The Angband Ladder: Mighty Disruptor, Mindflayer Weaponmaster by chris

  [Chengband 0.0.59 Character Dump]

                          Name  : Mighty Disruptor

 Sex      : Male             Age               103   STR!:  18/200
 Race     : Mindflayer       Height             58   INT :   18/93
 Class    : Weaponmaster     Weight            121   WIS :   18/82
                             Social Class       31   DEX!:  18/***
 Subspec  : Clubs            Align            Evil   CON!:  18/***
 Spec     : Maces of Disruption                      CHR :   18/80

 Right hand       (+92,-7)   Hit point   1059/1059   Fighting   : Legendary[15]
                             SP (Mana)      0/   0   Bows/Throw : Legendary[12]
 Blows/Round           7+0                           SavingThrow: Legendary[5]
 AverageDmg/Rnd      108+0   Level              48   Stealth    : Heroic
                             Experience    5971676
 Shooting         (+54,+7)   Max Exp       5971676   Perception : Superb
 Multiplier          x3.48   Exp to Adv    6800000   Searching  : Superb
 Shots/Round          1.66   Gold           348974   Disarming  : Superb
                                                     MagicDevice: Heroic
 AC              [55,+153]   Time     Day 98 18:30
 Speed               (+19)   Play time    13:26:10   Infra-Vision: 40 feet


                         (Character Background)
          You have slimy skin, empty glowing eyes, and four tentacles
          around your mouth.



          ...Now, you are in Morivant.


                                                               Modification
 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : Mindflayer    STR!: 18/110 -3  3  2  7 18/200         .4........3..
 Class : Weaponmaster  INT :  18/83  4 -1 -2  0  18/93         ............s
 Level : 48            WIS :  18/62  4 -1 -1  0  18/82         ............s
 Hits  : 1059/1059     DEX!:  18/80  0  1  0 13 18/***         .4......6.3..
 Mana  : 0/0           CON!: 18/120 -2  1  1 10 18/***         .4.......33..
                       CHR : 18/110 -3  0  0  0  18/80         .............
                    ]                        ]                            ]
         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  35
    Yeek cave       : level   5
    Orc cave        : level  10
    Dragon's lair   : level  71
    R'lyeh          : level  95


  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  4
  Warg problem                             (Danger  level:   5) - level 11
  Smeagol                                  (Dungeon level:   2) - level 25
  Brodda, the Easterling                   (Dungeon level:   4) - level 25
  Wormtongue, Agent of Saruman             (Dungeon level:   6) - level 25
  Mauhur, the Orc Captain                  (Dungeon level:   8) - level 25
  Ulfast, Son of Ulfang                    (Dungeon level:  10) - level 25
  Meng Huo, the King of Southerings        (Dungeon level:  12) - level 25
  King Mulu, the Chief of Southerings      (Dungeon level:  14) - level 25
  The Sewer                                (Danger  level:  15) - level 25
  Orc Camp                                 (Danger  level:  15) - level 25
  Gorbag, the Orc Captain                  (Dungeon level:  16) - level 25
  Angamaite of Umbar                       (Dungeon level:  18) - level 25
  Poor, the Thief                          (Dungeon level:  20) - level 25
  Doom Quest 1                             (Danger  level:  15) - level 26
  Mime, the Nibelung                       (Dungeon level:  22) - level 26
  The Ultimate Dungeon Cleaner             (Dungeon level:  24) - level 26
  King Koopa                               (Dungeon level:  28) - level 27
  Old Man Willow Quest                     (Danger  level:  22) - level 30
  The Vault                                (Danger  level:  30) - level 30
  Rogrog the Black Troll                   (Dungeon level:  30) - level 30
  Dark Elven Lords Quest                   (Danger  level:  25) - level 31
  The Barrow Downs                         (Danger  level:  35) - level 31
  Vapor Quest                              (Danger  level:  25) - level 33
  Mandor, Master of the Logrus             (Dungeon level:  32) - level 33
  The Lonely Mountain                      (Danger  level:  45) - level 33
  Judge Mortis                             (Dungeon level:  34) - level 34
  The Cloning Pits                         (Danger  level:  45) - level 35
  The Old Castle                           (Danger  level:  50) - level 38
  The Rise and Fall of Micro$oft           (Danger  level:  50) - level 47
  Doom Quest 2                             (Danger  level:  55) - level 47

< Failed Quest >
  Gachapin                                 (Dungeon level:  26) - level 27
  Logrus Master                            (Danger  level:  25) - level 30


 Arena: 20 Victories


  [Defeated Monsters]

You have defeated 10879 enemies including 124 unique monsters in total.

< Unique monsters top 10 >
  Lungorthin, the Balrog of White Fire     (level  85)
  Ithaqua the Windwalker                   (level  82)
  Yig, Father of Serpents                  (level  76)
  Biketal of Fire                          (level  73)
  Tselakus, the Dreadlord                  (level  68)
  Dio Brando                               (level  66)
  Lems the Cyborg                          (level  61)
  Gandalf the Grey                         (level  60)
  Saruman of Many Colours                  (level  60)
  Mycen the Gold Dragon                    (level  60)


  [Virtues]

Your alighnment : Evil

You are very virtuous in Enlightenment.
You have strayed from the path of Honour.
You are the polar opposite of Valour.
You are somewhat virtuous in Justice.
You have strayed from the path of Patience.
You are the polar opposite of Compassion.
You are an enemy of Sacrifice.
You are the living embodiment of Temperance.


  [Weaponmaster Abilities]

Your attacks have a chance to confuse when wielding a club.
Your attacks have a chance to knock out when wielding a club.
Your attacks have a chance to stun when wielding a club.
You gain +20 to hit when wielding Maces of Disruption.
You gain crushing blows when wielding Maces of Disruption.


  [Character Equipment]

a) a Mace of Disruption (Trump Weapon) (5d8) (+17,+15) (+2 to searching)
{Sr;SoNx;FaSdRgTe/*L, . !!}
b) The Knight's Shield of the Valkyrie [10,+25] (+4 to stealth) {StDxCnSl;DiFe}
c) The Light Crossbow 'Eternity's End' (x3) (+16,+7) (+3 to speed) {SpSl;Xs}
d) a Ring of Extra Attacks (+2 attacks) {At}
e) a Ring of Speed (+10) {Sp}
f) an Amulet of Resistance {AcElFiCoPo}
g) The Phial 'Iron Star' [+9] (+3 to searching) {Sr;Hl~Evil, !! Resistance !!
!s!d!k}
h) The Mithril Chain Mail 'Day of the Dove' (-1) [28,+12] {LiBlCfCaDi, !! Rune
!!}
i) an Elven Cloak of Thievery [4,+13] (+6 to speed) {SpDxSlSr}
j) The Metal Cap 'Melting' [3,+19] (+3) {Cn;AcBlNt;Si}
k) The Set of Cesti 'Avatar of Might' (+8,+8) [5,+18] (+3) {StDxCn;CoDkFe[M, !!
Heroism Bless}
l) a Pair of Dragon Boots [5,+18] {LiShDi}


  [Character Inventory]

a) 9 Rations of Food {@E1}
b) 36 Potions of Cure Critical Wounds {50% off}
c) 5 Potions of Healing {!k!q}
d) 8 Potions of Restore Life Levels
e) 43 Scrolls of Teleportation {25% off}
f) 2 Rods of Perception {@z7!s!d!k!!}
g) 4 Rods of Recall {@zr!s!d!k!!}
h) 5 Rods of Detection {@z3!s!d!k!!}
i) 6 Rods of Teleport Other {@zt!s!d!k}
j) 14 Wands of Stone to Mud (161 charges) {@am!s!d!k}
k) a Staff of Speed (7 charges) {@us!s!d!k}
l) 5 Staffs of *Destruction* (5x 5 charges) {@ud!s!d!k}
m) The Feanorian Lamp 'Foxfire' {Fe;Hl, !! Enlightenment !!}


  [Home Inventory]

 ( page 1 )
a) 4 Song Books [Harps of Rivendell]
b) 3 Crusade Spellbooks [Exorcism and Dispelling]
c) a Daemon Spellbook [Demonthoughts]
d) 3 Craft Spellbooks [Note of Acting Master]
e) 2 Trump Spellbooks [Trumps of Doom]
f) a Death Spellbook [Black Channels]
g) 3 Chaos Spellbooks [Chaos Channels]
h) a Nature Spellbook [Nature's Gifts]
i) a Sorcery Spellbook [Pattern Sorcery]
j) 24 Mushrooms of Restoring {!E}
k) 80 Rations of Food {@E1}
l) 73 Potions of Speed {!k!q}

 ( page 2 )
a) 19 Potions of Resist Heat {!q!k}
b) 7 Potions of Resist Cold {!q!k}
c) 30 Potions of Heroism {25% off}
d) 25 Potions of Cure Critical Wounds {50% off}
e) 56 Potions of Healing {!k!q}
f) 17 Potions of *Healing* {!k!q}
g) 6 Potions of Strength {!k}
h) 5 Potions of Dexterity {!k}
i) 10 Potions of Enlightenment
j) 3 Potions of Self Knowledge
k) 48 Potions of Resistance {!q!k}
l) a Potion of Curing

 ( page 3 )
a) a Potion of Invulnerability
b) 12 Scrolls of Phase Door
c) 79 Scrolls of Teleportation {25% off}
d) a Scroll of *Identify*
e) a Scroll of Remove Curse
f) 2 Scrolls of Mundanity
g) a Scroll of Rune of Protection
h) 20 Scrolls of *Destruction* {!*}
i) 4 Scrolls of Genocide {!*}
j) 5 Scrolls of Mass Genocide {!*}
k) 3 Scrolls of Weapon Branding
l) 10 Rods of Trap Location {@z1!s!d!k}

 ( page 4 )
a) 2 Rods of Door/Stair Location {@z2!s!d!k!!}
b) 6 Rods of Recall {@zr!s!d!k!!}
c) 9 Rods of Illumination {@z5!s!d!k}
d) 2 Rods of Enlightenment {@zm!s!d!k!!}
e) 4 Rods of Teleport Other {@zt!s!d!k}
f) 3 Rods of Disarming
g) 5 Rods of Stone to Mud {@zm!s!d!k}
h) 7 Wands of Teleport Other (80 charges) {@at!s!d!k}
i) 14 Wands of Stone to Mud (167 charges) {@am!s!d!k}
j) 2 Wands of Disintegrate (8 charges) {@ad!s!d!k}
k) 8 Staffs of Perception (8x 21 charges) {@u1!s!d!k}
l) a Staff of Starlight (7 charges)

 ( page 5 )
a) 4 Staffs of Enlightenment (4x 11 charges) {@um!s!d!k}
b) a Staff of Object Location
c) a Staff of Curing (6 charges)
d) a Staff of Healing (4 charges) {@uh!s!d!k}
e) a Staff of Healing {@uh!s!d!k}
f) 17 Staffs of Speed (17x 8 charges) {@us!s!d!k}
g) a Staff of Speed (7 charges) {@us!s!d!k}
h) 4 Staffs of Speed (4x 6 charges) {@us!s!d!k}
i) a Staff of *Destruction* (5 charges) {@ud!s!d!k!!}
j) a Ring of Flames [+6]
k) a Ring of Free Action
l) a Ring of Strength (+3) {St}

 ( page 6 )
a) a Ring of Damage (+11)
b) a Ring of Damage and Regeneration (+16) {Rg}
c) a Ring of Slaying (+12,+11)
d) a Ring of Speed (+9) {Sp}
e) 2 Rings of Speed (+8)
f) 2 Rings of Speed (+7) {Sp}
g) a Ring of Speed (+6)
h) a Ring of Speed (+5)
i) The Ring 'Iitmiktrol' (+2,+12) (+3 to speed) {SpCn;AcBl;FaHl(StInWiDxCnCh}
j) a Ring of Nexus Resistance
k) a Ring of Confusion Resistance
l) a Ring of Shard Resistance

 ( page 7 )
a) 4 Rings of Extra Attacks (+1 attack)
b) a Ring of Warning {Wr~Z}
c) a Ring of Warning and *Detect* Monster {Wr}
d) a Ring of Reinforce Muscle (+4) {StDxCn}
e) a Ring of Reinforce Muscle (+2)
f) an Amulet of Resist Acid and Hold Life {Ac;Hl}
g) The Amulet 'Eedtuetri' (+2 to speed) {Sp;ShCa;RfFa}
h) The Amulet 'Aayfriip' (+4) {StInDxCn;ElFe;FaLv}
i) an Amulet of Resistance {AcElFiCo}
j) an Amulet of Resistance and See Invisible {AcElFiCoPo;Si}
k) The Amulet 'Aaukorishoth' (+3) {Ch;Nt, !! Speed}
l) The Torque 'Eelgheishsef' (+1) {Wi;PoSo;RfFa, !! Recall}

 ( page 8 )
a) The Inro 'Eeperk' (+4) {InCh;So(Ch}
b) The Collar Harness 'Ookbunisther' (+1) {Ch;ElCfCaDi}
c) The Pendant 'Iimos' (+3) {StDxCn;DiFe;Hl}
d) The Pendant 'Aagosech' (+3 to stealth) {Sl;CoLiFe;HlRg}
e) The Incandescent Light of Otiluke (+4 to searching) {Sr;LiShSo}
f) The Phial 'Scintillator' (+2 to searching) {WiSr;Nx, !! Stinking Cloud}
g) The Star 'Dawnbringer' (+3 to speed) {SpWiDxIf;So}
h) The Stone 'Pulcherrima' (+2 to stealth) {CnSl;Fi~Tele(Cn}
i) Green Dragon Scale Mail (-2) [40,+15] {Po}
j) The Metal Scale Mail of Slortar (-2) [13,+17] {ShCfCaDi;RfFaTe, !! Fireball
.}
k) The Metal Scale Mail of R'lyeh (-2) [13,+14] (+3) {In;ElShDi}
l) The Chain Mail 'Dal-i-Thalion' (-2) [14,+28] {Sh;Rf}

 ( page 9 )
a) The Augmented Chain Mail of Coral (-2) [16,+18] {AcElFiCo}
b) The Do-maru 'Melting' (-2) [20,+22] (+4 to searching) {SrIf;Ac}
c) The Metal Lamellar Armour of Insulation (-3) [23,+25] {AcElFiCoSh}
d) The Robe 'Chaos Tile' [2,+9] (+1) {Ch;CfNxCaDi[C}
e) The Robe 'Die Hard' [2,+22] (+4) {St;SoDiFe;HlRg(Cn}
f) The Soft Leather Armour of Zeus [4,+21] (+3 to speed) {SpSt;ElPo[E}
g) Soft Studded Leather of Resistance [5,+19] {AcElFiCoDi}
h) Rhino Hide Armour of Elvenkind (-1) [8,+17] (+2 to stealth) {Sl;AcElFiCoPo}
i) The Cloak of Diamond [1,+8] (+3) {StIn;RfFa(St}
j) The Cloak of Halloween [1,+20] (+4 to infravision) {If;FiCfNtFe[F}
k) The Cloak 'Stainless' [1,+21] (+3 to searching) {WiSr;AcFe, !! Resistance
!!}
l) The Cloak of the Pickpocket [1,+6] (+3) {StDx;Ca}

 ( page 10 )
a) The Elven Cloak of Sumo Wrestler [4,+17] (+2 to stealth) {StWiDxCnSlSr;CoLi}
b) The Fur Cloak 'Iron Will' (+4,+5) [3,+18] {AcFiSo, !! Recharging}
c) The Ethereal Cloak 'Reality Ripple' [0,+22] (+4 to stealth) {Sl;LiNxCa}
d) a Shadow Cloak of Protection [6,+19] {LiDk}
e) a Pair of Dragon Wings [4,+1] {AcLiNx;Lv}
f) a Pair of Dragon Wings [4,+17] {El;Lv}
g) The Small Leather Shield of Clay [3,+19] {CfSo;Te}
h) The Large Leather Shield of Rite [6,+12] (+2) {StWiCn;El;Rf, !! Drain Life}
i) The Large Metal Shield of Benten [8,+18] (+2 to speed) {SpCh;PoNt}
j) The Large Metal Shield 'Sambo' [8,+24] (+2 to stealth) {SlIf;BlCf}
k) a Dragon Shield [8,+19] {Cf}
l) a Dragon Shield [8,+18] {Po}

 ( page 11 )
a) a Knight's Shield of Resistance [10,+8] {AcElFiCoCa}
b) a Jewel Encrusted Crown of the Magi [0,+13] (+2) {In;AcElFiCoNx;Sd(In}
c) The Hard Leather Cap 'Citadel' [2,+10] (+3 to speed) {Sp;LiCfNx;Rf}
d) The Hard Leather Cap 'Keeper of Flame' [2,+17] (+1 to speed) {SpSl;FiDk;Si}
e) The Hard Leather Cap 'Salamander' [2,+10] (+4) {Ch;FiDkShCa;Fa}
f) a Metal Cap of Seeing [3,+4] (+3 to searching) {Sr;Bl;Si}
g) The Metal Cap of R'lyeh [3,+7] (+4) {InWi;ElNtFe}
h) The Steel Helm 'Siberian Cold Air Mass' [6,+11] (+4 to speed)
{SpSl;CoSoDi[T(In}
i) a Dragon Helm [8,+13] {ElFiCoLiCfFe}
j) a Dragon Helm [8,+10] {BlNx}
k) a Dragon Helm [8,+17] {Bl}
l) a Dragon Helm [8,+14] {Fe}

 ( page 12 )
a) a Dragon Helm [8,+18] {Fi}
b) a Dragon Helm of Wisdom [8,+18] (+2) {Wi;FiCoBlNxCa(Wi}
c) a Set of Leather Gloves of Genji (+8,+0) [1,+4] (+2) {Dx}
d) The Set of Leather Gloves of Clay (+5,+6) [1,+9] (+2 to infravision) {If;Dk,
!! Genocide}
e) The Set of Leather Gloves of Resist Smasher [1,+22] (+2) (charging) {StDx;Bl,
!! Heroism Bless}
f) a Set of Dragon Gloves [4,+13] {NxFe}
g) a Set of Cesti of Slaying (+7,+6) [5,+8]
h) a Set of Cesti of Slaying (+3,+7) [5,+9]
i) a Set of Cesti of Free Action [5,+3]
j) a Pair of Soft Leather Boots of Thievery [2,+7] (+2 to speed)
k) a Pair of Soft Leather Boots of Levitation [2,+9] {Di;Lv}
l) The Pair of Soft Leather Boots of Arctic Ocean [2,+16] (+2 to speed)
{Sp;AcCoFe}

 ( page 13 )
a) a Pair of Hard Leather Boots of Thievery [3,+10] (+2 to speed)
b) a Pair of Hard Leather Boots of Thievery [3,+4] (+2 to speed) {SpDxSl}
c) a Pair of Hard Leather Boots of Levitation [3,+7] {Po;Lv}
d) a Pair of Hard Leather Boots of Levitation [3,+5] {Cf;Lv}
e) a Pair of Hard Leather Boots of Free Action [3,+4] {Fa}
f) a Pair of Hard Leather Boots of Levitation [3,-3] {Ca;Lv}
g) a Pair of Dragon Boots [5,+14] {AcDi}
h) a Pair of Dragon Boots [5,+15] {BlFe}
i) a Pair of Dragon Boots [5,+20] {So}
j) a Pair of Dragon Boots [5,+15] {Nx}
k) a Pair of Dragon Boots [5,+6] {So}
l) a Pair of Dragon Boots of Levitation [5,+18] {AcCoSo;Lv}

 ( page 14 )
a) a Pair of Dragon Boots of Stealth [5,+20] (+3 to stealth) {Sl;Sh}
b) a Pair of Metal Shod Boots of Thievery [6,+4] (+2 to speed)
c) a Pair of Metal Shod Boots of Levitation [6,+9] {Lv}
d) The Pair of Metal Shod Boots 'Prince of Chaos' [6,+7] (+4) {Cn;CfCaDi}
e) The Wakizashi 'Whirlwind' (2d4) (+20,+21) (+3 to stealth) {CnSlSr|PV/ULZ}
f) The Broad Sword of Vishnu (2d5) (+16,+13) (+4 to speed) {SpCn;LuTe|CaS/D}
g) The Broad Sword 'Grayswandie' (3d6) (+23,+7) {Nx;Lu~Evil}
h) The Broad Sword 'Weekend Warrior' (2d5) (+7,+7) (+2) {St;CoSoFe/T}
i) The Katana 'Fury' (3d4) (+13,+18) (+3 to speed) {SpCh/U(Ch}
j) a Blade of Chaos (6d5) (+0,+0)
k) The Blade of Chaos of Tomoe (6d5) (+8,+17) (+3 attacks) {AtStSr;Ca|Ca(St}
l) The Blade of Chaos of Shockness (6d5) (+18,+18) [+5] (+3) {Ch;AcElCa}

 ( page 15 )
a) a Diamond Edge (7d5) (+18,+13) (+4)
b) a Poison Needle (1d1) (+0,+0)
c) a Poison Needle (1d1) {average}
d) a Falcon Sword (1d6) (+4,+5) (+1 attack)
e) The Spear of Saladin (1d6) (+19,+10) (+2 attacks) {AtWi;Bs/Z}
f) The Trident of Erkenbrando (4d10) (+26,+29) (+4 to infravision)
{StInIf|E/X*/p}
g) The Naginata 'Ice Edge' (2d6) (+15,+26) (+2 to speed) {AtSp|Co~poT}
h) The Halberd 'Pure Mischief' (3d5) (+11,+7) (+1 attack) {AtWi;Cf;Bs}
i) The Lance 'Word of Death' (2d8) (+20,+14) (+4 to searching) {DxSr|EFPV/X*/L}
j) a War Hammer (Defender) (3d3) (+9,+9) [+8] (+2 to stealth)
{Sl;AcElFiCoLi;FaSiRgLvWr(Ch, $}
k) a Morning Star (Chaotic) (2d6) (+11,+11) {ShCa|Ca}
l) a Morning Star (Vampiric) (2d6) (+5,+14)

 ( page 16 )
a) a Lead-Filled Mace of Westernesse (3d4) (+13,+10) (+2) {StDxCn;FaSi/oTP~oTP}
b) a Lead-Filled Mace of Prism (3d4) (+9,+10)
c) The Tetsubo 'Seven Tools' (3d8) (+18,+16) (+4) {WiDx;Bs}
d) The Mace of Disruption 'Mundwine' (5d8) (+22,+11) (+4) {WiCh;RgBs|VM/L}
e) The Mace of Disruption 'Headkrunker's Revenge' (10d8) (+25,+19) {|P/L}
f) The Dwarven Pick 'Adenine' (2d6) (+21,+12) (+3 to infravision) {IfDg|A}
g) The Short Bow 'Dragonbane' (x2) (+7,+8) (+2 to infravision) {StIf;XsTe}
h) The Short Bow 'Naturebane' (x3) (+26,+22) (+4) {DxCn;Xm}
i) a Light Crossbow of Extra Shots (x3) (+6,+6)
j) The Light Crossbow 'Cubragol' (x3) (+8,+6) (+2 to searching) {ChSr;Xs}
k) 91 Bolts (1d5) (+0,+0) (42/70) {@f1=g}
l) 28 Bolts (1d5) (+2,+4) (56/93)

 ( page 17 )
a) 20 Steel Bolts (3d5) (+5,+3) (74/123)
b) 29 Steel Bolts (3d5) (+4,+4) (77/128) {@f2=g}
c) 25 Bolts (1d5) (+4,+5) (60/100)
d) The Corpse of Rich, the Thief {Wanted!k!k!k}


  [Museum]

 ( page 1 )
a) a Ring of Speed and Ancient Foul Curse (-10) {cursed, Sp;Ty}
b) The T-shirt 'Muffler' [1,+9] {CoNtCa;Si[C}
c) a Zweihander (Wild) (1d24) (+7,+7) {Li;Rg}


  [Check Sum: "0710eb851ac3d5f7ec"]


Posted on 7.8.2011 22:45
Last updated on 18.8.2011 20:46

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6182. on the Ladder (of 19090)
111. on the Chengband Ladder (of 491)
190. for this player (

Related screenshots:
Clubbing Effects
The Thief Flees Laughing ...
Woes of the Deep

Comments

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On 7.8.2011 22:47 chris wrote:
[CL25:DL14] 00:58
I sold everything I had to buy that ring of slaying. It was so bad, I was weaponless and had to stand in front of the temple for 3 days for it to stock a vanilla mace for 170gp. I had to trade !CCW to make the purchase! The big loss was my early gloves of FA, so we'll see if that comes back to bite me. But slaying is *huge*.

King Mulu dropped a club!! King Mulu dropped a club!! Stupid gloves were the reward though ... sigh :( Unless they have FA :)

On 7.8.2011 23:40 chris wrote:
[CL26:DL22] 01:26
This time, Mime got a rude surprise! 4 big blasts of disintegrate did him it. And here he was, thinking he could own me just like my Craft HM. Bwah hah hah!

Another "usable" weapon, this time, Westernesse. I'm pretty disappointed I haven't found my specialty weapon yet, though :D

On 8.8.2011 00:40 Djabanete wrote:
If your specialty is really Maces of DisruptiAlign, I wouldn't hold my breath :)

On 8.8.2011 00:47 chris wrote:
Hmmm ... Perhaps that's the problem!

On 8.8.2011 00:50 chris wrote:
Fixed! Now, where's my mace?

On 8.8.2011 01:07 chris wrote:
[CL30:DL30] 02:26
Damn, the Queen Ant is tough at this point. I definitely courted death with her, and blew 20 ?Teleport trying to escape at 80hp, but no place on the level was safe. Now, I have to slog back for her wanted corpse, which is pretty important for a rare specializer like myself.

And phials are back ... ESP Evil pisses me off 'cuz I already have that, but double resistance more than makes up for it!

On 8.8.2011 01:19 chris wrote:
[CL30:DL30] 02:35
Corpse recovered ...

I said "Mace of Disruption" not "Blade of Chaos".

Grrrrrrrrr ...

On 8.8.2011 04:20 chris wrote:
[CL33:DL30] 04:37
I played in the lair long enough to kill Scatha, at great risk. I decided to sell out for Smaug, but he was much tougher and took 3 !Healing to do in. So, back to the lair to stick to ancient white dragons, and the like, but things were not going to end well. Its just too risky and I am too weak. Finally, the BM stocked a chaotic "club" and I lose levitation, so its back to Angband for the stat potion grind. So far, 1 !Con and 2 !Chr. I also need New Life ...

The chaos brand combos nicely with clubmaster effects, which are very strong. Probably, I could risk quests at CL32 and CL34 at this point. I already saw Quachil, so I know the coast is clear ;)

On 8.8.2011 04:23 chris wrote:
Oh, and rampant town scumming hoping for a miracle Mace of Disruption in the BM. But that goes without saying ...

On 8.8.2011 15:56 chris wrote:
[CL34:DL35] 06:01 Day88
After finding one batch of quartz veins, good for an undisclosed but obscene amount of gold, I decided, after my shopping spree, to continue the approach, but this time with more food! So, take two on the scummy scumminess was 3x as effective, and I was rich indeed! But alas, where does the money go? I really had my heart set on a nice MoD pattern weapon, but that is just a pipe dream, really. Instead, I spent it all on New Life and stat potions :)


On 8.8.2011 17:00 chris wrote:
[CL35:DL60] 06:36
Jackpot!!! No, no, not the !Augmentation I just burgled, but that rather fine cloak!!!

On 8.8.2011 17:28 chris wrote:
[CL36:Cloning Pits] 06:57
Maceless and sad :(

Frodo replacement boots are eh, but don't underestimate the importance of AC. They are quite a bit better than my thievery boots, IMHO. A couple amulets, both good by my standards, and I'm sticking with the poison resistor, which is very important! Yeah, +4 Con and Speed would have been nice, but that ain't likely ;)

A mace is one stupid quest away ... Why am I such a coward?

On 9.8.2011 00:29 chris wrote:
[CL38:Old Castle] 08:00
Hmmm ... waiting a bit before doing the Old Castle does not seem to improve the reward much. A couple useless stats, useless blessed, useless force brand. Basically a vampiric weapon, so I'll just have to make do. Better than Victors, though :D

On 9.8.2011 00:50 chris wrote:
[CL39:DL60] 08:12
I take it back ... Vampirism is pretty darn cool.

However, there is this: The Blade of Chaos of Tomoe (6d5) (+7,+17) (+3 attacks) {AtStSr;Ca|Ca(St}

I really can't resist more than doubling my damage output, can I? BTW, blows max out at 2 unless you pass a 1 in 30 check, so this three attack charm is a special treat :)

On 9.8.2011 02:28 Djabanete wrote:
Light Crossbow 'Cubragol' (+2 searching)

Hm...

On 9.8.2011 02:57 chris wrote:
[CL42:DL60] 09:28
!New Life dance for decent stats (18/110 Str, 18/120 Con). I made the rarity on !New Life 4 rather than 5 for the last version ... Chalk that one up to a run of 18/70 biffage on key stats.

Now, I face a MHD pit, with a big fat juicy GWoMC in the middle. Heck, I'm still trying to patiently battle thru the AMHD army on the outskirts, desperately hoping for something to soothe my resistance woes.

BTW, I scored my first ever enlightenment light. It activates for "Something Undefined", so if you see that, you will know what it means ;)

On 9.8.2011 03:03 chris wrote:
I haven't given up completely on Maces of Disruption. At my home, you can see a ?Weapon Branding, which if all else fails, will be my approach to getting at least a slay evil MoD, even if it is restricted to (+10, +10). I will need to find one first, though.

On 9.8.2011 06:29 Djabanete wrote:
What does a Scroll of Weapon Branding do?

On 9.8.2011 14:58 chris wrote:
*** SPOILER ***

The same as the craft spell "Brand Weapon". You wield an average or good weapon, cast the spell, and the item becomes a random ego weapon. Formerly, the choice of ego was completely sucky in as much as you could get Slay Orc, Slay Troll, Slay Human, etc. The best you could do was Vampiric or Trump or Slay Evil. However, formerly, the Craft realm had a combo, since they had the spell Remove Enchantment (same as ?Mundanity). So you could cast repeatedly for an hour or so to get what you wanted.

Since Craft lost Remove Enchantment, Brand Weapon is now *much* stronger. I added a bunch more ego types (32 in all) and each type has a depth range where it is permissible. Ego types are still possible "out of depth" but they have to pass a rarity check (1 in distance from normal acceptable depth range). Power egos now include Force, Slaying, Pattern, *Slay Evil*, etc. You can get Prism weapons and *Slay Dragon*, etc.

On 17.8.2011 18:12 chris wrote:
Just a heads up: In 0.0.58 (not released yet) Weaponmasters are ![Unskilled] in any weapon outside their class. For this guy, I still do 2.5x as much damage using my BoC, so the biff is not as huge as you might think (about 8% melee accuracy). But I'm back to the MoD just to stay in character.

I'm finding this guy super weak compared to my swordmaster. I don't really like any of the buffs:

Combat Expertise costs a bit too much melee accuracy at the moment, which is not worth the AC bonus. If I lose the shield, then the melee accuracy biff becomes tolerable, but the AC boost is less (I lost the shield :) and I currently need the shield resists. I think I will use this later on, though.

Cunning Strike takes me from 5 blows to 2, so I haven't even tried it. I'm not sure I will ever use this. Maybe if it rounded up the blows? Also, my only effects now are Confuse and Knockout and most monsters are immune to both. Perhaps when stunning comes in to play?

Trade Blows is neat, but the -50 AC is a bit much for me at the moment. I probably should use this more ...

Throw Weapon is pretty useless. What can I say? Nobody likes throwing mechanics!

Smash Ground isn't getting any use either. I'll try it out some more anyway. Maybe the stuns will help.

On the plus side: Criticals are nice. And maybe stunning blow at CL45 will turn the tide? Also, I'm switching over from my 1200hp damage sword master to this guy who is doing less than 30% of that damage, so I might just be having a bit of power shock. Also, Wild Blade is probably too powerful, and I was quite used to that :)

On 17.8.2011 18:21 chris wrote:
OK, I shuffled armor a bit for higher AC and will give Trade Blows a go (AC132 now vs 91 after the -50 penalty). Combat Expertise causes -16% melee accuracy in the high end!

On 17.8.2011 18:39 chris wrote:
Scratch all that: Trade Blows is pretty good after all. I first tried it out against Saruman who either whiffed against me, or hurled spells at my face, so it seemed weak. But it is now proving quite strong. Check out the above screenshot!!

Smash ground should probably do a little damage too, but I find that sneaking up on a sleeping monster, then smashing for a stun is actually useful. Still, monsters often resist.

I still think Throw Weapon and Cunning Strike need some adjustment, though. Combat Expertise would probably be OK except I am playing an uber weak fighting race. Other races probably would not notice the -43 to hit, but I do :)

On 17.8.2011 19:19 dzhang wrote:
Yeah, I was afraid Throw Weapon and Combat Expertise wouldn't actually be used much. Fortunately, I have a couple new ideas to test out; I'll put these onto the Google Code page.

On 17.8.2011 19:20 chris wrote:
For Throw Weapon, I'm trying to make it more like the Samurai Boomerang. Your weapon returns all but 1% of the time. You can fail to catch it, though. Damage calc changed to match the boomerang. It now uses number of blows + 1 as a multiplier and adds in your melee damage mods rather than your bow damage mods.

Now, perhaps I will use it?

On 17.8.2011 19:45 dzhang wrote:
Check out the revised clubmaster design. I added two new radically different abilities.

On 17.8.2011 20:57 chris wrote:
I actually think Throw Weapon is useful under boomerang semantics.

For Stone Bones, let's say I'm CL50 for ease of math. My current damage output is 347 (I have 18/200 str, not what is currently on this dump). My melee accuracy vs. AC175 is around 65% (going from memory ... I need to recheck). Let's assume 15% monster damage reduction. This gives a multiplier of .55, so about 190 damage per round. I have the highest possible damage output weapon in the game, max blows and near max stats. Plus +20 damage from gear. So, a high end kit. (Rings of Extra Attacks should not be required, IMO).

If I turn on Stone Bones, damage output drops by 250 to 97 which, after the multiplier, gives 53 damage per round. I'd prefer Throw Weapon!

In practice, at the moment, with criticals and Trade Blows, I'm about 300 damage per round (with maybe 2 or 3 extra attacks from trade blows). Of course, my mace is hardly awe inspiring, but there isn't too much I can do about that ...

Throw Weapon under boomerang semantics returns 99% and is caught (18/*** dex) 97% of the time. It does 6*5d8 + 47 = 182 damage. Or 100hp after accounting for accuracy and monster AC reduction (just added!). Hmmm ... that sucks too! But at least losing it is very unlikely.

Smite Evil, I can see, especially if it replaces Smash Rock. Am I missing something on Stone Bones?

On 17.8.2011 21:14 dzhang wrote:
Yep. Stone Bones is something you turn on when you decide to use Magic Devices, Potions, Scrolls, etc. :) It's a utility ability to greatly reduce damage.

The Serpent of Chaos does 22d10=121 damage per blow. Let's say you have 200+ AC and get a 60% reduction, so that's 48.1 damage. -50 damage from Stone Bones means you take... ZERO damage!

It's a little less effective against spells: Let's say a GWoMC breathes Fire at you for 1600 damage. If you single-resist that, it's 533 damage, -50 from Stone Bones becomes 483 (-10% damage). If you double-resist, then it's 177, -50 (-30% damage). Still pretty good, but not invulnerable good :)

On 17.8.2011 21:20 chris wrote:
It costs energy to turn on. Turning on before healing is not an option. Weaponmasters should be using melee for offense, not wands of rockets. How should they damage with Stone Bones?

I'm still not sold :D

On 17.8.2011 21:24 dzhang wrote:
Hm... I can't help but feel your damage output (347) is pretty low as far as end-game goes... I mean, even moreso than I designed it to be (Axemasters are the damage guys, Club is supposed to be about status effects).

I would say that =oExtraAttacks should be high on the priority list for the Clubmaster, because most of his status effects are per attack, so more attacks = more chances to stun.

OK, recalculation: 5 blows base. Assume a =oExtraAttacks(+2), so 7 blows. Assume a Mace of Disruption of Slay Evil with +20todam. Assume +50 todam from other sources.

Damage output would be: 7*(10d8+70) = 805. Factor in 65% accuracy and 15% monster AC, that's 444 damage per round.

Now, let's say you activate Stone Bones and use Smite Evil every round. Now your damage is 7*(10d8+20) = 455. Let's say 90% accuracy and 15% monster AC, that's 348 damage per round. That's pretty good considering you have Stuns and are nigh-invulnerable to melee!


On 17.8.2011 21:27 dzhang wrote:
Oh, and speaking of -oRockets, it annoys me that traditional melee classes are using them for end-game damage. These should be options for Mages, High-Mages, Red Mages, Rogues, and Magic Eaters, but not for anyone else!

It's time to nerf Magic Device skills, methinks...

On 17.8.2011 21:29 dzhang wrote:
Oh, duh! And you're forgetting all those Criticals!

On 17.8.2011 21:31 dzhang wrote:
Also signature weapon, +todam should be 10 higher. So +70 damage per round.

I feel like we should just test it out. It's not like people are really using Throw Weapon and Smash Ground right now anyway...

On 17.8.2011 21:33 chris wrote:
Oh, no, I mentioned the criticals above after the fact.

10+ rounds for a Storm Wyrm. 19+ rounds for Hell or Venom Wyrms are what I am seeing in practice, and that counts criticals and trade blows (which is very nice if you are fighting multiple foes, btw). So I was figuring 300hp damage on average. Also, I finally got back to town: Melee accuracy is up since last I checked, at 71% vs AC175. I was only a beginner with MoD so I think I've been building skill ...

Just make -Rockets harder to activate. No need to adjust everything else.

On 17.8.2011 21:41 chris wrote:
Hmmm ... If Stone Bones is going to make the Destroyer easy, maybe I should just shut up and code it? ;)

On 17.8.2011 23:29 chris wrote:
OK, Stone Bones and Smite Evil are now up in the newest release, 0.0.58.

On 17.8.2011 23:53 dzhang wrote:
Whoa... playtesting the Clubmaster seems like it's super strong. Even against the Master Tonberry, I was still KOing him and stunning him left and right. Even with a nominal 135 damage per round on Stone Bones, I was dispatching Ninja Tonberries easily, thanks to *SUPERB* hits. And, of course, I laugh at Spellwarp Golems' feeble melee attacks, and though it took a good 20-30 rounds, dispatched them without any real risk.

Just to check, enemies still get a save vs. confuse/stun/fear based on their level, adjusted by your DEX, right?


On 18.8.2011 00:07 dzhang wrote:
Hm... I just noticed an Monkey King abuse... if you dual wield weapons, normally you have crappy +tohit unless you use Genji, but the Monkey Clone doesn't care about that and has uber damage.

To make this reasonable, maybe the Monkey Clone's level should depend on your +tohit? Something like:

Mlvl = (your +tohit) + 20

Monster level basically only affects tohit and spell saves, right?

On 18.8.2011 00:09 dzhang wrote:
Oh wait, I think you only based the Monkey damage off the primary hand damage. But in the case of Jo Staffs, I think it's reasonable to dual wield, and expect your Monkey to have higher damage too.

BTW, I love the Monkey's chatter!

On 18.8.2011 00:53 chris wrote:
Effects
=====
They are too strong when they work. Often they don't work! I'm fighting dragons and feel like just a weak warrior since no dragon can be confused or slept.

It is the classic monk stunning problem and I'm not quite sure how to balance ... But spellwarps should be immune. I just forgot the resist all special coding hack that needs to go everywhere.

Monsters can't be confused if they have NO_CONF in r_info.txt. Otherwise, they get a save: "mlev + 1d100 > plev*2 + strength".

Monsters can't be knocked out if they have NO_SLEEP. And can't be stunned if they have NO_STUN. Otherwise, they get the same save as above. I'll probably notice things more once I get stunning at CL45. But I have noticed than some uniques are surprisingly weak!

Monkey
=====
Should I average damage output if you are dual wielding? You can definitely cheat things by turning on Greater Flurry and what not before cloning. Ideas? I just did the monkey clone quick and dirty, so anything you suggest is bound to be an improvement.

On 18.8.2011 01:01 chris wrote:
Ah, good 'ol grep.

#Monsters: 1094
Imm Fire: 337
Imm Cold: 389
Imm Acid: 220
Imm Elec: 239
Imm Pois: 519
Res Conf: 593
Res Sleep: 595
Res Stun: 82

I think the major problem is that virtually no monsters resist stunning! You see how confusion and sleep are super common, and yeah, you will own any monster that doesn't have both. But I think stunning will be just as powerful ... I will know shortly :)

I put the elementals in the list since we all have a feel for how common base resistances are.

On 18.8.2011 01:05 chris wrote:
Res Sound: 31
Res Shards: 38
Res Light: 36
Res Dark: 127
Res Nether: 178 (Plus all evil monsters take half damage)
Res Nexus: 50
Res Chaos: 54
Res Disenchantment: 50

Evil: 596
Good: 50

On 18.8.2011 01:28 dzhang wrote:
Oh, I didn't consider turning on Greater Flurry cheating, since I figured you would always have it on anyway by the endgame, and the -tohit is probably not significant by then. Hm. Maybe it still is.

Let's try setting Monkey damage to be *sum* of all melee damage. Since monster AC is 60% vs. other monsters, your Monkey clone is already getting gimped somewhat in damage.

For the Monkey's level, I think let's try to do this instead:

Calculate what your accuracy vs. AC 150 is. Give the monkey the MLVL that would give him the same accuracy against AC 150.

On 18.8.2011 01:55 chris wrote:
Hmm ... Internet monster ate my last reply.

New Saving Throw Logic:
ML + 1d100 > scaled(CL) + stat => save

My idea for scaled CL is CL * CL / 25 - 10.

Thoughts? My current CL44 character is beating on L50 monsters and tanking them easily, since the current save logic treats me as L88.

On 18.8.2011 02:21 dzhang wrote:
What's the current logic for monsters clearing Confusion and Stun? (I know Sleep is based on Stealth.) Maybe just give the monster a save every time they take a turn to clear the effects, in addition to their immediate save?

I'm afraid that the clvl*clvl/25-10 will be too harsh on low levels... at Clvl 20, your scaled level is only 6, and with a stat score of 18/50 (23), that means that you only have a 10% chance of affecting a monster level 20.

On 18.8.2011 02:41 kingvictory2003 wrote:
I actually used Throw Weapon against Ultimate Magi. Outside of them and the occasional fleeing monster, I didn't use it that much. It was not really terribly strong, but against Ultimate Magi, it was my only real choice.

Smash Ground was actually pretty useless. Stunning everything in LOS means waking everything in LOS up, and against enemies where that wouldn't be a problem, fear makes them impossible to chase and smash. Smite Evil looks like quite a unique ability that might have some nice utility--I'd have to test it out. Too bad Headkrunker is dead.

On 18.8.2011 02:57 chris wrote:
Saves: OK, I'll leave it as is. It does seem like I currently have an unfair advantage, since monsters in about the L50 range match up to me power-wise (Think Nidhogg, who would actually eat me at the moment!). A L50 monster only gets a 22% saving throw (Nidhogg gets a 27% save but can only be stunned).

Victor, you can always play another krunker!

On 18.8.2011 16:34 chris wrote:
[CL46:DL92] 11:56
I'm down deep scouting for rare maces. Too deep! I can sense death at every step, and things are completely nuts down here!!

Last level had a GCV chock full of every unique imaginable (except those fortunately stashed away in the quests of Angband). Baddies like The Unicorn, The Plain Gold Ring, Atlas, Azriel, Tulzscha, and many many more. I managed to pick up a few objects, tried desperately to *destruct* a path thru to an identified ring (surely one of power) but alas, Yig and Tulzscha could not be handled. I managed to kill Yig, to my surprise. But the Green Flame? No way in hell! And I'm already there ...

Here is an artifact I did pick up:
The Trident of Erkenbrando (4d10) (+26,+29) (+4 to infravision) {StInIf|E/X*/p}

Sweet, huh? The vault was at DL92 and stuff insides spawns at +40 levels out of depth so this little number was generated as if on DL132. Actually, the code caps at DL127, so this is as powerful as things can get.

No maces inside, so I'm not too sad. Lucky to be alive, but not sad.

On 18.8.2011 16:56 chris wrote:
[CL46:DL96] 12:12
Mace of Disruption!!!
Mace of Disruption!!!
Holy Carp!!!
Mace of Disruption!!!

My first one all game other than the Old Castle sucky gimme, and it spawned as a Trump Weapon! Sweet!!

On 18.8.2011 18:37 chris wrote:
[CL47:DL95] 12:52
Hey, Victor! You dropped your weapon!

The Mace of Disruption 'Headkrunker's Revenge' (10d8) (+25,+19) {|P/L}

What's up with that? I was cursing only picking up slay giant until I noticed the inflated damage dice. And while Victor had 1 in 3 odds of doubling dice, the odds are now down to 1 in 8. But still, a near perfect clone!

Mycen had me down to 200hp. Biketal, 300hp. One of the two dropped a vanilla MoD so I could test my luck.

I want better :)

On 18.8.2011 18:41 chris wrote:
I should say, 1 in 8 odds of doubling damage dice if you luck into the boosted damage dice power, which while not rare, is not exactly common either (Looks like about 1 in 15 odds per power).

On 18.8.2011 20:37 chris wrote:
[CL48:DL95] 13:22
For the record, playing at DL95 in R'lyeh without shards resist is shear folly. Lungorthin summoned a cyberdemon on round 1 and I tried to KO it, but it fired a 800hp rocket, and then cuts triggered immediately for another 100hp. That's a 900hp attack which brought be down to 23hp. Wondering what to do and I can't teleport because I bleed out after this turn. With no healing, all I could do was quaff !CCW. That worked, nobody moved, then I could teleport and lick my wounds!

There's my +2 attack ring at last, courtesy of Gandalf. To use it, I guess I have to go back to my trump MoD just for FA.

On 18.8.2011 20:46 chris wrote:
Stone Bones!!!! Somehow, I don't feel read for this technique ...

On 18.8.2011 21:01 dzhang wrote:
BTW, I still think Tonberries and Spellwarp Automata should be given a speed boost... maybe let's start with +5 speed for Spellwarp and +10 for Tonberry?

Currently, they're downright easy for someone at +25+10 speed. I want Ultimate-Magus level fear and reputation!

Actually, reading http://finalfantasy.wikia.com/wiki/Tonberry,
Tonberry are supposed to have an instantaneous counterattack... something like Trade Blows. I guess if we implement that, then +0 base speed is fine for Tonberries.

On 18.8.2011 21:47 chris wrote:
New Monster Aura: Trade Blows! I like it :)

On 18.8.2011 22:52 dzhang wrote:
Cool! (Let's make sure the monster only get 1 attack attempt per time you hit it though.) Monsters that should have this ability:

Nappa
Kenshirou
Atlas
Grendel
Stormbringer
Death Mold
Mystics, Master Mystics, and Grand Master Mystics.
Ebony, Topaz, and Jade Monks.


On 18.8.2011 22:53 dzhang wrote:
Oh, and Tonberries of course. If the Serpent is too easy for melee types, we can give it to him too :)

On 18.8.2011 23:14 dzhang wrote:
And Trade Blows shouldn't trigger another Trade Blows, otherwise it'll be an instantaneous fight to the death....

On 18.8.2011 23:46 chris wrote:
Yeah, I noticed that one while testing with Atlas. We sat in a loop for a bit! The cycle breaks when someone misses, of course, and that doesn't take too long.

Atlas is fine with Stone Bones, but nasty otherwise. Tonberries laugh at Stone Bones ...

On 19.8.2011 03:29 kingvictory2003 wrote:
I guess without an extremely reliable method of confusion, tonberries will now be exclusively on the 100% avoid list for melee-based characters. Certainly for a piddly 8k exp.

Also, I have never found the Serpent terribly easy except for highly geared monks or warriors with amazing dual-wielded weapons. Berserker's don't count. For the record, Headkrunker with 7 blows/round with 721 average damage, and something on the order of +115 to hit, was only taking off one star every 3-4 rounds against the Serpent, and of course ended up dying shortly after engaging.

On 19.8.2011 03:54 chris wrote:
I'm with Victor on the Serpent ... That guy is most definitely not too easy with melee types. So don't worry, he will not gain a retaliation aura :)

On 19.8.2011 07:31 dzhang wrote:
Yep, the idea in designing Tonberries and Spellwarps was that they would each be "must avoid" for one type of character. Still need to build a "must avoid" monster for archers (that should not pose significant difficulty to either melee or magic).

Maybe this?

Fluid Beast. Native to dlvl 90. AC 0. Has 100 damage reduction. Casts Heal Self 1 in 10.

(Since melee and magic each do significantly more than 100 damage per pop, while arrows typically cap out at near 150).

On 19.8.2011 08:15 kingvictory2003 wrote:
So how would one beat the Master Tonberry as a weapon master? I guess the only safe way would be to grab a heap of bronze dragon scale mails and our favorite wand of rockets along with a high power amulet and/or gloves of magic mastery. As a falcon sword master playing with standarts, I would absolutely drool over getting the gloves of master tonberry, but it would take a ridiculously herculean effort to get them.

On 19.8.2011 08:41 dzhang wrote:
I'm planning on Flying Daggering him to death. Also, Wands of Rockets will soon be much harder to activate...

On 19.8.2011 14:30 chris wrote:
Monster retaliation only allows one successful hit per round of attacks. Was that not what was intended? From a Tonberry, that is still an extra 300 or so damage, depending on your AC.

On 19.8.2011 15:02 dzhang wrote:
That was not intended, I was imagining it to he exactly the same as Trade Blows aura... one attack attempt by monster per successful attack by player. In the interest of balance though, it may be worthwhile to limit number of retaliation attacks per round per foe to the monster's number of attacks. So tonberries get at most 1 retaliation per round of attacks on it, while Grendel gets 4. But if you have 4 Ultra Elite Paladins beating on Kenshirou, he gets up to 4 attacks on each of them.



On 19.8.2011 16:08 chris wrote:
Hah! That makes Tonberries weaker! I like it :)

Before, a Tonberry would retaliate on each strike until he hit you, now he just tries once. But now, Atlas is really tough. Even confused, he still flails wildly against my wizardmode clubmaster whose only resort seems to be Stone Bones. Or a lucky knock out blow!

I set it up so that we cycle thru monster attacks on each retaliation, rather than just picking the first monster attack each time.

I also added code so that monsters retaliate when fighting each other.

On 19.8.2011 16:38 kingvictory2003 wrote:
Good. One of my favorite aspects of Heng/Cheng is when you get nasty uniques in position to whale on each other, and then you walk in and push them over with your pinky finger :)

On 19.8.2011 16:56 dzhang wrote:
Atlas at least doesn't have any ranged attacks, and can be killed with arrows. Kenshirou though... now he becomes scary... almost as scary as Jack! (Well, OK, maybe not that bad, since he's native to 62. But still pretty scary.)

On 19.8.2011 16:58 chris wrote:
Yeah, Kenshirou was scary before and is always hard to kill. Now? Yikes!

On 19.8.2011 17:12 dzhang wrote:
I think that's a good argument for bumping his drop up to 6 Exceptional objects from 6 good object then...

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116th in Chengband (0.0.138) by Arjen (36%)

Mighty Imp Power, L47 Imp Weaponmaster
127th in Chengband (0.0.117) by Roch (36%)

Ordinary Eugene, L50 Human Weaponmaster
91st in Chengband (0.0.74) by chris (29%)

Lucky Smith, L50 High-Elf Weaponmaster
20th in Chengband (0.0.48) by Aver (24%)

Lucky Peregrine, L50 Draconian Weaponmaster winner
25th in Chengband (0.0.51) by kingvictory2003 (24%)

Lucky Headkrunker, L50 Sprite Weaponmaster
78th in Chengband (0.0.53) by kingvictory2003 (24%)

Lucky Xorntar, L50 Balrog Weaponmaster winner
36th in Chengband (0.0.57) by kingvictory2003 (24%)

Lucky Wildblade, L50 Golem Weaponmaster
34th in Chengband (0.0.63) by <finanfiniras@gmail.com> (24%)

Nimble Clubhouse, L50 Ent Weaponmaster
76th in Chengband (0.0.57) by kingvictory2003 (24%)



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