The Angband Ladder: Garion, Human no-class by <>

                 [Sangband 0.9.9, beta 19 Character Dump]

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You were rolled up 632576 times before being accepted.
        Garion           Age    :             24  STR!  18/210
    the Night Lord       Height :     6 ft, 0 in  INT!  18/***
                         Weight :         160 lb  WIS!  18/180
Gender : Male                                     DEX!  18/180
Race   : Human                  Slayer of         CON!  18/210
Realm  : Necromancy         Morgoth, Lord of      CHR!  18/160
Max Hitpoints       882  Power               100  Max Mana          457
Cur Hitpoints       882  Score              6861  Cur Mana          457

       (Melee)           Unspent Exp     1949680         (Missile)
Blows per round       6  Gold           11388900  Shots per round     2
+ to Skill           11                           + to Skill         19
Deadliness (%)      117  Max Depth       5000 ft  Deadliness (%)    119

                          (Character Abilities)
Melee     : Very Good  Saving Throw: Legendary  Magic Device: Heroic
Shooting  : Excellent  Stealth     : Fair       Dodging     : Superb
Throwing  : Very Good  Perception  : Legendary  Fame        : Immortal
Digging   : Fair       Disarming   : Legendary  Infra-Vision: 0 feet

   Speed       : +28
   Armour      : 159
   Kills       : 11764
   Time Elapsed: 32 days, 0 hours, 34 minutes   (3202419 turns)

  [Character Attributes]

      abcdefghijkl@        Stat Intrnl abcdefghijkl@ Adjust
Stlth:3............        STR! 18/100 3.13....4.... 18/210
Invis:..13.........        INT! 18/100 ..134..2.2..4 18/***
Aware:.............        WIS! 18/100 ..13...2.2... 18/180
Disar:.............        DEX! 18/100 ..13......4.. 18/180
Devic:.............        CON! 18/100 3.13....4.... 18/210
Speed:.2**.......*.        CHR! 18/100 ..13...2..... 18/160

      abcdefghijkl@                           abcdefghijkl@
Infra:.............                     NFuel:.....+.......
Tunnl:.............                     Steal:.............
Save :.....2.......                     NoMag:.............
Mana :.............                     Telep:.............
Light:.....3.......                     Aggra:.............


      abcdefghijkl@       abcdefghijkl@       abcdefghijkl@
Acid :+.....+.*.... Light:......+...... Food :..++.........
Elec :+..*..+...... Dark :......++..... Feath:+..+.........
Fire :+.*...+...... Sound:......+.+.... Shine:.............
Cold :+.....++..... Shard:......+...... Regen:+.++.......+.
Pois :......+...... Nexus:......+...... ESP  :.........+...
Fear :............. Nethr:......++..... SeeIn:+.++.+.......
Blind:++.......+... Chaos:......+++.... FrAct:+.++....+....
Confu:.+........... Disen:......+...... HLife:...+.........

  [Last Messages]

You no longer have the Mighty Hammers 'Grond' (9d9) (+5,+25) [+10] (w).
You bought a Scroll of *Identify* (h) for 1010 gold.
You have a Scroll of *Identify* (l).
In your pack: the Throwing Hammer 'Mjollnir' (2d7) (-5,+24) (+3) {Morgoth} (w).
You have no more Scrolls of *Identify* (l).
You see the Mighty Hammer 'Grond' (9d9) (+5,+25) [+10].
You have the Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] (w).
Saving game...
Replace existing file ./lib/user/Garion.txt?  y
Character dump saved in the "./lib/user" directory.
You are not currently undertaking a quest.
Do you want to retire?  y
Replace existing file ./lib/user/Garion.txt?  y


Swordsmanship     :  11%
Clubbing          :  10%
Jousting          :  10%
Spellcasting      : 100%
Magical Power     : 100%
Blood Dominion    : 100%
Magical Device    : 100%
Perception        : 100%
Disarming         :  95%
Dodging           : 100%
Spell Resistance  : 100%

You have bound yourself to the Black Mystery.

  [Character Equipment]

the Battle Axe of Belegost (3d8) (+11,+14) [+5] (+3)
     +3 STR, CON, Stealth.  Slay Evil, Demon, Troll.
     Resist Acid, Lightning, Fire, Cold, Blindness.
     Feather Falling; Regeneration; See Invisible; Free Action.
the Sling of Buckland (x4) (+19,+15) (+2) {Gyrus}
     +2 Speed, Shots, Might.
     Resist Blindness, Confusion.
the Ring of Power 'Narya' (+1, +10)
     Activates for large fire ball (225) every 125-150 turns.  [0% fail]
     +1 all stats; +10 Speed; +1 Invisibility.
     Sustain STR, DEX.  Immunity to Fire.
     Slow Digestion; Regeneration; See Invisible; Free Action.
the Ring of Power 'Vilya' (+3, +10)
     Activates for large electricity ball (275) every 125-150 turns.  [0% fail]
     +3 all stats; +10 Speed; +3 Invisibility.
     Sustain STR, INT, WIS, DEX.  Immunity to Lightning.
     Slow Digestion; Feather Falling; Regeneration; See Invisible
     Free Action; Hold Life.
an Amulet of Intelligence (+4)
the Star of Elendil (lit) [3] (+2 to saving throw (x5))
     Activates for magic mapping every 30-60 turns.  [0% fail]
     +10 Save.  See Invisible.  Permanent Light (radius 3)
Power Dragon Scale Mail (-2) [40,+18]
     Activates for breathe the elements (damage 270) every 120-160 turns.  [0%
     Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Sound,
     Shards, Nexus, Nether, Chaos, Disenchantment.
the Shadow Cloak of Luthien [4,+20] (+2)
     Activates for restore skills every 450 turns.  [0% fail]
     +2 INT, WIS, CHR.  Resist Cold, Dark, Nether, Chaos.
the Small Metal Shield of Thorin [5,+21] (+4)
     +4 STR, CON.  Immunity to Acid.
     Resist Sound, Chaos.  Free Action.
the Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 INT, WIS.  Resist Blindness.  ESP.
a Set of Leather Gloves of Agility [1,+8] (+4)
a Pair of Dwarven Boots of Speed [5,+7] (+10)

  [Character Inventory]

4 Tomes of Necromancy [Beginner's Curses]
3 Tomes of Necromancy [Darker Elements] {50% off}
     Does 4d8 thrown damage
4 Tomes of Necromancy [Frightful Realms]
     Does 5d17 thrown damage
a Tome of Necromancy [Mysteries of Angmar] {!d!d!k!k}
     Does 5d29 thrown damage
a Tome of Necromancy [Doomspells]
     Does 5d43 thrown damage
a Tome of Necromancy [Triumph of the Will]
     Does 5d59 thrown damage
a Tome of Necromancy [Necronomicon]
     Does 6d65 thrown damage
14 Potions of Resistance
22 Potions of Healing
5 Potions of *Healing* {Gabriel}
3 Potions of Life
3 Rods of Recall (1 charging)
3 Rods of Healing
3 Rods of Restoration
3 Rods of Light
8 Wands of Doomblasts (24 charges)
a Staff of Power (4 charges)
     Unusually durable
a Staff of Holiness (7 charges)
     Unusually durable
a Staff of Doomspells (3 charges)
     Unusually durable
the Palantir of Westernesse (lit) [2] (+2, -5) (charging) {Fundin Bluecl
     Activates for full clairvoyance - at grave risk - every 175-350 turns.  [0%
     +2 INT, WIS, Awareness; -5 Stealth.  Resist Blindness.
     ESP; See Invisible; Drains Exp.
     Does 10d10 thrown damage;  Permanent Light (radius 2)
the Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
     +125 all stats; +125 Infravision.
     Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark, Nexus,
     Permanent Light; ESP; See Invisible;  Permanently Cursed.
the Throwing Hammer 'Mjollnir' (2d7) (-5,+24) (+3) {Morgoth}
     +3 STR, DEX, CON.  Slay Evil, Giant.
     Brand Lightning.  Well-Balanced.  Immunity to Lightning.
the Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
     Slay Animal, Evil, Undead, Demon, Orc, Troll, Dragon.
     Resist Acid, Lightning, Fire, Cold.
     ESP; See Invisible; Impact; Aggravates.

  [Home Inventory]

2 Rods of Glaurung's Blood
a Staff of Healing (4 charges)
     Unusually durable
a Ring of Constitution (+5)
the Ring of Barahir (+1)
     +1 all stats; +1 Stealth.  Resist Poison.
the Amulet of Carlammas (+2)
     Activates for banishment and protection from evil (duration 50-100) every
225-450 turns.  [0% fail]
     +2 CON.  Resist Fire.
the Phial of Galadriel (lit) [3]
     Activates for illumination, burst of light (4d25 damage),
     and some curing every 10-20 turns.  [0% fail]
     Permanent Light (radius 3)
the Brigandine Armour of the Rohirrim (-2) [18,+15] (+2)
     +2 STR, DEX.
     Resist Acid, Lightning, Fire, Cold, Sound, Confusion.
a Robe of Permanence [2,+20] {Gyrus}
     Sustain all stats.
     Resist Acid, Lightning, Fire, Cold, Blindness.
     Permanent Light; Hold Life.
the Soft Leather Armour 'Hithlomir' [4,+20] (+4 to stealth)
     +4 Stealth.
     Resist Acid, Lightning, Fire, Cold, Dark.
a Battle Cape of Invisibility (-2) [4,+12] (+5)
the Large Leather Shield of Celegorm [6,+19]
     Resist Acid, Lightning, Fire, Cold, Light, Dark.
the Large Metal Shield of Anarion [8,+18]
     Sustain all stats.
     Resist Acid, Lightning, Fire, Cold.
the Shield of Deflection of Gil-Galad [14,+16] (+3)
     Activates for blinding light (75) every 50 turns.  [0% fail]
     +3 CHR.  Sustain WIS, CHR.  Resist Acid, Lightning.
     Permanent Light.
a Jewel Encrusted Crown of the Magi [0,+17] (+3)
     +3 INT.  Sustain INT.
     Resist Acid, Lightning, Fire, Cold.  Regeneration.
a Hard Leather Cap of Serenity [2,+9]
     Resist Sound, Confusion.
the Steel Helm of Hammerhand [6,+20] (+3)
     +3 STR, DEX, CON.  Resist Acid, Nexus.
the Dragon Helm of Dor-Lomin [8,+20] (+4)
     +4 STR, DEX, CON.
     Resist Acid, Lightning, Fire, Cold, Light, Blindness.
     ESP; See Invisible.
the Pair of Soft Leather Boots 'Dal-i-thalion' [2,+12] (+5)
     Activates for remove fear, cast boldness, and cure poison every 5 turns. 
[0% fail]
     +5 DEX.  Sustain CON.  Resist Nether, Chaos.
     Free Action.
the Pair of Hard Leather Boots of Nevrast [3,+12] (+3)
     +3 CON, Stealth, Speed.
the Two-Handed Sword 'Gurthang' (3d10) (+13,+17) (+4)
     +4 STR.  Slay XDragon.
     Slow Digestion; Regeneration; Free Action.
the Pike of the Eorlingas (2d13) (+3,+21) (+2)
     +2 STR, DEX.  Slay Animal, Evil, Orc, Troll.
     See Invisible.
the Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 CON.  Slay Demon, Troll, Dragon.
     Resist Acid, Fire, Light, Dark, Chaos.  Free Action.
the Mace 'Taratol' (3d6) (+12,+12) {Harowen}
     Activates for haste self (duration 20-40) every 100-200 turns.  [0% fail]
     Slay Dragon.  Brand Lightning.  Immunity to Lightning.
the Heavy Crossbow of Harad (x6) (+18,+18) (-2)
     Activates for a deadly shot every 30-60 turns.  [0% fail]
     +2 Might; -2 WIS.  Resist Light, Dark.  Aggravates.

Posted on 10.10.2005 05:25
Last updated on 22.10.2005 21:11

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13. on the Sangband Ladder (of 287)


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On 10.10.2005 05:25 wrote:
Enjoying the latest Sangband... nice to return to it after my last winner, nearly 3 years ago. Trying a necro again to see what's changed. It's still too early to say all that much, though I really enjoy the rewards for testing out un-ID'd stuff. So far Summon Undead was the nastiest thing I've tried... I know there's plenty more "surprises" up ahead with this style of play.

On 11.10.2005 00:54 wrote:
Odd, for some reason Pav's site is reading my character as dead. Hopefully that's not an ill omen. :)

Well, nearing 950' or so, got a quest for pukelmen (haven't attempted it yet). Finally decided to take the Black Mystery, which led to a slight drop in hit points (about 20) and a slight boost in spell points. Death claw is a nice damage spell which has happily beamed for me in a few opportune times. And it seems Leon has quietly updated the version on his site to fix the Dispel Evil bug (and at least one other minor one I noticed). Thanks Leon!

Just plugging away. Got a semi-decent quest reward with a potion of intelligence. I was wondering what happens when one drinks one of those unidentified--the docs seem to suggest various beneficial potions are even better when tried this Russian roulette way. Maybe I'll get lucky and test this with another un-ID'd stat potion.

Anyway, just rambling here, not enough exciting stuff to report yet. Just hope I don't do anything too foolish--it's a lot of work building those skills up.

On 12.10.2005 00:23 wrote:
Had you quaffed the !oInt unided, I think it treats you like you quaffed 2 !oInt. Of course, at the same depth are !oStup, which have a chance of permanently reducing you int the first time you quaff them (unless it's sustained).

As for hp, there are 150 bonus hp for non-casters at power 100, 75 for casters, 0 for oath-bound casters, and like 200 for oath warriors. I'm not really sure what the buglars get.

Best of luck. ook tends to think I'm dead too, even when I'm not.

You can never die to a unided potion immediately (detonations and death won't kill you), but I generally decide to start iding them after stat gain or so.

On 13.10.2005 22:00 wrote:
Well, the previous successful iteration of Garion died to a Mushroom of Sickness, and my not realizing that you just have to weather the storm. A bug prevented my guy from getting into the Temple, but it has been since fixed.

This Garion attempt made it probably just as far, though I know his magic devices skill was better--Wormtongue dropped a wand of cold balls, which I had been using liberally to defeat several difficult quests. Nastiest was 30 some odd Stormcrows. Anyway, I ended up dying nearing the end of a quest for Mages when a hasted one double electric bolted me, and I didn't have the resistance. Might have killed me from max or close to it. Still, a fun game, and after a few day break I'll probably be back at it again sometime this weekend.

Doh. Despite my newer guy having an overall higher power (52nd or so), the Ladder won't replace this dump with him (guess his score isn't higher, or something). No biggie. Looking forward to trying again in a bit.

On 15.10.2005 20:14 wrote:
My best effort to date, but I've noticed a theme in early-mid level Sang deaths: no electrical resistance. Seems a lot of nasty monsters use electrical attacks, but the game is rather stingy giving out resistance. A Thunder giant electrical ball did over 100 damage to me. Already killed a handful of those guys too. The game was really starting to pick up. Well, I need a little break but I'm sure I'll be back. :)

On 15.10.2005 20:42 wrote:
Well, there are no rings of resist elec, so it's a harder resistance to find. You need a weapon of electricity, or armor/shield. I used to do a lot of crafting, but now it's so expensive, with the new experience penalty system, that spending on crafting is quite expensive. Really, you just need to get lucky and have wormy drop a armor or shield of resistance to get you through the middle game.

Oh, and thunder giants are nasty. Monster (and player) memory really help in that dept.

On 15.10.2005 20:43 wrote:
Oh, and electricity resistance is supposed to be the most uncommon resistance, both for monsters and for players, I think.

On 19.10.2005 04:48 wrote:
As always, there's a huge leap in power around stat-gain depth. Doing *much* better, finding artifacts (just cleared a mature blue dragon pit). Big turning point was finding a shield of resist electricity, which let me proceed a little less cautiously. Found that nice axe which gives me blindness resistance (huge in Sang with its intelligent spellcasters). Nearly died to those dragons because what necromancer can resist popping a hole in a big pit full of dragons, to dispel evil them to death? I hasted myself, so I was okay with their damage, but confusion kept getting me (went from 20 cure crits to 4 or so before I had it all under control). Fun but scary. Lots of neat items, including Thalkettoth, Neverast, and a little later on the same level, Celegorm.

More fun tomorrow. Thanks again, Leon!

On 20.10.2005 05:13 wrote:
Got a chance to play a few hours tonight. Latest quest was for Magma elementals (around 2400?), which were a pain because they had a tendency to hang out in walls, and I was too fast to run into them. I didn't have any detection that would work on them either.

The two dungeon books you see actually both came in town, of all places. I'd been sinking 10s of thousands of gold into the book store, hoping it would finally stock a good dungeon book. Well, I'd almost given it up and was prepared to write Leon a bug report about it, but finally this time Mysteries of Angmar showed up (has the ID spell and a light spell for necros). Netted me one inventory slot. Then my quest reward decided to actually be useful, and was another dungeon book. I've been putting my experience into spell levels, kind of planning ahead for when I find some useful books, and as a result I'm just a level or two shy of having all the spells from both books. Not really impressed with that Will book, but I didn't get a chance to really look over it as it's already late.

No real close calls. Most fun I had was finding my first greater demon pit, full of Eyrines, and popping open a wall, and repeatedly casting dispel evil. They drain strength, but I must have netted over 40k experience from nuking them all. No real noteworthy artifacts to speak of. I just got tired of waiting for Mysteries to show up, so I decided to dive until it would be common. My hit points seem high enough to handle most things, and with the changed depths of some monsters, I've only seen one ancient dragon so far. I've a feeling all that will be changing shortly. Shelob and Ar-Pharazon the Golden went down in a vault. Getting to that "it's starting to get fun" point, and I also finally finished with stat gain. Funny how if you drink a potion of augmentation and all your stats are maxed, and it's unIDed, it remains as such ("tried"). I suspected that had to be augmentation so I wasted an ID on it. Should have been patient and let something drain my stats first.

On 20.10.2005 05:35 wrote:
Mysteries is really useful; don't forget magic mapping!

The bookstore takes a *really* long time to get going, but can generate all the books, so it may be worth continuing the investment.

I'd wear isildur over himring; +2 con and confusion resist versus poison and nether and chaos at this point is *worth* it, especially as a spellcaster.

Don't forget to genocide anything annoying! Also, figure out which skills need maxing and which you can live without, to optimize score (or not).

You're to phial depth! But you already have a rod of healing! Lucky you!

On 21.10.2005 06:14 wrote:
And the adventure continues...

Had a nice quest reward of Power Dragon Scale Mail, which really let me be more creative with a few items, though I'm still stuck wearing this serenity helmet because PDSM in Sang doesn't have confusion resistance! It'd be nice to be able to max my int, hopefully some nice confusion + int helmet will come along, or I'll find confusion resistance in one of my other more mutable slots, like on a bow or cloak.

Maxed both spellcasting and blood mastery, and have been enjoying poking big holes in living monsters with Annihilation (270 damage or so). Also just realized how nice a couple spells are from that Will book--one lets you heal for a fairly low spell point cost, and another lets you convert hit points into a big chunk of mana. Between the two spells, regenerating spell points is fairly easy. This lets me just use my heavy hitting, high mana costing spells. I'm still hunting hungrily for the last couple books, and I've been pouring literally hundreds of thousands into the book shop hoping they'll stock something new. Well, I've seen the dungeon books I've already found appear, but other than that, no such luck.

Haven't had any real major close calls that I can remember. Newest quest is for a ton of Ice Wyrms, but I've already had some success against them in various Dragon pits. Those have been among my best sources of experience.

I figure tomorrow I should be able to get into the 4000's sometime. Hopefully a win this weekend, barring something stupid, which is still entirely possible. Lots of fun, as usual.

On 21.10.2005 14:47 wrote:
Nice going! PDSM is awesome :)

Amulet of the Magi will grant Blindness and Confusion resist (and FA and SI, IIRC).

Might want to carry around Taratol as a swap. Maybe not.

Might as well dump the rings of * resistance in the house. And all the body armor. You really want a ring of power. That would really make your day :)

On 21.10.2005 22:10 wrote:
Played a few hours today... just wanted to put in an update before I accidentally mess up and scroll through my tombstone pages. :)

Actually one close call involving a Solar and a Planetar. Both have a lovely ability to invoke some kind of Heaven's Wrath attack which does around 400+ damage. Got to the low hundreds from some of their poundings. This was on a quest for 22 or so Solars. But with all my speed (found Tulkas, which I just added after this quest for +6 more), as long as I hasted up first, I was pretty much in control of the battle. Also finished a quest for 20 some odd Sky Drakes... thankfully they are not as nasty as the Hengband variety, which love surrounding themselves (and you) with ancient dragons. Sorcerers are up next at 3600'... I will probably post my next update around 4000'.

On 22.10.2005 00:20 wrote:
Okay, so this is a little earlier than 4000', but I thought making power level 100 was noteworthy. Found and killed Azrael, who was decidedly easy this particular time. Now it's a quest for some ridiculous number of Black Reavers--hopefully Leon didn't change the fact that they weren't mana storming back when I won the first time around, a few years back.

On 22.10.2005 06:23 wrote:
Holy lances deal about 50% more damage (I think) because you've maxxed out blood dominion. I try to avoid angels.

Still looking for the Necronomicon? Best of luck.

Do you really need the +5 invis? I'd think the +2 int from luthein would be more useful (is teleport at 0% fail?).

On 22.10.2005 18:12 wrote:
Some nice finds since my last update. Found Narya (or is it Nenya?), the fire immunity one. Nice thing in Sang is that it gives +10 speed as well, so it was a no brainer to drop my +10 speed ring for it. Finally found a resist confusion item for a bow slot (Sling of Buckland), so I could wear some proper intelligence boosting gear for my helm instead of that cap of serenity. So basically all my gear is pretty good, except my gauntlets. Also after dumping probably 3-4 million into the spellbook store, Necromicon showed up, which allowed me with the Lich Form spell to give up my inviso cloak and free up inventory slots since that spell grants a speed boost as well as invisibility.

The Palantir is a really neat item--it maps the level (also kills your stealth, so I only use it for clairovoyance) but you have to win a "battle of minds" with some powerful unique or another to look into it and see the level map. If you lose the battle, you get blinded, confused, and heavily damaged. Kind of scary viewing it, which is a nice touch. Just make sure no one mean is around when you give it a shot.

No major scares yet... got a ton of grand master mystics to kill at 4100', but I think I should be fine. Should update again later today.

On 22.10.2005 21:11 wrote:
Woo-hoo. Morgoth goes down under a hail of annihilation bolts (270 damage each). As with my last necro, the most dangerous enemies seemed to be the angel types and their holy bursts, which did well over half my hits in damage. Morgoth never mana stormed me--he wasted a lot of energy on summons, which were promptly genocided away. Used doomblast wands as back ups, and always kept holiness and power staves to use where appropriate (their damage wasn't better than my spells, but if spell points were low, or a monster wasn't living (annihilation only works on living monsters) those two staves were quite useful.

A few things made this character very successful--certainly finding power dragon armor as a quest reward was a huge lift. Found lots of sources of speed, too, which really made closing the end-game a lot easier. Recharging scrolls, a high magic device skill, and lots of wands/staves really gave me a lot of additional healing and firepower.

I'd say Morgoth seemed a little underpowered, but I'd hate for Leon to boost him when perhaps it's just this class, or this character's equipment which made the end fight go easily. Or maybe I was just lucky in Morgoth's spell selection. I don't think I used a single potion for healing, though I certainly teleported around and used spells for all of that. The Will necro book with its mana restoring/healing spells was probably the most useful of all my arsenal. Darkness storm only got a little use from the final necro book, mostly because it didn't do any better damage than annihilation. It'd be nice to see something equivalent to mana storm, damage wise, but perhaps the 270 max damage is a reflection of the overall reduced monster hit points al la Oangband.

Enjoyed the game, the new creatures, items,
surprises, various bits of polish (splash screen after killing Sauron, and a *really* nice ending graphic for beating Morgoth). Hats off to Leon for his one-man-crew yeoman's effort. Always fun to play the latest iteration of his ideas, and I hope he continues with game idea implementation, so I can sink another few days into adventuring bliss sometime in the future. Thanks again!

On 22.10.2005 21:21 wrote:
Hey jmiddendorf, sorry for not commenting on your posts, I never got an e-mail notification about them, so I was completely oblivious to your commentary.

I liked wearing invisibility over the intelligence boost of other equipment, just for whatever help invisibility must give you in avoiding monsters, or their attacks (not sure if this actually happens). It certainly did help in being detected by them, or being chased down in certain nasty quest levels--thanks to invisibility, I was fairly easily able to pick most of my fights one on one while nearby monsters would flail around a bit trying to find me. Once combat initiated, invisibility didn't seem to help, which is true to the A&Dism that it "disappears" once you attack something.

If the Magi amulets had granted an int boost, I'd have worn them a long time ago. It was really only near the end-game that I finally maxxed out my intelligence.

Good luck with your character! Seems a warrior type would be fun, given all the special throwing and melee items I kept encountering.

On 31.10.2005 08:01 wrote:
Congratulations. This score goes in the Sangband manual, and the character will now haunt the bones file.

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