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The Angband Ladder: Angdiira, Dwarf Priest by Nolendil

  [Angband 3.1.1 dev Character Dump]

 Name   Angdiira                                 Self  RB  CB  EB   Best
 Sex    Female       Age             49   STR:  18/80  +2  -1  +0  18/90
 Race   Dwarf        Height          44   INT:     16  -3  -3  +7     17
 Class  Priest       Weight         110   WIS:  18/10  +2  +3  +7 18/130
 Title  Canon        Social   Respected   DEX:  18/10  -2  -1  +1     17
 HP     -395/405     Maximize         Y   CON:  18/30  +2  +0  +4  18/90
 SP     159/193                           CHR:  18/10  -3  +2  +0     18


 Level               35   Armor    [22,+79]     Saving Throw         93%
 Cur Exp         581228   Fight     (+5,+5)     Stealth             Fair
 Max Exp         586732   Melee    (+9,+11)     Fighting          Superb
 Adv Exp         630000   Shoot   (+17,+15)     Shooting       Excellent
 MaxDepth   2300' (L46)   Blows      1/turn     Disarming            50%
 Turns          2131146   Shots      2/turn     Magic Device      Superb
 Gold            769409   Infra       50 ft     Perception       1 in 32
 Burden       175.9 lbs   Speed          10     Searching            23%

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


 Acid:......+.+.... Confu:.............
 Elec:.+....+.+.... Sound:.............
 Fire:.+....+.+.... Shard:.......+.....
 Cold:.++...+.+.... Nexus:.............
 Pois:............. Nethr:......+......
 Fear:............. Chaos:.............
 Lite:+.........+.. Disen:.............
 Dark:............. S.Dig:.+..+........
Blind:.........+..+ Feath:.............

PLite:+.........+.. Aggrv:.............
Regen:............. Stea.:......+......
Telep:.........+... Sear.:.............
Invis:+............ Infra:............+
FrAct:..........+.. Tunn.:.............
HLife:....+........ Speed:.+.........+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.+...........
 Fear:............. Might:.+...........


  [Last Messages]

> The Dread recovers its courage.
> Your Rods of Acid Bolts have recharged.
> The Dread misses you.
> Target Selected.
> The Dread is destroyed.
> You no longer feel safe from evil.
> You activate it.
> The phial wells with clear light...
> You are surrounded by a white light.
> The Dread wakes up.
> You hear a door burst open!
> Your Rods of Acid Bolts have recharged.
> It fires a missile, but misses.
> It breathes gas.
> You die.

Killed by a Drolem.

  [Character Equipment]

a) The Quarterstaff 'Eriril' (1d9) (+4,+6) (+4) {rLi,SI,*Id,@w2,!!}
     +4 intelligence, wisdom.
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it reveals to you the extent of an item's magical 
     powers.
     It takes 20 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 22 against evil creatures, 27.3 against
     frost-vulnerable creatures, and 16.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.3 turns, magma
     veins in 8.0 turns, quartz veins in 20 turns, and granite in 80 
     turns.
b) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
     +1 intelligence, wisdom, dexterity, speed, shooting speed, 
     shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
c) a Ring of Ice [+14]
     Provides resistance to cold.
     Cannot be harmed by cold.
     When activated, it grants cold resistance for d20+20 turns and cre
     ates a cold ball of damage 75.
     It takes 102 to 200 turns to recharge after use at your current
     speed.
d) a Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
e) an Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
f) The Phial of Galadriel (charging) {!d!v!k!!}
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 22 to 40 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) Leather Scale Mail of Elvenkind (-1) [10,+9] (+1 stealth) {RNeth}
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Fur Cloak of Protection [3,+10]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Leather Shield of Resistance [6,+15]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2) {+InWi,ESP}
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it fires a magic missile with damage 3d4.
     It takes 4 turns to recharge after use at your current speed.
     Radius 1 light.
l) a Pair of Ethereal Slippers of Speed [0,+10] (+9)
     +9 speed.
     Cannot be harmed by acid, electricity, fire, cold.


  [Character Inventory]

a) 3 Holy Books of Prayers [Beginners Handbook] {@m1!d!v!k}
b) 3 Holy Books of Prayers [Words of Wisdom] {@m2!d!v!k}
c) 3 Holy Books of Prayers [Chants and Blessings] {@m3!d!v!k}
d) 3 Holy Books of Prayers [Exorcism and Dispelling] {@m4!d!v!k}
e) 20 Potions of Cure Critical Wounds {!d!v!k}
f) 7 Potions of Healing {!q!d!v!k}
g) a Potion of Speed {!d!v!k}
h) 25 Scrolls of Phase Door {!d!v!k}
i) 9 Scrolls of Teleportation {!d!v!k}
j) 19 Scrolls of Word of Recall {!r!d!v!k}
k) a Scroll of Recharging
l) 2 Scrolls of *Destruction*
m) 2 Rods of Treasure Location {!!}
n) a Rod of Probing {!!}
o) 3 Rods of Acid Bolts {!!}
p) 4 Wands of Stone to Mud (21 charges)
q) 6 Wands of Teleport Other (52 charges)
r) The Dagger 'Dethanc' (2d4) (+4,+6) {!d}
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it creates a lightning bolt with damage 6d6.
     It takes 14 to 24 turns to recharge after use at your current
     speed.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 24.6 against
     electricity-vulnerable creatures, 24.6 against frost-vulnerable
     creatures, and 14.3 against normal creatures.
     
     With this item, you can expect to clear rubble in 4.3 turns, magma
     veins in 11 turns, quartz veins in 31 turns, and granite in 267 
     turns.
s) a Bastard Sword of *Slay Evil* (3d4) (+8,+9) (+1)
     +1 wisdom.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 30.8 against evil creatures, 38.8 against
     frost-vulnerable creatures, and 22.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.3 turns, magma
     veins in 8.1 turns, quartz veins in 21 turns, and granite in 84 
     turns.
t) a Mace of *Slay Troll* (2d4) (+9,+6) (+2)
     +2 strength.
     Speeds regeneration.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 29.3 against trolls, 29.3 against
     frost-vulnerable creatures, and 18.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.9 turns, magma
     veins in 7.0 turns, quartz veins in 17 turns, and granite in 59 
     turns.
u) 24 Mithril Arrows (3d4) (+5,+5) (squelch)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 84.1 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Holy Book of Prayers [Ethereal Openings] {@m5!d!v!k}
     Cannot be harmed by acid, electricity, fire, cold.
     
b) 12 Potions of Restore Mana {!q!d!v!k}
     When ingested, it restores your mana points to maximum.
c) 16 Potions of Speed {!d!v!k}
     When ingested, it hastens you for 2d10+20 turns.
d) 25 Scrolls of Teleportation {!d!v!k}
     When read, it teleports you randomly up to 100 squares away.
e) 39 Scrolls of Teleport Level {!r!d!v!k}
     When read, it teleports you one level up or down.
f) 13 Scrolls of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
g) a Scroll of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
h) a Staff of the Magi (1 charge) {rIntMana}
     When used, it restores both intelligence and manapoints to maximum.
i) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) a Robe of Permanence [2,+16]
     Provides resistance to acid, lightning, fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Stops experience drain.
     
k) a Robe of Elvenkind [2,+13] (+3 stealth) {RDis}
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) a Pair of Mithril Shod Boots of Stability [7,+10] {RNex}
     Provides resistance to nexus.
     Cannot be harmed by acid.
     Feather Falling.
     
n) a Zweihander (Holy Avenger) (3d6) (+12,+6) [+4] (+1)
     +1 wisdom.
     It is especially deadly to evil creatures, demons, undead.
     Provides resistance to fear.
     Sustains charisma.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 34.6 against evil creatures, 46 against
     demons, 46 against undead, 46 against frost-vulnerable creatures, 
     and 23.1 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.0 turns, magma
     veins in 7.2 turns, quartz veins in 18 turns, and granite in 64 
     turns.
o) a Trident of Gondolin (1d10) (+16,+11)
     It is especially deadly to orcs, trolls, dragons, demons.
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 31.9 against orcs, 31.9 against
     trolls, 31.9 against dragons, 31.9 against demons, 31.9 against
     frost-vulnerable creatures, and 20.4 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.8 turns, magma
     veins in 9.5 turns, quartz veins in 25 turns, and granite in 133 
     turns.
p) The Battle Axe of Balli Stonehand (3d8) (+9,+11) [+5] (+3) {@0,@w1}
     +3 strength, constitution, stealth.
     It is especially deadly to orcs, trolls, demons.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 61.7 against orcs, 61.7 against trolls, 61.7
     against demons, 61.7 against frost-vulnerable creatures, and 32.6
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.5 turns, magma
     veins in 5.9 turns, quartz veins in 14 turns, and granite in 43 
     turns.
q) The Glaive of Pain (9d6) (+1,+30)
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 141.4 against frost-vulnerable creatures, 
     and 71.5 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.6 turns, magma
     veins in 6.1 turns, quartz veins in 15 turns, and granite in 46 
     turns.
r) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     It is especially deadly to evil creatures, orcs, trolls.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 61 against evil creatures, 76.7 against
     orcs, 76.7 against trolls, 76.7 against frost-vulnerable
     creatures, and 45.3 against normal creatures.
     
     With this item, you can expect to clear rubble in 2.1 turns, magma
     veins in 4.9 turns, quartz veins in 11 turns, and granite in 31 
     turns.
s) a Flail of *Slay Evil* (2d6) (+5,+10) (+2)
     +2 wisdom.
     It is especially deadly to evil creatures.
     Blessed by the gods.
     Grants telepathy.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 30.8 against evil creatures, 38.3 against
     frost-vulnerable creatures, and 23.3 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.3 turns, magma
     veins in 8.0 turns, quartz veins in 20 turns, and granite in 80 
     turns.
t) a Shovel of Digging (1d2) (+7,+6) (+5) {@0!d!v!k}
     +5 tunneling.
     It is branded with acid.
     
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 16 against acid-vulnerable
     creatures, 16 against frost-vulnerable creatures, and 12.8 against
     normal creatures.
     
     With this item, you can expect to clear rubble in 1.3 turns, magma
     veins in 2.8 turns, quartz veins in 6.1 turns, and granite in 14 
     turns.
u) 30 Bolts of Lightning (1d5) (+6,+5)
     It is branded with lightning.
     Cannot be harmed by electricity.
     
v) 22 Bolts of Frost (1d5) (+7,+5)
     It is branded with frost.
     Cannot be harmed by cold.
     
w) 47 Bolts of Frost (1d5) (+6,+5)
     It is branded with frost.
     Cannot be harmed by cold.
     
x) 19 Seeker Bolts (4d5) (+5,+6) {!d!k}


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
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 16.1.2009 22:22
Last updated on 27.6.2009 20:48

Download this dump

7348. on the Ladder (of 15401)
2711. on the Angband Ladder (of 4788)
Third best for this player (out of 8)

Related screenshot:
An nice greater vault

Comments

Jump to latest

On 16.1.2009 22:22 Nolendil wrote:
A good start while testing V 3.1.0beta

On 17.1.2009 12:43 Nolendil wrote:
Better gear, more resists, going down slowly without trouble.
No artifact found yet.

On 18.1.2009 04:18 Nolendil wrote:
Small update: currently, clvl 26 at dlvl 19. I now have FA which is nice.

When I compare to my previous character ( http://angband.oook.cz/ladder-show.php?id=6743 - abandoned since I haven't had time to continue playing and probably lost the savefile), things are looking much better. Balance problem in 3.1.0beta or just luck?

On 24.1.2009 01:56 Nolendil wrote:
Small update as I plan to dive a bit faster until dlvl 30 which will surely leads me to a quick but cruel death :o)
I hate hounds, half the level is filled with them around dlvl 20+, and it seems you see less of them deeper.
I'm currently clvl 27 at dlvl 23.

Since last dump, I bought a Shield of Resistance and found The Metal Cap of Thengel.
So, I could replace a =oRFire with a =oProtection and remove my Amulet of RLightning. I hope to find something nice to put in these slots soon.
I also wear slightly heavier armor and boots.
I also have some gear in my home that I can't wear yet or that I keep to fill holes when I have some new stuff to wear.
In the end, I gained RConfusion but lost See Invisible. I hope the priest spell will be enough until I can update my gear.

PS: Should I update to a recent nightly build as some important bugs have be fixed in them or could it cause corruption of my savefile?

On 29.1.2009 20:57 Pete Mack wrote:
The nightly is savefile compatible, and it does have a lot of fixed bugs.
You should be at stat gain depth with that character. Until you get your WIS, STR, and CON up, you will be suffering.

You might want to wear the cap of seeing for SI, and keep thengel as a swap until you get a better source.



On 30.1.2009 03:25 Nolendil wrote:
Thanks a lot for the comment! :o)

I'll switch to a nightly build ASAP then, great.

As planned in my previous comment, I dived a bit and Angdiira is now clvl 28 at dlvl 28 so I'm around the stat gain area. I'll try and go to dlvl 30 as I believe it's the optimal stat gain level. I really need the stats you mentioned indeed :o)
So far I only bought 1 !oDEX at the Black Market and only found some !oCHR in the dungeon.

However, I don't feel confident enough to reach dlvl 30 but I started to learn to avoid monsters (I'm the kind of player that wants to clear each level before going down, so that's a big change).
Another reason why I'm still at this depth is that each time I went to dlvl 28, I had a superb feeling (that were partly due to vaults/pits that I carefully avoided, OoD monsters and uniques) and ended with a bag full of valuable items that I had to bring back to town. Let's hope next time I'll get a boring level feeling so I can dive with no remorse ;o)

Changes in gear:
- my weapon is now a Morning Star (Defender) so I have SeeInv again.
- I swaped the =oProtection for a =oSTR (+3) and put on a "oCHR (+3). Nothing better yet for these slots :o/
- I wear a Robe of Permanence

I also found The Hard Leather Cap of Thranduil but I wonder if ESP is worth losing RConfusion and 1 point in WIS. Is it?

I'll update my dump when I get back to town (or die trying ;o) ).

PS: I'm confused about my turncount as I dived quite faster than I usually do, I rest only when needed and I don't town scum, stair scum or farm breeders. Maybe I spent too much time digging treasures in the shallow levels?

On 10.2.2009 19:49 Nolendil wrote:
Found a few minutes to get back to town in order to update my dump. I also upgraded Angband to nightly build 1232.
I hope to find more time to continue this character soon.

On 9.5.2009 18:15 Nolendil wrote:
Ouch, 3 months since my last update and I haven't played that much since, no wonder I never won ^^'
Well, I hope to make some progress soon.

On 13.5.2009 03:38 Nolendil wrote:
I've been going down a bit (I'm still too high for my clvl but cautiousness prevails) and dlvl 34 has been interesting:

I fought and killed Tom (quite easy: I had already cleaned most of the level so I used OoD on him until he was close, portaled, rested a bit while he searched me, OoD again, rince and repeat)
I found a !oStrength, a !oRestoreMana and quite a lot of ego items (mostly weapons, nothing great anyway)
I found my first vault (a round one) in which I had to deal with a Xaren (never met one before but it's very similar to Xorns so no big surprise), some d and other minor monsters, and found Etheral Openings (yeah, my first rare priest book!), a !oIntelligence, one or two ego and The Pair of Leather Boots of Wormtongue (I had never heard of them before so that was a fun discovery)
I'm now clvl 32

Since I am now back in town, I updated my dump.
I have a few questions but I guess I'll post them on the forum.

On 17.5.2009 18:32 Nolendil wrote:
Small update, as I keep going down slowly: I still miss rPoison and stats are not maxed so I'm not in a hurry to go below dlvl 40.

Changes since last dump:
- now clvl 33 at dlvl 36
- I killed 32 uniques among 33 known, the deepest killed is Tom
- I found a few stat potions
- I'm still using the same weapon, I'm not convinced the ones I have at home would be more useful. Some have more damage and the Glaive of Pain is tempting but I can now cast a lot more OoD so I don't melee as much as before. Advices are still welcome.
- I now use the Short Bow of Amras so I sold all my ego crossbows.
- I found a Ring of Ice at the Black Market and sold my Ring of Light
- I finally realized I still used a useless Amulet of Charisma. I replaced it with an Amulet of Sustenance that was stored at home.
- Changing my amulet allowed me to remove my Robe of Permanence and use a Leather Scale Mail of Elvenkind (with RNether)
- I tried to free some space at home so I now bring a stock of ?oPhaseDoor/Id/WoR in the dungeon and sold the rest.
- I sold my Rods of Frost Bolt and hope to find more Rods of Acid Bolts (only one so far). Too many monsters seem to be resistant to cold, acid should work more often. More Rods with ball effect would be even better though.
- I now collect ?oRecharging, wands of Stone to Mud and Teleport Other in my house (according to advices people provided in this thead : http://angband.oook.cz/forum/showthread.php?t=1871 )

That's all for now, I think.

On 8.6.2009 07:09 Pete Mack wrote:
p) a Zweihander (Holy Avenger) (3d6) (+12,+6) [+4] (+1)


is much better than your current weapon, as you have Free Action from another source.

On 8.6.2009 10:20 Nolendil wrote:
Thanks Pete for your suggestion.
However, I recently changed my weapon to The Battle Axe of Balli Stonehand.
Sorry for not updating the dump before you had a look at it.

Considering the axe, I "don't feel comfortable with this weapon" but after looking at the changes on my character screen and what I read from spoilers, it seems that the penalty is neglectable in revent versions of V.
The FAQ ( http://www.phial.com/angband/angfaq2.html#5h ) talks about increased failure rate but the more recent attack spoiler ( http://www.juti.nl/hugo/Angband/Spoiler/attack.spo ) no longer mentions it. I haven't noticed it either after browsing my spell books.

Was it a good choice?

On 12.6.2009 18:24 Nolendil wrote:
Dump updated:

- I'm still puzzled about the edged weapon penalty so I'll try the Zweihander (Holy Avenger). I had kept it at home luckily.
- I swapped my Small Metal Shield of Resistance for a leather one for a bit more AC
- I now bring [Exorcism and Dispelling] with me to save a slot at home
- I sold all my ?Id and use 'Eriril' as an indestructible and infinite source of Id. The only drawback is I now have to spend some time to Id my loot but it's bearable.
- I added a -TreasureLocation to my standard equipment as it seems useful to grab valuable loot without clearing the whole levels.
- I sold my -LightningBalls although I had found a second one, to save a slot. I don't use it often anyway as I'm afraid to destroy something useful.
- I found another -Acid Bolts but I'm considering selling them to save a slot. I use them quite regularly to save some mana but I'm not sure it's worth it.
- I now use Mithril Arrows from my home to save a slot (and sold the standard arrows)
- I found my first ?*Destruction* and the Armour of the Rohirrim (stored at home).

I'm clvl 34 and down to dlvl 40 although I don't have rPoison. I try to be really careful and now heavily use -TreasureLocation and *SenseSurrounding (in conjunction to *dEvil, *dDoors/Stairs, of course). It's something I've never done before as I like to explore the levels by myself without detecting the layout before, another reason why I never won :o)
Otherwise, I need more Dex so I can finally have more than one blow.

I *really* need help with inventory management, my house is full and it's harder and harder to decide what to remove.
Advices on this topic are warmly welcome.

On 12.6.2009 19:37 claylonnie@comcast.net wrote:
Wear the cap Thranduil. Telepathy from that cap has saved my bacon many times. LOOK at the monsters you detect and choose your fights wisely!

On 12.6.2009 21:20 PowerDiver wrote:
Use your melee slot for more WIS, means Eriril. Ring of Ice is strange choice unless you wield Pain. Change whatever is marking your arrows as squelch. Once str 18/80, you do not need to carry a digger. Potions of healing are useless at home, will eventually become obsolete, carry and use them now. Lonnie is right about Thranduil.

On 12.6.2009 23:07 Nolendil wrote:
I swapped Thengel for Thranduil.
I'm just not wise enough to evaluate risks but that should help :o)

I also took Eriril in my melee slot. Two other benefices are that *Id is available with less trouble and that I will have to stop to rely on melee so much.

I wield the Ring of Ice because I don't have anything better to use and thought the activation might help from time to time (although I often forget it). I had a Ring of Light before. Should I consider a Ring of CON? The best ones I found except the one I'm wearing were only +2, I think, so I wasn't feeling it was worth the slot.

I squelch good ammo because it's easier to notice ego ammo in the item list. I don't hide or auto-destroy squelch items so it's not really a problem. If I start using missiles more often and need to rely on non-ego ammo found in the dungeon, I will surely change my settings.

If I don't need a digger, it means it's time to take Wands of Stone to Mud with me? I haven't used my shovel for ages anyway.

I thought Potions of Healing were endgame items so I kept them for later.
Well, in my version (b1232), they could be endgame items as they are broken and heal to full HP (see ticket 813 on trac), but if I can use them before and avoid exploiting a bug, I'd feel better.

Thanks both of you for your precious advices.

On 13.6.2009 00:23 PowerDiver wrote:
Stone to mud can clear walls at a distance. Usefulness would depend on you. Potions of healing are endgame for most, but priests get a fairly cheap spell with 0% save in the endgame.


On 13.6.2009 03:00 Nolendil wrote:
I'm not good at strategies involving tunneling but I'm trying. I'll see how useful Stone to Mud is.

Right, I hadn't noticed that *Heal used only 16 SP.

I'm now clvl 35 @ dlvl 43. I had to skip a vault at dlvl 42 because there were OoD monsters I'm not familiar with (and were scary enough) among those were an Undead Beholder and a Cyclop. So I've recalled to town to bring my Wands of Teleport Other.

On 13.6.2009 05:07 Pete Mack wrote:
You should still carry Thengel as a swap for RConf. There are monsters at your depth that move fast and confuse you with melee. If you don't know what they are, you can get in big trouble without RConf available.

On 13.6.2009 12:16 Nolendil wrote:
I just saw that :o)
This is exactly what happened when Ariel ambushed me (nasty one: not evil, cold blooded and not detected by ESP). I had to drink several !CCW before being able to flee.
I had forgotten how dangerous Confusion is.
Thanks

On 14.6.2009 01:05 Pete Mack wrote:
Don't leave ESP at home--most of the time it's more valuable than RConf.


On 14.6.2009 01:33 Nolendil wrote:
I'm dead :(

[QUOTE]It breathes gas. You die -more[/QUOTE]

From an undetected Drolem. I was at full HP but still no source of rPoison.
I took 800 points of damage from one breath, ouch.

At least, I can now update to the latest nightly.

On 14.6.2009 01:48 Nolendil wrote:
I had ESP when I died but I didn't came back home to get Thengel for rConf since I had this superb feeling and found the greater vault shown in the attached screen dump (sorry for the typo in its title, btw).
At least, Confusion was not involved in my death so no remorse on this side :o)

I didn't know Drolems were not evil AND not detected by ESP. That's really nasty.
I should have been warned by "It fires a missile, but misses." but I didn't pay attention and next turn I was dead.

Thanks everyone for your advices, too bad this promising character didn't live longer.
The next one will have to be even better ;o)

On 14.6.2009 04:12 claylonnie@comcast.net wrote:
My condolences...

On 14.6.2009 04:42 Nolendil wrote:
Thanks.
Angdiira II had a great start but is already dead too (no dump as she was still low level) :o)
It seems savefile compatibility in fact was not broken as I was able to load my savefile with r1436 (r1442 is not yet available for Mac).
Angdiira III will start soon. I'm now learning to dive faster so there might be a lot of them before one is worthy enough to be posted.

On 14.6.2009 17:22 buzzkill wrote:
Just in case you didn't know, Hoy Avenger and Slay Evil, as well as blessed weapons are weldable be priestly types.

On 14.6.2009 17:59 Nolendil wrote:
I knew that but thanks for pointing it :o)
I just don't see what the penalty really does.
I might have to dive in the source to check.

On 27.6.2009 20:48 Nolendil wrote:
My first attempt at ironman with 3.1.1 dev (b1454).
That was quite fun although I died stupidly after running in a group of paladin with very few SP and not running away soon enough :o)

On 27.6.2009 20:55 Nolendil wrote:
ERRATUM:

Oops, disregard the previous comment, I selected the wrong file and re-uploaded the dump for Angdiira when I wrote it.
The correct dump for this comment is: http://angband.oook.cz/ladder-show.php?id=9038

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