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Ready for M? (YACD) [V 3.1.0-dev]

by pete m <pmac360@[EMAIL PROTECTED] > Mar 15, 2008 at 04:34 PM

I've been struggling with this character, largely because of inferior
'good' and 'excellent' drops.  I haven't found a single weapon with
Slay evil and > 3d5 dice, and I haven't got really good CON.  (I can
barely reach 18/200, with no useful sustains.)

I can do 424 dam/turn with Sting, 408 with Durin, and 405 with
Crisdurian, not counting critical hits.  The question is: do I have
enough healing to go with Sting?

Also, is sustain str & con worth losing +3 to_dam?  (The speed loss is
meaningless, since +36 and +34 speed are both energy 40.  The +dam
makes a somewhat bigger difference with Sting than the others.)

I have two remaining uniques with dangerous escorts: Vecna, Gabriel,
and 15 uniques total with level >= 60.  Unfortunately, I lost kills of
Saruman and Baphomet to my machine overheating.  Stupid laptop
sometimes overheats when it reawakens from sleep.  (Never when it
starts cold.)


  [Angband 3.1.0 dev Character Dump]

 Name   Elothele                                 Self  RB  CB  EB
Best
 Sex    Female            Age       113   STR! 18/100  +1  +5  +8
18/240
 Race   High-Elf          Height     82   INT! 18/100  +3  -2  +5
18/160
 Class  Warrior           Weight    204   WIS! 18/100  -1  -2  +4
18/110
 Title  Lord              Status     33   DEX! 18/100  +3  +2  +9
18/240
 HP     1104/1104         Maximize    Y   CON! 18/100  +1  +2  +7
18/200
 SP     0/0                               CHR! 18/100  +5  -1  +7
18/210

 Level               50   Armor   [38,+106]     Saving Throw
Heroic
 Cur Exp        9478774   Fight   (+46,+38)     Stealth
Superb
 Max Exp        9478774   Melee   (+53,+46)     Fighting
Legendary
 Adv Exp       ********   Shoot   (+66,+19)     Shooting
Legendary
 MaxDepth   4950' (L99)   Blows      8/turn     Disarming
Superb
 Turns          1102797   Shots      1/turn     Magic Device
Heroic
 Gold           1220488   Infra       40 ft     Perception
Good
 Burden       135.7 lbs   Speed          26     Searching
Good

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight blond hair, and a fair complexion.



      abcdefghijkl@[EMAIL PROTECTED]
       abcdefghijkl@[EMAIL PROTECTED]
 Acid:......+.+.... Blind:..+.....++...
 Elec:......+.+.... Confu:......+......
 Fire:....+.+.+.... Sound:......+..+...
 Cold:..*...+.++... Shard:.........+...
 Pois:....+........ Nexus:......++.....
 Fear:+...+.......+ Nethr:.............
 Lite:+....+...+..+ Chaos:.............
 Dark:.....+...+... Disen:.............

      abcdefghijkl@[EMAIL PROTECTED]
       abcdefghijkl@[EMAIL PROTECTED]
 Stea.:.......++..+.
Feath:..+.......... Sear.:.........+...
PLite:+........+... Infra:............+
Regen:..+.......... Tunn.:.............
Telep:.++.......... Speed:+.+++..+.+...
Invis:+.+..+...+..+ Blows:+............
FrAct:+++......+... Shots:.............
HLife:..+..+....... Might:.+...........


  [Character Equipment]

a) The Small Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 8 blows per round.
Each
     blow will do an average damage of 53 against animals, 53 against
     evil creatures, 56 against orcs, 56 against undead, and 49.5
     against normal creatures.
b) a Short Bow of Lothlorien (x2) (+20,+19) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
c) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution,
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
d) an Amethyst Ring of Speed (+14)
     +14 speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors,
stairs,
g) The Full Plate Armour of Isildur [25,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion,
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) a Large Leather Shield of Elvenkind [4,+12] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound,
shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
k) a Set of Mithril Gauntlets of Combat (+1,+3) [5,+5] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid.
     Aggravates creatures nearby.
l) a Pair of Hard Leather Boots of Stealth [3,+6] (+2)
     +2 stealth.

  [Character Inventory]

a) 5 Red Speckled Potions of Cure Serious Wounds
     When ingested, it heals you a little (1/4 of your wounds,
minimum
     25HP), heals cut damage, and cures blindness and confusion.
     Provides nourishment for about 50 turns under normal conditions.
b) 4 Scrolls titled "prat do" of Phase Door
     When read, it teleports you randomly up to 10 squares away.
c) 4 Scrolls titled "huibo lero" of Teleport Level {!*}
     When read, it teleports you one level up or down.
d) 5 Red Rods of Identify {!!@[EMAIL PROTECTED]
     Cannot be harmed by electricity.
     When used, it reveals to you the extent of an item's magical
powers.
     It takes 10 turns to recharge after use.
e) 2 Zinc-Plated Rods of Recall {!*}
     Cannot be harmed by electricity.

     When used, it returns you from the dungeon or takes you to the
dun
     geon after a short delay.
     It takes 60 turns to recharge after use.
f) 5 Lead Rods of Illumination {!!@[EMAIL PROTECTED]
     When used, it lights up an area and inflicts 2d8 damage on
     light-sensitive creatures.
     It takes 30 turns to recharge after use.
g) 6 Copper Rods of Magic Mapping
     When used, it maps the area around you in a 30-radius circle.
     It takes 100 turns to recharge after use.
h) 4 Pewter Rods of Detection {!!@[EMAIL PROTECTED]
     Cannot be harmed by electricity.
     When used, it detects treasure, objects, traps, doors, stairs,
and
     all creatures in the surrounding area.
     It takes 100 turns to recharge after use.
i) a Silver Rod of Speed {!!}
     Cannot be harmed by electricity.
     When used, it hastens you for 2d10+20 turns.
     It takes 100 turns to recharge after use.
j) 7 Gold Rods of Teleport Other {!!}
     When aimed, it teleports a target monster away.
     It takes 25 turns to recharge after use.
k) 6 Chromium Rods of Acid Balls
     When aimed, it creates an acid ball with damage 125.
     It takes 27 turns to recharge after use.
l) 2 Redwood Staffs of Dispel Evil (0 charges)
     When used, it deals 60 damage to all evil creatures that you can
see.
m) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
n) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution,
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus
3
     times your character level turns.
     It takes 200 turns to recharge after use.
o) a Carved Oak Amulet of Weaponmastery (+5,+4) (+2)
     +2 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
p) an Azure Amulet of Trickery (+3) {uncursed}
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.

  [Home Inventory]

a) 10 Violet Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
b) 14 Pink Speckled Potions of Healing
     When ingested, it restores 300 hit points, heals cut damage, and
c
     ures stunning, poisoning, blindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
c) 8 Shimmering Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage,
and
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
d) 5 Chartreuse Potions of Life
     When ingested, it restores 5000 hit points, restores experience
an
     d stats, heals cut damage, and cures stunning, poison,
blindness,
     and confusion.
     It can be thrown at creatures with damaging effect.
e) 5 Scrolls titled "virme pes pio" of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
f) 14 Scrolls titled "huibo lero" of Teleport Level {!*}
     When read, it teleports you one level up or down.
g) a Scroll titled "im sus se que" of *Remove Curse* {!*}
     When read, it removes all curses from all equipped items.
h) 17 Scrolls titled "ho hum ine" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a
circle
     radius 15, and blinds you for 1d10+10 turns.
i) 2 Scrolls titled "por am faeda" of Banishment
     When read, it removes all non-unique monsters represented by a
cho
     sen symbol from the level, dealing you damage in the process.
j) 6 Scrolls titled "edome pulactus" of Mass Banishment {!*}
     When read, it removes all non-unique monsters within 20 squares,
d
     ealing you damage in the process.
k) 12 Gold-Plated Wands of Teleport Other (4 charges)
     When aimed, it teleports a target monster away.
l) 6 Cottonwood Staffs of *Destruction* (2 charges)
     When used, it destroys an area around you in the shape of a
circle
     radius 15, and blinds you for 1d10+10 turns.
m) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it deals five times your level's damage to all
evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
n) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear,
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
o) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark,
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented
by
     a chosen symbol from the level, dealing you damage in the
process.
     It takes 500 turns to recharge after use.
p) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
q) The Hard Leather Cap of Thranduil [2,+9] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
r) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
s) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
t) a Set of Leather Gloves of Power (+1,+1) [1,+7] (+5)
     +5 strength.
u) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.
Each
     blow will do an average damage of 81 against evil creatures, 93
     against orcs, 93 against trolls, 93 against giants, 93 against
     dragons, 93 against undead, and 69 against normal creatures.
v) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Provides resistance to acid, fire, fear, light, dark, confusion,
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     With this weapon, you would currently get 6 blows per round.
Each
     blow will do an average damage of 88 against orcs, 88 against
     trolls, 88 against demons, 88 against acid-vulnerable creatures,
     88 against fire-vulnerable creatures, 108 against dragons, and 68
     against normal creatures.
w) The Mace 'Taratol' (3d4) (+12,+12) (charging)
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 100 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.
Each
     blow will do an average damage of 72 against
     electricity-vulnerable creatures, 87 against dragons, and 57.5
     against normal creatures.

  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no
(adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Don't preserve artifacts when leaving level  : no  (adult_no_preserve)
Don't generate connected stairs              : yes (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (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)




 10 Posts in Topic:
Ready for M? (YACD) [V 3.1.0-dev]
pete m <pmac360@[EMAIL  2008-03-15 16:34:39 
Re: Ready for M? (YACD) [V 3.1.0-dev]
=?ISO-8859-1?Q?Timo_Pieti  2008-03-16 02:26:45 
Re: Ready for M? (YACD) [V 3.1.0-dev]
Eddie Grove <eddiegrov  2008-03-15 17:29:54 
Re: Ready for M? (YACD) [V 3.1.0-dev]
pete m <pmac360@[EMAIL  2008-03-15 18:21:28 
Re: Ready for M? (YACD) [V 3.1.0-dev]
=?ISO-8859-1?Q?Timo_Pieti  2008-03-16 03:50:46 
Re: Ready for M? (YACD) [V 3.1.0-dev]
=?ISO-8859-1?Q?Timo_Pieti  2008-03-16 03:57:09 
Re: Ready for M? (YACD) [V 3.1.0-dev]
=?ISO-8859-1?Q?Timo_Pieti  2008-03-16 04:27:36 
Re: Ready for M? (YACD) [V 3.1.0-dev]
pete m <pmac360@[EMAIL  2008-03-15 18:39:51 
Re: Ready for M? (YACD) [V 3.1.0-dev]
pete m <pmac360@[EMAIL  2008-03-15 19:45:27 
YAWP [Was: Ready for M? (YACD) V 3.1.0-dev]
pete m <pmac360@[EMAIL  2008-03-15 21:56:21 

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tan12V112 Sat May 17 0:17:00 CDT 2008.