The Angband Ladder: torsoboy, Dunadan Warrior by <dominic>

  [Oangband 0.6.2 Character Dump]

 Name    : torsoboy        Age                  53   STR!    18/***            
 Sex     : Male            Height               79   INT!    18/120            
 Race    : Dunadan         Weight              177   WIS!    18/140            
 Class   : Warrior         Social Class         74   DEX!    18/210            
                                                     CON!    18/***            
                                                     CHR!    18/140            
 Max Hit Points     1029   Level                50   Max SP (Mana)         0   
 Cur Hit Points     1029   Experience     32757455   Cur SP (Mana)         0   
                           Max Exp        32757455                             
        (Fighting)         Exp to Adv.       *****          (Shooting)         
 Blows/Round           6   Gold            1485971   Shots/Round         2.0   
 + to Skill           57                             + to Skill           47   
 Deadliness (%)      149   Base AC/+ To AC  52/122   Deadliness (%)      127   
                            (Character Abilities)                              
 Fighting    : Legendary   Stealth     : Good        Disarming   : Superb      
 Bows/Throw  : Heroic      Perception  : Mediocre    Magic Device: Superb      
 Saving Throw: Superb      Searching   : Poor        Infra-Vision: 0 feet      
                            (Character Background)                             
          You are one of several children of a Landed Knight.  You             
          are a credit to the family.  You have blue-gray eyes,                
          straight black hair, and a dark complexion.                          

  [Specialty Abilities]

Fast Attacking 

  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed) {Necromancer, 3700'}
b) The Light Crossbow 'Cubragol' (x5) (+12,+16) (+5 to speed) {ABD, 3600'}
c) a Quartz Ring of Speed (+10) {GWoC, 4900'}
d) The Ring of Power (Vilya) (+3) {(Electricity) GWoP, 4900'}
e) The Amulet of Faramir (+18,+0) (+2) {Chest, 2700'}
f) The Phial of Galadriel {@A0!! Player Ghost, 400'}
g) Balance Dragon Scale Mail (-2) [30,+22] {Acquirement, 4700'}
h) The Cloak of Valinor [1,+20] {GWoL, 4700'}
i) The Knight's Shield of Earendil [10,+15] {Hell Wyrm, 4350'}
j) The Iron Helm of Dor-Lomin [5,+20] (+4) {Olog, 3600'}
k) The Set of Steel Gauntlets of Eol [3,+15] (+3) {Cave, 3100'}
l) The Pair of Hard Leather Boots of Feanor [3,+15] (+10 to speed) {@A1!! Defi}

0) (nothing)
1) (nothing)
2) (nothing)
3) (nothing)
4) (nothing)
5) (nothing)
6) (nothing)
7) (nothing)
8) (nothing)
9) (nothing)

  [Character Inventory]

a) 19 Wrinkled Mushrooms of Restoring
b) 13 Bubbling Potions of Speed {50% off}
c) a Gold Speckled Potion of Healing
d) 8 Oily Yellow Potions of *Healing*
e) 2 Misty Potions of Life
f) 6 Clotted Red Potions of Enlightenment
g) 21 Scrolls titled "valpo elkho" of Teleportation {!*, 50% off}
h) 13 Scrolls titled "anorg dokso" of *Identify*
i) 14 Scrolls titled "tamung mi" of Protection from Evil
j) 2 Scrolls titled "itshu dora" of *Destruction* {!*}
k) 12 Scrolls titled "argsol cosnelg" of Genocide
l) 5 Scrolls titled "sehag shuhe" of Mass Genocide
m) 5 Electrum Rods of Trap Location (4 charging) {@z0}
n) 17 Silver Rods of Perception (12 charging) {@z1}
o) 4 Brass Rods of Recall (4 charging) {!*}
p) 14 Nickel Rods of Teleport Away (9 charging)
q) The Rod of Delving {@z9 Hell Wyrm, 3500'}
r) The Rod of Portals (charging) {!! GWoC, 4300'}
s) a Quartz Ring of Speed (+10)
t) The Ring of Power (Narya) (+1) {(Fire) Feagwath, 3700'}
u) The Ring of Power (Nenya) (+2) {(Frost) Vault, 4450'}
v) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
w) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]

  [Home Inventory]

a) 50 Bubbling Potions of Speed {50% off}
b) 20 Scrolls titled "engwerg fazun" of Teleport Level {!*}
c) 9 Adamantium Rods of Lightning Strike {@z5!!}
d) The Ring of Barahir (+1) {Itangast, 2500'}
e) an Obsidian Amulet of Magical Item Mastery (+4) {White Dragon Pit, 2400'}
f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {Ice Troll, 2100'}
g) The Full Plate Armour of Isildur [25,+25] (+2)
h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!! GWOC, 3700'}
i) The Hard Leather Armour of Himring [6,+15] {1500'}
j) The Cloak 'Taranzor' [6,+14] (+2)
k) The Cloak 'Colannon' [1,+15] (+3 to stealth) {Sky Drake, 3150'}
l) The Shadow Cloak of Tuor [4,+15] (+4 to stealth) {Minor Vault, 3600'}
m) The Small Metal Shield of Thorin [5,+21] (+3) {Vault, 2400'}
n) The Large Metal Shield 'Ninniach' [8,+21] (+3 to searching) {Mature Green D}
o) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+11] (+2) {700'}
p) The Set of Cesti of Fingolfin (+10,+10) [4,+15] (+4) {Bronze Dragon, 4400'}
q) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+12] (+5)
r) The Long Bow 'Belthronding' (x3) (+20,+22) (+3) {3500'}
s) 46 Seeker Bolts of Wounding (1d11) (+6,+10)

  [Birth and Cheat Options]

Adult: Use point based character generation      : yes (adult_point_based)
Adult: Use Autoroller if rolling for stats       : yes (adult_auto_roller)
Adult: Artifacts preserved & no special feelings : yes (adult_preserve)
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 30.3.2005 01:36
Last updated on 25.4.2005 17:10

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On 30.3.2005 01:42 dominic wrote:
Back for torsoboy 2005!

First impression is that Evasion is really, really useful. Other notes: I suck at throwing daggers, I thought that wasn't the case before (but I could be wrong). Almost gave up this character when I sold my flasks of oil to the Desperate Adventurer and found out I only had another 500 turns, no ? of Recall. Did make it back up, with help from a wooden torch I found somewhere.

God, I haven't played this for such a long time. I hope to finally beat this game this year. :)

On 30.3.2005 14:33 dominic wrote:
Reached clvl 20 today. Current recall depth 600'.

Spent 19k on a Rod of Lightning Balls just to find out that this character can't use it yet. Should've saved it for a good ego weapon instead, I guess.

The Evasion and Protection from Evil combo is superb. It's like having twice the HP.

What I like so far: haven't run into too many acidic spitters, and the Beastmen I ran into didn't summon Marksman Ants. {good} Ammo drops are a great source of income, as I don't need to spend an ID on the stack.

What I don't like: It seems that well-balanced throwing stuff gets dropped so many times it's getting ridiculous. Four out of six uniques dropped throwing weapons. If a Warrior can't even use them adequately, it means that seven out of nine Player Classes have no use for what seems to be the most common drop in 0.6.2.

On 30.3.2005 14:50 dominic wrote:
I see 0.6.2b has been released. It toned down Evasion, rightfully I guess. If I had known it was going to change, I would've chosen my Special Abilities diferently (Armsman + Fast Attacking + Athletics or Fury). As I've invested a considerable amount of time in it, I'll only upgrade after this character had died.

The new rings sound like fun though.

On 31.3.2005 17:04 dominic wrote:
Clvl 24, 850'.

A couple of trap doors took me from happy fun land to scary I can't see what's killing me land. The Minquen randart armor covers Light and Confusion. I bought a ring of See Invisible, which I really needed. Haven't found an ego weapon so far!

On 2.4.2005 22:46 dominic wrote:
Clvl 26, 1000'.

I like the change in acidic monsters in that they don't damage your armor every turn. The chance is still there but a fight with an acidic creature won't set you back a dozen AC like it did in 0.6.1. This translates into a significant gold advantage over characters in previous versions.


On 5.4.2005 15:14 dominic wrote:
Clvl 28, 1100'.

Blindness still messes me up sometimes. Just found Careth Asdriag which I sold so I could buy two more Rods of Frost Bolts. I'm still waiting for a good ego weapon to show up before going to stat leveling depth. It would at least free up a ring slot as I won't need a Ring of See Invisible. Right now most baddies take two turns to melee, which is unacceptable!

On 6.4.2005 00:23 dominic wrote:
Clvl 29, 1150'.

A runin with some Gelatinous Cubes and Ochre Jellies brought me down 10AC I think. I found a wand of Polymorph, which I will save for these guys. They piss me off.

Also, I needed two rounds of melee to kill a battlehardened veteran in town just now. What the heck! :D

On 6.4.2005 06:13 Atriel wrote:
Hmm... even thu your sword has slay evil, Careth had a bonus to STR and DEX and is a very light weapon, allowing more blows *fast*.
And criticals hurt too, with a d7 dice, del as much damage as criticals of your slay evil sword... its one of my fave early weapons.
Later, Sabres, Shortword, Cutlasses are better than Long/Broadswords/Bastard to Fighters and assassins, due to the high to-hit converted to more criticals.
Throwing deal a lot of damage, more than a single shot of whatever in the same class... i´ve done 300 damage with fighter with a unique dagger in 6.0.

On 6.4.2005 16:57 dominic wrote:

On 6.4.2005 17:02 dominic wrote:
I'll keep it in mind next time, Atriel. At the time I valued ranged attacks more highly. When I equipped Careth Asdriag I saw I had four blows/round with it. Oh well, lesson learnt.

On 6.4.2005 17:29 dominic wrote:
BTW, I've totally forgotten how combat in O works, though I do remember there being a spoiler file (but I can't find it).

From top of my mind is it something like this?

Damage = (Weapondice + Crits) * Blows * Slay/Brand modifier

On 6.4.2005 18:02 wrote:
every blow is calculated separately... the damage for each blow is something like (dice + crits) * slay|brand * deadliness% + extra_bonus ... for more details see 'combat.txt' in the help (press '?42') ... for even more details see 'attack.c' in the source ;)

On 7.4.2005 02:40 Atriel wrote:
The straight extra bonus applies only to slays and only in the newer versions. a 0.5 slay (evil) deals 5 damage, 0.7 deals 7 and so on.
Criticals r based on the BASE dice of the weapon. A 2d8 weapon has 2x better criticals than a 4d4.
Average critical later add ~2.7 dice.
heh, i used to like Bastard Swords cuz they´re the heaviest 6-blow sword...
Now i like Stormhamers, Sabres and Forasgil :)
Exception: CALRIS!!!

On 7.4.2005 14:19 dominic wrote:
I'd like it if heavier weapons had a extra bonus related to its weight, representing the extra force it has.

I'm thinking of a tenth of the weight in lbs: a Lance (3d8+3) 30.0lbs.

Clvl 31, 1400'.

Making steady progress, approaching my 2003 dump. I replaced my Slay Evil Longsword 2d5 with a Slay Evil Scimitar 2d7. Also bought a Rod of Firebolts 50% off, to finish cold resisting monsters. I still haven't seen any Westernesse or Holy Avenger weapons.

By the way, should I do anything diferent from last year's dump? I'll carry Teleport level scrolls as soon as I get resist Blind. I've turned off special feelings for this year.

On 7.4.2005 16:35 dominic wrote:
Clvl 31, 1500'.

Of course I find a Holy Avenger the moment after I make the post above. I found a randart boots that came out of an Acquirement scroll, which came out of a chest that was dropped by a Player Ghost. Too bad it doesn't do anything special.

Anyway, the Holy Avenger frees up a ring slot.

On 8.4.2005 13:21 dominic wrote:
Clvl 32, 1500'.

Beat torsoboy 2003!

I built up quite some firepower, 3 rods of Cold Bolts, a rod of Fire Bolts, and Dethanc @v0. Just cleared a Giant pit and a Young Black Dragon pit - which ruined my AC. Giant Paladins almost killed me with their curses.

Waiting for some more scrolls of Protection from Evil and scrolls of Teleport to show up. Stores have not been working with me lately. :)

On 8.4.2005 15:13 dominic wrote:
Atriel: I found the O combat spoilers, and I see what you mean now. I'll try a pike warrior next ;).

On 10.4.2005 20:41 dominic wrote:
Clvl 34, 1600'.

I finally have both Confusion and Blind covered, the two things I lost most of my characters to. With the +4 DEX ring I get four blows, so I think I'll make my way to 1800' and hope for some good equipment.

On 11.4.2005 07:10 Atriel wrote:
Did you notice how much the spec choices change with small changes in character build, like the hi-dice weapon warrior? Armsman (that imho is not as good as Fast Attacking in most builds) is invaluable to a pike warrior, as is Fury. And Shield Mastery (my fave warrior spec) is a no-no. BTW i found once a 1d20 Holy Avenger Pike at ~4000... with a necromancer. Lucky, but i think the pike object should get a small powerup, being 2hreq.

On 11.4.2005 12:06 dominic wrote:
Fast attacking adds 25% chance of getting an additional blow/round from the very start, which is pretty good. Armsman adds 16,7% chance of a critical every blow, which I think is better.

I don't know about Fury... I was pretty disappointed with it in 0.6.1, but it has since changed and I haven't tried it out yet.

I'm surprised there aren't any Gnome Warriors yet, they have an awesome bonus to a traditional Warrior's weaker spot: +18 Magic Device skill. A Clvl 1 Gnome warrior is as good with Wands/Staves/Rods as a Clvl 18 Dunadan warrior. I've got one but she's a Marksman/Piercing shot build.

On 11.4.2005 17:34 dominic wrote:
Clvl 34, 1600'.

Haven't dived yet as I get too much stuff to sell. I also found out Cambeleg gives Free Action, which made my boots of FA redundant. Doh!

Wearing my randart boots now, +3 DEX (sustained) and Nexus resist.

I've also found the three *thanc daggers. Haven't sold them yet but I know I will some day. I'm wondering if I get more money out of them if they're upgraded (enchanted).

On 12.4.2005 16:00 dominic wrote:
Clvl 37, 1850'.

I want to go to 2000', but I keep getting good stuff to sell. Too bad I'm a compulsive shopper. Anyhow, statgaining works at 1850' too, so I'm making progress.

On 13.4.2005 00:33 dominic wrote:
Clvl 39, 2000'.

Just cleared the Battlefields of the Elements, found Gondricam (not sure if I should wield it, haven't done the math yet). I did get a whole bunch of stat potions, so that speeded up statgaining a whole lot. Also found a favorite of mine: Amulet of Magical Item Mastery +3, which made me ditch the rods of Firebolts and replace it with a rod of Lightning Balls.

Of course after the deed was done did I find out that I don't have a good ranged attack against Undead. Is it me, or does shooting do very little damage with Warriors? Are Amrod/Amras still bugged or something?

On 13.4.2005 00:34 dominic wrote:
Clvl 39, 2000'.

Just cleared the Battlefields of the Elements, found Gondricam (not sure if I should wield it, haven't done the math yet). I did get a whole bunch of stat potions, so that speeded up statgaining a whole lot. Also found a favorite of mine: Amulet of Magical Item Mastery +3, which made me ditch the rods of Firebolts and replace it with a rod of Lightning Balls.

Of course after the deed was done did I find out that I don't have a good ranged attack against Undead. Is it me, or does shooting do very little damage with Warriors? Are Amrod/Amras still bugged or something?

Oh, I'm also approaching Clvl 40, haven't decided whether I should take Fury or Athletics. Any suggestions?

On 13.4.2005 01:18 Atriel wrote:
All missile ranged damage is pretty nerfed in O, and the fact that normal arrows are pretty useless (opposed to OK to use in vanilla and everywhere cuz in O arrow damage is everything) is why playing a pure missile ranger a huge challenge.
IMHO you don´t need Athletics with your build. Athletics is useful to combos with low dex/con or with the old / verynew evasion, plenty of ways to max con and dex later (RoPs, DorLomin, Calris, Dwarves.......)
I haven´t seen the new fury, so if i were you, i´d test it with a new low char. IMHO, Shield Mastery is the best pick. It raises AC a bit, gives improved deflection of projectiles and shards, and improved damage (and stun) from shield bashes.

On 13.4.2005 17:12 dominic wrote:
Clvl 40, 2100'.

I've taken Fury, after testing it with a scratch character in Wizard mode. It seems really useful to me now, and it works great with the spread attacks ability Warriors get at Clvl 40. Thumbs up!

Life is pretty good for this character at the moment. According to my calculations, my rods of Frost Bolts have an good activation chance (p = .96), as do my rod of Lightning Balls (p = .94). I use these to wear my enemies down, then whack 'em when they get close. With ten rods, they are almost never out of charges.

BTW: what are Sprigs of Athelas good for? I understand it cures Black Breath, but what does Black Breath do?

On 13.4.2005 18:53 wrote:
Black Breath drains your experience (as the One Ring does ;) ). You can get it from higher undead (monster level > 40) or morgul spells. Then you will need athelas, *healing* or life potions to get rid of it.

On 15.4.2005 03:42 Atriel wrote:
I rarely cared about black breath later, with my few hi lvl chars, you´ll find one sooner or later.

On 15.4.2005 15:24 dominic wrote:
Thanks for the info, guys.

Clvl 43, 2300'.

I've got several weapon options at the moment: Glamdring (which looked good until I found the other weapons), Mundwine 3d10 Slay Evil and Forasgil 1d12 Frost Brand.

I get four blows with Mundwine and six with Forasgil. My calculations (on top of my head) are:

Mundwine: 4 blows * (3 dice + 2.5 crits) = 22d10 //assuming all criticals, not counting slay

Forasgil: 6 blows * (1 dice + 2.5 crits) = 21d12 //assuming all criticals, not counting brand

I'm going with Mundwine because it has slay evil, but I guess they both come very close for damage. Forasgil does have a better chance of getting a Fast Attack extra blow (75%) versus Mundwine (50%). Those extra attacks get me more criticals. Any ideas?

On 15.4.2005 17:11 dominic wrote:
Hm. I sold my Holy Avengers, then find Thranduil, and guess what: Glamdring, Mundwine, and Forasgil don't give See Invisible. doh.

BTW: Fury is pretty awesome, I was standing in the middle of a Troll pit and my speed got up to +8! Didn't take more than 100 damage so Fury is very much worth it.

On 15.4.2005 23:29 wrote:
If you can get up to +8 speed unhasted, without taking a ton of damage, Fury sounds like it's pretty darn nice now. Wow.

Imo Mundwine is going to be superior to Forasgil.

Warning: unverified mathematical musings follow.

Base damage w/criticals:
Assume a generous 60 percent or so critical rate (this is probably somewhat too high, favoring Forasgil, but more realistic than %100). Mundine likely wins hands down.

Fast attacking:
While add'l attacks are more likely with fast attacking the more blows you have, when it "fires" it is still adding only one blow, which is a smaller proportion of your overall damage/turn.

E.g., with a 4 attack/round weapon, fast attacking going off will increase your expected damage 25%, while an extra attack with a 6 attack/round weapon will only increase damage ~16-17 percent. Criticals don't change this percentage increase in expected damage.

Of course, the chance of it going off is worse with 4 attacks/rnd than with 6 attacks/rnd, and I don't pretend to know the exact manner in which the talent is implemented, but in the end I doubt the talent would cause a huge damage swing in evaluating the weapons, with it probably working out so that there's probably a few percentage point damage gain from using a higher blow weapon with fast attacking as opposed to a slower weapon with fast attacking.

I prefer slay evil, because whenever I encounter a tough creature, particularly unique, I pretty much assume it's evil.

The more damaging frost brand is nice against a nonresistant creature, particularly since there's more bonus damage applied on each strike. The math will be closer here against a creature that's that's susceptible to both slays, but I would expect that Mundwine would still come out on top, just by a slightly reduced margin.

With respect to damage between fast attacking and armsman, armsman is probably only clearly better for single dice weapons... Fast attacking going off doesn't deprive you of anything (you get an extra attack, free and clear) while if arsman goes off you might have received a critical anyway. Thus, it seems like one of those skills that, relatively speaking, gets worse with higher levels, as once a warrior reaches the point they deal critical damage (very hypothetical number) 50 percent of the time, all of a sudden the "boost" armsman contributes is only a 1/16 chance of a critical you wouldn't have otherwise received.

On 16.4.2005 01:01 wrote:
Blush. After all the above, I broke down and did some math. All other things being equal, assuming a crit adds just over 2.5 dice on average and happens just over 50 percent of the time, a 4-attack 3d10 weapon and a 6-attack 1d12 weapon should have almost identical damage. Let's hear it for critical hits (while I mourn my inability to edit the above post... ;-)

On 16.4.2005 02:10 dominic wrote:
Thanks for the comment, elrosk - I appreciate it :)

Clvl 24, 2400'.

Gotten back from a pretty scary vault, Balrog of Moria sitting inside, and a Vampire unique and a bunch of Time Hounds. I did get some nifty stuff there: boots of Speed +5, Magic Item Master +4, and Thorin. Haven't figured out what to wear now, but I like ESP and speed, so will go with that. Not having See Invisible made me go back to town because a Will-o-the-Wisp was bugging me. Will have to find another Holy Avenger I guess ;)

Ok, I'm going to spoil something. According to my spoiler text, Armsman and Fast Attacking work like this:

Armsman: every blow has 1/6 chance of becoming a critical, on top of the normal chance.

Fast Attacking: You may get one extra blow in a round, and the chance of getting a Fast Attack is the number of blows / 8. With 6 blows (Forasgil) I would have 75% chance of getting a Fast Attack, with 4 blows (Mundwine) I'd get 50%.

As for getting criticals, the normal chance depends on melee skill (which needs some explaining, because it isn't shown in the character screen). It's melee skill / (melee skill + 240). In my case it would be about 44%.

On 16.4.2005 02:51 wrote:
Dominic, thanks for the spoiler. I remember seeing that information around, then the website hosting it going down/moving. Apparently I should have checked google groups for the info before spamming you ;-)

From that info, it seems regardless of blows/round, fast attacking increases expected damage per round by a set amount... 12.5 percent, and can thus be disregarded when comparing two weapons.
1 + (blows per round/8 [chance of extra attack] x 1/blows per round [the increase in damage in that round caused by the extra attack]) = 1.125

On 17.4.2005 18:44 dominic wrote:
Clvl 48, 2700'.

I'm on the first page! :)

Check out my Pike of Burning 1d16... I get five blows with it so I figure it can potentially do more damage than Mundwine. Found it while clearing an Ancient Green Dragon pit, which turned up five artifacts: Dal-i-thalion, Gurthang, Totila, Faramir and a crap randart.

I'm currently keeping Holhenneth as my See Invisible swap, waiting for Dor-Lomin to show up. Quylthugs are the notorious invisible non-ESP monsters that can ruin my day.

Finished stat-gain too, so I think I can go to 3000' now. I'll start carrying the Genocide / *Destruction* scrolls when I get a Rod of Perception; right now I can't afford to use up that space and teleport level is my safety now. Haven't had to use teleport level yet, I hope it stays that way.

On 17.4.2005 18:47 dominic wrote:
BTW: I thought Acid Immunity (Thorin) also protected your other stuff from getting damaged from Acid? Or is Disenchant Resist the only resist that protects your other stuff as well?

On 18.4.2005 00:41 dominic wrote:
Clvl 49, 3150'.

I think I went in too deep. Which is not a good situation, in Angband and otherwise.

Just came back from the 'Here be dragons' level, almost got killed several times. The Great Wyrm of Balance is too nasty for me at the moment. Wide open spaces everywhere didn't help either. Had to *Destruct* quite a bit to get rid of Dracolisks and Dracoliches.

One more stupid moment was my stray lightning ball shattering a Quartzite Ring I spent an hour getting to. Probably a RoS +15 knowing my luck. :)

Now, Ringil: Please return to your master.

On 18.4.2005 03:09 Atriel wrote:
I think this of acid / fire immunity not protecting equipment is a bug, or SOME elemental attacks from monsters bypass it. I´ve lost books with necromancer and paladin with fire imunity against fire attacks.
Hmmm i have done math about damage/criticals a while ago (O 6.0), and i think to-hit affects critical chance and quality, as i concluded that warriors and assassins (2 best fighting classes) have ~2.8 dice added on melee criticals, average. Also true to boosted paladin.

On 18.4.2005 07:04 wrote:
From the help files:
"Immunity to Acid:
You take no damage from acid. Worn items will not be affected by acid.
Staffs, missiles, weapons, armour, and scrolls in your backpack become highly resistant to destruction." ;)

Looking at the source, I can tell that "highly resistant" means the inventory damage occurs 5 times less often.

On 18.4.2005 12:31 dominic wrote:
My Boots of Speed got damaged from Acid Attacks, that's why I'm asking.

On 18.4.2005 15:16 wrote:
Hmm... re-read the source... You're right, acid immunity does not protect worn items. In Oangband/Sangband all the checks for immunity are done _after_ ac is reduced. Looks like a bug (or undocumented feature) ;)

On 18.4.2005 17:27 dominic wrote:
Clvl 50, 3150'.

Killed Smaug, Fundin and Draugluin. Smaug was easy, Fundin had quite a lot of HP, Draugluin couldn't cross the lava lake and I killed him with Lightning Balls from out of sight.

I found Avavir, which is very interesting but has bad damage IMO. Sold it. Also got two Rods of Perception so I'll carry *Destruction* scrolls. Only carelessness / stupidity can kill me now ;)

I wonder if I'll get the Moria special level with this character, that was a fun level.

On 18.4.2005 17:53 wrote:
IIRC, the Moria level can appear only between 1000' and 1800'

On 19.4.2005 14:16 dominic wrote:
I (accidentally) found out that the Rod of Delving works awesome vs. Living Dungeons. Perhaps it will work against Stone Wardens as well. Those two monsters have annoyingly lots of HP, so it's nice to have a way to deal with them from a distance.

I should be more careful, a Patriarch summoned a bunch of Dark Elven Sorcerors and I was down 600HP just like that. *Destructed*. On another occasion, I recalled to the dungeon, landed in a tunnel with six or seven Time Hounds and they all breathed before I could do anything. *Destructed*. I met Cantoras, found out I couldn't kill him yet and his summoned Black Reaver disenchanted my Cambeleg. *Destructed*. Plasma is so annoying... they keep destroying my scrolls. ;)

On 19.4.2005 16:05 dominic wrote:

I'm at a depth where Dor-Lomin could show up, after which I can sell off some stuff. I also found Zarcuthra, which I don't need to wield 2handed and kills Demons nicely. I'm holding onto the Trident of Wrath for Light/Dark resistance, and for stealth. Had another moment that almost killed me: Patriarch summoned an Ethereal Dragon which breathed on me, I *Destructed*, then as I walk out of the mess unhealed, a bunch of greater demons chased me. Black U I thought to be a Hezrou turned out to be Krotus (whoops). I got Netherstormed. Teleported out, found Zarcuthra and killed all of them. :D

On 20.4.2005 00:20 dominic wrote:

Well, there it is: Dor-Lomin. Threw out Holhenneth and Thranduil. :)

Also shuffled my equipment around - I don't need Trident of Wrath for Light/Dark anymore, but it's nice to be able to sneak around - something I can't do with Zarcuthra. I was wondering what made Calris better then Zarcuthra and found out Calris is just light enough to get six blows with. I'll keep looking then ;)

Zarcuthra does slay Undead though, something Calris doesn't do. It's too late for me to do some math but I figure the extra blow Calris gives compensates nicely for the slay - and generally does better against non-undead, compared to Zarcuthra.

Also, Eol combined with Magic Mastery +4 gives me a total device skill of 128! :)

On 20.4.2005 17:15 dominic wrote:
Note to self: Been playing almost a month and finally found out there's an auto-more option. Doh. Well, it saves me quite a lot of tapping on the spacebar. Also macroed destroy {Squelch} (k!) on Shift+5, which speeds up play considerably. I wish the macros stopped working in the options menu though, it's kinda annoying to get unexpected results when pressing macroed keys.


I should find something with resist shards, which turned out to be important after all. GWOL breathes shards IIRC, which can be painful unresisted. Recalling back to the dungeon with Zarcuthra equipped turns quite some heads, so to speak. Almost got killed again when I started out next to an undead pit, Black Reavers came out screaming for my blood. I suck at Angband :P

On 20.4.2005 18:31 wrote:
If you are using the original keyset, then the keypad */+- keys are good for macros. Or you can use mappings instead of macros. (good candidates to redefinine are Q, ^A and ^W :) )

Both GWoL and GWoB can breathe shards, so beware ;)

On 20.4.2005 19:00 dominic wrote:
What's the diference between mappings and macros anyway? I understand keymaps allow me to map one key to another. Macros allow me to map a series of keypresses to one key. Am I wrong?

* is used for targeting, - to point at the floor, / for equipped. I suppose that leaves me + to play with.

On 20.4.2005 20:15 wrote:
Macros can have a char sequence as a trigger, so with them you can map special keys (such as F1-F12, PgUp, PgDn, Del...) which are internally represented as a sequences. You can even create prefixed keymaps (say, ^Dm -- detect monsters, ^Dt -- detect traps and so on).

Mappings can only use a single char as a trigger, but they are more reliable (with macros you can sometimes get some really wierd results :) ). And they are not processed in menus. ;)

On 20.4.2005 20:47 dominic wrote:
Thanks for the info, anonymous. I'll go edit my stuff now. :)

Defiler got the jump on me, and summoned a bunch of minions. They were all pretty sad though. I told the Defiler to lay down and he left Feanor's boots behind. Good doggie! :)

On 20.4.2005 20:52 dominic wrote:
Arvedui gives resistance to shards, and it was at home so I'm wearing it now. I lost resist Confusion, which Faramir takes care of. I do lose 40 Magic Device skill though. boo

On 20.4.2005 21:48 dominic wrote:
wow, that Dominic guy sure talks alot doesn't he? ;)

Well, I don't find Feanor and Ringil both within one hour every day. Time to take the plunge!

On 21.4.2005 07:59 wrote:
The anonymous post above was mine :)

Wow, Feaonor from the Defiler! In my games all those high-level uniques are dropping only useless crap. :)

Looks like you are about to win this game. ;)

On 22.4.2005 17:06 dominic wrote:

Looking for Soulkeeper, so I can free up a ring slot and wear that RoS +8. Although that would require me finding resist Shards again. Still doing good, there are few monsters I have to fear at the moment. Got pretty good stealth - most monsters are murdered in their sleep. ;)

On 23.4.2005 22:34 dominic wrote:

With some researching, I found out Soulkeeper won't cut it, because I'd lose Resist Shards. Very few artifacts give Shard protection:

Thalkettoth: sold
Arvedui: doesn't give much armor
Crown of Numenor: I like Dor-Lomin too much ;)
Bladeturner: now that would be nice ;)

Anyway, the Law DSM does the trick for now, but a Balance or Power DSM would be better. Since I'm not wearing Thorin, my STR and CON aren't ***, but I do get to wear my RoS +9. It's probably worth the 80 HP diference.

I've actually never fought with Morgoth before. I understand that he's very very fast, summons greater undead/ancient dragons/uniques, bores through walls and has nasty damage spells. Not to mention quite a lot of HP. I'm wondering how to kill that guy. Melee him with a whole bunch of Life potions?

I'm saving up *Healing*, Life, Genocide, Mass Genocide, and Rune of Protection. How many Runes of Protection should be enough?

On 24.4.2005 14:59 dominic wrote:

Got a Balance DSM. :)

I think I can go ahead and take out Sauron now. I've got permanent speed +41, all resists covered, but at the cost of 105 HP and stealth. When I need it, I can swap in either Narya or Nenya. Narya has been especially useful for demon fighting. I lost about 150 HP fighting Gothmog.

I also met and defeated my first GWoP. The fact that it can bore through walls makes all the diference. I'm more afraid of Storms of Unmagic though. They don't show up on my ESP radar.

On 24.4.2005 16:28 wrote:
Killing Morgoth is often something of a battle of attrition, doing damage on those rounds you're not stuck healing. My approach with a melee character may not be terribly efficient, but I'll offer it here... I'll zigzag a path to a corner of the map (only 3 non-permanent squares possible for summoning, and one of those will be taken up by Morgoth) and melee Morgy. If, nevertheless, I get into a really bad summon situation, I'll teleport out and prepare the same approach at another corner, etc.

This is of course in the absence of some other permanent walls on the level I can use.

On 24.4.2005 21:48 dominic wrote:

Sauron's passed on. Sauron is no more. He has ceased to be. He's expired and gone to meet its maker. THIS IS A LATE SORCEROR. Too bad he didn't drop anything interesting.

If the fight with Sauron is any indication though, I'll need to have a whole lot more Healing potions. I think permanent speed +41 is a bit excessive, and HP is nice to have. The Rings of Power take care of that.

On 25.4.2005 17:22 dominic wrote:
A winner is me!

I made one trip trying to collect *Healing* potions but it was boring so I went for Morgoth today. On my way to the corner of the map I stumbled upon a trap which summoned a bunch of nasties, had to *destruct* and took Morgoth with it. I think *destruct* banishes Uniques from the level (doesn't it?), so I went up and down the stairs for a second try.

I went to the ass end of the other side of the map because that was convenient for me. Had to teleport Morgoth away several times when preparing for battle. Used scroll of protection, and potion of speed. Had to use Mass Genocide once to get rid of summons. Brought resistance potions with me but forgot to use them. ;)

Anyway, the fight was less hard than I expected. Had more speed than Morgoth, so I quffed Healing when down to ~700 HP, and *Healing* when below that. Didn't have to quaff Life potions so that's saying how nice my equipment was ;)

Four years of Dunadan warrior experience. I'll try something else now.

On 25.4.2005 17:24 wrote:
Congratulations :)

On 26.4.2005 05:12 wrote:
Impressive. What's for next year?

On 26.4.2005 06:34 Atriel wrote:
Pretty cool! %)

On 26.4.2005 11:03 dominic wrote:
Next year I'm going to do Gnome Paladin. That should be a little harder ;)

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