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Old December 8, 2009, 03:55   #1
Derakon
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[Vanilla] Bored-quit hobbit warrior

This guy isn't dead...but I think I'm about done with him anyway. At 4100', he's able to deal with most enemies he runs into...but I'm getting sick of dealing with:

* Disenchantment, which permanently damaged several of my uniques
* Destruction of items in inventory -- I've lost more enchanted bolts to elemental damage than to breakage by a long shot, and other rare items like ?Teleport are also basically impossible to keep in stock reliably.
* A general lack of healing items. I love the new-to-me CCW behavior where they're actually useful for healing, but my last five or six trips to town have yielded four CCW potions.
* Drain charges, which forces me to park my -TO and my _Speed whenever I encounter liches, beholders, etc.

Basically, playing him's gotten to the point where I don't really enjoy combat any more, since I can't stick in melee without healing and I can't manage to avoid getting my stuff damaged or destroyed. And if you're not enjoying combat while playing a warrior...maybe it's time for a change.

I should note that this is a cheating character; I modified the game so that every item is *ID*'d on generation (except unique jewelry and light sources). It speeds up gameplay immensely, and while it does make things a bit easier, frankly I'm a lot happier this way. Plus, I've always found it perversely stupid how most characters resort to destroying items in the late game. That kind of thing shouldn't be necessary.

Comments inline.

Code:
  [Angband 3.1.1 dev Character Dump]

 Name   Bilrob                                   Self  RB  CB  EB   Best
 --> So I'm unimaginative when it comes to names. Think of 
him as Bilbo's more aggressive cousin. 
 Sex    Male         Age             29   STR! 18/100  -2  +5  +5 18/180
 Race   Hobbit       Height          43   Int:  18/87  +2  -2  +3 18/117  18/97
 Class  Warrior      Weight          65   WIS:  18/67  +1  -2  +5 18/107
 Title  Lord         Social  Well-liked   DEX! 18/100  +3  +2  +1 18/160
 HP     888/888      Maximize         Y   CON! 18/100  +2  +2  +4 18/180
 --> CON potions were depressingly rare for much of the game. It didn't help 
much when a nexus hit swapped my CON and INT early on. STR was readily-
available though.
 SP     0/0                               CHR! 18/100  +1  -1  +3 18/130


 Level               49   Armor   [45,+113]     Saving Throw         92%
 Cur Exp        4940161   Fight   (+44,+33)     Stealth        Excellent
 --> One of the great things about playing as hobbits is their stealth. I might not 
be a rogue, but I can still stealth-kill entire armies of demons more often than 
not.
 Max Exp        4940161   Melee   (+52,+62)     Fighting       Legendary
 Adv Exp        4950000   Shoot   (+55,+14)     Shooting       Legendary
 MaxDepth   4100' (L82)   Blows      5/turn     Disarming           100%
 Turns          1031311   Shots      2/turn     Magic Device      Superb
 Gold            607868   Infra       40 ft     Perception       1 in 33
 Burden       220.1 lbs   Speed          18     Searching            26%

 You are one of several children of a Hobbit Archer.  You are the black
 sheep of the family.  You have blue-gray eyes, straight red hair, and
 a very fair complexion.


rAcid:......+.+.... rConf:......+......
rElec:......+.+.... Sound:......+......
rFire:..*.+.+.+.... Shard:.......+.....
rCold:......+.+.... Nexus:......+......
rPois:....+........ Nethr:.............
rFear:+.+.+.......+ Chaos:.............
rLite:........+.... Disen:.............
rDark:........+.... S.Dig:..+..........
rBlnd:.........+... Feath:.............

 --> Nether, I can deal with. Chaos is annoying with the hallucination, but 
otherwise also dealable. I despise disenchantment, though. Unrecoverable 
damage to irreplaceable artifacts? No thanks.

PLite:............. Aggrv:.............
Regen:..+.......... Stea.:.......+.....
  ESP:..+......+... Sear.:.............
Invis:..+.......... Infra:............+
FrAct:..+.......+.. Tunn.:.............
HLife:............+ Speed:..+++......+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.+...........
 Fear:............. Might:.............


  [Character Equipment]

a) The Glaive of Pain (9d6) (+8,+29)
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Combat info:
     5 blows/round.
     Average damage/hit: 105.4.

 --> I was using Sting when I found this, and I continued using it until I found an 
alternate source of FA and See Invisible. The damage on this is hard to beat, 
though, and I noticed that I was getting critical hits a lot more frequently 
with the Glaive. On paper the Glaive gets about 100 more damage/round than 
Sting does, but in practice I suspect it was a lot more. 
     
b) a Heavy Crossbow of Extra Shots (x4) (+11,+14) (+1)
     +1 shooting speed.

 --> Not even the first of this type I found. Combined with some decent bolts, 
though, and it's useful.
     
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.  Speeds regeneration.  Prevents paralysis.  
     Grants telepathy.  Grants the ability to see invisible things.  

 --> A recent find, and generally my favorite of the Rings of Power for the 
immunity. Allowed me to swap in the Glaive for Sting, and regeneration is 
always a nice plus. 
     
d) a Zircon Ring of Speed (+9)
     +9 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.

 --> I had been using a "Regeneration before this. Mostly I have this for rPoison 
and the activation (heal500). 
     
f) The Phial of Galadriel {@A1}
     Cannot be harmed by acid, electricity, fire, cold.
     
     Radius 3 light.
g) The Full Plate Armour of Isildur [26,+20] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.

 --> Nuked several times by disenchanters. Here for the sound and nexus resists.
     
h) an Elven Cloak of Protection [6,+21] (+2 stealth)
     +2 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.

i) The Leather Shield of Celegorm [4,+19]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.

 --> Never did find Thorin. I did find a few Elvenkind shields, but they didn't 
provide useful resists and would've left dark or light open. 
     
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.  

 --> Found this at around 1200' or so. Telepathy is a godsend to the 
detection-poor Warrior, and blindness resist is no slouch either. 
     
k) The Set of Leather Gloves 'Cambeleg' (+7,+6) [1,+14] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  

 --> Disenchanted. Grrr. This is generally a no-brainer for all of my characters 
when they find it.
     
l) a Pair of Steel Shod Boots of Speed [6,+8] (+8)
     +8 speed.

 --> My first permaspeed item aside from Sting. Made me a very happy hobbit.


  [Character Inventory]

a) 4 Green Speckled Potions of Cure Critical Wounds
     
     When drunk, it heals you a large amount (1/4 of your wounds, minim
     um 30HP), heals cut damage, and cures stunning, poisoning, blindne
     ss, and confusion.

 --> If I had my druthers, I'd be carrying around over 20 of these things. Phase 
door, chug potions, get back into the fight. They're like regeneration on steroids. 
     
b) 4 Pink Speckled Potions of Enlightenment
     When drunk, it completely lights up and magically maps the level.
     
c) 24 Scrolls titled "erevo sper" of Phase Door {!*}
     When read, it teleports you randomly up to 10 squares away.
     
d) 6 Scrolls titled "pacidus sans" of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.

 --> These things are damned rare for an unreliable escape method (unreliable 
because it could park you next to hostile enemies). 
     
e) 3 Scrolls titled "stilis ortus" of Teleport Level {!*!*!*!*!*}
     When read, it teleports you one level up or down.

 --> These were practically coming out of the woodwork, though. You like my 
quintuple safety overrides?
     
f) 19 Scrolls titled "tonus hum ra" of Satisfy Hunger
     When read, it magically renders you well-fed, curing any gastroint
     estinal problems.
     
g) 5 Rusty Rods of Trap Location {@z1}
     When activated, it detects traps nearby.
     Takes 140 turns to recharge at your current speed.
     
h) a Nickel-Plated Rod of Detection
     Cannot be harmed by electricity.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     Takes 280 turns to recharge at your current speed.
     
i) 2 Magnesium Rods of Teleport Other
     When aimed, it teleports a target monster away.
     Takes 70 turns to recharge at your current speed.
     
j) 5 Aluminum Rods of Illumination {@z2}
     When activated, it lights up an area and inflicts 2d8 damage on li
     ght-sensitive creatures.
     Takes 84 turns to recharge at your current speed.
 
 --> Galadriel takes way too long to recharge when you're fast. Losing the 
inventory slot is worth knowing what's on the other side of the room.
    
k) 2 Zinc-Plated Rods of Recall {!*!*!*}
     Cannot be harmed by electricity.
     
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     Takes 168 turns to recharge at your current speed.
     
l) 3 Silver Wands of Teleport Other (9 charges)
     
     When aimed, it teleports a target monster away.

 --> These were also surprisingly common. Of course, they kept getting drained, 
but ?Recharging was generally readily available.
     
m) a Zinc Wand of Annihilation (0 charges)
     Cannot be harmed by acid, electricity, fire, cold.
     
     When aimed, it drains up to 250 hit points of life from a target c
     reature.

 --> Um, I was in the dungeon when I took this dump. Used this sucker to nail a 
couple of acid hounds that were lounging around. Meh.
     
n) 2 Teak Staves of Speed (11 charges)
     
     When activated, it hastens you for 2d10+20 turns.

 --> All-too-easily drained and harder to replace than the -TO. More vulnerable
to recharge-blasting, too.
     
o) a Star
     You do not know the full extent of this item's powers.
     
     It can be activated.
     
     Radius 3 light.

 --> Just found this. Elendil's nice for the magic-map ability, but it recharges so 
slowly...

p) Chaos Dragon Scale Mail (-2) [30,+17]
     Provides resistance to chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When aimed, it allows you to breathe chaos or disenchantment for 2
     20 damage.
     Takes 842 to 1680 turns to recharge at your current speed.

 --> Also just found this. I suppose it could serve as a swap armor for Isildur 
when I encounter disenchanters...dealing with swaps is a pain, though.
     
q) 22 Bolts (1d5) (+0,+0) {@f1}
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 71.4.
     25% chance of breaking upon contact.
     
r) 18 Bolts of Acid (1d5) (+5,+12)
     Branded with acid.
     Cannot be harmed by acid.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 365.4 vs. creatures not resistant to acid, and 
     121.8 vs. others.
     25% chance of breaking upon contact.
     
s) 28 Bolts (1d5) (+4,+7)
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 100.8.
     25% chance of breaking upon contact.
     
t) 27 Seeker Bolts of Lightning (4d5) (+12,+12)
     Branded with lightning.
     Cannot be harmed by electricity.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 483.3 vs. creatures not resistant to
     electricity, and 161.1 vs. others.
     25% chance of breaking upon contact.
     
u) 24 Seeker Bolts of Slay Animal (4d5) (+13,+16)
     Slays animals.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 356.1 vs. animals, and 178.1 vs. others.
     25% chance of breaking upon contact.
     
 --> Just found these. Machinegunned a few hounds with 'em. 

  [Home Inventory]

a) 3 Copper Speckled Potions of Healing
     
     When drunk, it heals you a really large amount (35% of max HP, min
     imum 300HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.

 --> Never enough of these available. Seems like any time I'd carry one into the 
dungeon, it'd get used up basically immediately.
     
b) 2 Dark Red Potions of Life {!*!*}
     When drunk, it restores 5000 hit points, restores experience and s
     tats, heals cut damage, and cures stunning, poison, blindness, and 
     confusion.
     
     It can be thrown at creatures with damaging effect.
     
c) 7 Violet Potions of Speed {!*}
     When drunk, it hastens you for 2d10+20 turns.
     
d) 19 Scrolls titled "stilis ortus" of Teleport Level {!*!*!*!*!*}
     When read, it teleports you one level up or down.
     
e) a Scroll titled "to cedue ascio" of Mass Banishment {!*!*}
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.

 --> I've found three of these. One has made it back to my house without getting 
burned or dissolved. 
     
f) 4 Scrolls titled "curius consis" 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.
     
g) 7 Silver Wands of Teleport Other (42 charges)
     
     When aimed, it teleports a target monster away.
     
h) 3 Dogwood Staves of *Destruction* (9 charges)
     
     When activated, it destroys an area around you in the shape of a c
     ircle radius 15, and blinds you for 1d10+10 turns.
     
i) 2 Teak Staves of Speed (11 charges)
     
     When activated, it hastens you for 2d10+20 turns.
     
j) a Zircon Ring of Speed (+9)
     +9 speed.
     
k) an Opal Ring of Damage (+0,+11)
l) 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.  

 --> ...I put this in my home? Really? It should be in a shop. Oh, well.
     
m) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.

 --> Early find, but it never could compete on resistances. I'd prefer it over 
Isildur if I had other sources of sound/nexus resist.
     
n) an Elven Cloak of Aman [6,+28] (+4 stealth)
     +4 stealth.
     Provides resistance to sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.

 --> I've always liked Anarion, even though I generally don't end up using it. My 
first winner, way back in 2.4 frog-knows, used Anarion against Morgy.
     
p) a Large Metal Shield of Elvenkind [8,+12] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) a Set of Caestus of Agility (+0,+3) [2,+11] (+4)
     +4 dexterity.

r) The Short Sword 'Sting' (1d6) (+9,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Slays animals, evil creatures, undead, orcs.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Grants the ability to see invisible things.  
     
     Combat info:
     8 blows/round.
     Average damage/hit: 52.8 vs. animals, 52.8 vs. evil creatures, 
     56.6 vs. undead, 56.6 vs. orcs, and 48.9 vs. others.
     
     Radius 1 light.

 --> Sting is a great midgame weapon, but it lacks the damage output that you 
get from a weapon with +20-+30 to-dam. 

s) 18 Bolts of Slay Evil (1d5) (+10,+10)
     Slays evil creatures.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 228.9 vs. evil creatures, and 114.5 vs. others.
     25% chance of breaking upon contact.
     
t) 30 Bolts of Slay Evil (1d5) (+12,+7)
     Slays evil creatures.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 203.5 vs. evil creatures, and 101.7 vs. others.
     25% chance of breaking upon contact.
     
u) 29 Bolts of Slay Undead (1d5) (+6,+8)
     Slays undead.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 318 vs. undead, and 106 vs. others.
     25% chance of breaking upon contact.
     
v) 26 Seeker Bolts of Flame (4d5) (+13,+13)
     Branded with flames.
     Cannot be harmed by fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 496.1 vs. creatures not resistant to fire, and 
     165.3 vs. others.
     25% chance of breaking upon contact.
     
w) 31 Seeker Bolts of Holy Might (4d5) (+16,+8)
     Slays evil creatures, undead, demons.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 288.3 vs. evil creatures, 432.5 vs. undead, 
     432.5 vs. demons, and 144.1 vs. others.
     25% chance of breaking upon contact.
     
x) 20 Mithril Bolts of Acid (3d5) (+9,+12)
     Branded with acid.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 445.2 vs. creatures not resistant to acid, and 
     148.4 vs. others.
     25% chance of breaking upon contact.
     
 --> I'm not short on great bolts to use. Unfortunately I can't use them effectively 
in dungeon dives because a) most creatures I fight summon other creatures that 
act as meatshields, and b) they'd all get dissolved away by acid attacks.

============================================================
                   CHAR.
|   TURN  | DEPTH |LEVEL| EVENT
============================================================
         1      0'    1   Began the quest to destroy Morgoth.
      6038     50'    2   Reached level 2
      9170    100'    3   Reached level 3
     11825    100'    3   Killed Fang, Farmer Maggot's dog
     11825    100'    4   Reached level 4
     12895    150'    5   Reached level 5
     14625    150'    5   Killed Grip, Farmer Maggot's dog
     15875    150'    6   Reached level 6
     21158    300'    7   Reached level 7
     26514    350'    8   Reached level 8
     40911    400'    9   Reached level 9
     42897    400'   10   Reached level 10
     43017    400'   11   Reached level 11
     44457    400'   12   Reached level 12
     45493    450'   12   Killed Wormtongue, Agent of Saruman
     50961    500'   13   Reached level 13
     54500      0'   13   Killed Farmer Maggot
     58921    500'   14   Reached level 14
     59552    500'   14   Killed Grishnakh, the Hill Orc
     59664    500'   15   Reached level 15
     67543    600'   15   Killed Nar, the Dwarf
     67543    600'   16   Reached level 16
     76488    650'   17   Reached level 17
     76588    650'   17   Killed Lagduf, the Snaga
     76618    650'   17   Found The Phial of Galadriel
     87316    750'   18   Reached level 18
     91386    750'   19   Reached level 19
    106412    800'   20   Reached level 20
    114173    800'   21   Reached level 21
    125587    850'   22   Reached level 22
    147416    950'   23   Reached level 23
    150539    950'   23   Killed Gorbag, the Orc Captain
    154926    950'   23   Killed Boldor, King of the Yeeks
    157618   1000'   24   Reached level 24
    159698   1050'   24   Killed Shagrat, the Orc Captain
    166653   1050'   25   Reached level 25
    168023   1050'   25   Killed Ufthak of Cirith Ungol
    203251   1200'   26   Reached level 26
    207941   1200'   26   Killed Bolg, Son of Azog
    214121   1200'   26   Killed Ulfast, Son of Ulfang
    224090   1250'   26   Killed Sangahyando of Umbar
    236380   1250'   27   Reached level 27
    253594   1250'   27   Killed Angamaite of Umbar
    275888   1300'   27   Killed Lugdush, the Uruk
    280384   1300'   28   Reached level 28
    283004   1300'   28   Killed Ulwarth, Son of Ulfang
    292371   1350'   28   Killed Ugluk, the Uruk
    300516   1400'   28   Killed Ibun, Son of Mim
    301698   1400'   28   Killed Smeagol
    306866   1450'   28   Killed Brodda, the Easterling
    339039   1600'   29   Reached level 29
    363586   1600'   29   Killed Beorn, the Shape-Changer
    368361   1600'   29   Killed Bill the Stone Troll
    380862   1650'   29   Killed Uldor the Accursed
    380862   1650'   30   Reached level 30
    403273   1650'   30   Killed Mughash the Kobold Lord
    422125   1700'   30   Found The Leather Scale Mail 'Thalkettoth'
    431069   1750'   31   Reached level 31
    435759   1800'   31   Found The Hard Leather Cap of Thranduil
    439673   1800'   31   Killed Draebor, the Imp
    486278   1850'   32   Reached level 32
    518732   1900'   32   Found The Short Sword 'Sting'
    521518   1900'   32   Found The Leather Shield of Celegorm
    531853   1900'   32   Killed Tom the Stone Troll
    531895   1900'   32   Found The Full Plate Armour of Isildur
    536396   1950'   33   Reached level 33
    581562   2100'   33   Found The Dagger 'Nimthanc' (LOST)
    582440   2100'   33   Killed Waldern, King of Water
    588328   2100'   34   Reached level 34
    603164   2150'   34   Found The Metal Cap of Thengel (LOST)
    618359   2150'   34   Found The Set of Leather Gloves 'Cambeleg'
    621180   2150'   35   Reached level 35
    627749   2150'   35   Killed Ulfang the Black
    643758   2150'   35   Killed Vargo, Tyrant of Fire
    653053   2200'   35   Killed Mim, Betrayer of Turin
    660794   2200'   35   Found The Iron Helm of Gorlim (LOST)
    663297   2200'   35   Found The Dagger 'Belangil' (LOST)
    666469   2250'   35   Killed Rogrog the Black Troll
    679460   2350'   36   Reached level 36
    688157   2450'   36   Found The Zweihander 'Mormegil' (LOST)
    711542   2450'   37   Reached level 37
    721306   2500'   37   Killed Eol, the Dark Elf
    733599   2500'   37   Killed Uvatha the Horseman
    735103   2500'   37   Killed Khim, Son of Mim
    735129   2500'   37   Found The Broad Sword 'Glamdring' (LOST)
    736275   2500'   38   Reached level 38
    749056   2550'   38   Killed Lorgan, Chief of the Easterlings
    749315   2550'   38   Found The Glaive of Pain
    763349   2650'   39   Reached level 39
    771448   2700'   39   Killed The Queen Ant
    772481   2700'   39   Killed Orfax, Son of Boldor
    790649   2800'   40   Reached level 40
    800955   2850'   40   Found The Set of Gauntlets 'Paurhach' (LOST)
    817799   2850'   40   Found The Large Metal Shield of Anarion
    822257   2900'   40   Found The Bastard Sword 'Calris' (LOST)
    824899   2900'   40   Killed Ar-Pharazon the Golden
    828688   2900'   40   Killed Itangast the Fire Drake
    831974   2900'   40   Found The Metal Brigandine Armour of the Rohirrim (LOST)
    832718   2900'   41   Reached level 41
    854140   2900'   41   Killed Bullroarer the Hobbit
    859665   2900'   41   Killed The Lernaean Hydra
    859665   2900'   42   Reached level 42
    865899   2950'   42   Killed Dwar, Dog Lord of Waw
    876277   3000'   42   Killed Medusa, the Gorgon
    879250   3000'   42   Found The Flail 'Totila' (LOST)
    887561   3100'   43   Reached level 43
    889977   3100'   43   Killed Uriel, Angel of Fire
    896490   3150'   43   Killed Golfimbul, the Hill Orc Chief
    898456   3200'   43   Found The Mithril Chain Mail 'Belegennon' (LOST)
    898462   3200'   43   Found The Elfstone 'Elessar'
    899829   3200'   43   Killed The Phoenix
    901808   3200'   43   Found The Short Bow of Amras (LOST)
    905955   3200'   44   Reached level 44
    921124   3400'   44   Killed Shelob, Spider of Darkness
    925068   3500'   45   Reached level 45
    927765   3500'   45   Killed Khamul, the Black Easterling
    927823   3500'   45   Found The Leather Shield of the Haradrim (LOST)
    930113   3500'   45   Killed Ji Indur Dawndeath
    931241   3500'   46   Reached level 46
    932598   3500'   46   Found The Beaked Axe of Theoden (LOST)
    932654   3500'   46   Killed Azriel, Angel of Death
    932668   3500'   46   Found The Battle Axe of Balli Stonehand (LOST)
    935755   3550'   46   Killed Smaug the Golden
    935769   3550'   46   Found The Amulet of Carlammas (LOST)
    936049   3550'   46   Killed Scatha the Worm
    941051   3600'   46   Killed Akhorahil the Blind
    941104   3600'   46   Killed Adunaphel the Quiet
    941415   3600'   46   Killed Tselakus, the Dreadlord
    972489   3600'   47   Reached level 47
    972710   3600'   47   Killed Ren the Unclean
    975638   3650'   47   Killed Feagwath, the Undead Sorcerer
    988896   3700'   47   Found The Short Sword 'Dagmor' (LOST)
    990335   3700'   47   Killed Gabriel, the Messenger
    993239   3700'   47   Found The Scimitar 'Haradekket' (LOST)
    993243   3700'   47   Found The Ring of Power 'Narya'
    993262   3700'   47   Found The Amulet of Ingwe
    994498   3700'   47   Killed The Cat Lord
    994516   3700'   47   Found The Dagger 'Narthanc' (LOST)
    997110   3700'   47   Killed Gorlim, Betrayer of Barahir
   1001109   3700'   47   Killed Harowen the Black Hand
   1004794   3750'   47   Killed Ungoliant, the Unlight
   1004794   3750'   48   Reached level 48
   1006885   3800'   48   Killed Bert the Stone Troll
   1008435   3850'   48   Killed Polyphemus, the Blind Cyclops
   1009298   3850'   48   Killed Lokkak, the Ogre Chieftain
   1009561   3850'   48   Killed The Balrog of Moria
   1009582   3850'   48   Found The Ring of Barahir
   1009588   3850'   48   Found The Beaked Axe of Hurin
   1009688   3850'   48   Killed Thuringwethil, the Vampire Messenger
   1014350   3950'   49   Reached level 49
   1021445   4050'   49   Killed Kavlax the Many-Headed
   1028184   4100'   49   Found The Rapier 'Careth Asdriag'


  [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)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (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)
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Old December 8, 2009, 04:32   #2
PowerDiver
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* Disenchantment, which permanently damaged several of my uniques
* Destruction of items in inventory -- I've lost more enchanted bolts to elemental damage than to breakage by a long shot, and other rare items like ?Teleport are also basically impossible to keep in stock reliably.
* A general lack of healing items. I love the new-to-me CCW behavior where they're actually useful for healing, but my last five or six trips to town have yielded four CCW potions.
* Drain charges, which forces me to park my -TO and my _Speed whenever I encounter liches, beholders, etc.

You should never melee disenchanters without resistance. Leave the level. If you cannot make it to stairs or a trapdoor, there's always recalling twice.

There are unlimited CCW for sale at the temple. You just have to buy every last item to force a restock. If you find that tedious, add your voice to the clamor for a buyout button in the stores.

In the depths, you have to give up on charged items and use rods only. You can use them, but have to drop them periodically and accept they have a very short half-life. Perhaps you will find that you are not overpowered without charged items. If you still are, dive and win. Either way, goodbye boredom.
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Old December 8, 2009, 04:41   #3
PowerDiver
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I modified the game so that every item is *ID*'d on generation (except unique jewelry and light sources). It speeds up gameplay immensely, and while it does make things a bit easier, frankly I'm a lot happier this way. Plus, I've always found it perversely stupid how most characters resort to destroying items in the late game. That kind of thing shouldn't be necessary.
This is not so necessary in 3.1. Set your squelch to "all but splendid", wield and unwield, and most things are squelched. Artifacts are now sensed on wield, so even the few non-splendid artifacts are not a problem.
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Old December 8, 2009, 04:49   #4
Derakon
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I'm not abusing the monster spoilers, and it's been long enough that I'd forgotten which have disenchant powers. So, yes, as soon as I found out that Monster X has disenchant, I was out of there. Doesn't save my gear, though. My artifacts did an astoundingly bad job of resisting disenchantment, incidentally; I think it happened all of once. Isn't it supposed to be a 1/3rd chance that the disenchant affects artifacts?

As for CCW, yeah, I should've thought of the buyout trick. It's just so...lame, though. Any item that I'm willing to buy the temple out of stock every time I see it, the temple should start stocking in huge quantities. It's a guaranteed moneymaker! There are certain items that should just be assumed to always be available in "as much as you need" quantities: Word of Recall, Phase Door, ammo, basic 4 spellbooks, CCW, stat restoration, probably some others too.

I'd be more willing to rely on rods if rods of Speed / Enlightenment / Teleport Other were more common. They aren't, of course, because they're significantly more powerful than the equivalent charged items. So there's a long period in there when you have no rod-based version of the spell and are forced to rely on charged versions that can get drained by a nontrivial number of enemies. And if you drop them you risk getting them destroyed by an errant ball attack. It's just...tedious.

As for the squelching, you think I want to have to equip every item I find to see if it's worth using? The squelcher also doesn't have as fine of control as I'd like. For example, I'd like to be able to say "ignore launchers of Accuracy, but leave launchers of Extra Shots" but I don't have that level of control. I'm certainly not going to risk squelching useful ego items like boots of speed just because they don't have a high resist!
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Old December 8, 2009, 05:53   #5
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I'd be more willing to rely on rods if rods of Speed / Enlightenment / Teleport Other were more common. They aren't, of course, because they're significantly more powerful than the equivalent charged items. So there's a long period in there when you have no rod-based version of the spell and are forced to rely on charged versions that can get drained by a nontrivial number of enemies. And if you drop them you risk getting them destroyed by an errant ball attack. It's just...tedious.!
You misunderstand. You're not supposed to use charged stuff tediously. You're supposed to give up on relying on the charged stuff even without the replacement rods.

Perhaps "supposed" is the wrong word, but you see what I mean.

It's more fun. Give it a try. You may live or you may die, but it won't be boring.
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Old December 8, 2009, 06:04   #6
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I fail to see how eliminating options makes the game more fun. I toss away my ability to haste myself, and now I take more damage and am at greater risk of double moves. I toss away the ability to remove summoned enemies and now my only effective way to cope with summoning is to run away. This is more fun? Maybe for you it is; I'll not judge how you enjoy the game. But it's not more fun for me.

Note that I would have been utterly incapable of dealing with Feagwath if I hadn't been able to sneak up on him and his escorts and teleport most of them out of the area. Fighting Feagwath plus three Black Reavers (and several Archliches, etc.) is simply not within the realm of feasibility without lots of resources of some description. I used the resources I had.
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Old December 8, 2009, 14:26   #7
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There are very few monsters with drain charges. Because this is an extremely powerful attack, it is limited to Lichs, Balrogs and a couple uniques. You can avoid these monsters if you desire. I almost never bother fighting these monsters, especially not as a warrior. If I want to kill the unique Lichs and Balrogs, I tend to use archery. I usually have some ammo of flame, frost, slay undead or slay demon and these make perfect targets for them.

Disenchant is a bit tougher, but it's resistable. Learning what monsters disenchant kind of sucks, but again, there are not terribly many that do. Also if monster memory is what is annoying you can set the cheat option to give you full monster memory.

Anyway, some smallish changes would solve most of the 'issues' including:

buyout option in store
"restore artifact" scroll
drain charges only draining the normal amount that comes with a recharge
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Old December 8, 2009, 14:41   #8
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<SNIP>

Anyway, some smallish changes would solve most of the 'issues' including:

buyout option in store
"restore artifact" scroll
drain charges only draining the normal amount that comes with a recharge

OMG, three changes I like, the world most be coming to an end soon Especially number 3 is pretty elegant I find.

T.
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Old December 8, 2009, 19:02   #9
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I fail to see how eliminating options makes the game more fun.
You're the one who is quitting because you are bored. I offered a cure for boredom. How can trying it my way be any worse than your current situation?
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Old December 8, 2009, 20:32   #10
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OMG, three changes I like, the world most be coming to an end soon Especially number 3 is pretty elegant I find.

T.
Sadly, I don't think I can really take credit for any of them...
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