YASD: shoul have figured dogs breathe sound...

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  • bebo
    Adept
    • Jan 2009
    • 213

    YASD: shoul have figured dogs breathe sound...

    I'm pretty amazed i was actually able to get this far - i have to admit i'm quite proud

    nevertheless, i decided to tackle Huan, Wolfhound of the Valar at dlvl93, had all basic resistances covered, +35 (!!!) speed, etc - the only problem being that i never encountered him before, and didn't know he breathed sound, which i didn't resist ... the rest is history

    i probably should have simply teleported him away, but the current objective was to kill as many uniques as possible to aid in the fight against Sauron & Morgoth; my gear was pretty good already, right? a few more stat potions and maybe a couple better artifacts and i was ready to go... doh!

    Anyway, these damn wolf uniques original at dlvl90 - they are really wicked! You see a "C" and think -oh, well. he's just a dog, whatever- and then they breathe and take you down to 50hp (this from a previous encounter of mine with Charcaroth, or whatever he is called, before i learned to give them respect..)

    But my proud char will be avenged! only heaven knows though how long it will take me though to be able to get back down to those levels...

    Code:
      [Angband 3.1.0 beta Character Dump]
    
     Sex    Male         Age            103   STR:  18/93  +1  +2 +10 18/***
     Race   High-Elf     Height          92   INT:  18/76  +3  +1  +5 18/166
     Class  Rogue        Weight         176   WIS:     18  -1  -2  +4  18/10
     Title  Rogue        Social  Role model   Dex:  18/60  +3  +3  +6 18/180 18/155
     HP     -98/574      Maximize         Y   CON:  18/76  +1  +1  +4 18/136
     SP     126/233                           CHR:  18/01  +5  -1  +6 18/101
    
    
     Level               38   Armor   [55,+159]     Saving Throw         89%
     Cur Exp        1784076   Fight   (+70,+32)     Stealth           Superb
     Max Exp        1784076   Melee   (+77,+41)     Fighting       Legendary
     Adv Exp        1912500   Shoot   (+82,+15)     Shooting          Heroic
     MaxDepth   4650' (L93)   Blows      7/turn     Disarming           100%
     Turns           765957   Shots      1/turn     Magic Device      Heroic
     Gold            312028   Infra       40 ft     Perception       1 in 12
     Burden       235.5 lbs   Speed          25     Searching            35%
    
     You are one of several children of a Telerin Ranger.  You have light
     grey eyes, straight black hair, and a fair 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]
    
    > You miss Huan, Wolfhound of the Valar.
    > You smite Huan, Wolfhound of the Valar.
    > Huan, Wolfhound of the Valar claws you.
    > You are covered with frost!
    > Huan, Wolfhound of the Valar misses you.
    > Huan, Wolfhound of the Valar bites you.
    > You are covered with frost!
    > Huan, Wolfhound of the Valar misses you.
    > You feel very good.
    > You have 8 Grey Potions of Cure Critical Wounds (h).
    > You feel very good.
    > You have 7 Grey Potions of Cure Critical Wounds (h).
    > Huan, Wolfhound of the Valar breathes sound.
    > You have been stunned.
    > You die.
    
    Killed by Huan, Wolfhound of the Valar.
    
      [Character Equipment]
    
    a) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
         +2 strength, dexterity, constitution, speed, attack speed.
         Provides resistance to fear, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         Radius 1 light.
         With this weapon, you would currently get 7 blows per round.  Each
         blow will do an average damage of 48 against animals, 48 against
         evil creatures, 51.5 against orcs, 51.5 against undead, and 44.5
         against normal creatures.
    b) The Short Bow of Amrod (x2) (+12,+15) (+2)
         +2 strength, constitution, shooting power.
         Provides resistance to lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
    c) a Carnelian Ring of Speed (+9)
         +9 speed.
    d) a Carnelian Ring of Speed (+8)
         +8 speed.
    e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) {!!}
         +2 strength, wisdom, charisma, speed.
         Provides resistance to fire, poison, fear.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it heals 500 hit points.
         It takes 200 turns to recharge after use.
    f) The Arkenstone of Thrain {!!}
         Provides resistance to light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Stops experience drain.
         Grants the ability to see invisible things.
         When activated, it detects treasure, objects, traps, doors, stairs, 
         e3 light.
    g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) {!!}
         +4 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, dark, 
         disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it removes all non-unique monsters represented by 
         a chosen symbol from the level, dealing you damage in the process.
         It takes 500 turns to recharge after use.
    h) an Elven Cloak of the Magi [6,+11] (+3)
         +3 intelligence, stealth.
         Cannot be harmed by acid.
         Sustains intelligence.
         Radius 1 light.
    i) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
    j) The Hard Leather Cap of Thranduil [2,+10] (+2)
         +2 intelligence, wisdom.
         Provides resistance to blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.
    k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!}
         +4 dexterity.
         Provides resistance to acid.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         When activated, it fires a magical arrow with damage 150.
         It takes 30 turns to recharge after use.
    l) a Pair of Iron Shod Boots of Speed [3,+13] (+6)
         +6 speed.
    
    
      [Character Inventory]
    
    a) 4 Books of Magic Spells [Magic for Beginners] {@m1@b1}
    b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
    c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
    d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
    e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
         Cannot be harmed by acid, electricity, fire, cold.
    f) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
         Cannot be harmed by acid, electricity, fire, cold.
    g) 2 Books of Magic Spells [Tenser's Transformations] {@m8@b8}
         Cannot be harmed by acid, electricity, fire, cold.
    h) 7 Grey Potions of Cure Critical Wounds
    i) 2 Azure Potions of Restore Mana {!*}
    j) a Scroll titled "gla lo inquo" of *Destruction* {!*}
    k) 3 Zinc-Plated Rods of Teleport Other {!!}
    l) a Mithril Rod of Recall
         Cannot be harmed by electricity.
    m) 3 Bronze Wands of Teleport Other (16 charges)
    n) 2 Golden Staffs of *Destruction* (4 charges) {!*}
    o) 6 Cedar Staffs of Mapping (19 charges)
    p) 4 Birch Staffs of Teleportation (25 charges) {!*}
    q) a Fur Cloak of Aman [3,+18] (+2 stealth)
         +2 stealth.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
    r) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!}
         +2 intelligence, wisdom, 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, objects, traps, doors, stairs,
    s) The Mace 'Taratol' (3d4) (+12,+12) (charging) {!!}
    
         5 against electricity-vulnerable creatures, 77.5 against dragons, 
         and 47.5 against normal creatures.
    t) 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.
    u) a Long Bow of Lothlorien (x3) (+25,+16) (+1)
         +1 dexterity, shooting power.
         Cannot be harmed by acid, fire.
         Prevents paralysis.
         Grants telepathy.
    v) 18 Seeker Arrows of Acid (4d4) (+9,+17)
         Cannot be harmed by acid.
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 504 against
         acid-vulnerable creatures, and 168 against normal creatures.
         35% chance of breaking upon contact.
    w) 23 Mithril Arrows of Holy Might (3d4) (+14,+17)
         Cannot be harmed by acid, fire.
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 316 against
         evil creatures, 474 against demons, 474 against undead, and 158
         against normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) 3 Gold Speckled Potions of Healing {!*}
         When ingested, it heals you a really large amount (35% of max HP, 
         minimum 300HP), heals cut damage, and cures stunning, poisoning, b
         lindness, and confusion.
         Provides nourishment for about 100 turns under normal conditions.
    b) a Light Blue Potion of *Healing* {!*}
         When ingested, it restores 1200 hit points, heals cut damage, and 
         cures stunning, poisoning, blindness, and confusion.
         It can be thrown at creatures with damaging effect.
    c) a Copper Speckled Potion of Life {!*}
         When ingested, it restores 5000 hit points, restores experience an
         d stats, heals cut damage, and cures stunning, poison, blindness, 
         and confusion.
         It can be thrown at creatures with damaging effect.
    d) 6 Azure Potions of Restore Mana {!*}
         When ingested, it restores your mana points to maximum.
    e) 2 Scrolls titled "famisse arus" of *Remove Curse*
         When read, it removes all curses from all equipped items.
    f) 5 Scrolls titled "gla lo inquo" 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.
    g) 3 Golden Staffs of *Destruction* (9 charges) {!*}
         When used, it destroys an area around you in the shape of a circle 
         radius 15, and blinds you for 1d10+10 turns.
    h) an Ironwood Staff of Healing (3 charges) {!*}
         When used, it heals you a really large amount (35% of max HP, mini
         mum 300HP), heals cut damage, and cures stunning, poisoning, blind
         ness, and confusion.
    i) a Teak Staff of the Magi (3 charges) {!*}
         When used, it restores both intelligence and manapoints to maximum.
    j) a Jet Ring of Acid [+16]
         Provides resistance to acid.
         Cannot be harmed by acid.
         
         When activated, it grants acid resistance for d20+20 turns and cre
         ates an acid ball of damage 70.
         It takes d50+50 turns to recharge after use.
    k) a Rhodonite Ring of Damage (+0,+14)
    l) The Ring of Barahir (+1)
         +1 strength, intelligence, wisdom, dexterity, constitution, 
         charisma, stealth.
         Provides resistance to poison, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    m) The Ring of Tulkas (+4) {!!}
         +4 strength, dexterity, constitution.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it hastens you for d75+75 turns.
         It takes 150 turns to recharge after use.
    n) The Jewel 'Evenstar' {!!}
         Provides resistance to cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence, wisdom, constitution.
         Stops experience drain.
         
         When activated, it restores your experience to full.
         It takes 150 turns to recharge after use.
    o) The Star of Elendil {!!}
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         
         When activated, it maps the area around you in a 30-radius circle.
         It takes 50 turns to recharge after use.
         Radius 3 light.
    p) The Chain Mail of Arvedui (-2) [14,+15] (+2)
         +2 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, shards, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    q) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {!!}
         +3 intelligence, wisdom, constitution.
         Provides resistance to acid, poison, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it destroys all traps and doors surrounding you.
         It takes 10 turns to recharge after use.
    r) The Full Plate Armour of Isildur [26,+25] (+1)
         +1 constitution.
         Provides resistance to acid, lightning, fire, cold, confusion, 
         sound, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    s) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
         +3 dexterity, speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
    t) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!}
         +3 intelligence, dexterity, stealth, speed.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.
         
         When activated, it teleports you randomly up to 10 squares away.
         It takes 20 turns to recharge after use.
    u) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
         +3 intelligence, dexterity, speed.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 61 against trolls, 61 against
         giants, and 49 against normal creatures.
    v) The Katana 'Aglarang' (8d4) (+0,+0) (+5)
         +5 dexterity, speed.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains dexterity.
         
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 48 against normal creatures.
    w) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4) {!!}
         +4 wisdom, dexterity.
         Provides resistance to cold, fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.
         Slows your metabolism.
         Prevents paralysis.
         
         When activated, it creates a frost ball with damage 100.
         It takes 35 turns to recharge after use.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 74 against evil creatures, 84.5
         against orcs, 84.5 against trolls, 84.5 against frost-vulnerable
         creatures, 105.5 against undead, and 63.5 against normal creatures.
    x) The Lance of Eorlingas (3d8) (+13,+21) (+2)
         +2 strength, dexterity, speed.
         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 5 blows per round.  Each
         blow will do an average damage of 80 against evil creatures, 93.5
         against orcs, 93.5 against trolls, and 66.5 against normal
         creatures.
    
    
      [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)
    My first winner! http://angband.oook.cz/ladder-show.php?id=8681
    And my second! http://angband.oook.cz/ladder-show.php?id=8872
    And the third! http://angband.oook.cz/ladder-show.php?id=9452
    And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
    And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
    And the sixth! http://angband.oook.cz/ladder-show.php?id=10990
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    You will have a winner in next to no time. Getting to the bottom of the dungeon in 750K turns is a real accomplishment. And there are 3 'C' uniques. Huan and Carcharoth are extremely dangerous. I usually leave them alive--they have something like 8000HP.

    With such a fragile character and low melee damage, you should depend more on archery, especially once you found Tenser's.

    You can do ~4*3*(15+3+5) = 276 dam/shot with ordinary arrows from the store if you brand them. Most uniques are vulnerable to at least one of Fire, Cold, or Poison arrows, which you can make yourself.

    Comment

    • Larvitz
      Adept
      • Dec 2008
      • 115

      #3
      Should've had the Elven Cloak of Aman.

      That is rather unfortunate, dying like that, though.
      I is the Larva. <3

      Comment

      • Djabanete
        Knight
        • Apr 2007
        • 576

        #4
        Anyone up on their Silmarillion lore knows that Huan is permitted by the Valar to breathe sound three times in his life!

        Comment

        • pav
          Administrator
          • Apr 2007
          • 793

          #5
          It's the super-bark!
          See the elves and everything! http://angband.oook.cz

          Comment

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