Darian's progress (Dun Rog)

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  • Sirridan
    Knight
    • May 2009
    • 560

    Darian's progress (Dun Rog)

    Rolled a few rogues after I got bored of Aras (Dun Pal)

    This one is doing EXTREMELY well. Base resists, free action, SI, nexus, some stealth, and regen. I also have telepathy and a few nice rods, so things are nice right now.

    Ring of damage +12, and ring of ice for added fun, 4 blows and good times all around.

    What I'd like to know is what else do I need? I'm at DL 60, and I'm seeing some scary monsters again, and I'm very worried about my lack of RPoison, I got breathed on by a basilisk and it put me to 70 hp... and I continued fighting, only stopping when I realized I was almost dead! (I was clearing a long tunnel full of light hounds then suddenly I went from 300hp to 70some and let go of the left key, thankfully the basilisk didn't breathe again in that time.)

    I would love some speed, but the speed boots for 40k I saw were gone once I had the money. Speed and healing pots seem to be scary rare, and I'd love an amulet of some kind and a perma light source!

    Thanks for any advice, posting dump in thread.

    Code:
      [Angband 3.1.1 dev (r1445) Character Dump]
    
     Name   Darian                                   Self  RB  CB  EB   Best
     Sex    Male         Age             70   STR:  18/10  +1  +2  +0  18/40
     Race   Dunadan      Height          85   INT:     16  +2  +1  +3  18/40
     Class  Rogue        Weight         205   WIS:     12  +2  -2  +0     12
     Title  Filcher      Social  Well-liked   DEX:     16  +2  +3  +2  18/50
     HP     338/338      Maximize         Y   CON:     17  +3  +1  +0  18/30
     SP     42/42                             CHR:     12  +2  -1  +0     13
    
    
     Level               28   Armor    [25,+69]     Saving Throw         62%
     Cur Exp          98208   Fight    (+3,+15)     Stealth           Heroic
     Max Exp          98208   Melee   (+17,+24)     Fighting          Heroic
     Adv Exp         102500   Shoot   (+17,+10)     Shooting          Superb
     MaxDepth   3000' (L60)   Blows      4/turn     Disarming            95%
     Turns           552180   Shots      1/turn     Magic Device      Superb
     Gold             28981   Infra        0 ft     Perception       1 in 13
     Burden       100.9 lbs   Speed      Normal     Searching            35%
    
     You are one of several children of a Townsman.  You are a credit to
     the family.  You have green eyes, curly brown hair, and a very 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) a Dagger (Defender) (1d4) (+14,+9) [+2] (+2 stealth)
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Feather Falling.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         Combat info:
         4 blows/round.
         This weapon benefits from one or more ring brands.
         Average damage/hit: 32 vs. creatures not resistant to cold, and 
         26.9 vs. others.
         
    b) a Short Bow of Accuracy (x2) (+14,+10)
    c) a Quartz Ring of Ice [+13]
         It brands your melee attacks with frost.
         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.
         Takes 51 to 100 turns to recharge.
         
    d) a Bronze Ring of Damage (+0,+12)
    e) (nothing)
    f) a Lantern (5873 turns)
         Radius 2 light.
    g) Bar Chain Mail of Elvenkind (-2) [18,+16] (+1 stealth)
         +1 stealth.
         Provides resistance to acid, lightning, fire, cold, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) a Cloak of Stealth [1,+1] (+3 stealth)
         +3 stealth.
         
    i) a Wicker Shield of Resist Fire [2,+10]
         Provides resistance to fire.
         Cannot be harmed by fire.
         
    j) a Golden Crown of the Magi [0,+11] (+3)
         +3 intelligence.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence.
         Grants telepathy.
         
    k) a Set of Leather Gloves of Agility [1,+4] (+2)
         +2 dexterity.
         
    l) a Pair of Iron Shod Boots of Slow Descent [3,+9]
         Feather Falling.
         
    
    
      [Character Inventory]
    
    a) 2 Books of Magic Spells [Magic for Beginners]
    b) 2 Books of Magic Spells [Conjurings and Tricks]
    c) 2 Books of Magic Spells [Incantations and Illusions]
    d) a Red Mushroom of Second Sight
         
    e) 12 Green Potions of Cure Critical Wounds
         
    f) 6 Black Potions of Resist Poison
    g) 10 Scrolls titled "reprado so" of Phase Door
    h) a Scroll titled "equis faes pio" of *Enchant Weapon*
    i) 6 Scrolls titled "indectus ansus" of Word of Recall {!*}
    j) a Scroll titled "hum pric tas" of Rune of Protection {!*}
    k) a Zinc-Plated Rod of Treasure Location {!!}
    l) a Zinc Rod of Detection
         Cannot be harmed by electricity.
         
    m) a Steel-Plated Rod of Curing
         Cannot be harmed by electricity.
         
    n) 2 Nickel Rods of Identify
         Cannot be harmed by electricity.
         
    o) an Oak Staff of Dispel Evil (6 charges)
         
    p) a Spruce Staff of Teleportation (5 charges)
         
    
    
      [Home Inventory]
    
    a) a Book of Magic Spells [Sorcery and Evocations]
    b) 2 Books of Magic Spells [Raal's Tome of Destruction]
         Cannot be harmed by acid, electricity, fire, cold.
         
    c) 2 Dark Blue Mushrooms of Terror
         
    d) 2 Scrolls titled "vensum" of Remove Curse
    e) a Scroll titled "nor dicia ma" of Dispel Undead
    f) a Rosewood Staff of Identify (4 charges)
         
    g) a Jet Ring of Escaping (+4 speed)
         
    h) a Sapphire Ring of Free Action
         Prevents paralysis.
         
    i) a Granite Ring of Delving (+4)
         +4 tunneling.
         
         When activated, it turns rock into mud.
         Takes 17 to 35 turns to recharge.
         
    j) an Iron Crown of Serenity [0,+7]
         Provides resistance to fear, confusion, sound.
         
    k) an Iron Crown of Seeing [0,+7] (+5 searching)
         +25% to searching.
         Provides resistance to blindness.
         Grants the ability to see invisible things.
         
    l) The Dagger 'Dethanc' (2d4) (+4,+6)
         Branded with lightning.
         Provides resistance to lightning.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it creates a lightning bolt with damage 6d6.
         Takes 7 to 12 turns to recharge.
         
         Combat info:
         4 blows/round.
         This weapon benefits from one or more ring brands.
         Average damage/hit: 36.4 vs. creatures not resistant to
         electricity, 36.4 vs. creatures not resistant to cold, and 26.2
         vs. others.
         
    m) 15 Arrows of Slay Dragon (1d4) (+10,+10)
         Slays dragons.
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/hit: 137.7 vs. dragons, and 45.9 vs. others.
         35% chance of breaking upon contact.
         
    n) 23 Arrows of Venom (1d4) (+7,+2)
         Branded with venom.
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/hit: 87.8 vs. creatures not resistant to poison, 
         and 29.2 vs. others.
         35% chance of breaking upon contact.
         
    o) 5 Seeker Arrows of Venom (4d4) (+12,+7)
         Branded with venom.
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/hit: 165.2 vs. creatures not resistant to poison, 
         and 55 vs. others.
         35% chance of breaking upon contact.
         
    p) 20 Seeker Arrows (4d4) (+3,+8)
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/hit: 56.5.
         35% chance of breaking upon contact.
         
    
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          5433     50'    2   Reached level 2
          6943    100'    2   Killed Grip, Farmer Maggot's dog
          6943    100'    3   Reached level 3
         12176    100'    4   Reached level 4
         14777    150'    5   Reached level 5
         17420    200'    6   Reached level 6
         29137    200'    6   Killed Fang, Farmer Maggot's dog
         29137    200'    7   Reached level 7
         48710    350'    8   Reached level 8
         63592    500'    9   Reached level 9
         63652    500'   10   Reached level 10
         63812    500'   11   Reached level 11
         64903    500'   12   Reached level 12
         71826    500'   13   Reached level 13
         77740      0'   13   Killed Farmer Maggot
         89494    700'   14   Reached level 14
         98064    750'   15   Reached level 15
        103273    800'   15   Found The Dagger 'Nimthanc' (LOST)
        104574    800'   16   Reached level 16
        110592    950'   17   Reached level 17
        122451   1100'   18   Reached level 18
        134980   1300'   19   Reached level 19
        169122   1600'   20   Reached level 20
        175407   1650'   20   Killed Grishnakh, the Hill Orc
        177119   1650'   21   Reached level 21
        183082   1650'   22   Reached level 22
        420794   1950'   23   Reached level 23
        432283   2100'   22   Killed Bullroarer the Hobbit
        463816   2300'   24   Reached level 24
        469197   2450'   24   Killed Angamaite of Umbar
        469956   2450'   25   Reached level 25
        495348   2700'   26   Reached level 26
        496701   2750'   26   Found The Dagger 'Dethanc'
        509349   2850'   26   Killed Shagrat, the Orc Captain
        515514   2900'   27   Reached level 27
        525920   2900'   28   Reached level 28
        536645   2900'   28   Killed Azog, King of the Uruk-Hai
        546354   3000'   28   Killed Lugdush, the Uruk
  • geoff_tewierik
    Adept
    • Mar 2009
    • 140

    #2
    What does the end bit mean on this line?

    Found The Dagger 'Nimthanc' (LOST)
    Does it mean that you found the item, id'd it and dropped it then left the level?

    Or does it mean something else? Never seen it in my own dumps.

    Comment

    • jv123
      Scout
      • May 2009
      • 37

      #3
      I'm stunned you've hardly found any artifacts!! You're pretty deep, and your turn count isn't that small.

      Comment

      • PaulBlay
        Knight
        • Jan 2009
        • 657

        #4
        Originally posted by geoff_tewierik
        Does it mean that you found the item, id'd it and dropped it then left the level?
        Either that or he sold it to a shop that then dropped it from inventory.
        Currently turning (Angband) Japanese.

        Comment

        • Sirridan
          Knight
          • May 2009
          • 560

          #5
          Originally posted by PaulBlay
          Either that or he sold it to a shop that then dropped it from inventory.
          That's what happened, no use keeping it when I had the defender and ring of ice, also found the lightning one soon after.

          So yeah, my two artifacts so far were the two 2d4 daggers...

          The only ego's I found worth anything were the 3 crowns, and the stealth boots/cloak, everything else has been weak ego weps that I've sold, and I bought my armor and weapon.

          I have had *VERY* bad luck with item drops as of yet.

          Comment

          • Sirridan
            Knight
            • May 2009
            • 560

            #6
            Nevermind, just found the Elven Cloak of Luthien, yay for +2 speed!

            EDIT:

            Also Gauntlets of Parunimmen (blah)

            More edits:

            Also a new cloak, Colluin! I like the speed with my current one, but Colluin has Rpois... FINALLY RPOISON!
            Last edited by Sirridan; June 21, 2009, 16:32.

            Comment

            • Sirridan
              Knight
              • May 2009
              • 560

              #7
              The Deathknight magically summons help!

              ...

              Need I say more? (Staff of teleportation failed to work )

              Comment

              • geoff_tewierik
                Adept
                • Mar 2009
                • 140

                #8
                All over red rover?

                Comment

                • Sirridan
                  Knight
                  • May 2009
                  • 560

                  #9
                  The deathknight was at 2 **, the 8 guys he summoned that surrounded me took me out in one turn. *Sigh* Never fighting them again unless it's in a tunnel or unless I know I can take them in one turn.

                  Comment

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