The Angband Ladder: Buzzkill, Half-Orc Rogue by buzzkill

  [Angband 3.1.2 Character Dump]

 Name   Buzzkill                                 Self  RB  CB  EB   Best
 Sex    Female       Age             14   STR:     18  +2  +2  +5  18/90
 Race   Half-Orc     Height          63   INT:     11  -1  +1  +4     15
 Class  Rogue        Weight         119   WIS:  18/67  +0  -2  +2  18/67
 Title  Rogue        Social       Known   DEX:     13  +0  +3  +0     16
 HP     -80/453      Maximize         Y   CON:     16  +1  +1  +4  18/40
 SP     40/40                             CHR:     15  -4  -1  +2     12

 Level               37   Armor    [11,+66]     Saving Throw         66%
 Cur Exp         861828   Fight   (+10,+10)     Stealth           Superb
 Max Exp         861828   Melee   (+25,+25)     Fighting       Legendary
 Adv Exp         945000   Shoot   (+20,+13)     Shooting          Heroic
 MaxDepth   3750' (L75)   Blows      3/turn     Disarming            96%
 Game Turns      455002   Shots      2/turn     Magic Device          55
 Player Turns     54496   Infra       70 ft     Perception       1 in 19
 Active Turns     53268   Speed           9     Searching            32%
 Gold            125651   Burden  164.6 lbs

 Your father was an Orc, but it is unacknowledged. You are the adopted
 child of a Serf.  You are a credit to the family.  You have blue eyes,
 curly brown hair, and a very dark complexion.


rAcid:......+...... rConf:.............
rElec:......+...... Sound:.............
rFire:+...+.+...... Shard:.............
rCold:......+...... Nexus:.............
rPois:..+.......... Nethr:......+......
rFear:.........+... Chaos:.............
rLite:+.........+.. Disen:.............
rDark:......+.....+ S.Dig:.............
rBlnd:............. Feath:+............

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


  [Last Messages]

> The Mithril Arrow breaks.
> You have 4 Mithril Arrows (3d4) (+4,+8) (p).
> The Mithril Arrow (3d4) (+4,+8) hits the Vampire lord.
> The Vampire lord cries out in pain.
> The Vampire lord flees in terror!
> You have 3 Mithril Arrows (3d4) (+4,+8) (p).
> The Mithril Arrow breaks.
> The Mithril Arrow (3d4) (+4,+8) hits the Vampire lord.
> The Vampire lord screams in pain.
> The Vampire lord flees in terror!
> You have 2 Mithril Arrows (3d4) (+4,+8) (p).
> The Jabberwock breathes chaos.
> You are confused!
> You feel drugged!
> You die.

Killed by a Jabberwock.

  [Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!!}
     +4 intelligence, infravision, speed.
     Slays animals, giants.
     Branded with flames.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.  Feather Falling.  Grants the ability to see
     invisible things.  
     
     When aimed, it turns rock into mud.
     Takes 9 turns to recharge at your current speed.
     Your chance of success is 92.4%
     
     Combat info:
     3 blows/round.
     With an additional 1 strength and 3 dex you would get 4 blows
     With an additional 0 strength and 7 dex you would get 4 blows
     Average damage/hit: 55.2 vs. animals, 69.9 vs. giants, 69.9 vs.
     creatures not resistant to fire, and 40.5 vs. others.
     
     Radius 1 light.
b) a Long Bow of Extra Shots (x3) (+10,+13) (+1)
     +1 shooting speed.
     
c) a Ring of Resist Poison
     Provides resistance to poison.
     
d) a Ring of Strength (+5)
     +5 strength.
     Sustains strength.
     
e) The Amulet of Carlammas (+4) (charging)
     +4 constitution.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     Takes 429 to 855 turns to recharge at your current speed.
     Your chance of success is 85.8%
     
f) The Phial of Galadriel {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     Takes 20 to 38 turns to recharge at your current speed.
     Your chance of success is 93.6%
     
     Radius 3 light.
g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) a Fur Cloak of Stealth [3,+12] (+3 stealth)
     +3 stealth.
     
i) (nothing)
j) an Iron Crown of Lordliness [0,+15] (+2)
     +2 wisdom, charisma.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     Speeds regeneration.  
     
k) The Set of Leather Gloves 'Cammithrim' (+5,+5) [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.  
     
     When aimed, it fires a magic missile with damage 3d4.
     Takes 3 turns to recharge at your current speed.
     Your chance of success is 93.0%
     
     Radius 1 light.
l) a Pair of Iron Shod Boots of Speed [3,+8] (+5)
     +5 speed.
     


  [Character Quiver]

n) 20 Arrows of Slay Animal (1d4) (+12,+11)
     Slays animals.
     
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 163.7 vs. animals, and 81.9 vs. others.
     35% chance of breaking upon contact.
     
o) 5 Arrows (1d4) (+3,+5)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 62.7.
     35% chance of breaking upon contact.
     
p) 2 Mithril Arrows (3d4) (+4,+8)
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 87.2.
     35% chance of breaking upon contact.
     
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @b1 @G1}
b) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
     
d) 6 Potions of Cure Critical Wounds
     
e) a Potion of Restore Life Levels
f) a Scroll of Recharging
g) 2 Rods of Magic Mapping (1 charging) {!!}
h) a Rod of Probing
i) 2 Rods of Cold Balls {!! @z2}
j) a Rod of Acid Balls (charging) {!! @z1}
k) a Rod of Teleport Other
l) 5 Rods of Light {@z0}
m) a Rod of Recall
     Cannot be harmed by electricity.
     
n) 4 Wands of Teleport Other (21 charges)
     
o) a Staff of Healing (3 charges)
     
p) 3 Staves of Teleportation (17 charges)
     
q) a Staff of Identify (2 charges)
     
r) a Ring of Intelligence (+4)
     +4 intelligence.
     Sustains intelligence.
     
s) The Leather Shield of the Haradrim (+5,+5) [4,+15] (+1)
     +1 strength, constitution, attack speed, shooting speed.
     Provides resistance to poison, fear, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Aggravates creatures nearby.  
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     Takes 95 turns to recharge at your current speed.
     Your chance of success is 89.1%
     
t) The Two-Handed Great Flail 'Thunderfist' (4d6) (+5,+18) (+4)
     +4 strength, constitution.
     Slays animals, orcs, trolls.
     Branded with lightning, flames.
     Provides resistance to lightning, fire, fear, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Combat info:
     1 blow/round.
     With an additional 0 strength and 3 dex you would get 2 blows
     Average damage/hit: 66.7 vs. animals, 82.7 vs. orcs, 82.7 vs.
     trolls, 82.7 vs. creatures not resistant to electricity, 82.7 vs.
     creatures not resistant to fire, and 50.7 vs. others.
     
u) The Mattock of Nain (2d8) (+12,+18) (+6 searching)
     +6 strength, infravision, tunneling.
     +30% to searching.
     Slays orcs, trolls, giants, dragons.
     Provides resistance to dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When aimed, it turns rock into mud.
     Takes 3 turns to recharge at your current speed.
     Your chance of success is 83.0%
     
     Combat info:
     1 blow/round.
     With an additional 1 strength and 0 dex you would get 2 blows
     With an additional 0 strength and 3 dex you would get 2 blows
     Average damage/hit: 66.6 vs. orcs, 66.6 vs. trolls, 66.6 vs.
     giants, 66.6 vs. dragons, and 46.5 vs. others.
     


  [Home Inventory]

a) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
     
b) a Book of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) a Mushroom of Vigor
     
d) 13 Potions of Cure Serious Wounds
     
e) a Potion of *Healing*
     It can be thrown at creatures with damaging effect.
     
f) 2 Potions of Restore Mana
g) a Scroll of Teleportation
h) 19 Scrolls of Word of Recall
i) 4 Scrolls of Recharging
j) 3 Rods of Acid Bolts {!! @z3}
k) a Wand of Lightning Balls (6 charges)
     Cannot be harmed by electricity.
     
l) a Wand of Acid Balls (5 charges)
     Cannot be harmed by acid.
     
m) 2 Staves of Identify (32 charges)
     
n) a Small Metal Shield of Preservation [4,+7]
     Provides resistance to light, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Sustains your life force.  
     
o) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark, 
     blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) a Golden Crown of Might [0,+10] (+2)
     +2 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.  
     
q) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!}
     +2 intelligence, wisdom.
     +10% to searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.  
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     Takes 106 to 209 turns to recharge at your current speed.
     Your chance of success is 91.6%
     
r) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5)
     -5 intelligence, wisdom.
     -25% to searching.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Grants the ability to see invisible things.  
     Aggravates creatures nearby.  
     
s) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {!!}
     +4 wisdom, dexterity.
     Slays evil creatures, orcs, trolls.
     *Slays* undead.
     Branded with frost.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.  Slows your metabolism.  Prevents paralysis.  
     
     
     When aimed, it creates a frost ball with damage 100.
     Takes 66 turns to recharge at your current speed.
     Your chance of success is 92.4%
     
     Combat info:
     3 blows/round.
     With an additional 1 strength and 0 dex you would get 4 blows
     With an additional 0 strength and 3 dex you would get 4 blows
     Average damage/hit: 58.4 vs. evil creatures, 69.4 vs. orcs, 69.4
     vs. trolls, 69.4 vs. creatures not resistant to cold, 91.4 vs.
     undead, and 47.3 vs. others.
     
t) The Battle Axe 'Lotharang' (2d8) (+14,+13) (+1)
     +1 strength, dexterity, attack speed.
     Slays orcs, trolls.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it heals you a fair amount (1/5 of your wounds, mi
     nimum 25HP), heals cut damage, and cures blindness and confusion.
     Takes 7 to 11 turns to recharge at your current speed.
     Your chance of success is 90.0%
     
     Combat info:
     2 blows/round.
     With an additional 1 strength and 0 dex you would get 3 blows
     With an additional 0 strength and 2 dex you would get 3 blows
     Average damage/hit: 54.7 vs. orcs, 54.7 vs. trolls, and 35.1 vs.
     others.
     
u) a Sling of Power (x2) (+13,+15)
v) a Light Crossbow of Power (x3) (+18,+20)
w) 15 Rounded Pebbles of Venom (1d2) (+8,+9)
     Branded with venom.
     


============================================================
                   CHAR.
|   TURN  | DEPTH |LEVEL| EVENT
============================================================
         1      0'    1   Began the quest to destroy Morgoth.
      2575     50'    2   Reached level 2
      5601     50'    3   Reached level 3
      7852     50'    4   Reached level 4
     28251    100'    5   Reached level 5
     40659    150'    6   Reached level 6
     47348    150'    7   Reached level 7
     48089    150'    7   Killed Grip, Farmer Maggot's dog
     70054    200'    7   Killed Smeagol
     70054    200'    8   Reached level 8
     77055    300'    9   Reached level 9
     82531    300'    9   Killed Fang, Farmer Maggot's dog
     86182    350'   10   Reached level 10
    101047    400'   11   Reached level 11
    109373    450'   11   Killed Bullroarer the Hobbit
    116056    500'   12   Reached level 12
    119778    500'   12   Killed Brodda, the Easterling
    124330    500'   12   Found The Phial of Galadriel
    129676    500'   13   Reached level 13
    134861    550'   14   Reached level 14
    135312    550'   14   Killed Wormtongue, Agent of Saruman
    144253    600'   15   Reached level 15
    147554    650'   16   Reached level 16
    154888    700'   17   Reached level 17
    162914    750'   18   Reached level 18
    171816    850'   19   Reached level 19
    183483    900'   20   Reached level 20
    187166    900'   21   Reached level 21
    197837   1000'   22   Reached level 22
    203840   1050'   23   Reached level 23
    217946   1100'   24   Reached level 24
    230221   1400'   25   Reached level 25
    241888   1450'   25   Killed Golfimbul, the Hill Orc Chief
    243272   1450'   25   Found The Spear 'Aeglos'
    246827   1400'   26   Reached level 26
    247606   1400'   26   Killed Mughash the Kobold Lord
    250490   1450'   26   Found The Soft Leather Armour 'Hithlomir'
    268557   1600'   26   Found The Spear of Orome
    273492   1600'   27   Reached level 27
    280499   1700'   27   Found The Quarterstaff 'Eriril' (LOST)
    283938   1750'   27   Found The Set of Gauntlets 'Paurnen' (LOST)
    298259   1950'   28   Reached level 28
    298406   1950'   28   Found The Iron Helm 'Holhenneth'
    300747   1950'   28   Killed Ibun, Son of Mim
    306916   2000'   28   Killed Uldor the Accursed
    310217   2050'   28   Killed Castamir the Usurper
    312391   2050'   28   Killed Shagrat, the Orc Captain
    312475   2050'   29   Reached level 29
    313896      0'   29   Killed Farmer Maggot
    317785   2200'   29   Killed Khim, Son of Mim
    318759   2200'   29   Killed The Queen Ant
    319544   2200'   29   Found The Rapier 'Careth Asdriag' (LOST)
    326825   2300'   30   Reached level 30
    328475   2350'   30   Killed Angamaite of Umbar
    331971   2400'   30   Found The Leather Shield of Celegorm
    343158   2500'   30   Found The Battle Axe 'Lotharang'
    350020      0'   31   Reached level 31
    350020      0'   32   Reached level 32
    352771   2500'   32   Found The Rapier 'Forasgil' (LOST)
    363757   2550'   32   Found The Set of Leather Gloves 'Cammithrim'
    364890   2550'   32   Killed Lagduf, the Snaga
    365448   2550'   32   Found The Iron Helm of Gorlim
    379309   2900'   32   Found The Leather Shield of the Haradrim
    379495   2900'   33   Reached level 33
    390820   3000'   33   Killed Scatha the Worm
    400201   3000'   34   Reached level 34
    419096   3200'   35   Reached level 35
    428386   3250'   36   Reached level 36
    431413   3300'   36   Found The Amulet of Carlammas
    436063   3350'   36   Killed Orfax, Son of Boldor
    441189   3450'   36   Killed Adunaphel the Quiet
    443303   3450'   36   Killed Rogrog the Black Troll
    445404   3450'   37   Reached level 37
    449114   3550'   37   Found The Mattock of Nain
    449182   3550'   37   Found The Two-Handed Great Flail 'Thunderfist'


  [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 7.3.2010 19:40
Last updated on 17.3.2010 04:03

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Comments

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On 7.3.2010 19:48 buzzkill wrote:
CL33 DL58 380538 turns. Originally a NetAngband character, I decided to switch over to my home PC and play with tiles when the dungeon got too dangerous. My latest find, The Leather Shield of the Haradrim, is also my most perplexing. I'd love to use it, but this rogue relies on stealth. Aggravation is a deal breaker.

On 8.3.2010 18:02 Sirridan wrote:
It's a nice swap to kill a unique or two at least.

On 11.3.2010 02:53 buzzkill wrote:
CL34 DL62 408591 turns. I've stalled. I'm not finding useful items and the town stopped selling any and all healing potions. I've no failsafe escapes left.

On 11.3.2010 06:42 Pete Mack wrote:
Orome will give you speed +9, which is fully adequate at 3100'.

You can carry Haradrim for a swap, since it increases your offensive power by 2, 3/2, or 4/3, depending on which weapon you are using.

The lack of ESP is your biggest problem. Otherwise, you are good to go to speed ring depth.

And you can sell those dungeon books in your house. They are junk for rogues. Tenser's (dl 70) is what you want.



On 13.3.2010 21:43 buzzkill wrote:
CL34 DL63 413176 turns. Noting Pete's advice, I geared up for full offense, including two artifacts of aggravation. Attained speed +9, 4 blows at 83 per blow. I don't expect great success, but we'll see. I've never played with an item of aggravation before.

On 13.3.2010 23:17 Pete Mack wrote:
Given that you only have 380 HP, I would recommend Haradrim only as a swap to improve archery and Gorlim not at all. Permanent aggravation is fine when you are endgame strong, and you have ESP.

I wouldn't risk it otherwise--just too many monsters coming at you from all directions.



On 13.3.2010 23:20 Pete Mack wrote:
Given that you only have 380 HP, I would recommend Haradrim only as a swap to improve archery and Gorlim not at all. Permanent aggravation is fine when you are endgame strong, and you have ESP.

I wouldn't risk it otherwise--just too many monsters coming at you from all directions.

As for headgear, Holhenneth and/or Crown of Might are better. I'd use Holhenneth as a swap against Confusion. (Swaps are a lot easier to arrange now because of the quiver.)



On 14.3.2010 03:05 buzzkill wrote:
Oh, now you tell me :). No, I considered my options, and decided I wanted to try something different thus the aggravation kit. I chose Gorlim for the (+8,+8), of course had I known Gorlim was 'sticky cursed' I would have went with the 'of might' instead. I planned on carrying the 'of aggravation' items into the dungeon, detecting monsters, then wielding them if beneficial. What I didn't count on is that I lost a point of two of INT in the swaps, and that put my spell fail rate at 50%, now 30% thanks to a potion of INT. Despite it all I guess I've been lucky so far, encountering only sparse groups of monsters and slaughtering them all. Anyhow, I'm stuck with this kit until I can uncurse Gorlim. maybe I'll head UP???

On 14.3.2010 03:44 Pete Mack wrote:
Ouch! Now you have a challenge game. Good thing Orome is +4 INT!


No really good options, but Tenser's would at least let you take on Elemental Wyrms.


On 14.3.2010 14:15 Pete Mack wrote:
I forgot for a while, but sticky curses are easy to get rid of now.

Just buy a big stack of enchant armor scrolls, and keep going until it comes off. It's a 1/4 chance for each scroll, no matter whether the enchantment succeeds or not.
If there aren't enough scrolls, buy out the shop a few times. The alchemist's shop is relatively cheap.


On 15.3.2010 04:31 buzzkill wrote:
Finally got rid of Gorlim, not that it did any damage. I was excited to find an un-ID'd amulet, only to be disappointed by Carlammas.

On 16.3.2010 02:36 buzzkill wrote:
CL37 DL69 447302 turns. Picked up a potion of XP. Killed Adunaphul for the first time ever. It took all my 'of flame' and seeker ammo to kill him. He dropped a bunch of stuff. I picked up some of it, filling my pack, then tried to read an Identify scroll. Accidentally read my only TL instead, leaving behind the rest of the loot and all my unrecovered ammo.

On 16.3.2010 05:53 Pete Mack wrote:
PS: Adunaphel is a "her."
PPS: Carlammas is end-game strong in V3.1.2. +4 CON is HUGE.
PPPS: Permanent Aggravation without ESP is a recipe for disaster. Haradrim v3.1.2 is over-the-top fantastic in combat, but there's nothing wrong with walking around with rDis, a whole lot of sustains, and no aggro...
PPPPS: Surely at CL 37 you can do without ?Detect Treasure, even with only INT 15? Shield of Preservation could be a lot more useful in that slot...


On 16.3.2010 05:55 Pete Mack wrote:
Oh yeah:
P^5S: Inscribe all teleportation and recall items with !*


On 16.3.2010 06:32 Pete Mack wrote:
Oh yeah: the #1 most important stat when diving is CON.
I would not wear a hat of Regen over a Crown of Might(+2)

I'd seriously consider a good RoCON over the RoSTR.

With ESP, I would definitely swap out the RoPois in favor of RoCON, using RoPois whenever a Drolem is nearby (they are fairly rare), or a big poison-breather is in ESP range.

With a fast diver especially, swaps pay off big: one state for serious melee and another for minimizing risk while walking around. It's more valuable than luxuries like Rods of Cold Balls (ewww)

On 16.3.2010 14:09 buzzkill wrote:
Advice noted. Aggravation isn't as bad as I though it would be, however I am swapping out the shield at times, I'm just swapping it with nothing.

I'm in town right now, thus the detect treasure. I always carry a few back down with me.

I need to regen for mana restoration. I use CLW/detect monsters a lot since healing potions have been scarce. The 'of might' at this doesn't gain me much. Though with 1 more point of DEX and it will give me an extra attack.

I may not have found a (good) ring of CON yet, I just recently ID'd a ring of FA.

This character grew up zapping rods. She's has the 'of acid balls' from DL1. She's not likely to change now.

On 16.3.2010 18:34 PowerDiver wrote:
What kind of advice do you want? "Get luckier with stat potion drops." :) You seem to be doing fine. Aggr doesn't hurt when you are overpowered, but your hp are too low to be overpowered, so don't wear it while exploring.

As for healing potions, you can buy out the temple in a pinch. I value regen pretty highly, but until you get your hp over 600 Pete is probably right about the hat. One solution to the regen problem is to rest whenever you find stairs, and then change levels when mana is full so you don't pay a penalty in spawned monsters. Also, can carry a staff or scroll of trap detection, and only m1g/detObj every other time you need to detect traps.

On 17.3.2010 04:07 buzzkill wrote:
What the hell is a jabberwock? I have no idea where it came from. I had a pretty good feel for the level and was leisurely killing off a vampire lord in route to a previously detected staff of speed when it came from nowhere and insta-killed me. I never even saw it.

On 17.3.2010 04:37 PowerDiver wrote:
It's a Lewis Caroll reference. I believe you would get to see Tim Burton's view if you see the just-released movie _Alice in Wonderland_.

On 17.3.2010 04:59 Sirridan wrote:
Same thing got my last ranger. Its always something like that or a nightwalker double moving me...

On 17.3.2010 05:03 Antoine wrote:
Bit of Con would have been nice there :)


On 17.3.2010 15:36 fizzix wrote:
Those jabberwocks, they come for you while your standing awhile in thought, especially uffish thought in tulgey woods.

Seriously though, they're tough monsters, one of the deepest non-unique monsters around.

On 18.3.2010 02:40 Pete Mack wrote:
Jabberwocks are bad news, but you know that already.
Speed +20, light sleepers, and breathe chaos for 500 points.


On 19.3.2010 01:59 buzzkill wrote:
What's kind of funny, in retrospect, is that I found a blade of chaos on the previous level. It got auto-squelched, but even had I decided to unsquelch and keep it, there's virtually no chance that I would have been wielding it, though it probably would have saved my life.

I'll just add The jabberwock to the list of list of monsters who's actions need to be avenged. Hmmm, I'm gonna need a bigger piece of parchment.

On 19.3.2010 02:15 PowerDiver wrote:
I recommend auto-inscribing blade of chaos and mace of disruption with !k. I also do scythe of slicing and lochaber axe, but those are less important.

On 3.12.2010 14:23 dos350 wrote:
my best char was slain by a jabberwoky at dlvl 51

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