The Angband Ladder: Shrewd Valnor, Vampire Mage by chris

  [Chengband 0.0.39 Character Dump]

                          Name  : Shrewd Valnor

 Sex      : Male             Age                57   STR :   18/98
 Race     : Vampire          Height             81   INT :  18/***
 Class    : Mage             Weight            184   WIS :   18/75
 Magic    : Chaos, Death     Social Class       33   DEX :  18/198
                             Align         Chaotic   CON!:  18/***
                                                     CHR :  18/152

 Right hand      (+64,+32)   Hit point    931/ 931   Fighting   : Legendary[2]
                             SP (Mana)    552/ 552   Bows/Throw : Legendary[12]
 Blows/Round           3+0                           SavingThrow: Heroic
 AverageDmg/Rnd      143+0   Level              49   Stealth    : Heroic
                             Experience    9853995
 Shooting        (+55,+19)   Max Exp       9853995   Perception : Excellent
 Multiplier          x0.00   Exp to Adv   10350000   Searching  : Good
 Shots/Round          1.00   Gold         10200789   Disarming  : Superb
                                                     MagicDevice: Legendary[22]
 AC              [18,+164]   Time     Day 20 23:10
 Speed            (+39+10)   Play time    14:58:37   Infra-Vision: 50 feet


                         (Character Background)
          You are one of several children of a Yeoman.  You are a
          credit to the family.  You have brown eyes, straight brown
          hair, and a dark complexion.


          ...You retired from the adventure after the winning.


                                                               Modification
 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : Vampire       STR :  18/88  3 -4 -2  4  18/98         .4.....s.....
 Class : Mage          INT :  18/98  3  3  2  9 18/***         3.....3s.3...
 Level : 49            WIS :  18/55 -1  0  0  3  18/75         ......3s.....
 Hits  : 931/931       DEX :  18/78 -1  1  1 11 18/198         .......s.344.
 Mana  : 552/552       CON!: 18/130  1 -2 -1 11 18/***         .4.....34....
                       CHR :  18/62  2  1 -1  7 18/152         .......s43...
           }                        }                            }
         abcdefghijkl@            abcdefghijkl@                abcdefghijkl@
 Acid  : +*........+..    Sound : .+.......+...    Speed     : ..+++.+.+..+#
 Elec  : +............    Nether: ..+.........+    FreeAction: .+.....+..++.
 Fire  : +.......+....    Nexus : ..+........+.    SeeInvisi.: ..+...++.....
 Cold  : +...........+    Chaos : .+....+......    Hold Life : ......++....+
 Poison: ............+    Disnch: .......+.....    Warning   : .............
 Light : .......+.+...v   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  : .......+.....


  [*Winning* Message]

  Mages Rule!!


  [Option Settings]

 Preserve Mode:      ON
 Small Levels:       OFF
 Arena Levels:       OFF


  [Recall Depth]

    Angband         : level 100
    Yeek cave       : level   5
   !Dragon's lair   : level  72
    Mountain        : level  28
   !Anti-melee cave : level  50


  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  4
  Bullroarer the Hobbit                    (Dungeon level:   2) - level 11
  Hobbes the Tiger                         (Dungeon level:   4) - level 11
  Warg problem                             (Danger  level:   5) - level 11
  Brodda, the Easterling                   (Dungeon level:   6) - level 11
  Lady Zhurong, the Avater of Flame Spirit (Dungeon level:   8) - level 20
  Meng You, the Brother of Meng Huo        (Dungeon level:  10) - level 20
  Wutugu, the Chief of Southerings         (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 21
  Nar, the Dwarf                           (Dungeon level:  14) - level 22
  The Mimic's Treasure                     (Danger  level:  25) - level 22
  Meng Huo, the King of Southerings        (Dungeon level:  16) - level 23
  Angamaite of Umbar                       (Dungeon level:  18) - level 23
  Red Helm, the King of Bear               (Dungeon level:  20) - level 25
  Old Man Willow Quest                     (Danger  level:  22) - level 30
  Dark Elven Lords Quest                   (Danger  level:  25) - level 30
  The Barrow Downs                         (Danger  level:  35) - level 30
  Poor, the Thief                          (Dungeon level:  22) - level 32
  Ulwarth, Son of Ulfang                   (Dungeon level:  24) - level 32
  Vapor Quest                              (Danger  level:  25) - level 32
  The Greater Hell Magic Mushroom Were-Quylthulg (Dungeon level:  26) - level
32
  Bill the Stone Troll                     (Dungeon level:  28) - level 32
  Tom the Stone Troll                      (Dungeon level:  30) - level 37
  Malekith the Accursed                    (Dungeon level:  32) - level 37
  The Queen Ant                            (Dungeon level:  34) - level 37
  Loge, Spirit of Fire                     (Dungeon level:  36) - level 37
  Yibb-Tstll the Patient One               (Dungeon level:  38) - level 37
  Judge Fear                               (Dungeon level:  40) - level 37
  Zhar the Twin Obscenity                  (Dungeon level:  42) - level 37
  Santa Claus                              (Dungeon level:  44) - level 37
  Khamul the Easterling                    (Dungeon level:  46) - level 37
  Petshop                                  (Dungeon level:  48) - level 37
  The Defiler                              (Dungeon level:  50) - level 38
  The Cloning Pits                         (Danger  level:  45) - level 41
  The Old Castle                           (Danger  level:  50) - level 41
  Ahtu, Avatar of Nyarlathotep             (Dungeon level:  52) - level 43
  Druaga                                   (Dungeon level:  54) - level 43
  Lems the Cyborg                          (Dungeon level:  56) - level 43
  Dio Brando                               (Dungeon level:  58) - level 43
  Julian, Master of Arden Forest           (Dungeon level:  60) - level 43
  Fiona the Sorceress                      (Dungeon level:  62) - level 44
  Eric the Usurper                         (Dungeon level:  64) - level 44
  The Demogorgon                           (Dungeon level:  66) - level 45
  Biketal of Fire                          (Dungeon level:  68) - level 45
  Atlach-Nacha, the Spider God             (Dungeon level:  70) - level 45
  Caldarm the Third                        (Dungeon level:  72) - level 45
  Corwin, Lord of Avalon                   (Dungeon level:  74) - level 45
  Ithaqua the Windwalker                   (Dungeon level:  76) - level 45
  The Tarrasque                            (Dungeon level:  78) - level 45
  Ymir the Ice Giant                       (Dungeon level:  80) - level 46
  Shuma-Gorath                             (Dungeon level:  82) - level 46
  Raphael, the Messenger                   (Dungeon level:  86) - level 46
  Azathoth, Seething Nuclear Chaos         (Dungeon level:  88) - level 47
  Oremorj the Cyberdemon Lord              (Dungeon level:  90) - level 47
  Yog-Sothoth, the All-in-One              (Dungeon level:  92) - level 47
  Gothmog, the High Captain of Balrogs     (Dungeon level:  94) - level 48
  Fenris Wolf                              (Dungeon level:  96) - level 48
  Kaschei the Immortal                     (Dungeon level:  98) - level 49
  Oberon                                   (Danger  level:  99) - level 49
  Serpent of Chaos                         (Danger  level: 100) - level 49

< Failed Quest >
  Logrus Master                            (Danger  level:  25) - level 28
  The Vault                                (Danger  level:  30) - level 28
  Nodens, Lord of the Great Abyss          (Dungeon level:  84) - level 46


 Arena:  0 Victory


  [Defeated Monsters]

You have defeated 5634 enemies including 190 unique monsters in total.

< Unique monsters top 10 >
  The Serpent of Chaos                     (level 100)
  Oberon, King of Amber                    (level  99)
  Sauron, the Sorcerer                     (level  98)
  Gothmog, the High Captain of Balrogs     (level  95)
  The Destroyer                            (level  94)
  Azathoth, Seething Nuclear Chaos         (level  93)
  Nodens, Lord of the Great Abyss          (level  92)
  Qlzqqlzuup, the Lord of Flesh            (level  92)
  Yog-Sothoth, the All-in-One              (level  90)
  Kaschei the Immortal                     (level  90)


  [Virtues]

Your alighnment : Chaotic

You are a great champion of Knowledge.
You are the polar opposite of Mysticism.
You are an enemy of Individualism.
You are an enemy of Chance.
You are the polar opposite of Nature.
You are the polar opposite of Honour.
You are the polar opposite of Valour.
You are the polar opposite of Compassion.


 You were born as Dunadan.


 You were able to use Nature magic before.
 You were able to use Death magic before.
 You were able to use Trump magic before.
 You were able to use Craft magic before.


  [Character Equipment]

a) The Wizardstaff of Saruman (3d2) (+8,+8) (+3) [+23%] {Biketal !!}
b) The Small Metal Shield of Thorin [5,+21] (+4) {Dk}
c) The Gun 'Crimson' (x0) (+19,+19) (+4 to speed) {Nx;Si}
d) a Ring of Speed and Slaying (+1,+4) (+13)
e) a Ring of Speed (+11)
f) an Amulet of Telepathy {!*}
g) The Jewel of Judgement (+3 to speed) (charging) {!!}
h) The Robe of Eternity [0,+42] (+3)
i) The Elven Cloak 'Springsleeper' [4,+18] (+4 to speed) {SpCnCh;Fi}
j) The Jewel Encrusted Crown of Numenor [0,+15] (+3)
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {Sd}
l) The Pair of Soft Leather Boots of Shiva's Avatar (+5,+5) [4,+16] (+4 to
speed)


  [Character Inventory]

a) 2 Chaos Spellbooks [Sign of Chaos] {@ma!k}
b) 3 Chaos Spellbooks [Chaos Mastery] {@mb!k}
c) a Chaos Spellbook [Chaos Channels] {@mc!k}
d) a Chaos Spellbook [Armageddon Tome] {@md!s!d!k}
e) 2 Death Spellbooks [Black Mass] {@mf!k}
f) a Death Spellbook [Black Channels] {@mg!k}
g) a Death Spellbook [Necronomicon] {@mh!s!d!k}
h) 30 Potions of Healing {!k!q}
i) 14 Potions of *Healing* {!k!q}
j) 2 Potions of Life {!k!q}
k) 9 Potions of Restore Mana {!q!k}
l) 9 Potions of Enlightenment {25% off}
m) 16 Potions of Resistance {!k!q}
n) 41 Scrolls of Teleportation {@rt!s!d!k}
o) 5 Scrolls of Genocide {!*}
p) 5 Rods of Recall {@zr!s!d!k!!}
q) 4 Rods of Detection (1 charging) {@z3!s!d!k!!}
r) 8 Rods of Acid Balls {!s!d!k}
s) 8 Rods of Cold Balls {!s!d!k}
t) The Massive Iron Crown of Chaos [0,+0] (+125) {cursed}


  [Home Inventory]

 ( page 1 )
a) 10 Chaos Spellbooks [Sign of Chaos] {@ma!k}
b) 6 Chaos Spellbooks [Chaos Mastery] {@mb!k}
c) 35 Chaos Spellbooks [Chaos Channels] {@mc!k}
d) 2 Death Spellbooks [Black Prayers] {@me!k}
e) 25 Death Spellbooks [Black Channels] {@mg!k}
f) a Death Spellbook [Necronomicon] {@mh!s!d!k}
g) 8 Hex Spellbooks [Curse and Spelling]
h) a Hex Spellbook [Forbidden Cursebook]
i) 9 Books of Kendo [Gorinnosho]
j) 6 Song Books [Harps of Rivendell]
k) a Song Book [Lays of Beleriand]
l) 21 Crusade Spellbooks [Exorcism and Dispelling]

 ( page 2 )
a) 2 Crusade Spellbooks [Wrath of God]
b) 11 Daemon Spellbooks [Demonthoughts]
c) a Daemon Spellbook [Hellfire Tome]
d) 3 Craft Spellbooks [Handbook for Pupils] {@me!k}
e) 10 Craft Spellbooks [Grade Holder's Book] {@mf!k}
f) 13 Craft Spellbooks [Note of Acting Master] {@mg!k}
g) a Craft Spellbook [Spiritual Enlightenment] {@mh!s!d!k}
h) 3 Trump Spellbooks [Conjurings & Tricks] {25% off}
i) 12 Trump Spellbooks [Trumps of Doom]
j) a Trump Spellbook [Five Aces]
k) 7 Nature Spellbooks [Call of the Wild] {@me!k}
l) 3 Nature Spellbooks [Nature Mastery] {@mf!k}

 ( page 3 )
a) 18 Nature Spellbooks [Nature's Gifts]
b) 3 Nature Spellbooks [Nature's Wrath]
c) 21 Sorcery Spellbooks [Pattern Sorcery]
d) a Sorcery Spellbook [Grimoire of Power]
e) 14 Life Spellbooks [Book of the Unicorn]
f) 2 Life Spellbooks [Blessings of the Grail]
g) 14 Mushrooms of Restoring {!E}
h) 10 Potions of Speed {!k!q}
i) 62 Potions of Cure Critical Wounds {25% off}
j) a Potion of Constitution {!k}
k) a Potion of Curing
l) 19 Scrolls of Phase Door

 ( page 4 )
a) a Scroll of *Destruction* {!*}
b) 5 Rods of Trap Location {@z1!s!d!k}
c) a Rod of Perception {@z7!s!d!k!!}
d) a Rod of Healing (charging) {@zh!s!d!k!!}
e) 3 Rods of Teleport Other {@zt!s!d!k}
f) 5 Rods of Lightning Balls {!s!d!k}
g) 3 Rods of Fire Balls {!s!d!k}
h) a Wand of Teleport Other (12 charges) {@a1!s!d!k}
i) 2 Wands of Teleport Other (23 charges) {@at!s!d!k}
j) 7 Wands of Stone to Mud (76 charges)
k) a Wand of Drain Life (4 charges)
l) a Wand of Rockets (4 charges)

 ( page 5 )
a) a Wand of Striking (6 charges)
b) 2 Staffs of Perception (2x 21 charges) {@u1!s!d!k}
c) a Staff of Perception (19 charges) {@u1!s!d!k}
d) a Staff of Starlight (12 charges)
e) a Staff of Starlight (8 charges)
f) a Staff of Starlight (7 charges)
g) a Staff of Enlightenment (11 charges) {@um!s!d!k}
h) 2 Staffs of Enlightenment (2x 7 charges) {@um!s!d!k}
i) a Staff of Enlightenment (6 charges)
j) a Staff of Object Location (11 charges) {@uo!s!d!k}
k) a Staff of Curing (8 charges)
l) a Staff of Curing (7 charges)

 ( page 6 )
a) a Staff of Healing (4 charges) {@uh!s!d!k}
b) a Staff of Speed (8 charges) {@us!s!d!k}
c) a Staff of Speed (6 charges) {@us!s!d!k}
d) 2 Staffs of Speed (2x 5 charges)
e) a Ring of Levitation
f) a Ring of Constitution (+4)
g) 2 Rings of Constitution (+3)
h) a Ring of Speed and Light (+6)
i) The Ring 'Frakir' (+1)
j) The Ring of Tulkas (+4)
k) 3 Rings of Nether Resistance
l) a Ring of Nexus Resistance

 ( page 7 )
a) a Ring of Confusion Resistance
b) a Ring of Shard Resistance
c) a Ring of Chaos Resistance
d) a Ring of Mana {!*}
e) a Ring of Spell Power (-4) <+30%>
f) a Ring of Spell Capacity [+15%]
g) an Amulet of Reflection
h) The Amulet of Carlammas (+2)
i) The Necklace of the Dwarves (+3)
j) The Amulet of Faramir (+12,+0) (+3)
k) The Torque of Boromir (+0,+8)
l) The Bead 'Yasaka-no-Magatama' (+3) [+23%]

 ( page 8 )
a) The Amulet of The Pitch Dark Night [+5] (+4)
b) an Amulet of Spell Power (-2) <+15%>
c) The Amulet of Sacred Knights [+10] (+2)
d) an Amulet of Spell Capacity [+15%] {!*}
e) an Amulet of Spell Capacity [+30%]
f) The Collar Harness of the Hell (+15,+15) [-5] (-2)
g) The Charmed Pendant [+5] (+2) {$!!}
h) The Feanorian Lamp of Mordenkainen (+4) {Cn;El;Fa}
i) The Incandescent Light of Yeduson (+3 to infravision)
j) The Phial 'Lightbringer' (+3 to speed) {SpIn;Po;Si~Evil}
k) The Phial of Galadriel (+1 to searching)
l) The Stone of Lore

 ( page 9 )
a) The Palantir of Westernesse (+3)
b) The Metal Scale Mail of Julian (-2) [15,+40] (+4) {Sh}
c) The Chain Mail of Arvedui (-2) [14,+15] (+2) {Dk}
d) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) {Po}
e) a Robe of Elvenkind [2,+14] (+3 to stealth) {Dk}
f) The Robe 'Iithar' [2,+14] (+4) {StInWiDxCh;PoBlCa;FaLu[E(Dx}
g) The Robe of Incanus [2,+20] (+3) [+23%]
h) The Hard Leather Armour of Himring [6,+15]
i) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
j) The Cloak 'dureithel' [1,+17] (+4) {St;Nx(St}
k) The Cloak of Jack of Shadows [1,+19] (+7 to stealth)
l) The Cloak 'Colannon' [1,+15] (+3 to stealth)

 ( page 10 )
a) The Cloak of Merry (+1,+1) [1,+8] (+1)
b) an Elven Cloak [4,+12] (+4 to stealth)
c) an Elven Cloak [4,+11] (+4 to stealth)
d) an Elven Cloak [4,+10] (+4 to stealth)
e) an Elven Cloak [4,+9] (+4 to stealth)
f) 2 Shadow Cloaks [6,+9]
g) a Pair of Dragon Wings [4,+18] {CoBlNxCaFe}
h) a Pair of Dragon Wings [4,+15] {CoCa}
i) a Pair of Dragon Wings [4,+13] {Fi}
j) a Pair of Dragon Wings of Protection [4,+31] {So}
k) a Wizard Cloak [4,+16] {!*}
l) a Small Metal Shield of Resistance [5,+9] {Po}

 ( page 11 )
a) The Large Leather Shield of Celegorm [6,+20] {Di}
b) a Dragon Shield of Reflection [8,+16] {DkCfDi}
c) The Knight's Shield of Earendil [10,+20]
d) The Mirror 'Yata-no-Kagami' [0,+18] (+3)
e) an Iron Crown of the Magi [0,+6] (+3) {Ca;Hl}
f) an Iron Crown of the Magi [0,+9] (+2) {Cf;Sd}
g) an Iron Crown of Seeing [0,+6] (+4 to searching)
h) The Iron Crown of Beruthiel [0,+25] (-25) <+192%> {cursed, Wr}
i) The Golden Crown of Amber [0,+15] (+3) {Fe;Lv}
j) The Hard Leather Cap of Thranduil [2,+10] (+2) [+15%] {!s!d!k}
k) The Iron Helm 'Holhenneth' [5,+10] (+2)
l) The Iron Helm 'Stone Mask' (+8,+8) [5,+9] (+3)

 ( page 12 )
a) The Steel Helm of Hammerhand [6,+17] (+3)
b) The Set of Leather Gloves of Pippin (+0,+0) [1,+8] (+1)
c) The Set of Leather Gloves 'Cammithrim' [1,+10]
d) The Pair of Soft Leather Boots of Flora [2,+15] (+5)
e) a Pair of Hard Leather Boots of Levitation [3,+4] {Dk}
f) a Pair of Hard Leather Boots of Levitation [3,+10]
g) a Pair of Metal Shod Boots of Levitation [6,+12] {Nx}
h) The Dagger of Fiona (2d4) (+6,+9) (+2)
i) The Main Gauche of Azaghal (2d5) (+12,+14) {Dk}
j) The Rapier of the Duelist (1d6) (+7,+17) [+17] (+4 to speed)
k) The Sabre 'Grayswandir' (2d7) (+20,+12) (+4)
l) The Broad Sword 'Chainsword' (11d5) (-30,+7) (-2)

 ( page 13 )
a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed)
b) The Long Sword of the Dawn (3d5) (+20,+20) (+3 to infravision) {Lv}
c) The Long Sword 'Werewindle' (2d5) (+8,+12) (+2)
d) The Long Sword 'Anduril' (2d5) (+10,+15) [+5] (+4) {Fe}
e) The Katana 'Kusanagi-no-tsurugi' (4d4) (+15,+15) (+3 to stealth)
f) The Katana 'Zantetsuken' (10d4) (+17,+21) (+2)
g) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
h) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
i) The Two-Handed Sword 'Twilight' (4d6) (-40,-60) [-50] (+10 to speed)
{cursed}
j) a Poison Needle (1d1) (+0,+0)
k) The Spear of Hagen (1d6) (+11,+13) (+3 to speed)
l) The Broad Spear of Destiny (2d9) (+15,+15) (+4)

 ( page 14 )
a) The Trifurcate Spear of Wrath (3d9) (+16,+18) (+2)
b) The Lochaber Axe of the Dwarves (3d8) (+12,+17) (+10 to searching)
c) The Quarterstaff 'Eriril' (1d9) (+8,+8) (+4) [+30%] {!!}
d) a Wizardstaff (1d2) (+8,+8)
e) a Wizardstaff (1d2) (+6,+5)
f) a Wizardstaff (1d2) (+5,+5)
g) a Wizardstaff (1d2) (+7,+3)
h) a Wizardstaff (1d2) (+3,+5)
i) a Wizardstaff (1d2) (+3,+4)
j) a Long Bow of Extra Might (x4) (+11,+15) {Nx}
k) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
l) The Harp of Daeron (+4) {!!}


  [Museum]

 ( page 1 )
a) an Amulet of Charisma (-1) {cursed}


  [Check Sum: "07a43eb4adc38959ec"]


Posted on 27.6.2011 15:08
Last updated on 29.6.2011 15:11

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5601. on the Ladder (of 18974)
105. on the Chengband Ladder (of 491)
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Comments

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On 27.6.2011 15:18 chris wrote:
OK, this will be a game balance play test character for mages in Chengband. My take on mages before any changes are as follows:

[1] Great utility. Two realms and the ability to switch the second realm is very nice.

[2] Early game is fine. They need to go slower than a HM (ie, no jumping into the Thieve's Hideout off the bat since they simply lack the spell points to complete it), but with the new chosen stat boost system, this is not a big deal.

[3] Around CL30 is when things bog down. For the premier offensive realm, Chaos, your spell damages tops out at 100 or less, and stays their until nominally CL40, but in actuality CL43 or so. That's a long time to survive with only the ability to dish out 800 to 1000 damage versus monsters with multiple thousands of hp, not to mention the sheer number of opponents in Chengband is overwhelming.

[4] By CL43, that reliable rocket is only worthy of DL40 survival ... Hang on for the Mana Storm at CL45, but the 26% fail rate limits your damage output to about 2000 tops. Again, DL40 to 50 monsters routinely have more than double this, so, you need a pattern of blast and flee and rest. Eat Magic is nice, though. Personally, I generally use Craft to deal with this, by hiding in walls to regen spell points.

[5] CL50 gives a passable Mana Storm, and decent power. Actually, winning with a Mage is fairly easy, provided you have enough hit points to not die in a single round. Leveling up to CL50 is the problem, and I usually spam the poison needle for this.

[6] Mages can pretty much never melee, unless you make a herculean effort at race/personality combos (e.g. Mighty Half Titan). Even then, you are a supreme weakling.

On 27.6.2011 15:29 chris wrote:
All of this is not to say mages should plow thru everything like warriors. But, at the moment, I think they are extremely frustrating from CL30 to about CL45. This stage of the game can easily take many many hours to complete, unless you engage in trickery to speed things up.

So, using the poison needle is legal and fair, but not really mage like. And I don't want melee to really be a viable alternative either. My ideas for addressing this are as follows. In the already implemented category are:

[1] Magic Rocket (Chaos), Kiss of Succubus (Daemon) and Starburst (Crusade) now all come at CL35 rather than CL40. I knocked down the fail rate on some of these by as much as 10%.

[2] Spell Power was my initial attempt at beefing up mages. The hit to con is brutal, and while this helps a bit, I find it mostly useful for the end game, and even then you are sacking a ring spot.

[3] Mana regen for Mage, High Mage and Sorcerer is now doubled! I'll test this out to see if this is too overpowered, or how much it helps. At the moment (CL11), I can't really notice as I used to gain back 1 sp every 3 turns and now I gain back 1 sp every 1.5 turns.

As for other ideas:
[1] Spell Capacity: Initially, just in ring form, with no drawback other than taking up a precious ring slot.

[2] Ego's on Wizardstaves and Wizard Cloaks to give Spell Power or Spell Capacity.

[3] Tone down the rate of monster respawning on levels. I'm not sure on this one, but for mages that need to rest like crazy, finishing a level becomes virtually impossible as monsters spawn faster than you can kill them.

Any thoughts or ideas are welcome.

On 27.6.2011 18:03 chris wrote:
I went ahead and added Spell Capacity in both rings and amulets. I added amulets of Spell Power. I tweaked a few artifacts to grant spell capacity and added a new mage like artifact. Also, I toned down monster spawning. Heck, when trying to rebalance it is far better to make as many changes as possible rather than studying and adjusting one change at a time ;D

Sorry Victor, but some of my changes would really buff your mage! Its not fair that you had to work as hard as you did :)

On 27.6.2011 18:07 chris wrote:
[CL20:The Sewer] 00:35
Standard grab of the top few quests in Angband, followed by leveling up versus Undead Masses in The Sewer. Stat boosts have been exceptional ... I'm so tired of working hard on a mage only to have Con boost from 18 to 18/10 :D

Now, back to Angband for a few more quests until I have enough fire power to handle the orcs. I might be able to do it now with magic missile, but I don't quite trust my stealth. Also, I am out of gold for ?Teleport and !CCW.

On 27.6.2011 18:27 t@oook.cz wrote:
While you're under the hood could you allow Samurai to use Force Weapons? Pretty please^^

On 27.6.2011 18:52 kingvictory2003 wrote:
Hey Chris, thanks for continuing the Great Work :)

No prob with my mage--I had to cook one up again to even realize the pain the mid level crisis caused, so it was best to open my eyes that way.

On 27.6.2011 18:56 chris wrote:
Well, I just uploaded 0.0.37, and this after I abandoned maintenance of this variant ;)

I think the Samurai Force restriction stems from the fact that they can recharge their spell points so quickly with Concentration as well as the fact that Force will stack on their lightning eagles, turning an already overpowered 5x slay into a mind boggling 17.5x slay! While this would be fun, I'm not sure it would be fair to the monsters of Chengband. Of course, you need to find the right sort of force weapon, so it might not be as bad as all that.

Let's see: Blade of Chaos of Force, like my last mage found. 6d5 damage dice averages 18. Force brings this up to 63. Lightning Eagle cruises that on up to 315. So, perhaps 1800 damage per round on 5 blows ... Compare to Aglarang. 8d4 averages 20. Lightning Eagle and vorpal make 122. So perhaps 1200 damage per round on 7 blows.

OK, its not that overpowered. I've only ever found a force Blade of Chaos once anyway ...

On 27.6.2011 19:06 chris wrote:
Ooops ... Force stacking got biffed in Hengband a while back. Slay goes from 5x to 9.5x rather than 17.5x. So on the Force Blade of Chaos, 18 dam per strike goes to 172 dam per strike, *not* 315 per strike. I'm OK with this ...

On 27.6.2011 20:32 t@oook.cz wrote:
Sweet!

On 27.6.2011 20:56 chris wrote:
[CL28:DL28] 02:10
I'm hanging out in the mountain to restrain myself from relentless quest diving. I'm sure Gachapin is lurking nearby, and there is no way I can take that guy.

At this point, I am powered out. The early game so far was very quick, and I easily handled uniques with chaos bolts (Don't try this on It, though :) But now, hoards of ogres a tough trolls are making me work. And a 5 headed hydra is a tough kill.

What I usually do about now is head over to the Anti-melee caves and scum for dragons (mature at first, then ancient). I have enough firepower to do 800hp damage and that is good enough for Ancient Blue, White and Black, I think. But not quite Ancient Red dragons just yet. I'd like more hp, though. Even with my high con, hp seem a bit low or is it just me? (230hp at CL28 with 18/56 con).

On 27.6.2011 23:16 chris wrote:
[CL30:DE Lords] 02:48
I decided for The Barrow Downs, which is far more fun than spamming granite walls for experience. The only issue is the 8 emperor wights, and me without nether resistance or hold life. Plus, only 230hp. A single nether bolt brought me down to 67hp which seems stronger than I remember. And a nether bolt was there typical response to my Chaos Bolts. Usually, a couple chaos bolts polymorphed them, but that was not always an improvement as the Lesser Titan I got will attest! But another chaos bolt changed him into something tame.

As usual, the phial was in the quest, so I could do the DE Lords quest next, and oh, boy, what a crazy phial reward. This means that the Anti-magic caves is now definitely doable:
The Phial 'Lightbringer' (+3 to speed) {SpIn;Po;Si~Evil}

The poison is worth a wizardstaff since my shield was being equipped just for that purpose (Think Giganto). And ESP Evil is nearly as good as telepathy, except for pesky hounds, but I will live with nature awareness for that.

A couple more con boosts and a couple level ups have brought hp from 230 to 273, which is making me feel a little bit better.

On 28.6.2011 01:00 chris wrote:
[CL32:DL40] 03:52
I'm now ready to dive down in the Anti-melee caves. Word of Destruction is passable at 17% fail and I really want some more 3rd spellbooks, especially either Nature or Craft. I really need double resistance!

I need to watch out for Dracoliches ... even with Nether resistance I'm pretty sure its one shot death for me.

On 28.6.2011 01:28 chris wrote:
[CL32:DL49] 04:12
Began a dive in the Anti-melee caves and ran into Scatha. She would be so much easier to kill if I could have hasted and cast passwall, but as it was, I just barely had enough mana to pull it off (7sp to spare). I got 3 spellbooks for my troubles, including the Note of the Acting Master, so Craft wins over Nature I guess. The perma-haste is very useful right now, along with resistance and passwall. Also, my first self knowledge reveals 100% life and 18/100 for all stats ... except 18/130 con and 18/70 chr. I couldn't pick a better life if I tried :D

I am soooo setup for the needle ... Must ... resist ... temptation ... too ... great ...

On 28.6.2011 03:18 chris wrote:
[CL34:DL50] 05:12
Well, I did equip the needle, and even marched over to the lair and even found a sleeping storm wyrm. But before I could engage, off screen Hounds of Tindalos forced a destruction, and I just caught the wyrm in the blast. Phew! That was close :) Not that there is anything whatsoever wrong with the needle. Its just that the whole point of this character is to test out a pure caster progression.

So, back to Anti-melee where good things have happened. First, I scored Chaos Channels and noticed that Magic Rocket was a bit low in the fail rate. Turns out I would have got it at CL35 with just a 7% fail rate. Now, my Int is maxed, I have economical mana, and I am shrewd, but still, that is too low. So I bumped it up 10% to were it was initially. 17% is good enough for CL35, and my stats are unusual for this early, I think.

Next, I scored one of my artifact tweaks. Originally, Eriril also gave economical mana (just like in TinyAngband :) but I felt that was too powerful with the spell capacity, which is very useful by itself. Finally, I think this staff my get some use (I did tweak the rarity on Eriril when I made the original change, so I think this was a lucky find ... Not Gandalf lucky, but still, pretty fortunate).

At this point, I am laboring with Doom Bolt (70 damage), Fire Ball (85 damage) and Disintegrate (105 damage). With an amulet of spell power +15% which I just bought for 60k at the BM, these numbers go up a bit, but hardly in awe inspiring fashion. We'll see how the rocket does next level, but at the moment, Jasra was a near death experience and even good old trusty Smaug was difficult. And this is when monsters can't even melee!

I like the regen change ... I think it really helps out. And I don't feel overpowered, just less weak. Next level will be the true test, though.

On 28.6.2011 04:22 chris wrote:
[CL36:DL50] 05:51
The rocket is nice, if frustrating to cast. If I weren't frustrated by the fail rate, then it would be too powerful I guess. But now, I can kill stuff much more easily.

I just ran into a pack of big dragons that included 2 hell, 1 storm and a dracolich. I managed to kill them all, but anti-melee was the key here :) 3 runs thru my mana to kill a hell wyrm, and 2 runs for all the other dragons. And this is 40% boosted spellpoints with new fast mana regen! And really, without the passwall of craft, this would be very dangerous. But with craft, all I need to worry about are the stupid chaos effects from failing spells, which can teleport you or earthquake a bunch of monsters into line of sight, but this does not happen too often.

For my next mage, I will need to not choose Craft or Chaos :D

On 28.6.2011 05:08 kingvictory2003 wrote:
I'm glad to help the regen change is helping out Chris. Thanks again for making the change--I should go download the new version :)

On 28.6.2011 06:19 chris wrote:
[CL38:DL60] 06:55
I'm liking all the mage changes so far. I am definitely *not* overpowered, as any damn fool who takes on Brand with +4 base speed, no shards resistance, and a penchant for provoking spell revenge can attest. Many runs thru spell points and hit points ... generally hit points gave out much faster than spell points. Something to do with ... I don't know ... Psychospears???? Yeah!

Well, no crossbow, but he dropped Crimson instead. I'd really like to use Werewindle, found a bit earlier in the Anti-melee caves, but just can't bring myself to give up either spell capacity or economical mana.

So, more dragons, I guess. Heck, I've only killed a single Bile Wyrm at the top of the lair so I am waaaaay behind, and better start ramping up my rocket launcher.

Having found Armageddon Tome on DL50, I was quite pleased. There is passable fire power for a mage in the respective fourth books if one should get so lucky. And my CL38 quest monster dropped Spiritual Enlightenment, so I am set. I just need to do something about my gaping resistance holes ...


On 28.6.2011 17:15 chris wrote:
[CL40:DL65] 07:23
I toned down spell capacity, so Eriril now gives +30% rather than +40%. Still, very very useful.

Taking out Great Wyrms of Chaos without disenchantment resistance is stupid. Crimson, Hammerhand and Pippin all took hits, but no pvals were lost in the battle. The second GWoC that got summoned by the first will just get destructed, I guess.

Without passwall, there is no way I could be fighting the battles I am fighting. For a melee support realm, it actually seems to be a mage's best friend :)

On 28.6.2011 20:13 chris wrote:
[CL43:DL65] 09:31
Ridiculously low hp and speed ... but, I finally shuffle in both Eriril and Thranduil, have economical mana and spell power of +30%, and cover all resists save sound. 562hp and an amazing 555sp. With the spell power, my rockets are doing 269hp for 28sp, and this is quite enough to give dragons a well deserved beating. I finally offed Nidhogg and Eibra, though the latter was very difficult with his stunning waterballs. Nidhogg's big nether breath was negated by my wall posture, and he never got close enough to do real damage with his voracious melee.

Now that shards is covered, at last, I think I will risk some more Angband quests. Amberites give me the willies, and they start showing up as quest monsters quite soon.

On 28.6.2011 21:51 kingvictory2003 wrote:
Nice find od Daeron there--I think I've stll never found his cursed harp, but I'vw. Found Maglor several times.

On 28.6.2011 23:29 chris wrote:
Yeah, Daeron rocks. The +4 con and activation are awesome. I really should be playing with more speed as base +5 is just too low ...

[CL45:DL70] 10:39
Worked up to the mana storm at last. And thanks to my new Wizard Cloak, I get an extra 2% off the fail rate :D

I'm debating two things:
[1] Turning into a Vampire
[2] Switching to Death

Probably, I should wait on both of these, as it depends upon how my end game gear turns out. Also, the extra xp penalty will slow me down a bit more, and I'd like to try out my Mana Storm first.

On 29.6.2011 01:09 chris wrote:
[CL45:DL74] 11:47
I turned into a Vampire for (a) re-roll life rating (b) resist nether (c) hold life and (d) levitation on Stone Mask. My life re-rolled to 92%, I picked up nether and hold life from Grayswandir, and levitation from Shiva's Boots! Damn! I lost 2 con in the trade.

Corwin dropped Grayswandir and Shiva's Boots. And Spell Capacity is helping my suck up encumbrance from Julian.

On 29.6.2011 02:03 Djabanete wrote:
What's the activation on Daeron...?

On 29.6.2011 02:39 chris wrote:
It activates for Healing. I have to laugh because you designed these harp artifacts :)

On 29.6.2011 02:43 Djabanete wrote:
Yes, but I don't remember what any of them do :)

It always makes me happy to see them equipped though.

On 29.6.2011 02:50 chris wrote:
Maglor does Restore Mana ... I might prefer that one to healing, which I actually have yet to use. Though I can't really trade out the +4 con at the moment.

On 29.6.2011 03:05 chris wrote:
[CL47:DL87] 12:42
I would have given Nodens a go had I switched to Death earlier. But, as it stands, base 18 speed and completely unreliable spells, along with under 800hp made me say no.

So, with Spell Power, Hellfire does how much damage?! (870 and 1640 vs good ...) Too bad about the fail rate, though.

On 29.6.2011 03:08 Djabanete wrote:
So each +1 point is worth 7.5% to mana capacity? Hm, that 23% sure sticks out like a sore thumb. I think multiples of 10 are more aesthetically pleasing, are they really too high?

On 29.6.2011 03:26 chris wrote:
Yeah, I'm worried its still too much for the end game ...

OMG! Nodens revenge, and he nearly got me despite my 1740hp Hellfire. He did a Dispel Magic and Anti-Magic double move (Time for those ?Teleport damn it!) I was left with no escape but to wait it out. Cost me 1 !*Healing*, 2 !Healing and 2 _Healing. And yes, he had me down to 17hp with more double move trickery (Dispel magic puts me down to a paltry +18 speed). Good thing I shuffled my life rating up to 114% before this trip down :D

But revenge is mine, quest monster or no quest monster!!!

On 29.6.2011 03:48 kingvictory2003 wrote:
Oof. Nice save, though. Those moments are terrifying, and later satisfying in their own way--or--you die and kick yourself for the next few hours and tear yourself away from the computer...only to return and roll another character :)

On 29.6.2011 03:52 chris wrote:
Yeah, I also had a way out and did not even think of it. I was standing on a wall, and could have used fist of force behind me and then stepped back. Perhaps I should carry my rods of teleport other too, since they would have worked, and can also be used for Eat Magic.

Reminds me of the time when I was a Hengband newbie many years back and got my nature monk pasted by Nodens (I never carried teleport other back then, and you can teleport away from Nodens since he always follows). Much later I realized I had the create stairs spell :P

On 29.6.2011 15:11 chris wrote:
Yeah, duh! Fist of Force would not work either ;D No spells! Man, that is one evil ability, and I never had a mage get tagged with it so much as this guy. Even with Heroic saving throw??

On 29.6.2011 15:22 chris wrote:
[CL50:DL100] 14:58
Smooth sailing all the way for this guy. Challenging? Yes. Are mages too powerful now? I don't think so. The end game was always a bit easier for them. Spell Power and Capacity will generally need to come from rings and amulets ... This guy got lucky with Saruman and Eriril as both are quite rare (The former is as rare as Gandalf, and I think I've only scored that once before with a spell caster). Well, Thranduil is common, but an extra 15% capacity is hardly overpowered.

I ended up winning with no Spell Power, just a pure speed play at base +39. And my only Spell Capacity was Saruman at +23%, so my spell points got boosted too 552, which is nice, but not essential. Actually, both of these mechanics were far more useful in the mid game, when I had Eriril, Thranduil and +30% Spell Power. Which was my intention. Had I found a nice amulet of power, I probably would have worked that in some how, but alas, I only saw one the entire game (BM) and that, a measly +15%.

No Magic showed up about 6 times during the final battle. Like I said above, pure craziness! And no thoughts of Fist of Force this time, I swear :D Just ?Teleport, or once I still had Wraithform up so I just backed up out of line of sight to wait it out. I definitely did not bump this monster ability up, so I'm not sure why it happened so often this game. Usually, it only happens once or twice for a caster.

So, a pure caster approach is possible the entire game, with no hiccups. Its very smooth going, the only slowness, ironically, was getting from about CL32 to CL35 for the rocket, and no, I am not moving that one up again :D But at that time I was loaded up with Spell Power and Capacity, had like 450sp instead of 270sp, and was just toughing it out with Craft and Doombolts in the Anti-melee caves. At least I wasn't reduced to the almighty Zap spell :D

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