Hey, folks. I've been reading this forum off and on for ages. I am a relatively new *bander (only seriously this year) and I recently lost a character I thought for certain would be a winner as long as I continued to be careful.
I died to the very thing I swore to never let kill me - overconfidence.
I'd had a lot of success taking on evil uniques with protEvil + prayer + orb of draining. In my pack also were some bolts of slay dragon that I kept around for dragonhunting since dragons drop like who. I encounter Kavlax, a dragon unique whom I had never seen, and BAM! confusion breath for most of my life total. I haven't been confused in ages, and so I forgot that it makes everything fail...so I tried to cast Portal, failed, and took 70 points of acid for the lose.
I played this game quickly up until I hit DL 38 or so - I remembered something being significant about DL40, some resistance I needed and lacked, and I wanted to make my combat better, so I slowed down, looking for another dungeon book since I was about to exhaust the last town book (which I actually believed to be the best priest book until I found Ethereal Openings). I plan on starting over, though I am not sure I want to do so with a priest - not for lack of enjoyment; I enjoyed being fairly hard to kill - but just to try something new. I can't get a mage to survive past CL8 no matter how carefully I play. Yes, this is the 3.1.0 beta, because up until yesterday, I thought that was still the latest and greatest Vanilla version.
I died to the very thing I swore to never let kill me - overconfidence.
I'd had a lot of success taking on evil uniques with protEvil + prayer + orb of draining. In my pack also were some bolts of slay dragon that I kept around for dragonhunting since dragons drop like who. I encounter Kavlax, a dragon unique whom I had never seen, and BAM! confusion breath for most of my life total. I haven't been confused in ages, and so I forgot that it makes everything fail...so I tried to cast Portal, failed, and took 70 points of acid for the lose.
I played this game quickly up until I hit DL 38 or so - I remembered something being significant about DL40, some resistance I needed and lacked, and I wanted to make my combat better, so I slowed down, looking for another dungeon book since I was about to exhaust the last town book (which I actually believed to be the best priest book until I found Ethereal Openings). I plan on starting over, though I am not sure I want to do so with a priest - not for lack of enjoyment; I enjoyed being fairly hard to kill - but just to try something new. I can't get a mage to survive past CL8 no matter how carefully I play. Yes, this is the 3.1.0 beta, because up until yesterday, I thought that was still the latest and greatest Vanilla version.
Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 49 STR: 18 +2 -1 +4 18/50 Race Dwarf Height 45 INT: 11 -3 -3 +2 7 Class Priest Weight 158 WIS: 18/36 +2 +3 +4 18/126 Title Canon Social Role model Dex: 11 -2 -1 +0 8 7 HP -60/229 Maximize Y CON: 12 +2 +0 +0 14 SP 161/161 CHR: 13 -3 +2 +0 12 Level 32 Armor [42,+102] Saving Throw 88% Cur Exp 237478 Fight (-2,+3) Stealth Good Max Exp 237478 Melee (+9,+16) Fighting Superb Adv Exp 280000 Shoot (+20,+11) Shooting Excellent MaxDepth 2100' (L42) Blows 1/turn Disarming 44% Turns 832340 Shots 1/turn Magic Device Superb Gold 287957 Infra 50 ft Perception 1 in 32 Burden 105.3 lbs Speed 3 Searching 23% You are the only child of a Dwarven Miner. You are a credit to the family. You have dark brown eyes, straight black hair, a one 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:............. [Last Messages] > You sense the presence of doors and stairs! > You sense the presence of traps! > You have found 140 gold pieces worth of gold. > You see a Scroll titled "abo comundo" of Protection from Evil. > You see a Flask of oil. > Kavlax the Many-Headed wakes up. > Kavlax the Many-Headed breathes confusion. > You are confused! > Low hitpoint warning! > *** LOW HITPOINT WARNING! *** > You are confused. > You have 13 charges remaining. > Kavlax the Many-Headed breathes acid. > Your Leather Shield of Celegorm is unaffected! > You die. Killed by Kavlax the Many-Headed. [Character Equipment] a) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. 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 26.5 against undead, 26.5 against frost-vulnerable creatures, and 19.5 against normal creatures. b) a Heavy Crossbow of Accuracy (x4) (+22,+11) c) a Mithril Ring of Strength (+4) +4 strength. Sustains strength. d) a Platinum Ring of Protection [+20] e) a Driftwood Amulet of Wisdom (+2) +2 wisdom. Sustains wisdom. f) a Lantern (Everburning) Cannot be harmed by fire. Radius 2 light. No fuel required. g) Red Dragon Scale Mail (-2) [30,+17] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it allows you to breathe fire for 200 damage. It takes d450+450 turns to recharge after use. h) a Cloak [1,+8] i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) 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. k) The Set of Gauntlets 'Paurhach' [3,+14] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it creates a fire bolt with damage 9d8. It takes 8 turns to recharge after use. l) a Pair of Leather Boots of Stability [2,+13] Provides resistance to nexus. Feather Falling. [Character Inventory] a) a Holy Book of Prayers [Beginners Handbook] b) 2 Holy Books of Prayers [Words of Wisdom] c) a Holy Book of Prayers [Chants and Blessings] d) a Holy Book of Prayers [Exorcism and Dispelling] e) a Holy Book of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. f) 7 Tangerine Potions of Cure Critical Wounds g) a Vermilion Potion of Restore Mana h) 2 White Potions of Enlightenment i) 2 Scrolls titled "oput somagus" of Word of Recall {@r1!k!d} j) a Silver Rod of Treasure Location k) a Gold Rod of Door/Stair Location (charging) l) a Brass Rod of Trap Location m) a Mithril Rod of Disarming n) a Lead-Plated Rod of Recall Cannot be harmed by electricity. o) 3 Platinum Wands of Stone to Mud (19 charges) p) 3 Copper-Plated Wands of Teleport Other (13 charges) q) 5 Bolts of Slay Dragon (1d5) (+3,+7) {@f2!!k!!d} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 252 against dragons, and 84 against normal creatures. 25% chance of breaking upon contact. r) 12 Bolts (1d5) (+8,+9) {@f1!k!d} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 92 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) a Holy Book of Prayers [Beginners Handbook] b) a Holy Book of Prayers [Words of Wisdom] c) 3 Holy Books of Prayers [Chants and Blessings] d) 2 Holy Books of Prayers [Exorcism and Dispelling] e) a Holy Book of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. f) a Copper Speckled Potion of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. g) 2 Purple Potions of Restore Strength When ingested, it restores your strength. h) 5 Scrolls titled "diveo co" of Enchant Weapon To-Dam When read, it attempts to magically enhance a weapon's to-dam bonu s. i) a Gold Rod of Door/Stair Location When used, it detects all doors and stairs on the level. It takes 70 turns to recharge after use. j) a Brass Rod of Trap Location When used, it detects all traps in the surrounding area. It takes 50 turns to recharge after use. k) a Pewter Rod 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. l) a Mithril Rod of Disarming When aimed, it destroys traps, unlocks doors and reveals all secre t doors in a given direction. It takes 30 turns to recharge after use. m) a Lead-Plated Rod of Recall Cannot be harmed by electricity. When used, it returns you from the dungeon or takes you to the dun geon after a short delay. It takes 60 turns to recharge after use. n) 8 Ashen Staffs of Identify (11 charges) When used, it reveals to you the extent of an item's magical power s. o) an Amethyst Ring of Free Action Prevents paralysis. p) a Malachite Ring of Delving When aimed, it turns rock into mud. It takes 2d10+15 turns to recharge after use. q) The Set of Gauntlets 'Pauraegen' [3,+14] Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. Radius 1 light. r) The Main Gauche of Azaghal (2d5) (+12,+14) Provides immunity to fire. Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 45 against dragons, and 21 against normal creatures. s) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2) +2 attack speed. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 16 against animals, 20 against poison-vulnerable creatures, and 12 against normal creatures. t) a Halberd (Holy Avenger) (3d5) (+15,+8) [+4] (+4) +4 wisdom. Provides resistance to fear. Sustains wisdom. 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 29 against evil creatures, 38 against demons, 38 against undead, and 20 against normal creatures. u) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth) +2 stealth. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. It takes 15 turns to recharge after use. With this weapon, you would currently get 1 blow per round, averaging a damage of 32 against evil creatures, 42.5 against fire-vulnerable creatures, and 21.5 against normal creatures. v) a Light Crossbow of Power (x3) (+12,+16) w) 29 Bolts (1d5) (+4,+6) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 80 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)
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