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The Angband Ladder: Curry, the Crossbowman, High-Elf Archer by Matthias

  [Unangband 0.6.2 Character Dump]

 Name   Curry, the Crossbowman                       Self  EB  TB   Best   Curr
 Sex    Female                  Age      116  STR!  18/92 +14  +0 18/232
 Race   High-Elf                Height    93  INT:     16  +0  +0     16
 Class  Archer                  Status    36  Wis:      7  +1  +0      8      4
 Style  Cross-bows                            DEX!  18/85 +13  +0 18/215
 Title  Archer Baron                          CON!  18/93 +10  +0 18/193
 Home   Your home in Angband                  CHR:     14  +3  +0     17
 Target Angband                               AGI! 18/101 +13  +0 18/231
                                              SIZ!  18/93 +14  +0 18/233
 Level           38  HP      1122/1122  Fight   (+23,+21)  Fighting      Superb
 Curr Exp   1645940  Spell-Pts     0/0  WShld   (+35,+42)  Shooting   Legendary
 Max Exp    1672054  Hit die        46  Bash      [3,+14]  Throwing      Superb
 Adv Exp     224060  Armor   [40,+102]  Blows  5/turn(x4)  Stealth    Excellent
 Depth      Lev  53  Infravis    40 ft  XBow    (+49,+10)  Save Throw    Superb
 MaxDepth   Lev  54  Gold       540873  Shots  3/turn(x4)  Disarming  Excellent
 Game Turn  6118248  Burden    247 lbs  Throw    (+23,+0)  Devices       Superb
 Plr Turn    298902  % Burden      82%  Hurls  5/turn(x1)  Searching       Poor
 Act Turn    226010  Speed         +13  Weight    288 lbs  Digging    Legendary

 You are one of several children of a Noldorin Ranger.  You have light grey
 eyes, straight silver hair, and a fair complexion.

 This is 54th Tuile of the 2890th year of the third age.  You are on level
53 of Angband.

  [Character Equipment]

a) a Glaive of the Valar (3d7) (+12,+21) (+1) {Zanpaku-to @w0 !k}
   It provides resistance to fear.  
b) a Heavy Crossbow (x4) (+10,+10)
c) a Topaz Ring of Strength and Size worth 11300 gold pieces (+5)
d) a Topaz Ring of Strength and Size worth 24800 gold pieces (+6) {=g}
e) a Flint Stone Amulet of the Serpents worth 103300 gold pieces (+7)
f) The Phial of Galadriel (charging) {13% off}
   It provides resistance to disease.  
g) The Full Plate Armour of Isildur [25,+25] (+1)
   It modifies constitution.  It provides resistance to acid, electricity, 
   fire, cold, powerful confusion, sound and nexus.  It protects you from 
   stunning and confusion.  
h) Leather Coat of the Quendi (-1) [5,+19] (+2)
   It provides resistance to disenchantment.  
i) The Small Metal Shield 'Gulos' worth 56000 gold pieces (+6) [3,+14] (+3)
   It modifies dexterity and agility, constitution and charisma.  It
   sustains wisdom.  It provides resistance to electricity, fire and cold.
   It protects you from paralysis and magical slowness.  
j) The Metal Cap 'Arant' [3,+17]
   It sustains constitution.  It provides resistance to acid, electricity, 
   fire, cold, powerful light and chaos.  It protects you from 
   hallucination, paralysis and magical slowness.  It gives its wielder 
   telepathy and see invisible.  
k) a Set of Gauntlets of Might worth 127735 gold pieces [2,+11] (+3)
   It protects you from paralysis and magical slowness.  
l) a Pair of Soft Leather Boots of Constitution [2,+2] (+3) {Isengard 34}
   It modifies constitution.  It sustains constitution.  


  [Character Equipment -- Quiver]

n) 81 Steel Bolts (2d7) (+0,+0) {@0}
o) 8 Steel Bolts (2d7) (+0,+0) <Dragon's Storm-coated> {@0}
p) 18 Bolts of Slay Dwarf (1d7) (+11,+7) {@1}
q) 18 Bolts of Slay Demon (1d7) (+8,+7) <Magic>
r) 13 Seeker Bolts of Poison (4d7) (+9,+26)
s) 24 Steel Bolts of Slay Demon (2d7) (+7,+2)
t) 5 Steel Bolts (2d7) (+7,+9) <Darkness-coated>
u) 5 Steel Bolts (2d7) (+0,+0) <Web-coated>
v) 3 Steel Bolts (2d7) (+0,+0) <Firebreath-coated> {=s}
w) 6 Bolts (1d7) (+8,+8) <Light-coated> {@9 =s}


  [Character Inventory]

a) a Magical Bag of Poisons
   with a) 26 Violet Speckled Potions of Slowness
        c) 6 Cyan Potions of Blindness
        f) 14 Grey Speckled Potions of Lose Memories
        h) 9 Rosy Potions of Weakness
        i) 28 Cloudy Potions of Stupidity
        j) 23 Puce Potions of Naivety
        k) 10 Myrtle Green Potions of Clumsiness
        l) 14 Metallic Blue Potions of Sickliness
        m) 22 Red Speckled Potions of Ugliness
        n) 2 Tepid Potions of Detonations
        p) a Clotted Red Potion of Undeath
        q) a Light Green Potion of Dragon's Flame
        r) 5 Sparkling Potions of Dragon's Frost
        s) 8 Coagulated Crimson Potions of Dragon's Storm
        t) 9 Viscous Pink Potions of Dragon's Bile
        u) 7 Mustard Green Potions of Dragon's Venom
        v) a Slushy Potion of Poison
b) a Magical Bag of Supplies
   with a) 99 Flasks of Oil
        c) 31 Flasks of Acid
        e) 99 Iron Spikes
        f) 99 empty Bottles
        h) 25 empty Cages
        i) 60 feet of Rope
        j) 470 feet of Chain
        k) 460 feet of Elven Rope
        l) 33 Flasks of Fire
        m) 8 Flasks of Ice
        n) 6 Flasks of Light
        o) 4 Flasks of Darkness
        t) 27 Flasks of Web
c) a Magical Bag of Provisions
   with b) 28 Strips of Beef Jerky
        c) 99 Rations of Food
        d) a Slime Mold
        e) 7 Pieces of Elvish Waybread
        h) 99 Pints of Fine Ale
        i) 99 Pints of Fine Wine
        j) 66 Pints of Orcish Spirits
        k) 90 Light Brown Potions of Apple Juice
        l) 57 Icky Green Potions of Slime Mold Juice
        m) 52 Clear Potions of Water
d) a Magical Bag of Scrying
   with a) 13 Scrolls titled "mikple" of Identify
        b) 56 Scrolls titled "nisarg po" of Read Magic
        c) 99 Scrolls titled "wunyp itcos sa" of Analyze Magic
        d) 17 Scrolls titled "crerhov zunsol" of Magic Mapping
        e) 99 Scrolls titled "botoxy micha" of Treasure Detection
        f) 99 Scrolls titled "tursblu grenih" of Object Detection
        g) 14 Scrolls titled "orna werg cos" of Trap Detection
        h) 24 Scrolls titled "doe shux" of Door/Stair Location
        i) 17 Scrolls titled "kliankh roko" of Detect Life
        j) 99 Scrolls titled "snikther po" of Detect Magic
        k) 74 Scrolls titled "snaion ganman" of Detect Curse
        l) 99 Scrolls titled "same i pay" of Gauge Magic
        m) 11 Scrolls titled "khosne abcos" of Legend Lore
        n) 5 Scrolls titled "hyd absri snik" of Detection
        o) 57 Scrolls titled "appre friprok" of Runic Magic
        p) 14 Scrolls titled "hydrea nesfid" of Value Magic
        q) 23 Scrolls titled "aksblaa wunfor" of Feedback
        r) 75 Scrolls titled "argesh bin" of Sense Magic
        s) 22 Scrolls titled "satuni bantri" of Test Magic
e) a Sword Rune stone
f) 11 Auburn Potions of Speed {!k}
g) 15 Amber Potions of Cure Critical Wounds {!k, 25% off}
h) 6 Foamy Potions of Healing <3 Bloods> {!q!k =g}
i) 5 Scrolls titled "soel erk" of Phase Door
j) 4 Scrolls titled "barti ofid pet" of *Destruction* <2 Explosives> {!*}
k) 2 Ivory Rods of Detect Power <3 Eyes> {@z3 !!}
l) 2 Divining Rods of Recall (Theft proof) {@z1 !k}
m) 2 Rusty Rods of Detection <2 Eyes> {@z5 !!}
n) 3 Zirconium Rods of Light <Star> {@z4 !k}
o) 2 Bronze Rods of Teleport Other {!*}
p) 2 Gold-Plated Wands of Teleport Other (7 charges) {=s}
q) a Silvered Staff of Teleportation (1d6) (+0,+0) (3 charges) {=s}
r) The Amulet of Carlammas (+2)
   It modifies constitution and spell resistance.  It provides resistance
   to fire.  
s) a Hatchet of Numenor worth 141940 gold pieces (1d5) (+9,+12) [+2] (+2)
t) a War Hammer 'Foulheart' (3d3) (+8,+12) (+3) {Smasher of Brains @w0 !k}
   It gives its wielder slow digestion.  

  [Home Inventory]

a) a Magical Bag of Harmful Mushrooms
   with a) a Spotted Mushroom of Poison
        c) a Yellow Mushroom of Paranoia
        d) 2 Grey Mushrooms of Confusion
        e) a Light Blue Mushroom of Hallucination
        f) a Copper Mushroom of Paralysis
        g) 4 Pink Mushrooms of Weakness
        h) a Purple Mushroom of Sickness
        i) 2 Black Mushrooms of Stupidity
        j) a Green Mushroom of Naivety
        k) 4 Rotting Mushrooms of Unhealth
b) a Magical Bag of Lesser Runes
   with b) a Blood Rune stone
        c) 2 Cross Rune stones
        d) a Door Rune stone
        g) a Flame Rune stone
        h) a Frost Rune stone
        i) a Summoning Rune stone
        m) a Storm Rune stone
        n) 2 Earth Rune stones
        o) a Wave Rune stone
c) a Magical Bag of Maps
   with f) a map titled 'There and Back Again'
        g) a map to the ruins of Angmar
        h) a map to the sunken city of Numenor
        i) a map to the temple of Elemental Evil
        j) a map to the Crystal Castle
d) 2 Sword Rune stones
e) 8 Amber Potions of Cure Critical Wounds {!k, 10% off}
f) 27 Silver Speckled Potions of Resistance {50% off}
g) 16 Gloopy Green Potions of Cure All Wounds
h) a map to the door to Moria
i) 14 Scrolls titled "xoxy dokfa sri" of Teleportation
j) 4 Scrolls titled "rhov monsef" of Enchant Ammunition Brand
k) 3 Silvered Staffs of Teleportation (1d6) (+0,+0) (9 charges) {=s}
l) a Teak Staff of Banishment (2d6) (+7,+5) (3 charges)
m) a Filthy Rag of the Quendi [1,+18] (+1)
n) The Robe of Brith [2,+11] (+2)
   It modifies dexterity and agility and constitution.  It provides
   resistance to acid, electricity, fire, cold, poison, fear, powerful
   light and powerful confusion.  It protects you from the effects of
   poison and confusion.  
o) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It modifies dexterity and agility.  It provides resistance to acid and 
   shards.  It protects you from cuts.  
p) Leather Coat of Resist Water (-1) [5,+0]
q) The Iron Crown of Daegas (+10) [0,+20] (+3)
   It modifies strength and size, intelligence and wisdom.  It provides
   resistance to acid, electricity, fire, cold, poison, fear and powerful
   light.  It protects you from the effects of poison and blindness.  It
   gives its wielder slow digestion.  
r) The Metal Cap of Marandos (+6) [3,+19] (+3)
   It modifies wisdom, searching and hitpoint regeneration.  It sustains 
   dexterity and agility.  It provides resistance to poison, fear and 
   disenchantment.  It protects you from the effects of poison.  It gives
   its wielder slow digestion and see invisible.  It burdens you with 
   aggravation.  
s) The Steel Helm of Hammerhand [6,+20] (+3)
   It modifies strength and size, dexterity and agility, constitution and 
   spell resistance.  It sustains strength and size, dexterity and agility
    and constitution.  It provides resistance to acid, cold, powerful
   darkness and nexus.  It burdens you with aggravation.  
t) a Pair of Metal Shod Boots of Resist Nexus [6,+7]
u) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
   It does x4 damage against orcs.  It does x3 damage from cold and 
   holiness.  It does x3 damage against dragons.  It modifies searching
    and light radius.  It provides resistance to cold and powerful darkness
   .  It gives its wielder slow digestion.  It is blessed by the gods,
   allowing priests to wield it.  It senses orcs.  
v) a Two-Handed Mace of Corrosion (4d4) (+9,+8)
w) 49 Bolts of Poison (1d7) (+8,+7)
x) 79 Mithril Bolts (3d7) (+9,+18) {25% off}

  [Dungeons Explored]

You have reached level 56 of Angband.
You have reached level 8 of the Misty Mountains.
You have reached level 4 of Farmer Maggot's farm.
You have reached level 1 of Caradhras.
You have reached level 2 of the gates of Moria.
You have reached level 29 of Isengard.
You have reached level 3 of Bree.
You have reached level 19 of Barrow-downs.
You have reached level 2 of Trollshaw Forest.
You have reached level 33 of the ruins of Angmar.
You have reached level 33 of the sunken city of Numenor.
You have reached level 28 of the temple of Elemental Evil.
You have reached level 29 of the Crystal Castle.
You have reached level 4 of a clearing in the Old Forest.
You have reached level 1 of the House of Tom Bombadil.
You have reached level 8 of the Midgewater Marshes.

  [Self-Knowledge]

You are afflicted with wit loss caused by hard to treat viruses.  It must
be treated by powerful healing magic, or can have the symptoms treated for
a temporary respite.  

  [Character Equipment Stat Modifiers, Sustains and Flags]

(+/-) + +++ + + ++
      (               (
      abcdefghijkl@              abcdefghijkl@
 Str: ..56......3..        Str:  ..ss......s..
 Int: .............        Int:  .............
 Wis: 1............        Wis:  ........s....
 Dex: ....7...3.3..        Dex:  ..........s..
 Con: ......1.3.33.        Con:  .........sss.
 Chr: ........3....        Chr:  .............
 Agi: ....7...3.3..        Agi:  ..........s..
 Siz: ..56......3..        Siz:  ..ss......s..
 Acid:......++.+...        Disea:.....+....... 
 Elec:......++++...        Blind:............. 
 Fire:......++++...        Confu:......+...... 
 Cold:......++++...        Sound:............. 
 Pois:....+........        Shard:............. 
 Fear:+............        Nexus:......+...... 
 Lite:.........+..+        Nethr:............. 
 Dark:.............        Chaos:.........+... 
Water:.............        Disen:.......+..... 
      abcdefghijkl@              abcdefghijkl@ 
 Food:.............         Save:.............
Feath:.............        Devic:.............
 Glow:.............        Steal:.......2.....
Regen:.............        Sear.:.............
Telep:.........+...        Infra:.............
Invis:.........+..+        Tunn.:.............
FrAct:........+++..        Speed:.............
HLife:.............        Blows:.............
Activ:....++..++...        Shots:.............
Throw:.............        Might:.............
Undea:.............        Healt:............. 
Demon:.............         Mana:............. 
  Orc:.............        Exper:............. 
Troll:.............        Telep:............. 
Giant:.............        Spell:............. 
Dragn:.............         Evil:............. 
  Man:.............              abcdefghijkl@ 
Dwarf:.............                 (   
  Elf:.......+....+                            
Natur:.............                            
      abcdefghijkl@                            
         (                              


  [Home Inventory Stat Modifiers, Sustains and Flags]

(+/-)               ++ +++     
       &&&?!?(\{        &&&?!?(\{
       abcdefghijklmnopqrstuvwx        abcdefghijklmnopqrstuvwx
 Str:  ................3.3.....  Str:  ..................s.....
 Int:  ................3.......  Int:  ........................
 Wis:  ................33......  Wis:  ........................
 Dex:  .............23...3.....  Dex:  .................ss.....
 Con:  .............2....3.....  Con:  ..................s.....
 Chr:  ........................  Chr:  ........................
 Agi:  .............23...3.....  Agi:  .................ss.....
 Siz:  ................3.3.....  Siz:  ..................s.....
       abcdefghijklmnopqrstuvwx        abcdefghijklmnopqrstuvwx
 Acid: ............+++.+.+..... Disea: ........................
 Elec: ............++..+....... Blind: ................+.......
 Fire: ............++..+....... Confu: .............+..........
 Cold: ............++..+.+.+... Sound: ........................
 Pois: .............+..++...... Shard: ..............+.........
 Fear: .............+..++...... Nexus: ..................++....
 Lite: .............+..+....... Nethr: ........................
 Dark: ..................+.+... Chaos: ........................
Water: ...............+........ Disen: ............+....+......
       abcdefghijklmnopqrstuvwx        abcdefghijklmnopqrstuvwx
 Food: ................++..+...  Save: ........................
Feath: ........................ Devic: ........................
 Glow: ....................+... Steal: ............+...........
Regen: .................+...... Sear.: .................+..+...
Telep: ........................ Infra: ........................
Invis: .................+...... Tunn.: ........................
FrAct: ........................ Speed: ........................
HLife: ........................ Blows: ........................
Activ: ...............+........ Shots: ........................
       abcdefghijklmnopqrstuvwx        abcdefghijklmnopqrstuvwx
Undea: ........................ Healt: ........................
Demon: ........................  Mana: ........................
  Orc: ........................ Exper: ........................
Troll: ........................ Telep: ........................
Giant: ........................ Spell: ........................
Dragn: ........................  Evil: ........................
  Man: ........................        abcdefghijklmnopqrstuvwx
Dwarf: ........................
  Elf: ...............+........

  [Options]
Game: Expand the power of the look command   : yes (expand_look)
Game: Expand the power of the list commands  : yes (expand_list)
Game: Map remembers all perma-lit grids      : yes (view_perma_grids)
Game: Map remembers all torch-lit grids      : no  (view_torch_grids)
Game: Generate dungeons with aligned rooms   : yes (dungeon_align)
Game: Generate dungeons with connected stairs: yes (dungeon_stair)
Game: Mark where you have detected traps     : yes (view_unsafe_grids)
Game: Mark where you have detected monsters  : no  (view_detect_grids)
Game: When running, ignore interesting floors: yes (run_ignore_floors)
Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize all of the artifacts        : no  (adult_rand_artifacts)
Adult: Play in Lord of the Rings campaign    : yes (adult_campaign)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Haggle in stores                      : no  (adult_haggle)
Adult: Scum for good levels                  : yes (adult_scum)
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)
Score: Know complete artifact/ego info       : no  (score_lore)
Score: Auto-inscribe items as if known       : no  (score_auto)



Posted on 4.2.2007 05:49
Last updated on 18.6.2007 23:33

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5171. on the Ladder (of 12064)
22. on the Unangband Ladder (of 182)
33. for this player (out of 66)

Comments

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On 4.2.2007 05:49 Matthias wrote:
Playing the 062 WIP3 version of Unangband. This variant is amazing when it comes to new things per version number.
The archer is the old ranger, minus the magic and with not-so-good melee. Thanks to the new quiver, coating arrows is really useful now. Now all I need is a good xbow

Went the way to weathertop and battled the rider for my first artifact. First I attacked with four bolts of detonation (exploding traps can be disarmed for a potion of detonation, but I've only seen one of those traps so far :( ) then I switched to a combination of light and acid coated bolts until the rider gave up.

The scyring back was dropped by beorn, as was the bad mushroom one, perfect reward for the current level.

Status increases feel well balanced now. You get to chose the stat to be increased, but not once per level, but about 2 every 2-3 levels, with a big 5 stat increase every 10 levels

On 4.2.2007 11:50 andrewdoull@gmail.com wrote:
Particularly impressed by your boots there. I'm glad to hear stat increases are balanced now - a lot of work has gone into that.

On 4.2.2007 20:58 Bandobras wrote:
A nice char! You are playing a high-exp race, which should really hurt in this variant due to stat increases --- does it hurt enough? BTW, Wood-Elf has twice better starting archery, but the difference is worth only about 3 character levels for this particular class (not counting stat increases).

I think I'll carry on with the adventures of Frodo the Ringbearer soon. :)

On 5.2.2007 04:31 Matthias wrote:
Thanks.. I also really start to like her. I almost won a ranger in the last beta, but he was more or less melee only. This one is pure bolting fun.

Actually it doesn't hurt at all. Exp penalties aren't hurting in any variant imo. The character is stronger and can kill deeper stuff faster, getting exp quicker etc. And at level 30, the stats I want to raise have reached a point where they don't increase a lot anyway.

I didn't look into the character choices enough to even notice the Wood-Elf but the HighElf is usually a save choice to try a class. That and I hate to play without see invisible.

Oh and you should defenitly continue Frodo's Quest!


On 5.2.2007 04:43 Matthias wrote:
Curry continues her quest. Weathertop denied access so the only way to continue was Fort Rivendell guarded by... yet another rider.
I used the same tactics as before, bolts of light to keep him blinded, anything else to wear him down. I seriously cannot image how one is supposed to kill those guardians at that level without falling back to those tricks. Not that I think that falling back to tricks is a bad thing. In the end all that matters is that the dlvl 2700 undead is gone.

3 paths to chose: Caradras (sp?), Isildur and the Gates or Moria. All range from dlvl20-dlvl50. I've been to the first two before, so I went to the Moria Gates. The guardian, should I make it down alive will be the watcher of the water.

Found the bow of Amrod, but it only gives 1 shot so I'll keep my xbow for now.

On 5.2.2007 16:51 Matthias wrote:
On her first dive at gate of Moria, Curry opened a chest of maps that opened even more regions to travel (moria itself, Numenor, Elemental Evil). Travelled to the evil temple for a while until the map got distroyed. I think I'll try my luck at the tower of Isildur next

On 6.2.2007 02:15 Matthias wrote:
Omg bad news. Looks like I've lost Cubragol. No idea when or where it happens, but the Artifat screen shows all 4 Artifats I've found plus 3 I've never seen. Even worse: All three are missile weapons including Cubragol. Worst case scenario lol.
I checked birth options and noticed preserve isn't an option anymore, so I am guessing auto off.

In other news I started climbing Sarumons tower. If I have to guess this is the place where I lost those Arts as I was very selective/carefull up there.



On 6.2.2007 02:58 Matthias wrote:
hmm I tested going up/down and checked skipped 250 levels this way and I still haven't lost any further Artifacts. Compared to the maybe 10-20 levels I skipped while actualy playing that sounds too unlikely.
So if Preserve is actually on, that means I must have ided those bows without noticing them? Maybe by casting detect magic?

On 6.2.2007 11:42 andrewdoull@gmail.com wrote:
Its sounds like a bug. Not too good - we've recently removed the preserve option so this could alternately be a bug as a part of that. You should have random artifiact missle weapons still - hopefully a randart crossbow. I suspect it won't be as powerful as Cubragol. I can offer you a save file hack if required.

On 6.2.2007 14:27 andrewdoull@gmail.com wrote:
Just noticed the 14 Scrolls titled "same i pay" of Gauge Magic.

See http://roguelikedeveloper.blogspot.com/2007/01/you-find-scroll-of-genocide-titled-pol.html for my thoughts on this.

On 6.2.2007 15:19 Matthias wrote:
I read through your blog and somewhere you said it was possible to block. That sounds like a good thing to do against incoming hiding ghosts that cannot be attacked until they unhide...usually next to the player. So... how to block?!?

On 6.2.2007 18:03 Bandobras wrote:
Just stay still, do nothing and then you block.

On 6.2.2007 18:17 Matthias wrote:
That standing still as in pressing 5? Thanks a lot :=)

On 7.2.2007 20:27 Matthias wrote:
Living with ghosts has become less of an annoyace. Blocking helps, but even more important is my new slayer of choice. 3d7 +21 and slay holy can't ask for much more against those Ghosts.

Reached the top level of the tower in Isengard (note to self: Isildur is my Armor, Isengard is the tower... mustn't confuse the two). I had killed one of feanor's suns earlier, and he was generated alone on that level, so I hoped the same for Sarumon and went up checking.

Level 49 had lesser Ancient dragons, average ghosts and Undead etc. Level50 however offers stuff like Power Wyrms, Aether Wyrms and Black Reavers, all from Level85 or deeper. And we're talking about a very small level with about 20 of those. No way will I ever attack level50 of the tower... Well unless I take that Banishment Staff, banish A, L and whatever is floating around until only Sarumon is left. No sure on that one, but on the other hand I only wanted to kill him for the drop anyway, as I already went that route twice before.

Found a *nice* crown with rbase, poison, blindness, +3 size/str and 10 attack bonus that will have to wait until I can move ESP away from the helm slot. Still no usefull Crossbow.

I've got my map to the Elemental Evil temple back, so I'll check out that one a bit more

On 7.2.2007 20:43 Matthias wrote:
Sitenote for anyone else playing (like the competition): Both starting ways offer several possibilies to reach "Rivendell, in autumn". No idea if it is even possible to walk around it. If you have a chance to get there, do it, then try Isengard. The Isengard tower, while potentially *dangerous* seems to be the best way to upgrade your character for the mid game. If you can survive level30+, dragons will start dropping bags regulary enough to get all of the lower ones without problems. They also drop rings and amulets a lot, so those slots will get major upgrades too. Later dragons will drop heavy armor items. The Undead will fill up your inventory with scrolls or books should you need them. Weapons are less common and potions/device are actually rare up there. Level40+ also has early Major Demons, that are *dangerous* for that level as they come in big numbers. Same is true for Hounds. Isengard offers them all up to chaos hounds.

As mentioned this is a dangerous place, especially since it is a *small* level about 1/2 the size of the trap detect area, but if played with care the reward is really worth it.

On 7.2.2007 22:47 Bandobras wrote:
Wow. Aren't you an overeater! No wonder your weight is so huge.

Talking about weight --- I guess the SIZ/STR bonuses on items need some toning down. However, when you start encountering rings of speed, things should be more interesting once again, even though the rings of speed are now weaker IIRC.

On 8.2.2007 02:52 Matthias wrote:
Telling an elite female archer she was fat is usually not a good idea. Also true for non elite archers. Well, I was running out of waybread because traveling takes food, Isengard drops no food, and Rivendell sells no Waybread. And when it comes to normal bread, 10 bread weight the same as the bag... So I thought I could as will fill it up, you never know o_0

On SIZ/STR: Those are basicly cons rings plus the Str help me getting 5 blows with the 19lb slayer of mine. So from a Vanilla point of view those are only temporary until something better comes up. From the Un point, I'm not all sure I'll even need speed rings. I'm really intrested how speed will evelope. My current +9 is from agi alone, with a lot of room to increase left. We'll see how it goes.

If I find a xbow that is. If not... I did a little spying and just as I though: The Haradrim xbow is <4swords> . 3 Runes Left to find :)

On 8.2.2007 12:33 andrewdoull@gmail.com wrote:
Speaking of elites, how are you finding the powered up monsters? e.g. the monsters with Large, Huge, Giant, Elite, Veteran, Fast, Furious, Deadly etc prefixes in front of them.

Are they too frequent, too rare, too tough, too easy etc?

On 8.2.2007 17:13 Matthias wrote:
Is that documented anywhere? I noticed those prexis, and I like the idea. The problem is that I don't know how strong/weak they actually are compared to their normal versions. That's because if, on one level, one monster is of an elite version, they all are.

So for the moment from a playing point each special version is a new creature type for me, that I have to memorize

I think other games with champion type monsters make those rarer, I think that would be the way to go, if it is only one, not all of the level, but that one is actually *stronger*, *faster* than the rest.

On 8.2.2007 17:48 andrewdoull@gmail.com wrote:
Unangband went through quite a radical change for 0.6.2 and stop generating monsters once they are 5 levels too shallow for the depth you are at. However, this creates too small a range of monsters on each level, particularly deeper in the dungeon.

So I added in various prefixes to improve the abilities of lower level monsters to allow them to catch up, using three flags, LEVEL_SPEED, LEVEL_SIZE and LEVEL_POWER.

Each monster with one of these flags appears with a stronger prefix at 5 levels, 10 levels and 15 levels below its maximum depth. Speed monsters get faster, size monsters get more hp and power gets a blend of both. If a monster has 2 or 3 of these flags, they may appear in multiple flavours e.g. a faster version, a stronger version and a more powerful version in a mix on the level. However, they should all be 'equally' tough, based on a monster power algorithm hack.

I could treat these as separate monsters for recall purposes. It'd be fairly hacky though. I'd rather not make them completely separate monsters, as it'd be even more monster madness (Unangband already has too many monsters, arguably).

On 8.2.2007 17:57 andrewdoull@gmail.com wrote:
FYI The actual power curve for all monsters in Unangband is based on the following curve, where 1 power is the maximum strength for a level 1 monster:

Use level as power for levels 1 - 40, then add 3 power for each level up to 70, then add 6 power for each level up to 90, then add 20 power for each level up to 100. This excludes uniques.

So a level 40 monster is 40 times tougher than level 1, level 70 is 160 times tougher, level 90 is 280 times tougher, and level 100 is 480 times tougher.



On 8.2.2007 18:12 Matthias wrote:
So they aren't actually champion type, but additional types while keeping the list less complex. That's good but then what about adding champion type monsters? Give each monster a 1% chance to become champion. Champions could have better drops but are difficult to kill for their level. Random bosses so to speak. You could give them stat upgrades as well as random additional resists/attacks compared to the normal version. Or if you want to prevent champion type scumming, you could create them at startup, just like the randarts, then if a monster rolls the 1% dice, and if a champion of that type is still available, change monster into champion.

Have you played Diablo2? This is one of the games that had normal monsters, random bosses, normal bosses and act bosses. With the guardians, Un has all of those minus the random bosses.

On 9.2.2007 00:10 Matthias wrote:
Could I have some extra Curry?
Went for the Crystal Castle a bit. Level50 had Wolf chieftains with escort. Blue Ancient dragon escort. Now I could get as many Ancient dragons as I want in Isengard, but I couldn't resist taking those out. 40 Dragons down I reach level 35. After 4 packs I even found Armor with coldImunity, so I only lost 2 heal in the process. The reward is worth it. Another *nice* helm, this time featuring resChaos, telepathy and freeaction among other things.
As a result I could now switch gloves back to of Power for another +5 size.
Turned out +5 size gives an extra 20hp over +2 siz/cons, but the current gloves also give +2 speed thanks to +agil, so they'll stay.
Was also able to upgrade that serpent Amu of mine, to +7. I wonder how high those things can go...

Hmm 12 speed, almost 1000 hp... time to go deeper I guess.
Currently looking for a usefull blunt weapon for those undead-edged-resisters

On 9.2.2007 02:22 Matthias wrote:
A dragon breathed Pestilence and produced 4 diseases. 3 of them disappeared on their own, but I fail to heal the last one. Where is a potion of life when you need one. That means I'm playing without regeneration once again until I can get my hands on such a potion. First I'll get myself a regeneration amu though. They are worth 28000 according to value magic and I never understood why. Would suck to give up that Snake amu though.

On 9.2.2007 13:19 Bandobras wrote:
I have no clue, but even the potion of Water is reported to cure some disease. If you drank 99 such potions wouldn't that help? Frankly I'd like that much more than making anybody with a Phial immune to disease...

On 9.2.2007 14:52 Matthias wrote:
Nope wouldn't help. You need the right cure for the right disease. I HAVE the Phial but it currently only weakens the power of the disease, but Andrew already changed that to fully prevent the disease for the next version.

Drinking water would kind of defeat the pupose as even the hardest disease would be cureable almost as once (stand in any water, trink from floor)

I really like the Phial giving resDisease by the way. This doesn't make it an obvious choice! The are laterns of speed, telepathy, +stats, resists all waiting to possibly replace it.

On 10.2.2007 21:54 andrewdoull@gmail.com wrote:
Unfortunately, getting regeneration won't help you heal while you're diseased. On a 'positive' note, you can also use *Healing* on this particular illness, in addition to life. You're at a depth where *Healing* should start to occur, albeit rarely.



On 10.2.2007 21:58 Matthias wrote:
That's actually a very good news.

So why is the regen Amu so expensive?

On 11.2.2007 16:06 andrewdoull@gmail.com wrote:
The power rating for regeneration is probably too high. Its pval dependent though; I haven't checked if the pval is being display though.

Wip4a is out, by the way. Plus a debug build.

On 11.2.2007 16:31 andrewdoull@gmail.com wrote:
BTW: Intelligence affects the % chance of your missiles breaking - you may want to pump that up.

On 11.2.2007 20:19 Bandobras wrote:
The code says not for launcher missiles, only for weapons (thrown and ordinary). But perhaps it's a good idea to change that, though it may overpower archers, but not very likely, since missiles break at once, instead of losing pluses first, as weapons do, so your super-killer bolts will run out, anyway.

On 11.2.2007 21:29 Matthias wrote:
I realized I likely would have to increase int after reading frodo's dump. So do I or don't I?

Regen amu don't show their pval

On 11.2.2007 23:11 Matthias wrote:
After travelling between the different dungeons for a while I realized my bet chance to meet potion droppers would be in Angband, so I went there. Current levels has wizards of the high council or something like that. They can drop potions... among other thing... better than nothing.


One of them dropped: 8 "bottles containing something". I identified them, now the are 8 "bottles containing an enchantress" (~lvl40 mage npc).

So how does an enchantress fit into a bottle? How do I get her out? Do I want to get her out? Can I have the empty bottle if I let her out?

On 12.2.2007 00:51 Bandobras wrote:
Perhaps she does not fit into a bottle, but does into 8 bottles? ;> A funny bug...unless it's Yet Another UnFeature that needs a help file explanation.

From my reading of the code INT only helps with breakage of non-ammo weapons. So, until the glorious maintainer tweaks that, INT is useless for ammo. Apart of that INT helps with devices, disarming (and trap-setting) and gives a bonus to hit.

You can increase INT or pump points into the high stats --- 220 is no longer the limit. Or perhaps pump CHR that helps you avoid enemy missiles and increases the chance of scaring monsters? Or WIS for saving throw and AC?

On 12.2.2007 01:08 Bandobras wrote:
BTW, what is that number in parenthesis after "Crown of Daegas"?

On 12.2.2007 01:41 Matthias wrote:
That's Combat bonuses, +10 to hit.

Out of sight summonig was dangerous when I had strong melee, now with this character it is just pointless. Had to abandon a medium vault with two unknown potions. And I *tried* to get in, but what am I supposed to do if those summoners keep hiding behind the walls and start summonging stuff? 300 damage darkness Storm stuff ;) It's not like I'll survive walking inside ... At least they summoned some well dropping mages, so I have orcrist and two level ups to show. Also killed an undead beholder in the progress, new deepest kill for this character.

In other negative news, I've reached a depth were about everything resists poison, so the ability to poison brand is more or less useless now, as is my Amu activation. I guess it's time to reconcentrate on arrow coating.

On 12.2.2007 01:47 Matthias wrote:
Oh right the Dschi... Enchantress in the bottle. After trying to trink, Activate, use and throwing it I searched for the button to "rub" an item. I couldn't find it so I ended destroying the bottle. That was enough to release her. Indeed only one, but I guess if I had killed only one bottle at a time, I could have freed up to 8 enchantresses.

I killed her the next turn...

Avoiding enemy missiles... I read I have to sidestep the turn before I *think* the missile gets shot?

On 12.2.2007 13:25 andrewdoull@gmail.com wrote:
Re: INT, my mistake - but will implement it that way.

Re: Enchantress. Its only supposed to generate elementals in the bottle - this the 'flask of Apprentice Warrior web' bug report. Its intended so you can use e.g. elementals with auras to soften up groups of monsters. When friendly monsters are implemented, these guys will emerge enraged, and attack *everything*.

Avoiding enemy missiles. You're correct. However, if a monster emerges from terrain, at a distance, its going to use a ranged attack the next turn. So use it in this instance. You can also advance towards something you want to melee on the diagonals to take advantage of this.

Bandobras was referring to the fact a high CHR character has a reduced chance of monsters using ranged attacks at all.

On 13.2.2007 03:37 Matthias wrote:
I'm getting teased by the RNG. I was getting more and more frustrated with the no regen, my arrows not hitting anything, no usefull blunt weapon available, annoying open / unconnected / featureful dungeons, and the first usefull xbow drop (hxbow res disenchant) getting burned exactly two turns after getting dropped.
Then I noticed that I was regenerating again. No idea why that is the case. I got rid of the magic mushroom, but not of the disease itself, but even while I now am affected by wit loss, the character is able to regenerate... for now :)

Now getting toHit up, finding a weapon, clearing the dungeon looks a lot more achievable already.

On 13.2.2007 10:20 andrewdoull@gmail.com wrote:
You only stop regenerating when you have no 'blows-type' illnesses. Since the no regeneration is probably worse than any of these, I'll replace it with something else for disease.

On 13.2.2007 22:37 Matthias wrote:
So wit loss is a blows-type illness? So at no cost should I use !selfknowledge in the currect situation to get rid of it?

Good to know, good to know :)

On 6.6.2007 23:43 Matthias wrote:
... I'm dropping this character i guess. Didn't play for some months. Somewhere in between, I deleted all my *band to keep me from playing. I made sure not delete this savegame though. However the saved file was from when I tested a newer beta which turned out to mess with my randarts. So I continued Curry in the older beta, something I failed to notice when deleting stuff, as I only checked the newest installed savedir. So now I only have a lvl35 version of Curry, with messed up randarts left and I am not bored enough to continue that version of her. Not now at least

On 18.6.2007 23:33 Matthias wrote:
Curry revived?!? Andrew fixed a bug from February by basicly telling me there was none, so of course I had to check that old savefile I submited for that bug to prevent missunderstandings. Turns out that old save is actually Curry at her best level and equip, more exp that the last one shown here...

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