The Angband Ladder: David, Half-Troll Paladin by PowerDiver

  [DaJAngband v1.0.97 (pre 1.1.0) Character Dump]

 Name   David                                    Self  RB  CB  EB   Best
 Sex    Male              Age        25   STR:     15  +4  +3  +0  18/40
 Race   Half-Troll        Height     88   INT:     10  -4  -2  +0      4
 Class  Paladin           Weight    270   WIS:  18/01  -2  +1  +3  18/21
 Title  Protector         Status      1   DEX:     16  -4  +0  +0     12
 HP     129/145           Maximize    Y   Con:     15  +3  +1  +0  18/10     18
 SP     16/29                             CHR:     10  -6  +2  +3      9

 Level           17       Armor    [12,+28]     Saving Throw          42
 Cur Exp       3642       Fight    (+10,+4)     Stealth                3
 Max Exp       3642       Melee   (+17,+12)     Fighting             197
 Adv Exp       4495       Shoot    (+11,+8)     Shooting             116
 MaxDepth    Lev 31       Blows      2/turn     Disarming             36
 Turns        56600       Shots      1/turn     Magic Device          27
 Gold          4767       Alertness      13     Perception            15
 Burden   121.6 lbs       Energy       100%     Searching             11

 Your father was a Stone-Troll Warrior.  You have puke-yellow eyes,
 mangy sea-weed green hair, and white scabby skin.



      abcdefghijkl@       abcdefghijkl@
 Acid:......+...... Confu:.........+...
 Elec:......+...... Sound:.............
 Fire:......+...... Shard:.............
 Cold:......+...... Nexus:.............
 Pois:............. Nethr:.............
 Fear:............. Chaos:.............
 Lite:............. Disen:.............
 Dark:............. S.Dig:.............

      abcdefghijkl@       abcdefghijkl@
PLite:............. Tunn.:.............
Regen:............+ Speed:.............
Telep:............. Blows:.............
Invis:............. Shots:.............
FrAct:..+.......... Might:.............
HLife:.............      :.............
Stea.:......+......      :.............
Sear.:.............      :.............


  [Character Equipment]

a) a short sword (1d7) (+7,+8)
   
b) a long bow (x3) (+1,+8)
   
c) a Ring of Free Action
   It grants you immunity to paralysis.  
d) a Ring of Accuracy (+10)
   
e) (nothing)
   
f) a brass lantern (14183 turns)
   It usually provides light of radius 2.  It cannot be harmed by fire.
   
g) hard studded leather of Elvenkind (-1) [7,+16] (+3 to stealth) {rPoison}
   It increases your stealth by 3.  It provides resistance to acid, 
   electricity, fire, and cold.  It sustains your wisdom.  It cannot be
   harmed by the elements.  
h) (nothing)
   
i) (nothing)
   
j) The metal cap of Thengel [3,+12] (+3)
   It increases your wisdom and charisma by 3.  It provides resistance
   to confusion.  It cannot be harmed by the elements.  
k) a set of mail gauntlets [2] {tried}
   
l) (nothing)
   


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginner's Handbook]
   
b) a Holy Book of Prayers [Godly Insights]
   
c) a Potion of See Invisible
   
d) 4 Potions of Speed {@q7}
   
e) 3 Potions of Heroism {@q4}
   
f) a Potion of Cure Light Wounds
   
g) 9 Potions of Cure Critical Wounds {@q1}
   
h) a Scroll of Phase Door {@r1=g}
   
i) 17 Scrolls of Teleport Level {@r7 !*}
   
j) 3 Scrolls of Word of Recall {@r3=g}
   
k) 33 Scrolls of Identify {@r2=g}
   
l) a Rod of Trap Location {@z3}
   
m) 2 Rods of Lightning Bolts
   
n) a Wand of Teleport Other (10 charges)
   
o) a Wand of Trap/Door Destruction (8 charges)
   
p) a Staff of Mapping (1d5) (5 charges)
   
q) a robe [2]
   
r) a broken sword (1d4)
   
s) a long dagger (1d5)
   
t) a sabre (1d7)
   
u) a mace (2d4)
   
v) 36 arrows (1d4) (+0,+0)
   


  [Home Inventory]

a) 3 Holy Books of Prayers [Beginner's Handbook]
   
b) 2 Holy Books of Prayers [Godly Insights]
   
c) a Potion of Cure Serious Wounds {@q2}
   
d) a Caramel color Potion
   
e) a Scroll of Teleportation {@r9 !*}
   
f) 10 Scrolls of Teleport Level {@r7 !*}
   
g) 2 Scrolls of Word of Recall {@r3=g}
   
h) 2 Scrolls of Enchant Weapon To-Dam {@r4}
   
i) a Wand of Trap/Door Destruction (9 charges)
   
j) a Ring of Resist Fire
   It provides resistance to fire.  It cannot be harmed by fire.  
k) a Ring of Resist Cold
   It provides resistance to cold.  It cannot be harmed by cold.  
l) an Amulet of Resist Lightning
   It provides resistance to electricity.  It cannot be harmed by 
   lightning.  
m) a shovel (1d2) (+0,+0) (+1)
   It increases your tunneling by 1.  
n) 59 arrows (1d4) (+0,+0)
   
o) 50 rounded pebbles (1d2)
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : no  (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)



Posted on 7.4.2009 08:44

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8. on the Competition No.67 Ladder (of 11)

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On 7.4.2009 08:44 PowerDiver wrote:
My armor used to give rPoison, at least a monster that recall said hit to poison didn't, but I just got poisoned, used *ID on it, and it now has SUSTAIN WISDOM. What an annoying bug. Save/resart didn't fix it. Does that mean all elvenkinds will be hosed for this game? This guy already survived ?curse_weapon at about dLevel 12. I wonder what is the next step in this progression.


On 7.4.2009 09:04 Cave Man wrote:
Bummer. The first armor I found that was better than good was Rohirrim (floor, Lvl34), so I never wore (or even bothered to *ID*) any elvenkind kit, so I can't comment on how pervasive this bug is. If I recall correctly, I never used *ID* at all the whole game. The only bug I recall (apart from the haste spell not working) was the game crashing when I attempted to examine the sling "Snowball" - at least I think thats what happened. Fortunately, I had saved a few turns earlier.

On 8.4.2009 08:05 PowerDiver wrote:
Stepped into an "empty" room, and died to innumerable hits from furies. Perhaps I would have survived if I had the rPoison the bug stole from my armor. I suppose I should have cast dEvil, but I just can't adjust to this version of stealthy monsters.

On 8.4.2009 20:01 will_asher wrote:
Are you sure it wasn't something else that was giving you poison resistance? As far as I can tell, the bug makes it chose from the wrong set of flags, so the elvenkind armor would not have had Rpois in the first place. Anyway, I hope you'll give the next version a try after I've got monster stealth much inproved (and fixed that bug I was talking about).

On 8.4.2009 20:26 PowerDiver wrote:
I only know that something with monster recall that said hit to poison did not poison me, and the only likely option was the elvenkind. I think I eliminated all other possibilities with pseudo later, but cannot be 100% positive.

I didn't find another elvenkind, so I do not know whether it is an elvenkind bug, or whether somehow the object got overwritten so that the xtra type got changed. I double-checked, and it was a 2 in ego_item.txt. I don't even remember whether that is determined in the game from e_info or from the object directly.

The problem with monster stealth is that V starts with monsters having infinite stealth and ESP, and you are just making it worse. If you want to mess with stealth, and you want people to want to play your variant, you should be making monsters *less* stealthy [I should hear a pack of hounds from 1000' away through unobstructed corridors] and not have ESP. You are taking a bad situation and making it worse.

I really wanted to like your game, but the overall impression I have is the same as playing V at 2500' without SI, and it just isn't fun. If you lessen things, it will be like no SI in V at 2000', still too aggravating for 90% of players. One thing you could try is to make +alert much much more common. IMO you should, at a minimum, make all items that give +search give +alert as well [i.e. combine them]. Then you are forcing the char to lose a valuable ring slot just to stay alive, which I think is too harsh, but it might just barely be playable. Currently, the game is only playable if you get ESP early. I don't see how a moderate change that keeps monster stealth could fix that.


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