This is my next wizmode game to test the deeper levels. I took me awhile to get a game with a priest to dl20 without dying and I wanted to do that before turning it into a wizard mode game to at least have a respectable start.
This game I got to dl20 without dying, but I've died three times since. #1 to an ettin on dl31, #2 to a soldier ant on dl32, and #3 to a 5-headed hydra on dl33. If I could only be consistantly more careful and run away when I need to I could have gotten this far without dying.
I've been in the dl30s for awhile and only found one randart so far. It was the Metal Brigadine armor of Gimli and it was junk compared to the other armors I have.
I'm beginning to think that ego rings might be a little too common.
On my last trip down, I went back up to dl35 where it was safer, planning to stay till I found some better equipment, but I forgot to reset the recall level.
In DaJAngband, there are much less normal weapons which don't have a penalty for a priest (flails and morning stars are not considered priestly), but there are the magic staffs and the bone weapons like the salamander tooth I'm wielding now (which is inherently fire branded) which are okay for a priest to use.
I made the quarterstaff a double weapon with a bonus for priests partly so that a priest could have a weapon better than a whip that they could get multiple attacks with before finding a bunch of stat potions, but even with the bonus I could still only get one attack with a quarterstaff at the very beginning of the game. Maybe I should just put them back the way they used to be and get rid of double weapons, but then again it makes sense to get multiple attacks easier with a quarterstaff.
Haven't gotten to use the interesting new priest spells much yet. I just recently learned the silence summons spell (prevents targetted monster from summoning or healing itself), and I haven't found any dungeon books to test the other new spells.
This game I got to dl20 without dying, but I've died three times since. #1 to an ettin on dl31, #2 to a soldier ant on dl32, and #3 to a 5-headed hydra on dl33. If I could only be consistantly more careful and run away when I need to I could have gotten this far without dying.
I've been in the dl30s for awhile and only found one randart so far. It was the Metal Brigadine armor of Gimli and it was junk compared to the other armors I have.
I'm beginning to think that ego rings might be a little too common.
On my last trip down, I went back up to dl35 where it was safer, planning to stay till I found some better equipment, but I forgot to reset the recall level.
In DaJAngband, there are much less normal weapons which don't have a penalty for a priest (flails and morning stars are not considered priestly), but there are the magic staffs and the bone weapons like the salamander tooth I'm wielding now (which is inherently fire branded) which are okay for a priest to use.
I made the quarterstaff a double weapon with a bonus for priests partly so that a priest could have a weapon better than a whip that they could get multiple attacks with before finding a bunch of stat potions, but even with the bonus I could still only get one attack with a quarterstaff at the very beginning of the game. Maybe I should just put them back the way they used to be and get rid of double weapons, but then again it makes sense to get multiple attacks easier with a quarterstaff.
Haven't gotten to use the interesting new priest spells much yet. I just recently learned the silence summons spell (prevents targetted monster from summoning or healing itself), and I haven't found any dungeon books to test the other new spells.
Code:
[DaJAngband v1.0.99 (pre 1.1.0) Character Dump] Name Darcy Self RB CB EB Best Sex Female Age 3 STR: 18/59 +1 -2 +4 18/89 Race Dunadan Height 84 Int: 10 +2 -1 +0 11 10 Class Priest Weight 162 WIS: 18/36 +2 +3 +0 18/86 Title Curate Status 0 DEX: 15 +2 -1 +4 18/20 HP 291/291 Maximize Y CON: 14 +3 +1 +0 18 SP 91/91 Chr: 12 +2 +2 +0 16 13 Level 30 Armor [26,+40] Saving Throw 77 Cur Exp 164292 Fight (+16,+12) Fighting 168 Max Exp 164292 Melee (+23,+15) Shooting 186 Adv Exp 195000 Shoot (+28,+6) Throwing 136 MaxDepth Lev 40 Blows 3/turn Disarming 54 Turns 1718414 Shots 2/turn Magic Device 64 Gold 58119 Stealth 6 Alertness 21 Burden 164.5 lbs Energy 100% Searching 20 You are the first child of a Serf. You are the black sheep of the family. You have blue-gray eyes, wavy brown hair, and an average complexion. abcdefghijkl@ abcdefghijkl@ Acid:......+...... Blind:.........+... Elec:......+...... Confu:............. Fire:......+...... Sound:............. Cold:......+...... Shard:............. Pois:............. Nexus:...........+. 1/2Po:............. Nethr:............. Fear:............. Chaos:............. Lite:............. Disen:............. abcdefghijkl@ abcdefghijkl@ S.Dig:............. Stea.:.......+..... Feath:...........+. Alert:............. PLite:............. Tunn.:............. Regen:....+........ Speed:............. Telep:............. Blows:............. Dkvis:.....+....... Shots:.+........... Invis:.........+... Might:............. FrAct:..+.......... :............. [Character Equipment] a) a salamander tooth (1d4) (+7,+9) {@w0} It is branded with fire. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 27 against fire-vulnerable creatures, and 19 against other monsters. Your chance of scoring a critical hit with this weapon is 1 in 20. b) a light crossbow of Extra Shots (ML3) (+12,+6) (+1) It increases your shooting speed by 1. A launcher with an multiplier level (ML) of 3 actually multiplies damage by x2.625 Examine ammo to see average damage. c) a Ruby Ring of Free Action of Warfare (+2,+1) It grants you immunity to paralysis. d) a Bloodstone Ring of Strength of Warfare (+8,+5) (+4) It increases your strength by 4. It sustains your strength. e) a Mother-of-Pearl Amulet of Regeneration It speeds your regeneration. f) a brass lantern of Darkvision (15000 turns) {@w4} It usually provides light of radius 1. It grants you darkvision. It cannot be harmed by fire. g) leather scale mail of Resistance (-1) [11,+12] It provides resistance to acid, electricity, fire, and cold. It cannot be harmed by the elements. h) an elven cloak [2,+4] (+1 to stealth) It increases your stealth by 1. i) a small leather shield [2,+4] j) an iron helm of Seeing [5,+8] It provides resistance to blindness. It grants you the ability to see invisible things. k) a set of steel gauntlets of Agility [3,+3] (+4) It increases your dexterity by 4. l) a pair of hard leather boots of Stability [3,+5] It provides resistance to nexus. It makes you fall like a feather. [Character Equipment -- Quiver] n) 18 bolts (1d5) (+1,+1) {@f1=g} Fired from your current missile launcher, this missile will inflict an average damage of 26.2. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 21. o) 20 bolts (1d5) (+0,+1) {@f1=g} Fired from your current missile launcher, this missile will inflict an average damage of 26.2. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 22. p) 12 bolts (1d5) (+0,+0) {@f1=g} Fired from your current missile launcher, this missile will inflict an average damage of 23.6. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 22. q) 26 bolts (1d5) (+5,+4) {@f2=g} Fired from your current missile launcher, this missile will inflict an average damage of 34.1. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 19. r) 23 bolts of Flame (1d5) (+7,+7) {@f3=g} It is branded with fire. It cannot be harmed by fire. Fired from your current missile launcher, this missile will inflict an average damage of 126 against fire-vulnerable creatures, and 42 against other monsters. Your chance of scoring a critical shot shooting this ammo from your current launcher is 1 in 18. [Character Inventory] a) 2 Holy Books of Prayers [Beginner's Handbook] {@p1} b) 4 Holy Books of Prayers [Godly Insights] {@p2} c) 3 Holy Books of Prayers [Defences of Light] {@p3} d) 2 Holy Books of Prayers [Exorcism and Dispelling] {@p4} e) 2 Fragrant Mushrooms of Clear Mind f) a Grey Potion of Speed {@q7} g) 10 Dark Blue Potions of Cure Critical Wounds {@q1} h) a Lime-Green Potion of Healing {@q2 !*} i) a Gloopy Green Potion of Restore Life Levels j) 7 Scrolls titled "uil utia dio" of Phase Door {@r1} k) 3 Scrolls titled "tas di arost" of Teleport Level {@r7 !*} l) 6 Scrolls titled "ca gemnibeo" of Word of Recall {@r3} m) 11 Scrolls titled "lios nin da al" of Identify {@r2} n) 2 Silver Rods of Trap Location {@z3} o) 6 Brass Rods of Light {@z4} p) 2 Tarnished Silver Rods of Fire Bolts {@z5} q) a Roc Talon Wand of Teleport Other (8 charges) r) a Druj Bone Wand of Stone to Mud (6 charges) s) a Troll Bone Wand of Drain Life (4 charges) t) a Mandrake Root Wand of Cold Balls (4 charges) It cannot be harmed by cold. u) a Gnarled Staff of Teleportation (1d5) (+0,+0) (8 charges) {@u9} With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 13.5. Your chance of scoring a critical hit with this weapon is 1 in 21. v) a Wych Elm Staff of Mapping (1d5) (+3,+3) (7 charges) With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 16.5. Your chance of scoring a critical hit with this weapon is 1 in 20. [Home Inventory] a) 3 Holy Books of Prayers [Defences of Light] {@p3} b) a Burgundy Potion of Purity c) 11 Grey Potions of Speed {@q7} d) 8 Lime-Green Potions of Healing {@q2 !*} e) a Sanguine Potion of *Healing* f) a Gloopy Green Potion of Restore Life Levels g) 15 Scrolls titled "serel famor" of Teleportation {@r9 !*} h) 35 Scrolls titled "tas di arost" of Teleport Level {@r7 !*} i) 3 Scrolls titled "ne beorrum" of *Identify* j) a Scroll titled "peth gwe" of Rune of Protection k) a Tin-Plated Rod of Sleep Monster {@z6} l) 8 Roc Talon Wands of Teleport Other (65 charges) m) 3 Gnarled Staffs of Teleportation (1d5) (+0,+0) (20 charges) {@u9} With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 13.5. Your chance of scoring a critical hit with this weapon is 1 in 21. n) 5 Maple Staffs of Treasure & Object Location (1d5) (+0,+0) (55 charges) With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 13.5. Your chance of scoring a critical hit with this weapon is 1 in 21. o) 2 Carved Staffs of Dispel Evil (1d5) (+0,+0) (11 charges) With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 13.5. Your chance of scoring a critical hit with this weapon is 1 in 21. p) a Knotted Staff of *Destruction* (2d4) (+4,+4) (2 charges) With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 19.5. Your chance of scoring a critical hit with this weapon is 1 in 17. q) a Flawed Diamond Ring of Nether Resistance It provides resistance to nether. r) an Aquamarine Ring of See Invisible It grants you the ability to see invisible things. s) a Tourmaline Ring of Constitution (+6) It increases your constitution by 6. It sustains your constitution. t) a Black Diamond Ring of Damage (+10) u) a Dragon Tooth Amulet of Alertness (+4) It increases your alertness by 20. v) metal scale mail (Dwarven) (-2) [13,+15] (+2) It increases your strength and constitution by 2. It grants you immunity to paralysis and darkvision. It cannot be harmed by acid or fire. w) soft leather armour of Elvenkind [4,+11] (+1 to stealth) It increases your stealth by 1. It provides resistance to acid, electricity, fire, cold, and light. It cannot be harmed by the elements. x) a quarterstaff of Slay Troll (1d8/1d5) (+6,+8) {@w0} It slays trolls. It is a double weapon (easier to get multiple attacks, especially if you are not using a shield). With this weapon, you would currently get 2 blows per round. You would get 3 blows with this weapon if you weren't wearing a shield. Each blow will do an average damage of 49.1 (33.8 on the 2nd hit) against trolls, and 25.7 (20.6 on the 2nd hit) against other monsters. y) a short bow of Extra Might (ML3) (+9,+9) (+1) It increases your shooting power by 1. A launcher with an multiplier level (ML) of 3 actually multiplies damage by x2.625 Examine ammo to see average damage. z) 21 arrows of Lightning (1d4) (+7,+8) {@f3=g} It is branded with lightning. It cannot be harmed by lightning. {) 73 arrows (1d4) (+4,+7) {@f1=g} [Options] Adult: Maximize effect of race/class bonuses : yes (adult_maximize) Adult: Randomize some of the artifacts (beta): yes (adult_randarts) Adult: Auto-scum for good levels : yes (adult_autoscum) Adult: Restrict the use of stairs/recall : no (adult_ironman) Adult: Restrict the use of stores/home : no (adult_no_stores) Adult: Restrict creation of artifacts : no (adult_no_artifacts) Adult: Don't stack objects on the floor : no (adult_no_stacking) Adult: Preserve artifacts when leaving level : no (adult_no_preserve) Adult: Don't generate connected stairs : no (adult_no_stairs) Adult: Enable selling to shops : no (adult_cansell) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : no (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 : yes (score_know) Score: Allow player to avoid death : yes (score_live)