The Angband Ladder: Isil, Dunadan War Mage by fizzix

  [DaJAngband version 1.1.0 Character Dump]

 Name   Isil                                     Self  RB  CB  EB   Best
 Sex    Female            Age        51   Str:  18/99  +1  -4 +13 18/199 18/194
 Race   Dunadan           Height     73   INT! 18/100  +2  +3  +4 18/190
 Class  War Mage          Weight    176   WIS:  18/94  +2  -1  +9 18/194
 Title  ***WINNER***      Status     31   DEX:  18/93  +2  +1  +7 18/193
 HP     590/944           Maximize    Y   CON:  18/98  +3  -2 +10 18/208
 SP     54/510                            CHR:  18/85  +2  -1 +11 18/205

 Level           43       Armor   [38,+117]     Saving Throw          89
 Cur Exp    3869109       Fight   (+64,+33)     Fighting             359
 Max Exp    3869109       Melee   (+76,+49)     Shooting             326
 Adv Exp    4221000       Shoot   (+79,+12)     Throwing             336
 MaxDepth   Lev 100       Blows      4/turn     Disarming             90
 Turns       859706       Shots      3/turn     Magic Device         115
 Gold        730308       Stealth         0     Alertness             40
 Burden   221.7 lbs       Energy       400%     Searching             14

 You are one of several children of a Yeoman.  You are a credit to the
 family.  You have brown eyes, wavy blond hair, and a very fair
 complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:......+.++... Blind:.....+.......
 Elec:......+.+.... Confu:......+......
 Fire:....+.+...... Sound:......+......
 Cold:+.....+..+... Shard:.............
 Pois:....+........ Nexus:.........+...
1/2Po:............. Nethr:+............
 Fear:+...+.+.....+ Chaos:.....+.......
 Lite:.+........... Disen:........+....
 Dark:+.......++... Charm:.........+...

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:++.....+.....
Feath:.+........... Alert:.....+.......
PLite:.....+..+.... Tunn.:.............
Regen:............. Speed:+++.+......++
Telep:.....+....... Blows:.............
Dkvis:............. Shots:.+...........
Invis:.....+....... Might:.............
FrAct:.......+..+..      :.............
HLife:.............      :.............


  [Character Equipment]

a) The bastard sword of Eowyn (4d4) (+12,+16) (+4 to stealth)
   It increases your strength and charisma by 4.  It increases your 
   stealth and speed by 4.  It slays animals, giants, and all evil
   creatures, and is especially deadly against undead.  It provides
   resistance to cold, fear, dark, and nether.  It cannot be harmed by
   the elements.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 87 against animals, 87
   against evil creatures, 112 against giants, 162 against undead, and 
   62 against other monsters.  Your chance of scoring a critical hit
   with this weapon is 1 in 6.
   
b) The long bow of Legolas (ML3) (+15,+12) (+2)
   It increases your dexterity by 2.  It increases your stealth, speed, 
   and shooting speed by 2.  It slays orcs.  It provides resistance to 
   light.  It sustains your dexterity.  It makes you fall like a feather.
   It cannot be harmed by the elements.  
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
c) a Ring of Speed (+11)
   It increases your speed by 11.  
   
d) a Ring of Constitution (+5)
   It increases your constitution by 5.  It sustains your constitution.
   
   
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  
   It activates for heal (500) every 200 turns.  It cannot be harmed by
   the elements.  
   
f) The Palantir of Westernesse (+2) {!!}
   It increases your intelligence and wisdom by 2.   It increases your
   alertness by 10.  It provides resistance to blindness, chaos, and 
   static.  It usually provides light of radius 3.  It is evil and
   hates good.  It grants you the power of telepathy and the ability to
   see invisible things, but it also aggravates creatures around you 
   and drains experience.  It activates for clairvoyance every 50+d50
   turns.  It cannot be harmed by the elements.  
   
g) The metal brigandine armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides
   resistance to acid, electricity, fire, cold, fear, confusion, and 
   sound.  It is lighter than most armor of its type.  It cannot be
   harmed by the elements.  
   
h) a cloak of the Magi [1,+11] (+2)
   It increases your intelligence by 2.  It increases your stealth by
   2.  It sustains your intelligence.  It grants you immunity to
   paralysis.  It cannot be harmed by acid.  
   
i) The Shield of Deflection of Gil-galad [10,+20] (+5)
   It increases your wisdom and charisma by 5.  It provides resistance
   to acid, electricity, dark, and disenchantment.  It sustains your 
   wisdom, dexterity, and charisma.  It usually provides light of
   radius 1.  It activates for starlight (10d8) every 100 turns.  It
   cannot be harmed by the elements.  
   
j) The steel helm of Hammerhand (+6,+6) [6,+20] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, nexus, and charming.  It
   sustains your strength, dexterity, and constitution.  It aggravates
   creatures around you.  It cannot be harmed by the elements.  
   
k) The set of leather gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
   
l) a pair of leather sandals of Speed [1,+9] (+8)
   It increases your speed by 8.  
   


  [Character Equipment -- Quiver]

n) 26 bolts of Acid (1d5) (+10,+12)
   It is branded with acid.  It cannot be harmed by acid.  
   
o) 8 seeker bolts of Lightning (4d5) (+13,+16)
   It is branded with lightning.  It cannot be harmed by lightning.  
   
p) 25 mithril bolts of Slay Undead (3d5) (+17,+10)
   It slays undead.  It cannot be harmed by acid or fire.  
   
q) 25 mithril bolts of Slay Evil (3d5) (+12,+14)
   It slays all evil creatures.  It cannot be harmed by acid or fire.  
   
r) 20 mithril bolts of Flame (3d5) (+11,+11)
   It is branded with fire.  It cannot be harmed by acid or fire.  
   
s) 22 mithril bolts of Slay Undead (3d5) (+9,+10)
   It slays undead.  It cannot be harmed by acid or fire.  
   
t) 18 arrows of Acid (1d4) (+7,+6)
   It is branded with acid.  It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 161.4 against orcs, 161.4 against
   acid-vulnerable creatures, +13.4 when both a slay and brand apply, 
   and 53.8 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 9.
   


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1}
   
   
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
   
   
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
   
   
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
   
   
e) 2 Books of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6}
   It cannot be harmed by the elements.  
   
f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7}
   It cannot be harmed by the elements.  
   
g) a Book of Magic Spells [Tenser's Transformations] {@m8@b8@G8}
   It cannot be harmed by the elements.  
   
h) 2 Books of Magic Spells [Kelek's Grimoire of Power] {@m9@b9@G9}
   It cannot be harmed by the elements.  
   
i) 22 Potions of Cure Critical Wounds
   
   
j) 26 Potions of Healing
   
   
k) 6 Potions of *Healing*
   
   
l) 2 Potions of Life
   
   
m) 12 Potions of Restore Mana
   
   
n) 5 Potions of Restore Life Levels
   
   
o) 8 Scrolls of Teleport Level
   
   
p) 2 Scrolls of Mass Banishment
   
   
q) a Rod of Healing {@z3 !!}
   It cannot be harmed by lightning.  
   
r) 4 Rods of Teleport Other {@z5 !!}
   
   
s) 2 Staffs of *Destruction* (2d4) (+0,+0) (0 charges)
   
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 33.5.  Your chance of scoring
   a critical hit with this weapon is 1 in 8.
   
t) a heavy crossbow of Steady Aim (ML4) (+32,+22) (+2)
    It increases your alertness by 10.  It provides resistance to fear, 
   confusion, and charming.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   


  [Home Inventory]

a) 4 pieces of elvish waybread
   
   
b) 46 Potions of Cure Critical Wounds
   
   
c) 2 Potions of Super Spellcasting
   
   
d) 9 Scrolls of *Identify*
   
   
e) 5 Scrolls of *Destruction*
   
   
f) a Ring of Intelligence of Warfare (+9,+8) (+6)
   It increases your intelligence by 6.  It sustains your intelligence.
   
   
g) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It provides
   resistance to fear.  It speeds your regeneration.  It grants you 
   immunity to paralysis, darkvision, and the ability to see invisible
   things.  It cannot be harmed by the elements.  
   
h) Chaos Dragon Scale Mail of Lightness [30,+23]
   It provides resistance to chaos and disenchantment.  It is lighter
   than most armor of its type and makes you fall like a feather.  It
   activates for breathe chaos/disenchant (220) every 300+d300 turns.  
   It cannot be harmed by the elements.  
   
i) The mithril plate mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It provides
   resistance to acid, electricity, fire, cold, dark, and 
   disenchantment.  It is lighter than most armor of its type.  It
   activates for banishment every 500 turns.  It cannot be harmed by
   the elements.  
   
j) a cloak of Holy Protection [1,+22] (+1)
   It increases your wisdom by 1.  It provides resistance to dark and 
   nether.  It sustains your wisdom.  It is good and hates evil and 
   conflicts with something that you're wearing or wielding.  It cannot
   be harmed by acid, fire, or cold.  It might have hidden powers.
   
k) a knight shield of Elvenkind [11,+20] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   electricity, fire, cold, and poison.  It cannot be harmed by the
   elements.  
   
l) a golden crown of Might [0,+12] (+1)
   It increases your strength, dexterity, and constitution by 1.  It
   sustains your strength, dexterity, and constitution.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
   
m) The long sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It slays orcs, 
   trolls, undead, and all evil creatures.  It is branded with fire.  
   It provides resistance to fire, fear, and disenchantment.  It
   sustains your strength and dexterity.  It is good and hates evil and 
   conflicts with something that you're wearing or wielding.  It grants
   you immunity to paralysis and the ability to see invisible things.  
   It activates for fire ball (72) every 40 turns.  It cannot be harmed
   by the elements.  
   
   With this weapon, you would currently get 4 blows per round.
   Each blow will do an average damage of 84 against evil creatures, 
   108 against orcs, 108 against trolls, 108 against undead, 108
   against fire-vulnerable creatures, +6 when both a slay and brand
   apply (slay animal, slay evil, and execute ('KILL') slays don't stack), 
n) a Mace of Disruption (Holy Avenger) (5d8) (+13,+17) [+3] (+1)
   It increases your wisdom by 1.  It slays demons, undead, and all
   evil creatures.  It provides resistance to fear and life draining.  
   It is blessed by the gods, is good and hates evil, and conflicts
   with something that you're wearing or wielding.  It might have
   hidden powers.
   
   With this weapon, you would currently get 3 blows per round.
   Each blow will do an average damage of 123 against evil creatures, 
   165.5 against demons, 165.5 against undead, and 80.5 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 4.
   
o) a sling of Buckland (ML4) (+13,+12) (+2)
   It increases your dexterity by 2.  It increases your shooting speed 
   and shooting power by 2.  It cannot be harmed by acid or fire.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
p) The short bow of Amrod (ML4) (+12,+14) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to electricity, fire, 
   and cold.  It speeds your regeneration.  It cannot be harmed by the
   elements.  
   
   A launcher with an multiplier level (ML) of 4 actually multiplies
   damage by x3.5
   Examine ammo to see average damage.
   
q) 29 seeker bolts of Lightning (4d5) (+11,+11)
   It is branded with lightning.  It cannot be harmed by lightning.  
   
r) 17 arrows of Frost (1d4) (+15,+19)
   It is branded with frost.  It cannot be harmed by cold.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 263.7 against orcs, 263.7 against
   frost-vulnerable creatures, +21.9 when both a slay and brand apply, 
   and 87.9 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 8.
   
s) 14 arrows of Slay Demon (1d4) (+9,+16)
   It slays demons.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 240 against orcs, 240 against demons, and 80
   against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 9.
   
t) 17 arrows of Slay Demon (1d4) (+9,+14)
   It slays demons.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 224.4 against orcs, 224.4 against demons, and 
   74.8 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 9.
   
u) 24 arrows of Slay Evil (1d4) (+11,+11)
   It slays all evil creatures.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 133.8 against evil creatures, 200.7 against
   orcs, and 66.9 against other monsters.  Your chance of scoring a
   critical shot shooting this ammo from your current launcher is 1 in
   8.
   
v) 13 seeker arrows of Acid (4d4) (+16,+19)
   It is branded with acid.  It cannot be harmed by acid.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 322.8 against orcs, 322.8 against
   acid-vulnerable creatures, +26.9 when both a slay and brand apply, 
   and 107.6 against other monsters.  Your chance of scoring a critical
   shot shooting this ammo from your current launcher is 1 in 8.
   
w) 30 seeker arrows of Lightning (4d4) (+14,+12)
   It is branded with lightning.  It cannot be harmed by lightning.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 267.6 against orcs, 267.6 against
   electricity-vulnerable creatures, +22.3 when both a slay and brand
   apply, and 89.2 against other monsters.  Your chance of scoring a
   critical shot shooting this ammo from your current launcher is 1 in
   8.
   
x) 21 mithril arrows of Slay Animal (3d4) (+11,+16)
   It slays animals.  It cannot be harmed by acid or fire.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 186.2 against animals, 279.3 against orcs, and 
   93.1 against other monsters.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 8.
   
y) 16 iron shots of Acid (1d4) (+11,+11)
   It is branded with acid.  It cannot be harmed by acid.  
   
z) 24 mithril shots of Flame (3d4) (+20,+18)
   It is branded with fire.  It cannot be harmed by acid or fire.  
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
A: Randomize randart names (if randarts is on): yes (adult_randnames)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : no  (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (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)



Posted on 18.11.2009 02:59
Last updated on 6.12.2009 18:03

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Comments

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On 18.11.2009 03:01 fizzix wrote:
boots that I'd been lugging around forever finally pseudo as {splendid} and they are BoS +8 (first put them on at dlevel 7, clevel 9)

I've been going slowly because of my unfamiliarity with the class and low familiarity with the monsters.

On 22.11.2009 03:54 fizzix wrote:
started to come across some themed levels. I run away from them as soon as I find one though because the monsters are very much OOD. Been getting by with Magic Missile and Frost Bolts mostly.

"SpellHurler" is an interesting title.

Will try to get to Statgain depth soon.

On 22.11.2009 04:27 will_asher wrote:
I have stat potion allocation set so that it should be pretty even between 25 and 65.

On 22.11.2009 04:32 will_asher wrote:
BTW, I had a little trouble thinking up ten war mage titles, so I welcome suggestions for better ones.

On 23.11.2009 01:17 fizzix wrote:
some upgrades. Thengel and Osondir were both found on the ground. Osondir stays at home because the Defender weapon (also from the ground is better)

I fot the armor from Gorbag on dlevel 24
I got !dex from Grishnakh on dlevel 25

Found !wis and bought !str form BM

I'm assuming that drops go like the average of dlevel and mosnter level? so if i want a stat potion at depth of 25, and i'm at dlevel 30, i need to kill a monster of dlevel 20 or higher? is that about right?

On 23.11.2009 03:24 will_asher wrote:
yes monster drops go by average of depth and monster level.

Since, I added a maximum depth for artifacts, I added a couple low-level artifacts with max depth about 35-40. That armor is one of them.

On 23.11.2009 04:36 fizzix wrote:
oh haha, I thought it was an ego item.

dlevel 33 got a !dex from hardened warrior and found the magi cloak.

I bought the bow from the weaponsmith.

still no wands of TO though, unfortunately

On 24.11.2009 04:28 fizzix wrote:
on dlevel 38 I had to deep descent to get away from inertia hounds that came from nowhere. Besides that, not much. no stat gain potions...same problem I had with the comp character.

I don't melee anything these days. Frost bolts are my best means of attack now.

On 24.11.2009 07:06 will_asher wrote:
no stat potions at all? I guess I'll have to tweak the allocation yet again.

On 24.11.2009 12:53 fizzix wrote:
I found one !CHR, two !DEX (one from Grishnakh, one from Hardened Warrior) and one !WIS. I don't

I bought 2 from the BM, !STR and !CHR. I don't really count !CHR though.

I meant that there were no stat potions between the two dumps is what I meant. I enlighted 3 levels too, with no stat potions on them, and spent a lot of time clearing out monsters for an unid'd potion which turned out to be monster detection...

I'm getting close to depths where orcs should drop them, so we'll see if there is a boost then...if i survive.

On 25.11.2009 03:09 fizzix wrote:
some good stuff here

dlevel 41, baby silver dragon breathes nexus, body scrambles...can't find what switched, guess it's not important
dlevel 42, clevel 29 found the telepathy helm, swapped instead of thengel
dlevel 43, clevel 29 finally found first wand of TO (will find 2 more in short succession)
dlevel 43, clevel 29 Hithlomir on ground let's me swap defender out for staff of natural light giving me see invis and rnether
dlevel 44 found rod of TO
dlevel 45, clevel 30 !INT from ancient orange dragon (first one)
dlevel 46, clevel 30 !CON from mind flayer (blaygorm's escort) Also first one
dlevel 46, clevel 30 !STR from ancient orange
dlevel 46, clevel 30 Mordy from orc pit
clevel 30, !STR from BM

On 26.11.2009 03:59 fizzix wrote:
dlevel 48, clevel 30 took forever to find an unid'd potion, turns out to be Potion of Multi-hued Poison
dlevel 48, clevel 31 !self knowledge from mature grey tells me that my luck is 6
dlevel 50, celvel 31 !CON on full moon level, immediately stair create and run away
dlevel 51, clevel 31 !DEX from ogre
dlevel 51, clevel 31 found _destruction
dlevel 51, clevel 31 found Raals (after recall)
dlevel 52, clevel 31 !DEX, and =int +5 from death drake

On 27.11.2009 21:13 fizzix wrote:
Low HP will probably kill me soon...maybe I'll switch a ring of Con in...if I find a decent one...

dlevel 53, clevel 32 !CHR from troll pit
dlevel 55, clevel 32 !DEX
dlevel 60, clevel 33 !INT (now 60 more SP than HP...uh oh)
dlevel 60, clevel 33 !CON from troll pit
dlevel 60, clevel 33 rod of TO from troll pit

There was a bug in which there was a doppleganger monster visible on the screen but I couldn't target it and it didn't exist on the monster menu. I made a savegame file for the bug.

Also Adunaphel is misspelled (and dead in this game)

On 28.11.2009 05:42 will_asher wrote:
You can send the savefile to my username at yahoo .com
I won't be doing anything with DaJangband for a few days, but after that I'll probably be releasing yet another update soon because of the slightly corrupted edit folder in the zip file.


On 29.11.2009 18:33 fizzix wrote:
dlevel 66, clevel 33 The good, finally found MB5. The bad war mage can't use it. The good, Ingwe was right nextdoor, the bad regen is worth more than the 60 SP that eowyn gives.

The lower levels of the dungeon will be hard without temp resistance. One big breath and I'm dead.

dlevel 69, clevel 33 eowyn and anduril from gold and silver chests in monster temple
clevel 33 !INT from BM
dlevel 69, clevel 33 _telekinesis from dread. finally ditching the rods of light
Porcelain is misspelled on amulets
dlevel 70, clevel 33 -detection from orc pit
dlevel 73, clevel 34 !WIS
dlevel 74, clevel 34 destruc time hounds to get to unid'd amulet (ESP)
bug: Ji Indur Dawndeath has "he is hurt by fire, he resists fire" huh? ALso, he breathed fear and i became afraid despite resist fear. I guess this is a function of the Powerful flag.
dlevel 78, clevel 34 !INT from Ji-Indur


On 29.11.2009 22:07 will_asher wrote:
There's a spell in book 8 which helps make up for lack of temp resists. Now that I think about it that may be too late, but book 8 is native to a shallower depth than it is in V (by 5 levels).

I think breathe fear has a chance to scare despite resist even without the powerful flag. I added breathe fear because the SCARE spell was kindof pathetic, as I think most people have Rfear at that point. The tougher undead should be able to scare. (I may have given breathe fear to too many monsters, I might switch a few of them back to SCARE).
In general I don't like the idea of an easy to get resist making certain monster spells completely useless.

I just looked in monster.txt, and I don't see HURT_FIRE in dawndeath's flags. odd.

On 30.11.2009 01:04 fizzix wrote:
With dawndeath. I fired flame bolts at it and got a "hurt fire" then my flame bolts ran out and I cast fire bolt at him, and that's when I got the resist fire flag. That should help with the debugging. I also found the telekinesis bug again. This time I have a save file for you. I'll send it over.

On 30.11.2009 01:08 fizzix wrote:
Finally made it down to the bottom. Need to be careful here, because HP are still low. No sign of MB8 or MB9 yet, but my Telekinesis staves are ready should they appear.

dlevel 82, clevel 34 found phial but lantern of darkvision is superior
hallucination misspelled on purity potion description
dlevel 92, clevel 34 _Telekinesis from orc pit
dlevel 95, clevel 34 reading Acquirement gives !*healing*
dlevel 95, clevel 34 !INT, !STR telekinesised from vault. Got telekinesis bug again. Made save file
dlevel 95, clevel 34-35 !CON, !CHR, Celegorm from giant pit, Celegorm let's me swap Augmentation back in
dlevel 96, clevel 35 !DEX (and another !DEX from Stone Trolls)
dlevel 97, clevel 35 Chaos Mail replaces Augmentation
dlevel 97, clevel 35 !CON, !WIS from Troll pit
dlevel 97, clevel 35 Amras from MBD
clevel 35 Elvenkind Shield (disenchant) from weaponsmith

On 1.12.2009 00:46 fizzix wrote:
no longer will bother with dlevel since 97,98,99 can be assumed
clevel 35, first two rings of speed, but both are cursed.
clevel 36, !EXP telekinesised from vault
clevel 36, !INT from Mature Red

So, i reached clevel 36 gaining the spell of 'summon demonic aid' I tried it out and got a 'cursebound Lich' which immediately attacked me. What's up? is this spell useless?

On 1.12.2009 03:33 fizzix wrote:
clevel 36, Kelek's telekinesised from vault. gain Banishment
clevel 36, after banishing some nasties and TOing Huan gain loot from vault. !CON, Elassar, _healing, !DEX, !CHR, =speed (+11), !WIS, holy might arrows, evenstar, -healing
clevel 36, !INT from static drake
clevel 36 _telekinesised silver and gold chests from temple, but nothing good inside.
Found !STR
!CON telekinesised from dangerous area
Found Tenser's

I'm getting random demon summoning around me. This will probably kill me at some point. I don't know what's causing it. I get "Demons are attracted to the nether power you summoned" What nether power? Is this from that ill-fated attempt to summon demons once. Am I now cursed to get these random demon summons that force me to immediately destruct or face sure death?

On 1.12.2009 20:06 will_asher wrote:
That's a timed side effect caused by summon demonic aid or rend soul (as well as several necromancy realm spells). It lasts less than 250 turns and has a 1/666 chance to summon a demon each turn so on average it shouldn't summon at all more than half the times that the timed effect is triggered. Also, those two spells have less than 1/3 chance to trigger the demon-summoning timed effect.
If it's not doing what I just said, then there's obviously a bug.
Apparently, there's also still a bug in the behaviour of monsters summoned by the spell. no it's not a bug, I just accidently had the wrong attack effect on the cursebound lich. The helper monsters have attack effects which do no damage and have helpful effects instead. will be fixed in next release, thanks for pointing it out.
For now, removing the line with EXP_10 from the cursebound lich in monster.txt should do it. Its other attack has a helpful effect. Some helper monsters will cast spells on other monsters. (the HELPER flag on a monster changes the effects of their monster spells.)
You found Tensers? I thought I changed the name of book 8..
Is telekinesis letting you get objects which are out of line of sight? If so, that's a bug. Picking up objects from out of line of sight is probably overpowered.

On 1.12.2009 20:10 will_asher wrote:
(had "(looks in monster.txt)" just before "no it's not a bug". I keep forgetting that anything in the greater/less than signs dissapears in the comments)

On 1.12.2009 22:25 will_asher wrote:
BTW, I got your doppleganger bug savefile and I found the bug. It'll be fixed for the next release.
I didn't get the telekinesis bug savefile, you might need to resend it.

On 2.12.2009 01:46 fizzix wrote:
Ah, it's rend soul that's doing it. I guess I'm not going to bother casting that spell anymore. I'll get some other high powered spells soon enough. I got confused at the "attracted to the power you summoned" since I only summoned once.

Telekinesis allows me to pick up any item that I know is there. So anything I've found via detection is fine. I can pick stuff up from vaults without ever going near them. If I enlight the level I can get anything I want from anywhere on the level. I thought this was how it was supposed to act... It may be overpowered, just make it rarer. Only moving things that are in LOS isn't useful at all. Also, if my inventory is full it does not move the object and uses a charge. That's a minor bug.

I hope the log of my actions is somewhat helpful. I've been keeping it so you can get a feel for when someone might find things.

I sent the telekineses bug savefile. Look at the previous messages and you'll see the weird charge count. Try moving something else immediately and see if the right charge usage comes up.

On 2.12.2009 03:42 fizzix wrote:
clevel 37
Killed Hoarmurath with lightning arrows. Got barahir, treasure map
White wraith drops orcrist (left it) Orcrist has a +3 pval that seems to be applied to nothing...
!INT, !STR from orc pit
got summoned demons despite not using one of the bad spells in many turns
Dwar drops Palantir on the treasure mapped level, now hunting for stat gain will be easier.
Got another set of summoned demons...doesn't look like this'll ever go away.


On 5.12.2009 23:05 fizzix wrote:
Found some new gear in a nice vault after reading a treasure map. I need to take care of some of the nastier uniques and then I'll go after Sauron. Most of the high level uniques are still around but I have enough HP with false life to handle them.

From now on I'll use Telekinesis only when 10 squares away, to avoid the bug. Can't deal with inventory bug though
!CON from temple
found acid bolts
destructed lava xorn and vecna after TOing them from temple.
got a 'no longer aggravate demons' message
Sting from troll pit (leave it)
-detection from young multi-hued but useless
!STR from mature flashing
staff of speed does not give extra speed when hasted as advertised. drop it
star of elendil from queen ant (ignore)
!life giant pit
!Con Master Lich
!Con mature green (and 2 more on level to get)
Vault gives 2 !CON, !WIS 2 !INT, !STR Carlammas (dropped), elvenkind shield (rpoison)
one breath from hellhound kills all staves of telekinesis. lame
=Con (+3) brings me up to 560 without false life
=Con (+5) 607 hp
bug Ethereal drake has different color on monster list than on screen.
sandals of messenger from barrow wight, but with telep from palantir speed boots win out
Celeborn from vault
amrod from vault
necklace of dwarves from vault
gloves of magic mastery put cammithrim gives rlite, better than nothing
rohirrim from vault
!EXP from necromancer in vault

On 5.12.2009 23:05 fizzix wrote:
(that 'staff of speed' comment should be 'rod of speed')

On 5.12.2009 23:44 will_asher wrote:
There's nothing in the rod of speed description that says it gives you extra speed when you're already hasted. It just extends the duration just like a !speed.

You must have used rend soul a lot for the demon summoning effect to last that long. Anyway, I've significantly shortened the duration and lowered the chances of the spell triggering the demon summoning effect for the next (yet another) update which I'll release probably in the next week. It'll have all the telekinesis bugs fixed.

Looks like the false life spell is enough to make up for the lack of book five, once you find book 8 at least.

On 5.12.2009 23:46 will_asher wrote:
(I was mistaken about the duration of the demon summoning effect when I told you earlier, but as I said, I've lowered it by a lot for the next release)

On 6.12.2009 06:30 will_asher wrote:
I've turned one of your bug savefiles into a wizmode testing savefile and I just noticed you had an insane amount of stuff squelched. all wands except teleother? most rods including acid balls? Okay I shouldn't be commenting because it's your savefile and I'm not really supposed to see what you had squelched, but I have to make one more comment: you have potions of resist heat & cold squelched when war mages can't use the book with those spells. I'm thinking that had to be a mistake.. oh and what is the point of squelching pints of fine ale?

On 6.12.2009 14:17 fizzix wrote:
You're right that I should unsquelch the resist potions now that I have slots that it makes sense to carry them. That's a mistake.

tele-other is really the only useful wand, but since i have 0 fail rate spell and a bunch of rods I can squelch that too. Perhaps I should unsquelch tunnel digging because I can see a use for that.

I need to maximize damage/turn and spells do more damage, so there's no use for any of the wands/rods anymore. Actually I didn't check if the damage is dependent on clevel like it is with spells. If so, there might be a reason to carry them around (altho, then I can't fight anyone with drain charges)

Either way, right now my best form of damage is with ego ammo...IMO this is the major problem with mages. In the late game they play like nerfed rangers with banishment.

On 6.12.2009 17:28 fizzix wrote:
bought sling of buckland from BM
Ar-pharazon drops hammerhand (and beruthiel)
!EXP from sorcerer gives clevel 41 and mana storm
arrows of slay evil and !DEX, !*enlight* from smaug
killed Khamul, Maeglin, Shadow Hosts on same level
Great Crystal gives !EXP
water trolls drop theoden. leave it
Glaurung leaves lightning seeker arrows, slay evil bolts, long bow of legolas, MOD HA
kit for sauron detour to kill ungoliant
Sauron summons witch king TO sauron to kill him. Witch king summons gothmog, TO gothmog to finish killing witch king.
Witch king drops Cambeleg and Thranduil. with palantir thranduil is junk, but cambeleg is an upgrade
Sauron half dead when he summons Old man willow and silent watchers that block his way. time to tunnel around them.

Sling of buckland and bow of legolas with acid shots killed Sauron easily. He got two summons and 0 mana storms. I used 0 potions of healing and 0 potions of restore mana. I used more consumables on ungoliant!

On 6.12.2009 18:10 fizzix wrote:
Took a while but Morgoth's dead too. Lots of tough summons but I didn't use anywhere near all my consumables (excepting the arrows which are all gone.) Used a couple healing, 7 Restore Mana, 1 *healing* and 0 life. About half of Morgy was killed with arrows and half with mana storms.

I didn't melee at all the entire game except for very weak monsters. Started off with Magic missile. Then Frost bolt, with its low mana cost, became my default damage dealer. I killed most monsters below dlevel 50 with elemental bolts and used archery to kill the harder uniques. Odd thing about this game is I never had Hold Life...

Once I found out about the demon summoning I didn't cast rend soul or summon demon anymore. That's a deal breaker for me. Maybe if the summonses weren't right next to me? Or if they only summoned one demon at a time?

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