YASD: not all birds are what they seem...

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  • bebo
    Adept
    • Jan 2009
    • 213

    YASD: not all birds are what they seem...

    so, another YASD to add to my ever growing collection

    I'm down at dlvl66 , clvl32 , a pretty good dive so far, no really good artifacts but some decent drops, and except for an initial period with no teleport away available a pretty smooth ride (i decided to try playing without town scumming).

    I go down the stairs and find the phoenix next to me, asleep. I activate the arkenstone for detection, find a vault close by (yes! ) and decide to tel_away the phoenix and use my *destruction* scroll to clear the vault. The phoenix in one turn wakes up and summons a bunch of B's ... nothing serious, i think (yeah, right). So i teleport away the unique, only to be instakilled by the breath attack of a Winged Horror! I never encountered one before, didn't even have the chance to check it's monster recall. Can anyone give me some info regarding this monster?



    Code:
      [Angband 3.1.0 beta Character Dump]
    
     Sex    Male         Age            103   STR:     18  +1  +2  +0  18/30
     Race   High-Elf     Height          92   INT:     15  +3  +1  +7  18/80
     Class  Rogue        Weight         176   WIS:     12  -1  -2  +0      9
     Title  Sharper      Social      Lordly   DEX:     16  +3  +3  +6 18/100
     HP     -15/350      Maximize         Y   CON:  18/27  +1  +1  +0  18/47
     SP     85/85                             CHR:     11  +5  -1  +0     15
    
    
     Level               32   Armor    [26,+97]     Saving Throw         81%
     Cur Exp         342578   Fight   (+15,+23)     Stealth           Superb
     Max Exp         342578   Melee   (+27,+38)     Fighting          Heroic
     Adv Exp         450000   Shoot    (+30,+9)     Shooting          Heroic
     MaxDepth   3350' (L67)   Blows      5/turn     Disarming           100%
     Turns           330031   Shots      2/turn     Magic Device      Heroic
     Gold             86819   Infra       40 ft     Perception       1 in 12
     Burden       156.5 lbs   Speed           5     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]
    
    > The Winged Horror disappears!
    > The Phoenix disappears!
    > The Nighthawk disappears!
    > You have 12 charges remaining.
    > The Nighthawk misses you.
    > It points at you and curses horribly.
    > You resist the effects!
    > The Giant roc misses you.
    > You hit the Nighthawk.
    > You have slain the Nighthawk.
    > The Nighthawk misses you.
    > The Winged Horror breathes gas.
    > The Giant roc cries out in pain.
    > The Nighthawk dies.
    > You die.
    
    Killed by a Winged Horror.
    
      [Character Equipment]
    
    a) 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 56 against trolls, 56 against
         giants, and 44 against normal creatures.
    b) a Long Bow of Extra Shots (x3) (+15,+9) (+1)
         +1 shooting speed.
    c) a Calcite Ring of Damage (+0,+10)
    d) a Tortoise Shell Ring of Slaying (+9,+7)
    e) 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.
    f) The Arkenstone of Thrain (charging) {!!}
         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 Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
         +3 dexterity, speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, electricity, fire, cold.
    h) an Elven Cloak of the Magi [6,+19] (+4)
         +4 intelligence, stealth.
         Cannot be harmed by acid.
         Sustains intelligence.
         Feather Falling.
    i) The Large Metal Shield of Anarion [5,+20]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, intelligence, wisdom, dexterity, constitution, 
         charisma.
    j) an Iron Crown of Telepathy [0,+10]
         Grants telepathy.
    k) a Set of Caestus of Free Action (+0,+3) [2,+6]
         Prevents paralysis.
    l) a Pair of Iron Shod Boots of Stability [3,+11]
         Provides resistance to nexus.
         Feather Falling.
    
    
      [Character Inventory]
    
    a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
    b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
    c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
    d) a Book 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) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6}
         Cannot be harmed by acid, electricity, fire, cold.
    g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
         Cannot be harmed by acid, electricity, fire, cold.
    h) 10 Cyan Potions of Cure Critical Wounds
    i) 5 Scrolls titled "detsios lusy" of Word of Recall {!*}
    j) 6 Scrolls titled "sempris" of Recharging
    k) a Scroll titled "paricus atrus" of *Destruction* {!*}
    l) a Rusty Rod of Identify {!!}
         Cannot be harmed by electricity.
    m) a Tin-Plated Wand of Stone to Mud (2 charges)
    n) 2 Cast Iron Wands of Teleport Other (12 charges)
    o) 2 Walnut Staffs of Mapping (11 charges)
    p) a Silver Staff of Curing (5 charges)
    q) a Cedar Staff of Dispel Evil (3 charges)
    r) 3 Hawthorn Staffs of Teleportation (12 charges) {!*}
    s) a Mahogany Staff of Speed (4 charges) {!*}
    t) 2 Maple Staffs of Identify (8 charges)
    u) an Opal Ring of Lightning [+13]
         Provides resistance to lightning.
         Cannot be harmed by electricity.
         When activated, it grants electricity resistance for d20+20 turns 
         and creates a lightning ball of damage 85.
         It takes d50+50 turns to recharge after use.
    v) The Set of Gauntlets 'Pauraegen' [3,+14]
         Provides resistance to lightning.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it creates a lightning bolt with damage 6d6.
         It takes 6 turns to recharge after use.
         Radius 1 light.
    w) 53 Arrows (1d4) (+0,+0) {@f1}
         Fired from your current missile launcher, this arrow will hit targets
         up to 120 feet away, inflicting an average damage of 34.5 against
         normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) 15 Cyan Potions of Cure Critical Wounds
         When ingested, it heals you a large amount (1/4 of your wounds, mi
         nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
         dness, and confusion.
         Provides nourishment for about 75 turns under normal conditions.
    b) 2 Purple 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.
    c) 2 Dark Blue Potions of Restore Mana {!*}
         When ingested, it restores your mana points to maximum.
    d) 2 Scrolls titled "ilicas intex" of Teleport Level {!*}
         When read, it teleports you one level up or down.
    e) 17 Scrolls titled "pis sito tus" of Holy Chant
         When read, it increases your AC and to-hit bonus for 1d24+12 turns.
    f) a Gold-Plated Wand of Dragon's Flame (4 charges)
         Cannot be harmed by acid, electricity, fire, cold.
         
         When aimed, it creates a large fire ball with damage 200.
    g) 3 Elm Staffs of Earthquakes (19 charges) {!*}
         When used, it causes an earthquake around you.
    h) a Pearl Ring of Flames [+16] {!!}
         Provides resistance to fire.
         Cannot be harmed by fire.
         
         When activated, it grants fire resistance for d20+20 turns and cre
         ates a fire ball of damage 80.
         It takes d50+50 turns to recharge after use.
    i) 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.
         It takes 10 turns to recharge after use.
         Radius 3 light.
    j) Partial Plate Armour of Elvenkind (-3) [22,+15] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    k) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
         +4 stealth.
         Provides resistance to acid, lightning, fire, cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    l) The Cloak of Thorongil [1,+10]
         Provides resistance to acid, fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
    m) a Hard Leather Cap of Telepathy [2,+9]
         Grants telepathy.
         
    n) a Set of Leather Gloves of Agility [1,+6] (+2)
         +2 dexterity.
         
    o) The Set of Gauntlets 'Paurhach' [3,+14] {!!}
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
         
         When activated, it creates a fire bolt with damage 9d8.
         It takes 8 turns to recharge after use.
    p) The Dagger 'Dethanc' (2d4) (+4,+6) {!!}
         Provides resistance to lightning.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it creates a lightning bolt with damage 6d6.
         It takes 6 turns to recharge after use.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 44 against
         electricity-vulnerable creatures, and 34 against normal creatures.
    q) The Morning Star 'Firestar' (2d6) (+5,+7) [+2] {!!}
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it creates a fire bolt with damage 72.
         It takes 20 turns to recharge after use.
         With this weapon, you would currently get 3 blows per round.  Each
         blow will do an average damage of 51 against fire-vulnerable
         creatures, and 37 against normal creatures.
    r) a Morning Star of Gondolin (2d6) (+12,+16)
         Provides resistance to dark.
         Cannot be harmed by acid, fire.
         Prevents paralysis.
         Grants telepathy.
         Grants the ability to see invisible things.
         
         Radius 1 light.
         With this weapon, you would currently get 3 blows per round.  Each
         blow will do an average damage of 60 against orcs, 60 against
         trolls, 60 against dragons, 60 against demons, and 46 against
         normal creatures.
    s) a Mace (Defender) (2d4) (+15,+12) [+7] (+2 stealth)
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence.
         Feather Falling.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 3 blows per round.  Each
         blow will do an average damage of 40 against normal creatures.
    t) a Long Bow of Extra Might (x3) (+10,+11) (+1)
         +1 shooting power.
         
    u) a Light Crossbow of Extra Shots (x3) (+10,+14) (+1)
         +1 shooting speed.
         
    v) 18 Arrows of Slay Demon (1d4) (+12,+5)
         Fired from your current missile launcher, this arrow will hit targets
         up to 120 feet away, inflicting an average damage of 148.5 against
         demons, and 49.5 against normal creatures.
         35% chance of breaking upon contact.
    
    
      [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
  • RogerN
    Swordsman
    • Jul 2008
    • 308

    #2
    There's a link to the monster spoilers at the top of the page

    The Winged Horror (L.Dark 'B')
    === Num:562 Lev:48 Rar:3 Spd:+10 Hp:25d80 Ac:80 Exp:4000
    A terrifying sight: a winged creature greater than any bird you have ever seen, and with no feathers on its horrid black leathery wings. Descended from a creature of an older world perhaps, bred by Sauron to be a winged steed for his Ringwraiths. This natural creature is normally found on dungeon level 48, and moves quickly. It may breathe poison, nether or darkness; 1 time in 6. It resists cold and poison. It is observant of intruders, which it may notice from 300 feet. It can claw to attack with damage 3d8, claw to attack with damage 3d8, bite to lower experience with damage 4d6, and bite to lower experience with damage 4d6. (Angband 3.0.6)

    Comment

    • bebo
      Adept
      • Jan 2009
      • 213

      #3
      got it.

      it must have breathed poison, which i didn't resist; i was also a little bit down on hp.

      oh well, revenge will be sweet
      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

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #4
        Originally posted by bebo
        oh well, revenge will be sweet
        If you are getting to dl 67 in 330K turns, it will be quick too. That's fast play--you should have a winner RSN.

        Comment

        • bebo
          Adept
          • Jan 2009
          • 213

          #5
          what really gave me a huge performance boost was actually starting to play with rogues instead of mages ... as you suggested

          actually being able to dive fast with detection AND being able to kill monsters made a huge difference - now i'm able to increase char lvl at depth

          in a bit of time i'll pick up mages back again though, they still are my favorite class
          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

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #6
            Originally posted by bebo
            in a bit of time i'll pick up mages back again though, they still are my favorite class
            Don't do that until you have won, preferably twice. Mages are a challenge class. It is better to survive to learn the basic lessons and learn which monsters deserve RESPECT before you try to win with a mage.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              Originally posted by bebo
              actually being able to dive fast with detection AND being able to kill monsters made a huge difference - now i'm able to increase char lvl at depth
              You can do all that with rangers, too--in fact Rangers are better at killing than Rogues. But they have worse HP and stealth, which makes Rogue better for basic diving, IMO.

              Comment

              • bebo
                Adept
                • Jan 2009
                • 213

                #8
                i found out that the high stealth of the rogue is actually a huge help, coupled with the natural high stealth of high elves the result is pretty amazing - i regularly sneak past dangerous monsters to get that elusive rod or staff, hoping to not have to use _TelSelf or -TelOther, and more often than not things go according to plan

                EDIT: incidentally i found out with my last char that rings of escaping are really good with a rogue, +4 speed each at early dlvls is nothing to scoff at, you can still shoot with a bow with them equipped (although you have a huge malus, i don't know exactly how much), and when necessary can simply swap them out to melee.

                EDIT EDIT: my last char just got killed because a bunch of damn crebrains came out of nowhere and woke up two ancient dragons close to me - i'll name my next char ChickenEater, we'll see then, hah!
                Last edited by bebo; February 6, 2009, 00:41.
                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

                Comment

                • bebo
                  Adept
                  • Jan 2009
                  • 213

                  #9
                  ok, new char, new dive, great results - until a damn balrog unique offscreen blasts me out of the face of earth...probably was a couple of squares off my first detection range, i moved, and .... splat

                  next char will be a mage

                  see http://angband.oook.cz/forum/showthread.php?t=1482 for any suggestions

                  Code:
                    [Angband 3.1.1 dev (r1229) Character Dump]
                  
                   Name   Kain                                     Self  RB  CB  EB   Best
                   Sex    Male         Age            103   STR:  18/40  +1  +2  +5 18/120
                   Race   High-Elf     Height          92   INT:  18/80  +3  +1  +3 18/150
                   Class  Rogue        Weight         176   WIS:     18  -1  -2  +3     18
                   Title  Sharper      Social      Lordly   DEX:  18/30  +3  +3  +9 18/180
                   HP     -310/491     Maximize         Y   CON:  18/30  +1  +1  +8 18/130
                   SP     184/186                           CHR:     16  +5  -1  +0  18/20
                  
                  
                   Level               34   Armor   [27,+105]     Saving Throw         85%
                   Cur Exp         623537   Fight   (+26,+16)     Stealth        Legendary
                   Max Exp         623537   Melee   (+36,+27)     Fighting          Heroic
                   Adv Exp         787500   Shoot   (+46,+27)     Shooting          Heroic
                   MaxDepth   4750' (L95)   Blows      5/turn     Disarming           100%
                   Turns           505022   Shots      1/turn     Magic Device      Heroic
                   Gold            389840   Infra       70 ft     Perception        1 in 1
                   Burden       193.2 lbs   Speed          20     Searching            50%
                  
                   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 sense the presence of doors!
                  > It magically summons greater demons!
                  > The Horned Reaper casts a fearful illusion.
                  > You refuse to be frightened.
                  > Probing...
                  > The Horned Reaper has 3466 hit points.
                  > The Gelugon has 4172 hit points.
                  > That's all.
                  > It casts a fearful illusion.
                  > You refuse to be frightened.
                  > It breathes gas.
                  > It casts a fearful illusion.
                  > You refuse to be frightened.
                  > It breathes fire.
                  > You die.
                  
                  Killed by Lungorthin, the Balrog of White Fire.
                  
                    [Character Equipment]
                  
                  a) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
                       +3 dexterity, stealth.
                       Provides resistance to acid, lightning, fire, cold.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Feather Falling.
                       Speeds regeneration.
                       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 32.9 against normal creatures.
                       
                       With this item, you can expect to clear rubble in 2.8 turns, magma
                       veins in 6.5 turns, quartz veins in 16 turns, and granite in 52 
                       turns.
                  b) a Heavy Crossbow of Power (x4) (+20,+27)
                  c) a Malachite Ring of Speed (+7)
                       +7 speed.
                  d) a Malachite Ring of Speed (+7)
                       +7 speed.
                  e) a Copper Amulet of Trickery (+3)
                       +3 dexterity, stealth, infravision, speed.
                       +15%  to searching.
                       Provides resistance to poison, nexus.
                       Sustains dexterity.
                  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.
                       It takes 33 to 60 turns to recharge after use at your current
                       speed.
                       Radius 3 light.
                  g) 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 30 turns to recharge after use at your current speed.
                  h) a Fur Cloak of Aman [3,+15] (+1 stealth)
                       +1 stealth.
                       Provides resistance to nether.
                       Cannot be harmed by acid, electricity, fire, cold.
                  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) a Jewel Encrusted Crown of Might [0,+11] (+3)
                       +3 strength, dexterity, constitution.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Sustains strength, dexterity, constitution.
                       Prevents paralysis.
                  k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
                       +2 strength, constitution.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Prevents paralysis.
                  l) a Pair of Iron Shod Boots of Elvenkind [3,+11] (+4)
                       +4 stealth, speed.
                       Cannot be harmed by acid, fire.
                       Feather Falling.
                  
                  
                    [Character Inventory]
                  
                  a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
                  b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
                  c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
                  d) 2 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) 48 Coagulated Crimson Potions of Cure Critical Wounds
                  i) a Scroll titled "co que fello" of *Destruction* {!*}
                  j) a Mithril Rod of Probing (charging) {!!}
                  k) an Aluminum Rod of Teleport Other {!!}
                  l) a Copper-Plated Rod of Recall (charging) {!*}
                       Cannot be harmed by electricity.
                  m) 9 Zinc Wands of Teleport Other (41 charges)
                  n) a Balsa Staff of *Destruction* (3 charges) {!*}
                  o) an Eucalyptus Staff of Mapping (3 charges)
                  p) a Redwood Staff of Banishment (2 charges) {!*}
                  q) a Cottonwood Staff of Speed (2 charges) {!*}
                  r) 26 Seeker Bolts of Slay Evil (4d5) (+14,+15)
                       Fired from your current missile launcher, this arrow will hit targets
                       up to 140 feet away, inflicting an average damage of 449.3 against
                       evil creatures, and 224.6 against normal creatures.
                       25% chance of breaking upon contact.
                  
                  
                    [Home Inventory]
                  
                  a) 5 Copper 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 Hazy 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 Yellow 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) 2 Dark Green Potions of Restore Mana {!*}
                       When ingested, it restores your mana points to maximum.
                  e) a Scroll titled "facenus sio" of *Remove Curse*
                       When read, it removes all curses from all equipped items.
                  f) a Silver Wand of Annihilation (3 charges)
                       Cannot be harmed by acid, electricity, fire, cold.
                       
                       When aimed, it drains up to 250 hit points of life from a target c
                       reature.
                  g) 2 Gnarled Staves of Power (6 charges)
                       When used, it deals 120 damage to all creatures that you can see.
                  h) 3 Sycamore Staves of the Magi (10 charges) {!*}
                       When used, it restores both intelligence and manapoints to maximum.
                  i) a Gold Ring of Constitution (+5)
                       +5 constitution.
                       Sustains constitution.
                       
                  j) a Beryl Ring of Acid [+12]
                       It is branded with acid.
                       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 153 to 300 turns to recharge after use at your current
                       speed.
                  k) a Mithril Ring of Damage (+0,+12)
                  l) a Sapphire Ring of Slaying (+9,+8)
                  m) The Amulet of Carlammas (+2) {!!}
                       +2 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.
                       It takes 675 turns to recharge after use at your current speed.
                  n) The Jewel 'Evenstar' (charging) {!!}
                       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 453 to 450 turns to recharge after use at your current
                       speed.
                  o) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!!}
                       +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 1500 turns to recharge after use at your current speed.
                  p) a Robe of Permanence [2,+28]
                       Provides resistance to acid, lightning, fire, cold, chaos.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Sustains strength, intelligence, wisdom, dexterity, constitution, 
                       charisma.
                       Stops experience drain.
                       
                  q) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
                       +4 stealth.
                       Provides resistance to acid, lightning, fire, cold, dark.
                       Cannot be harmed by acid, electricity, fire, cold.
                       
                  r) The Steel Helm of Hammerhand [6,+20] (+3)
                       +3 strength, dexterity, constitution.
                       Provides resistance to acid, cold, dark, nexus.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Sustains strength, dexterity, constitution.
                       Aggravates creatures nearby.
                       
                  s) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4) {!!}
                       +4 dexterity.
                       It is especially deadly to orcs, demons.
                       Provides resistance to cold.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Slows your metabolism.
                       Feather Falling.
                       Prevents paralysis.
                       
                       When activated, it creates a frost bolt with damage 12d8.
                       It takes 150 turns to recharge after use at your current speed.
                       With this weapon, you would currently get 5 blows per round.  Each
                       blow will do an average damage of 59.5 against orcs, 59.5 against
                       demons, and 39.5 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.
                  t) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
                       It is especially deadly to evil creatures, orcs, trolls, giants, 
                       dragons, undead.
                       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 65.7 against evil creatures, 
                       79.5 against orcs, 79.5 against trolls, 79.5 against giants, 79.5
                       against dragons, 79.5 against undead, and 51.9 against normal
                       creatures.
                       
                       With this item, you can expect to clear rubble in 2.3 turns, magma
                       veins in 5.2 turns, quartz veins in 12 turns, and granite in 35 
                       turns.
                  u) a Blade of Chaos of Extra Attacks (6d5) (+16,+16) (+1)
                       +1 attack speed.
                       Provides resistance to chaos.
                       
                       With this weapon, you would currently get 6 blows per round.  Each
                       blow will do an average damage of 53.9 against normal creatures.
                       
                       With this item, you can expect to clear rubble in 2.5 turns, magma
                       veins in 5.8 turns, quartz veins in 14 turns, and granite in 42 
                       turns.
                  v) a Blade of Chaos (Blessed) (6d5) (+14,+12) (+2)
                       +2 wisdom.
                       Provides resistance to chaos.
                       Blessed by the gods.
                       Grants telepathy.
                       
                       With this weapon, you would currently get 5 blows per round.  Each
                       blow will do an average damage of 49.5 against normal creatures.
                       
                       With this item, you can expect to clear rubble in 2.5 turns, magma
                       veins in 5.8 turns, quartz veins in 14 turns, and granite in 42 
                       turns.
                  w) The Whip of Gothmog (6d3) (+13,+15) (-3) {cursed}
                       Heavily cursed.
                       -3 intelligence, wisdom, dexterity.
                       It is especially deadly to animals, trolls, giants.
                       It is a great bane of dragons.
                       It is branded with flames.
                       Provides immunity to fire.
                       Provides resistance to lightning, dark.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Aggravates creatures nearby.
                       
                       When activated, it creates a fire ball with damage 144.
                       It takes 45 turns to recharge after use at your current speed.
                       Radius 1 light.
                       With this weapon, you would currently get 5 blows per round.  Each
                       blow will do an average damage of 57.8 against animals, 70.7
                       against trolls, 70.7 against giants, 70.7 against fire-vulnerable
                       creatures, 96.3 against dragons, and 45 against normal creatures.
                       
                       With this item, you can expect to clear rubble in 2.8 turns, magma
                       veins in 6.7 turns, quartz veins in 16 turns, and granite in 55 
                       turns.
                  x) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) {!!}
                       +4 intelligence, wisdom.
                       It is especially deadly to evil creatures.
                       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 30 turns to recharge after use at your current speed.
                       Radius 1 light.
                       With this weapon, you would currently get 5 blows per round.  Each
                       blow will do an average damage of 32.3 against evil creatures, and 
                       26.9 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.
                  
                  
                    [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

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    You got whacked by a Greater Demonic Q. It summoned Lungorthin & friends, and you didn't escape immediately. (There's no way Lungorthin woke up that fast--he's a sleepy sort.) The BoC (Blessed) {ESP} would have saved you. Wear it with a Ring of Acid and kill everything...

                    Although, I think you would do better to wear the RoCON rather than the second ring of speed. 490 HP is not really enough. Max damage (nether) is 550. Max damage Conf, Chaos, etc is 500.

                    Comment

                    • bebo
                      Adept
                      • Jan 2009
                      • 213

                      #11
                      I must have forgotten to detect invisible (smacks oneself!). I don't use it nearly enough, about one time everey two or three detect monsters - which apparently at that depth got me killed.

                      Regarding branding from rings of elements, i thought it only tripled the damage from the base dice of a weapon, not it's bonuses - that doesn't seem like such a huge improvement over +7 speed or +5 CON ? (i keep forgetting about that 550hp breakpoint, this is the second time you tell me)

                      Should have gone with ESP though, i guess i was too enamored with the regen and pluses to stealth and dex, doh!

                      EDIT: should have checked better my numbers on the branding - going from 6d5 to 6d5*3 per blow sure makes a difference! probably rings of acid et al are worth it only with weapons with base high damage though
                      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

                      Comment

                      • Garrie
                        Adept
                        • Feb 2008
                        • 147

                        #12
                        it's a shame we can't maco detect monsters, pause to look at screen, detect invisible. Like you I often forget for a few too many dlevels to do detect traps, detect monsters, PAUSE TO LOOK, detect invisible.

                        I'm about 50% of deaths due to not stopping to look at the detected monsters before casting detect invisible - I usually have a good look at the invisible ones...
                        Best /favorite character

                        Comment

                        • buzzkill
                          Prophet
                          • May 2008
                          • 2939

                          #13
                          Maybe a last known location option, leaving detected monsters visible on screen.

                          I'd vote for it.
                          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                          My banding life on Buzzkill's ladder.

                          Comment

                          • bebo
                            Adept
                            • Jan 2009
                            • 213

                            #14
                            Originally posted by buzzkill
                            Maybe a last known location option, leaving detected monsters visible on screen.
                            that would be ace

                            problems would rise though when one has ESP - not being able to tell which ones are actually detected at the moment and which are remembered; a possible solution would be to display the detected/remembered monsters in a unique colour, and make sure that also in the monster list subwindow they are clearly differentiated
                            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

                            Comment

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