[V] hey, hey! my first winner!

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  • miyazaki
    Adept
    • Jan 2009
    • 227

    [V] hey, hey! my first winner!

    Well, I have been playing for a while, but always save scumming. Recently, I started playing for real and finally have a winner!

    I gotta say, the end game with a warrior is kinda annoying--bouncing between levels 99 and 100 looking for healing and banishment items. In the end, the banishment was way more important than the healing as I shot and dodged my way to victory!

    Actually, this @ started inaspiciously with this randart!

    Code:
      [Angband 3.1.1 dev (r1358) Character Dump]
    
     Name   Mayu13                                   Self  RB  CB  EB   Best
     Sex    Female       Age            103   STR! 18/100  +1  +5  +8 18/***
     Race   High-Elf     Height          60   INT! 18/100  +3  -2  +7 18/180
     Class  Warrior      Weight         184   WIS! 18/100  -1  -2  +5 18/120
     Title  ***WINNER*** Social      Lordly   DEX! 18/100  +3  +2 +13 18/***
     HP     1126/1126    Maximize         Y   CON! 18/100  +1  +2 +11 18/***
     SP     0/0                               CHR! 18/100  +5  -1  +7 18/210
    
    
     Level               50   Armor   [28,+105]     Saving Throw         97%
     Cur Exp       11073622   Fight   (+39,+34)     Stealth           Superb
     Max Exp       11073622   Melee   (+48,+51)     Fighting       Legendary
     Adv Exp       ********   Shoot   (+52,+20)     Shooting       Legendary
     MaxDepth  5000' (L100)   Blows      6/turn     Disarming           100%
     Turns          1304075   Shots      3/turn     Magic Device      Heroic
     Gold           1842638   Infra       80 ft     Perception       1 in 34
     Burden       303.1 lbs   Speed          18     Searching            17%
    
     You are one of several children of a Telerin Archer.  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:.............
    
    
      [Character Equipment]
    
    a) The Quarterstaff 'Nivien' (2d9) (+9,+17) [+5] (+3)
         +3 dexterity.
         Slays evil creatures, demons.
         *Slays* undead.
         Branded with venom.
         Provides resistance to light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
         
         When activated, it cures you of fear and poison.
         Takes 14 turns to recharge at your current speed.
         
         Combat info:
         6 blows/round.
         Average damage/round: 75.3 vs. evil creatures, 86.4 vs. demons, 
         86.4 vs. creatures not resistant to poison, 108.6 vs. undead, and 
         64.2 vs. others.
         
    b) The Long Bow of Valath (x3) (+13,+20) (+2)
         +2 shooting speed.
         Provides resistance to lightning.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         
    c) The Ring of Dagloth (+5,+6) (+3)
         +3 strength, intelligence, wisdom, dexterity, constitution.
         Provides resistance to acid, lightning, fire, cold, fear, dark, 
         confusion, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength.
         Slows your metabolism.
         Feather Falling.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         When activated, it restores your experience to full.
         Takes 565 to 840 turns to recharge at your current speed.
         
    d) The Ring of Foroth (+4,+4) (+3)
         +3 strength, speed.
         Provides resistance to fire, cold, light, confusion, sound, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, intelligence, charisma.
         Feather Falling.
         Speeds regeneration.
         Prevents paralysis.
         Grants telepathy.
         
         When activated, it grants you protection from evil for 1d25 plus 3 
         times your character level turns.
         Takes 571 to 1120 turns to recharge at your current speed.
         
    e) The Elfstone 'Thovandil' (+2,+0) (+2)
         +2 constitution, stealth.
         Provides immunity to acid.
         Provides resistance to cold, dark, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence, dexterity, charisma.
         Speeds regeneration.
         Grants the ability to see invisible things.
         
         When activated, it heals 500 hit points.
         Takes 560 turns to recharge at your current speed.
         
    f) The Palantir 'Methir' (+2)
         +2 strength.
         Provides resistance to cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         
         When activated, it maps the entire level and detects objects, trap
         s, doors, and stairs.
         Takes 142 to 280 turns to recharge at your current speed.
         
         Radius 3 light.
    g) The Chain Mail of Hamardain (-2,+1) [14,+25] (+4)
         +4 speed.
         Provides resistance to confusion, nexus, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         
         Radius 1 light.
    h) an Elven Cloak of Aman [6,+12] (+5 stealth)
         +5 stealth.
         Provides resistance to poison.
         Cannot be harmed by acid, electricity, fire, cold.
         
    i) The Leather Shield 'Drama' [6,+15] (+4)
         +4 intelligence, constitution, infravision.
         Provides resistance to acid, lightning, fire, cold, light, dark, 
         nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         
    j) The Golden Crown of Ellob [0,+10] (+2)
         +2 wisdom, constitution.
         Provides resistance to blindness, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.
         Grants the ability to see invisible things.
         
         Radius 1 light.
    k) The Set of Caestus of Amindon (+0,+3) [2,+13] (+7)
         +7 dexterity, charisma, speed.
         Provides resistance to acid, fear, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence.
         
         When activated, it removes all non-unique monsters represented by 
         a chosen symbol from the level, dealing you damage in the process.
         Takes 1400 turns to recharge at your current speed.
         
    l) a Pair of Ethereal Slippers of Speed [0,+10] (+9)
         +9 speed.
         Cannot be harmed by acid, electricity, fire, cold.
         
    
    
      [Character Inventory]
    
    a) 6 Brown Potions of Healing
         
    b) 5 Black Potions of Life
         It can be thrown at creatures with damaging effect.
         
    c) 6 Pink Potions of Resist Heat
    d) 9 Scrolls titled "er dor car" of Phase Door
    e) 6 Scrolls titled "suptin an lada" of Teleportation
    f) 3 Scrolls titled "wizzy thil" of Teleport Level
    g) 3 Scrolls titled "perad exesper" of Recharging
    h) 2 Scrolls titled "halexpel" of *Destruction*
    i) 2 Brass Rods of Healing
         Cannot be harmed by electricity.
         
    j) 2 Lead Rods of Restoration
         Cannot be harmed by electricity.
         
    k) 7 Nickel Rods of Teleport Other (1 charging)
    l) 2 Tungsten Rods of Recall
         Cannot be harmed by electricity.
         
    m) 4 Tin Rods of Identify
         Cannot be harmed by electricity.
         
    n) 2 Rosewood Staves of Healing (2 charges)
         
    o) 2 Cottonwood Staves of Banishment (2 charges)
         
    p) 2 Sycamore Staves of Teleportation (2 charges)
         
    q) 2 Pine Staves of Speed (3 charges)
         
    r) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
         Permanently cursed.
         +125 strength, intelligence, wisdom, dexterity, constitution, 
         charisma, infravision.
         Provides resistance to acid, lightning, fire, cold, poison, fear, 
         light, dark, confusion, nexus, nether.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.
         Grants the ability to see invisible things.
         
         Radius 1 light.
    s) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
         Slays animals, evil creatures, orcs, trolls.
         *Slays* dragons, demons, undead.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.
         Grants the ability to see invisible things.
         Aggravates creatures nearby.
         
         Combat info:
         4 blows/round.
         Average damage/round: 221.9 vs. animals, 221.9 vs. evil creatures, 
         294.8 vs. orcs, 294.8 vs. trolls, 440.6 vs. dragons, 440.6 vs.
         demons, 440.6 vs. undead, and 149 vs. others.
         Sometimes creates earthquakes on impact.
         
    t) an Arrow of Slay Evil (1d4) (+12,+16)
         Slays evil creatures.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 244.8 vs. evil creatures, and 122.4 vs.
         others.
         35% chance of breaking upon contact.
         
    u) 14 Mithril Arrows of Slay Evil (3d4) (+9,+13)
         Slays evil creatures.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 255.1 vs. evil creatures, and 127.6 vs.
         others.
         35% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) 6 Pungent Potions of Berserk Strength
    b) 23 Scrolls titled "er dor car" of Phase Door
    c) 4 Titanium Rods of Detection (1 charging)
         Cannot be harmed by electricity.
         
    d) 5 Tungsten Rods of Recall
         Cannot be harmed by electricity.
         
    e) 4 Tin Rods of Identify
         Cannot be harmed by electricity.
         
    f) 3 Rosewood Staves of Healing (3 charges)
         
    g) a Cottonwood Staff of Banishment (3 charges)
         
    h) 6 Sycamore Staves of Teleportation (29 charges)
         
    i) 10 Pine Staves of Speed (25 charges)
         
    j) a Corundum Ring of Speed (+14)
         +14 speed.
         
    k) Power Dragon Scale Mail (-3) [40,+25]
         Provides resistance to acid, lightning, fire, cold, poison, light, 
         dark, confusion, sound, shards, chaos, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it allows you to breathe for 300 damage.
         Takes 842 to 1680 turns to recharge at your current speed.
         
    l) The Mithril Shield 'Cabilwe' [10,+27] (+4)
         +4 intelligence, wisdom.
         Provides resistance to acid, lightning, fire, cold, light, 
         blindness, confusion, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
         Prevents paralysis.
         
    m) The War Hammer of Glast (3d3) (+6,+11) (+12)
         +12 speed.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it turns rock into mud.
         Takes 14 turns to recharge at your current speed.
         
         Combat info:
         6 blows/round.
         Average damage/round: 52.9.
         
    n) The Long Bow 'Idrian' (x3) (+15,+11) (+2)
         +2 intelligence, wisdom, speed, shooting power.
         Provides resistance to fire, poison, fear, light, dark, nether.
         Cannot be harmed by acid, electricity, fire, cold.
         
    o) a Light Crossbow of the Haradrim (x3) (+24,+17) (+1)
         +1 shooting speed, shooting power.
         Cannot be harmed by acid, fire.
         
    p) 19 Bolts of Slay Evil (1d5) (+15,+15)
         Slays evil creatures.
         
    q) 25 Bolts of Slay Evil (1d5) (+14,+14)
         Slays evil creatures.
         
    r) 16 Seeker Bolts of Flame (4d5) (+12,+14)
         Branded with flames.
         Cannot be harmed by fire.
         
    s) 27 Seeker Bolts of Slay Dragon (4d5) (+16,+14)
         Slays dragons.
         
    t) 21 Mithril Bolts of Slay Undead (3d5) (+11,+13)
         Slays undead.
         Cannot be harmed by acid, fire.
         
    u) 19 Arrows of Flame (1d4) (+14,+19)
         Branded with flames.
         Cannot be harmed by fire.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 395.9 vs. creatures not resistant to fire, 
         and 132 vs. others.
         35% chance of breaking upon contact.
         
    v) 12 Arrows of Venom (1d4) (+17,+16)
         Branded with venom.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 367.3 vs. creatures not resistant to poison, 
         and 122.4 vs. others.
         35% chance of breaking upon contact.
         
    
    
      [Options]
    
    Maximize effect of race/class bonuses        : yes (adult_maximize)
    Randomize some of the artifacts (beta)       : yes (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)
  • Sirridan
    Knight
    • May 2009
    • 560

    #2
    Grats!

    Also, big LOL @ Large Leather Shield 'Drama'

    Comment

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