as the title says, i've never really been this far down (3200' more or less) - so i have no clue as to what expect
any advice welcome, i'd like te keep this char alive a few more days
btw, rogues have proven to be really a lot easier to use than mages, but once i get better i'm going to pick up my fav class again
any advice welcome, i'd like te keep this char alive a few more days
btw, rogues have proven to be really a lot easier to use than mages, but once i get better i'm going to pick up my fav class again
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[Angband 3.1.0 beta Character Dump] Sex Male Age 103 STR: 18/44 +1 +2 +4 18/114 Race High-Elf Height 92 INT: 15 +3 +1 +8 18/90 Class Rogue Weight 176 WIS: 11 -1 -2 +2 10 Title Filcher Social Respected DEX: 18 +3 +3 +3 18/90 HP 464/464 Maximize Y CON: 18 +1 +1 +10 18/120 SP 92/92 CHR: 15 +5 -1 +0 18/10 Level 30 Armor [22,+87] Saving Throw 79% Cur Exp 220634 Fight (+11,+7) Stealth Legendary Max Exp 220634 Melee (+22,+20) Fighting Heroic Adv Exp 225000 Shoot (+23,+15) Shooting Heroic MaxDepth 3200' (L64) Blows 4/turn Disarming 100% Turns 607788 Shots 1/turn Magic Device Heroic Gold 205108 Infra 40 ft Perception 1 in 2 Burden 144.4 lbs Speed 12 Searching 45% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. Acid:......+.+.... Confu:.........+... Elec:.+....+.+.... Sound:............. Fire:.+....+.+.... Shard:............. Cold:++..+.+.+.... Nexus:............. Pois:............. Nethr:............. Fear:............. Chaos:............. Lite:........+...+ Disen:............. Dark:....+.+.+.... S.Dig:............. Blind:.........+... Feath:...........+. PLite:.......+..... Aggrv:............. Regen:.+........... Stea.:+.....++...+. Telep:............. Sear.:.........+... Invis:+........+..+ Infra:............+ FrAct:..........+.. Tunn.:............. HLife:....+........ Speed:+.+........+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) The 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 4 blows per round. Each blow will do an average damage of 30.5 against undead, 30.5 against frost-vulnerable creatures, and 23.5 against normal creatures. b) The Short Bow of Amrod (x2) (+12,+15) (+2) +2 strength, constitution, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. c) a Carnelian Ring of Speed (+6) +6 speed. d) a Bloodstone Ring of Constitution (+6) +6 constitution. Sustains constitution. e) The Jewel 'Evenstar' {!!} Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. f) The Phial of Galadriel {!!} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark. Cannot be harmed by acid, electricity, fire, cold. h) an Elven Cloak of the Magi [6,+11] (+3) +3 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Radius 1 light. 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 Iron Helm 'Holhenneth' [5,+10] (+2) {!!} +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) dPrevents paralysis. l) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+6] (+3) {!!, uncursed} +3 intelligence, dexterity, stealth, speed. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. When activated, it teleports you randomly up to 10 squares away. It takes 20 turns to recharge after use. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7} Cannot be harmed by acid, electricity, fire, cold. f) 16 Grey Potions of Cure Critical Wounds g) 8 Scrolls titled "intia pas pa" of Teleport Level {!*} h) 10 Scrolls titled "denio cus lam" of Magic Mapping i) 10 Scrolls titled "ter rego dio" of Word of Recall {!*} j) 2 Zinc-Plated Rods of Teleport Other {!!} k) 3 Platinum Wands of Stone to Mud (30 charges) l) 3 Bronze Wands of Teleport Other (18 charges) m) 4 Birch Staffs of Teleportation (27 charges) {!*} n) 2 Silver Staffs of Speed (7 charges) {!*} o) 52 Arrows (1d4) (+0,+0) {@f1} Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 70 against normal creatures. 35% chance of breaking upon contact. p) 22 Seeker Arrows (4d4) (+6,+6) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 124 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5} Cannot be harmed by acid, electricity, fire, cold. b) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6} Cannot be harmed by acid, electricity, fire, cold. c) a Gold Speckled Potion of Healing {!*} When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. d) a Light Blue 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. e) 4 Azure Potions of Restore Mana {!*} When ingested, it restores your mana points to maximum. f) 2 Metallic Purple Potions of Speed {!*} When ingested, it hastens you for 2d10+20 turns. g) 9 Scrolls titled "tea po" of Teleportation {!*} When read, it teleports you randomly up to 100 squares away. h) a Scroll titled "gla lo inquo" 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. i) 3 Golden Staffs of *Destruction* (9 charges) {!*} When used, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. j) 3 Silver Staffs of Speed (17 charges) {!*} When used, it hastens you for 2d10+20 turns. k) a Jet Ring of Acid [+16] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. l) a Diamond Ring of Ice [+15] Provides resistance to cold. Cannot be harmed by cold. When activated, it grants cold resistance for d20+20 turns and cre ates a cold ball of damage 75. It takes d50+50 turns to recharge after use. m) 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. n) The Set of Leather Gloves 'Cammithrim' [1,+10] {!!} Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it fires a magic missile with damage 3d4. It takes 2 turns to recharge after use. Radius 1 light. o) 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. p) a Set of Caestus of Agility (+0,+3) [2,+13] (+5) +5 dexterity. q) a Pair of Steel Shod Boots of Stability [6,+8] Provides resistance to nexus. Feather Falling. r) The Dagger 'Nimthanc' (2d4) (+4,+6) Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a frost bolt with damage 6d8. It takes 7 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 28 against frost-vulnerable creatures, and 18 against normal creatures. s) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3) +3 dexterity, stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. 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 22.5 against normal creatures. t) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1) +1 searching. Provides resistance to lightning, blindness. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Radius 1 light. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 41 against orcs, 41 against trolls, 41 against giants, 41 against electricity-vulnerable creatures, and 29 against normal creatures. u) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 51 against animals, 51 against evil creatures, 64.5 against demons, and 37.5 against normal creatures. v) The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) (+3) +3 intelligence. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 37 against animals, 42 against fire-vulnerable creatures, and 32 against normal creatures. w) 30 Seeker Arrows of Wounding (4d4) (+17,+9) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 136 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)
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