediate *ID, see above] or test-by-use or learn useless flavors by donating them to stores.

Finally worthy of a dump, at CL35 DL77 with a bit over 3K kills. I just found a shield of resistance, allowing me to wield Caspanion and a hat of seeing. Only 7 artifacts so far. It is so much better than drowning in them.

On 14.7.2011 06:14 PowerDiver wrote:
One more big change I forgot to mention -- no enchant scrolls at all, neither stores nor in the dungeon.

On 14.7.2011 07:33 Nick wrote:
I hope you're going to release this as a variant - apart from anything else, I'd love to do a comp for it.

Maybe call it CurmudgeonBand :)

On 14.7.2011 07:44 PowerDiver wrote:
The code is too horrible to release, lest it propagate. I've had people bug me about bad code I told them not to copy, 5 years later, and swore never again. Maybe I could figure out how to do a windows executable ...

On 14.7.2011 11:56 Antoine wrote:
So, the gameplay differences from 3.2... less arts... no enchanting weapons... what else?

A.

On 14.7.2011 14:46 fizzix wrote:
I'm curious also. I don't think there are significant change to monsters between 3.0 and 3.3. Is that right?

If so then the only significant difficulty changes are to item distributions?

On 14.7.2011 16:59 bulian wrote:
It looks like you also are tracking individual staff/wand charges.

On 14.7.2011 19:17 PowerDiver wrote:
In 3.1+ many items were boosted in quality and/or increased in quantity [ego rates are increased a lot] and/or made of lesser depth. Some spell failure rates and mana costs were lowered too, but that did not affect this char noticeably.

Also, the quiver is a MASSIVE power boost in conjunction with the boost in ego ammo availability. The only branded ammo I have seen this game is the stuff at home, and they have not yet matched a launcher I was willing to use. In 3.1+ I'd expect to be leaving ego ammo on the floor by this depth.

Vaults were less common in 3.0, and I think their contents were significantly less powerful, though I can't be sure.

Monsters try a little harder to surround you in 3.0.

#T#
#T#
#@.
#.#
#.#

In 3.0, the adjacent troll will step to your right so that both trolls can try to attack simultaneously. That doesn't seem to happen much in 3.2. Of course, the @ could take 2 steps down to avoid worrying about it, so maybe it does not matter.

One thing that got fixed is that in 3.0 monsters shoot at you even when another monster is in between to take the hit instead.

I separated the charges. That was easy, except for making it work with the horrible store code. I redid rods at the same time, and as a result they recharge at home. Artifacts too in principle, but I haven't tested that yet. Also torch light values are kept separate, but to do that easily I made them burn away completely when empty -- no "refilling" one torch with another -- as it should be IMO.

Oh, and in 3.3 monster melee attacks were nerfed due to AC changes the last time I played a nightly. Combat has been redone, but I bet the char still gets an even easier time in the first half with the combined combat and AC changes.

On 14.7.2011 19:31 PowerDiver wrote:
I forgot to mention the obvious mod of no selling, with a smaller multiplier than 3.2. Which reminds me, another difference is that 3.0 had fewer useful items for sale in town, and ego pricing was different.

On 15.7.2011 08:27 PowerDiver wrote:
One other gameplay change is no stat restore potions from alchemist, but a store service to compensate.

Made it to DL90, 17 artifacts now, just got the Phial. BoC of frost was mostly an upgrade, but doesn't do much against undead.

On 17.7.2011 06:53 PowerDiver wrote:
I was waiting for 900 hp, but it's getting close to the 450K mark so I'm going after S now. I've been using the Phial for illum, switched to Arkenstone for rDark, no MB1 for sale and I'm not buying out stores this game so no illum for now. 42 dead uniques, 6K kills, 39 artifacts. I also switched around my kit to use the xbow so I could use the acid ammo -- I was using Belthronding + Isildur + Elessar + Thranduil.

One big difference is the number of vaults. I saw many fewer, and they were mostly lesser vaults. In addition, I think even the vault items are generated using a less generous method. What that means is many fewer items from the floor, and much more emphasis on getting stuff by killing uniques and clearing pits. I haven't seen boots of speed all game, and might have seen at least 5 to 10 with this much play in a typical game of munchkinband. Recalling the 3.2.0 comp, it would not surprise me if Feanor is more common in 3.2 than the entire ego of boots of speed in 3.0, but maybe I'm just being a grumpy curmudgeon. I've been using a trio of weapons, Taratol + Eorlingas + BoC of Frost, for a long time. The BoC is my best weapon if they don't resist cold, but that leaves undead [among others] off the hook. I don't recall doing anything but tossing BoC of Frost or Venom in munchkinband. They just aren't competitive by the time you find them.

On 17.7.2011 23:34 PowerDiver wrote:
Counting M and his drop, 52 artifacts with 57 uniques killed. I didn't use that much in the way of healing despite primarily using melee. I didn't use bless/chant/prayer but I did use shield, and my first guess is that shield is too powerful.

On 18.7.2011 15:57 fizzix wrote:
50 artifacts is about how many I find in a game as well. Do you think that is too many or too few based on how many monsters you killed?

Also, I don't think my experience with BoS is the same as yours. I generally only find one, maybe two a game. Although, you could argue that one BoS in a game of your quickness is too many, and the number should be more like 0.5 including artifact boots. (I've also never found Feanor.)

On 18.7.2011 18:22 PowerDiver wrote:
These 50 artifacts are less in a qualitative sense because they were shallower and weaker than what you would get from 50 these days. Artifactless is playable, and my wife tries to collect almost every artifact, so I have no idea what is a right amount. However, I guess at least I have the opinion that 50 by CL43 is high enough so that there was no pressing need to increase artifact drops from the 3.0 baseline.

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