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The Angband Ladder: IcanTunnelz, Umber Hulk Hulk by Matthias

  [DaJAngband v1.0.99 8/27/09 update Character Dump]

 Name   IcanTunnelz                              Self  RB  CB  EB   Best
 Sex    Male              Age        85   Str! 18/100  +5  +3  +1 18/190 18/175
 Race   Umber Hulk        Height    105   Int! 18/100  -4  -2  +3  18/70  18/65
 Class  Hulk              Weight    220   Wis:  18/66  -3  -1  +5  18/76  18/56
 Title  ***WINNER***      Status      1   Dex:  18/99  +0  +1 +10 18/209 18/194
 HP     829/906           Maximize    Y   Con:  18/94  +1  +2  +1 18/134 18/129
 SP     0/0                               Chr:  18/57  -6  -3  +5  18/17  18/12

 Level           48       Armor   [47,+131]     Saving Throw         109
 Cur Exp    6655753       Fight   (+36,+17)     Fighting             378
 Max Exp    6655753       Melee   (+49,+29)     Shooting             245
 Adv Exp    7200000       Shoot   (+59,+16)     Throwing             202
 MaxDepth   5000 ft       Blows      6/turn     Disarming             73
 Turns       623355       Shots      2/turn     Magic Device          61
 Gold         11607       Stealth         3     Alertness             42
 Burden   329.1 lbs       Energy       290%     Searching              7

 Your mother was a Water-Troll Warrior.  You have slime-green eyes,
 dirty dark purple hair, and green leprous skin.



      abcdefghijkl@       abcdefghijkl@
 Acid:.........+... Blind:...........+.
 Elec:.........+... Confu:............+
 Fire:..*......+... Sound:........+....
 Cold:.........+... Shard:......+......
 Pois:....+........ Nexus:....+.+....+.
1/2Po:............. Nethr:..+.....+....
 Fear:+.+.........+ Chaos:.....+.......
 Lite:.....+....... Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:..+.......... Stea.:....+..+...+.
Feath:......++...+. Alert:....+........
PLite:.....+....... Tunn.:.............
Regen:..+.......... Speed:..+++.+....+.
Telep:.........+... Blows:.............
Dkvis:............. Shots:.+...........
Invis:..+.......... Might:.............
FrAct:..+..+.....+.      :.............


  [Character Equipment]

a) a bastard sword (Holy Avenger) (3d4) (+13,+12) [+4] (+2)
   It increases your wisdom by 2.  It slays demons, undead, and all
   evil creatures.  It provides resistance to fear and life draining.  
   It is good and hates evil.  It might have hidden powers.
   
   With this weapon, you would currently get 6 blows per round.
   Each blow will do an average damage of 62.4 against evil creatures, 
   84.6 against demons, 84.6 against undead, and 40.2 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 8.
   
b) a heavy crossbow of Extra Shots (ML4) (+23,+16) (+1)
   It increases your shooting speed by 1.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
c) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear, dark, 
   nether, and charming.  It sustains your strength, wisdom, and 
   constitution.  It slows your metabolism and speeds your regeneration.
   It grants you immunity to paralysis and the ability to see invisible
   things.  It activates for protection from evil every 30+d30 turns.  
   It cannot be harmed by the elements.  
   
d) a Jet Ring of Speed (+9)
   It increases your speed by 9.  
   
e) a Glass Amulet of Trickery (+4)
   It increases your dexterity by 4.  It increases your stealth and 
   speed by 4.   It increases your alertness by 20.  It provides
   resistance to poison and nexus.  It sustains your dexterity.  
   
f) The Arkenstone of Thrain
   It provides resistance to light, dark, and chaos.  It usually
   provides light of radius 3.  It grants you immunity to paralysis.  
   It activates for detection every 30+d30 turns.  It cannot be harmed
   by the elements.  
   
g) Silver Dragon Scale Mail of Lightness [26,+29] (+5 to speed)
   It increases your speed by 5.  It provides resistance to shards and 
   nexus.  It is lighter than most armor of its type and makes you fall
   like a feather.  It cannot be harmed by the elements.  
   
h) The cloak 'Hithlomir' [1,+17] (+5)
   It increases your dexterity by 5.  It increases your stealth by 5.  
   It makes you fall like a feather.  It cannot be harmed by the
   elements.  
   
i) a knight shield of Holy Protection [11,+21] (+2)
   It increases your wisdom by 2.  It provides resistance to dark, 
   sound, and nether.  It sustains your wisdom.  It is good and hates
   evil.  It cannot be harmed by acid, fire, or cold.  
   
j) a golden crown of the Magi [0,+14] (+2) {ESP}
   It increases your intelligence by 2.  It provides resistance to acid,
   electricity, fire, and cold.  It sustains your intelligence.  It
   grants you the power of telepathy.  It cannot be harmed by the
   elements.  
   
k) a set of steel gauntlets of Magic Mastery [3,+8] (+2)
    It increases your magic device skill by 16.  
   
l) The pair of metal shod boots of Gil-galad [6,+21] (+4)
   It increases your charisma by 4.  It increases your stealth and 
   speed by 4.  It provides resistance to blindness, nexus, and static.
   It sustains your charisma.  It increases likelihood of critical hits 
   and makes you fall like a feather.  It grants you immunity to
   paralysis.  It activates for starlight (10d8) every 100 turns.  It
   cannot be harmed by the elements.  
   


  [Character Equipment -- Quiver]

n) 25 bolts of Slay Evil (1d5) (+7,+6)
   It slays all evil creatures.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 175 against evil creatures, and 87.5 against
   other monsters.  Your chance of scoring a critical shot shooting
   this ammo from your current launcher is 1 in 13.
   
o) 15 seeker bolts of Holy Might (4d5) (+21,+18)
   It slays demons, undead, and all evil creatures.  It is good and
   hates evil.  It cannot be harmed by acid or fire.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 322 against evil creatures, 483 against demons, 
   483 against undead, and 161 against other monsters.  Your chance of
   scoring a critical shot shooting this ammo from your current
   launcher is 1 in 11.
   
p) 29 mithril bolts of Slay Undead (3d5) (+17,+13)
   It slays undead.  It cannot be harmed by acid or fire.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 399 against undead, and 133 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 11.
   
q) 24 mithril bolts of Slay Demon (3d5) (+15,+14)
   It slays demons.  It cannot be harmed by acid or fire.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 409.5 against demons, and 136.5 against other
   monsters.  Your chance of scoring a critical shot shooting this ammo 
   from your current launcher is 1 in 12.
   
r) 24 mithril bolts of Frost (3d5) (+13,+14)
   It is branded with frost.  It cannot be harmed by acid, fire, or 
   cold.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 409.5 against frost-vulnerable creatures, and 
   136.5 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 12.
   


  [Character Inventory]

a) a Striped Mushroom of Fast Attacks
   
   
b) 10 Brown Potions of Speed
   
   
c) 44 Purple Speckled Potions of Cure Critical Wounds
   
   
d) 23 Oily Yellow Potions of Healing
   
   
e) 4 Hazy Potions of *Healing*
   
   
f) 2 Green Potions of Life
   
   
g) 13 Scrolls titled "ineo di colod" of Phase Door
   
   
h) 5 Scrolls titled "andest haldidi" of Teleportation
   
   
i) 5 Scrolls titled "hen var ar ad" of Teleport Level {!*}
   
   
j) 12 Scrolls titled "tio de carweth" of Identify {@r4}
   
   
k) 5 Scrolls titled "exst nax olva" of *Destruction*
   
   
l) 3 Scrolls titled "aerth um" of Banishment
   
   
m) a Scroll titled "niton or vad" of Mass Banishment
   
   
n) a Platinum Rod of Identify {!! @z7}
   It cannot be harmed by lightning.  
   
o) 3 Rusted Steel Rods of Recall {@z1}
   It cannot be harmed by lightning.  
   
p) 5 White Gold Rods of Detection (1 charging) {@z5}
   It cannot be harmed by lightning.  
   
q) 5 Electrum Rods of Probing
   
   
r) 8 Nickel Rods of Teleport Other (3 charging)
   
   
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.   It increases your alertness by
   625.  It provides resistance to acid, electricity, fire, cold, 
   poison, fear, light, dark, confusion, nexus, nether, and charming.  
   It is evil and hates good and conflicts with something that you're
   wearing or wielding.  It grants you the power of telepathy, 
   darkvision, and the ability to see invisible things, but it also is
   heavily cursed and recurses itself.  It cannot be harmed by the
   elements.  
   
t) The hard leather cap of Melkor [2,+14] (+3)
   It increases your intelligence by 3.  It provides resistance to fire.
   It activates for mana bolt (12d8) every 50+d50 turns.  It cannot be
   harmed by the elements.  
   
u) The Mighty Hammer 'Grond' (8d8) (+5,+25) [+10]
   It slays animals, orcs, trolls, and all evil creatures, and is
   especially deadly against dragons, demons, and undead.  It creates
   earthquakes on impact, increases likelihood of critical hits, is
   evil and hates good, and conflicts with something that you're
   wearing or wielding.  It grants you the power of telepathy and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 150.8 against animals, 150.8
   against evil creatures, 210.7 against orcs, 210.7 against trolls, 
   330.5 against dragons, 330.5 against demons, 330.5 against undead, 
   and 90.9 against other monsters.  Your chance of scoring a critical
   hit with this weapon is 1 in 3.
   


  [Home Inventory]

a) 18 Scrolls titled "hen var ar ad" of Teleport Level {!*}
   
   
b) 68 Scrolls titled "tio de carweth" of Identify {@r4}
   
   
c) 41 Scrolls titled "tunc orgo ang" of Protection from Evil
   
   
d) 9 Hydra Tongue Wands of Teleport Other (67 charges)
   
   
e) an Applewood Staff of Banishment (1d5) (+7,+8) (3 charges)
   
   
   With this weapon, you would currently get 6 blows per round.
   Each blow will do an average damage of 25.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 11.
   
f) a Cypress Staff of *Destruction* (2d4) (+5,+5) (4 charges)
   
   
   With this weapon, you would currently get 6 blows per round.
   Each blow will do an average damage of 24.2.  Your chance of scoring
   a critical hit with this weapon is 1 in 10.
   
g) a Quartz Ring of Resist Poison of Eregion (+1 to speed) {ESP}
   It increases your speed by 1.  It provides resistance to poison.  It
   grants you the power of telepathy.  
   
h) a Black Diamond Ring of Constitution of Warfare (+1,+5) (+5)
   It increases your constitution by 5.  It sustains your constitution.
   
   
i) a Kryptonite Ring of Damage of Eregion (+10) (+2 to speed) {nth}
   It increases your speed by 2.  It provides resistance to nether.  
   
j) The Ring of Tulkas
   It provides resistance to fear, shards, nether, disenchantment, and 
   charming.  It speeds your regeneration.  It activates for haste self
   (75+d75 turns) every 150+d150 turns.  It cannot be harmed by the
   elements.  
   
k) an Alabaster Amulet of Sustenance
   It provides resistance to life draining.  It sustains all your
   stats.  It slows your metabolism.  It cannot be harmed by the
   elements.  
   
l) The Amulet of Ingwe (+2)
   It increases your stealth by 2.  It provides immunity to electricity.
   It provides resistance to light, nexus, and nether.  It sustains
   your charisma.  It activates for dispel evil (x5) every 50+d50 turns.
   It cannot be harmed by the elements.  
   
m) The Necklace of the Dwarves (+1)
    It increases your alertness by 5.  It provides resistance to fear, 
   sound, shards, chaos, and charming.  It cannot be harmed by the
   elements.  
   
n) The Elfstone 'Elessar'
   It provides resistance to poison, fear, and light.  It grants you 
   the ability to see invisible things.  It activates for heal (500)
   every 200 turns.  It cannot be harmed by the elements.  
   
o) The Jewel 'Evenstar'
   It provides resistance to light, dark, and nexus.  It activates for 
   restore life levels every 150 turns.  It cannot be harmed by the
   elements.  
   
p) The robe 'Aeglos' [2,+17] (+4)
   It increases your charisma by 4.  It increases your stealth by 4.  
   It provides resistance to acid, electricity, fire, cold, dark, sound,
   nexus, life draining, and static.  It sustains your charisma.  It
   activates for frost ball (100) every 35 turns.  It cannot be harmed
   by the elements.  
   
q) The hard leather armour of Amras (-1) [6,+18] (+2)
   It increases your strength, constitution, and charisma by 2.  It
   increases your stealth by 2.  It provides resistance to acid, 
   electricity, fire, cold, dark, and blindness.  It sustains your 
   constitution and charisma.  It makes you fall like a feather.  It
   cannot be harmed by the elements.  
   
r) The cloak 'Careth Asdriag' [1,+9] (+2) {dis}
   It increases your stealth by 2.  It provides resistance to 
   disenchantment.  It makes you fall like a feather and speeds your
   regeneration.  It cannot be harmed by the elements.  
   
s) The large leather shield 'Orcrist' [4,+10] (+2)
   It increases your intelligence and charisma by 2.  It provides
   resistance to cold, sound, and nexus.  It sustains your intelligence 
   and dexterity.  It cannot be harmed by the elements.  
   
t) an iron helm of Seeing [5,+15]
   It provides resistance to blindness.  It grants you the ability to
   see invisible things.  
   
u) a pair of soft leather boots of the Messenger [2,+12] (+4 to speed)
   It increases your speed by 4.  It makes you fall like a feather.  It
   grants you the power of telepathy.  
   
v) The cutlass of the Fairies (1d7) (+9,+9) (+2) {@w2 'Shin Unquaker'}
   It increases your dexterity by 2.  It increases your attack speed by
   2.  It provides resistance to electricity and dark.  It sustains
   your charisma.  It activates for sphere of animal charming every
   45+d45 turns.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 8 blows per round.
   Each blow will do an average damage of 32.8.  Your chance of scoring
   a critical hit with this weapon is 1 in 9.
   
w) a battle axe of Randomness (2d8) (+9,+9) (+2) {@w1 res blind or dk}
   It increases your strength by 2.  It increases your speed by 2.  It
   slays giants and demons.  It is branded with frost.  It provides
   resistance to dark, chaos, and life draining.  It sustains your 
   strength.  It speeds your regeneration.  It grants you the power of
   telepathy, but it also aggravates creatures around you and sometimes
   causes you to hit yourself.  It cannot be harmed by acid.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 96.3 against giants, 96.3
   against demons, 96.3 against frost-vulnerable creatures, +6.7 when
   both a slay and brand apply, and 42.1 against other monsters.  Your
   chance of scoring a critical hit with this weapon is 1 in 8.
   
x) a battle axe of Acid (2d8) (+13,+14) {#Ringless Sauronator}
   It is branded with acid.  It provides resistance to acid.  It cannot
   be harmed by acid.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 96.8 against acid-vulnerable
   creatures, and 45.6 against other monsters.  Your chance of scoring
   a critical hit with this weapon is 1 in 8.
   
y) a battle axe of Slay Evil (2d8) (+9,+10)
   It slays all evil creatures.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 67.2 against evil creatures, 
   and 41.6 against other monsters.  Your chance of scoring a critical
   hit with this weapon is 1 in 8.
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): yes (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
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: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : no  (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (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 4.9.2009 16:30
Last updated on 13.9.2009 13:44

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5374. on the Ladder (of 17365)
4. on the DaJAngband Ladder (of 100)
19. for this player (out of 66)

Comments

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On 4.9.2009 16:30 Matthias wrote:
First attempt at Daaj. Umberhulks can tunnel walls in 1 turn, and hit to confuse, just like they should. They also aggrevate ;)

The biggest problem is the slow pseudo. The class seems to be designed to be a warrior-type, so.. I can haz fast pseudo please?

That beholder was a master strategic and 20 levels ood and emptied my Staff of Teleportation as soon as he appeared. He then continued to kill me but left the killing blow to some random unique monster.



On 4.9.2009 23:39 will_asher wrote:
A beholder on dl17? yikes! Were you in a vault?
Umber hulk is definetly a novelty race/class. Checking now, it looks like I forgot to give that class the flag which makes psuedo ID get faster with level gains. will be fixed in next release.



On 5.9.2009 02:50 Matthias wrote:
Yup that was inside a vault :)

On 5.9.2009 03:01 Matthias wrote:
Well this one is looking a lot better already. Started with less cons and 18 base dex instead for two blows with the starting club. I'm tunneling a lot more too for treasure.

Found a Weapon of Randomness, that has some nice stats including Telepathy, but it also earthquakes, so it's mostly used as a switch for now.
Also found several Ego rings of Eragion. I assume there are other ego types as well? So am I expected to ID every ring of protection looking for that Ring of Protection of uberego?

The game crashed once when I killed a vyrm or something like that, haven't met one of those since. I also think I returned from -1 speed back to +1 speed the second I identified a flail. But that might have been me imagining things

On 5.9.2009 03:14 Matthias wrote:
Ah one more thing. When I was still using a blessed weapon, the description of the Nazgul Sling said that it was in conflict with it. Does that have any effect, or is it just flavour?

On 5.9.2009 04:47 Matthias wrote:
I tried to switch weapons to v) a multi-chained flail of Frost (1d13/1d9) (+9,+4)

Turns out that one creates earthquakes as well?!? Description said I sometimes hit myself, but nothing about earthquakes?!?

On 5.9.2009 07:21 will_asher wrote:
There are three types of ego rings: Warfare (to-hit & to-dam bonuses) and two types of Eregion egos, one with a random resist and one with a random power.

Umber hulks can cause earthquakes with any weapon they use. They have serious drawbacks as well as being overpowered fighters. Try a different race/class unless you want a novelty game.

Some magic items have an alignment. Good-aligned items give minor bonuses to prayers and bad-aligned items give minor bonuses to black magic (for necromancer and assassin). For the most part, the alignments have very little effect for the other classes except that if you are wielding multiple items of conflicting alignments, then you occationally will get confused for a few turns without warning.

Could you tell me more about what happened when it crashed? I won't be able to find the bug with that little information.

On 5.9.2009 10:56 Matthias wrote:
Nah, I like novelity, but argh if there's one thing I hate it is earthquakes. If it depends on weapon weight just like the of earthquake power then the other weapons were just too light for me to notice the quakes. Guess I'll be using a heavy weapon for battle and a light one near vaults

When it crashed I had just recalled to the dungeon, the first monster was a N:269:vyrm that I killed in one round. The game crashed the same turn.
I've been testing Unangband a lot last year, so I've learned to save a lot, several times during a level, but in that instance the last save was in town so I couldn't reproduce. I'll send you a savefile if I crash again in a reproducable situation

On 5.9.2009 12:40 Matthias wrote:
It crashed again, and this time I have a savefile to reproduce it. Where do you want me to put it?

On 5.9.2009 20:07 Matthias wrote:
The game keeps crashing at an increasing rate, and always when attacking monsters.

Res Base covered

On 11.9.2009 03:13 Matthias wrote:
Hmm there is something strange/annoying about those earthquakes when fighting stronger monsters. For some reason it almost only quakes on the killing attack, but not on the attack rounds before that. Just now I was fighting a Bild Wyrm for 6 rounds. No earthquakes for rounds 1-5, then it died and dropped 3 status potions and then it earthquaked and destroyed them because potions have a 80% chance to get destroyed even when they land on uneffected grids. Gah :)

I just had to check the code and noticed the chance for earthquake is a lot higher than in vanilla too. Why that change?
This change is really on the wrong side of the difficulty vs. annoyance scale, and I feel the only reason that I haven't suicided this character yet is because earthquakes are my greatest pet peeve so I kind of want to fight it. I'll finish it the current way, but for any Hulks coming after me I really hope you can change something about it..
The only solution for now seems to be finishing off high reward targets with the bow..

Equipmentwise it doesn't look too bad. Could use a better weapon, but I'm stuck with the current one till I get telepathy from somewhere else anyways

I really like the feature about ID scrolls having a chance to not get used up. I assume it depends on saving throw... Xerina preserves them a lot more than this guy. You said you fixed the pseudo-ID flag for this class, but I assume I'm still out of luck as it increases on level up right?

On 11.9.2009 05:51 will_asher wrote:
In V the IMPACT flag (which the hulk has) causes an earthquake 100% of the time as long as the damage is at least 50 and never if the damage is less.
In DJA, if the damage is above 40 (before critical hit damage) then it has a 65% chance of causing an earthquake. Lower damage breakpoint, but less likely to cause an earthquake if the damage is high enough. Maybe I'll make it 50%, but probably not less than that. I'm surprised you had 5 rounds in a row with no quake. You must have been doing less than 40 damage some of those times.

The thing about potions breaking in an earthquake even in unaffected grids I thought added realism, since even in unaffected grids, there'd be shaking & falling rocks, but I wasn't thinking about the poor quake-inducing umber hulks when I put that in. Ah well, they're uber-tough fighters and have constant confusion attack, Rconf, & easy digging so it's alright for them to have drawbacks..

The chance for an ID scroll not to get used up has nothing to do with saving throw, but it is affected by your luck rating. The only way to see your exact luck rating is with a potion of self knowledge, but looking at the self-knowledge in the knowledge menu will give you some idea of your luck.

The PSEUDO_ID_IMPROV flag works retroactively so that your character should have better pseudo ID already now that the hulk class has that flag.

On 11.9.2009 05:54 will_asher wrote:
PS: Just so you know, earthquakes no longer affect vaults, and you can't cause earthquakes while in a vault, so your stat potions dropped by monsters should be safe while inside a vault.

On 11.9.2009 11:54 Matthias wrote:
I played some more against strong creatures paying extra attention to mid fight earthquakes and there were indeed earthquakes all over the place, so I was likely just imagining things there.
As for your 65% check, If I read the code correctly, then earthquake is cast outside of the while(numblows) loop, casting it once if (k above50 && 65%) becomes true for at least one blow. So for anyone doing more than two blows, that 66% check becomes a much worse check and might as well not be there.

On 11.9.2009 14:35 Matthias wrote:
Also very interesting, since both Str Bonus and Brands make quakes more likely, but object damage bonus doesn't, I now actually prefer light weapons with multiple blows over the heavy ones I'm supposed to prefer :)

On 11.9.2009 21:10 will_asher wrote:
You're right about the earthquake blows code. I think I'll move the 65% check to outside of the while loop.

On 12.9.2009 03:47 Matthias wrote:
Walking towards the endgame. Elessar and Magi Helm{ESP} offer some options to change the weapon but I'm just not finding anything better than that thingy from dlvl15 or so.

Had a tough fight with ungoliant who surprised me with a mana storm just when the battle was about to get boring. Ah well, I survived while the spider fell and dropped a *healing* for my slow growing morgy resources collection

On 12.9.2009 09:28 Pete Mack wrote:
@will --
you probably want that earthquake to trigger before the monster dies, so that his drop isn't affected. I'd do this by triggering the quake when the blow occurs, prior to monster damage. (Then don't allow any more quakes after the first one.)

You can also do it by just not quaking if the monster died.




On 13.9.2009 01:01 Matthias wrote:
I shuffled my equipment around to support ESP, res disenchantment and 6 blows with my Acid Branded Axe and took Sauron down. I didn't need any major heal in the fight, he didn't really cast too many spells. He also didn't drop too many items that weren't autosquelched.

The result is that I'm stuck with no really useful weapon for the Morgy fight. I identified all weapons 3d5 and higher and never found anything interesting. The best randart was 2d6 + 8 or something like that.

I want to finish this with level 48, so I'll make one more run to 99. If nothing interesting drops... well I guess 6 blows with the SoS should beat 7 blows with the Sauron killer or the Random thingy. On the other hand, I've used the Random thing for 80dlvls, might aswell use it for the last fight.


On 13.9.2009 13:44 Matthias wrote:
Thanks to will_asher I noticed the ? command to buy out shops, so buying out shops I did. Spent 50k on the temple for ccw, about 100k on the potionshop for enchanting scrolls and the other 700k went to the sword guy, who sold both a battleaxe and a bastard sword of slay evil. The bastard sword had hold life, but the battleaxe did somewhat higher damage. Too bad that all equipment reshuffeling in the world wouldn't give me both +20 speed and 6 blows with it, so I used the bastard sword.

With the most epic Morgy weapon ever I buffed up, including a Mushroom of fast attacks for +1 blows, and approached his Morgyness. Just like Sauron, and some other spell casters, somewhere between Vanilla09 and this Version Morgy seemed to have forgotten the effectivness of using offensive spells while in Meele range to the player. I had to take one Manastorm the entire battle. Summons? Yeah he loved his Dragons. I also teleported away the Tarasque (twice), Ancalagon and several other baddies I had to keep alive.

Used 3 ?banish, 1?mass_babish, 4 *destruction*, one *heal*, two heal and about 35 ccw.

The biggest problem was that I once again entered the battle with a full stomach and was gorged during it several times.

On 13.9.2009 13:45 Matthias wrote:
Morgy dropped his Hammer and his Helm... twice?!?

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