The Angband Ladder: Arrula, Green-Elf Druid by <Bandobras>

  [FAangband 0.2.1 Character Dump]

 Name    : Arrula          Age                  61   STR:     18/10            
 Sex     : Female          Height               57   INT:         9            
 Race    : Green Elf       Weight              102   WIS:     18/70            
 Class   : Druid           Social Class         44   DEX:     18/95            
                                                     CON:        10            
                                                     CHR:    18/100            
 Max Hit Points      161   Level                30   Max SP (Mana)        76   
 Cur Hit Points      146   Experience       120766   Cur SP (Mana)        68   
                           Max Exp          120766                             
        (Fighting)         Exp to Adv.      144000          (Shooting)         
 Blows/Round           3   Gold             147780   Shots/Round         2.2   
 + to Skill           51                             + to Skill           51   
 Deadliness (%)       63   Base AC/+ To AC  18/ 73   Deadliness (%)       63   
                            (Character Abilities)                              
 Fighting    : Very Good   Stealth     : Heroic      Disarming   : Very Good   
 Bows/Throw  : Excellent   Perception  : Fair        Magic Device: Very Good   
 Saving Throw: Excellent   Searching   : Good        Infra-Vision: 20 feet     
                            (Character Background)                             
          You were born by the River Adurant.  You are the only child          
          of a Ranger.  You have light grey eyes, straight black               
          hair, and a fair complexion.                                         

  [Recent locations]

Current Location : Nargothrond Level 36
Previous Location: Nargothrond Level 35
Recall Point 1   : Menegroth Level 0
Recall Point 2   : Ossiriand Level 0
Recall Point 3   : Gondolin Level 0
Recall Point 4   : Nargothrond Level 33

  [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]

Enhance Magic 

  [Character Equipment]

a) a Small Sword of Doriath (1d6) (+10,+8) [+7] (+3 to stealth) {regen}
b) a Long Bow of Extra Shots (x3) (+10,+8)
c) a Ring of Skill (+15)
d) a Ring of Skill (+12)
e) an Amulet of Wisdom (+3)
f) The Lamp of Gwindor
g) Hard Leather Armour of Elvenkind (-1) [6,+16] (+1 to stealth)
h) an Elven Cloak [2,+6] (+2 to stealth)
i) a Wicker Shield of Night and Day [2,+7]
j) The Metal Cap 'Dorontir' [3,+16] (+1) {DEX}
k) a Set of Mail Gauntlets of Power (+8,+6) [2,+8] (+4)
l) a Pair of Hard Leather Boots of Free Action [3,+8]

0) The Dagger 'Belangil' (2d4) (+14,+11) [+10] (+3) {@v0 =g}
1) 3 Well-balanced Spears of Shocking (1d6) (+10,+7) {@v1 =g}
2) The Dagger 'Narthanc' (1d5) (+9,+6) {@v2 =g}
3) 52 Arrows (1d10) (+8,+7)
4) 22 Arrows (1d8) (+2,+2)

  [Character Inventory]

a) a Stone of Nature Lore [Call of the Wild] {@m1, 25% off}
b) a Stone of Nature Lore [Communion with Nature] {@m2, 90% off}
c) a Stone of Nature Lore [Gifts of Nature] {@m3, 50% off}
d) a Stone of Nature Lore [Book of Combat] {@m4}
e) a Mushroom of Restoring
f) 10 Potions of Speed {25% off}
g) a Potion of Resist Fire and Cold
h) 10 Potions of Heroism {50% off}
i) 5 Potions of Berserk Strength
j) 5 Potions of Cure Critical Wounds {50% off}
k) 8 Potions of Healing
l) 14 Scrolls of Teleportation {!*, 50% off}
m) 11 Scrolls of Teleport Level {!*, 25% off}
n) 7 Scrolls of Word of Recall {!*, 50% off}
o) 11 Scrolls of Holy Chant {50% off}
p) a Rod of Sense Surroundings {@z1}
q) a Wand of Drain Life (6 charges)
r) a Staff of Perception
s) a Staff of Cure Medium Wounds
t) a Staff of Curing (7 charges)

  [Home Inventory]

a) 10 Stones of Nature Lore [Call of the Wild] {@m1, 25% off}
b) 7 Stones of Nature Lore [Communion with Nature] {@m2, 90% off}
c) 9 Stones of Nature Lore [Gifts of Nature] {@m3, 50% off}
d) a Stone of Nature Lore [Book of Combat] {@m4}
e) 15 Potions of Speed {25% off}
f) 10 Potions of Berserk Strength
g) 14 Potions of Cure Critical Wounds {50% off}
h) 10 Potions of Healing
i) 3 Potions of Restore Mana
j) 2 Potions of Enlightenment
k) 39 Scrolls of Enchant Weapon (Skill) {25% off}
l) a Wand of Lightning Balls (8 charges)
m) 2 Wands of Shrapnel (22 charges)
n) a Ring of Free Action
o) a Hard Leather Cap of Seeing [2,+1] (+1 to searching)
p) a Pair of Soft Leather Boots of Stealth [2,+6] (+2 to stealth)
q) a Rapier (Blessed) (1d6) (+4,+10) (+3) {wis}
r) a Broad Sword of Nogrod (2d5) (+8,+10) (+2 to speed)
s) a Magestaff of the Noldor (1d3) (+8,+8) [4,+0] (+2)
t) a Whip of the Noldor (1d5) (+8,+10) (+2)
u) a Lead-Filled Mace of Doriath (4d4) (+10,+10) [+6] (+2 to stealth)
v) 59 Bolts (1d11) (+0,+0) {25% off}
w) 42 Arrows (1d10) (+0,+0)
x) 22 Lead Shots (1d9) (+1,+2)

Arrula the Green Elf Druid
Began the quest to kill Morgoth on 11/11/2006 at 05:39 PM
|   TURN  |      LOCATION        |LEVEL| EVENT
|      949|       Ossiriand Town |  2  | Gained the Channeling specialty.
|     2396|       Ossiriand   7  |  5  | Reached level 5
|    16736|       Ossiriand   7  |  8  | Killed The Thief of the Mountains
|    28253|       Ossiriand Town |  9  | Killed The Complainer
|    32929|       Ossiriand   7  | 10  | Reached level 10
|    49907|       Ossiriand   7  | 11  | Destroyed Leon Marrick, the 
|  continued...                  |     |  Skeleton 
|    52534|       Ossiriand   7  | 11  | Killed Pongo the Devious
|    67075|        Belegost Town | 12  | Moved house to Belegost.
|    76859|      Thargelion  11  | 12  | Killed Brodda, the Easterling
|    96689|      Thargelion  11  | 14  | Found The Dagger 'Belangil'
|   100746|      Thargelion  11  | 14  | Killed Lug, the Hill Orc
|   109859|      Thargelion  11  | 14  | Killed Orfax, Son of Boldor
|   110728|      Thargelion  11  | 15  | Reached level 15
|   137050|      Thargelion  11  | 16  | Killed Ulfast, son of Ulfang
|   144080|      Thargelion  11  | 16  | Killed Balcmeg the Cave Orc
|   173512|      Thargelion  11  | 17  | Killed The Ickiness
|   181829|      Thargelion  11  | 17  | Found The Lamp of Gwindor
|   336076|       Menegroth Town | 19  | Moved house to Menegroth.
|   353319|         Doriath  20  | 20  | Reached level 20
|   428055|         Doriath  20  | 22  | Killed Mughash the Kobold Lord
|   446949|         Doriath  20  | 23  | Killed Boldor, King of the Yeeks
|   475198|         Doriath  20  | 23  | Found The Set of Mail Gauntlets 
|  continued...                  |     |  'Paurnimmen' 
|   560875|         Doriath  20  | 24  | Killed Ulwarth, son of Ulfang
|   563650|         Doriath  20  | 24  | Destroyed Bahman Rabii, the Spirit
|   579977|         Doriath  20  | 25  | Reached level 25
|   696029|  West Beleriand  12  | 26  | Destroyed Joel Pomerantz, the 
|  continued...                  |     |  Zombie 
|   809290|       Amon Rudh  17  | 26  | Found The Metal Cap 'Dorontir'
|   931974|       Amon Rudh  26  | 27  | Killed Othrod, Lord of the Orcs
|   966482|       Amon Rudh  26  | 28  | Killed Ibun, Son of Mim
|  1011936|       Amon Rudh  28  | 28  | Killed Khim, Son of Mim
|  1044671|       Amon Rudh  30  | 28  | Destroyed Leon Marrick, the Wight
|  1055029|       Amon Rudh  30  | 29  | Destroyed Leon Marrick, the Mummy
|  1060487|       Amon Rudh  30  | 29  | Killed Orcogar, Son of Orcobal
|  1071490|       Amon Rudh  30  | 29  | Killed Mim, Betrayer of Turin
|  1071566|       Amon Rudh  30  | 29  | Gained the Enhance Magic specialty. 
|  1096252|         Brethil  20  | 29  | Found The Dagger 'Narthanc'
|  1175643|     Nargothrond  33  | 30  | Reached level 30
|  1185596|     Nargothrond  33  | 30  | Reached level 30
|  1201407|     Nargothrond  33  | 30  | Killed Ulfang the Black

  [Birth and Cheat Options]

Adult: Have notes written to a file              : yes (adult_point_based)
Adult: Artifacts preserved & no special feelings : no  (adult_auto_roller)
Adult: Write notes file in savefile directory    : yes (adult_take_notes)
Score: Peek into object creation                 : no  ((null))
Score: Peek into monster creation                : no  ((null))
Score: Peek into dungeon creation                : no  (score_peek)
Score: Peek into something else                  : no  (score_hear)
Score: Know complete monster info                : no  (score_room)
Score: Allow player to avoid death               : no  (score_xtra)

Posted on 13.11.2006 21:05
Last updated on 9.12.2006 01:44

Download this dump

11346. on the Ladder (of 18064)
265. on the FAangband Ladder (of 493)
Best for this player (out of 17)

Related screenshot:
Mim is slain!


Jump to latest

On 13.11.2006 21:05 Bandobras wrote:
The current compo character. My plan is for a one-shot-one-kill spellcaster, so I've chosen Channeling (extra power to spells cast at full mana), the next will be Enchance Magic (useful and let's keep enchantments longer while regenerating mana to max) and my last specialty will be Meditation (so the mana regenerates fast).

I've turned auto-scum on and connected stairs off, but it does not work on wilderness exists so I may be tempted to stair-scum in wilderness. We'll see... I've done some shopping and this savefile is what I'll start with after each death (unless I won't die;). Let's go!

My sight-seeing plan is currently to go to Belegost for some serious shopping, then to Khazad Dum for some more and then to Gladden Fields, Eriador, Ered Luin South and I land back home in Ossiriand. And then --- who knows?

On 13.11.2006 22:13 pmac wrote:
FA wilderness is so nasty I don't know how to survive it without stair-scumming, or else a hell of a lot of escape scrolls.

It's a bit easier in the new NPP, where you don't see wilderness until you are into stat gain.

I'm going to try that competition, I think. I've only played non-casters in FA, and didn't have much luck with the O-style melee & especially the weak missile combat.

On 13.11.2006 22:49 wrote:
Sounds like a good choice for a high stealth character. I usually take Power Strike with druids, but Green Elves are maybe too weak for that.

Notice that now you could actually head south and get to Khazad Dum without going above level 6 wilderness, and dodge all those nasty level 10 mountains near Belegost.

Detect Life is now a _very_ useful spell in forests, too.

On 14.11.2006 01:27 Bandobras wrote:
First peek into wilderness was succesfull, because there are no hounds on level 7 and the other monsters I can detect and walk around safely. I managed to find another exit (so that I don't exit-scum, but it's really hard because the exist I have to ignore forces the other exits to be distant from my starting spot) and then I tried to kill a Rattlesnake, but it was too erratic and too poisonous to risk hack-and-back, so fled to the city. Next time, I saw Mugdash and Crows of Durthang, but due to the Crow's fear of forest I managed to find another exit before engaging them one by one. 10 Crows later I was level 10 and fighting Mugdash running in circles around him, electrocuting him, putting him to sleep with my wand, resting, and repeating until he died. There is probably some bug in AI making Mugdash loose my track from time to time and he isn't even erratic. Ayway, now I'm at Ossiriand Level 8 and some puny melee skeleton is insulting me from beyond the grave, but the problem is I can't detect him, otherwise I'd find him and free the forest from his dreadful presence.

On 14.11.2006 23:43 Bandobras wrote:
I tried to hack&back Ulfast, son of Ulfang. He was already at four stars and almost out of mana, but it was enough for two stinking clouds in a row. Either O has strange random speed boosts or there is something strange with monsters going into trees vs. attacking into trees. The baddies have _really_ big trouble following my character --- sometimes I have to wait several turns for them to catch up --- but then, when they happen to follow me immediately 2 times in a row so they should be out of time, they sometimes attack immediately in the 3rd turn, too.

I guess I will not risk so much next game. I will start anew and buy a lot of those overpriced flasks of oil (13 gold each) and go the easy route south and return to Ossiriand from the north. And no unique hunting until I'l strong enough to fight like a, erm, woman. And no exit-scumming. With such an easy start it's certainly not necessary, even with the exit I've come through wasted (connected stairs off does not work for wilderness).

On 15.11.2006 02:57 wrote:
Most characters take two turns to enter a tree grid, exceptions being elves and druids/rangers. So this character only takes one turn; moreover, you will get a small speed boost in forests. Monsters have a chance (I can't remember precisely what, and it is monster-race dependent) of moving into tree grids. So yes, you will be typically much faster in trees than monsters.

On 15.11.2006 03:24 Bandobras wrote:
Thanks for the explanation. That would explain that huge randomness in monster moves in trees. A good thing, BTW, since hack-and-back would be too abusable...

Lastest news about my compo characters: my last character managed to reach CL 10. However, two wilderness locations from Khazad Dum she got got trapped by a sudden nightfall without any light source. She managed to travel through the plains without light, but in the middle of the mountains next to Khazad Dum she was overcome by a band of monsters. :( The worst thing is she actually got WOR, but the FA humanoids apparently don't carry light so she had no way to read it. Ouch! Now that I think about it, she had a wand of light... =8<

Anyway, after several well-deserved deaths I'm sure it is fully possible to play this compo without exit-scumming. My current sight-seeing mode is to go to Khazad Dum by the easy route, recall to Ossiriand, go north to Belegost, recall, and then think. This way I don't travel through the 10th level plains/mountains, only through high-level forest.

On 16.11.2006 17:07 Bandobras wrote:
With this character I've finally done all the planned sight-seeing. Gladden Fields were a bit of a let down. Just a small burrow at the end of the world. Both Khazad Dum and Belegost are a bit too murky and stinky for an elf, so I'll move to Menegroth eventually. The travel to Khazad Dum via the south route was too easy --- I've only gained CL 10 and then I almost died in the danger 10 moutains on the way from Ossiriand to Belegost by night (it would be nice to have inns, like in TOME so that you can wait for day or night with some small fee, without affecting turncount).

Now I'll level a bit in the danger 11 Thargelion forest and then some more in Doriath forests. Then either Dorthonion forests or Amon Rudh dungeon.

For some reason spell descriptions are not printed correctly, only those with more than 1 line show their last line, I think.

On 17.11.2006 01:53 Bandobras wrote:
For reasons I won't disclose I watch a lot of FA death dumps lately. It seems the home contents is never auto-identified in these dumps, unlike the items character carries or wields. Is it intentional?

On 17.11.2006 11:01 wrote:
Spell browsing bug found and fixed. Never noticed the home not being identified - I'll look at that.

On 17.11.2006 23:40 Bandobras wrote:
I've forged exp count of this one especially to boast how low level she has despite visiting Gladden Fields. Beat that! :)

Now I'll unique-hunt in East Beleriand Level 7 and then some more in Doriath Level 20 just outside Menegroth, which will become my home. Then I'll storm the Amon Rudh dungeon.

On 19.11.2006 15:19 Bandobras wrote:
Unfortunately the last one, the one that reached Gladden Fields at CL 7, died at CL13 to one too many rounds of melee with a tengu on East Beleriand Level 11. :< I keep forgetting how fragile this character is if not on a Forest level (and preferably standing on forest, with the opponent standing on water).

It's too painful to repeat the sight-seeing all over again, so I guess I'll start my next character by levelling on Ossiriand Level 7 and then go to Belegost and unique-hunt some more on a nearby Thargelion Level 11 and only after I reach some decent CL I'll attempt the trip to Menegroth again to hunt in Doriath.

On 24.11.2006 04:25 Bandobras wrote:
After lots of unique hunting (but no exit-scumming) I'm level 18 and I have two artifacts: The Lamp of Gwindor and The Dagger 'Belangil'. The latter is really powerful, both for activating and for throwing. The lack of *ID* bites, though --- I have no right to know that Belangil provides See Invisible, so I have to carry that heavy staff of Staff of Detect Invisible and blink a lot whenever a ghost hits me. Now I'm trying to get to Menegroth to unique-hunt in Doriath. I hope this time it'll be an easy trip and not that usual Teleport and Teleport Level fest... :)

On 25.11.2006 13:59 Bandobras wrote:
Finally, after a long and perilous trip, I've got to Menegroth. I've only used Teleport Level once and Teleport twice, but it wasn't very heroic either --- I couldn't just dispatch systematically all monters encountered, because new, already awake monsters would spawn and I would never get through. So it was mostly a long and slightly boring run with a horde of bellowing creatures on my tail. :)

On 27.11.2006 00:42 Bandobras wrote:
Unique hunt continues. I've become wealthy, too, after I've finally identified and sold the stuff I was gathering to mix and match to save on identify scrolls. Most of the gathered weapons got a matching pair earlier and got sold on the assumption it's (+0, +0). It turned out most of the weapons left until now were ego items. Cool. :)

I've noticed a bug: after a Blink my speed was displayed as -6, and after reload it was increased to the correct -2. I was burdened and probably standing in a water before the blink, I'm not sure. Hard to reproduce...

I would like the Detect All Druid spell to detect trees, just as the Detect Life spell does. It's one less spell to cast every dungeon segment, especially in the Forest wilderness...

On 27.11.2006 02:54 wrote:
Speed probably hadn't refreshed after the blink, I guess.
Detection - hmmm. I'll think about that.
Good to see stacking is working as I intended it.

On 28.11.2006 11:41 Bandobras wrote:
I have no clue what I should wear now: Paurnimmen or Gauntlets of Power (+4,+8) [2,+8] (+3) that I've bought for a lot of money from BM several CL ago. The strenght boost from the latter results in +1 speed. The former probably give me temporary cold brand, but I'm not sure if it works for bare-handed. Or perhaps only for bare-handed? I guess it's somewhere in the O spoilers, is it?

On 29.11.2006 14:26 Bandobras wrote:
Hmm. No advice. :( Code-diving seems to indicate the temporary brand is useless for unarmed attacks. So I sell Paurnimmen and go unique-hunting some more. It'll be some time before I'm ready for Amon Rudh...

On 1.12.2006 18:18 Bandobras wrote:
I guess it's time to risk going out of the safe forests and into the first dungeon...

BTW, Channeling proved quite useless in this chicken style of play. Most kills were made with unarmed combat and the tough ones with throwing weapons. Meditation would be better as it would reduce the turn count.

On 2.12.2006 01:14 Bandobras wrote:
So far, so good. CL 26, turn 809290, Amon Rudh 18. I *really* miss *ID*. Even a single specimen would be enough; travelling merchants would take care to fabricate more.

On 3.12.2006 00:42 Bandobras wrote:
On Amon Rudh 26 I've quite a big vault with Ibun, Son of Mim inside, giant pit, two interesting rooms and and orc unique. Quite pitiful drops though, except a couple of weak stat potions.

Now, after some shopping and enchanting I'm ready for the final boss. From Silmarillion I guess it'll be Mim, from Vanillia I seem to remember he and his sons disenchant things, from the encounter with Ibun I presume he resists most elements, if not all. If he heals/blinds/confuses I will be in trouble, even with the backpack full of all kinds of ACME scrolls and potions as it is now...

On 3.12.2006 02:24 Bandobras wrote:
I think the two kinds of stat potions play really nice. I have an idea that killing some dungeon guardians may give you specialties and others may give you extra homes. Perhaps add some more dungeons and fill at random the, say, 9-dungeon table with 2 specialties, 4 homes and 3 randarts. Make sure the first specialty is in the first half of the table, but not in the first slot and the second in the second, but not on the last slot. Throw in an *Augmentation* potion in the first half.

Extra homes are really useful for O-style variants where much less items are junk, so they are worth keeping. Not to mention artifact sets. Not to mention extra dice weapons, especially throwing weapons that can be afterwards balanced. (Wait, that is still not in FA! Just as many other nice things, e.g. ranger spells, percentile resistance balances, etc. Is it really so hard to make a 3-way diff and apply it to O 1.1.0 code base?)

I think wilderness is too hard and then dungeons feel too easy. Less monsters and much slower respawn rate (it is already quite high in vanillia O) would help I guess. Then an encounter with monsters in the wilderness would really be an encounter and not plowing your way through them to the nearest exit. BTW placing more monsters near the exits could be interesting.

Now, after I've obtained some psychological distance, let me try again to gather the courage to assail Mim... :)

On 3.12.2006 21:04 Bandobras wrote:
Ha! Instead of killing Mim, I've got greedy and loaded lots of stuff at DL26. Then I remembered I'm after Mim, so I 've started diving with -4 to speed. While diving I bumped into Khim, his second son, killed him without Speed nor Restore Mana (fortunately he healed only once) and then dived to DL 30 and saw Mim before recalling out. I notice Mim moves quickly, but I've killed his sons without speed, so I think I stand a chance, if only he does not resist acid, just as his sons...

On 4.12.2006 20:40 Bandobras wrote:
I've got Large Wooden Chest twice, both close to DL 30 from the floor, one off a player ghost (Wight). Both were _very_ dissapointing. One had several potions of CCW, See Invisible, Neutralize Poison. The other had many copies of my 2nd and 3rd book. Is such a drop really better than a random good weapon/missile? And this for killing a really tough player ghost... :(

BTW, I've just found a nice level to kill Mim at --- some forest and some water. I guess I'll lure him to the water and then kill him with my throwing spears of lightning. :P

On 4.12.2006 23:02 Bandobras wrote:
Mim is slain! See the screenshot.

I've discovered a bug: when I stone to mud a lot but don't see the squares where the rock is removed, monsters don't find their ways through the squares. I think after I see the squares (they turn from blank to dot) they start considering the square for moving. Or perhaps they get smarter when I get close to the squares with rock removed --- this time I cleaned rock from 17 steps afar, to wake monsters one at a time and not to wake Mim...

On 4.12.2006 23:48 Bandobras wrote:
Here is the loot from the fight with Mim and co.

Now I'd like to hunt uniques by night in Nan Dungortheb, but the forest wilderness is quite unrewarding and I fear the valley wilderness is similar. Few objects, no vaults, waves of monsters... What should I do? This or Nargothrond, which is much shorter, BTW?

On 5.12.2006 01:20 HallucinationMushroom@Yahoo.egg wrote:
Pretty sure Dungortheb is closer if you leave from Menegroth. I think 10 screens of slog. The Dorthonion forest area levels where you jump down to Dungortheb I found rewarding and would be a good place to get ready for the valley. I had the blend-as-tree feature though, so it might not be as cool for a green elf. Nan Dungortheb made me sweat... intense. Check out Ungoliant's Neighborhood screenshot if you want a spoily look. Do spells and arrows hit creatures on tree grids? That could be a huge factor. In short, I consider Nargothrond to be safer but Dungortheb infinitely cooler.

Advice from a hallucinating mushroom could be bad for your health and or sanity.

On 5.12.2006 08:15 wrote:
"Do spells and arrows hit creatures on tree grids?"
You can't fire arrows into tree or rubble squares ! (Monsters can, btw.! Bug?)
And spells have a big chance for the target hiding behind a tree ..

On 5.12.2006 11:26 Bandobras wrote:
I'd start from Amon Rudh Level 15 so it's not that far from Nargothrond. Moreover I'd first visit Gondolin --- this elf is really curious of the world... Unfortunately your screenshot is full of question marks --- I presume they are all spiders? Ouch! Anyway, I see valuts in the screenshot, so this is not as boring as I feared. However, the point about ranged attacks is valid --- my char is not melee oriented, even if I killed most uniques to date barehanded. Otherwise I'd take Power Strike (which I, perhaps, should have taken, indeed).

Blend-as-tree feature? You mean extra speed and combat boost in forests? I have this! But if most monsters are quick, that +3 speed plus fleeing through trees is no longer effective.

If I had more recall slots I would actually try all three: Gondolin, Nargothrond and Dungortheb and switch whenever I get bored or scared. But I really need to keep some towns in the roster as well as some crossroad spots in case I want to go somewhere else altogether, so I cannot afford more than one dungeon at a time, unfortunately.

On 5.12.2006 17:09 HallucinationMushroom@Yahoo.egg wrote:
Strange about the screenshot, looks fine to me. Anyway, Dungortheb is suffocatingly thick with trees. Lots of spiders and a handful or two of webs which are kinda like vaults. My ent had the blend-as-tree feature... the enemies had a real hard time targeting him. Funny to watch.

On 6.12.2006 00:04 Bandobras wrote:
Oh, indeed. I thought you guy was a Druadan. OK, this Entish free superstealth is really nice, but the code suggests it works only in Forest locations, not Valleys and Dungortheb is a valley. Am I wrong?

On 6.12.2006 11:25 HallucinationMushroom@Yahoo.egg wrote:
Sorry, I was answering 2 things at once there. I shoulda put a space or something. The blend-as-tree was only for Dorthonion, I didn't get that feature in Dungortheb, which would've made it too easy. I wonder if you would get druid bonuses in Dungortheb?

On 6.12.2006 13:18 Bandobras wrote:
OK. :) The code suggests I'll get the combined Druid plus Green Elf bonuses in Dungortheb. They are valid both in Forests and Valleys, as opposed to the Entish bonuses. Still, my Druid build was for a powerful elemental spellcaster and this is tough in forest terrain, especially with hordes of monsters roaming. Even outstanding stealth is not enough, even at night, because the respawned monsters are awake and because there is a lot of constant factors in noise calculations.

On 6.12.2006 19:48 Bandobras wrote:
Finally, the elf went to Gondolin to seek counsel (and *ID* scrolls) but he found none. Now he is 10 wilderness locations both from Nargothrond and Nan Dungortheb. Narthanc that he found, when enchanted, will be even better for throwing than Belangil, but the activation is twice weaker, wise sages say. And with the Belangil activation the elf killed most his opponents to date, but lately even some hounds survive a single cold ball from the frozen dagger, so an artifact with a better activation would be welcome indeed. Dragons are more likely to hoard artifacts, so perhaps Nargothrond the Defiled?

On 7.12.2006 11:49 wrote:
Just watch out for the wilderness near Nargothrond - I think the entrance is around Level 30 so it can get quite hairy nearby before you get into the dungeon. As usual, Teleport Level scrolls are handy but as you'll be TLing only one level away, bring lots of CCWs and a few WoRs too...8F721C

On 7.12.2006 15:24 Bandobras wrote:
Thanks for the warning. I've survived lv 20-25 wilderness on my way to Gondolin, but it was mostly forest, where I have advantage, and I ended up teleporting away from Water Hounds a lot anyway, because unfortunately the day has broken during the trip and they were awake.

> 8F721C

And this secret code will ease, I presume, my entering into Nargothrond. :)

On 7.12.2006 19:56 wrote:
Looks like most of your questions were answered... I've played a bit with monster generation rates, and they are actually less at lower level wilderness than they used to be, but maybe still get too big too fast. And I'll check out the stone-to-mud thing.

Nice going so far.

On 8.12.2006 22:34 Bandobras wrote:
Finally got to Nargothrong. Still not a single *ID*. The last few wilderness levels were a Teleportation fest, until the night fell. I'd really like to see Inns where you can sleep till the dawn/dusk for some fee with no turns spent...

On 9.12.2006 00:08 Bandobras wrote:
I've just found +2 speed sword of Nogrod, but I think regeneration from my sword of Doriath is much more important, not to mention resists and see invisible. I guess I'll sell it as soon as my home town shop can afford it.

On 9.12.2006 01:44 Bandobras wrote:
Oh, well. That's it. I will submit this one as the competition entry.

On Nargothrond 35 I've come upon the "Dire Wolfs" level. Lots of fun that. Plenty of already woken breeders, plenty of vampire bats and animals I've seen for the first time in my life. That would be real fun to clean up, if I managed to survived those nasties and I've sword I'll clean it up or die. I've stashed some of my stuff in the little huts on the level and went hunting. I cleared vault after vault but not collected the loot, because the vaults were too close to the middle of the level infested with the woken breeders.

After lots of great battles I've detected some nexus hounds. They scrambled my stats, as you can see, so that I've lost around 1/3 of HP. That was unfair, since I've not seen them, so they should not see me and not be able to hit me with the cone breath. But I've decided to let it rest and let them breath some more so that the stats are unscrambled They've got another breath using the not symmetrical line of sight and I sink through the floor! The game was a lot of fun and that was my very first special level in O and FA ever, a really, really nice candy and it was cruelly taken from me, together with all the loot, before I could even ID it. That's unfair and I rebel against such a world and I go play somewhere else. ;<

Anyway, thanks for a great variant!

On 9.12.2006 01:48 Bandobras wrote:
BTW, half of that turncount is regenerating after failed Identify spell. The double turncount display of NPP (all turns/turns spent not resting, IIRC) would be really useful... And perhaps reduce the failrate for Identify?

On 16.12.2006 15:45 Bandobras wrote:
I was wrong in stating that Rebalance Weapon is not yet in FA. I'm very glad it is. I'd try my hand at a Druadan Assassin, but he does not get Phasewalking and I won't risk being teleported away from a special level or an almost cleared but not looted vault again... ;( Especially from offscreen by monsters abusing the hockey stick LOS tricks. This was sooo painful. Death is death, I can stand that, being robbed and left alive is just awful. And *ID* is still too scarce, just as in O. I've never learned what those artifacts did and if I should have worn something else instead...

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