Fenrir's Thread

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  • Donald Jonker
    Knight
    • Jun 2008
    • 593

    #16
    Originally posted by Fenrir
    Another question: what does 2 shots per turn mean? Okay, yes, sounds dumb, but... I fire at some monster with 99 arrows and the game says I have 98 left! Am I doing something wrong here? Am I magically multiplying arrows?
    Essentially you get to take a second shot before the monsters get another move.

    There's a longer answer involving Angband's energy system, which I've never really sat down and tried to understand. I think there's something on the thangorodrim site that explains it.
    Bands, / Those funny little plans / That never work quite right.
    -Mercury Rev

    Comment

    • Narvius
      Knight
      • Dec 2007
      • 589

      #17
      Simply said, one shot takes only half a turn.
      If you can convincingly pretend you're crazy, you probably are.

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #18
        Originally posted by Narvius
        Simply said, one shot takes only half a turn.
        ..and 1/2 of an arrow???
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

        • Donald Jonker
          Knight
          • Jun 2008
          • 593

          #19
          I think the confusion is that with multiple shots per turn, unlike multiple blows, you take your shots individually, i.e., you can aim at two different monsters within the same turn, expending two arrows. It seems like you're taking two turns, but you're using only half the energy it normally takes to shoot.

          So in the original question about magically multiplying arrows, the answer is no. You've only taken one half of your turn. Only after you've fired a second time have you completed a full turn.

          I *think* that's how it works. Someone correct me if I'm wrong.

          Edit: I wonder what happens if you have multiple shots, shoot once, and then take a melee swing for four blows at a nearby monster (or perform some other action). Is that kosher? I suppose the monsters get a free hit on you eventually?
          Bands, / Those funny little plans / That never work quite right.
          -Mercury Rev

          Comment

          • zaimoni
            Knight
            • Apr 2007
            • 590

            #20
            Originally posted by Donald Jonker
            Edit: I wonder what happens if you have multiple shots, shoot once, and then take a melee swing for four blows at a nearby monster (or perform some other action). Is that kosher? I suppose the monsters get a free hit on you eventually?
            It's kosher, and for simple cases will not give monsters free attacks compared to less intricate attack sequences.
            Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
            Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
            Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #21
              Originally posted by zaimoni
              It's kosher, and for simple cases will not give monsters free attacks compared to less intricate attack sequences.
              Roughly speaking, there is a 50% chance an equal speed monster will hit back after the first shot when you have 2/round. Whether that counts as a "free attack" is a matter of definition. If you shoot a monster 2 spaces away, it's "free attack" is usually to move adjacent to you, again a question of definition.

              Comment

              • Fenrir
                Apprentice
                • Dec 2008
                • 51

                #22
                Originally posted by PowerDiver
                Roughly speaking, there is a 50% chance an equal speed monster will hit back after the first shot when you have 2/round. Whether that counts as a "free attack" is a matter of definition. If you shoot a monster 2 spaces away, it's "free attack" is usually to move adjacent to you, again a question of definition.
                Wow, I had no idea it was something this complicated... but I think I got it now. Thanks!


                Only two more n00b questions:

                What is the "x 3", "x 2", etc, missile launchers have next to their names?

                And, the only way to be safe from monsters with breath weapons is to teleport them far away? Because I make sure not to be in a direct line of them, but their breath weapons seem to hit me anyway. The blast of lightning/nether/whatever suddenly turns in midair and hits me.
                He hit me for HOW MUCH?????

                Comment

                • Narvius
                  Knight
                  • Dec 2007
                  • 589

                  #23
                  Damage multiplier, ie. a longbow will deal 3x the damage it usually should.

                  [Projectile Damage + To-Dam (Projectile) + To-Dam (Launcher)] * Multiplier

                  Something like that.
                  If you can convincingly pretend you're crazy, you probably are.

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2820

                    #24
                    Originally posted by Fenrir
                    Wow, I had no idea it was something this complicated... but I think I got it now. Thanks!


                    Only two more n00b questions:

                    What is the "x 3", "x 2", etc, missile launchers have next to their names?

                    And, the only way to be safe from monsters with breath weapons is to teleport them far away? Because I make sure not to be in a direct line of them, but their breath weapons seem to hit me anyway. The blast of lightning/nether/whatever suddenly turns in midair and hits me.
                    The shooting speed thing is straightforward once you understand the energy system, but that takes a lot of words to explain. I said "roughly" because I ignored things to give a simpler response.

                    You can target, and be targeted by, monsters that are not in one of the 8 basic directions.

                    There is a rule about the path ranged attacks take. Search rgra for "hockeystick" for more about it. It is not symmetric, so it is possible that you cannot target a monster, but it can target you, if your path to it goes through a wall but the reverse path does not.

                    Comment

                    • Fenrir
                      Apprentice
                      • Dec 2008
                      • 51

                      #25
                      How am I doing? This is my best character since I started playing the new version and learned not to fight dreads by holding down a directional key...

                      Code:
                        [Angband 3.1.0 beta Character Dump]
                      
                       Sex    Male         Age             39   STR:     12  +2  +5  +6  18/70
                       Race   Dwarf        Height          49   INT:      9  -3  -2  +0      4
                       Class  Warrior      Weight         140   Wis:     15  +2  -2  +0     15     11
                       Title  Commando     Social      Lordly   Dex:  18/24  -2  +2  +2  18/44  18/33
                       HP     485/485      Maximize         Y   CON:     17  +2  +2  +6  18/90
                       SP     0/0                               CHR:     13  -3  -1  +0      9
                      
                      
                       Level               33   Armor   [43,+107]     Saving Throw         61%
                       Cur Exp         260554   Fight    (+3,+26)     Stealth             Fair
                       Max Exp         260554   Melee   (+12,+34)     Fighting       Legendary
                       Adv Exp         330000   Shoot   (+14,+15)     Shooting          Heroic
                       MaxDepth   4050' (L81)   Blows      4/turn     Disarming            59%
                       Turns           850757   Shots      1/turn     Magic Device   Excellent
                       Gold             73554   Infra       50 ft     Perception       1 in 38
                       Burden       111.0 lbs   Speed      Normal     Searching            21%
                      
                       You are one of two children of a Dwarven King.  You are a credit to
                       the family.  You have dark brown eyes, straight black hair, a two 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 Main Gauche of Westernesse (1d5) (+9,+8) (+2)
                           +2 strength, dexterity, constitution.
                           Prevents paralysis.
                           Grants the ability to see invisible things.
                           With this weapon, you would currently get 4 blows per round.  Each
                           blow will do an average damage of 43 against orcs, 43 against
                           trolls, 43 against giants, and 37 against normal creatures.
                      b) a Long Bow of Extra Might (x3) (+11,+15) (+1)
                           +1 shooting power.
                      c) a Pearl Ring of Damage (+0,+12)
                      d) a Pearl Ring of Damage (+0,+10)
                      e) a Dragon Tooth Amulet of Regeneration
                           Speeds regeneration.
                      f) a Lantern (Everburning)
                           Cannot be harmed by fire.
                           Radius 2 light.  No fuel required.
                      g) Bronze Dragon Scale Mail (-2) [30,+20]
                           Provides resistance to confusion.
                           Cannot be harmed by acid, electricity, fire, cold.
                           When activated, it allows you to breathe confusion for 120 damage.
                           It takes d450+450 turns to recharge after use.
                      h) a Fur Cloak of Aman [3,+27] (+3 stealth)
                           +3 stealth.
                           Provides resistance to chaos.
                           Cannot be harmed by acid, electricity, fire, cold.
                      i) The Small Metal Shield of Thorin [3,+24] (+4)
                           +4 strength, constitution.
                           Provides immunity to acid.
                           Provides resistance to fear, sound, chaos.
                           Cannot be harmed by acid, electricity, fire, cold.
                           Prevents paralysis.
                      j) a Hard Leather Cap of Telepathy [2,+10]
                           Grants telepathy.
                      k) 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.
                      l) a Pair of Leather Boots of Stability [2,+10]
                           Provides resistance to nexus.
                           Feather Falling.
                      
                      
                        [Character Inventory]
                      
                      a) 6 Red Speckled Potions of Cure Critical Wounds
                      b) 2 Azure Potions of Healing
                      c) 2 Vermilion Potions of Speed
                      d) 5 Scrolls titled "quanivus" of Teleportation
                      e) 5 Scrolls titled "pellet cadeguo" of Teleport Level
                      f) 3 Scrolls titled "periutus edo" of Word of Recall
                      g) a Silver Rod of Treasure Location
                      h) 2 Tin Rods of Door/Stair Location
                      i) an Aluminum Rod of Light
                      j) a Mithril Rod of Recall
                           Cannot be harmed by electricity.
                      k) an Ironwood Staff of Detect Evil (9 charges)
                      l) 3 Eucalyptus Staffs of Teleportation (20 charges)
                      m) a Dogwood Staff of Speed (3 charges)
                      n) a Hemlock Staff of Identify (13 charges)
                      o) 10 Arrows of Wounding (2d4) (+14,+13)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 132 against
                           normal creatures.
                           35% chance of breaking upon contact.
                      p) 20 Arrows of Frost (1d4) (+14,+12)
                           Cannot be harmed by cold.
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 354 against
                           frost-vulnerable creatures, and 118 against normal creatures.
                           35% chance of breaking upon contact.
                      q) 14 Arrows of Venom (1d4) (+11,+9)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 318 against
                           poison-vulnerable creatures, and 106 against normal creatures.
                           35% chance of breaking upon contact.
                      r) 3 Arrows of Lightning (1d4) (+8,+11)
                           Cannot be harmed by electricity.
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 342 against
                           electricity-vulnerable creatures, and 114 against normal creatures.
                           35% chance of breaking upon contact.
                      s) 11 Arrows of Venom (1d4) (+12,+7)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 294 against
                           poison-vulnerable creatures, and 98 against normal creatures.
                           35% chance of breaking upon contact.
                      t) 11 Arrows of Acid (1d4) (+2,+4)
                           Cannot be harmed by acid.
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 258 against
                           acid-vulnerable creatures, and 86 against normal creatures.
                           35% chance of breaking upon contact.
                      
                      
                        [Home Inventory]
                      
                      a) 11 Cyan Potions of Cure Serious Wounds
                           When ingested, it heals you a fair amount (1/5 of your wounds, min
                           imum 25HP), heals cut damage, and cures blindness and confusion.
                           Provides nourishment for about 75 turns under normal conditions.
                      b) a Misty 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.
                      c) 12 Scrolls titled "quanivus" of Teleportation
                           When read, it teleports you randomly up to 100 squares away.
                      d) a Scroll titled "ma nosus quans" of Recharging
                           When read, it tries to recharge a wand or staff, destroying the wa
                           nd or staff on failure.
                      e) 2 Steel-Plated Rods of Probing
                           When used, it gives you information on the health and abilities of 
                           monsters you can see.
                           It takes 50 turns to recharge after use.
                      f) a Gold Wand
                           You do not know the full extent of this item's powers.
                      g) 2 Silver Staffs of Cure Light Wounds (10 charges)
                           When used, it heals you a small amount (15% of your wounds, minimu
                           m 15HP), heals some cut damage, makes you a little less confused, 
                           and cures blindness.
                      h) 5 Hemlock Staffs of Identify (18 charges)
                           When used, it reveals to you the extent of an item's magical power
                           s.
                      i) a Quartzite Ring of Light (+2 searching)
                           +2 searching.
                           Provides resistance to light.
                           
                           Radius 1 light.
                      j) Mithril Plate Mail (Dwarven) (-3) [35,+20] (+1)
                           +1 strength, constitution, infravision.
                           Cannot be harmed by acid, fire.
                           Prevents paralysis.
                           
                      k) a Main Gauche of Slay Demon (1d5) (+12,+10)
                           With this weapon, you would currently get 4 blows per round.  Each
                           blow will do an average damage of 44 against demons, and 38
                           against normal creatures.
                      l) a Heavy Crossbow of Accuracy (x4) (+18,+22)
                      m) 20 Bolts of Venom (1d5) (+11,+15)
                      n) 20 Bolts of Venom (1d5) (+9,+11)
                      o) 5 Bolts of Slay Giant (1d5) (+7,+5)
                      p) 10 Arrows (1d4) (+6,+7)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 98 against
                           normal creatures.
                           35% chance of breaking upon contact.
                      q) 10 Arrows (1d4) (+6,+4)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 86 against
                           normal creatures.
                           35% chance of breaking upon contact.
                      r) 17 Arrows (1d4) (+3,+6)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 94 against
                           normal creatures.
                           35% chance of breaking upon contact.
                      s) 10 Arrows (1d4) (+3,+4)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 86 against
                           normal creatures.
                           35% chance of breaking upon contact.
                      t) 18 Arrows (1d4) (+3,+3)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 82 against
                           normal creatures.
                           35% chance of breaking upon contact.
                      u) 2 Arrows (1d4) (+1,+2)
                           Fired from your current missile launcher, this arrow will hit targets
                           up to 140 feet away, inflicting an average damage of 78 against
                           normal creatures.
                           35% 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)
                      He hit me for HOW MUCH?????

                      Comment

                      • Donald Jonker
                        Knight
                        • Jun 2008
                        • 593

                        #26
                        Originally posted by Fenrir
                        How am I doing? This is my best character since I started playing the new version and learned not to fight dreads by holding down a directional key...
                        I'd say you're getting on famously, diving with the best of them. One thing to look out for is the basic four elemental resistances, which you're obviously aware of, else you wouldn't have made it as deep as you have. It shouldn't be too hard at this stage - I'd say it'd be worth swapping out the rings of damage to cover them - or else some rings of CON. Otherwise, you run the risk of getting breathed on stepping off the downstairs and meeting a quick end. Your detection apparatus looks good - I'd recommend a source of magic mapping to round out the kit to make extra sure that you're not within the LOS of anything you're vulnerable against. Other than that, good work - it looks like you know what you're about.

                        edit: since you have rConf and rBlind, you don't need the _telSelf, the scrolls are sufficient. -telOther would be nice as well.
                        Bands, / Those funny little plans / That never work quite right.
                        -Mercury Rev

                        Comment

                        • Fenrir
                          Apprentice
                          • Dec 2008
                          • 51

                          #27
                          Originally posted by Donald Jonker
                          One thing to look out for is the basic four elemental resistances, which you're obviously aware of, else you wouldn't have made it as deep as you have.
                          OH NO! I totally forgot I had replaced my leather armor of resistances with that bronze dragon scale mail...

                          ...

                          Oh well. Killed by a Lesser Balrog in dungeon level 87.

                          I stepped in a trap and summoned an entire screen of balrogs. But, wow, I can't believe my ring of speed (+7) couldn't even get me a turn to get out of there!

                          Note to self: drag along a rod of trap detection next time.
                          Last edited by Fenrir; February 10, 2009, 19:23.
                          He hit me for HOW MUCH?????

                          Comment

                          • Magnate
                            Angband Devteam member
                            • May 2007
                            • 5110

                            #28
                            Originally posted by Fenrir
                            OH NO! I totally forgot I had replaced my leather armor of resistances with that bronze dragon scale mail...

                            ...

                            Oh well. Killed by a Lesser Balrog in dungeon level 87.

                            I stepped in a trap and summoned an entire screen of balrogs. But, wow, I can't believe my ring of speed (+7) couldn't even get me a turn to get out of there!

                            Note to self: drag along a rod of trap detection next time.
                            Well, a lesson learned (I'm thinking more of the armour swap than the detection).

                            Console yourself with the fact that you've got further in a short time than many of us have in several years (nine in my case - my deepest dive was only to about 3500').

                            Well done,

                            CC
                            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                            Comment

                            • Fenrir
                              Apprentice
                              • Dec 2008
                              • 51

                              #29
                              Okay. I am steadily recovering after my big fail. My next dwarven warrior wonders if he should keep the whip and Thengel for Rconf or Balli for the elemental resistances and the helm of telepathy?

                              Here's the dump:
                              Code:
                                [Angband 3.1.0 beta Character Dump]
                              
                               Sex    Male         Age             39   STR:     12  +2  +5 +10 18/110
                               Race   Dwarf        Height          49   INT:      9  -3  -2  +4      8
                               Class  Warrior      Weight         140   WIS:     16  +2  -2  +0     16
                               Title  Myrmidon     Social      Lordly   DEX:     16  -2  +2  +0     16
                               HP     400/400      Maximize         Y   Con:     14  +2  +2  +3  18/30  18/20
                               SP     0/0                               CHR:     10  -3  -1  +0      6
                              
                              
                               Level               27   Armor    [42,+59]     Saving Throw         56%
                               Cur Exp          34591   Fight    (+8,+17)     Stealth           Superb
                               Max Exp          34591   Melee   (+16,+28)     Fighting          Heroic
                               Adv Exp          42000   Shoot   (+15,+10)     Shooting          Heroic
                               MaxDepth   2700' (L54)   Blows      2/turn     Disarming            52%
                               Turns           535151   Shots      1/turn     Magic Device   Excellent
                               Gold             27126   Infra       50 ft     Perception       1 in 38
                               Burden       173.4 lbs   Speed      Normal     Searching            21%
                              
                               You are one of two children of a Dwarven King.  You are a credit to
                               the family.  You have dark brown eyes, straight black hair, a two 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) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
                                   +3 strength, constitution, stealth.
                                   Provides resistance to acid, lightning, fire, cold, blindness.
                                   Cannot be harmed by acid, electricity, fire, cold.
                                   Feather Falling.
                                   Speeds regeneration.
                                   Prevents paralysis.
                                   Grants the ability to see invisible things.
                                   With this weapon, you would currently get 2 blows per round.  Each
                                   blow will do an average damage of 68.5 against orcs, 68.5 against
                                   trolls, 68.5 against demons, and 41.5 against normal creatures.
                              b) a Heavy Crossbow of Extra Might (x4) (+7,+10) (+1)
                                   +1 shooting power.
                              c) a Pearl Ring of Damage (+0,+9)
                              d) a Turquoise Ring of Strength (+2)
                                   +2 strength.
                                   Sustains strength.
                              e) a Ruby Amulet of Resist Acid
                                   Provides resistance to acid.
                                   Cannot be harmed by acid.
                              f) a Lantern of Brightness (14070 turns)
                                   Cannot be harmed by fire.
                                   Radius 3 light.
                              g) Metal Lamellar Armour of Resist Acid (-3) [24,+6]
                                   Provides resistance to acid.
                                   Cannot be harmed by acid.
                              h) an Elven Cloak of the Magi [6,+13] (+4)
                                   +4 intelligence, stealth.
                                   Cannot be harmed by acid.
                                   Sustains intelligence.
                                   Slows your metabolism.
                              i) a Leather Shield of Resist Fire [6,+12]
                                   Provides resistance to fire.
                                   Cannot be harmed by fire.
                              j) a Hard Leather Cap of Telepathy [2,+9]
                                   Grants telepathy.
                              k) a Set of Gauntlets of Power (+4,+1) [3,+8] (+5)
                                   +5 strength.
                              l) a Pair of Leather Sandals of Stealth [1,+5] (+3)
                                   +3 stealth.
                              
                              
                                [Character Inventory]
                              
                              a) a Holy Book of Prayers [Exorcism and Dispelling]
                              b) 8 Cloudy Potions of Cure Critical Wounds
                              c) 2 White Potions of Speed
                              d) 20 Scrolls titled "osus cus sema" of Phase Door
                              e) 13 Scrolls titled "ut se qui" of Teleportation
                              f) 4 Scrolls titled "tunnam ter" of Teleport Level
                              g) 5 Scrolls titled "restias" of Word of Recall
                              h) a Lead Rod of Treasure Location
                              i) a Rusty Rod of Door/Stair Location (charging)
                              j) a Mithril Rod of Trap Location
                              k) a Balsa Staff of Detect Evil (2 charges)
                              l) a Locust Staff of Teleportation (7 charges)
                              m) an Ashen Staff of Identify (6 charges)
                              n) a Moonstone Ring of Dexterity (+2)
                                   +2 dexterity.
                                   Sustains dexterity.
                              o) a Corundum Ring of Accuracy (+11)
                              p) a Ruby Ring of See Invisible
                                   Grants the ability to see invisible things.
                              q) The Metal Cap of Thengel [3,+12] (+3)
                                   +3 wisdom, charisma.
                                   Provides resistance to confusion.
                                   Cannot be harmed by acid, electricity, fire, cold.
                              r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
                                   +2 strength, constitution.
                                   Cannot be harmed by acid, electricity, fire, cold.
                                   Prevents paralysis.
                              s) a Set of Gauntlets [3,+7]
                              t) a Pair of Steel Shod Boots [6,+6]
                              u) a Trident of Gondolin (1d10) (+17,+10)
                                   Provides resistance to dark.
                                   Cannot be harmed by acid, fire.
                                   Prevents paralysis.
                                   Grants telepathy.
                                   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 41.5 against orcs, 41.5 against
                                   trolls, 41.5 against dragons, 41.5 against demons, and 30.5
                                   against normal creatures.
                              v) 19 Bolts (1d5) (+3,+6)
                                   Fired from your current missile launcher, this arrow will hit targets
                                   up to 160 feet away, inflicting an average damage of 95 against
                                   normal creatures.
                                   25% chance of breaking upon contact.
                              w) 23 Bolts (1d5) (+0,+0)
                                   Fired from your current missile launcher, this arrow will hit targets
                                   up to 160 feet away, inflicting an average damage of 65 against
                                   normal creatures.
                                   25% chance of breaking upon contact.
                              
                              
                                [Home Inventory]
                              
                              a) 7 Rations of Food
                                   Provides nourishment for about 3000 turns under normal conditions.
                              b) a Silver Staff of Earthquakes (6 charges)
                                   When used, it causes an earthquake around you.
                              c) 2 Balsa Staffs of Detect Evil (12 charges)
                                   When used, it detects all evil creatures in the immediate area.
                              d) 2 Locust Staffs of Teleportation (12 charges)
                                   When used, it teleports you randomly up to 100 squares away.
                              e) 2 Ashen Staffs of Identify (11 charges)
                                   When used, it reveals to you the extent of an item's magical power
                                   s.
                              f) a Dagger (1d4) (+3,+9)
                                   With this weapon, you would currently get 3 blows per round.  Each
                                   blow will do an average damage of 26.5 against normal creatures.
                              g) The Lance of Eorlingas (3d8) (+13,+21) (+2)
                                   +2 strength, dexterity, speed.
                                   Provides resistance to fear.
                                   Cannot be harmed by acid, electricity, fire, cold.
                                   Grants the ability to see invisible things.
                                   
                                   With this weapon, you would currently get 1 blow per round,
                                   averaging a damage of 64 against evil creatures, 77.5 against
                                   orcs, 77.5 against trolls, and 50.5 against normal creatures.
                              
                              
                                [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)
                              Also, I've noticed that apparently, if there's an unique you should keep alive until very deep levels, it is Boldor the King of Yeeks. He appears with a whole *lot* of blue yeeks, which drop extremely good stuff in deeper levels... In the previous game, I had a blue yeek drop a ring of speed and other some artifact. They seem to drop more stuff even than orc or troll pits you find at these levels!
                              He hit me for HOW MUCH?????

                              Comment

                              • buzzkill
                                Prophet
                                • May 2008
                                • 2939

                                #30
                                Maybe it's just me, not to sound too harsh, but I find these full page character dumps (in the forum) annoying. Why not just post your character on the ladder and then post a link instead?
                                www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                                My banding life on Buzzkill's ladder.

                                Comment

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