(V) Griff's Journey

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  • geoff_tewierik
    Adept
    • Mar 2009
    • 140

    (V) Griff's Journey

    Been a while since I have played Angband on a regular basis but I picked it up again recently. been running around with a Westernesse weapon for a while and just switched over to a Holy Avenger. Have lucked out with the Artifacts so far and scored ones which were relevant to the Priest class.

    Stuck the dump in as a quote, if there's a better way a nice nudge in the right direction would be appreciated.

    Cheers,

    GT

    Here is how I've gone so far:

    Code:
      [Angband 3.1.0 beta Character Dump]
    
     Sex    Male         Age             39   STR:  18/29  +2  -1  +4  18/79
     Race   Dwarf        Height          50   INT:     15  -3  -3  +2     11
     Class  Priest       Weight         144   WIS:  18/19  +2  +3  +9 18/159
     Title  Canon        Social  Role model   DEX:     10  -2  -1  +2      9
     HP     293/293      Maximize         Y   CON:     18  +2  +0  +2  18/40
     SP     202/202                           CHR:  18/32  -3  +2  +0  18/22
    
    
     Level               31   Armor    [17,+57]     Saving Throw         90%
     Cur Exp         151439   Fight   (+10,+12)     Stealth             Good
     Max Exp         151439   Melee   (+17,+21)     Fighting          Superb
     Adv Exp         210000   Shoot    (+18,+9)     Shooting       Excellent
     MaxDepth   1300' (L26)   Blows      1/turn     Disarming            44%
     Turns          2985549   Shots      1/turn     Magic Device      Superb
     Gold            270852   Infra       50 ft     Perception       1 in 22
     Burden       105.8 lbs   Speed           5     Searching            33%
    
     You are the only child of a Dwarven Priest.  You are a credit to the
     family.  You have dark brown eyes, straight black hair, a three foot
     beard, and a dark complexion.
    
    
     Acid:......+.+.... Confu:.........+...
     Elec:......+...... Sound:.............
     Fire:......+...... Shard:.............
     Cold:......+...... Nexus:.......+.....
     Pois:............. Nethr:.............
     Fear:+............ Chaos:.............
     Lite:............. Disen:.............
     Dark:............. S.Dig:.............
    Blind:.........+..+ Feath:.............
    
    PLite:............. Aggrv:.............
    Regen:............. Stea.:.......+.....
    Telep:............. Sear.:.........+...
    Invis:+........+... Infra:............+
    FrAct:..........+.. Tunn.:.............
    HLife:............. Speed:.......+...+.
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.............
     Fear:............. Might:.+...........
    
    
      [Character Equipment]
    
    a) a Lead-Filled Mace (Holy Avenger) (4d3) (+7,+9) [+1] (+4)
         +4 wisdom.
         Provides resistance to fear.
         Sustains dexterity.
         Blessed by the gods.
         Grants the ability to see invisible things.
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 37 against evil creatures, 45 against
         demons, 45 against undead, and 29 against normal creatures.
    b) a Light Crossbow of Extra Might (x3) (+8,+9) (+1)
         +1 shooting power.
    c) a Rhodonite Ring of Dexterity (+2)
         +2 dexterity.
         Sustains dexterity.
    d) a Turquoise Ring of Strength (+2)
         +2 strength.
         Sustains strength.
    e) an Adamant Amulet of Wisdom (+3)
         +3 wisdom.
         Sustains wisdom.
    f) a Lantern (13743 turns)
         Cannot be harmed by fire.
         Radius 2 light.
    g) a Robe of Resistance [2,+6]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
    h) The Cloak 'Colannon' [1,+15] (+3)
         +3 stealth, speed.
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it teleports you randomly up to 100 squares away.
         It takes 45 turns to recharge after use.
    i) a Leather Shield of Resist Acid [6,+6]
         Provides resistance to acid.
         Cannot be harmed by acid.
    j) 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,
    
    k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    
         dPrevents paralysis.
    l) a Pair of Leather Boots of Speed [2,+4] (+2)
         +2 speed.
    
    
      [Character Inventory]
    
    a) 2 Holy Books of Prayers [Beginners Handbook]
    b) 2 Holy Books of Prayers [Words of Wisdom]
    c) 2 Holy Books of Prayers [Chants and Blessings]
    d) 2 Holy Books of Prayers [Exorcism and Dispelling]
    e) a Flask of oil
    f) 8 Magenta Potions of Cure Critical Wounds
    g) 5 Tangerine Potions of Healing
    h) 8 Copper Speckled Potions of Speed
    i) 3 Scrolls titled "instomme greo" of Word of Recall
    j) 2 Scrolls titled "ub dentus" of Recharging
    k) an Ivory Staff of Identify (6 charges)
    l) 24 Bolts of Slay Evil (1d5) (+8,+12)
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 192 against
         evil creatures, and 96 against normal creatures.
         25% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) 2 Nickel-Plated Rods of Curing
         Cannot be harmed by electricity.
         
         When used, it heals cut damage, and cures all stunning, poison, bl
         indness and confusion.
         It takes 100 turns to recharge after use.
    b) a Runed Staff of Banishment (3 charges)
         When used, it removes all non-unique monsters represented by a cho
         sen symbol from the level, dealing you damage in the process.
    c) an Ivory Staff of Identify (2 charges)
         When used, it reveals to you the extent of an item's magical power
         s.
    d) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
         Heavily cursed.
         -5 intelligence, wisdom, 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.
         
    e) The Set of Leather Gloves 'Cammithrim' [1,+10]
         Provides resistance to light.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Prevents paralysis.
         
         When activated, it fires a magic missile with damage 3d4.
         It takes 2 turns to recharge after use.
         Radius 1 light.
    f) a Set of Leather Gloves of Power (+3,+2) [1,+8] (+3)
         +3 strength.
         
    g) a Set of Leather Gloves of Power (+2,+4) [1,+4] (+3)
         +3 strength.
         
    h) The Rapier 'Forasgil' (1d6) (+12,+19)
         Provides resistance to cold, light.
         Cannot be harmed by acid, electricity, fire, cold.
         
         Radius 1 light.
         With this weapon, you would currently get 2 blows per round.  Each
         blow will do an average damage of 36 against animals, 39.5 against
         frost-vulnerable creatures, and 32.5 against normal creatures.
    i) a Short Sword (Holy Avenger) (1d7) (+7,+4) [+2] (+3)
         +3 wisdom.
         Provides resistance to fear.
         Sustains dexterity.
         Blessed by the gods.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 24 against evil creatures, 28 against
         demons, 28 against undead, and 20 against normal creatures.
    j) a Short Sword (Defender) (1d7) (+9,+10) [+3] (+4 stealth)
         +4 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains charisma.
         Feather Falling.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 24 against normal creatures.
    k) a Bastard Sword (Defender) (3d4) (+11,+6) [+2] (+4 stealth)
         +4 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains dexterity.
         Feather Falling.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 23.5 against normal creatures.
    l) a Broad Axe (Blessed) (2d6) (+5,+3) (+1)
         +1 wisdom.
         Blessed by the gods.
         Stops experience drain.
         
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 22 against normal creatures.
    m) a Lance (Defender) (2d8) (+5,+8) [+1] (+1 stealth)
         +1 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 1 blow per round,
         averaging a damage of 27 against normal creatures.
    n) a Lead-Filled Mace of Slay Orc (4d3) (+5,+4)
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 40 against orcs, and 24 against normal
         creatures.
    o) a Quarterstaff of Westernesse (1d9) (+7,+13) (+1)
         +1 strength, dexterity, constitution.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 41 against orcs, 41 against trolls, 41
         against giants, and 31 against normal creatures.
    p) a Quarterstaff (Blessed) (1d9) (+3,+6) (+1)
         +1 wisdom.
         Blessed by the gods.
         Grants telepathy.
         
         With this weapon, you would currently get 1 blow per round,
         averaging a damage of 23 against normal creatures.
    q) 14 Bolts (1d5) (+7,+6)
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 72 against
         normal creatures.
         25% chance of breaking upon contact.
    r) 46 Bolts (1d5) (+6,+6)
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 72 against
         normal creatures.
         25% 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)
    Last edited by geoff_tewierik; April 4, 2009, 10:03.
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9647

    #2
    Originally posted by geoff_tewierik
    Stuck the dump in as a quote, if there's a better way a nice nudge in the right direction would be appreciated.
    CODE tags (the # button) will give fixed width font, which makes the dump look better.
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • geoff_tewierik
      Adept
      • Mar 2009
      • 140

      #3
      Thanks Nick.

      Fixed it.

      Comment

      • geoff_tewierik
        Adept
        • Mar 2009
        • 140

        #4
        Reminder to oneself, don't play Angband tired.

        Stupid Helm, fucking stupid helm!!!

        Code:
          [Angband 3.1.0 beta Character Dump]
        
         Sex    Male         Age             39   STR:  18/83  +2  -1  +6 18/153
         Race   Dwarf        Height          50   INT:  18/48  -3  -3  -5     12
         Class  Priest       Weight         144   WIS:  18/79  +2  +3  +1 18/139
         Title  Canon        Social  Role model   DEX:     11  -2  -1  +0      8
         HP     420/420      Maximize         Y   CON:  18/80  +2  +0  +0 18/100
         SP     175/182                           CHR:  18/75  -3  +2  +2  18/85
        
        
         Level               35   Armor    [31,+76]     Saving Throw         93%
         Cur Exp         494869   Fight   (+16,+19)     Stealth             Fair
         Max Exp         494869   Melee   (+28,+25)     Fighting          Superb
         Adv Exp         630000   Shoot   (+33,+14)     Shooting       Excellent
         MaxDepth   1800' (L36)   Blows      3/turn     Disarming            47%
         Turns          3902407   Shots      1/turn     Magic Device      Superb
         Gold            746528   Infra       50 ft     Perception       1 in 49
         Burden       124.0 lbs   Speed           7     Searching            -2%
        
         You are the only child of a Dwarven Priest.  You are a credit to the
         family.  You have dark brown eyes, straight black hair, a three foot
         beard, and a dark complexion.
        
        
         Acid:..+...+.+.... Confu:.............
         Elec:......+...... Sound:.............
         Fire:......+...... Shard:......+......
         Cold:......+...... Nexus:......+......
         Pois:............. Nethr:.............
         Fear:.........+... Chaos:.......+.....
         Lite:..........+.. Disen:.............
         Dark:+............ S.Dig:.............
        Blind:............+ Feath:.............
        
        PLite:+.........+.. Aggrv:.........+...
        Regen:+............ Stea.:.......+.....
        Telep:............. Sear.:.........+...
        Invis:+........+... Infra:............+
        FrAct:+........++.. Tunn.:.............
        HLife:............. Speed:...........+.
        ImpHP:............. Blows:.............
        ImpSP:............. Shots:.............
         Fear:............. Might:.+...........
        
        
          [Character Equipment]
        
        a) a Whip of Gondolin (1d3) (+12,+6)
             Provides resistance to dark.
             Cannot be harmed by acid, fire.
             Speeds regeneration.
             Prevents paralysis.
             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 31 against orcs, 31 against
             trolls, 31 against dragons, 31 against demons, and 27 against
             normal creatures.
        b) a Heavy Crossbow of Extra Might (x4) (+17,+14) (+1)
             +1 shooting power.
        c) a Sapphire Ring of Acid [+13]
             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.
        d) a Turquoise Ring of Strength (+4)
             +4 strength.
             Sustains strength.
        e) an Adamant Amulet of Wisdom (+6)
             +6 wisdom.
             Sustains wisdom.
        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 10 turns to recharge after use.
             Radius 3 light.
        g) 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.
        h) a Fur Cloak of Aman [3,+22] (+1 stealth)
             +1 stealth.
             Provides resistance to chaos.
             Cannot be harmed by acid, electricity, fire, cold.
        i) a Leather Shield of Resist Acid [6,+8]
             Provides resistance to acid.
             Cannot be harmed by acid.
        j) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
             Heavily cursed.
             -5 intelligence, wisdom, 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.
        k) The Set of Leather Gloves 'Cammithrim' [1,+10]
             Provides resistance to light.
             Cannot be harmed by acid, electricity, fire, cold.
             Sustains constitution.
             Prevents paralysis.
             When activated, it fires a magic missile with damage 3d4.
             It takes 2 turns to recharge after use.
             Radius 1 light.
        l) a Pair of Leather Boots of Speed [2,-2] (+7)
             +7 speed.
        
        
          [Character Inventory]
        
        a) 2 Holy Books of Prayers [Beginners Handbook]
        b) 2 Holy Books of Prayers [Words of Wisdom]
        c) 3 Holy Books of Prayers [Chants and Blessings]
        d) 2 Holy Books of Prayers [Exorcism and Dispelling]
        e) 2 Holy Books of Prayers [Ethereal Openings]
             Cannot be harmed by acid, electricity, fire, cold.
        f) 21 Magenta Potions of Cure Critical Wounds
        g) a Tangerine Potion of Healing
        h) 11 Copper Speckled Potions of Speed
        i) a Lead-Plated Rod of Recall (charging)
             Cannot be harmed by electricity.
        j) an Ivory Staff of Identify (8 charges)
        k) 2 Bolts of Slay Evil (1d5) (+8,+12)
             Fired from your current missile launcher, this arrow will hit targets
             up to 160 feet away, inflicting an average damage of 290 against
             evil creatures, and 145 against normal creatures.
             25% chance of breaking upon contact.
        
        
          [Home Inventory]
        
        a) a Holy Book of Prayers [Beginners Handbook]
        b) 2 Holy Books of Prayers [Words of Wisdom]
        c) 2 Holy Books of Prayers [Chants and Blessings]
        d) 2 Holy Books of Prayers [Ethereal Openings]
             Cannot be harmed by acid, electricity, fire, cold.
             
        e) 3 Violet Speckled Potions 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.
        f) 2 Orange Speckled Potions of Restore Mana
             When ingested, it restores your mana points to maximum.
        g) 2 Clear Potions of Restore Life Levels
             When ingested, it restores your experience.
        h) 2 Scrolls titled "mus ascono" of *Enchant Weapon*
             When read, it attempts to magically enhance a weapon both to-hit a
             nd to-dam.
        i) a Scroll titled "co nio his" 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.
        j) a Brass Wand of Annihilation (2 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.
        k) an Aspen Staff of *Destruction* (2 charges)
             When used, it destroys an area around you in the shape of a circle 
             radius 15, and blinds you for 1d10+10 turns.
        l) a Runed Staff of Banishment (3 charges)
             When used, it removes all non-unique monsters represented by a cho
             sen symbol from the level, dealing you damage in the process.
        m) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
             +2 strength, dexterity.
             Provides resistance to acid, lightning, fire, cold, fear, 
             confusion, sound.
             Cannot be harmed by acid, electricity, fire, cold.
             
        n) 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.
             
        o) 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.
             
        p) The Cloak 'Colannon' [1,+15] (+3)
             +3 stealth, speed.
             Provides resistance to nexus.
             Cannot be harmed by acid, electricity, fire, cold.
             
             When activated, it teleports you randomly up to 100 squares away.
             It takes 45 turns to recharge after use.
        q) 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, r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
        
             dPrevents paralysis.
             
        s) The Set of Gauntlets 'Paurnen' [3,+14]
             Provides resistance to acid.
             Cannot be harmed by acid, electricity, fire, cold.
             Feather Falling.
             
             When activated, it creates an acid bolt with damage 5d8.
             It takes 5 turns to recharge after use.
        t) 10 Bolts of Flame (1d5) (+7,+5)
             Cannot be harmed by fire.
             
             Fired from your current missile launcher, this arrow will hit targets
             up to 160 feet away, inflicting an average damage of 330 against
             fire-vulnerable creatures, and 110 against normal creatures.
             25% 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)

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          Get yourself a big stackang of scrolls of enchant armor. Then go searching around the early levels until you find a disenchanter mold. Then take off everything except the helm. Then stand next to it until you get it disenchanted down to [5, +0]. Hmm -- not sure it can hit you easily with AC 15, might want to collect !berserk if you see them. Then read scrolls until it enchants. I can't vouch for 3.1, but in older versions that gives a 50% chance to break the curse. If it does not, lather rinse & repeat.

          Or you could just start up a new character.

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #6
            Bummer. On the one hand, 18/159 WIS is plenty at dl 26. On the other hand, +8,+8 fighting turns you into a weak paladin. On the first foot, aggravation sucks. On the second foot, Dwarf priest already has lousy stealth. So you aren't entirely crippled. You are just playing a challenge game.

            Eddie's idea of a disenchanter mold is intriguing. Another option is a suicide dive to 2500' and hope to find a Scroll of *Remove Curse* (and/or Godly Insights) using a rod of Object Detection. Unfortunately, your chance of getting blown away by a Drolem is pretty high with aggravation.

            Comment

            • geoff_tewierik
              Adept
              • Mar 2009
              • 140

              #7
              Luck is with me, I scored Godly Insights today.

              How would it help, apart from using all the detects to see what's happening around me?

              As for Eddie's idea, I'll see if I can swing it.

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                #8
                In case I wasn't clear, just enchant to +1, then disenchant again. Each successful enchantment past 0 hopefully has a 50% chance of breaking the curse. OTOH, HEAVY_CURSEs are, or at least were, reportedly buggy in some 3.1.x releases. I don't know how safe it is to upgrade to the most recent nightly build, but that may be required before even ?*REM_CURSE would have a chance to work.

                Comment

                • geoff_tewierik
                  Adept
                  • Mar 2009
                  • 140

                  #9
                  Met a disenchant mould down at 1900', dropped everything and got Gorlim back to 0. Went back to town and ?EnchArmour and uncursed Gorlim on the first scroll. Couldn't remove it though. Read another scroll and made it +2 and still couldn't remove it.

                  Will track down a ?*RemCurse and see how that goes.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #10
                    Godly insights will let you detect non-evil stuff like Drolems, which will otherwise kill you if you go down aggravating. It's a huge lifesaver, the most important single find in the game for a Priest.

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #11
                      Originally posted by geoff_tewierik
                      Met a disenchant mould down at 1900', dropped everything and got Gorlim back to 0. Went back to town and ?EnchArmour and uncursed Gorlim on the first scroll. Couldn't remove it though. Read another scroll and made it +2 and still couldn't remove it.

                      Will track down a ?*RemCurse and see how that goes.
                      If it says "uncursed" and does not come off, you need a new executable with the bug fixed. That scroll won't help. Another alternative is maybe someone can walk you through the steps to get rid of it using wizard mode if you don't mind having your savefile marked as a cheater.

                      Comment

                      • geoff_tewierik
                        Adept
                        • Mar 2009
                        • 140

                        #12
                        Not keen on the wizard mode, unless as a last resort, but if it's a bug, then I can live with that.

                        Will try a new executable first. I assume the latest nightly update would suffice?

                        Thanks for the advice.

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #13
                          It's a bug, and you probably need to fix it by hand, either by wizard mode or with the debugger.

                          Comment

                          • geoff_tewierik
                            Adept
                            • Mar 2009
                            • 140

                            #14
                            No need to wrorry about it anymore.

                            Got nailed by the Balrog today.

                            Comment

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