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The Angband Ladder: Durim Thunderbeard, Dwarf Priest by new.ideas

  [Angband 3.0.6 Character Dump]

 Name   Durim Thunderbeard                       Self  RB  CB  EB   Best
 Sex    Male              Age        36   STR! 18/100  +2  -1 +16 18/270
 Race   Dwarf             Height     48   INT! 18/100  -3  -3  +3  18/70
 Class  Priest            Weight    162   WIS! 18/100  +2  +3  +8 18/230
 Title  ***WINNER***      Status     39   DEX! 18/100  -2  -1  +7 18/140
 HP     957/957           Maximize    Y   CON! 18/100  +2  +0  +8 18/200
 SP     393/393           Preserve    Y   CHR! 18/100  -3  +2  +9 18/180

 Level           50       Armor    [52,+139]     Saving Throw  Legendary
 Cur Exp   23973269       Fight    (+54,+43)     Stealth            Fair
 Max Exp   23973269       Melee    (+70,+61)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+64,+14)     Shooting      Legendary
 MaxDepth   5050 ft       Blows       4/turn     Disarming        Superb
 Gold       3418693       Shots       1/turn     Magic Device     Heroic
 Burden   338.3 lbs                              Perception         Fair
 Speed          +30       Infra        50 ft     Searching          Fair

 You are the only child of a Dwarven Miner.  You are a credit to the
 family.  You have dark brown eyes, straight black hair, a one foot
 beard, and a dark complexion.


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

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


  [Character Equipment]

a) The Trident of Wrath (3d8) (+16,+18) (+2) {@w1 3300',GV}
   It increases your strength and dexterity by 2.  It slays all evil
   creatures, and is especially deadly against undead.  It is branded with 
   poison.  It provides resistance to light and dark.  It is blessed by
   the gods.  It grants you the ability to see invisible things.  It
   cannot be harmed by the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {3400',GV}
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) The Ring of Power 'Narya' (+6,+6) (+1) {3650', Great Bile Wyrm}
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
d) a Zircon Ring of Speed (+12) {3800', some Wyrm}
   It increases your speed by 12.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {3300', GV}
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  It
   activates for heal (500) every 200 turns.  It cannot be harmed by the
   elements.  
f) The Arkenstone of Thrain {3400',GV}
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {3400', Saruman}
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
h) The Shadow Cloak of Luthien [6,+20] (+2)
   It increases your intelligence, wisdom, and charisma by 2.  It
   increases your stealth and speed by 2.  It provides resistance to acid, 
   fire, and cold.  It activates for restore life levels every 250 turns.  
   It cannot be harmed by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4) {3250', AMHD}
   It increases your strength and constitution by 4.  It provides immunity
   to acid.  It provides resistance to fear, sound, and chaos.  It grants
   you immunity to paralysis.  It cannot be harmed by the elements.  
j) The Golden Crown of Gondor [0,+15] (+3) {3450', Great Bile Wyrm}
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, light,
   blindness, confusion, sound, and chaos.  It lights the dungeon around
   you and speeds your regeneration.  It grants you the ability to see
   invisible things.  It activates for heal (500) every 250 turns.  It
   cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {3800', Storm Wyrm}
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
l) a Pair of Hard Leather Boots of Speed [3,+10] (+6)
   It increases your speed by 6.  


  [Character Inventory]

a) 5 Holy Books of Prayers [Words of Wisdom] {@m2!d!k!v}
b) 5 Holy Books of Prayers [Chants and Blessings] {@m3!d!k!v}
c) 5 Holy Books of Prayers [Exorcism and Dispelling] {@m4!d!k!v}
d) a Holy Book of Prayers [Ethereal Openings] {@m5!d!k!v}
   It cannot be harmed by the elements.  
e) a Holy Book of Prayers [Godly Insights] {@m6!d!k!v}
   It cannot be harmed by the elements.  
f) a Holy Book of Prayers [Purifications and Healing] {@m7!d!k!v}
   It cannot be harmed by the elements.  
g) a Holy Book of Prayers [Holy Infusions] {@m8!d!k!v}
   It cannot be harmed by the elements.  
h) a Holy Book of Prayers [Wrath of God] {@m9!d!k!v}
   It cannot be harmed by the elements.  
i) 39 Smoky Potions of Speed
j) 19 Pungent Potions of Healing {=g}
k) 7 Azure Potions of *Healing*
l) 11 Yellow Potions of Restore Mana
m) 9 Scrolls titled "vivfu marer" of Teleportation
n) 27 Scrolls titled "ha iv wahevs" of Teleport Level
o) a Zircon Ring of Speed (+12)
   It increases your speed by 12.  
p) The Ring of Tulkas (+4) {3650', Great Bile Wyrm}
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to fear.  It activates for haste self (75+d75
   turns) every 150+d150 turns.  It cannot be harmed by the elements.  
q) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It lights the
   dungeon around you and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
r) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It is cursed.  It cannot be harmed by the elements.  It might
   have hidden powers.
s) The Rapier 'Forasgil' (1d6) (+12,+19)
   It cannot be harmed by the elements.  It might have hidden powers.
t) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It cannot be harmed by the elements.  It might have hidden powers.


  [Home Inventory]

a) 27 Scrolls titled "ionden bu mi" of *Identify*
b) 13 Oak Staffs of Speed (27 charges)
c) an Alexandrite Ring of Slaying (+9,+8)
d) a Zircon Ring of Speed (+10) {3450', Great Bile Wyrm}
   It increases your speed by 10.  
e) The Ring of Barahir (+1) {2700', L.Balrog}
   It increases all your stats by 1.  It increases your stealth by 1.  It
   provides resistance to poison and dark.  It cannot be harmed by the
   elements.  
f) The Amulet of Ingwe (+3) {3350', some Demon}
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
g) an Ivory Amulet of Trickery (+3)
   It increases your dexterity by 3.  It increases your stealth, searching,
   infravision, and speed by 3.  It provides resistance to poison and 
   nexus.  It sustains your dexterity.  
h) The Palantir of Westernesse (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 turns.  It cannot be harmed by the
   elements.  
i) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {'1700, LV}
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates for 
   door and trap destruction every 10 turns.  It cannot be harmed by the
   elements.  
j) The Full Plate Armour of Isildur [25,+25] (+1) {'2200, Acquirement}
   It increases your constitution by 1.  It provides resistance to acid, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
k) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) {2900', floor}
   It increases your stealth by 4.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It activates for phase door every 2
   turns.  It cannot be harmed by the elements.  
l) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {'2500, White Wraig}
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
m) The Cloak 'Colluin' [1,+15]
   It provides resistance to acid, lightning, fire, cold, and poison.  It
   activates for resistance (20+d20 turns) every 111 turns.  It cannot be
   harmed by the elements.  
n) The Hard Leather Cap of Thranduil [2,+9] (+2) {@w0}
   It increases your intelligence and wisdom by 2.  It provides resistance
   to blindness.  It grants you the power of telepathy.  It cannot be
   harmed by the elements.  
o) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
p) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  
q) The Small Sword 'Sting' (1d6) (+10,+10) (+2) {'2500, LV}
   It increases your strength, dexterity, and constitution by 2.  It
   increases your speed and attack speed by 2.  It slays animals, orcs, 
   undead, and all evil creatures.  It provides resistance to fear and 
   light.  It lights the dungeon around you.  It grants you immunity to
   paralysis and the ability to see invisible things.  It cannot be harmed
   by the elements.  
r) The Bastard Sword 'Calris' (5d4) (+10,+20) (+5) {3300', GV, uncursed}
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and is especially deadly against dragons.  It provides
   resistance to disenchantment.  It aggravates creatures around you.  It
   cannot be harmed by the elements.  
s) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) {3450', Great Bi}
   It increases your strength and constitution by 3.  It increases your 
   stealth by 3.  It slays orcs, trolls, and demons.  It provides
   resistance to acid, lightning, fire, cold, and blindness.  It makes you
   fall like a feather and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
t) The War Hammer of Aule (9d3) (+19,+21) [+5] (+4)
   It increases your wisdom by 4.  It increases your tunneling by 4.  It
   slays demons, undead, and all evil creatures, and is especially deadly
   against dragons.  It is branded with acid.  It provides resistance to 
   acid, lightning, fire, cold, fear, and nexus.  It grants you immunity
   to paralysis and the ability to see invisible things.  It cannot be
   harmed by the elements.  
u) The Mattock of Nain (2d8) (+12,+18) (+6 to searching) {@w1 3400', Gv}
   It increases your strength by 6.  It increases your searching, 
   infravision, and tunneling by 6.  It slays orcs, trolls, giants, and 
   dragons.  It provides resistance to dark and disenchantment.  It
   activates for stone to mud every 2 turns.  It cannot be harmed by the
   elements.  
v) The Long Bow of Bard (x3) (+17,+19) (+2) {4950', Sauron}
   It increases your dexterity by 2.  It increases your speed and shooting
   power by 2.  It grants you immunity to paralysis.  It cannot be harmed
   by the elements.  
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) {3300',Gv}
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  It
   cannot be harmed by the elements.  
x) 32 Arrows of Slay Evil (1d4) (+10,+10)
   It slays all evil creatures.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
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 some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 25.2.2008 23:05
Last updated on 4.3.2008 03:52

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1223. on the Ladder (of 16118)
191. on the Angband Ladder (of 5096)
Best for this player (out of 10)

Comments

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On 27.2.2008 03:17 eddiegrove@hotmail.com wrote:
You could swap in the HA(+2) weapon. You would give up regen.
You also lose FA, but another +2Wis gives you perfect saving throw.
At least I think so. If you go this route you might want to post to rgra
and ask someone there to double-check.


On 27.2.2008 05:12 protomech wrote:
Here are the relevant lines from xtra1.c:
p_ptr->skill_sav = rp_ptr->r_sav + cp_ptr->c_sav;
p_ptr->skill_sav += adj_wis_sav[p_ptr->stat_ind[A_WIS]];
p_ptr->skill_sav += (cp_ptr->x_sav * p_ptr->lev / 10);

Dwarf racial bonus is 9, priest class bonus is 32 base, +12 every 10 levels.

Here's the adj_wis_sav table from tables.c:
14 /* 18/170-18/179 */,
15 /* 18/180-18/189 */,
16 /* 18/190-18/199 */,
17 /* 18/200-18/209 */,
18 /* 18/210-18/219 */,
19 /* 18/220+ */

If I understand the code correctly, his save is 9 + 32 + 12 * 3 + 14 = 91 presently, 96 with 18/220+ wisdom. Perfect saves are out of reach until level 40.

On 27.2.2008 08:05 eddiegrove@hotmail.com wrote:
I don't have the tables handy, but my rule of thumb
is dwarf priest clevel 35 wis 18/200 = perfect save.
Perhaps something has changed since 3.0.6?
It is not 12*(lev/10), it is 1.2 * lev.
My patch prints out exact numbers [rather than "heroic"]
so I know my rule works in 3.0.9.


On 27.2.2008 08:12 protomech wrote:
Ah, you're right.

9 + 32 + (12 * 35 / 10) = 83.. so needs 18/200 for perfect.

On 2.3.2008 21:23 protomech wrote:
I would swap in the [very nice] ring of slaying for Barahir, unless you lose a blow.

You could also swap Thranduil, Caspanion, and your cloak of protection for Holhenneth (*ID* it!), Thalkettoth, and Holcolleth, which would give you +5 speed but lose ESP. If you dislike using detection constantly, you could wear Thranduil and keep Holhenneth around as a swap in case you run into Titans or something else that confuses on hit.

Also consider using Nimloth instead of your HA dagger, for additional speed. Also, see if you can find any more gear ending with 'th'.

I find it unlikely that an Earth Hound dropped Holhenneth, btw :]

On 2.3.2008 21:54 new.ideas wrote:
Mh, I really got used to ESP - I think it's one of the main reasons this Char is still living, that's why I didn't swap Holhenneth until now. I think the HA is better than Nimloth because Nimloth only slays Undead and the HA slays demons, undead and (especially) all evil.

and yeah, I found it also funny that a single Earth Hound in a room drops Holhenneth. :)

On 2.3.2008 22:11 eddiegrove@hotmail.com wrote:
Why are you using Barahir? Even accuracy would be better.

On 2.3.2008 22:20 new.ideas wrote:
okay, okay, I swapped to the =Slaying :)
I really liked that row of 1's in the Stats part. ;)

On 2.3.2008 22:25 protomech wrote:
Slays on a dagger or a spear aren't especially useful because the base die is so low, although Nimloth also has frost-brand. Going from (+18,+16) to (+11,+13) will hurt more - but picking up an extra 3 speed will keep certain monsters from getting a double move on you.

HA Dagger = (2.5 + 47) * 4 = 198, 208 vs evil, 218 vs undead/demons
Nimloth = (3.5 + 44) * 4 = 190, 218 vs undead/non cold-resistant

The +7 to hit will hurt a little more, but probably not too much.

Alternatively, consider swapping Holcolleth for your cloak of protection. rshards isn't awfully useful, and it'd bring up to +20 speed.

On 2.3.2008 23:33 new.ideas wrote:
Found some really good stuff in a Greater Vault like Cubragol, the Mattock of Nain, Arkenstone, =Speed(+10) and Saruman, that I killed with my new Mattock, gave me the Mail of Celeborn.

Now I need some help. Don't know what to choose for my equipment.

On 3.3.2008 02:39 new.ideas wrote:
Found another Greater Vault.

I killed The Tarrasque and Huan, but Pazuzu and Glaurung were too much because in all that fights my !RestoreMana and !Speed were destroyed.

I found:
*Elessar
*Cloak 'Colluin'
*Calris
*Trident of Wrath
*Barukkheled
*Avavir
*Belthronding
*one of the Pau*-Gloves
*=Speed(+8)

Still I need some help with my equipment :)


On 3.3.2008 18:18 protomech wrote:
Nether resistance is your only real hole.. that and more speed and damage are always good.

18/100 dex is 50% chance of avoiding theft, 18/150 dex is perfect theft avoidance. Might be a good idea to carry a second ethereal openings book :)

Your HA dagger is so out-dated. I would suggest taking the Trident of Wrath (+2 str +2 dex -4 wis) on the next trip down and seeing how you like it. Swap your amulet of trickery for Elessar (+2 str +2 wis -1 dex -rnex -1speed) to keep 4 blows, 0% spell failure.

Rnexus has a couple of effects:
3/7: teleport player away
2/7: teleport player to monster
1/7: teleport level if fail save (your save is perfect)
1/7: scramble base stats if fail save

Teleport player to monster might be deadly if you get sucked into the middle of a room. The other effects are annoying but not terribly worrisome.

If you want to keep rnexus, you can also swap in Isildur's plate mail (rconf rnexus -rdis), Thranduil (esp -rconf), and wield Calris (rdis) instead. You'll pick up aggravate, but I don't *think* you lose anything else (-2 str -3 dex +6 con -1 wis).

You could also drop the slaying ring, add the ring of speed +8, and swap cubragol for belthronding, and keep using the trident instead of calris.

Damage (not counting equipment swaps .. elessar will be a big plus, losing the slaying ring will hurt)
HA dagger: (50 + 2.5) * 4 = 210, 220 evil 230 demons/undead
Trident of Wrath: (52 + 13.5) * 4 = 262, 316 evil, 370 poison-weak, 478 undead
Calris: (52 + 12.5) * 4 = 258, 308 evil, 358 trolls demons, 458 dragons


On 3.3.2008 18:34 new.ideas wrote:
hey, thanks a lot for all the tips!

I've just found the Golden Crown of Gondor and in addition I own 2 =Speed(+10) now.
And yeah, I already switched to the Trident of Wrath but only get 3 blows, but it feels stronger than before, anyway.

On 3.3.2008 18:41 new.ideas wrote:
I switched to Trident of Wrath, 2 =Speed, Crown of Gondor, Isildur and Belthronding.
thanks for the tip.
I think that is the best combo. (4 blows, rNexus, ..)

What can I trash? my Home and Inventory is overloaded ;)

On 3.3.2008 18:51 protomech wrote:
Sell Nimloth, the bolts of slay evil (you'll find mithril / seeker bolts in piles soon). If you don't use ammunition often, sell all but your biggest pile of slay evil arrows.

If you have 0% fail with teleport level, rblind and rconf, the only thing the scrolls will do for you is give you 100% success when stunned. If you're okay with the risk, you can always quaff !healing until not stunned and then cast.

Sell the wands of stone-to-mud and carry the mattock of nain (activate for stone-to-mud every 2 rounds, useful for breaking into vaults while avoiding line-of-sight of monsters inside). The crown of gondor obsoletes holhenneth, sell it. Sell your heavy xbow of extra shots too.

Just my suggestions..

On 3.3.2008 18:53 protomech wrote:
Oh, if your strength is over 18/250 and your con is over 18/230, swap the boots of speed +6 in for your boots of thror.

On 3.3.2008 20:23 eddiegrove@hotmail.com wrote:
The above comment about theft is wrong. Your level also counts,
so cLev 50 with 18/100 is perfectly safe. You have also made it to
the point where speed is no longer linear. Look for energy in tables.c.

On 3.3.2008 20:25 protomech wrote:
Thanks eddie. I make large, often erroneous, assumptions when looking through the code :)

On 3.3.2008 21:11 new.ideas wrote:
thanks, mhyeah, the thing with the theft made me wonder, too, because i didn't remember ever stolen from this char in the last few days.

Found some nice Jewelry: Narya, Tulkas and the Necklace of the Dwarves.

I'd like the rNether of Narya but that would cost me +10 Speed - and swapping in Cubagrol would cost me rDisen so I had to swap in the AR of Celeborn and that'd cost me rNexus.

so...what is more important rNether oder rNexus?

On 3.3.2008 21:36 protomech wrote:
+33 speed gives you 39 energy, +34 speed gives you 40 energy (move 4x normal speed).

+25 speed gives you 35 energy (move 3.5x normal speed). Not a huge difference, and with narya's combat bonuses break out even in terms of damage / game turn. There are only a handful of monsters with more than 30 energy, and none of them are big breathers..

Sting will give you a little bit more speed if you want it (27 speed = 36 energy = 3.6x normal speed). It's not blessed, so you'll take an additional -2 to hit and -2 to damage. Overall damage output is similar to the trident except against undead.

trident:
(51 + 13.5) * 4 = 204, 258 evil, 312 poison-weak, 420 undead
sting + narya:
(41 + 3.5) * 6 = 267, 288 evil, 309 animals / orcs / undead

On 3.3.2008 21:38 protomech wrote:
Sorry, the above was without narya. With narya, sting does:
(47 + 3.5) * 6 = 303, 324 evil, 345 animals / orcs / undead

On 3.3.2008 21:45 new.ideas wrote:
but I thought non-blessed weapons would raise the fail rate?

just killed Gabriel (and his *huge* army of Angel, damn) and Pazuzu.

I started to use Anti-summoning corridors and then these enemies are really manageable, but it was annoying that je teleported me several times out of my chamber (lacking rNexus, now that I wear the stuff as said above).

On 3.3.2008 22:04 protomech wrote:
No, you're right :/ icky_wield adds 25% to the spell falure rate.. your easy spells won't be affected, your big spells will probably be. Check and see, but I'm guessing the increased failure rate will make sting not worth using - so worth selling.

rnether and rnexus are both very good to have. The high resists reduce damage by 14-50% (if I'm reading the code right!), which is helpful but difficult to rely on. There are a bunch of breathers that do big damage with nether .. but getting ported into the middle of a room of breathers will hurt far more.

If I were running your character, I would go with narya + one ring of speed + belthronding, and keep going with +25 speed until I found more gear.

On 3.3.2008 22:07 eddiegrove@hotmail.com wrote:
rNether is unimportant. rNexus is important, and vital when stat-swapping would kill you. Assuming you cast/quaff/use temp speed boost before tough battles, when comparing energy you should add +10 to speed first. You should almost always use Narya instead of a second speed ring.

On 4.3.2008 00:25 eddiegrove@hotmail.com wrote:
btw unblessed is not that big after cLevel 46 or so. You can still get 0% fail on the important spells even with the pointy penalty.

On 4.3.2008 02:10 new.ideas wrote:
yeah, just killed Sauron who gave me the Long Bow of the Bard.

I rushed down the last 20 levels only looking for uniques, killing some Wyrms and avoiding the nasty stuff.

94 uniques seen and dead. I think I stay a bit around at 4950' for some items - and I would like to kill Tiamat, so Morgoth can't summon him.

What should I collect for the end fight?
Or am I ready yet?

This is my best char - my second best died about 2200', I think.

On 4.3.2008 03:14 eddiegrove@hotmail.com wrote:
You have enough, but that doesn't mean you will win. I suggest you make a backup of your savefile and if you do something stupid and die, replay it a few times. I would just melee and make sure to phase before healing, but some people manage better other ways. The destruction zones are an advantage, so it is not clear how much you want to use rune of protection.

On 4.3.2008 03:52 new.ideas wrote:
Yeah, yeah, yeah.

After you said I could try it I went down, teleported through the level until i found him.
Mh, i just realize that i forgot to use any !Speed.
I used about 5 !Restore Mana, 1 !*Healing* and 3 !Healing and all my 5 ?Mass Banishment.
He summoned Atlas and Baphomet.
I meleed him without any Runes of Protection.
I think it took me 10 Minutes to kill him.
I tried to teleport away most of the summoned Wyrms.

Yeah, my first Winner!
Played Angband for about 6 months now and enjoyed it very much. I think I spent about 300 hours playing it.

Mh, now I think I'll try ToME or jsut another Race/Class Combo for Angband. :)

Thanks a lot for all the help here in the Ladder and in the Forum.

On 4.3.2008 04:36 Pete Mack wrote:
Congrats! 3.4M turns is a fine first win, and 6months is fast for a first win too.

On 4.3.2008 04:45 new.ideas wrote:
thanks, mh, but 3,4M is the Gold and not the turns.
The Number of Turns is very high because of the Pseudo-ID Rests at the beginning and because the shop often had no [Exorcisms and ...]-Books.

It is 7M :)

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