[Vanilla] Bored-quit hobbit warrior

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    [Vanilla] Bored-quit hobbit warrior

    This guy isn't dead...but I think I'm about done with him anyway. At 4100', he's able to deal with most enemies he runs into...but I'm getting sick of dealing with:

    * Disenchantment, which permanently damaged several of my uniques
    * Destruction of items in inventory -- I've lost more enchanted bolts to elemental damage than to breakage by a long shot, and other rare items like ?Teleport are also basically impossible to keep in stock reliably.
    * A general lack of healing items. I love the new-to-me CCW behavior where they're actually useful for healing, but my last five or six trips to town have yielded four CCW potions.
    * Drain charges, which forces me to park my -TO and my _Speed whenever I encounter liches, beholders, etc.

    Basically, playing him's gotten to the point where I don't really enjoy combat any more, since I can't stick in melee without healing and I can't manage to avoid getting my stuff damaged or destroyed. And if you're not enjoying combat while playing a warrior...maybe it's time for a change.

    I should note that this is a cheating character; I modified the game so that every item is *ID*'d on generation (except unique jewelry and light sources). It speeds up gameplay immensely, and while it does make things a bit easier, frankly I'm a lot happier this way. Plus, I've always found it perversely stupid how most characters resort to destroying items in the late game. That kind of thing shouldn't be necessary.

    Comments inline.

    Code:
      [Angband 3.1.1 dev Character Dump]
    
     Name   Bilrob                                   Self  RB  CB  EB   Best
     --> So I'm unimaginative when it comes to names. Think of 
    him as Bilbo's more aggressive cousin. 
     Sex    Male         Age             29   STR! 18/100  -2  +5  +5 18/180
     Race   Hobbit       Height          43   Int:  18/87  +2  -2  +3 18/117  18/97
     Class  Warrior      Weight          65   WIS:  18/67  +1  -2  +5 18/107
     Title  Lord         Social  Well-liked   DEX! 18/100  +3  +2  +1 18/160
     HP     888/888      Maximize         Y   CON! 18/100  +2  +2  +4 18/180
     --> CON potions were depressingly rare for much of the game. It didn't help 
    much when a nexus hit swapped my CON and INT early on. STR was readily-
    available though.
     SP     0/0                               CHR! 18/100  +1  -1  +3 18/130
    
    
     Level               49   Armor   [45,+113]     Saving Throw         92%
     Cur Exp        4940161   Fight   (+44,+33)     Stealth        Excellent
     --> One of the great things about playing as hobbits is their stealth. I might not 
    be a rogue, but I can still stealth-kill entire armies of demons more often than 
    not.
     Max Exp        4940161   Melee   (+52,+62)     Fighting       Legendary
     Adv Exp        4950000   Shoot   (+55,+14)     Shooting       Legendary
     MaxDepth   4100' (L82)   Blows      5/turn     Disarming           100%
     Turns          1031311   Shots      2/turn     Magic Device      Superb
     Gold            607868   Infra       40 ft     Perception       1 in 33
     Burden       220.1 lbs   Speed          18     Searching            26%
    
     You are one of several children of a Hobbit Archer.  You are the black
     sheep of the family.  You have blue-gray eyes, straight red hair, and
     a very fair complexion.
    
    
    rAcid:......+.+.... rConf:......+......
    rElec:......+.+.... Sound:......+......
    rFire:..*.+.+.+.... Shard:.......+.....
    rCold:......+.+.... Nexus:......+......
    rPois:....+........ Nethr:.............
    rFear:+.+.+.......+ Chaos:.............
    rLite:........+.... Disen:.............
    rDark:........+.... S.Dig:..+..........
    rBlnd:.........+... Feath:.............
    
     --> Nether, I can deal with. Chaos is annoying with the hallucination, but 
    otherwise also dealable. I despise disenchantment, though. Unrecoverable 
    damage to irreplaceable artifacts? No thanks.
    
    PLite:............. Aggrv:.............
    Regen:..+.......... Stea.:.......+.....
      ESP:..+......+... Sear.:.............
    Invis:..+.......... Infra:............+
    FrAct:..+.......+.. Tunn.:.............
    HLife:............+ Speed:..+++......+.
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.+...........
     Fear:............. Might:.............
    
    
      [Character Equipment]
    
    a) The Glaive of Pain (9d6) (+8,+29)
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
         Combat info:
         5 blows/round.
         Average damage/hit: 105.4.
    
     --> I was using Sting when I found this, and I continued using it until I found an 
    alternate source of FA and See Invisible. The damage on this is hard to beat, 
    though, and I noticed that I was getting critical hits a [i]lot[/i] more frequently 
    with the Glaive. On paper the Glaive gets about 100 more damage/round than 
    Sting does, but in practice I suspect it was a lot more. 
         
    b) a Heavy Crossbow of Extra Shots (x4) (+11,+14) (+1)
         +1 shooting speed.
    
     --> Not even the first of this type I found. Combined with some decent bolts, 
    though, and it's useful.
         
    c) The Ring of Power 'Narya' (+6,+6) (+1)
         +1 strength, intelligence, wisdom, dexterity, constitution, 
         charisma, speed.
         Provides immunity to fire.
         Provides resistance to fire, fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, constitution.
         Slows your metabolism.  Speeds regeneration.  Prevents paralysis.  
         Grants telepathy.  Grants the ability to see invisible things.  
    
     --> A recent find, and generally my favorite of the Rings of Power for the 
    immunity. Allowed me to swap in the Glaive for Sting, and regeneration is 
    always a nice plus. 
         
    d) a Zircon Ring of Speed (+9)
         +9 speed.
         
    e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
         +2 strength, wisdom, charisma, speed.
         Provides resistance to fire, poison, fear.
         Cannot be harmed by acid, electricity, fire, cold.
    
     --> I had been using a "Regeneration before this. Mostly I have this for rPoison 
    and the activation (heal500). 
         
    f) The Phial of Galadriel {@A1}
         Cannot be harmed by acid, electricity, fire, cold.
         
         Radius 3 light.
    g) The Full Plate Armour of Isildur [26,+20] (+1)
         +1 constitution.
         Provides resistance to acid, lightning, fire, cold, confusion, 
         sound, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
    
     --> Nuked several times by disenchanters. Here for the sound and nexus resists.
         
    h) an Elven Cloak of Protection [6,+21] (+2 stealth)
         +2 stealth.
         Provides resistance to shards.
         Cannot be harmed by acid, electricity, fire, cold.
    
    i) The Leather Shield of Celegorm [4,+19]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
    
     --> Never did find Thorin. I did find a few Elvenkind shields, but they didn't 
    provide useful resists and would've left dark or light open. 
         
    j) The Hard Leather Cap of Thranduil [2,+10] (+2)
         +2 intelligence, wisdom.
         Provides resistance to blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.  
    
     --> Found this at around 1200' or so. Telepathy is a godsend to the 
    detection-poor Warrior, and blindness resist is no slouch either. 
         
    k) The Set of Leather Gloves 'Cambeleg' (+7,+6) [1,+14] (+2)
         +2 strength, constitution.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
    
     --> Disenchanted. Grrr. This is generally a no-brainer for all of my characters 
    when they find it.
         
    l) a Pair of Steel Shod Boots of Speed [6,+8] (+8)
         +8 speed.
    
     --> My first permaspeed item aside from Sting. Made me a very happy hobbit.
    
    
      [Character Inventory]
    
    a) 4 Green Speckled Potions of Cure Critical Wounds
         
         When drunk, it heals you a large amount (1/4 of your wounds, minim
         um 30HP), heals cut damage, and cures stunning, poisoning, blindne
         ss, and confusion.
    
     --> If I had my druthers, I'd be carrying around over 20 of these things. Phase 
    door, chug potions, get back into the fight. They're like regeneration on steroids. 
         
    b) 4 Pink Speckled Potions of Enlightenment
         When drunk, it completely lights up and magically maps the level.
         
    c) 24 Scrolls titled "erevo sper" of Phase Door {!*}
         When read, it teleports you randomly up to 10 squares away.
         
    d) 6 Scrolls titled "pacidus sans" of Teleportation {!*}
         When read, it teleports you randomly up to 100 squares away.
    
     --> These things are damned rare for an unreliable escape method (unreliable 
    because it could park you next to hostile enemies). 
         
    e) 3 Scrolls titled "stilis ortus" of Teleport Level {!*!*!*!*!*}
         When read, it teleports you one level up or down.
    
     --> These were practically coming out of the woodwork, though. You like my 
    quintuple safety overrides?
         
    f) 19 Scrolls titled "tonus hum ra" of Satisfy Hunger
         When read, it magically renders you well-fed, curing any gastroint
         estinal problems.
         
    g) 5 Rusty Rods of Trap Location {@z1}
         When activated, it detects traps nearby.
         Takes 140 turns to recharge at your current speed.
         
    h) a Nickel-Plated Rod of Detection
         Cannot be harmed by electricity.
         
         When activated, it detects treasure, traps, doors, stairs, and all 
         creatures nearby.
         Takes 280 turns to recharge at your current speed.
         
    i) 2 Magnesium Rods of Teleport Other
         When aimed, it teleports a target monster away.
         Takes 70 turns to recharge at your current speed.
         
    j) 5 Aluminum Rods of Illumination {@z2}
         When activated, it lights up an area and inflicts 2d8 damage on li
         ght-sensitive creatures.
         Takes 84 turns to recharge at your current speed.
     
     --> Galadriel takes way too long to recharge when you're fast. Losing the 
    inventory slot is worth knowing what's on the other side of the room.
        
    k) 2 Zinc-Plated Rods of Recall {!*!*!*}
         Cannot be harmed by electricity.
         
         When activated, it returns you from the dungeon or takes you to th
         e dungeon after a short delay.
         Takes 168 turns to recharge at your current speed.
         
    l) 3 Silver Wands of Teleport Other (9 charges)
         
         When aimed, it teleports a target monster away.
    
     --> These were also surprisingly common. Of course, they kept getting drained, 
    but ?Recharging was generally readily available.
         
    m) a Zinc Wand of Annihilation (0 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.
    
     --> Um, I was in the dungeon when I took this dump. Used this sucker to nail a 
    couple of acid hounds that were lounging around. Meh.
         
    n) 2 Teak Staves of Speed (11 charges)
         
         When activated, it hastens you for 2d10+20 turns.
    
     --> All-too-easily drained and harder to replace than the -TO. More vulnerable
    to recharge-blasting, too.
         
    o) a Star
         You do not know the full extent of this item's powers.
         
         It can be activated.
         
         Radius 3 light.
    
     --> Just found this. Elendil's nice for the magic-map ability, but it recharges so 
    slowly...
    
    p) Chaos Dragon Scale Mail (-2) [30,+17]
         Provides resistance to chaos, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When aimed, it allows you to breathe chaos or disenchantment for 2
         20 damage.
         Takes 842 to 1680 turns to recharge at your current speed.
    
     --> Also just found this. I suppose it could serve as a swap armor for Isildur 
    when I encounter disenchanters...dealing with swaps is a pain, though.
         
    q) 22 Bolts (1d5) (+0,+0) {@f1}
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 71.4.
         25% chance of breaking upon contact.
         
    r) 18 Bolts of Acid (1d5) (+5,+12)
         Branded with acid.
         Cannot be harmed by acid.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 365.4 vs. creatures not resistant to acid, and 
         121.8 vs. others.
         25% chance of breaking upon contact.
         
    s) 28 Bolts (1d5) (+4,+7)
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 100.8.
         25% chance of breaking upon contact.
         
    t) 27 Seeker Bolts of Lightning (4d5) (+12,+12)
         Branded with lightning.
         Cannot be harmed by electricity.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 483.3 vs. creatures not resistant to
         electricity, and 161.1 vs. others.
         25% chance of breaking upon contact.
         
    u) 24 Seeker Bolts of Slay Animal (4d5) (+13,+16)
         Slays animals.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 356.1 vs. animals, and 178.1 vs. others.
         25% chance of breaking upon contact.
         
     --> Just found these. Machinegunned a few hounds with 'em. 
    
      [Home Inventory]
    
    a) 3 Copper Speckled Potions of Healing
         
         When drunk, it heals you a really large amount (35% of max HP, min
         imum 300HP), heals cut damage, and cures stunning, poisoning, blin
         dness, and confusion.
    
     --> Never enough of these available. Seems like any time I'd carry one into the 
    dungeon, it'd get used up basically immediately.
         
    b) 2 Dark Red Potions of Life {!*!*}
         When drunk, it restores 5000 hit points, restores experience and s
         tats, heals cut damage, and cures stunning, poison, blindness, and 
         confusion.
         
         It can be thrown at creatures with damaging effect.
         
    c) 7 Violet Potions of Speed {!*}
         When drunk, it hastens you for 2d10+20 turns.
         
    d) 19 Scrolls titled "stilis ortus" of Teleport Level {!*!*!*!*!*}
         When read, it teleports you one level up or down.
         
    e) a Scroll titled "to cedue ascio" of Mass Banishment {!*!*}
         When read, it removes all non-unique monsters within 20 squares, d
         ealing you damage in the process.
    
     --> I've found three of these. One has made it back to my house without getting 
    burned or dissolved. 
         
    f) 4 Scrolls titled "curius consis" of *Destruction* {!*!*!*!*!*!*}
         When read, it destroys an area around you in the shape of a circle 
         radius 15, and blinds you for 1d10+10 turns.
         
    g) 7 Silver Wands of Teleport Other (42 charges)
         
         When aimed, it teleports a target monster away.
         
    h) 3 Dogwood Staves of *Destruction* (9 charges)
         
         When activated, it destroys an area around you in the shape of a c
         ircle radius 15, and blinds you for 1d10+10 turns.
         
    i) 2 Teak Staves of Speed (11 charges)
         
         When activated, it hastens you for 2d10+20 turns.
         
    j) a Zircon Ring of Speed (+9)
         +9 speed.
         
    k) an Opal Ring of Damage (+0,+11)
    l) The Amulet of Ingwe (+3)
         +3 intelligence, wisdom, charisma, infravision.
         Provides resistance to acid, lightning, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  Grants the ability to see invisible things.  
    
     --> ...I put this in my home? Really? It should be in a shop. Oh, well.
         
    m) 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.
    
     --> Early find, but it never could compete on resistances. I'd prefer it over 
    Isildur if I had other sources of sound/nexus resist.
         
    n) an Elven Cloak of Aman [6,+28] (+4 stealth)
         +4 stealth.
         Provides resistance to sound.
         Cannot be harmed by acid, electricity, fire, cold.
         
    o) 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.
    
     --> I've always liked Anarion, even though I generally don't end up using it. My 
    first winner, way back in 2.4 frog-knows, used Anarion against Morgy.
         
    p) a Large Metal Shield of Elvenkind [8,+12] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         
    q) a Set of Caestus of Agility (+0,+3) [2,+11] (+4)
         +4 dexterity.
    
    r) The Short Sword 'Sting' (1d6) (+9,+9) (+2)
         +2 strength, dexterity, constitution, speed, attack speed.
         Slays animals, evil creatures, undead, orcs.
         Provides resistance to fear, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
         Combat info:
         8 blows/round.
         Average damage/hit: 52.8 vs. animals, 52.8 vs. evil creatures, 
         56.6 vs. undead, 56.6 vs. orcs, and 48.9 vs. others.
         
         Radius 1 light.
    
     --> Sting is a great midgame weapon, but it lacks the damage output that you 
    get from a weapon with +20-+30 to-dam. 
    
    s) 18 Bolts of Slay Evil (1d5) (+10,+10)
         Slays evil creatures.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 228.9 vs. evil creatures, and 114.5 vs. others.
         25% chance of breaking upon contact.
         
    t) 30 Bolts of Slay Evil (1d5) (+12,+7)
         Slays evil creatures.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 203.5 vs. evil creatures, and 101.7 vs. others.
         25% chance of breaking upon contact.
         
    u) 29 Bolts of Slay Undead (1d5) (+6,+8)
         Slays undead.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 318 vs. undead, and 106 vs. others.
         25% chance of breaking upon contact.
         
    v) 26 Seeker Bolts of Flame (4d5) (+13,+13)
         Branded with flames.
         Cannot be harmed by fire.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 496.1 vs. creatures not resistant to fire, and 
         165.3 vs. others.
         25% chance of breaking upon contact.
         
    w) 31 Seeker Bolts of Holy Might (4d5) (+16,+8)
         Slays evil creatures, undead, demons.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 288.3 vs. evil creatures, 432.5 vs. undead, 
         432.5 vs. demons, and 144.1 vs. others.
         25% chance of breaking upon contact.
         
    x) 20 Mithril Bolts of Acid (3d5) (+9,+12)
         Branded with acid.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/hit: 445.2 vs. creatures not resistant to acid, and 
         148.4 vs. others.
         25% chance of breaking upon contact.
         
     --> I'm not short on great bolts to use. Unfortunately I can't use them effectively 
    in dungeon dives because a) most creatures I fight summon other creatures that 
    act as meatshields, and b) they'd all get dissolved away by acid attacks.
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          6038     50'    2   Reached level 2
          9170    100'    3   Reached level 3
         11825    100'    3   Killed Fang, Farmer Maggot's dog
         11825    100'    4   Reached level 4
         12895    150'    5   Reached level 5
         14625    150'    5   Killed Grip, Farmer Maggot's dog
         15875    150'    6   Reached level 6
         21158    300'    7   Reached level 7
         26514    350'    8   Reached level 8
         40911    400'    9   Reached level 9
         42897    400'   10   Reached level 10
         43017    400'   11   Reached level 11
         44457    400'   12   Reached level 12
         45493    450'   12   Killed Wormtongue, Agent of Saruman
         50961    500'   13   Reached level 13
         54500      0'   13   Killed Farmer Maggot
         58921    500'   14   Reached level 14
         59552    500'   14   Killed Grishnakh, the Hill Orc
         59664    500'   15   Reached level 15
         67543    600'   15   Killed Nar, the Dwarf
         67543    600'   16   Reached level 16
         76488    650'   17   Reached level 17
         76588    650'   17   Killed Lagduf, the Snaga
         76618    650'   17   Found The Phial of Galadriel
         87316    750'   18   Reached level 18
         91386    750'   19   Reached level 19
        106412    800'   20   Reached level 20
        114173    800'   21   Reached level 21
        125587    850'   22   Reached level 22
        147416    950'   23   Reached level 23
        150539    950'   23   Killed Gorbag, the Orc Captain
        154926    950'   23   Killed Boldor, King of the Yeeks
        157618   1000'   24   Reached level 24
        159698   1050'   24   Killed Shagrat, the Orc Captain
        166653   1050'   25   Reached level 25
        168023   1050'   25   Killed Ufthak of Cirith Ungol
        203251   1200'   26   Reached level 26
        207941   1200'   26   Killed Bolg, Son of Azog
        214121   1200'   26   Killed Ulfast, Son of Ulfang
        224090   1250'   26   Killed Sangahyando of Umbar
        236380   1250'   27   Reached level 27
        253594   1250'   27   Killed Angamaite of Umbar
        275888   1300'   27   Killed Lugdush, the Uruk
        280384   1300'   28   Reached level 28
        283004   1300'   28   Killed Ulwarth, Son of Ulfang
        292371   1350'   28   Killed Ugluk, the Uruk
        300516   1400'   28   Killed Ibun, Son of Mim
        301698   1400'   28   Killed Smeagol
        306866   1450'   28   Killed Brodda, the Easterling
        339039   1600'   29   Reached level 29
        363586   1600'   29   Killed Beorn, the Shape-Changer
        368361   1600'   29   Killed Bill the Stone Troll
        380862   1650'   29   Killed Uldor the Accursed
        380862   1650'   30   Reached level 30
        403273   1650'   30   Killed Mughash the Kobold Lord
        422125   1700'   30   Found The Leather Scale Mail 'Thalkettoth'
        431069   1750'   31   Reached level 31
        435759   1800'   31   Found The Hard Leather Cap of Thranduil
        439673   1800'   31   Killed Draebor, the Imp
        486278   1850'   32   Reached level 32
        518732   1900'   32   Found The Short Sword 'Sting'
        521518   1900'   32   Found The Leather Shield of Celegorm
        531853   1900'   32   Killed Tom the Stone Troll
        531895   1900'   32   Found The Full Plate Armour of Isildur
        536396   1950'   33   Reached level 33
        581562   2100'   33   Found The Dagger 'Nimthanc' (LOST)
        582440   2100'   33   Killed Waldern, King of Water
        588328   2100'   34   Reached level 34
        603164   2150'   34   Found The Metal Cap of Thengel (LOST)
        618359   2150'   34   Found The Set of Leather Gloves 'Cambeleg'
        621180   2150'   35   Reached level 35
        627749   2150'   35   Killed Ulfang the Black
        643758   2150'   35   Killed Vargo, Tyrant of Fire
        653053   2200'   35   Killed Mim, Betrayer of Turin
        660794   2200'   35   Found The Iron Helm of Gorlim (LOST)
        663297   2200'   35   Found The Dagger 'Belangil' (LOST)
        666469   2250'   35   Killed Rogrog the Black Troll
        679460   2350'   36   Reached level 36
        688157   2450'   36   Found The Zweihander 'Mormegil' (LOST)
        711542   2450'   37   Reached level 37
        721306   2500'   37   Killed Eol, the Dark Elf
        733599   2500'   37   Killed Uvatha the Horseman
        735103   2500'   37   Killed Khim, Son of Mim
        735129   2500'   37   Found The Broad Sword 'Glamdring' (LOST)
        736275   2500'   38   Reached level 38
        749056   2550'   38   Killed Lorgan, Chief of the Easterlings
        749315   2550'   38   Found The Glaive of Pain
        763349   2650'   39   Reached level 39
        771448   2700'   39   Killed The Queen Ant
        772481   2700'   39   Killed Orfax, Son of Boldor
        790649   2800'   40   Reached level 40
        800955   2850'   40   Found The Set of Gauntlets 'Paurhach' (LOST)
        817799   2850'   40   Found The Large Metal Shield of Anarion
        822257   2900'   40   Found The Bastard Sword 'Calris' (LOST)
        824899   2900'   40   Killed Ar-Pharazon the Golden
        828688   2900'   40   Killed Itangast the Fire Drake
        831974   2900'   40   Found The Metal Brigandine Armour of the Rohirrim (LOST)
        832718   2900'   41   Reached level 41
        854140   2900'   41   Killed Bullroarer the Hobbit
        859665   2900'   41   Killed The Lernaean Hydra
        859665   2900'   42   Reached level 42
        865899   2950'   42   Killed Dwar, Dog Lord of Waw
        876277   3000'   42   Killed Medusa, the Gorgon
        879250   3000'   42   Found The Flail 'Totila' (LOST)
        887561   3100'   43   Reached level 43
        889977   3100'   43   Killed Uriel, Angel of Fire
        896490   3150'   43   Killed Golfimbul, the Hill Orc Chief
        898456   3200'   43   Found The Mithril Chain Mail 'Belegennon' (LOST)
        898462   3200'   43   Found The Elfstone 'Elessar'
        899829   3200'   43   Killed The Phoenix
        901808   3200'   43   Found The Short Bow of Amras (LOST)
        905955   3200'   44   Reached level 44
        921124   3400'   44   Killed Shelob, Spider of Darkness
        925068   3500'   45   Reached level 45
        927765   3500'   45   Killed Khamul, the Black Easterling
        927823   3500'   45   Found The Leather Shield of the Haradrim (LOST)
        930113   3500'   45   Killed Ji Indur Dawndeath
        931241   3500'   46   Reached level 46
        932598   3500'   46   Found The Beaked Axe of Theoden (LOST)
        932654   3500'   46   Killed Azriel, Angel of Death
        932668   3500'   46   Found The Battle Axe of Balli Stonehand (LOST)
        935755   3550'   46   Killed Smaug the Golden
        935769   3550'   46   Found The Amulet of Carlammas (LOST)
        936049   3550'   46   Killed Scatha the Worm
        941051   3600'   46   Killed Akhorahil the Blind
        941104   3600'   46   Killed Adunaphel the Quiet
        941415   3600'   46   Killed Tselakus, the Dreadlord
        972489   3600'   47   Reached level 47
        972710   3600'   47   Killed Ren the Unclean
        975638   3650'   47   Killed Feagwath, the Undead Sorcerer
        988896   3700'   47   Found The Short Sword 'Dagmor' (LOST)
        990335   3700'   47   Killed Gabriel, the Messenger
        993239   3700'   47   Found The Scimitar 'Haradekket' (LOST)
        993243   3700'   47   Found The Ring of Power 'Narya'
        993262   3700'   47   Found The Amulet of Ingwe
        994498   3700'   47   Killed The Cat Lord
        994516   3700'   47   Found The Dagger 'Narthanc' (LOST)
        997110   3700'   47   Killed Gorlim, Betrayer of Barahir
       1001109   3700'   47   Killed Harowen the Black Hand
       1004794   3750'   47   Killed Ungoliant, the Unlight
       1004794   3750'   48   Reached level 48
       1006885   3800'   48   Killed Bert the Stone Troll
       1008435   3850'   48   Killed Polyphemus, the Blind Cyclops
       1009298   3850'   48   Killed Lokkak, the Ogre Chieftain
       1009561   3850'   48   Killed The Balrog of Moria
       1009582   3850'   48   Found The Ring of Barahir
       1009588   3850'   48   Found The Beaked Axe of Hurin
       1009688   3850'   48   Killed Thuringwethil, the Vampire Messenger
       1014350   3950'   49   Reached level 49
       1021445   4050'   49   Killed Kavlax the Many-Headed
       1028184   4100'   49   Found The Rapier 'Careth Asdriag'
    
    
      [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)
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #2
    Originally posted by Derakon
    * Disenchantment, which permanently damaged several of my uniques
    * Destruction of items in inventory -- I've lost more enchanted bolts to elemental damage than to breakage by a long shot, and other rare items like ?Teleport are also basically impossible to keep in stock reliably.
    * A general lack of healing items. I love the new-to-me CCW behavior where they're actually useful for healing, but my last five or six trips to town have yielded four CCW potions.
    * Drain charges, which forces me to park my -TO and my _Speed whenever I encounter liches, beholders, etc.

    You should never melee disenchanters without resistance. Leave the level. If you cannot make it to stairs or a trapdoor, there's always recalling twice.

    There are unlimited CCW for sale at the temple. You just have to buy every last item to force a restock. If you find that tedious, add your voice to the clamor for a buyout button in the stores.

    In the depths, you have to give up on charged items and use rods only. You can use them, but have to drop them periodically and accept they have a very short half-life. Perhaps you will find that you are not overpowered without charged items. If you still are, dive and win. Either way, goodbye boredom.

    Comment

    • PowerDiver
      Prophet
      • Mar 2008
      • 2820

      #3
      Originally posted by Derakon
      I modified the game so that every item is *ID*'d on generation (except unique jewelry and light sources). It speeds up gameplay immensely, and while it does make things a bit easier, frankly I'm a lot happier this way. Plus, I've always found it perversely stupid how most characters resort to destroying items in the late game. That kind of thing shouldn't be necessary.
      This is not so necessary in 3.1. Set your squelch to "all but splendid", wield and unwield, and most things are squelched. Artifacts are now sensed on wield, so even the few non-splendid artifacts are not a problem.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        I'm not abusing the monster spoilers, and it's been long enough that I'd forgotten which have disenchant powers. So, yes, as soon as I found out that Monster X has disenchant, I was out of there. Doesn't save my gear, though. My artifacts did an astoundingly bad job of resisting disenchantment, incidentally; I think it happened all of once. Isn't it supposed to be a 1/3rd chance that the disenchant affects artifacts?

        As for CCW, yeah, I should've thought of the buyout trick. It's just so...lame, though. Any item that I'm willing to buy the temple out of stock every time I see it, the temple should start stocking in huge quantities. It's a guaranteed moneymaker! There are certain items that should just be assumed to always be available in "as much as you need" quantities: Word of Recall, Phase Door, ammo, basic 4 spellbooks, CCW, stat restoration, probably some others too.

        I'd be more willing to rely on rods if rods of Speed / Enlightenment / Teleport Other were more common. They aren't, of course, because they're significantly more powerful than the equivalent charged items. So there's a long period in there when you have no rod-based version of the spell and are forced to rely on charged versions that can get drained by a nontrivial number of enemies. And if you drop them you risk getting them destroyed by an errant ball attack. It's just...tedious.

        As for the squelching, you think I want to have to equip every item I find to see if it's worth using? The squelcher also doesn't have as fine of control as I'd like. For example, I'd like to be able to say "ignore launchers of Accuracy, but leave launchers of Extra Shots" but I don't have that level of control. I'm certainly not going to risk squelching useful ego items like boots of speed just because they don't have a high resist!

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          Originally posted by Derakon
          I'd be more willing to rely on rods if rods of Speed / Enlightenment / Teleport Other were more common. They aren't, of course, because they're significantly more powerful than the equivalent charged items. So there's a long period in there when you have no rod-based version of the spell and are forced to rely on charged versions that can get drained by a nontrivial number of enemies. And if you drop them you risk getting them destroyed by an errant ball attack. It's just...tedious.!
          You misunderstand. You're not supposed to use charged stuff tediously. You're supposed to give up on relying on the charged stuff even without the replacement rods.

          Perhaps "supposed" is the wrong word, but you see what I mean.

          It's more fun. Give it a try. You may live or you may die, but it won't be boring.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #6
            I fail to see how eliminating options makes the game more fun. I toss away my ability to haste myself, and now I take more damage and am at greater risk of double moves. I toss away the ability to remove summoned enemies and now my only effective way to cope with summoning is to run away. This is more fun? Maybe for you it is; I'll not judge how you enjoy the game. But it's not more fun for me.

            Note that I would have been utterly incapable of dealing with Feagwath if I hadn't been able to sneak up on him and his escorts and teleport most of them out of the area. Fighting Feagwath plus three Black Reavers (and several Archliches, etc.) is simply not within the realm of feasibility without lots of resources of some description. I used the resources I had.

            Comment

            • fizzix
              Prophet
              • Aug 2009
              • 3025

              #7
              There are very few monsters with drain charges. Because this is an extremely powerful attack, it is limited to Lichs, Balrogs and a couple uniques. You can avoid these monsters if you desire. I almost never bother fighting these monsters, especially not as a warrior. If I want to kill the unique Lichs and Balrogs, I tend to use archery. I usually have some ammo of flame, frost, slay undead or slay demon and these make perfect targets for them.

              Disenchant is a bit tougher, but it's resistable. Learning what monsters disenchant kind of sucks, but again, there are not terribly many that do. Also if monster memory is what is annoying you can set the cheat option to give you full monster memory.

              Anyway, some smallish changes would solve most of the 'issues' including:

              buyout option in store
              "restore artifact" scroll
              drain charges only draining the normal amount that comes with a recharge

              Comment

              • konijn_
                Hellband maintainer
                • Jul 2007
                • 367

                #8
                Originally posted by fizzix
                <SNIP>

                Anyway, some smallish changes would solve most of the 'issues' including:

                buyout option in store
                "restore artifact" scroll
                drain charges only draining the normal amount that comes with a recharge

                OMG, three changes I like, the world most be coming to an end soon Especially number 3 is pretty elegant I find.

                T.
                * Are you ready for something else ? Hellband 0.8.8 is out! *

                Comment

                • PowerDiver
                  Prophet
                  • Mar 2008
                  • 2820

                  #9
                  Originally posted by Derakon
                  I fail to see how eliminating options makes the game more fun.
                  You're the one who is quitting because you are bored. I offered a cure for boredom. How can trying it my way be any worse than your current situation?

                  Comment

                  • fizzix
                    Prophet
                    • Aug 2009
                    • 3025

                    #10
                    Originally posted by konijn_
                    OMG, three changes I like, the world most be coming to an end soon Especially number 3 is pretty elegant I find.

                    T.
                    Sadly, I don't think I can really take credit for any of them...

                    Comment

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