The Angband Ladder: Collector, High-Elf Assassin by <Bandobras>

  [FAangband 0.2.0 Character Dump]

 Name    : Collector       Age                 476   STR:     18/10            
 Sex     : Male            Height              101   INT:        18            
 Race    : High Elf        Weight              155   WIS:         9            
 Class   : Assassin        Social Class         38   DEX:     18/10            
                                                     CON:        17            
                                                     CHR:        14            
                                                                               
 Max Hit Points      186   Level                21   Max SP (Mana)        13   
 Cur Hit Points      186   Experience        10039   Cur SP (Mana)        13   
                           Max Exp           10039                             
        (Fighting)         Exp to Adv.       12100          (Shooting)         
 Blows/Round           3   Gold                 19   Shots/Round         0.0   
 + to Skill            6                             + to Skill            3   
 Deadliness (%)       30   Base AC/+ To AC  19/ 27   Deadliness (%)       18   
                                                                               
                            (Character Abilities)                              
 Fighting    : Excellent   Stealth     : Superb      Disarming   : Excellent   
 Bows/Throw  : Very Good   Perception  : Very Good   Magic Device: Very Good   
 Saving Throw: Very Good   Searching   : Very Good   Infra-Vision: 20 feet     
                                                                               
                            (Character Background)                             
          You are the only child of a Ranger.  You have light grey             
          eyes, straight black hair, and a fair complexion.                    
                                                                               
                                                                               


  [Recent locations]

Current Location : Gondolin Level 0
Previous Location: Sirion Vale Level 25


  [Resistances and Powers]

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


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


  [Specialty Abilities]

Unlight 


  [Character Equipment]

a) a Main Gauche of Gondolin (1d5) (+3,+3)
c) a Ring of Protection [+9]
d) a Ring of Protection [+14]
g) Leather Scale Mail [11] {average}
i) a Large Leather Shield [6,+0]
j) a Hard Leather Cap [2,+2]


  [Character Inventory]

a) a Tome of Necromancy [Beginner's Curses] {@m1}
b) a Tome of Necromancy [Blood Novitiate] {@m2}
c) 9 Rations of Food
d) 2 Slime Molds
e) 3 Potions of Speed
f) a Potion of Heroism
g) 5 Potions of Cure Critical Wounds
h) 8 Scrolls of Phase Door
i) 2 Scrolls of Teleport Level
j) a Scroll of Word of Recall {25% off}
k) 2 Scrolls of Identify
l) 9 Scrolls of Holy Chant
m) 6 Scrolls of Monster Confusion
n) 2 Scrolls of Protection from Evil {25% off}
o) a Wand of Wonder
p) a Staff of Object Location


Collector the High Elf Assassin
Began the quest to kill Morgoth on 05/31/2006 at 11:46 PM
============================================================
                                  CHAR.  
|   TURN  |      LOCATION        |LEVEL| EVENT
============================================================
|     1250|        Gondolin Town |  5  | Killed The Complainer
|    50427|     Sirion Vale  25  | 10  | Reached level 10
|    59064|     Sirion Vale  25  | 15  | Reached level 15
|   198056|     Sirion Vale  25  | 20  | Reached level 20
|   201741|     Sirion Vale  25  | 20  | Killed Othrod, Lord of the Orcs
============================================================


  [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: Have notes written to a file              : yes (adult_take_notes)
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 28.5.2006 22:17
Last updated on 2.6.2006 00:39

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15820. on the Ladder (of 18915)
402. on the FAangband Ladder (of 496)
6. for this player (

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It didn't last long...

Comments

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On 28.5.2006 22:22 Bandobras wrote:
After scumming for Complainer and waiting for the night (so that the hounds are asleep) I take my first ever step into the wildness of FAangband.

Wish me luck. :)

On 28.5.2006 22:43 Bandobras wrote:
First step taken, I'm on a river terrain (some trees, in particular:). Now I have on my radar a mixed horde of half-orcs (my weapon has slay orcs!) and some NaN spiders (quick and too many), as well as a sole werewolf (I fear he can summon), young black dragon (I have slay dragon, but he can kill me in one breath and he can trash my inventory) and dark naga (?). I guess I would better find some sleeping hounds for a start (not detected, because not evil). I have no slays against them, but inside trees and with some buffs I have a chance. Or maybe I will just sneak around the edge of the dungeon and seek some weak Trolls, demons or a pseudo-dragon? Such first kill can get me really high...

What do you think?

On 29.5.2006 00:05 Bandobras wrote:
The dragon keeps tempting me. I have to sleep over it so that I will not YASD. I spoiled myself as to the young dragon's HP --- arount 170 HP. This means that he will indeed kill me with one breath, unless the damage reduction from darkness and forest possibly are cumulative. I'm not quite sure the glow on my weapon doesn't reduce the bonus, though...

OTOH, if I could confuse him with the scroll, the slay gives me average 24 damage per blow (compared with 7 per blow against normal monsters). So in seven hits he should definitely be dead. With backstab bonus, bless and hero this is two rounds, realistically and without spending the buffs, unless I see I miss all the time, this is, perhaps, five rounds. I wonder what is the chance for confusing him...

On 29.5.2006 00:10 Bandobras wrote:
The backstab bonus can be a big factor if I assure a hit with Holy Chant. Then there are critical hits and shield bashes, so after the first round his HP can be much lowered and so the breath will no longer be lethal. But then he surely has his own tricks, as all dragons do...

On 29.5.2006 11:18 Bandobras wrote:
What to do... What to do...

On 29.5.2006 11:36 Bandobras wrote:
I've adjusted my weapon (took off and on) and my Stealth got up from Superb to Heroic. AC display does not seem to change. I guess I have to code-dive to see if damage reduction is affected by the light of the main Gauche of Gondolin.

I've also notice I stand on an exit back to Gondolin. Strange, since I always play with connected stairs off. Hmm. This means I could go back to Gondolin, rest, dive into the valley again, detect, etc. until I find exactly the monster configuration I like. But this would be cheap --- this is exactly why I play with connected stairs off, so that I'm not tempted...

On 29.5.2006 17:57 Bandobras wrote:
Nah, I will not scum. I will rather wander around the dungeon. With my stealth I even have chance to get to the Forest wilderness (now I'm on River) without waking anything, unless I bump into some monster...

I've code-dived (grep -i unlight *.c) and it seems currently cur_lite is funny wrt the Unlight specialty, so that e.g. I have the bonus to AC, stealth and the damage reduction in spite of my glowing weapon, but if I had also a torch, I would loose the bonuses (but the torch alone would be OK). I would propose that Unlight mutes all player light (cur_lite = 0) and perhaps even allows light-sources (with no effects other than ego and artifact effects). Otherwise, the bad effect of light should be caused by any lightsource (but no ego weapons, please) with an appriopriate message.

I have no idea if wilderness has the CAVE_GLOW flag (and I guess it can be independent of daytime). If so then, after all, I do not get the the bonus to AC, stealth and the damage reduction bonuses, despite what 'C' screen says. But, perhaps, the problems with 'C' are just caused by a lack of update when entering a wilderness...

On 29.5.2006 22:38 Bandobras wrote:
On my way south I stumbled on some Water Hounds. I fled but one of them got awake, and before I would finish him others would be awake, too. I read a Teleport scroll and landed near the south edge close to a vorpal bunny. How vorpal can it be?

I really miss the TOME monster levels displayed by the monster name when looking at it.

Finally I got to the southern edge and went to the Plains level 24 of Sirion Vale. On the radar a fyling skull and a Mummy player ghost. Brrrr!

On 29.5.2006 23:25 Bandobras wrote:
I tiptoe to the west odge of the Plain. A young green dragon seen. Perhaps this time?

BTW, feeling is "Strangely Lukcy", but the ghost is unannounced, until I reload the game --- the same bug as in O.

On 29.5.2006 23:52 Bandobras wrote:
A black pudding. I teleport and land on the north side of the Plains. A falling rock trap reminds me that I do not detect traps. A lot of evil monsters around so I defer detecting traps until I reach a corner. Before that teleport trap gets me to south border of Plains. A lot of spiders and ogres around me and an awake skeleton serpent. I try desperatly to find an exit south. I have the spell to detect stairs, but I have not mana right now. No stairs around, skeleon approaches --- last Teleport used.

I land in the middle and go south-east, bumping into a sleeping Panther. I bite my tongue go ahead. After I get 1 SP I detect evil creatures. Lots of them, but all alseep. Another young green and white dragon. I go for the green. Something shrieks, something breathes frost, I loose 6 HP standing on a grass. A hound? Anway, no Teleport: I WOR. Some more breaths, I back into trees, a Bandit steals all my single coin, 28 HP. I cross some grass fleeing from where the breaths come from. A Cold Hound runs to me, I reach trees again. On the other side of the trees there is the Young White Dragon that prompty kills me.

CL5, DL24, no kills, no well-balanced daggers collected. ;)

On 29.5.2006 23:58 Bandobras wrote:
The dump is from Wizard Mode, so the HP are false. The weapon turned out to have feather fall as the random power --- not a big loss. What have I done wrong?

On 30.5.2006 00:20 nckmccnnll@yahoo.com.au wrote:
Played a High Elf :)

High elves are very hard to start in FA. Since you begin in vary dangerous country, you need to venture out just a short distance, tyr to find things you can kill easily, then return to the town until you have grown stronger.

If you don't like doing this, try another race - Green Elf or Dark Elf should work very well as Assassins.

Also, Unlight is not a good initial specialty for high elves, because their weapon nullifies some of the effects, and gives them RDark already.

On 30.5.2006 00:43 Bandobras wrote:
As far as I could see the wepon did not nullify any bonus of Unlight? What did I miss?

About High-Elf --- do you recommend stair-scumming in the early game phase? That would be a piece of cace. First kill --- level 20 or so. :)

On 30.5.2006 02:09 nckmccnnll@yahoo.com.au wrote:
Quite correct - I'd forgotten exactly how I implemented this. This is good news for me, because I think I have done it the way I want to :)

And yes - stair-scum. That is why the no connected stairs option only applies in dungeons. As a high elf, light hounds and dark hounds make excellent first kills; and for any of the advanced races, dragon flies are great.

On 30.5.2006 02:13 Bandobras wrote:
Yippee! Now to stairscumming!

This way I do not even have to scum for the Complainer. Here I go...

On 30.5.2006 02:41 Bandobras wrote:
The Complainer came to me out of himselft while I scummed the entry to the Sirion Vale for some high-level monsters I have slays (and/or resists) for. But only some good boots.

Then I spotted a group of Stone Trolls. I went through forest to them, hit one with a pebble and run away towards the path to Gondolin. He hurled a boulder but I fortunately ducked. Then I ambushed him in a forest. He fell in two turns, without even hittine me once (the bug or unacknowledged feature from O that monsters attack slower into forest, etc. --- I like that one). Only level 11, but after some rest I can kill all the remaining Trolls in one go, I guess.

On 30.5.2006 07:53 lahtonen.sampsa@suomi24.fi wrote:
Nick you forgot the vortices. They're just great first kills for advanced races - not much danger, but loads of EXP gained. Bad thing I've been too busy lately to test the new version :(

On 30.5.2006 23:32 nckmccnnll@yahoo.com.au wrote:
Yes, true. And maybe I'll have 0.2.1 done by the time you get back to it. I'm working on more lines for the Complainer, too :)

On 30.5.2006 23:41 HallucinationMushroom@Yahoo.egg wrote:
The wilderness sure will keep you on your toes! If a bunch of good deals or interesting equipment pops up at once, (or you're impatient like me) selling your dagger for around 20,000 *might* be worth an inventory full of goodies. I don't really recommend it but blowing 20,000 right off the bat is somehow gratifying. :) Maybe it should be unsellable?

On 31.5.2006 00:57 Bandobras wrote:
Yes, vortices are nice, too. I've just killed the rest of the Trolls and an acid vortex on the way to Gondolin and I'm level 15.

Stair scumming is really very rewarding, but I have to say it feels really cheap and on the long run it does not satisfy me. I know I overdo it, trying to get the highest level in the first kill, but still...

I think if the exit from Gondolin left you on the east edge of the wilderness, but not necessarily on the stairs, then one in several characterers should be able to return to Gondolin at night. There are many exits on the east edge, aren't there? And you can buy a scroll of detect stairs to improve your chances. Then the first kill, taken just before fleeing to Gondolin, should get you some levels, whatever it is. Several more trips, with increasing survivability rate, and you are set. _That_ would be satifsying, though many tries would usually be needed...

On 31.5.2006 01:00 Bandobras wrote:
BTW, wilderness is really nice. This is the best wilderness I have ever seen. I hope other variants get it.

On 31.5.2006 01:46 HallucinationMushroom@Yahoo.egg wrote:
I don't think detect stairs works in the wilderness like it does in the dungeon. When I zap my detect door/stairs rod it doesn't say 'you detect stairs'. I could be wrong but just don't count on it if you're planning on making a run for the border and counting on your spell. I think it's because there not really stairs but exits instead.

On 31.5.2006 03:02 nckmccnnll@yahoo.com.au wrote:
Yes, that's right. I've made a deliberate decision to keep the "stairs" between wilderness levels undetectable; instead, there's always a path of "floor" grids leading to them (except in swamps, and occasionally near rivers).

On 31.5.2006 10:21 Bandobras wrote:
That's tough...

On 31.5.2006 15:15 HallucinationMushroom@Yahoo.egg wrote:
Carry some magic mapping scrolls when you plan on moving on, they seem to detect exits fine.

On 31.5.2006 20:28 Bandobras wrote:
Another try after the stair-scummy one, which I abandoned. BTW, I would really like a dagger for assassins as the starting weapon --- flavour, bigger skill bonuses and could be used for throwing later on if perfectly balanced (please, especially the one of Gondolin, etc.:).

I'm not sure if night is actually better than day for me, because newly generated monsters are awake, anyway, and they are generated very often and very early. A least they could be generated not earlier than, say 1000 turns after entering the dungeon. Otherwise stealth is nearly pointless...

I enter the River in the Sirion Vale and, thanks to the daylight visibility I have the time to set up an ambush for some uruks surrounding Orcogar. The ambush is in a tree next to a teleportation trap, which is several steps from a newly found exit to Gondolin (I will not use the old exit, as this would be stair-scumming). The fact that I couldn't detect the exit added to the ironman feel, but thank you for the tip about magic mapping revealing exit --- I would never thing about that. But this will probably be patched in 0.2.1, anyway... :)

While I fire pebbles in futile attempts to wake up tough-skinned uruks I see a water vortex from afar (another advantage of daylight, though at night it would be asleep). After some hiding in threes, peeing out, being burned with acid and hiding again I finally kill it and advance to level 10.

After several more pebbles I manage to wake up one uruk and after killing two more I get a strangely looking staff, which I promptly use. It turns out to be Sleep Monsters and it wakes up all uruks plus Orcogar. :> Fortunately the unique is much faster than the other orcs so I have the opportunity to fight him alone next to the teleportation trap. No success in confusing him with the scroll, some luck with the shield. Finally I kill him with 4 HP left and the band of orcs approaches. I abandon my ambush setup and move to some tunnel filled with squares. This way I fight one at a time and together with their slow progress through threes, slow attacking into trees and the habit of changing position whenever I wound one I am able to kill 10 more uruks with barely a scratch on my skin.

Hunting some remaining uruks I get blinded by a Gaveronian Daggerman, probably freshly generated, so I limp to the exit and flee to Gondolin. Ufff. One High-Elf survived.

On 31.5.2006 20:33 Bandobras wrote:
I mean I killed the vortex by "peeking out", not "peeing out". Sorry. :) And corridor "filled with forest squares" not "filled with squares". :D

On 31.5.2006 20:39 Bandobras wrote:
Oh, and I have a fresh complaint: I do not like having to learn the new spells. I would like them given automatically, as in O 1.1.0 . I have high enough casting stat and I advance so quickly that the manual learning is not the usual joy, but rather a nuisance.

On 31.5.2006 22:14 Bandobras wrote:
Oh, well. Back to CL 5. ;{

On 1.6.2006 00:38 Bandobras wrote:
No scrolls of magic mapping and no large leather shield in the shops. This one does not have a big chance, so I will try to sneak into Sirion Vale at night --- who knows? A Young white dragon not far away. Going close to the edge of the Vale I find also some exit not far from the dragon. Then I see a tree next to him and go for it. I read a scroll of Holy Chant and of Monster Confusion and attack, before he wakes up. I confuse him with the first blow, get a mild critical with the second and hit with the third, three stars gone. He moves to another spot next to me. Hit, miss, miss, Hack, hit, hit. He moves off my reach with two stars left, I follow, he hits me thrice, despite confusion (at least he cannot breathe, I hope), 29HP left. I hit him two times --- level 12 --- I hoped for some higher level, but it's all right. :) I collect a staff he dropped and flee to Gondolin before any newly generated monsters get me.

The staff is Object Detection --- might be useful. An {average} dagger found in Gondolin turns out to be well balanced after I identify it (I have a knack for those throwing weapons). Still no Magic Mapping in shops (perhaps good, this is much more fun). Time to sneak around again... A huge band of half-orcs and black orcs nearby, with a fire spirit. No interesting objects nearby. A {good} feeling kicks in. I move close to the edge and find an exit. Right! Now some fighting... A young green dragon is now closer to me than the orcs. Let's try him... He stands next to a tree --- how foolish of him! But I have a better idea. I couldn't afford any buffs this time, but I have the throwing dagger with me. I stand is some trees one step away and throw at the dragon. I hope he will not breathe (if he survives) but will move towards me loosing one turn. Let's see: the dagger penetrates him, but he looses only one star and gets close. Miss, miss, miss. He does better than my. Hit, hit, hack, 4 stars left. He bites me and poisons me. Miss, hit, miss. He poisons me some more. Hit, miss, miss. Some more poison, 62/107HP left. Miss, miss, miss. He does nothing (slow attacking into trees). Miss, hit, hit, level 13. I retreat to the exit to rest. Poison runs out. Should I now attack the orcs? Perhaps...

Twenty orcs later I'm CL 15 and an army ant almost kills me. Potion of Cure Critical Wounds gives me time to frighten the ant and then the Graze runs out at 6 HP. Ufff. Another army ant wakes up and some stone trolls join the fray. I frighten the ant with a wand of wonder and lure the trolls towards trees on the path to Gondolin. With 33 HP I manage to kill ten of them. I lure some more, sidestepping the ants and kill them all. CL 18. Almost full backpack. This one will go high.

On 2.6.2006 00:39 Bandobras wrote:
Some more short trips to Sirion Vale and I guess I might be ready to get south to Amon Rudh for my second specialty (Mighty Throw). I'll try daywalking so that I will see the exits better (still no Magic Mapping in the shops) but if the hounds are too pesky I will wait for the night.

On 2.6.2006 01:25 Bandobras wrote:
That wasn't the best idea. Orcobal the Mighty killed me with the help of a woken Yeti. YASD, but with better stealth and AC (at night) I would survive. BTW, I have a complaint that according to the display, armour class does not increase at night (but the code suggests it does).

On 2.6.2006 01:36 Bandobras wrote:
Another complaint: when you die you cannot remind yourself who hit whom, and browse other recent messages, unlike, e.g. in Un.

On 2.6.2006 02:31 nckmccnnll@yahoo.com.au wrote:
I think the Unlight bonuses need some cleaning up. Funny you should mention the death messages - I noticed that yesterday too. It's on the to do list now.

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