[Hengband 1.7.3 Character Dump]
Name : Shrewd Master Blaster
Sex : Male Age 62 STR : 18/62
Race : Dunadan Height 79 INT : 18/206
Class : Mage Weight 182 WIS : 18/51
Magic : Chaos, Sorcery Social Class 43 DEX : 18/50
Align Evil CON!: 18/120
CHR : 18/60
Right hand (-106,+18) Hit point 410/ 410 Fighting : Very Good
Left hand (-77,+12) SP (Mana) 258/ 258 Bows/Throw : Superb
Blows/Round 4+2 SavingThrow: Superb
AverageDmg/Rnd 96+27 Level 34 Stealth : Superb
Experience 596359
Shooting (+28,+11) Max Exp 596359 Perception : Superb
Multiplier x5.15 Exp to Adv 735000 Searching : Excellent
Shots/Round 0.75 Gold 40662 Disarming : Superb
MagicDevice: Legendary[10]
AC [24,+84] Time Day 20 7:51
Speed (+6+10) Play time 05:32:26 Infra-Vision: 0 feet
(Character Background)
You are one of several children of a Townsman. You are a
credit to the family. You have dark brown eyes, straight
auburn hair, and an average complexion.
...Now, you are exploring level 41 of Anti-melee cave.
Modification
Sex : Male Stat BaseRacClaPerMod ActualCurrent abcdefghijkl@
Race : Dunadan STR : 18/62 1 -4 -2 5 18/62 2...4..4.3...
Class : Mage INT : 18/106 2 3 2 3 18/206 s.s..3.......
Level : 34 WIS : 18/31 2 0 0 0 18/51 s............
Hits : 410/410 DEX : 13 2 1 1 6 18/50 ..3.4....3.4.
Mana : 258/258 CON!: 18/70 3 -2 -1 5 18/120 2..44....3s.s
CHR : 18 2 1 -1 4 18/60 .......4.....
= = =
abcdefghijkl@ abcdefghijkl@ abcdefghijkl@
Acid : .......+..... Sound : ............. Speed : +..........+#
Elec : +......+..... Nether: ..+.......... FreeAction: +........+++.
Fire : .......+..... Nexus : ...........+. SeeInvisi.: +.+..........
Cold : .......+..... Chaos : ............. Hold Life : .............
Poison: ..+.......... Disnch: +......+..... Warning : .............
Light : +.........+.. Fear : +............ SlowDigest: +............
Dark : +......+..... Reflct: ............. Regene. : +............
Shard : ............. AuFire: ............. Levitation: ...........+.
Blind : ............. AuElec: ............. Perm Lite : +.........+..
Conf : .........+... AuCold: ............. Cursed : .............
= =
ab@ abcdefghijkl@ abcdefghijkl@
Slay Evil : +.. Telepathy : ............. Add Blows : +............
Slay Und. : ... ESP Evil : ............. Add Tunnel : .............
Slay Demon: +.. ESP Noliv.: ............. Add Infra : .............
Slay Drag.: ... ESP Good : ............. Add Device : .............
Slay Human: ... ESP Undead: ............. Add Stealth : ........+....
Slay Anim.: ... ESP Demon : ............. Add Search : ......+.+....
Slay Orc : ... ESP Dragon: .............
Slay Troll: ... ESP Human : ............. Riding : .............
Slay Giant: ... ESP Animal: .......+..... Throw : .............
Acid Brand: ... ESP Orc : ............. Blessed : .............
Elec Brand: +.. ESP Troll : ............. No Teleport : .............
Fire Brand: ... ESP Giant : ............. Anti Magic : .............
Cold Brand: ... Econom. Mana: .+...........
Poison Brd: ... Sust Str : +........+...
Sharpness : ... Sust Int : +.+.......... Drain Exp : .............
Quake : ... Sust Wis : +............ Rnd.Teleport: .............
Vampiric : ... Sust Dex : ..+......+.+. Aggravate : .............
Chaotic : +.. Sust Con : +........++.+ TY Curse : .............
Force Wep.: ... Sust Chr : .............
[Option Settings]
Preserve Mode: ON
Small Levels: OFF
Arena Levels: OFF
[Recall Depth]
Angband : level 32
!Yeek cave : level 1
!Labyrinth : level 18
Dragon's lair : level 60
Anti-melee cave : level 41
[Quest Information]
< Completed Quest >
Thieves Hideout (Danger level: 5) - level 6
Warg problem (Danger level: 5) - level 11
King Duosi, the Chief of Southerings (Dungeon level: 6) - level 20
Shagrat, the Orc Captain (Dungeon level: 12) - level 20
The Sewer (Danger level: 15) - level 20
Orc Camp (Danger level: 15) - level 21
Doom Quest 1 (Danger level: 15) - level 22
Kharis the Powerslave (Dungeon level: 24) - level 25
The Mimic's Treasure (Danger level: 25) - level 28
< Failed Quest >
Nothing.
Arena: 20 Victories
[Defeated Monsters]
You have defeated 4050 enemies including 42 unique monsters in total.
< Unique monsters top 10 >
Strygalldwir (level 41)
The Minotaur of the Labyrinth (level 40)
Rolento (level 38)
Loge, Spirit of Fire (level 38)
Botei-Building, the Emperor (level 36)
Pip, the Braver from Another World (level 35)
King Koopa (level 34)
Jurt the Living Trump (level 34)
Luigi (level 31)
Mario (level 31)
[Virtues]
Your alighnment : Evil
You are a great champion of Knowledge.
You are neutral to Mysticism.
You have strayed from the path of Individualism.
You are an enemy of Chance.
You are an enemy of Sacrifice.
You are a champion of Harmony.
You are the polar opposite of Honour.
You are an enemy of Valour.
[Character Equipment]
a) The Long Sword 'Werewindle' (2d5) (+8,+12) (+2)
{AtSpStCn;ElLiDkDiFe;FaSiSdRgLu|ECa/*U(StInWiCn}
b) a Wizardstaff (1d2) (+7,+7) {Dm}
c) The Heavy Crossbow 'Elusiveness' (x5) (+20,+11) (+3) {Dx;PoNt;SiXm(InDx, !!}
d) a Ring of Constitution and Acid bolt (+4) {Cn, !!}
e) a Ring of Spell Power (-4) {StDxCn}
f) an Amulet of Intelligence (+3) {In, !*}
g) The Phial of Galadriel (+1 to searching) {Sr}
h) The Metal Scale Mail of Julian (-2) [15,+40] (+4) {StCh;AcElFiCoDkDi~Z}
i) an Elven Cloak [4,+9] (+4 to stealth) {SlSr}
j) a Jewel Encrusted Crown of Might [0,+6] (+3) {StDxCn;Cf;Fa(StDxCn}
k) The Set of Leather Gloves 'Cammithrim' [1,+10] {Li;FaLu(Cn}
l) The Pair of Soft Leather Boots of Shiva's Avatar (+5,+5) [4,+16] (+4 to
speed) {SpDx;Nx;FaLv(Dx, Mimic Q}
[Character Inventory]
a) 2 Chaos Spellbooks [Sign of Chaos] {@ma!k}
b) 2 Chaos Spellbooks [Chaos Mastery] {@mb!k}
c) 2 Sorcery Spellbooks [Beginner's Handbook] {@me!k}
d) 3 Sorcery Spellbooks [Master Sorcerer's Handbook] {@mf!k}
e) 18 Rations of Food
f) 36 Potions of Cure Critical Wounds {25% off}
g) 13 Scrolls of Teleportation {25% off}
h) 3 Rods of Recall {@zr!s!d!k!!}
i) a Rod of Curing {@uc!s!d!k!!}
j) a Wand of Dragon's Flame (5 charges) {@af!s!d!k}
k) a Ring of Constitution (+3)
[Home Inventory]
( page 1 )
a) 19 Chaos Spellbooks [Sign of Chaos] {@ma!k}
b) 27 Sorcery Spellbooks [Beginner's Handbook] {@me!k}
c) a Sorcery Spellbook [Master Sorcerer's Handbook] {@mf!k}
d) a Crusade Spellbook [Exorcism and Dispelling]
e) 2 Nature Spellbooks [Nature Mastery]
f) a Life Spellbook [Book of the Unicorn]
g) 6 Mushrooms of Restoring {!E}
h) 7 Potions of Speed {!k!q}
i) 12 Potions of Resist Heat {!k!q}
j) 5 Potions of Resist Cold {!k!q}
k) 24 Potions of Healing {!k!q}
l) 2 Potions of *Healing* {!k!q}
( page 2 )
a) 7 Potions of Restore Mana {!k!q}
b) a Potion of Restore Life Levels
c) 4 Potions of Enlightenment
d) 13 Potions of Resistance {!k!q}
e) 6 Potions of Curing
f) a Potion of New Life {!*!*}
g) 8 Scrolls of Phase Door
h) a Scroll of Remove Curse {25% off}
i) a Scroll of *Remove Curse*
j) a Scroll of Mass Genocide {!r}
k) a Rod of Probing
l) a Rod of Teleport Other
( page 3 )
a) 2 Rods of Acid Balls {!s!d!k}
b) 5 Rods of Lightning Balls {!s!d!k}
c) 2 Rods of Cold Balls {!s!d!k}
d) a Wand of Drain Life (6 charges)
e) a Staff of Object Location (15 charges) {@uo!s!d!k}
f) a Staff of Curing (6 charges)
g) a Staff of Curing (5 charges)
h) 2 Staffs of Speed (2x 8 charges)
i) a Staff of Speed (7 charges)
j) 2 Staffs of Power (2x 5 charges) {@up!s!d!k}
k) a Staff of Power (3 charges)
l) a Staff of Holiness (4 charges)
( page 4 )
a) a Ring of Levitation
b) a Ring of Acid [+7] {Ac, !!}
c) a Ring of Flames [+10] {!!}
d) a Ring of Poison Resistance
e) a Ring of Free Action
f) a Ring of Damage of Berserker (-5,+15)
g) a Ring of Light and Darkness Resistance
h) a Ring of Nether Resistance
i) a Ring of Nexus Resistance {!s!d!k}
j) a Ring of Shard Resistance
k) a Ring of Spell Power (-3)
l) a Ring of Spell Power (-4)
( page 5 )
a) an Amulet of Resist Acid
b) Splint Mail of Resistance (-2) [19,+6] {AcElFiCoSo}
c) The Full Plate Armour of Isildur [25,+25] (+2)
d) Soft Leather Armour of Elvenkind [4,+7] (+1 to stealth) {Sl;AcElFiCoCf}
e) The Hard Leather Armour of Himring [6,+15] {PoNtCa[C}
f) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Dx;AcDkSh}
g) an Elven Cloak of Protection [4,+21] (+3 to stealth)
h) a Golden Crown of the Magi [0,+8] (+1) {In;AcElFiCoSh;Lv(In}
i) The Iron Helm 'Holhenneth' [5,+10] (+2) {InWiSr;Bl;Si}
j) The Dagger of Fiona (2d4) (+6,+9) (+2) {AtSpDx;Co;ThSiSdRg|CoP, DQI}
k) The Small Sword 'Excalibur Jr.' (2d6) (+3,+5) (+2 attacks)
l) a Khopesh (Defender) (2d4) (+7,+7) [+1] (+4 to stealth)
{Sl;AcElFiCoPo;FaSiRgLvWr(Cn}
( page 6 )
a) The Two-Handed Sword 'Twilight' (4d6) (-40,-60) [-50] (+10 to speed)
{cursed}
b) a Poison Needle (1d1) (+0,+0)
c) The Flail 'Totila' (3d6) (+6,+8) (+2 to stealth)
d) The Corpse of Luigi {Wanted!k!k!k}
[Museum]
( page 1 )
a) a Ring of Weakness (-4) {cursed, St}
[Check Sum: "0737281849421ce8ec"]
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Posted on 31.10.2010 21:49
Last updated on 1.11.2010 04:15
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10067. on the Ladder (of 19090)
431. on the Hengband Ladder (of 698)
306. for this player (
Comments
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On 31.10.2010 21:49 chris wrote: [CL20:Sewer] 00:33
Trying a mage this time. Summary of changes:
[1] No random spell boosts. You pick at 3, 7, 10, 15, 20, 25, 30, 35, 40, 45, and 50. (Net, you lose 14 stat boosts relative to heng).
[2] Stat potions rarity 3 vs. 4.
[3] No Shiva's Boots for The Cloning Pits. Somethin' else, which I will divulge if I get that far. (No Shiva's Jacket for Monks, but that is irrelevant here).
[4] New item: Dragon Wings (cloak slot). Just like other dragon armor, but also gives levitate.
[5] New item: Wizard Cloak. Very rare ... way more rare than sexy swimsuits.
[6] New item: Ring of Spell Power. I looking forward to testing this one out. Unfortunately, this character spawned with an 18/70 base Con (I think).
[7] Tower scumming for gold eliminated.
[8] Stair scumming tops of dungeons eliminated.
We'll see how it goes with a slower mage class. I'm hoping that [6] makes the mage more playable in the mid levels, but we shall see.
I guess this is no longer Hengband I am playing, so please excuse me for continuing to post under this variant. I'm not sure if I want to fork a new variant or not ...
On 31.10.2010 23:01 chris wrote: [CL22:Doom Quest I] 01:09
After crap early rewards (Burning weapon at DL6 and Infravision +1 at DL12) along with a silly drop from Robin Hood (Long Bow of Accuracy (+5, +9)), I was frustrated! I even cleared an early vault with great difficulty, since I run out of spellpoints so quickly and need to teleport.
But, as luck would have it, the BM stocked a ring of SI allowing me to do Doom Quest I. By this point, I had the Haste Self spell (~40% fail) along with an early Ring of Flames from the Orc Quest, so the quest was fairly easy. Upon completion, the last object picked up was a 2d4 dagger: Fiona! There's +2 speed, +2 attacks, SI and cold resistance. Oh, regeneration too, which is just freakin' *huge* for a mage at this stage of the game.
Time to milk hounds around DL20. Since I lack blindness resistance, I might actually complete the Yeek Cave first ... stupid Light and Dark hounds are quite numerous at this stage of the game. CL25, here I come!
On 31.10.2010 23:58 chris wrote: [CL25:DL24] 01:56
I boldly leaped into the maws of my DL24 quest ... and received Kharis, one of the few I think I could have handled. He came with half a dozen ghasts, which sent me into a nightmare of hallucinations, and even blessed me with the hallucinatory insanity mutation. Ghasts are really annoying early on, since curing is so rare at this point.
Well, I got Kharis at last, and the take was Holhenneth, giving blindness resist and +2 Int. Haste Self is now 17% fail, so I think I will take it down to stat gain. I already lucked into a !Con and 2 !Chr at DL20.
On 1.11.2010 00:29 chris wrote: [CL28:Mimic's Treasure] 02:18
OK, this totally isn't fair ... Not even remotely so. Here I go, in an attempt to balance things out, and remove Shiva's Boots as The Cloning Pits reward. But the RNG says pshaw, you must have the boots.
Nice :)
On 1.11.2010 02:15 chris wrote: [CL30:DL32] 03:48
My run of Crazy Luck (tm) continues ... The Arena ?Acquirement yielded Werewindle! Also, my first brush with a ring of spell power. It is costing my 90hp, and when you only have 253, that is quite significant. But thanks to Werewindle (Acq), Might +3 (crazy vault) and Con +4 (BM ... early), I am covering up nicely. Mana Bursts are going for 77hp damage rather than the usual 53, and this is quite noticeable. But honestly, another Ring of Con +4 would probably put me over 400hp, so I would have to surrender my spell power were that to occur. Also, I have yet to spot a wizardstaff, so I am paying full price for my spells.
I can't wait to complete The Cloning Pits ... since I know what the reward is. It is quite a bit weaker than Shiva's boots, but since I already lucked into those, it is orders of magnitude stronger than ?Acquirement, which would have been my reward in Heng proper.
I could use some 3rd spellbooks ...
On 1.11.2010 04:15 chris wrote: [CL34:DL41] 05:32
Actually, my initial life was 18/100 base con. I don't think I've ever had a roll 18 -> 18/14 that *wasn't* 18/70 base before ... It just goes to show that you never know. But life rating was 93%, so, in a pinch, I quaffed !New Life. *Now* my con is 18/70 base ... sigh! But 18/130 Str, 18/110 Int and 107% life ... so I'll stay here until I scum 5-10 !New Life. I really want an 18/120 or 130 con.
I now have the wizardstaff and spell power +4, but it is costing my a whopping 162hp. I can skate by with just 410hp fairly nicely, but 572hp is so much nicer for a mage. This was my intent: What is worth more? 162hp or +40% spell power? For the moment, I'll take the spell power, but it is close. Of course, I have yet to find any decent spell books ...
On 1.11.2010 06:35 Djabanete wrote: Wow, what does the Ring of Spell Power do? (Besides the stat penalties?)
(What does "+40% spell power" mean?)
On 1.11.2010 06:50 dzhang@its.caltech.edu wrote: Huh. Interesting modifications (good to see you implemented the Ring of Spell Power!) Would 2 of them stack?
Wizard cloak... I'm guessing has Economize Mana?
I'll toss out an idea for making the Serpent stronger, since he's pretty much a pushover to the likes of us: Give him 1 new spell and 1 new attack, both to increase hunger by a significant amount. As in, if you get hit by 3 of these, then starting from Full status, you'll be Weak(paralyzed).
On 1.11.2010 07:06 dzhang@its.caltech.edu wrote: Also, what method did you use to eliminate Tower scumming? Just making it so that you can fail it? Actually, I would think that just migrates the scumming into Angband (which is much more tedious, but still completely doable for classes with detection or with a Ring of ~Z). I would prefer to get rid of Granite Walls, Magma Intrusions, and Quartz Veins entirely.
On 1.11.2010 14:09 chris wrote: @Djabanete: Basically, I rolled thru do-spell.c and scaled everything I could think of. So, spell power of -4 currently scales things by +40% ... damage, duration, radius, etc. Many spells have a "power" notion, for example, recharging and genocide. Those got scaled as well. Having a 40% more effective genocide spell would be huge! And yes, rings stack. But do you really want to be wearing 2 rings of -4 con?
@Dave: The Tower is a new surprise quest that you can fail. I tried to fix the existing quest. I tried really really hard. But the problem is that the Tower is not one quest, but 3. So you may enter Quest #6 (the bottom level) in one of two ways: From the Town, or from Quest #7 (the second level). If I made Quest #6 failable, than you could never get out! If someone knows how to fix this, I'd be interested. But really, The Tower has been a totally lame quest from the get go. I replaced it with something equally lame, but eventually I design something interesting. I'm open for ideas!
Scumming walls and veins in the dungeon is still doable, but very dangerous due to monster spawning. Also, eventually the level fills up and exhausts the number of possible monsters so that breeders stop breeding! I've been able to get 500k or so in the dungeon, which is still an abuse. But I've also died trying :D I'll see about changing these guys if it proves necessary. In Heng, I was up to 10 Million from the Tower without a second thought, and that is just wrong. Also, resting at the Inn during the day needs to go. That has been one of the most breaking game play changes I've seen in a long time, and I am puzzled as to why that might be :)
I'll see about The Serpent. A new Hunger attack is an interesting idea, but with Angband's fixed 4 attacks, it would have to replace one of his existing attacks. Definitely "food" for thought, though :)
On 1.11.2010 15:35 dzhang@its.caltech.edu wrote: Yeah, for the Serpent, I was thinking just to merge two of his normal crush attacks into 1 for double the damage, and add the special... kind of like the Mana-drain from Caaws.
Generally looks interesting though... email me a copy and I'll try get a character rolling! (Haha, I'll probably suck now that I no longer have my Tower scumming.)
Oh, and I saw your screenshot, and am wondering if you ever noticed the following bug, which annoyed me to no end and caused me to not play for the past N months:
If you have a Force-branded weapon, and cast Cyclone, then the SP for the Cyclone is removed at the END of the round of attacks, AFTER a whole bunch of your SP is drained by the Force-branded weapon. So if you have less than about 160 SP... yep, you guessed it. You get paralyzed and Insta-killed.
I was so pissed off when I lost a clvl 45 ranger with a great randart Executioner Sword with Force brand, Acid brand, Lightning brand, and drain life, when I Cycloned the 7 Great Storm Wyrms in the Node of Nature quest. At first I thought somehow I forgot to have a source of FA again, but nope, I had a Crown of Might on at the time. RIP, Terra, killed by a Shoddy Coding in a Quest.
On 1.11.2010 16:59 chris wrote: Give me a little time to get stuff together and I'll send you a copy. Ideally, I can get a project set up on google so anyone can play :)
That's a nasty effect for the Cyclone. I think I can hack a fix. I say hack, because the code is structured somewhat rigidly and I totally don't know enough at this point to restructure. But the routine that actually does the spell might not actually do it, for example, if you are prompted for a target and cancel. My fix will be to take the sp up front, but then put them back if do_spell doesn't really do it. I'm not sure if your experience was by design ... probably not, and it seems logical to pay your spell casting cost first.
Before I release anything, I also want to fix up the Tower Quest properly with something new. I really just put a quick hack in there so that I would no longer feel compelled to scum quartz veins! I might also look at removing breeder drops after 400 kills. Somehow, player xp is reduced, and if I can figure out how that works, I might have some luck.
Anyway, I managed to make a Visual Studio project for Hengband ... now I can execute code in the debugger, which is a huge leap forward for me :)
On 1.11.2010 17:53 dzhang wrote: Sounds good! I put up some suggestions for things to potentially think about/work on in the Forums. Some of them should be pretty easy to implement (like the Runic Knight), while others might be more tricky.
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