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Tales of the Bold Rogue

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Eddie Grove

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Jun 10, 2008, 3:31:42 AM6/10/08
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I will be writing a serious of long rambling poorly composed posts describing
a game I played testing out my current patch for Vanilla. If you are not
interested, kill this thread now.


This post is meant to anchor the thread so that people can view the thread
properly as a tree. Please, pretty please, reply to the other posts and not
to this one.


Eddie

Eddie Grove

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Jun 10, 2008, 3:42:12 AM6/10/08
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This is a fairly detailed description of a recent game, playing the WIP
version of a patch I will release eventually. I do not follow any of the
advice I gave in the recent "sell sell sell" thread. I find the game much
more enjoyable when the emphasis is on using items rather than selling them.
I have made many modifications to Vanilla, most of which are minor. E.g.,
when you put on an unidentified item that causes an obvious effect, you are
informed. Thus you don't have to squint at the screen to check for an
increased light radius, nor hit 'C' 'l' to check whether a stat increased.
Squelching is vastly improved. E.g. you can squelch all (2d5) weapons
weighing at least 13 lbs that have no obvious magical properties.

My patch also includes some significant gameplay changes. Jewelry pseudos
just like weapons and armor. Elementally branded weapons are considered
obvious when wielded. Selling items to stores is disallowed, and to
compensate money drops are roughly tripled at 100', tapering down linearly to
standard money drops at 5000'. Characters start with 500 AU, roughly the
amount an autorolled standard char would have after selling the starting heavy
weapon.

I play with disconnected stairs so I don't have to resist the temptation to
stair scum. When I toss in a goal to minimize turncount, I find that I can
attempt to play "optimally" and still avoid tedium.

I use a lot of shorthand. Hopefully it will be pretty obvious. I will use
"bolt" to refer to a particular type of spell that travels to the first target
it hits, beams pass through, and balls explode for damage in a radius. I call
xbow ammo "quarrels" to differentiate. The 4 base elements are fire, cold,
elec, and acid. I will use the symbol for an item to refer to it, such as
-elecBolt for a wand of lightning bolts. When I remember, I will use
-ElecBolt for a rod, capitalizing the first word. I will use '*' to refer to
a spell, so the mage spell is *elecBeam. 'd' means detect, 'r' means remove
or resist or restore, 's' means slay or sustain.

Come read how I play.

------------------------------------------


Trip 1:


I start a half-troll rogue with base str 17, int 16, dex 14, con 16. My
point-based char generation is boosted to be roughly equivalent to the
auto-roller, with 24 points to spend boosting stats above 10, but it costs 2
points rather than 1 to boost from 16 to 17. Any diving char with strong
pseudo should start with 3 blows, so I put extra emphasis on str to get the
third blow. Dex does not matter in the early game, so that is the stat I
underemphasize.

In town, there are no ?phase for sale. I usually buy 1. I buy a dagger,
?recall, sling, !CLW, and !hero.

At 50', I find the stairs before I find any monsters.

At 100', I land in a room with a sleeping large brown snake. No threat and no
drop means I ignore it. I find the stairs in the next room.

At 150', I enter a room with a pack of jackals. I do not want to leave them
behind in case I am forced to retreat, so I kill them. I later kill a
centipede for cLevels 2 and 3. I kill random monsters blocking corridors for
cLevel 4. I pick up quarrels and arrows, no shots, seems a little strange. I
hurt a nov warrior and it flees. Lacking a launcher, I just let it go rather
than chasing it. He comes back twice, and I finally kill him.

At 200', I step on a summoning trap and really wish I had ?phase. [I never
use search mode, and search manually only when obvious to do so.] I scare off
a nov mage to one side, then kill two caveorcs for two levels and they keep
coming. I !hero and !CCW and kill two more for cLevel 7. I have 8 hp when I
scare the last one away, and I rest until it returns. I gain *dVis [short for
"d"etect "Vis"ible monsters] and *phase. Now I am willing to test potions so
long as mana and hp are both below max. For the time being, I will *dVis
whenever I reach full mana. I find a green worm, which is wimpy enough to use
as a subject to test wands, and I am careful to step adjacent first to see the
wall behind it. If the effect is stoneToMud, I want to be sure to gain
awareness.

At 250', I go out of my way to kill a worm. Breeders must die ASAP. When I
get to 5 exp away from the next level, I make an exception and cast *phase for
exp. The only time I cast spells for exp is when it will immediately gain a
level. Now I gain *dStairs [silly name "find traps and doors" ignores the
most important feature], and that will use most of my mana for a long time. I
should mention that I play on a standard vt-terminal sized screen, and I make
a point to try to cast detections on sectors both of whose coords are even.
The top left corner is (0,0), and ideally I try to detect when an even number
of right arrows and an even number of down arrows will scroll from the top
left corner to my current sector. I kill Fang. A main gauche pseudos {avg},
so I upgrade my dagger, notice it merged with one lacking pseudo in my pack
[my patch]. I believe in the principal that identifying objects might tell
you something about them, but it should never effect how they act, so if they
stack after id they should stack before id.

At 300', two rings pseudo as cursed [my patch], and I squelch those flavors
without bothering to id them or try to learn them. I pick up a dagger that
does not merge with the one I bought in town, therefore know it is not +0+0.
I squelch an avg cutlass. Even good, would not be interested in 1-blow
weapon. My pack is getting full, so I test scrolls when I reach the stairs.
One is ?phase, and on my return I see a scruffy hobbit. I decide to risk a
shortbow I have been carrying forever, since I have arrows, and it turns out
to be cursed. I know it is not {Nazgul} since my patch gives a notice of
obvious effects such as drain exp. I shoot anyway, miss, kill with melee.

At 350', I kill some caveorcs for cLevel 9 and gain *light. I try shooting
some arrows when they are non-adjacent, 2 of 4 do damage. Perhaps my bow is
-2 dam. At a lull, I decide to *dVis to see how many are left, fail 4 times
in a row. By the time I kill them all I have reached cLevel 10. I could
learn *dMoney, but I don't bother with that spell. When I reach the stairs,
check my pack, have a mushroom. I insist on having !CLW in case I test
mush{blind}, which lasts FOREVER. I have 3 so go for it. It confuses me, and
I rest. I test two more scrolls, one is ?darkness blinding me, but I remember
this one doesn't last too long and I rest rather than !CLW.

At 400', a mace pseudos {avg}, so I squelch it and all avg blunt weapons.
Extra dice are always at least good, so my main gauche beats all avg blunt. I
head off, reach a dead end, return and a single cave orc comes. After I kill
it, *dVis shows Lagduf with escort nearby. I will try to avoid them. I
squelch another flavor on a cursed ring, not deep enough to worry it is a bad
version of a good flavor.

At 450', my only excitement is trying to hurt a fleeing cobra with my wimpy
cursed bow.

At 500', there is a white tick sleeping next to the exit to the room. I
decide to fight, so that when I am poisoned I can test a potion I tested once
before unsuccessfully. After my first round of melee, I am afraid I may kill
it without being poisoned, search a few times to let it get me. I still don't
learn the potion, maybe boldness? I test ?summon on the stairs, and before I
descend I check my turncount. I am 10% of the way down, over 29K turns, a bit
worse than usual. I try to manage this in 25K turns. I have no items of
interest except -lightBeam[14], though I have a dagger waiting to pseudo in my
pack. I should mention that charges on wands are apparent without needing id
in my patch.

At 550', I see Wormtongue in a lit room ahead. I also see a wand in it. Is
it worth losing 10% of my 1334 AU to pick up a new wand? I already know
-lightBeam, so the only other important wands are -stoneToMud and -telOther,
pretty unlikely. It would be a real disaster if he stole multiple times, so I
flee. A spear psuedos {excellent}, which is not as good as it sounds since in
my patch an item with an obvious power pseudos as {splendid}, and that
includes branded weapons. It will just be an ordinary slay weapon. Still, it
might be better than an unenchanted main gauche, so I wield it. I kill a pack
of nov paladins and a rattler for cLevel 11 and gain *CLW. I test !confusion
on the stairs, have to rest.

At 600', I pick up and test a rod, nothing. I know it is -dTraps, but it may
take a long time to officially learn the flavor. Until then, I have to give a
direction when using it. I inscribe it !! so I can tell about charging
status.

At 650', it takes a long time to find a way down, but then *dStairs shows 3
stairs and a trapdoor all in the same sector. I *dVis, to see who is in a
likely treasure room. No real danger, so I go to loot it. There is a rot
jelly guarding the stairs, so I take the trapdoor.

At 700', I head through a dark room and "it magically summons help". I get
out the other side, *dVis succeeding on the 4th try, and a priest is coming.
I am in a corridor with snagas on the other side. I melee away, and towards
the end a babyBlue comes to surround me, so I have to run past it giving it a
couple free hits. I check the log, and it took 9 hits with the spear to kill
it, so my spear is marginally better than my main gauche. A dagger psuedos
{good}, presumably better than either. An amulet pseudos {cursed}, squelch
the flavor. Then I see Broda, who has more hp and does more damage than I do.
My only chance to kill would be to use -wonder, but that is risky. I ?recall
and flee.

I return to town with 3814 AU. There is nothing much for sale in town that I
can afford except for ?+dam. The question is whether to enchant my good
dagger or buy a main gauche and start from scratch. I ?id the dagger, (+6,+2)
is worth keeping. I buy 3 spare ?MB1 [mage book 1] and ?rCurse and !hero and
4 !CCW. Now I can wield an amulet and cloak without pseudo. I buy !bold and
!CSW for awareness. I buy all 20 ?phase to clear the slot, and can afford 8
?+dam. I have a little money left, so I buy 1 ?id. It is very useful in a
diving game to buy all of the items in a store slot when you can, because that
leads to faster restocking. This is very very important.

[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 17 +4 +2 +0 18/50
Race Half-Troll Height 106 INT: 16 -4 +1 +0 13
Class Rogue Weight 236 WIS: 10 -2 -2 +0 6
Title Footpad Status 1 DEX: 14 -4 +3 +0 13
HP 149/149 Maximize Y CON: 16 +3 +1 +0 18/20
SP 9/9 CHR: 10 -6 -1 +0 3

Level 12 Armor [8,+0] Saving Throw 32
Cur Exp 1041 Fight (+1,+3) Stealth 4
Max Exp 1041 Melee (+7,+11) Fighting 149
Adv Exp 1232 Shoot (+1,+0) Shooting 95
MaxDepth 700 ft Blows 3/turn Disarming 60
Turns 44553 Shots 1/turn Magic Device 37
Gold 13 Infra 30 ft Perception 29
Burden 78.3 lbs Energy 100% Searching 31

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

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

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


[Character Equipment]

a) a Dagger (1d4) (+6,+8)
You get 3 blows per round with this weapon.
b) a Short Bow (x2) {cursed}
c) (nothing)
d) (nothing)
e) a Bone Amulet {tried}
Possible flavors are:
Searching Teleportation Slow Digestion Resist Acid Adornment
Sustenance Resistance Resist Lightning & Amulet~ & Amulet~ &
Necklace~ & Elfstone~ & Jewel~.
f) a Wooden Torch (5697 turns)
It usually provides light of radius 2, though this is reduced when
running of out fuel.
g) Soft Studded Leather [5,+0]
h) a Cloak [1] {tried}
i) (nothing)
j) (nothing)
k) (nothing)
l) a Pair of Soft Leather Boots [2] {good}


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 3 Rations of Food
c) a Piece of Elvish Waybread
d) a Potion of Boldness
e) 2 Potions of Heroism
f) 2 Potions of Cure Light Wounds
g) a Potion of Cure Serious Wounds
h) 4 Potions of Cure Critical Wounds
i) 20 Scrolls of Phase Door
j) 2 Scrolls of Word of Recall {!*}
k) a Scroll of Identify {@r1}
l) a Scroll of Remove Curse
m) a Rod of Trap Location {@z5 !!}
Your success rate is 96.8%, if confused 92.3%.

n) a Wand of Stone to Mud (6 charges)
Your success rate is 96.2%, if confused 87.5%.

o) a Wand of Light (14 charges) {@a3}
Your success rate is 97.0%, if confused 93.3%.

p) a Wand of Wonder (18 charges)
Your success rate is 97.0%, if confused 93.3%.

q) 2 Staffs of Cure Light Wounds (18 charges)
Your success rate is 96.8%, if confused 92.3%.

r) 2 Daggers (1d4) (+0,+0)
You get 3 blows per round with this weapon.
s) a Short Bow (x2) (+0,+0)
t) 40 Arrows (1d4) (+0,+0) {@f1}
u) 28 Arrows (1d4) {good}


[Home Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Spear (1d6) {excellent}
Possible egos include:
of Slay Animal of Slay Evil of Slay Undead of Slay Demon of Slay
Orc of Slay Troll of Slay Giant of Slay Dragon.
You get 2 blows per round with this weapon. With additional +5 str
you would get 3 blows.
c) 24 Bolts (1d5) (+0,+0)


[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 : 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)


The Wanderer

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Jun 10, 2008, 7:11:34 AM6/10/08
to
Eddie Grove wrote:

> At 250', I go out of my way to kill a worm. Breeders must die ASAP.
> When I get to 5 exp away from the next level, I make an exception and
> cast *phase for exp. The only time I cast spells for exp is when it
> will immediately gain a level.

Huh. My opinion on this fluctuates with time, but much of the time I
will explicitly refrain from casting a spell for experience when I am
near gaining a level, because at the next level the same number of
experience points will be harder to gain from monsters and therefore
will be more valuable. Occasionally I do it anyway as a strategic
decision, but...

> Now I gain *dStairs [silly name "find traps and doors" ignores the
> most important feature], and that will use most of my mana for a long
> time. I should mention that I play on a standard vt-terminal sized
> screen, and I make a point to try to cast detections on sectors both
> of whose coords are even. The top left corner is (0,0), and ideally I
> try to detect when an even number of right arrows and an even number
> of down arrows will scroll from the top left corner to my current
> sector.

This happens to be exactly how I approach the use of that detection
spell - although I'm not certain I agree that the detection of stairs is
*more* important than the other two, at least not in the early game.

> I kill Fang. A main gauche pseudos {avg}, so I upgrade my dagger,
> notice it merged with one lacking pseudo in my pack [my patch]. I
> believe in the principal that identifying objects might tell you
> something about them, but it should never effect how they act, so if
> they stack after id they should stack before id.

It makes perfect sense from an in-game perspective: the character knows
that the identified dagger has X characteristics, and does not know
whether or not the unidentified one has the same characteristics, and so
does not bundle the two together.

The flaw in this is that that lack of bundling would not rationally have
any effect on how much space the items take up, but that is a problem
more with a generally slot-based approach to inventory than with the
stacking behaviour IMO.

> At 300', two rings pseudo as cursed [my patch], and I squelch those
> flavors without bothering to id them or try to learn them. I pick up
> a dagger that does not merge with the one I bought in town, therefore
> know it is not +0+0.

This is an example of the point: how would the character know, simply by
having a dagger of that nature, that this newly found one is also of the
same nature, when they would not know if they happened to have seen the
first dagger but not be carrying it anymore?

It might be possible to make an argument based on similar-quality items
having similar appearance, but that is if I'm not mistaken the basis of
pseudo-ID, and reusing it for something with this much stronger of an
effect doesn't seem appropriate...

--
The Wanderer

Warning: Simply because I argue an issue does not mean I agree with any
side of it.

Secrecy is the beginning of tyranny.

Eddie Grove

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Jun 10, 2008, 11:17:51 AM6/10/08
to
The Wanderer <inverse...@comcast.net> writes:

> Eddie Grove wrote:

> > At 300', two rings pseudo as cursed [my patch], and I squelch those
> > flavors without bothering to id them or try to learn them. I pick up
> > a dagger that does not merge with the one I bought in town, therefore
> > know it is not +0+0.
>
> This is an example of the point: how would the character know, simply by
> having a dagger of that nature, that this newly found one is also of the
> same nature, when they would not know if they happened to have seen the
> first dagger but not be carrying it anymore?

Because they look identical and you can compare side-by-side?

I would prefer that once you know a (1d4)(+0,+0) you immediately recognize all
such in the future, of course.

I think the full plusses should be apparent the instant you wield an item.
Maybe even sooner. Magical and finely crafted items might be argued to be
made from superior materials, and you would be able to notice the dreck with a
glance. As you should recall, I am opposed even to the existence of the
identify spell.

My personal preferences are too radical, so I have contented myself with
"gameplay should not be affected by id".


> It might be possible to make an argument based on similar-quality items
> having similar appearance, but that is if I'm not mistaken the basis of
> pseudo-ID,

That has nothing to do with pseudo AFAICS. A particular dagger does not
pseudo any faster when you are carrying 5 others. Viewpoints differ, I guess.

> and reusing it for something with this much stronger of an
> effect doesn't seem appropriate...

Characters with strong pseudo don't really make use of it. Carrying avg items
uses a slot you could use to pseudo the new one. I merely mentioned it in the
interest of full disclosure.


Eddie

The Wanderer

unread,
Jun 10, 2008, 6:52:00 PM6/10/08
to
Eddie Grove wrote:

> The Wanderer <inverse...@comcast.net> writes:
>
>> Eddie Grove wrote:
>
>>> At 300', two rings pseudo as cursed [my patch], and I squelch
>>> those flavors without bothering to id them or try to learn them.
>>> I pick up a dagger that does not merge with the one I bought in
>>> town, therefore know it is not +0+0.
>>
>> This is an example of the point: how would the character know,
>> simply by having a dagger of that nature, that this newly found one
>> is also of the same nature, when they would not know if they
>> happened to have seen the first dagger but not be carrying it
>> anymore?
>
> Because they look identical and you can compare side-by-side?

I don't think that necessarily applies. Two daggers which would be just
as easy or hard to hit with and do just as much or little damage when
hitting could easily look very different - style of hilt and guard,
exact details of how the blade is put together, details of decoration
(or the lack thereof); likewise, if you allow for enchantments of the
"guiding the hand" sort and so forth, two identical-looking blades could
behave very differently in combat.

> I would prefer that once you know a (1d4)(+0,+0) you immediately
> recognize all such in the future, of course.

That's a bit of a different argument, from a gameplay perspective,
although it would probably run into some of the same "rationale"
objections; I think I would find it easier to swallow, even though it
might make less sense in in-continuity terms.

Actually, see below on "improving pseudo-ID"; it could allow something
like this which I would find reasonable even in-continuity.

> I think the full plusses should be apparent the instant you wield an
> item. Maybe even sooner. Magical and finely crafted items might be
> argued to be made from superior materials, and you would be able to
> notice the dreck with a glance. As you should recall, I am opposed
> even to the existence of the identify spell.

Fine craftsmanship, superior materials, and possibly even enchantments
might be something which could be seen, but A) determining exact bonuses
based on that would be quite another matter, and B) recognizing those
*is* in fact *precisely* what pseudo-ID is supposed to be about - the
character's ability to identify these sorts of things from their own
past (pre-start-of-game) experience. Recognizing that an item is good is
one thing, and easily justifiable, even to the point of instant
pseudo-ID if you want to go in that direction; recognizing exactly the
ways in and degree to which it is good is quite another.

I'm not necessarily opposed to a game in which everything is identified
immediately, but I do think it would be a very different game from
vanilla Angband as I've experienced it so far, and I'm not sure I'd be
interested in replacing the one with the other.

> My personal preferences are too radical, so I have contented myself
> with "gameplay should not be affected by id".
>
>> It might be possible to make an argument based on similar-quality
>> items having similar appearance, but that is if I'm not mistaken
>> the basis of pseudo-ID,
>
> That has nothing to do with pseudo AFAICS. A particular dagger does
> not pseudo any faster when you are carrying 5 others. Viewpoints
> differ, I guess.

No, it doesn't - but as above, pseudo-ID is supposed to be a
manifestation of the character's familiarity with that general type of
item, and (derived from that) ability to figure out from examining the
item how good it is likely to be. You could certainly argue that having
seen more items of a given type and stats should make pseudo-ID of the
next one faster and possibly more accurate, and I'd probably agree with
that argument; you could argue that pseudo-ID should be instant (or
become so after having pseudo'd, and perhaps then IDed, enough of the
item), and I might agree with that as well; you could even argue that
past a certain point the improving pseudo-ID should translate into full
ID, and I might agree with that in turn. I just don't think that instant
full ID based on having (or having seen) one single item of the type is
reasonable.

Eddie Grove

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Jun 10, 2008, 11:13:14 PM6/10/08
to

Trip 2:

I go down still wielding my cursed shortbow. I'd like to be able to keep
?rCurse in reserve until the bow becomes necessary.

At 700', *dStairs shows the way down just a few steps away. I always enjoy
ditching the recall level more than the others.

At 750', I land adjacent to a babyBronze. It breathes a couple of times, and
I stay confused for a long time. I guess I should have used !CSW. I didn't
need it for the kill, trying to hoard all resources, but gameturns are a
resource too. I encounter a destruction zone, but it is on the edge and
*dStairs shows nothing so I do not have to explore it.

At 800', something invis scares me and saps my dex, and I wish I had my
replacement bow wielded when I bump into it. I try -wonder and that works.
Then a gnome mage appears, and I ?rCurse to swap bows and shoot with good
arrows. They are ineffective, and it summons fire hounds before I kill it. I
step up to close a door, another mage shows, so there must be a pack. I kill
it for cLevel 13 and gain *dObj. I go to the next room, but there are two
paths and I get surrounded, and another mage summons a griffon. I cannot kill
my opps fast enough, too many hounds. I need repeated ?phase to escape.
About the 4th one gets me to another room with only one entrance, and I kill
hounds as they come for cLevel 14 and 15.

At 850', I try some mushrooms, lose a point of int. I face dark hounds, kill
first for cLevel 16. No room nearby. I go around, *dStairs, see stairs under
the hounds. I go back, fight my way through to the stairs and go down blind.
I should have mentioned long ago that "stairs" means stairs going down, and I
will use "upstairs" to refer to stairs going up.

At 900', I !CLW first thing so I can see. A warhammer(3d3) pseudos {good},
and I squelch. That's not nearly enough base damage for 1 blow. It takes
forever, but I finally get to the stairs, and "it touches you" one step away.
I head straight down.

At 950', *dStairs shows two stairs and upstairs and a trap apparently in the
same room. I *dVis to look for danger, no visible monsters by the stairs, but
a panther is two steps away, not too hard to kill. I am in a destruction
zone, but I find the way without needing a single backtrack. The stairs turn
out just to be a normal pillared room. It seems to me that pillared rooms
often contain stairs.

At 1000', the stairs are in the first room. I check my turncount, nearly 58K
turns, maintaining my sedate pace. I have a mushroom to try, jump into a pit
for some damage so I can test it. I take some more damage on the way to the
stairs, don't bother to rest.

At 1050', I am still hurt and land next to a sabretooth. I melee a couple
rounds then ?phase and start using _CLW. I only use one charge before it
steps near, ?phase again. I _CLW some more, and when forced to melee I drop
to 11 hp before I kill it. I *dVis to look for danger, and there is creeping
copper that I will search out for the money. I find it in a large room having
recovered to 60 hp, no need to _CLW, can shoot from afar. I melee a zombie on
the way to the stairs, have nearly recovered with 158/187 hp.

At 1100', I land in a moat, fail 3 times with *dStairs, use -dTraps. No
traps, unlikely to be a treasure room, notice shambling mound around the bend
in the moat. I leave the area. I have truly terrible luck casting *dStairs,
have to find them the old-fashioned way. At the stairs, before descending, I
test _dStairs, which will help in the future.

At 1150', I land amongst blink dogs. I think it will just be melee ping-pong,
but I keep landing next to a potion mimic and killing that has a higher
priority. After I kill the dogs, I test !heal, a bit of a waste. My pack is
full, so I decide that the time to squelch -wonder has arrived. I notice I
reached cLevel 17 some time, presumably killing blink dogs.

At 1200', I detect the stairs, but cannot find the way. I kill a pack of
white wolves then a few black orcs for cLevel 18. Should mention good arrows
are not that effective, so in the future I will use them before avg arrows to
try to free a slot.

At 1250', I make it to the stairs without seeing anyone.

At 1300' get hungry, eat, check that !saltWater is still unaware, so I should
eat only when hungry. I find the stairs in the second sector before I get to
the point to detect. It is always nice to save mana. No monsters either.

At 1350', land in a room with a pack of clear hounds. Luckily I am next to
the exit. I step out and melee, and they keep coming, perhaps it was not a
room. I have _dEvil, and it is time to start using it when I do my other
detections. There are 9 cave ogres guarding the stairs. I am the equal of 2
or 3, not of 9, at least without a decent launcher. I head away. Later,
*dVis shows an angel, another to be avoided. The game is starting to get more
interesting.

At 1400', something hastes itself and confuses me. I !CSW, and it hits me
with a frost bolt. I need to get away, but only escape is ?phase. I try,
stay in the room, confused again this time I !CCW. It finally steps into
view, only a mage, and one -manaBolt [my term for "magic missile"] makes it
teleport away. I step toward the edge of the room, see a ranger just outside.
I would like to telSelf, but that is not an available option, so I had better
kill him quickly. I get him before he summons. I explore, off one way and
back and then another, come to rubble and *dVis before I dig. Two mages and
Khim and an ogre mage are in the vicinity. I still do not have enough money
for _telSelf, but this level is dangerous and I have no clue how to go down.
Or even up. I ?recall. I reach full mana while waiting for it to kick in,
cast *CLW and *dObj for exp. That's another time I cast spells for exp.

I return to town with 4435 AU. I kill Maggot for a lance, unlikely to be
useful. I buy =SI, a longbow, and feel a little depressed. Every useful item
I have was bought in town, except for my unknown amulet. I've reached the
point where I should travel with 4 ?recall, so I buy them. I also buy 2
rations and a torch and 99 arrows. I buy 1 ?+hit for awareness, and spend
most of my remaining money on 6 ?+dam. I have some cash left, buy ?dMoney and
?dInv for awareness. No ?id for sale.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 17 +4 +2 +0 18/50

Race Half-Troll Height 106 Int: 16 -4 +1 +0 13 12


Class Rogue Weight 236 WIS: 10 -2 -2 +0 6

Title Robber Status 1 Dex: 14 -4 +3 +0 13 11
HP 216/216 Maximize Y CON: 16 +3 +1 +0 18/20
SP 13/13 CHR: 10 -6 -1 +0 3

Level 18 Armor [11,+0] Saving Throw 38
Cur Exp 5200 Fight (+1,+3) Stealth 4
Max Exp 5200 Melee (+1,+3) Fighting 155
Adv Exp 5220 Shoot (+2,+6) Shooting 116
MaxDepth 1400 ft Blows 1/turn Disarming 68
Turns 72460 Shots 1/turn Magic Device 43
Gold 142 Infra 30 ft Perception 29
Burden 136.1 lbs Energy 100% Searching 31

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

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

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Sear.:.............
PLite:............. Infra:.............
Regen:............+ Tunn.:.............
Telep:............. Speed:.............

Invis:...+......... Blows:.............


FrAct:............. Shots:.............
HLife:............. Might:.............


[Character Equipment]

a) a Lance (2d8) {tried}
You get 1 blow per round with this weapon.
b) a Long Bow (x3) (+1,+6)
c) (nothing)
d) a Ring of See Invisible
It grants you the ability
to see invisible things.
e) a Bone Amulet {excellent}


Possible flavors are: Searching Teleportation Slow Digestion
Resist Acid Adornment Sustenance Resistance Resist Lightning &
Amulet~ & Amulet~ & Necklace~ & Elfstone~ & Jewel~.

f) a Wooden Torch (5935 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.
g) Soft Studded Leather [5,+0]

h) a Cloak [1,+0]
i) a Small Metal Shield [3] {good}


j) (nothing)
k) (nothing)
l) a Pair of Soft Leather Boots [2] {good}


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) 4 Rations of Food


c) a Piece of Elvish Waybread

d) 2 Potions of Heroism
e) 2 Potions of Cure Light Wounds
f) 3 Potions of Cure Critical Wounds
g) 11 Scrolls of Phase Door
h) 4 Scrolls of Word of Recall {!*}
i) 2 Scrolls of Identify {@r1}
j) a Scroll of Detect Invisible
k) a Rod of Trap Location {@z5 !!}
Your success rate is 97.3%, if confused 93.7%.

l) a Rod of Door/Stair Location {@z2 !!}
Your success rate is 96.4%, if confused 83.3%.

m) a Wand of Stone to Mud (6 charges)
Your success rate is 96.9%, if confused 90.9%.

n) a Wand of Light (14 charges) {@a3}
Your success rate is 97.5%, if confused 94.4%.

o) a Wand of Slow Monster (14 charges)
Your success rate is 97.3%, if confused 93.7%.

p) a Wand of Magic Missile (8 charges)
Your success rate is 97.5%, if confused 94.4%.

q) a Staff of Door/Stair Location (6 charges) {@u2}
Your success rate is 96.9%, if confused 90.9%.

r) a Staff of Detect Evil (4 charges)
Your success rate is 95.6%, if confused 22.2%.

s) 3 Staffs of Cure Light Wounds (22 charges)
Your success rate is 97.3%, if confused 93.7%.

t) a Dagger (1d4) (+6,+8)


You get 3 blows per round with this weapon.

u) 22 Arrows (1d4) (+0,+0)
v) 99 Arrows (1d4) (+0,+0)
w) 3 Arrows (1d4) {@f1, good}

Eddie Grove

unread,
Jun 12, 2008, 2:16:17 AM6/12/08
to

Trip 3:


I return to 1400', *dStairs shows stairs in the starting room.

At 1450', I kill a pack of nov warriors for cLevel 19. I run out of slots,
squelch -slow and -manaBolt. I have 2 -dStairs and -dTraps, can use more mana
for *light. I read my ?dInv, see clear hounds, never meet them.

At 1500', time to check again. I have cLevel 19, ok weapon and launcher, =SI.
No resistances nor FA. That is a bit weak for this depth. About 75K turns,
which is about right. At least I have reached the land where stat potions lie
on the ground for the taking. I pick up a potion, at this point would like to
id it, but I will be testing potions for a while. I step next to a spotted
patch, have to wait 5 or 10 turns for it to hit me so I can test !loseExp. I
head to a trapdoor.

At 1550', *dVis shows Wormtongue pretty near and black orcs off a ways.
Usually I would ignore orcs before stat depth [1550' is stat depth for the
ground, but not for orc drops], but lacking _telSelf I should look for easy
kills that might drop money. Wormtongue comes for me, and I shoot and ?phase
to kill him. He gives me a light xbow and cloak, and I wield them, and the
cloak provides permanent light. I notice nothing about the xbow, so I swap my
longbow back in. The best I can hope for is extra might, and I have no
quarrels anyway. The cloak pseudos and is Thorongil. [In my patch, all
artifacts need to be obviously magical when wielded, so I had to modify 4
standarts, and rgra consensus was pLite for Thorongil.] That means my =SI was
a waste of funds. That's a good problem to have! I go find the orcs, *light
the room and shoot away. The occasionally shoot back, but none ever reaches
me to melee. I have to go through a pack of fire hounds to get into a room
with a new potion. Life is so much easier with a decent launcher. The potion
turns out to be !rInt. I come upon a sleeping youngBlack blocking a corridor,
retreat and shoot until it comes near. I still have to melee a bit, perhaps I
should go home for quarrels. Then when I return, more fire hounds, need to
use a charge of -lightBeam on the corridor to see to know when to shoot them.
I *dVis, and there appears to be an endless line of them. Unfortunately, the
only way to stairs [I have detected 3 already] is through them. Perhaps I
should go home. I ?id my xbow, it is extra might, though a modest +7 damage.
That is better than my longbow, but it is too early to go home now. I lose a
?MB1 and ?recall, but I make it through. I shoot and ?phase to kill a
spectator guarding the stairs for cLevel 21.

At 1600', _dEvil shows youngBronze and youngWhite and black knight and ogre
shaman. I try to get at the dragons, but the black knight tracks me down. I
!hero for better to-hit, will not need that slot now that I have Thorongil,
then melee. I forgot that I tested ?confuse last level, notice the knight
acting strangely. He still is almost too tough for me, and I have to ?phase
and heal, using !CCW and !CLW and all charges of _CLW. Then the youngBronze
shows up, breathes to confuse me. I !CCW and ?phase into the next room. I
land near stairs, go to them to rest. I hate to leave the knight alive,
*dVis, it is next to the youngBronze. I only have one !CCW left, but I want
to kill them. I go back, only confused once, kill them both. It is time to
go home. Usually I would go down nearby stairs first before using ?recall,
but I am out of ?phase and curing and have no form of telSelf, so I ?recall
now.

I return to town with 2163 AU. I check out the market hopefully, but no
?telSelf nor ?telLevel. I cannot afford _telSelf yet, maybe next trip. I buy
3 ?recall and a torch. My weight is low, so I can afford as many quarrels as
I like, choose to buy 26 to carry 60. I buy ?satiate for awareness, and
finally have some spare cash for ?id. I buy 8 ?id. I get a spare ?MB1 and 4
!CCW and I am done. I will drop the book at home after I ?recall. I should
also leave =SI behind.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 17 +4 +2 +0 18/50

Race Half-Troll Height 106 INT: 16 -4 +1 +0 13


Class Rogue Weight 236 WIS: 10 -2 -2 +0 6

Title Burglar Status 1 Dex: 14 -4 +3 +0 13 11
HP 239/239 Maximize Y CON: 16 +3 +1 +0 18/20
SP 18/18 CHR: 10 -6 -1 +0 3

Level 21 Armor [11,+9] Saving Throw 41
Cur Exp 9199 Fight (+1,+3) Stealth 4
Max Exp 9199 Melee (+7,+11) Fighting 185
Adv Exp 9860 Shoot (+13,+7) Shooting 158
MaxDepth 1600 ft Blows 3/turn Disarming 72
Turns 84906 Shots 1/turn Magic Device 46
Gold 13 Infra 30 ft Perception 29
Burden 97.9 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:.......+..... Blind:.............


Elec:............. Confu:.............
Fire:............. Sound:.............
Cold:............. Shard:.............
Pois:............. Nexus:.............

Fear:.......+..... Nethr:.............


Lite:............. Chaos:.............
Dark:............. Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Sear.:.............

PLite:.......+..... Infra:.............


Regen:............+ Tunn.:.............
Telep:............. Speed:.............

Invis:...+...+..... Blows:.............
FrAct:.......+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Dagger (1d4) (+6,+8)


You get 3 blows per round with this weapon.

b) a Light Crossbow of Extra Might (x3) (+12,+7) (+1) {worm1550}
It increases your
shooting power by 1.

c) (nothing)
d) a Ring of See Invisible
It grants you the ability to see invisible things.
e) a Bone Amulet {excellent}
Possible flavors are: Searching Teleportation Slow Digestion
Resist Acid Adornment Sustenance Resistance Resist Lightning &
Amulet~ & Amulet~ & Necklace~ & Elfstone~ & Jewel~.

f) a Wooden Torch (4688 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.

g) Soft Studded Leather [5,-1]
h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.

i) a Small Metal Shield [3] {good}
j) (nothing)
k) (nothing)
l) a Pair of Soft Leather Boots [2] {good}


[Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1 @G1}


b) 4 Rations of Food

c) 2 Pieces of Elvish Waybread
d) 4 Potions of Cure Critical Wounds
e) 6 Scrolls of Phase Door
f) 4 Scrolls of Word of Recall {!*}
g) 9 Scrolls of Identify {@r1}
h) a Scroll of Satisfy Hunger
i) a Rod of Trap Location {@z5 !!}
Your success rate is 97.5%, if confused 94.4%.

j) 2 Rods of Door/Stair Location {@z2 !!}
Your success rate is 96.7%, if confused 87.5%.

k) a Wand of Stone to Mud (6 charges)
Your success rate is 97.2%, if confused 92.3%.

l) a Wand of Light (13 charges) {@a3}
Your success rate is 97.6%, if confused 95.0%.

m) a Staff of Light (20 charges) {@u6}


Your success rate is 97.5%, if confused 94.4%.

n) a Staff of Detect Evil (2 charges)
Your success rate is 96.1%, if confused 66.6%.

o) a Wooden Torch (3000 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.

p) a Cloak [1]
q) 60 Bolts (1d5) (+0,+0)


[Home Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
c) a Staff of Door/Stair Location (6 charges) {@u2}
Your success rate is 97.2%, if confused 92.3%.

d) a Spear (1d6) {excellent}


Possible egos include: of Slay Animal of Slay Evil of Slay Undead
of Slay Demon of Slay Orc of Slay Troll of Slay Giant of Slay
Dragon.
You get 2 blows per round with this weapon. With additional +5 str

you would get 3 blows.e) a Long Bow (x3) (+1,+6)
f) 36 Arrows (1d4) (+0,+0) {@f1}

Garrie Irons

unread,
Jun 12, 2008, 6:57:09 AM6/12/08
to

"The Wanderer" <inverse...@comcast.net> wrote in message
news:-JCdnZ6KZM8UmNLV...@comcast.com...

> I'm not necessarily opposed to a game in which everything is identified
> immediately, but I do think it would be a very different game from
> vanilla Angband as I've experienced it so far, and I'm not sure I'd be
> interested in replacing the one with the other.
>

> --
> The Wanderer
>
> Warning: Simply because I argue an issue does not mean I agree with any
> side of it.
>
> Secrecy is the beginning of tyranny.

I would certainly argue that it removes one of the major (sub CL30) benefits
of playing a mage in a game where most mages do most of their late-game
damage with a melee or missile weapon.

It would make a lot of sense in some of the classless variants.

Garrie.


Eddie Grove

unread,
Jun 13, 2008, 3:22:16 PM6/13/08
to

Trip 4:


At 1600', now that I have lots of detection rods and _light, can use
occasional mana for *dObj. I find a new potion, ?id it, and avoid wasting
!speed through testing.

At 1650', I detect Golfimbul and escort. Usually I would avoid them, but I
need easy kills for money for _telSelf. I head toward them, find Nar instead,
fight and he blinds me. When he flees, I !CCW so I can shoot before he heals.
That is cLevel 22. I cannot reach the orcs, head away. I kill a couple cave
orcs, *dVis shows they are separate from Golfimbul. I kill some more, test
mush{chaos}, which is a major annoyance although it has little gameplay
effect. I head toward the stairs, kill various orcs from the escort. I reach
the stairs without killing Golfimbul, hallucination still in effect. I have
full mana and sp so I descend anyway.

At 1700', I take some acid attacks when I do not recognize water hounds from a
distance. They do not follow when I leave the room. I have to take a long
circle, but I reach the stairs without encountering anyone more dangerous than
a salamander.

At 1750', I fight creeping adamantite until down to 60 hp, ?phase and then
start shooting. I now have enough money for _telSelf, and ask myself whether
to go home. Especially given the hallucination? Ha ha ha. I shoot a monster
that turns out to be a grave wight, and the hallucination finally wears off.
Then a manticore shows up, and it gets very scary. I ?recall, take a step and
?phase. Then I head for stairs, but it catches up early. I ?phase, pick up a
sword, take a couple steps, ?phase again and see a new potion. Discretion
suggests taking the stairs, but I go for the potion. I manage to get to the
stairs before the manticore, and descend.

The next turn, recall kicks in at 1800', but the silly spell will return
me to 1750'. Oh well.

I return to town with 7783 AU. I could carry ?MB2, but *telSelf has 50%
failure rate. I buy 2 ?recall and 21 quarrels. A longbow pseudos {cursed},
and I ?id so I can squelch it as cursed but not worthless. I finally get
_telSelf, also _id and 2 ?MB2 for later. I will use _id in town, carry ?id
into dungeon. I have a pseudoed cloak that lists itself as "of protection"
without any id. That is because the only cloak ego that is not obvious is
protection, so my patch automatically displays as such. There are no !CCW for
sale, but I buy ?bless for awareness. The final question is how much of my
remaining 1307 to spend on ?id vs ?+dam vs ?phase. I get 7 ?phase, 1 ?+dam,
and 11 ?id.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 17 +4 +2 +0 18/50
Race Half-Troll Height 106 INT: 16 -4 +1 +0 13
Class Rogue Weight 236 WIS: 10 -2 -2 +0 6
Title Burglar Status 1 Dex: 14 -4 +3 +0 13 11

HP 239/239 Maximize Y Con: 16 +3 +1 +0 18/20 18/10
SP 19/19 CHR: 10 -6 -1 +0 3

Level 22 Armor [11,+9] Saving Throw 42
Cur Exp 11043 Fight (+1,+3) Stealth 4
Max Exp 11043 Melee (+7,+11) Fighting 189
Adv Exp 12180 Shoot (+13,+7) Shooting 161
MaxDepth 1800 ft Blows 3/turn Disarming 74
Turns 95084 Shots 1/turn Magic Device 47
Gold 11 Infra 30 ft Perception 29
Burden 118.3 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:.......+..... Blind:.............

Elec:....+........ Confu:.............


Fire:............. Sound:.............
Cold:............. Shard:.............
Pois:............. Nexus:.............
Fear:.......+..... Nethr:.............
Lite:............. Chaos:.............
Dark:............. Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Sear.:.............
PLite:.......+..... Infra:.............
Regen:............+ Tunn.:.............
Telep:............. Speed:.............

Invis:.......+..... Blows:.............


FrAct:.......+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Dagger (1d4) (+6,+8)
You get 3 blows per round with this weapon.
b) a Light Crossbow of Extra Might (x3) (+12,+7) (+1) {worm1550}
It increases your
shooting power by 1.
c) (nothing)

d) (nothing)
e) an Amulet of Resist Lightning
It provides resistance to lightning. It cannot be harmed by
electricity.
f) a Wooden Torch (5334 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.
g) Soft Studded Leather [5,-1]
h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.
i) a Small Metal Shield [3] {good}
j) (nothing)
k) (nothing)
l) a Pair of Soft Leather Boots [2] {good}


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Mushroom of Cure Poison
c) 3 Rations of Food
d) 2 Pieces of Elvish Waybread
e) a Potion of Speed
f) 3 Potions of Cure Critical Wounds
g) 9 Scrolls of Phase Door
h) 4 Scrolls of Word of Recall {!*}
i) 18 Scrolls of Identify {@r1}
j) a Scroll of Blessing
k) a Scroll of Monster Confusion
l) a Rod of Trap Location {@z5 !!}
Your success rate is 97.6%, if confused 94.4%.

m) 2 Rods of Door/Stair Location {@z2 !!}
Your success rate is 96.8%, if confused 87.5%.

n) a Wand of Stone to Mud (6 charges)


Your success rate is 97.2%, if confused 92.3%.

o) a Wand of Light (13 charges) {@a3}
Your success rate is 97.7%, if confused 95.0%.

p) 2 Wands of Frost Bolts (18 charges)
Your success rate is 96.2%, if confused 66.6%.

q) a Staff of Teleportation (8 charges) {!*}
Your success rate is 96.2%, if confused 66.6%.

r) a Staff of Light (14 charges) {@u6}
Your success rate is 97.6%, if confused 94.4%.

s) a Two-Handed Sword (3d6)
t) 60 Bolts (1d5) (+0,+0) {@f1}


[Home Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
d) a Potion of Restore Strength
e) a Staff of Perception (8 charges) {@u1}


Your success rate is 97.2%, if confused 92.3%.

f) a Staff of Door/Stair Location (6 charges) {@u2}


Your success rate is 97.2%, if confused 92.3%.

g) a Ring of See Invisible


It grants you the ability to see invisible things.

h) a Cloak of Protection [1]
i) a Spear (1d6) {excellent}


Possible egos include: of Slay Animal of Slay Evil of Slay Undead
of Slay Demon of Slay Orc of Slay Troll of Slay Giant of Slay
Dragon.
You get 2 blows per round with this weapon. With additional +5 str
you would get 3 blows.

j) a Long Bow (x3) (+1,+6)
k) 36 Arrows (1d4) (+0,+0) {@f1}

Eddie Grove

unread,
Jun 15, 2008, 12:59:25 AM6/15/08
to

Trip 5:


At 1800', I land near cave trolls. I might be at the edge of a pillared room,
too bad, want to use -lightBeam on all of them at once. I *dVis, apparently
there are 9, including one in the exit. I could only line up 3 at a time. I
find my way out, there is a corridor. I go back in, _light to wake a couple,
-lightBeam to wake some more, and head down the corridor. I try to conserve
charges, do too much melee, down to 51 hp when a ranger shows up behind them,
but also an orc steps up to block me from turning the corner. I ?phase, land
near sleeping hardened warrior. I hate to use !CCW for hp, prefer only for
removing poison/confusion, but this seems like a time to do so. Then I ?phase
again when the warrior wakes. The warrior chases, but I can shoot quarrels
without danger. I head back, have to *phase and -coldBolt a matureRed, and it
breathes a lot and confuses me, forcing me to use my last two !CCW. It gives
me !dex, so I guess that was a good trade. I should mention I detected the
dragon in a dark room, used _light in the corridor and then retreated at
first, so I could see when it was awake and in LOS. Using light at ends or
bends in corridors is a very useful technique. I go back for the rest of the
trolls, use up -lightBeam, kill some orcs too. I use a bunch of ?id, learning
flavors, but no really useful items since the dragon. I run out of slots,
squelch rod -ElecBeam, which does so little damage that it is not competitive
with my xbow even if it does hit nearly always. I pick up -elecBall[7] near
the stairs.

At 1850', I land in a room with youngBlue, *dVis shows an umber hulk in the
same room, and gnome mages and phase spiders not too far away. They are
mostly asleep, so I head to a corner of the room, _light, and start shooting
the monsters in my room. The stairs are in the first room, and the mages are
not at stat depth, so I am about to go down when I remember to *dObj, and
there is a new potion. On the way, "it breathes nexus", and I teleport across
the dungeon. I land near a new potion, so that is no loss to me. I *dVis,
see matureWhite, will go after it and hope confusion does not become an issue
[since I am out of !CCW]. But first, a mystic finds me, and I _telSelf. The
good news is that I land near the stairs, but the bad news is water hounds in
between. I head away, careful to _light corners of the corridor. Usually I
am using -LightBeam by now, but I haven't found that rod yet. I get close to
different stairs, see the nexus vortex, but I make it down.

At 1900', all I detect is a new ring, a zombie, and two trolls at the edge of
the screen. I have 3 -dStairs, so I use them all the time, not just even
sectors. I see that the trolls are a detour from the stairs. If I had
-LightBeam I would go for them, but as it is I just head for the stairs.
Until I reach a dead end, that is. :) Well, I do have -stoneToMud[6] which
normally I save for getting between disconnected rooms, and I think to use it
on the stone trolls. 4 charges do the job. It may seem strange, but I toss
?MB4 to keep ?createTraps. [Later on this turns out to have been a big
mistake. Chalk it up to my unfamiliarity playing rogues.] I also drop two
beaked axes that stack without waiting for pseudo. Usually stacking items are
average, though once I had 3 cloaks [1, +5] stack before pseudo. I have to
fight my way into a room of cold hounds, did I mention how useful a good
launcher is? I've made it to cLevel 25 some time, not paying attention. I
pick up =FA, wield it instead of =sCon, taking no chance it dies in my pack.
I *dVis a jelly pit, check the level feeling for laughs, yup this is a
"superb" level. I head for a rod, goof, and an elec hound steps into the room
and breathes just as I get to it. I should have used ?phase to shorten the
distance.

At 1950', I *dVis a frost giant I can target down a corridor, shoot it. A
halberd pseudos splendid, see it is flame brand [my patch], but only one blow
means probably not worth it. I use my last ?id on !rCon. I should go home,
but the stairs are near. It turns out there is a wall in the way, so I am
saved from myself, ?recall.

I return to town with 6793 AU. No !CCW for sale, will have to make do with
!CSW. I have a rod I tested on a monster, no message, presumably -disarm. I
am down to 41% failure with *telSelf, so I pick up ?MB2. There is nothing
particularly useful for sale, briefly consider wand -lightBeam. I get all 5
?recall to clear the slot, and a torch. I get a potion from a veteran, quaff
it hoping for !saltWater, but it is !blind. 109088 turn count. I wonder if I
can use stores when blind? Yes, I can. I think I should use halberd for
rFire, means must damage fire monsters with wands and quarrels, should carry
99 avg quarrels. I get 51 quarrels, ?chant for awareness, and 20 !CSW. Then
I get 40 ?id, 3 ?+dam, and spend the last change on 5 ?phase. 1000 game turns
later, still blind, !CSW. That's why I like to buy !CLW before the very first
trip.

The Wanderer

unread,
Jun 15, 2008, 7:35:19 AM6/15/08
to
Eddie Grove wrote:

> Trip 5:

> I also drop two beaked axes that stack without waiting for pseudo.
> Usually stacking items are average, though once I had 3 cloaks [1,
> +5] stack before pseudo.

This is a point I'd forgotten: identical items stack if they're all
identified *or* all unidentified, but not if they're a mix. This is
inconsistent, and would tip the earlier discussion in the direction of
the side you were arguing. On that basis, original objection withdrawn.

Eddie Grove

unread,
Jun 15, 2008, 4:20:59 PM6/15/08
to
On Jun 15, 4:35 am, The Wanderer <inversepara...@comcast.net> wrote:
> Eddie Grove wrote:
> > Trip 5:
> > I also drop two beaked axes that stack without waiting for pseudo.
> > Usually stacking items are average, though once I had 3 cloaks [1,
> > +5] stack before pseudo.
>
> This is a point I'd forgotten: identical items stack if they're all
> identified *or* all unidentified, but not if they're a mix. This is
> inconsistent, and would tip the earlier discussion in the direction of
> the side you were arguing. On that basis, original objection withdrawn.

Well, it may not be that simple. I think they stacked only because of
my patch. I think maybe avg pseudoed stuff stacks, but not good? Or
maybe identical non-id'ed things stack only if ammo? It is
inconsistent and I can never keep the rules straight.

There is a different possible approach. Sort of generalize the quiver
to all slots. You could allow multiple items with the same tval and
sval to stack regardless of whether they are identical. That allows
for wand etc stacking without shared charges. This still has
problems, and would be a lot of work, which is why I implemented just
stacking identical stuff the way I did.


Eddie

Eddie Grove

unread,
Jun 15, 2008, 10:14:15 PM6/15/08
to

Trip 6:


After I ?recall, I gain *telSelf *neutralize and *destTraps.

At 1950', *dVis shows Castamir above, as in up the screen. I will head down,
as in down the stairs. :)

At 2000', I land near the stairs. I *dVis, water spirit and youngBlack in the
room with me. I move away to a corner, *light and shoot. The dragon gives me
my first -telOther! Also rod -FireBolt. I never know how long to keep those,
but certainly useful for now.

At 2050', I land next to forest trolls and light hounds. I try *telSelf on
the assumption I can always _telSelf[7] next round if I get blinded, and
happily it succeeds. I am trying to conserve charges until I get a second
staff. I do my detections, no features of interest, but there is a small pack
of Ologs in my room and a large pack of half-orcs. The Ologs are tougher than
I would like to fight, and the half-orcs need another 200' to be in stat
depth. I try to sneak by. Too many orcs wake and I cannot shoot my way
through them. I try a couple of ?phase, but they take me back instead of
forward. I rest until monsters approach, *telSelf again. My pack is full, so
I ?confuse before attacking a youngWhite. I would like to save it, but slots
for pseudo come first. I pick up my first -LightBeam, and now my pack is
complete. Lighting corridors allows you to see monsters following and is
often the difference in staying alive. I also manage to finally officially
learn -Disarm when I have time to zap a trap. I have known that one for a
while because it gives no message when tested on a monster. I open a door
near the stairs, see a silent watcher. Oops. Forgot to *dVis, distracted by
playing with -LightBeam. Should I take 4 steps in its LOS on the way to the
stairs? I cannot afford to let it shriek if tough monsters are in the room,
so -telOther. There goes a precious charge. I step into the corridor with
the stairs, get blinded by light hound, but when it wears off I see elec hound
behind the light hound. "Use it if you might lose it" means I burn a charge
of -telOther rather than taking the chance an elec breath will destroy it. I
get blinded again, step on stairs and !CSW before descent.

At 2100', I land in a room with fire hounds. The same principle means I
_telSelf immediately. I move a bit, *dVis shows a ghast with escort in a
bendy corridor, and also an ancientgreen. I can barely survive one 240 point
poison breath, but not two, so it would be crazy to attack but I am still
tempted. I kill the ghouls, but the ghast is fast and I have to use a couple
charges of -elecBall, which I would have preferred to save for an ancient
dragon. I get !dex and cLevel 26. I eventually find the stairs in a treasure
room, contains a new amulet and ?MB5 as well. The only visible guard at all
tough is a balance drake. Gorbag and escort are on the screen, but I am not
yet deep enough to bother with snagas. Unfortunately they are near the moat's
gate, so I hurry to pick up items and head down.

At 2150', there is a matureWhite in the room with me. I gain *rCold and move
to a corner to cast it. I manage to *light the room on my second try and let
loose with -fireBolt and quarrels. After I kill the dragon, I gain *rFire.
On my way to the stairs, I bump into a nether wraith. I use up all my ?phase,
and all charges of -elecBall, and still it is tough. I get my first !str,
!enlight, and ?destruct. I check and am down 1100 exp, a small price to pay.
I wonder whether I should go home for more ?phase, down far on mana and hp,
decide not. I compromise and rest twice while -LightBeam recharges, after
using on corridors out of the room.

At 2200', I !enlight. There is stuff all over, unaware, potions and rod and
ring and staff. The first unaware potion is !con. I head for the rod, *dVis
shows too many hounds, *telSelf to look elsewhere. I land near another
unaware potion, go get it, fight 3H-hydra and maturegreen on the way, and lose
half my hp. This one is just !infra. I start shooting a giant when a Xorn
appears in the wall behind me. I already got the potion, so my work here is
done, but down on hp would rather not _telSelf. I *phase, head toward next
open room, get an amulet then shoot the xorn that won't leave me alone. The
amulet pseudos splendid, is charisma, won't squelch until I need slots. I
head toward ?destruct, have to kill half-orcs on the way, 1 level too shallow.
I have to kill a pack of earth hounds, get the scroll, near the stairs. There
is still an unaware staff and !speed in the opposite corner of the dungeon. I
decide they are not worth the effort. I've been on this level too long
already.

At 2250', I land in a room with a plasma vortex. I _telSelf, land next to a
priest, much better. Even better, -dTraps shows a trapdoor in the room. I
*dObj, only an unaware wand, but once I have -telOther there is no need for
diversions for wands.

At 2300', I *dVis gravity hounds!!! I really need ESP to avoid wasting a turn
casting *dVis. There are already 4 in my room, and I have to decide whether
to risk failing with _telSelf, or should I just ?destruct? I decide even if I
fail, would require further bad luck to die, take the risk. I succeed, but
won't want to teleport again on this level. I *dVis, ancientblue and yeeks,
try to sneak past the dragon but it wakes. I -telOther, following the rule.
The yeeks aren't deep enough, so rather than waste my time killing 40 of them,
I head directly to a trapdoor. It would be a real shame if something with
passwall came upon me while I was wasting time, especially since I don't care
to telSelf again on this level.

At 2350', I head for an amulet, get tag-teamed by master vampire and a
spectre. I lose some wis and experience, get excited by a dungeon spellbook,
but it is just a redundant copy of ?MB5. Then, picking up stuff, "it breathes
nexus", scrambling my stats. My 10's remain on WIS and CHR, so my game is not
over. I didn't notice anyone with *dVis, guess I needed to scroll the screen
and try again before grabbing loot. I *phase and *dVis, see a whole corridor
of nexus hounds. I pick up a shield, and a nexus hound enters the room. I am
60' from the stairs, but will never get there. I _telSelf and land in
relative safety, only an ooze elemental nearby, I kill it, _light the room,
and *dObj. Nothing of note, I ?recall. Looks like the "chr+3 is going to
make it home. While I wait, an unaware amulet pseudos "wis+3, so I squelch.
This is part of the need for squelch, items great for one class are junk for
another.

I return to town with 13434 AU. I try on my pretty necklace, and CHR is still
3. :( I guess I should be glad it is not 0 without the necklace. :) I am
ecstatic to see _speed[6] for sale at the market. Foolishly I buy it before I
buy !rChr, just too excited. I also buy !rCold for awareness. I need a torch
too. I upgrade from =sCon to =con+2 at the market. I buy all quarrels from
weapon smith. No ?phase for sale. I cannot afford all of the ?id, but I can
afford all ?map, so I buy 38 ?map and 16 ?id. It is always good to try to buy
out an entire slot.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/01 +4 +2 +0 18/61
Race Half-Troll Height 106 INT: 17 -4 +1 +0 14
Class Rogue Weight 236 Wis: 10 -2 -2 +0 6 5
Title Filcher Status 1 DEX: 16 -4 +3 +0 15
HP 299/299 Maximize Y CON: 16 +3 +1 +2 18/40
SP 26/26 CHR: 10 -6 -1 +0 3

Level 27 Armor [17,+21] Saving Throw 47
Cur Exp 37109 Fight (+1,+3) Stealth 4
Max Exp 37185 Melee (+11,+14) Fighting 221
Adv Exp 50750 Shoot (+13,+8) Shooting 176
MaxDepth 2350 ft Blows 1/turn Disarming 82
Turns 126537 Shots 1/turn Magic Device 52
Gold 18 Infra 30 ft Perception 29
Burden 153.9 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:....+..+..... Blind:.............
Elec:........+.... Confu:.............
Fire:+............ Sound:.............


Cold:............. Shard:.............
Pois:............. Nexus:.............
Fear:.......+..... Nethr:.............
Lite:............. Chaos:.............
Dark:............. Disen:.............

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


[Character Equipment]

a) a Halberd of Flame (3d5) (+10,+11)
It is branded with fire. It provides resistance to fire. It cannot
be harmed by fire. You get 1 blow per round with this weapon.
b) a Light Crossbow of Extra Might (x3) (+12,+8) (+1) {worm1550}


It increases your shooting power by 1.

c) a Ring of Constitution (+2)
It increases your constitution by 2. It sustains your constitution.

d) a Ring of Sustain Dexterity
It sustains your dexterity.
e) an Amulet of Resist Acid
It provides resistance to acid. It cannot be harmed by acid.
f) a Wooden Torch (4554 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.

g) Soft Studded Leather [5] {good}


h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.

i) a Large Metal Shield of Resist Lightning [5,+10]


It provides resistance to lightning. It cannot be harmed by
electricity.

j) a Metal Cap [3,+0]
k) (nothing)
l) a Pair of Hard Leather Boots [3] {good}


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

d) 4 Pieces of Elvish Waybread
e) a Potion of Resist Cold
f) 9 Potions of Cure Serious Wounds
g) 5 Scrolls of Word of Recall {!*}
h) 25 Scrolls of Identify {@r1}
i) 15 Scrolls of Magic Mapping {@r2}
j) 2 Scrolls of *Destruction* {!*}
k) a Rod of Trap Location {@z5 !!}
Your success rate is 97.8%, if confused 95.2%.

l) a Rod of Light {@z3 !!}
Your success rate is 97.6%, if confused 93.7%.

m) a Rod of Fire Bolts {!!}
Your success rate is 95.4%, if confused 8.3%.

n) a Wand of Teleport Other (6 charges) {@a4}
Your success rate is 96.8%, if confused 83.3%.

o) a Wand of Light (15 charges) {@a3}
Your success rate is 97.9%, if confused 95.6%.

p) a Staff of Teleportation (3 charges) {!*}
Your success rate is 96.8%, if confused 83.3%.

q) a Staff of Light (18 charges) {@u6}
Your success rate is 97.8%, if confused 95.2%.

r) a Staff of Speed (6 charges) {!*}
Your success rate is 91.6%, if confused 3.7%.

s) a Wooden Torch (3000 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.

t) a Gnomish Shovel (1d2) {good}
It increases your tunneling by 2. You get 2 blows per round with
this weapon. With additional +6 str you would get 3 blows.
u) 70 Bolts (1d5) (+0,+0) {@f1}


[Home Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}


c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}

d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) 9 Potions of Cure Serious Wounds
f) a Potion of Healing
g) a Potion of Restore Strength
h) 11 Scrolls of Identify {@r1}
i) 23 Scrolls of Magic Mapping {@r2}
j) 3 Rods of Door/Stair Location {@z2 !!}
Your success rate is 97.2%, if confused 90.9%.

k) a Wand of Stone to Mud (0 charges)
Your success rate is 97.6%, if confused 93.7%.

l) a Staff of Perception (3 charges) {@u1}
Your success rate is 97.6%, if confused 93.7%.

m) a Staff of Door/Stair Location (6 charges) {@u2}


Your success rate is 97.6%, if confused 93.7%.

n) a Ring of Free Action
It grants you immunity to paralysis.
o) a Ring of See Invisible


It grants you the ability to see invisible things.

p) an Amulet of Charisma (+3)
It increases your charisma by 3. It sustains your charisma.
q) an Amulet of Resist Lightning


It provides resistance to lightning. It cannot be harmed by
electricity.

r) a Cloak of Protection [1]
s) a Dagger (1d4) (+6,+8)


You get 3 blows per round with this weapon.

t) a Spear of Slay Demon (1d6) (+4,+5)
It slays demons. You get
2 blows per round with this weapon. With additional +4 str you
would get 3 blows.
u) a Long Bow (x3) (+1,+6)
v) 51 Bolts (1d5) (+0,+0) {@f1}
w) 36 Arrows (1d4) (+0,+0) {@f1}

Magnate

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Jun 16, 2008, 9:42:53 AM6/16/08
to
Well done Eddie - these make superb and instructional reading. Just a couple
of questions -

Back in trip 3, you stood next to a spotted mushroom patch to test !loseExp
... did you mean !restoreExp?

"Eddie Grove" <eddie...@hotmail.com> wrote
> Trip 6:
>
> [Angband 3.0.9ef Character Dump]


>
> e) an Amulet of Resist Acid
> It provides resistance to acid. It cannot be harmed by acid.

Given that you are wearing Thorongil, why take this down with you? Surely
the "rElec would be better, in case you upgrade your shield while down ...?

> f) a Wooden Torch (4554 turns)
> It usually provides light of radius 2, though this is reduced when
> running of out fuel.

Since Thorongil provides radius 4 light, why do you need torches?

> k) a Rod of Trap Location {@z5 !!}
> Your success rate is 97.8%, if confused 95.2%.
>
> l) a Rod of Light {@z3 !!}
> Your success rate is 97.6%, if confused 93.7%.
>
> m) a Rod of Fire Bolts {!!}
> Your success rate is 95.4%, if confused 8.3%.

The success curve when confused is just insane.

> n) a Wand of Teleport Other (6 charges) {@a4}
> Your success rate is 96.8%, if confused 83.3%.
>
> o) a Wand of Light (15 charges) {@a3}
> Your success rate is 97.9%, if confused 95.6%.
>
> p) a Staff of Teleportation (3 charges) {!*}
> Your success rate is 96.8%, if confused 83.3%.

That's not bad at all.

> Adult: Randomize some of the artifacts (beta): no (adult_randarts)

Doesn't 3.0.9 have new randart code? Do you just not like randarts?

> 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)

The last two I can understand, but what's wrong with smart_learn?

Thanks again for the entertainment,

CC


Timo Pietilä

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Jun 16, 2008, 11:24:21 AM6/16/08
to
Eddie Grove wrote:
> Trip 6:

Nice post, but few abbreviations you used need explanation:

*dVis? I'm guessing detecion spell, but which type?

> After I ?recall, I gain *telSelf *neutralize and *destTraps.

* means spell, right?

> for pseudo come first. I pick up my first -LightBeam, and now my pack is

Rod or Wand?

> room, contains a new amulet and ?MB5 as well.

Scroll of what?

> *dObj,

OK, so *dVis is something else than detect objects. I'm guessing detect
monster.

> spectre. I lose some wis and experience, get excited by a dungeon spellbook,
> but it is just a redundant copy of ?MB5.

Ah, so that was dungeon spellbook. "Magic Book 5"?

Timo Pietilä

Christophe

unread,
Jun 16, 2008, 12:14:03 PM6/16/08
to
Timo Pietilä a écrit :

> Eddie Grove wrote:
>> Trip 6:
>
> Nice post, but few abbreviations you used need explanation:
>
> *dVis? I'm guessing detecion spell, but which type?

I understand that one as "Detect Visible Monsters", best known as
"Detect Monsters". The first one is indeed a better name for what the
spell does.

You should read the whole first post at least since most things are
exaplained there. The real first post mind you, not the one used to
collect them all in a single thread.

Eddie Grove

unread,
Jun 16, 2008, 12:40:36 PM6/16/08
to
"Magnate" <n...@receiving.here> writes:

> Well done Eddie - these make superb and instructional reading. Just a couple
> of questions -
>
> Back in trip 3, you stood next to a spotted mushroom patch to test !loseExp
> ... did you mean !restoreExp?

No, I stepped next to it to get hit to lose hp in case the potion was some
sort of healing. Then I tested a potion, which turned out to be one that
makes you lose experience.

I don't mention most of the times I test potions. The combination of going
out of my way to let a monster hit me and the effect of losing a level must
have reached some threshold of interest.

I lost a couple earlier tries to distraction of note-taking. This time I
stopped trying to write well or edit my thoughts, and just noted anything that
reached a minimal level of interest.

>
> "Eddie Grove" <eddie...@hotmail.com> wrote
> > Trip 6:
> >
> > [Angband 3.0.9ef Character Dump]
> >
> > e) an Amulet of Resist Acid
> > It provides resistance to acid. It cannot be harmed by acid.
>
> Given that you are wearing Thorongil, why take this down with you? Surely
> the "rElec would be better, in case you upgrade your shield while down ...?

I should have left it in town. The reason was carelessness. I am often
forgetful about leaving [or selling] wielded stuff in town.

Also, I tend to think of Thorongil as SI+FA, so I might possibly have thought
I needed it.


These note files are pretty old by now. Is one trip a day the right frequency
for me to post them?

> > f) a Wooden Torch (4554 turns)
> > It usually provides light of radius 2, though this is reduced when
> > running of out fuel.
>
> Since Thorongil provides radius 4 light, why do you need torches?

That's an bug in the info code. Thorongil provides +1 to light radius.
Every bit helps.

> > k) a Rod of Trap Location {@z5 !!}
> > Your success rate is 97.8%, if confused 95.2%.
> >
> > l) a Rod of Light {@z3 !!}
> > Your success rate is 97.6%, if confused 93.7%.
> >
> > m) a Rod of Fire Bolts {!!}
> > Your success rate is 95.4%, if confused 8.3%.
>
> The success curve when confused is just insane.

That's why I think it is important to display it.

> > n) a Wand of Teleport Other (6 charges) {@a4}
> > Your success rate is 96.8%, if confused 83.3%.
> >
> > o) a Wand of Light (15 charges) {@a3}
> > Your success rate is 97.9%, if confused 95.6%.
> >
> > p) a Staff of Teleportation (3 charges) {!*}
> > Your success rate is 96.8%, if confused 83.3%.
>
> That's not bad at all.

Half-troll warriors really have to worry about device skills, but rogues are
good enough to make up for the racial penalty.

> > Adult: Randomize some of the artifacts (beta): no (adult_randarts)
>
> Doesn't 3.0.9 have new randart code? Do you just not like randarts?

I meant this to be useful to people who don't play with randarts.
I didn't want to argue about whether it was just some absurd randart
that facilitated my diving speed.

Also, the only way you can survive randarts at my diving speed is to be very
careful using my modded !knowledge, which in my patch gives *ID on everything
wielded. Even then, in perhaps a third of games there still isn't enough.

I didn't want to take the risk of needing to -clone death quasits.


> > 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)
>
> The last two I can understand, but what's wrong with smart_learn?

I just left the defaults. I have vague recollections of things being horribly
broken and some feeling that it was more than just smart monsters. Probably I
should turn that one on.

> Thanks again for the entertainment,

It's always nice to receive positive feedback. :)


Eddie

Eddie Grove

unread,
Jun 16, 2008, 12:54:49 PM6/16/08
to
Timo Pietilä <timo.p...@helsinki.fi> writes:

> Eddie Grove wrote:
> > Trip 6:
>
> Nice post, but few abbreviations you used need explanation:
>
> *dVis? I'm guessing detecion spell, but which type?

That is detect [Visible] monsters. The complement to detect Invisible
monsters.

>
> > After I ?recall, I gain *telSelf *neutralize and *destTraps.
>
> * means spell, right?

Yes, that is how I am using it. Perhaps that was a poor choice, but it felt
natural to me.

> > for pseudo come first. I pick up my first -LightBeam, and now my pack is
>
> Rod or Wand?

If I start with a capital letter, it is definitely a rod, so -'L'ightBeam
means the rod. If I start lower case, I might have forgotten to use
uppercase, but most likely that is a wand. Occasionally when I think charge
number is important I might write -telOther[3] to mean 3 charges on it.

I used to use --wandName and -rodName, but those -- things remind me of
changed options to Unix commands and I can't stand using them much.

Nowadays I use wands much more than I used to, so I had to change notation.

> > room, contains a new amulet and ?MB5 as well.
>
> Scroll of what?

I asked for better abbreviations for the nth magic book, no one offered one.

> > *dObj,
>
> OK, so *dVis is something else than detect objects. I'm guessing detect
> monster.

Your guess is correct.

> > spectre. I lose some wis and experience, get excited by a dungeon spellbook,
> > but it is just a redundant copy of ?MB5.
>
> Ah, so that was dungeon spellbook. "Magic Book 5"?

Got a better abbreviation? Too late now. :)


Eddie

Timo Pietilä

unread,
Jun 16, 2008, 2:24:05 PM6/16/08
to
Eddie Grove wrote:

> I used to use --wandName and -rodName, but those -- things remind me of
> changed options to Unix commands and I can't stand using them much.

hehheee. I think I saw that switch in Find -command man-page...

Timo Pietilä

Eddie Grove

unread,
Jun 16, 2008, 1:30:32 PM6/16/08
to

Trip 7:


My return to 2350' is boring, until a pack of impact hounds gets between me
and the stairs. I don't want them to follow me around, so need to *telSelf,
and I rest first. Then I *dVis, and there is a drolem around the corner, and
a collection of monsters typical of a vault. Too many black puddings and
mumaks for me to fight. I ?map, it is a vault, and no stairs nearby. I head
away from the drolem, plan to pass by the vault, but a dreadmaster appears and
I *telSelf again, back kind of near the hounds. I have to head by an
ancientRed, do not wish to fight, even hasted would take 25 hits at
40/quarrel, too much chance my staff would be burnt. I refuse to bounce
around on a level with a drolem, take an upstair.

At 2300', I see no one immediate threats with *dVis, but I take a few steps
and a wall disappears. I try to *phase a couple times, to gain some distance
hopefully moving into the next room, but fail. I am quite relieved when an
umber hulk appears, rather than a nasty unique. The third time is the charm,
and I make it to the stairs well ahead of the umber hulk.

At 2350' for the third time, happy to land in a corridor near a door. One
-LightBeam covers the approach. I don't have much mana after it takes
multiple attempts to *dObj, so I ?map and head for the stairs without *dVis.
Hopefully -LightBeam will keep me safe in corridors. When I reach the stairs,
I *dObj, and still nothing. I rest on the stairs, the only place I like to
rest, where I have an immediate exit and I don't care if monsters spawn on
this level since I am leaving.

At 2400', the only scary monster from *dVis is a louse. It is in a room with
the stairs, so I need to get there, but it is disconnected and it appears a
score of fire ants will block the route. I get as close as I can, *phase
twice to get into the room, but am surrounded by wolves. One more phase gets
me halfway across the room, and I reach the stairs only nipped a little bit.

At 2450', ?map shows stairs both left and right, but *dObj shows a new scroll
and that guides my path. I play *phase and shoot with a spectator and a
giant, and the giant has the audacity to keep throwing boulders. They always
hit, another reason AC is unimportant. The scroll is ?*ID, so if I played
with randarts only now would I be able to learn the properties of my artifact
cloak.

At 2500', I hear a door break as I land. Before I *dVis, I take stock. At
130932 turns, keeping a good pace. I am only missing rCold, not too bad, but
my damage is pathetic and I don't even have any wands of elemental balls.
Thorongil is a very nice cloak, so I shouldn't complain I guess. There is a
hellhound sleeping nearby, and a bunch of air hounds. I am in a pillared
room, but only upstairs. I move toward the hounds to scroll the screen, and
*dObj shows !heal and a new ring. I go to shoot the air hounds, but the
hellhound comes up behind me. I *phase to get out of LOS, then *telSelf on
the second try, out of mana. I ?map, step around the corner of a corridor
towards the stairs, and "it" shrieks. I -fireBolt down the corridor, killing
it, but another "it" shrieks. Must be a pack of crebains. I chose the wrong
moment to have insufficient mana for *dVis. I -LightBeam the corridor and
start shooting. Maybe I will luck out and no monsters are close enough to
come. There is a hasted shardstorm that is proving tough, then a maturebronze
comes from the other direction, and I -telOther. Too bad, I would have liked
to have killed it. I shoot my way through crebains, laugh at Ulwarth and a
purple worm who cannot quite reach the stairs before me.

At 2550', *dVis shows fire ants and also an ogre chieftain with escort. The
escort looks tasty. Unfortunately, ?map shows we are not connected. I _light
my room, -LightBeam the corridor leaving the room, and consider whether to
rest. I am at 221/299 and 7/26, but I am in the center of the level, a really
bad place to rest. After I move enough to scroll the screen, *dVis shows an
ancientgold, Ar-P, and a greater mummy with escorts. I do not wish to face
any of them, head back. I have a shovel for times like this, and will regain
some mana and hp while I dig. There is a path through magma and quartz, not
sure if I would be willing to tunnel through 6 squares of granite. I even
collect some adamantite on the way. I get into trouble, ants and ghouls and
ogres all at once, -telOther the chieftain, *phase a bit, even need _speed. I
cannot finish them off, have to _telSelf. What a colossal waste. There are
two new potions on the ground, and all my quarrels. But I can't reach the
quarrels due to ants, and I cannot kill the ants without quarrels. I should
probably figure out something better, but I just head to nearest stairs and
-telOther a master lich in the way.

At 2600', I read my last ?map, stairs are 10 paces down the corridor. I *dObj
a rod and a sword, costs me another charge of -telOther when something mean
and fast shows up. I didn't even *dVis, still upset from last level. Serious
error.

At 2650', land in a room with a cyclops, and nexus hounds are on the screen.
First I *dObj, then when nothing is compelling I *telSelf. I get good news
from *dVis, sort of, likely troll pit nearby. I get closer, forest trolls, 18
troll priests, nastiest are ologs, hopefully I can clear it. I fight and
retreat and fight and retreat, using rods and _starlight. That sword I
grabbed last level pseudos, is +2attacks, One of the trolls drops =rCold, so I
can have rBase if I want, but I am currently using neither =rCold nor flame
branded weapon. I get so many new flavors, including 2 !int and !wis and
!chr, I fear to run out of ?id, and I cannot even make it back to the moat
yet. I use new bolt wands, -fireBolt and -elecBolt, rather than quarrels,
want to use them up so I can toss them. I also get !con. I am down to 4 ?id
and 9 bolts, so maybe I should go home, but there are black orcs nearby
guarding a new scroll. I go kill the orcs, most excitement when a necromancer
comes from the other side of the room, have to vary -elecBall vs -acidBall to
avoid destroying loot. The orcs finally give me !saltWater, so I don't need
to carry food to test potions any more, but that is moot of course. The new
scroll is ?*REMOVECURSE, definitely time to go home. Except there is an
unaware ring in the next room ... I still haven't picked up the necromancer's
drop when a death knight shows. It can summon, so perhaps I should _speed or
-telOther. I might not even be able to id its drop, so -telOther. I use my
last ?id on !loseChr, ?recall, and head for unaware ring, sneaking past
mumaks. "It magically summons animals", and I *telSelf. I *dVis, think I am
safe, then "it casts a frost ball", ranger chieftain does not show up on
*dVis, but he blinks away. Then Harowen appears, but recall kicks in.

I return to town with 15518 AU. There are !CCW for sale again. There are 15
shots of slay evil, wonder if worth a slot at home. The great news is a huge
stack of ?telLevel for sale. Also, -FireBolt, but at nearly 12K it is
probably too expensive. I buy ?recall, torch, and 99 quarrels. I buy all 16
?id. I finally see ?recharge, buy all 13. I also buy ?dObj and ?+AC for
awareness. I guess I need to buy entire slots to try to get ?id to
regenerate, so I buy all 5 ?+dam and 24 ?phase. Then all 38 ?telLevel uses
most of my cash, perhaps should have saved more for !CCW. I manage to buy
only 3.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/01 +4 +2 +0 18/61

Race Half-Troll Height 106 INT: 18/28 -4 +1 +0 18
Class Rogue Weight 236 WIS: 11 -2 -2 +0 7


Title Filcher Status 1 DEX: 16 -4 +3 +0 15

HP 346/346 Maximize Y CON: 18 +3 +1 +3 18/70
SP 37/37 CHR: 11 -6 -1 +0 4

Level 28 Armor [19,+21] Saving Throw 48
Cur Exp 63703 Fight (+1,+3) Stealth 4
Max Exp 63703 Melee (+11,+14) Fighting 225
Adv Exp 72500 Shoot (+13,+9) Shooting 179
MaxDepth 2650 ft Blows 1/turn Disarming 86
Turns 149426 Shots 1/turn Magic Device 55
Gold 78 Infra 30 ft Perception 29
Burden 179.9 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:....+..+..... Blind:.............
Elec:........+.... Confu:.............
Fire:+............ Sound:.............

Cold:..+.......... Shard:.............


Pois:............. Nexus:.............
Fear:.......+..... Nethr:.............
Lite:............. Chaos:.............
Dark:............. Disen:.............

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


[Character Equipment]

a) a Halberd of Flame (3d5) (+10,+11)
It is branded with fire. It provides resistance to fire. It cannot
be harmed by fire. You get 1 blow per round with this weapon.

b) a Light Crossbow of Extra Might (x3) (+12,+9) (+1) {worm1550}


It increases your shooting power by 1.

c) a Ring of Resist Cold
It provides resistance to cold. It cannot be harmed by cold.
d) a Ring of Constitution (+3)
It increases your constitution by 3. It sustains your constitution.



e) an Amulet of Resist Acid
It provides resistance to acid. It cannot be harmed by acid.

f) a Wooden Torch (6000 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.

g) Soft Studded Leather [5] {good}
h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.
i) a Large Metal Shield of Resist Lightning [5,+10]

It provides resistance to lightning. It cannot be harmed by
electricity.
j) an Iron Helm [5] {good}


k) (nothing)
l) a Pair of Hard Leather Boots [3] {good}


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}

It cannot be harmed by the elements.
d) 15 Potions of Cure Serious Wounds
e) 3 Potions of Cure Critical Wounds
f) 6 Scrolls of Phase Door
g) 9 Scrolls of Teleport Level {!*}
h) 4 Scrolls of Word of Recall {!*}
i) 27 Scrolls of Identify {@r1}
j) 4 Scrolls of Recharging
k) 8 Scrolls of Magic Mapping {@r2}
l) a Scroll of Object Detection {@r3}
m) 2 Scrolls of *Destruction* {!*}
n) a Rod of Light {@z3 !!}
Your success rate is 97.7%, if confused 94.1%.

o) a Rod of Fire Bolts {!!}
Your success rate is 96.0%, if confused 9.5%.

p) a Wand of Teleport Other (1 charge) {@a4}
Your success rate is 97.1%, if confused 85.7%.

q) a Wand of Acid Balls (4 charges)
Your success rate is 80.0%, if confused 2.4%.


It cannot be harmed by acid.

r) 2 Wands of Lightning Balls (3 charges)
Your success rate is 95.0%, if confused 5.5%.

s) a Staff of Teleportation (5 charges) {!*}
Your success rate is 97.1%, if confused 85.7%.

t) a Staff of Speed (4 charges) {!*}
Your success rate is 93.3%, if confused 3.9%.

u) Double Chain Mail [16]
v) 70 Bolts (1d5) (+0,+0) {@f1}


[Home Inventory]

a) 4 Books of Magic Spells [Magic for Beginners] {@m1 @G1}


b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}

d) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
e) a Potion of Healing
f) a Potion of Restore Mana
g) 18 Scrolls of Phase Door
h) 29 Scrolls of Teleport Level {!*}
i) a Scroll of *Identify*
j) a Scroll of *Remove Curse*
k) 4 Scrolls of Enchant Weapon To-Dam
l) 9 Scrolls of Recharging
m) 15 Scrolls of Magic Mapping {@r2}
n) a Wand of Stone to Mud (0 charges)
Your success rate is 97.7%, if confused 94.1%.

o) a Staff of Teleportation (5 charges) {!*}
Your success rate is 97.1%, if confused 85.7%.

p) a Staff of Perception (0 charges) {@u1}
Your success rate is 97.7%, if confused 94.1%.

q) a Ring of Free Action


It grants you immunity to paralysis.

r) a Ring of See Invisible


It grants you the ability to see invisible things.

s) a Ring of Intelligence (+4)
It increases your intelligence by 4. It sustains your intelligence.

t) an Amulet of Charisma (+3)


It increases your charisma by 3. It sustains your charisma.

u) an Amulet of Resist Lightning
It provides resistance to lightning. It cannot be harmed by
electricity.
v) a Cloak of Protection [1]
w) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)
It increases your attack speed by 2. You get 4 blows per round with
this weapon.
x) 80 Bolts (1d5) (+0,+0) {@f1}


[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 : 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)

Eddie Grove

unread,
Jun 16, 2008, 5:09:27 PM6/16/08
to
Eddie Grove <eddie...@hotmail.com> writes:

> "Magnate" <n...@receiving.here> writes:
> > "Eddie Grove" <eddie...@hotmail.com> wrote
> > > Trip 6:
> > >
> > > [Angband 3.0.9ef Character Dump]
> > >
> > > e) an Amulet of Resist Acid
> > > It provides resistance to acid. It cannot be harmed by acid.
> >
> > Given that you are wearing Thorongil, why take this down with you? Surely
> > the "rElec would be better, in case you upgrade your shield while down ...?
>
> I should have left it in town. The reason was carelessness. I am often
> forgetful about leaving [or selling] wielded stuff in town.
>
> Also, I tend to think of Thorongil as SI+FA, so I might possibly have thought
> I needed it.

We have a loser! Wait until you see how I re-kit after Trip 9.
I was completely oblivious to the fact Thorongil gave rAcid.

This was not one of my better played games.


Eddie

Slash

unread,
Jun 17, 2008, 11:46:49 AM6/17/08
to

Would you be interested in arranging this and posting on roguetemple?

>
> Eddie

--
Slashie

Eddie Grove

unread,
Jun 17, 2008, 11:13:31 AM6/17/08
to

Trip 8:


I return to 2650' in a room with a shimmering vortex. I cannot kill it with
one shot, and don't dare let it shriek when I don't know what may be nearby,
so I _telSelf. I pick up mithril quarrels, slowed, drop some avg quarrels.
The stairs are guarded by 11H-hydra and shimmering vortex, no obvious place to
go, so I *telSelf. I *dVis, and Itangast is in the room with me. I guess it
is time to use my wands. I _speed, *rFire, step to exit, -LightBeam the way
out, and *light the room. I use up all my wands just before the second time I
need to ?phase, which lands in a different room. I ?recharge -acidBalls, this
being an exception to the rule only to use ?recharge for escapes. Then
-LightBeam the incoming route, *light the room, and !CSW while I wait. I use
-acidBalls when Itangast returns, killing an earth elemental in the way with
the splash, ?recharge and -acidBall some more. The next ?phase takes me back
to the other room, and I have to decide whether to continue with -acidBalls or
switch to mithril quarrels. I don't want to risk my _speed, so I ?recharge
for the 3rd time. I finish him with mithril quarrels, absolutely must keep 1
?recharge for -telOther. Should mention 2 !CSW to cure confusion during the
proceedings. I get 2 more ?MB5 from him. I wonder if I would test armor with
-acidBall if I had a charge left, but I don't have to make that decision. I
rest for mana, hoping for pseudo, don't get it. Then I ?id "Carlammas, and
suddenly pseudo kicks in twice. That gives rFire, so I should go home to
switch weapons. No splendid weapons, only excellent is a glaive(2d6){sDemon},
not interesting. I wield excellent armor, lose mana, toss helm and boots. I
cannot go home -- no money yet! I'll need slots, toss -acidBall, sorry to see
it go. I get close to both stairs and upstairs. There is a CrystalWyrm
sleeping nearby, could instakill me, and I ?map to see whether I should dig to
the upstairs, but I can make the stairs without too much danger.

At 2700', I land near a storm giant. It seems a waste, but I want to preserve
my -telOther, so I _speed before shooting. My various ?phase and *phase land me
in a room with forest trolls before I finish it, and several wake. However,
there is a serious threat. Back in the first room, clear mush was growing,
and once the giant is dead I ignore the trolls to go back for the breeders.
By the time I finish the trolls, I have enough money to go home. OTOH, I am
near the stairs already. My final question is whether to carry unpseudoed
"chr or ?createTraps. I go for the scroll.

At 2750', I land in a corridor. I -Lightbeam one direction, then *dVis,
spiders and ogres and a shaman and air elemental, pretty safe if I don't let
the elemental hit me. I go through the spiders to kill ogres, see Lokkak,
must have been off screen. With only 1 blow, I cannot kill Lokkak, so I use
last charge of -telOther. On the bright side, that lets me use my last
?recharge and regain a slot. I try to kill the escort straight up, cannot do
it, resort to _speed. Silly me, I forgot to try using Carlammas for PFE.
When I finally think to do so, that makes finishing them easy. I get !str and
!wis. I finally ?recall.

I return to town with 3898 AU. I have another decision, could spend most of
that on a cap of light. I buy food, 2 ?recall, all 23 ?id, and all 9 !CCW
instead. I spend my change of spare 5 ?MB1.

Somewhere in there I guess I found or pseudoed my sword {att+2}, but forgot to
note it. I remember first using it against trolls, but forget which trolls.

Now that I have rBase and 4 blows, am mildly effectual.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/32 +4 +2 +0 18/92


Race Half-Troll Height 106 INT: 18/28 -4 +1 +0 18

Class Rogue Weight 236 WIS: 12 -2 -2 +0 8


Title Filcher Status 1 DEX: 16 -4 +3 +0 15

HP 381/381 Maximize Y CON: 18 +3 +1 +5 18/90
SP 38/38 CHR: 11 -6 -1 +0 4

Level 29 Armor [6,+21] Saving Throw 50
Cur Exp 104402 Fight (+4,+5) Stealth 4
Max Exp 104402 Melee (+15,+15) Fighting 241
Adv Exp 108750 Shoot (+16,+9) Shooting 191
MaxDepth 2750 ft Blows 4/turn Disarming 87
Turns 161351 Shots 1/turn Magic Device 56
Gold 6 Infra 30 ft Perception 29
Burden 125.2 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:.......+..... Blind:.............
Elec:........+.... Confu:.............
Fire:....+........ Sound:.............


Cold:..+.......... Shard:.............
Pois:............. Nexus:.............
Fear:.......+..... Nethr:.............
Lite:............. Chaos:.............
Dark:............. Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Sear.:.............
PLite:.......+..... Infra:.............
Regen:............+ Tunn.:.............
Telep:............. Speed:.............

Invis:.......+..... Blows:+............


FrAct:.......+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)


It increases your attack speed by 2. You get 4 blows per round with
this weapon.

b) a Light Crossbow of Extra Might (x3) (+12,+9) (+1) {worm1550}
It increases your shooting power by 1.
c) a Ring of Resist Cold
It provides resistance to cold. It cannot be harmed by cold.
d) a Ring of Constitution (+3)
It increases your constitution by 3. It sustains your constitution.

e) The Amulet of Carlammas (+2) (charging)
It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.
f) a Wooden Torch (4826 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.

g) (nothing)


h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.
i) a Large Metal Shield of Resist Lightning [5,+10]

It provides resistance to lightning. It cannot be harmed by
electricity.
j) (nothing)
k) (nothing)
l) (nothing)


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}

It cannot be harmed by the elements.
d) 2 Potions of Cure Serious Wounds
e) 12 Potions of Cure Critical Wounds


f) a Potion of Healing

g) 6 Scrolls of Phase Door
h) 9 Scrolls of Teleport Level {!*}
i) 4 Scrolls of Word of Recall {!*}
j) 36 Scrolls of Identify {@r1}
k) 3 Scrolls of Recharging
l) 6 Scrolls of Magic Mapping {@r2}


m) 2 Scrolls of *Destruction* {!*}
n) a Rod of Light {@z3 !!}

Your success rate is 97.8%, if confused 94.4%.

o) a Rod of Acid Bolts {!!}
Your success rate is 93.7%, if confused 4.1%.

p) a Rod of Fire Bolts {!!}
Your success rate is 96.1%, if confused 11.1%.

q) a Wand of Teleport Other (4 charges) {@a4}
Your success rate is 97.2%, if confused 87.5%.

r) a Staff of Teleportation (4 charges) {!*}
Your success rate is 97.2%, if confused 87.5%.

s) a Staff of Speed (1 charge) {!*}
Your success rate is 93.7%, if confused 4.1%.

t) an Amulet of Resist Acid


It provides resistance to acid. It cannot be harmed by acid.

u) 65 Bolts (1d5) (+0,+0) {@f1}
v) 16 Mithril Bolts (3d5) (+0,+0)
It cannot be harmed by acid or fire.


[Home Inventory]

a) 8 Books of Magic Spells [Magic for Beginners] {@m1 @G1}


b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}

d) 4 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) a Potion of Restore Mana
f) 12 Scrolls of Phase Door
g) 29 Scrolls of Teleport Level {!*}
h) a Scroll of *Identify*
i) a Scroll of *Remove Curse*
j) 4 Scrolls of Enchant Weapon To-Dam
k) 6 Scrolls of Recharging
l) 13 Scrolls of Magic Mapping {@r2}
m) a Wand of Stone to Mud (0 charges)
Your success rate is 97.8%, if confused 94.4%.

n) a Staff of Teleportation (5 charges) {!*}
Your success rate is 97.2%, if confused 87.5%.

o) a Ring of Free Action


It grants you immunity to paralysis.

p) a Ring of See Invisible


It grants you the ability to see invisible things.

q) a Ring of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

r) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

s) an Amulet of Resist Lightning
It provides resistance to lightning. It cannot be harmed by
electricity.
t) Augmented Chain Mail of Resist Lightning (-2) [16,+10]
It provides resistance to lightning. It cannot be harmed by
electricity.
u) a Cloak of Protection [1]
v) a Broad Sword of Frost (2d5)
It is branded with frost. You get 1 blow per round with this weapon.
With additional +4 str you would get 2 blows. With additional +4
dex you would get 2 blows.
w) a Halberd of Flame (3d5) (+10,+11)


It is branded with fire. It provides resistance to fire. It cannot
be harmed by fire. You get 1 blow per round with this weapon.

x) 70 Bolts (1d5) (+0,+0) {@f1}

Eddie Grove

unread,
Jun 17, 2008, 11:29:18 AM6/17/08
to
Slash <java....@gmail.com> writes:

I am happy to share with anyone willing to read what I write.
What do you have in mind beyond copying the posts?
Search for "tales of the bold" for a similar thing I wrote a couple years ago.

But if I am in a position to negotiate, I might request someone to help me as
an editor. My "I do this. I do that." prose is mildly embarassing, and
someone would need to excerpt all the abbreviations and write a glossary.
I couldn't get myself to write a proper intro, and after a couple weeks
worried I'd never post the tales if I didn't just start anyway.

I read mail sent to the address I post under. It is not a spamtrap.


Eddie

Eddie Grove

unread,
Jun 17, 2008, 7:18:18 PM6/17/08
to

Trip 9:


I return to 2750', and *dVis shows hill orcs. I ?map, in a disconnected room.
I scroll the screen, *dVis again, no obvious danger going around. OTOH, no
obvious benefit, and I change my mind and go near and *phase in. I kill a
couple, and then a death quasit appears in the wall. I _speed, ?phase, and
*light the room waking some more orcs, cannot be helped. I do some damage
with mithril quarrels, but it also summons a glabrezu. When a ?phase takes me
out of the room, I don't know whether to be relieved. It comes through a
wall, blinds me, and when I kill it I get confused! I !CSW, see a lesser
balrog, who luckily did not drain -telOther. I get rid of it, *dVis again, no
others, must have been summoned while I was blind. I !CSW again for the slot,
gather the loot, got first !rMana and rod -TelOther. Also, !str. I ?recharge
_speed, does not blow up. Slots are too tight, and I guess the time has come
to give up on -AcidBolt. Now it looks too hard to phase back into the hill
orc room, since they have moved close and all the nearby squares are occupied.
A sword pseudos and I toss it, but despite the newly open slot I do not go
back for -AcidBolt. I'd just have to drop it sooner or later anyway. I head
into a group of mixed trolls, *dVis, no unique, maybe a pit offscreen. This
time I remember to use Carlammas for PFE. They just keep coming, and when I
am down to 80 hp I have to decide whether to !heal or _speed. If I use !heal,
I gain a slot, but I should probably save it as an escape. The speed allows
me to get in some -LightBeam and quarrels, easier when they are softened, but
it runs out and they still keep coming. I ?phase, wonder if I could be so
weak as to need two charges of _speed to deal with trolls. I finally get a
breather, !CCW to remove poison, and *dVis shows only 3 left, plus some black
oozes. I am ignoring an ooze, and it drains my mana, didn't remember it did
that. I get !int and !chr, surprisinly my first !loseStr and !sleep. They
drop ?MB3 and ?MB4, and for laughs I gain *id and try it on an amulet that
turns out to be adornment. Now I have to decide how much time to spend on
pseudo before I just ?id stuff. It's not just about money -- it is possible
there will be none for sale when I next return to town. When it rains, it
pours. Armor is excellent, ?id says rElec. Is it worth 7 mana to take home
another rElec armor? I toss it. Then a shield is rCold, and I reconsider,
but then rereconsider. If I want armor{rElec}, I will just go home. I use
-TelOther for the first time for real on a master mystic on the way to a staff
that turns out to be _dispelEvil. Now I just need another troll pit. I drop
-FireBolt to pick it up, may seem strange to carry ?map and ?PFE instead, but
a slot for just one bolt in a fight is no longer worthwhile. Then I run into
a ghast with a pack of ghouls. It is in a pillared room, cannot effectively
use _dispelEvil, so the fight takes a while. I get !con. All this is
happening as I try to make my way back to the hill orcs to retrieve some
mithril quarrels. Then a necromancer, and just before I kill it, summons a
master vampire, more delays. It gives me !speed, so I should not complain. I
decide the time has come to dump ?MB2, have a spare at home, not necessary
when I have _telSelf, maybe not that important regardless. My disarming is
pretty good. I finally make it back, killing a few wargs, kill some orcs for
another !con and -TelOther the demon. Ugluk shows up, and I have to fight him
for my quarrels. He does some significant damage before I kill him, but I am
finally tougher than the likes of him. I finally clear the room, get my
mithril quarrels, and the unaware scroll that led me here in the first place,
?summonUndead. Ugluk dropped an excellent two-hand flail, but it's far too
heavy for non-splendid to be even moderately interesting. One the way back to
the stairs, Ar-P hits me. I'd saved the game, had no memory of detecting him,
but -TelOther makes up for forgetfulness. Then I have to melee a maturegold,
kind of remember detecting him. A scimitar is excellent, and if slay evil
with good plusses would be worth keeping, but it isn't. I am down on hp, have
slots, go get some stuff I dropped.

At 2800', ettin and druid in my room. I kill the druid, dropping -FireBolt
again, leave the ettin behind. Then I shoot a Lich for -dAll. I am not sure
how useful that is to a rogue.

At 2850', I land two steps from a sabretooth. I *dVis, letting it get a free
hit, and also get hit by a breath from a plasma vortex. I _telSelf, and this
time *dVis shows no one. Unfortunately, ?map shows nearby stairs yet again,
will I ever go home? I notice the edge of a treasure room on the map, move to
scroll screen to *dObj, get hit by a grandmaster mystic. I use -telOther
rather than -TelOther for lesser failure rate. Then Harowen comes and I
-TelOther. I go toward the treasure room and kill orcs for another _speed. I
get careless, and a drolem appears at the door I never bothered to detect. I
-telOther, maybe should have used ?telLevel instead. One of the reasons I
came this way was a new rod, -ElecBall, not really interesting. It doesn't do
enough damage, and might hurt rings on the floor. I clear the treasure room,
nothing interesting, luckily there is a trapdoor so I don't need to backtrack.
I have tossed my ?map and plain quarrels for a slot for pseudo, really have to
go home soon.

At 2900', *dVis shows great news, an orc pit. The only danger is a berserker.
I try to find my way to the pit, away from the berserker, which takes me
toward the center of the dungeon. This might have been a mistake, Adunaphel
comes for me, but better to face her now than at the pit. I am going to
?destruct to remove her from the level, but first I _speed and *phase and
-dAll to see if there are any other foes I should try to get with the same
scroll. I head to the orcs, but speed runs out too soon. If I had stoneToMud
I could break into the pit and _dispelEvil, but I don't, so I waste time
killing them one at a time as they come at me. On the plus side I don't have
to go all over picking things up. I get 2 !int and !con, and my first
!lightBrown, squelch unaware. Also, excellent broken dagger, bah. Since I
didn't fill any slots, the nearby stairs beckon.

At 2950', *dVis shows clumped monsters including Shelob at the edge of the
screen. Likely there is a vault there. However, there is an unguarded !str
in the other direction, and I get it first. I head over to the vault, it is 4
triangles "Planet X". I -dAll, see mostly wimpy guards, except for Shelob and
Tselakus. Tselakus is in the middle with passwall, will come out wherever I
enter. I _speed and tunnel in. It wears off, I tunnel and _speed again.
When Tselakus shows, I use my last charge of -telOther, and ?recharge it. I
can get into two more chambers digging a single center square, leaving
Shelob's chamber for last. I am killing water trolls when _speed wears off,
think I can finish them without another charge, than a matureBlack I forgot
about joins in and I _speed again. I get first !exp and !neutralize and
!*HEAL and mush{rAll} and =rFire and -polymorph. The stupid rule about !exp
only working fully if you have in excess of 200K exp means I will take it home
and leave it there for a while rather than drinking it. I have dropped lots
of stuff to pick things up for pseudo, just in time *dVis to reconsider
Shelob's chamber, and see a cloud giant about to grab my stuff! I *phase out,
and -TelOther when he comes to me. I tunnel into Shelobs chamber, pseudoing
while I do, fight the rest but -TelOther her. It is finally time to go home.
I drop my spellbooks, including ?MB5, having plenty at home. I have 3 ?id
left and 4 items, still need one more to pseudo. It is going to be hard to
decide what to take home. I almost read ?*ENCHANT on my mithril bolts, but
discipline prevails and I enchant my xbow, happily surprised when it boosts to
+10 damage. I wait a bit, get a pseudo, ?id the rest, all are junk,
simplifies matters.

I return to town with 33748 AU. In the magic shop, _dMoney is unaware, wonder
if it is worth 500 to buy for awareness. It may also be time for ?MB3 for
*stoneToMud and *id and *dInv. With 50 mana it is borderline. I buy ?MB1 to
*stink urchins. There is a shield{rBase} at the black market, cannot afford
58K for it. I guess I still need to accumulate money, answering question
about _dMoney. I buy another ?destruct. I get ?recall and another torch and
a ration. I buy all 43 ?id and all 19 ?map. I probably don't need them, but
I buy all 19 ?phase to clear a slot, wonder whether I will toss them or use
them. I also buy all 6 ?+hit for later, wonder what I'll dump from home to
make room. I could get rBase by swapping in =rFire and "rAcid, but that would
cost 5 points of con. Since I am forgoing rAcid, and about to go below 3000',
I give in and buy armor. That drops me from 50 to 31 mana. To make room at
home, I toss -stoneToMud and ?MB2 and ?MB4. [I will wish later that I saved
?MB4, this was a mistake.] I would like to leave -dAll at home, but cannot
figure out what to toss, and it is my only form of dInv so perhaps worth a
slot to carry. I am at full encumbrance, before starting, have to re-think.
I decide I need to leave some ?map and ?id at home, free more slots by tossing
=rFire and =rCold.

At this point in the game, fairly often I have to make decisions about whether
to go without rAcid, so the above discussion about "rAcid is meaningful in
that context. However, I was oblivious to the fact Thorongil was granting
rAcid! Perhaps lack of mana from wearing gauntlets hurt me considerably on
the next trip.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/73 +4 +2 +0 18/133
Race Half-Troll Height 106 INT: 18/77 -4 +1 +0 18/47


Class Rogue Weight 236 WIS: 12 -2 -2 +0 8

Title Filcher Status 1 Dex: 16 -4 +3 +0 15 14
HP 566/566 Maximize Y CON: 18/60 +3 +1 +8 18/180
SP 31/31 CHR: 12 -6 -1 +0 5

Level 30 Armor [26,+26] Saving Throw 51
Cur Exp 137747 Fight (+6,+9) Stealth 4
Max Exp 137747 Melee (+17,+19) Fighting 251
Adv Exp 145000 Shoot (+18,+10) Shooting 200
MaxDepth 2950 ft Blows 4/turn Disarming 90
Turns 188461 Shots 1/turn Magic Device 59
Gold 26047 Infra 30 ft Perception 29
Burden 167.3 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:.......+..... Blind:.............

Elec:......+...... Confu:.............
Fire:....+........ Sound:.............
Cold:........+.... Shard:.............


Pois:............. Nexus:.............
Fear:.......+..... Nethr:.............
Lite:............. Chaos:.............
Dark:............. Disen:.............

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


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)
It increases your attack speed by 2. You get 4 blows per round with

this weapon. With additional +4 str you would get 5 blows. With
additional +5 dex you would get 5 blows.
b) a Light Crossbow of Extra Might (x3) (+12,+10) (+1) {worm1550}


It increases your shooting power by 1.

c) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

d) a Ring of Constitution (+3)
It increases your constitution by 3. It sustains your constitution.

e) The Amulet of Carlammas (+2)

It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.

f) a Wooden Torch (5924 turns)


It usually provides light of radius 2, though this is reduced when
running of out fuel.

g) Augmented Chain Mail of Resist Lightning (-2) [16,+10]
It provides resistance to lightning. It cannot be harmed by
electricity.

h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to

see invisible things. It cannot be harmed by the elements.

i) a Small Leather Shield of Resist Cold [2,+6]
It provides resistance to cold. It cannot be harmed by cold.
j) a Hard Leather Cap [2,+0]
k) a Set of Gauntlets [2,+0]
l) a Pair of Hard Leather Boots [3,+0]


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
c) 5 Potions of Cure Critical Wounds
d) a Potion of Healing
e) 31 Scrolls of Phase Door
f) 9 Scrolls of Teleport Level {!*}
g) 4 Scrolls of Word of Recall {!*}


h) 25 Scrolls of Identify {@r1}

i) 7 Scrolls of Recharging
j) 16 Scrolls of Magic Mapping {@r2}
k) 3 Scrolls of *Destruction* {!*}
l) a Rod of Detection {@z9 !!}
Your success rate is 96.5%, if confused 13.3%.
It cannot be harmed by electricity.
m) a Rod of Teleport Other {@z4 !!}
Your success rate is 92.8%, if confused 3.3%.



n) a Rod of Light {@z3 !!}

Your success rate is 97.9%, if confused 94.7%.

o) a Wand of Teleport Other (3 charges) {@a4}
Your success rate is 97.4%, if confused 88.8%.

p) a Wand of Fire Balls (4 charges)
Your success rate is 88.8%, if confused 2.6%.
It cannot be harmed by fire.
q) a Staff of Teleportation (5 charges) {!*}
Your success rate is 97.4%, if confused 88.8%.

r) 2 Staffs of Speed (3 charges) {!*}
Your success rate is 94.7%, if confused 4.4%.

s) a Staff of Dispel Evil (7 charges)
Your success rate is 88.8%, if confused 2.6%.

t) 50 Bolts (1d5) (+0,+0) {@f1}
u) 16 Mithril Bolts (3d5) (+0,+0)


It cannot be harmed by acid or fire.


[Home Inventory]

a) 7 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
c) a Mushroom of Restoring
d) a Potion of Speed
e) a Potion of *Healing* {!*}
f) 3 Potions of Restore Mana
g) a Potion of Experience
h) 30 Scrolls of Teleport Level {!*}
i) 18 Scrolls of Identify {@r1}
j) a Scroll of *Identify*
k) a Scroll of *Remove Curse*
l) 6 Scrolls of Enchant Weapon To-Hit
m) 4 Scrolls of Enchant Weapon To-Dam
n) 16 Scrolls of Magic Mapping {@r2}
o) 3 Staffs of Teleportation (18 charges) {!*}
Your success rate is 97.4%, if confused 88.8%.

p) a Ring of Free Action


It grants you immunity to paralysis.

q) a Ring of See Invisible


It grants you the ability to see invisible things.

r) a Ring of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

s) an Amulet of Resist Acid


It provides resistance to acid. It cannot be harmed by acid.

t) an Amulet of Resist Lightning


It provides resistance to lightning. It cannot be harmed by
electricity.
u) a Cloak of Protection [1]

v) a Large Metal Shield of Resist Lightning [5,+10]
It provides resistance to lightning. It cannot be harmed by
electricity.
w) a Broad Sword of Frost (2d5)
It is branded with frost. You get 2 blows per round with this
weapon.
x) a Halberd of Flame (3d5) (+10,+11)


It is branded with fire. It provides resistance to fire. It cannot

be harmed by fire. You get 1 blow per round with this weapon. With
additional +4 str you would get 2 blows. With additional +5 dex you
would get 2 blows.


Eddie Grove

unread,
Jun 18, 2008, 12:33:19 PM6/18/08
to

Trip 10:


At 2950', *dVis shows an ancientRed, but also Vargo is kind of in the same
direction. I guess to go the other way. No one of note gets in my way.

At 3000', *dVis shows Scatha pretty near. I _speed, *rCold, go in and *light.
I plan to start with -fireBalls. My first ?phase take me to the next room,
*light again, getting low on mana. Damned gloves. When I use up all 4
charges on -fireBalls, I switch to mithril quarrels, won't ?recharge until
some random ?phase takes me out of LOS. I use up all mithril quarrels, Scatha
has 4 *s left, still haven't left LOS. My *rCold wears off, only 10 mana,
oops. I have to -TelOther when a roc shows up. Then _speed wears off, but I
have more charges. I finally get a chance to ?recharge -fireBall, but it
explodes. Scatha gets a frost breath in before 12 mana, but not too painful,
I *rCold, yet it is a later doubly resisted breath that freezes my !heal. I
finally kill him. I wield stuff without pseudo, so it will pseudo faster,
since Scatha has DROP_GOOD and nothing dropped was a potential heavy-cursed
artifact. I ?recharge a _speed, since two staves down to 1 charge. I get yet
another ?MB5 and !str and !int. Unfortunately, everything else gets squelched
except arrows{good} and an orcish pick, of questionable value. After I pick
up my quarrels, I am slowed, toss the pick. I take a circuitous route to
avoid Vargo, later detect Rogrog with escort a little too close to Vargo for
comfort. I might as well kill the escort. It's a shame I have only one
-LightBeam. Typically I have several by this depth. Then I realize I screwed
up, should have used _speed to charge in for _dispelEvil. Perhaps it is not
too late. I screw up and have to use 2 charges of -telOther, get yet another
?MB5, and also _destruct and the Phial. In my patch id is not required for
activation, and things that activate generally become aware/known, so I
activate the Phial for full knowledge. I picked up -stoneToMud earlier, toss
it now needing slots for pseudo. My remaining ?phase have to go, but I used
more than I expected, no complaints. There are more trolls outside the room,
and I carelessly kill them without *dVis. I see a master mystic behind,
-TelOther, then see Smaug. I should have gotten them together. I *dVis, no
other threats, and I have no ball attacks and am short on quarrels, should not
fight Smaug now. I see a new staff, opposite direction from the stairs, but I
go get it. On the way, a measly darkelven druid summons a matureWhite, and I
get distracted for a while. ?MB5 for *rCold is nice, see I am carrying 3
again. I am excited by a new potion, just !halvePoison. I have to fight the
ancientRed for the staff, turns out to be _dMoney. No way down, I have to
head back, can pick up stuff I dropped for pseudo slots. I kill a darkelf
warrior for !int, pretty smart now. I *dVis Smaug, *rFire just in case, but
-TelOther without needing it. I keep using *light, need to learn to ~light
with the Phial.

At 3050', I !enlight. What an empty level! I see !dex and a new rod, and a
couple other items, not much at all. I *dVis, see a hand druj next to !dex,
who could easily end my game. If I cannot get into position to -TelOther
before it wakes, which seems most unlikly, probably a mistake to go near.
It's one of those can't-get-there-from-here positions, but ?phase lucks out on
the first try, getting me to where I can head towards !dex. I start to shoot
a black wraith, questionable, when an energy vortex comes into breath range
behind it. One -TelOther gets them both. A later *dVis shows a 2x2 moated
room containing Boldor and Brodda and no guards tougher than a few ancient
dragons, might be worth a detour. I get close, the druj is awake, check
monster memory. I guess it is the tougher drujs that are worrisome, hand
appears not so bad. I get close, _speed, step into LOS and it teleports me
away. I head for the unaware rod, killing wimps along the way, and somehow
despite being careful with *dVis, an enchantress gets the jump on me and keeps
blinding me. I should have used _speed first. Instead I keep using !CCW, and
by the time I can -TelOther I have an ancientGreen and matureRed to deal with.
I _speed, a bit late. They repeatedly poison and blind me, down to 2 !CCW by
the time I am done. I drop one _speed so that I can ?recharge both. The rod
is -ColdBalls, stairs are near, decide not worth tracking down Boldor. I am
still hurt, 477/586, when I reach the stairs, but do not rest.

At 3100', I *dVis, TIME HOUNDS!!! I cannot target them, and the question is
whether to _speed [5% failure] first before I start trying _destruct [9%
failure]. I just _destruct, which blinds me. I do not wish to use one of
last two !CCW, so I rest hoping no one deadly finds me. I ?map, figure my way
through the maze, step next to a death quasit. It seemed like a waste to
-dAll in a newly created destruction zone, but perhaps I should have. I
?phase, _speed, and melee, down to dex 5 but still have 4 blows. I get 2 more
?MB5, what a waste. I think I have found more ?MB5 than all other mage books
combined. While I am sorting the drop, a mage comes and gives me !dex. I
make it to the stairs with no further adventures, but have tossed all ?phase
and ?map for slots for pseudo.

At 3150', *dVis shows a greater basilisk I need to remember to avoid, but also
a pack of trolls. I am about to soften them with -ColdBalls, remember to
*dObj just in time, and there is !speed to avoid freezing. I get slowed from
stuff, youngblack shows up, _speed. I get !chr, !int, and !con, finally have
over 600 hp. I also get !enlight which I use immediately, revealing three
unaware rings in the distance. I have 9 items needing pseudo, but full hp and
mana, should not be resting. I think to gain *rPoison and *rAll. I head
toward furthest stuff I dropped, and a couple things pseudo. Then ?id junk in
pack as needed to pick stuff up. The first ring is in the moat of a treasure
room, and maybe I can get lucky. I *dVis, Saruman is inside, but mumaks block
the gate. I get it, =Acid, can have rBase only losing 3 con now. Then next
one is =Cold. There is a troll pit nearby, a few manage to find their way to
me, but a chaos vortex is in there too, so I am in no hurry to go. I come
upon an ancientBlack, perhaps foolishly use =Acid for double resistance and
_speed and melee. Trolls and a death quasit come while I am gathering the
loot. I fight a bunch more trolls before I reach the ring, =Elec. It appears
to be a theme. I head back through the moat of the treasure room to approach
the troll pit from direction opposite gate, have to !CCW and -TelOther when
the chaos vortex breathes, but manage to dig in and use _dispelEvil to clear
most foes. While I am picking up loot, Saruman shows, -TelOther. I get a +2
wis halberd, and I suppose it might be a possibility if it is HA, so I use one
of my precious remaining ?id on it. It is SlayUndeadX5, and probably I will
get a better undead killer before I can manage enough blows for it to be
useful. I won't waste a home slot storing it. I pick up the last gold,
Saruman returns, -TelOther again. I should probably toss my stack of ?MB5,
but I toss 2 ?recall instead for slots to take things home.

I return to town with 62723 AU, but the shield of resistance is no longer for
sale. I spend 200 on ?destTrap for awareness. If I remove good armor, go
from 40 mana to 64 mana, decide to do it. That means using =Acid rather than
=con+3. I buy 4 ?recall and a ration and 60 quarrels. I buy 99 ?id, 30
?+hit, 5 ?recharge, and 15 ?map clearing slots. I finally have enough exp,
use !exp. I also toss =FA and "rAcid whose time has surely passed, to make
room at home. I also get all 20 !CCW. I now have enough mana to make ?MB3
feasible, buy a copy. I gain *stoneToMud and *dInv. My pack is full and I
haven't started, decide have to leave !heal at home, carry all ?map, which
means I will be probably toss most of them in the dungeon.

I was still oblivious to Thorongil granting rAcid.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/82 +4 +2 +0 18/142
Race Half-Troll Height 106 INT: 18/97 -4 +1 +0 18/67


Class Rogue Weight 236 WIS: 12 -2 -2 +0 8

Title Sharper Status 1 Dex: 17 -4 +3 +0 16 12
HP 553/553 Maximize Y CON: 18/70 +3 +1 +5 18/160
SP 66/66 CHR: 14 -6 -1 +0 7

Level 33 Armor [19,+38] Saving Throw 54
Cur Exp 323628 Fight (+7,+10) Stealth 4
Max Exp 323628 Melee (+18,+20) Fighting 266
Adv Exp 398750 Shoot (+19,+10) Shooting 212
MaxDepth 3150 ft Blows 4/turn Disarming 95
Turns 213702 Shots 1/turn Magic Device 63
Gold 41934 Infra 30 ft Perception 29
Burden 171.1 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:..+....+..... Blind:.............


Elec:......+...... Confu:.............
Fire:....+........ Sound:.............
Cold:........+.... Shard:.............
Pois:............. Nexus:.............
Fear:.......+..... Nethr:.............
Lite:............. Chaos:.............
Dark:............. Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Sear.:.............

PLite:.....+.+..... Infra:.............


Regen:............+ Tunn.:.............
Telep:............. Speed:.............
Invis:.......+..... Blows:+............
FrAct:.......+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)
It increases your attack speed by 2. You get 4 blows per round with

this weapon. With additional +3 str you would get 5 blows.


b) a Light Crossbow of Extra Might (x3) (+12,+10) (+1) {worm1550}
It increases your shooting power by 1.

c) a Ring of Acid [+13]
It provides resistance to acid. It activates for acid resistance
(20+d20 turns) and acid ball (70) every 50+d50 turns. It cannot be
harmed by acid.

d) a Ring of Constitution (+3)
It increases your constitution by 3. It sustains your constitution.

e) The Amulet of Carlammas (+2)
It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.

f) The Phial of Galadriel
It usually provides light of radius 3. It activates for
illumination every 10+d10 turns. It cannot be harmed by the
elements.

g) Augmented Chain Mail of Resist Lightning (-2) [16,+10]
It provides resistance to lightning. It cannot be harmed by
electricity.
h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.

i) a Small Leather Shield of Resist Cold [2,+5]


It provides resistance to cold. It cannot be harmed by cold.

j) an Iron Crown [0] {good}
k) (nothing)
l) (nothing)


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

d) 21 Potions of Cure Critical Wounds
e) 8 Scrolls of Teleport Level {!*}
f) 4 Scrolls of Word of Recall {!*}
g) 30 Scrolls of Identify {@r1}
h) 5 Scrolls of Recharging
i) 31 Scrolls of Magic Mapping {@r2}
j) 3 Scrolls of *Destruction* {!*}
k) a Rod of Detection {@z9 !!}
Your success rate is 96.9%, if confused 22.2%.


It cannot be harmed by electricity.

l) a Rod of Teleport Other {@z4 !!}
Your success rate is 94.4%, if confused 3.7%.

m) 2 Rods of Light {@z3 !!}
Your success rate is 98.1%, if confused 95.2%.

n) a Rod of Cold Balls {!!}
Your success rate is 92.3%, if confused 2.8%.

o) 2 Wands of Teleport Other (11 charges) {@a4}
Your success rate is 97.6%, if confused 90.9%.

p) a Wand of Lightning Balls (12 charges)
Your success rate is 96.4%, if confused 8.3%.

q) a Wand of Fire Balls (3 charges)
Your success rate is 92.3%, if confused 2.8%.

r) a Staff of Teleportation (5 charges) {!*}
Your success rate is 97.6%, if confused 90.9%.

s) 2 Staffs of Speed (2 charges) {!*}
Your success rate is 95.6%, if confused 5.1%.

t) a Staff of Dispel Evil (3 charges)
Your success rate is 92.3%, if confused 2.8%.

u) a Staff of *Destruction* (2 charges) {!*}
Your success rate is 92.3%, if confused 2.8%.

v) 60 Bolts (1d5) (+0,+0) {@f1}


[Home Inventory]

a) 5 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 7 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.
c) a Mushroom of Restoring

d) 4 Potions of Speed
e) a Potion of Healing
f) a Potion of *Healing* {!*}
g) 3 Potions of Restore Mana


h) 30 Scrolls of Teleport Level {!*}

i) 89 Scrolls of Identify {@r1}


j) a Scroll of *Identify*
k) a Scroll of *Remove Curse*

l) 36 Scrolls of Enchant Weapon To-Hit


m) 4 Scrolls of Enchant Weapon To-Dam

n) 3 Staffs of Teleportation (18 charges) {!*}
Your success rate is 97.6%, if confused 90.9%.

o) a Ring of See Invisible


It grants you the ability to see invisible things.

p) a Ring of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

q) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

r) a Ring of Lightning [+9]
It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.
s) an Amulet of Resist Lightning


It provides resistance to lightning. It cannot be harmed by
electricity.

t) Partial Plate Armour (Dwarven) [22] (+1)
It increases your strength and constitution by 1. It increases your
infravision by 1.

u) a Cloak of Protection [1]
v) a Large Metal Shield of Resist Lightning [5,+10]
It provides resistance to lightning. It cannot be harmed by
electricity.
w) a Broad Sword of Frost (2d5)
It is branded with frost. You get 2 blows per round with this
weapon.
x) a Halberd of Flame (3d5) (+10,+11)
It is branded with fire. It provides resistance to fire. It cannot
be harmed by fire. You get 1 blow per round with this weapon. With

additional +3 str you would get 2 blows.

Magnate

unread,
Jun 19, 2008, 7:48:53 AM6/19/08
to
"Eddie Grove" <eddie...@hotmail.com> wrote
> Trip 10:

>
> I was still oblivious to Thorongil granting rAcid.

I'm enjoying taking bets on how deep you were before remembering.

Thanks again for great reading. Regarding the earlier replies about editing,
I don't think it needs much editing, if any. It's written from the POV of
the player, showing the tactical and strategic thinking - it's not
attempting to be a role-play narrative from the POV of the character. I
think it does perfectly well what it sets out to do.

That said, if you do want it posted on a web site, I'm happy to do some
basic editing to tidy it up a bit and improve the flow. Of course, there is
every danger that what I perceive to be improvements will actually render it
less readable for others.

Ho hum.

CC


Eddie Grove

unread,
Jun 19, 2008, 11:24:04 AM6/19/08
to
"Magnate" <n...@receiving.here> writes:

> "Eddie Grove" <eddie...@hotmail.com> wrote
> > Trip 10:
> >
> > I was still oblivious to Thorongil granting rAcid.
>
> I'm enjoying taking bets on how deep you were before remembering.
>
> Thanks again for great reading. Regarding the earlier replies about editing,
> I don't think it needs much editing, if any. It's written from the POV of
> the player, showing the tactical and strategic thinking - it's not

That's my goal.

It got too hard editing down to important stuff while playing, so my notes
got more verbose and overly detailed over time.

> attempting to be a role-play narrative from the POV of the character. I
> think it does perfectly well what it sets out to do.
>
> That said, if you do want it posted on a web site, I'm happy to do some
> basic editing to tidy it up a bit and improve the flow. Of course, there is
> every danger that what I perceive to be improvements will actually render it
> less readable for others.
>
> Ho hum.

I wonder if my room terminology is understandable. 2x2 room, treasure room,
pillared rooms, possibly others. "Treasure room" is terminology I learned
back in the days of the original rogue, but while the others seem obvious to
me they might be inscrutable.

This might be a good time for people to comment on ways the writeups could be
improved.


I think there's also a piece of really important advice that I neglected
to include. STAY OUT OF DARK ROOMS. They are scary. They are deadly.
If your path takes you into one, leave at your first opportunity without
trying to fully explore it. That can be the difference between survival and
dying because you get surrounded. Of course, this becomes less relevant as
your detections and light radius improve.

Eddie

Eddie Grove

unread,
Jun 20, 2008, 5:19:39 PM6/20/08
to

Trip 11:


At 3150', I start with -dAll. I seem to be in a corner in the interior of a
treasure room. Waldern is inside too, no objects worth a detour, and a pack
of dreads in the distance. I take a few steps past a matureBlue to the
stairs.

At 3200', I add *dInv to *dVis among standard detections, burn through mana a
lot faster. When I get close to stairs, *dVis shows Saruman. He is such a
pain, freezes one of my !CCW before I can -TelOther. I pick up ?*REM_CURSE,
and ?destruct is nearby guarded only by orcs. I destroy a mummy for !rMana,
already need another slot. Goodbye -ColdBalls. I head over, and Ariel and
Saruman show up at the same time, so I _speed and -telOther on both, better
failure rate than -TelOther is worth burning a charge I decide.

At 3250', land amongst a pack of fire hounds. I prefer to _telSelf at this
depth only if blind/confused in an emergency. The choice is _destruct or
?telLevel. I ?telLevel, pleased it takes me down.

At 3300', I *dVis, Saruman is nearby yet again. I -dAll to find out what's
near quickly, and there is a new potion a bit past him. It may be wasteful,
but I don't want to deal with him, _destruct. I head over, *dVis shows
vibration hounds, what a pain. I come around to a side entrance, enter, use
-elecBalls until I am hurt enough for them to chase me out. Then I _speed,
melee and more -elecBalls. I finally kill most of them, get !knowledge, toss
-elecBalls. Unfortunately, now there is a nexus vortex, wonder if I should
_destruct again. It stays around a corner, and I soften it with -fireBalls
and finish it with quarrels. I go get gloves, think I have to toss -fireBalls
to pseudo, but pseudo is instantaneous. I make it to the stairs getting
stunned occasionally by chasing hounds.

At 3350', -dAll shows fire ants in my room, and a surprisingly empty 2x2
moated room beyond them, matureBlack by far the toughest. Even better, it is
not connected, so *phase [on the 4th try] gets me away from the ants for good.
On the way I pick up !str, and at the 2x2 I kill uruks for !dex. The new ring
that brought me here turns out to be =search+3. I wonder if I could have
bought one in town earlier. I also get =dex+6, have to toss something. I
change my mind and toss ?MB3 to keep -fireBalls[1].

At 3400', -dAll shows monsters all over, in particular an orc pit in one
direction and water hounds in the other. There is also a 2x2, and most
unfortunately an umberhulk between the 2x2 and the orc pit, will cause
trouble. I head straight for the umberhulk, get to it still sleeping. I
guess stealth of 4 was good enough. Then I head into the nearest chamber of
2x2, -TelOther a demon to get to !enlight. I also find
two-handed-flail{venom}, useless without the matching resist. The combination
of undeads resisting with no personal resist makes that ego basically useless.
I head to the orc pit, and only a couple got out. I don't have ?MB3, so have
to tunnel through magma to get in. The turn I get through, Saruman turns up,
again, -TelOther. It takes all 3 charges on _dispelEvil, two to get in and
one to finish them off, since I did not bother with _speed. I get my first
scythe(8d4), but it is only good. A troll shows up, I *dVis, see a drolem
nearby. That's annoying, but a solvable problem. I *rPoison [for the first
time], _speed, and go use -TelOther. One stair is guarded by Uriel and plenty
of others in another 2x2, and the others are far away, and Saruman and a
drolem are wandering about. I could just ?telLevel, but I might as well go
dump stuff at home. I ?recall, start using ?id on stuff in pack to make room
to pick up things to take home, have elvenkind armor! I squelch excellent
body armor now [robes are a separate squelch category in my patch because of
permanence ego]. I toss =rAcid to carry =int+4 home. When I need one last
slot, and the choice is tossing 2 ?MB1 or 48 boring quarrels or ?MB5, it is
obvious to toss ?MB5. I was vaguely confused at this point when I admired my
resistance chart showing rBase covered almost twice, but never made the
connection that I had been clueless about rAcid from Thorongil before.

Oops. I timed things wrong, and was a step away from =dex+6 when recall
kicked in. On the bright side, that's one less slot I need at home. :)

I return to town with 57090 AU. I ?*ID elvenkind{rBlind}. I get ?MB3, and
also ?MB2 so I can blip about town. For a change, I buy ?satiate and 2
?recall from alchemy shop to avoid general store. I buy !rExp and all !CCW on
general principles. I toss "rElec and sword{cold} to make room at home. The
final question is whether to go to the alchemy shop and buy out useless slots
to increase the likelihood of restocking ?recharge. I decide not. I also
decide to leave -dAll at home, need 2 to be worth a backpack slot.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/90 +4 +2 +0 18/150


Race Half-Troll Height 106 INT: 18/97 -4 +1 +0 18/67
Class Rogue Weight 236 WIS: 12 -2 -2 +0 8

Title Sharper Status 1 DEX: 18 -4 +3 +0 17
HP 652/652 Maximize Y CON: 18/70 +3 +1 +8 18/190
SP 65/66 CHR: 14 -6 -1 +0 7

Level 33 Armor [12,+25] Saving Throw 54
Cur Exp 327291 Fight (+11,+11) Stealth 6
Max Exp 329008 Melee (+22,+21) Fighting 278
Adv Exp 398750 Shoot (+23,+10) Shooting 224
MaxDepth 3400 ft Blows 4/turn Disarming 97
Turns 223714 Shots 1/turn Magic Device 63
Gold 53264 Infra 30 ft Perception 29
Burden 142.2 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:......+......
Elec:......+...... Confu:.............
Fire:....+.+...... Sound:.............
Cold:......+...... Shard:.............


Pois:............. Nexus:.............
Fear:.......+..... Nethr:.............
Lite:............. Chaos:.............
Dark:............. Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:......+......


Feath:............. Sear.:.............
PLite:.....+.+..... Infra:.............
Regen:............+ Tunn.:.............
Telep:............. Speed:.............
Invis:.......+..... Blows:+............
FrAct:.......+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)
It increases your attack speed by 2. You get 4 blows per round with

this weapon. With additional +2 str you would get 5 blows. With
additional +2 dex you would get 5 blows.


b) a Light Crossbow of Extra Might (x3) (+12,+10) (+1) {worm1550}
It increases your shooting power by 1.

c) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

d) a Ring of Constitution (+3)
It increases your constitution by 3. It sustains your constitution.

e) The Amulet of Carlammas (+2)
It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.
f) The Phial of Galadriel
It usually provides light of radius 3. It activates for
illumination every 10+d10 turns. It cannot be harmed by the
elements.

g) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.

i) (nothing)


j) an Iron Crown [0] {good}
k) (nothing)
l) (nothing)


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}

c) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) 32 Potions of Cure Critical Wounds
f) 2 Potions of Healing
g) 8 Scrolls of Teleport Level {!*}
h) 4 Scrolls of Word of Recall {!*}
i) 30 Scrolls of Identify {@r1}
j) 3 Scrolls of Recharging
k) 9 Scrolls of Magic Mapping {@r2}
l) 4 Scrolls of *Destruction* {!*}
m) a Rod of Teleport Other {@z4 !!}


Your success rate is 94.4%, if confused 3.7%.

n) 2 Rods of Light {@z3 !!}


Your success rate is 98.1%, if confused 95.2%.

o) 2 Wands of Teleport Other (9 charges) {@a4}


Your success rate is 97.6%, if confused 90.9%.

p) a Wand of Fire Balls (1 charge)


Your success rate is 92.3%, if confused 2.8%.

q) a Staff of Teleportation (5 charges) {!*}


Your success rate is 97.6%, if confused 90.9%.

r) 2 Staffs of Speed (2 charges) {!*}


Your success rate is 95.6%, if confused 5.1%.

s) a Staff of Dispel Evil (4 charges)


Your success rate is 92.3%, if confused 2.8%.

t) a Staff of *Destruction* (1 charge) {!*}


Your success rate is 92.3%, if confused 2.8%.

u) 48 Bolts (1d5) (+0,+0) {@f1}


[Home Inventory]

a) 5 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) 6 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.
c) a Mushroom of Restoring
d) 4 Potions of Speed

e) a Potion of *Healing* {!*}
f) 4 Potions of Restore Mana
g) a Potion of Restore Life Levels
h) a Potion of Self Knowledge
i) 29 Scrolls of Teleport Level {!*}
j) 76 Scrolls of Identify {@r1}
k) 2 Scrolls of *Remove Curse*


l) 36 Scrolls of Enchant Weapon To-Hit
m) 4 Scrolls of Enchant Weapon To-Dam

n) 19 Scrolls of Magic Mapping {@r2}
o) a Rod of Detection {@z9 !!}


Your success rate is 96.9%, if confused 22.2%.
It cannot be harmed by electricity.

p) 3 Staffs of Teleportation (18 charges) {!*}


Your success rate is 97.6%, if confused 90.9%.

q) a Ring of See Invisible


It grants you the ability to see invisible things.

r) 2 Rings of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

s) a Ring of Lightning [+9]


It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.

t) Partial Plate Armour (Dwarven) [22] (+1)
It increases your strength and constitution by 1. It increases your
infravision by 1.
u) a Cloak of Protection [1]

v) a Small Leather Shield of Resist Cold [2,+5]


It provides resistance to cold. It cannot be harmed by cold.

w) a Large Metal Shield of Resist Lightning [5,+10]


It provides resistance to lightning. It cannot be harmed by
electricity.

x) a Halberd of Flame (3d5) (+10,+11)
It is branded with fire. It provides resistance to fire. It cannot
be harmed by fire. You get 1 blow per round with this weapon. With

additional +2 str you would get 2 blows. With additional +2 dex you

Eddie Grove

unread,
Jun 21, 2008, 2:12:11 PM6/21/08
to

Trip 12:


At 3400', I land in a corridor, and my large light radius means I see a likely
bend in one direction. I start with -LightBeam in the other direction before
starting my detections. I am near a treasure room with surprisingly weak
guards, but there is an ancientMulti on the screen. The brigandine armor and
=slay are not worth the risk of staying in this sector. I already need a
slot, toss ?MB2. I have to get past a matureBlack to reach the stairs, full
mana, try *rAll and fail, was worth a try. It breathes, weakens my crown,
which later pseudos as avg [good dropping to average re-pseudos in my patch].
I lose various scrolls and _dispelEvil to acid during the fight. It drops
_rCurse, which will allow me to test armor. Body armor in particular, heavy,
try it on and squelch immediately when not elvenkind or better. By the time I
reach the stairs, back to 58/66 mana, one attempt to *rAll hardly cost at all.

At 3450', I detect some trolls, but ?map shows I won't be able to reach them.
I come to a T intersection, start shooting a paladin in front of a
youngBronze, don't notice necromancer coming behind. Perhaps foolishly, I
start shooting necromancer, some *phase, eventually kill all of them plus
summoned dread plus xaren, down to 200 hp. I use my last charge of -fireBalls
and am about to toss it because ?recharge is too precious, remember I have
*recharge I can try. Despite 70% failure rate and lesser status, I succeed
without blowing it up on the first try. I get my third -LightBeam. There are
quarrels fairly close to the stairs, guarded by a HellWyrm. I *rFire and go
-TelOther. The quarrels do not merge with my boring ones, a good sign.

At 3500', land next to an ogre mage, kill for another _rCurse I do not pick
up. No point in the extra weight. That was the only monster in the first two
sectors. I see the stairs, cannot find the way, ?map says I have to go to the
bottom sector, where finally there are monsters. Hillorcs in the far corner
look tasty, but too far to go get. I can't even get through to the passage to
the stairs at the bottom, have to *stoneToMud. I run out of mana, dig through
last block of granite.

At 3550', *dVis shows a dracolisk. Lacking rNether, time to leave. I don't
bother with further detections, though I do -LightBeam the corridor ahead of
me. I find my first _power, toss avg quarrels to pick it up, will hopefully
only use good quarrels from now on. I explore a bit, cannot find my way down,
should have used _destruct on the dracolisk. I kill some orcs for
-stoneToMud, drop _rCurse to pick it up. I don't feel like a long retrace, no
way down, ?telLevel. Too bad, I go up.

At 3500', land in a corridor near a door, -LightBeam the other way, get a
black orc. There is an orc captain with escort, and I kill them for my first
?banish. Also, another cloak{rShards} and -fireBalls. When I am done, full
mana, *id a sling(x3)(+11,+16). That's comparable to my xbow(x4)(+12,+10). I
also get =dex+2, but cannot afford to remove a con ring yet. I'd like to
store sling and ?banish safely at home, and two ?recalls [town and back] will
return me a level lower, so might as well go home now. I toss another ?MB5
for room.

I return to town with 72353 AU. I am down 10K exp, figure !rExp worthwhile,
more importantly need the home slot. I burn over 1500 each on -sleep and
=sStr to learn the flavors. I buy mush{rAll}. Not much to buy. I also get
?satiate and 3 ?recall, and out of curiosity check that I could buy out
alchemy shop for about 30K. I get all ?MB1 from magic shop, was holding off
in case I needed to toss stuff at home, better to get them to restock in store
sooner rather than later. I stick with my xbow because I have good quarrels,
no good shots.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/90 +4 +2 +0 18/150
Race Half-Troll Height 106 INT: 18/97 -4 +1 +0 18/67
Class Rogue Weight 236 WIS: 12 -2 -2 +0 8
Title Sharper Status 1 DEX: 18 -4 +3 +0 17
HP 652/652 Maximize Y CON: 18/70 +3 +1 +8 18/190

SP 66/66 CHR: 14 -6 -1 +0 7

Level 33 Armor [12,+25] Saving Throw 54

Cur Exp 330357 Fight (+11,+11) Stealth 6
Max Exp 330357 Melee (+22,+21) Fighting 278


Adv Exp 398750 Shoot (+23,+10) Shooting 224

MaxDepth 3550 ft Blows 4/turn Disarming 97
Turns 235335 Shots 1/turn Magic Device 63
Gold 63153 Infra 30 ft Perception 29
Burden 157.6 lbs Energy 100% Searching 31


[Character Equipment]

j) (nothing)
k) (nothing)
l) (nothing)


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

d) 31 Potions of Cure Critical Wounds
e) 2 Potions of Healing
f) 33 Scrolls of Teleport Level {!*}
g) 5 Scrolls of Word of Recall {!*}
h) 30 Scrolls of Identify {@r1}
i) 3 Scrolls of Recharging
j) 25 Scrolls of Magic Mapping {@r2}
k) 4 Scrolls of *Destruction* {!*}
l) a Rod of Teleport Other {@z4 !!}


Your success rate is 94.4%, if confused 3.7%.

m) 3 Rods of Light {@z3 !!}


Your success rate is 98.1%, if confused 95.2%.

n) 3 Wands of Teleport Other (20 charges) {@a4}


Your success rate is 97.6%, if confused 90.9%.

o) 2 Wands of Stone to Mud (12 charges)
Your success rate is 98.1%, if confused 95.2%.

p) 2 Wands of Fire Balls (9 charges)


Your success rate is 92.3%, if confused 2.8%.

q) a Staff of Teleportation (6 charges) {!*}


Your success rate is 97.6%, if confused 90.9%.

r) 2 Staffs of Speed (2 charges) {!*}
Your success rate is 95.6%, if confused 5.1%.

s) a Staff of Power (4 charges)


Your success rate is 92.3%, if confused 2.8%.

t) a Staff of *Destruction* (1 charge) {!*}
Your success rate is 92.3%, if confused 2.8%.

u) 19 Bolts (1d5) (+6,+8) {@f1}


[Home Inventory]

a) 27 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 5 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

c) 2 Mushrooms of Restoring


d) 4 Potions of Speed
e) a Potion of *Healing* {!*}
f) 4 Potions of Restore Mana

g) 2 Potions of Self Knowledge
h) 69 Scrolls of Identify {@r1}
i) 2 Scrolls of *Remove Curse*
j) 36 Scrolls of Enchant Weapon To-Hit
k) 4 Scrolls of Enchant Weapon To-Dam
l) a Scroll of Banishment {!*}
m) a Rod of Detection {@z9 !!}


Your success rate is 96.9%, if confused 22.2%.
It cannot be harmed by electricity.

n) 2 Staffs of Teleportation (12 charges) {!*}


Your success rate is 97.6%, if confused 90.9%.

o) a Ring of See Invisible


It grants you the ability to see invisible things.

p) 2 Rings of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

q) a Ring of Dexterity (+2)
It increases your dexterity by 2. It sustains your dexterity.
r) a Ring of Lightning [+9]


It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.

s) Partial Plate Armour (Dwarven) [22] (+1)


It increases your strength and constitution by 1. It increases your
infravision by 1.

t) a Cloak of Protection [1,+10]
It provides resistance to shards. It cannot be harmed by the
elements.
u) a Small Leather Shield of Resist Cold [2,+5]


It provides resistance to cold. It cannot be harmed by cold.

v) a Large Metal Shield of Resist Lightning [5,+10]


It provides resistance to lightning. It cannot be harmed by
electricity.

w) a Halberd of Flame (3d5) (+10,+11)


It is branded with fire. It provides resistance to fire. It cannot
be harmed by fire. You get 1 blow per round with this weapon. With
additional +2 str you would get 2 blows. With additional +2 dex you
would get 2 blows.

x) a Sling of Extra Might (x2) (+11,+16) (+1)


It increases your shooting power by 1.

Timo Pietilä

unread,
Jun 21, 2008, 3:36:12 PM6/21/08
to
Eddie Grove wrote:

> Sex Male Age 23 STR: 18/90 +4 +2 +0 18/150

> Level 33 Armor [12,+25] Saving Throw 54

> i) (nothing)


> j) (nothing)
> k) (nothing)
> l) (nothing)

You have very low AC for that depth. Melee would be pain. If you drop
some of your scrolls to home weight should not be an issue for you
anymore. I would fill these from shop to get slightly higher AC and
protection from acid. (Acid damage is halved if it hits armor with
positive AC value).

If you need slots cheap shop items can always be dropped.

Does your playing style really require 30+ stack of teleport level
scrolls? I would settle for 10 or 15. Also 25 magic mappings feels
overkill, OTOH I can believe that you really need that many for your
playing style.

Timo Pietilä

Eddie Grove

unread,
Jun 21, 2008, 3:23:38 PM6/21/08
to
Timo Pietilä <timo.p...@helsinki.fi> writes:

> Eddie Grove wrote:
>
> > Sex Male Age 23 STR: 18/90 +4 +2 +0 18/150
>
> > Level 33 Armor [12,+25] Saving Throw 54
>
> > i) (nothing)
> > j) (nothing)
> > k) (nothing)
> > l) (nothing)
>
> You have very low AC for that depth. Melee would be pain. If you drop some of

AC is meaningless. I've said this over and over, and I realize my viewpoint
is out of touch, but everything is about worst-case scenarios. Melee is never
a worst-case scenario, so I simply do not concern myself with it.

> your scrolls to home weight should not be an issue for you anymore. I would
> fill these from shop to get slightly higher AC and protection from acid. (Acid
> damage is halved if it hits armor with positive AC value).

That is meaningful, but I am not willing to wear gloves. Since I view
everything in worst-case, I cannot count on acid being halved, so the
benefit does not register on my radar.

If I am getting hit by acid, I am doing something wrong, or else I am prepared
for worst-case if I am hunting a BileWyrm or whatever.

> If you need slots cheap shop items can always be dropped.
>
> Does your playing style really require 30+ stack of teleport level scrolls? I
> would settle for 10 or 15. Also 25 magic mappings feels overkill, OTOH I can
> believe that you really need that many for your playing style.

I didn't know which slot to free at home. If I had the slots, I would only
carry 4 to 6 ?telLevel. I'd prefer to carry about 9 ?map. However, I bought
all of the ?map for sale so that the slot would be empty in the store, for
better chance of regenerating ?id or ?recharge. "Playing the slots" in stores
is necessary for diving, given the rules for store restocking.

I will toss the excess ?map when I need the slot or the weight. I will read
them more often [with significant overlap] than I would if I carried fewer.

The ?telLevel are different. I only expect to see them for sale once per
game, so I cannot just toss them.

I think the home should be of unlimited size. Here, the size clearly does
affect my game in that I carry extra weight in ?telLevel in my backpack. You
will see other tradeoffs I make due to a limited home. I still stick by my
viewpoint that the added component of such tradeoffs is not sufficiently
interesting to make up for the number of possibly useful items that are turned
into junk.


Eddie

Eddie Grove

unread,
Jun 21, 2008, 8:25:40 PM6/21/08
to

Trip 13:


At 3550', *dVis shows Gabriel with escort. I head down a corridor towards the
stairs, a door opens and "it summons its minions". I -TelOther down the
corridor and reach the stairs without further incident.

At 3600', I *dVis and get bounced by a nexus vortex. I destroy the vortex
with a couple of quarrels, do not get stats swapped. Akhoril is in the
sector, wonder if I could take him. That turns out to be moot, cannot reach
him. I come to a room with DracoLisk and berserker, *rFire before entering.
Then I -TelOther, unfortunately losing an ancientBlue along with them.
Nothing in sight in the next sector. Only long corridors ahead, I ?telLevel.
This time I go down.

At 3650', *dVis shows lesser titan and skull druj, need to remember to be
careful. There is gold dragonscale in the room, unlikely to be useful, but I
pick it up anyway. I pick up a halberd, slowed, toss dragonscale. I have to
go near plasma hounds, _speed and take corridors around room when I can. I
think I am free when the titan uses teleportTo to snatch me back, when I am
one step from freedom! I -TelOther, and manage to make it to the stairs.

At 3700', there is a lesser balrog in my room. That's why I have to *dVis
before *light, no point in waking it. My -TelOther recharges before it wakes,
saving me the mess of _destruct. I ?recharge _speed, but it explodes, only 1
left.

At 3750', a cyclops and Q near the stairs. I _speed before stepping into LOS,
and the Q teleports away without summoning. I ?recharge, lose the other
_speed, what a pain.

At 3800', I melee an ancientGreen, not enough mana to try *rPoison first, take
a lot of damage. Then I *rCold to shoot matureWhite. I miscalculate LOS,
open a door, greater Q summons me, -TelOther. I am making my way to a
trapdoor, *dVis shows a troll pit. One of the dragons gave me _dispelEvil,
might as well use it. I *dStairs to check for the gate, will have to take a
significant detour to come from the opposite side, but without _speed I need
to. I have to melee a nether wraith on the way, lose 1/4 of my exp. When I
see barrow wights, further exp loss makes no difference, charge! I tunnel
through the moat, but then simply cannot get in through the breach to use my
staves efficiently. I use up _dispelEvil and _power, just not effective
enough with melee without speed. I get !int, 2 !dex, and Amrod. I read my
last ?recharge on _power, and try *recharge on _dispelEvil, succeeds on 4th
attempt but explodes the staff. I need to go home for arrows, and the
question is whether to toss my light xbow(x4). It might possibly be useful,
but that is unlikely so it goes. The stairs are near, so do not go home yet.

At 3850', I !enlight [got from trolls]. At first the level appears pointless,
but there is one new ring. It may be reckless, but I _telSelf hoping to get
closer. I get closer, use -stoneToMud to shorten my route. I finally make
it, is =rPoison, can put it on and maintain 600 hp thanks to Amrod. I am
finally mostly safe from all single attacks. The stairs are 10 steps away.
It would be rude to refuse such an invitation.

At 3900', I land in a room with Lernean hydra and a skull druj, both asleep.
I -TelOther and -telOther, and continue detections. Ar-P is near the stairs,
but I make it without him waking.

At 3950', ?map just shows mostly corridors, nothing of interest, ?recall.

I return to town with 87519 AU, no !rExp for sale, should have saved my last
one I guess. I have 3 _destruct, seems excessive, toss halberd{fire} to make
room. I also toss shield{rCold}, doubtful I will use it having Amrod. I buy
?satiate and 2 ?recall and 99 arrows.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/90 +4 +2 +2 18/170
Race Half-Troll Height 106 INT: 18/99 -4 +1 +0 18/69


Class Rogue Weight 236 WIS: 12 -2 -2 +0 8

Title Sharper Status 1 DEX: 18/41 -4 +3 +0 18/31
HP 606/606 Maximize Y CON: 18/70 +3 +1 +7 18/180
SP 64/64 CHR: 14 -6 -1 +0 7

Level 32 Armor [12,+26] Saving Throw 53
Cur Exp 275252 Fight (+14,+13) Stealth 6
Max Exp 340705 Melee (+25,+23) Fighting 283
Adv Exp 290000 Shoot (+26,+15) Shooting 230
MaxDepth 3950 ft Blows 5/turn Disarming 98
Turns 250348 Shots 1/turn Magic Device 62
Gold 86943 Infra 30 ft Perception 29
Burden 151.5 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:......+......

Elec:.+....+...... Confu:.............
Fire:.+..+.+...... Sound:.............
Cold:.+....+...... Shard:.............
Pois:..+.......... Nexus:.............


Fear:.......+..... Nethr:.............
Lite:............. Chaos:.............
Dark:............. Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:......+......
Feath:............. Sear.:.............
PLite:.....+.+..... Infra:.............

Regen:.+..........+ Tunn.:.............


Telep:............. Speed:.............
Invis:.......+..... Blows:+............
FrAct:.......+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)

It increases your attack speed by 2. You get 5 blows per round with
this weapon. With additional +5 str you would get 6 blows. With
additional +2 dex you would get 6 blows.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.
c) a Ring of Resist Poison
It provides resistance to poison.

d) a Ring of Constitution (+3)
It increases your constitution by 3. It sustains your constitution.

e) The Amulet of Carlammas (+2)
It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.
f) The Phial of Galadriel
It usually provides light of radius 3. It activates for
illumination every 10+d10 turns. It cannot be harmed by the
elements.
g) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.
h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.

i) (nothing)
j) (nothing)
k) (nothing)
l) (nothing)


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) 3 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}


c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.

d) 5 Potions of Speed
e) 8 Potions of Cure Critical Wounds


f) 2 Potions of Healing

g) 32 Scrolls of Teleport Level {!*}
h) 5 Scrolls of Word of Recall {!*}
i) 30 Scrolls of Identify {@r1}
j) 15 Scrolls of Magic Mapping {@r2}


k) 4 Scrolls of *Destruction* {!*}
l) a Rod of Teleport Other {@z4 !!}

Your success rate is 94.1%, if confused 3.7%.

m) 5 Rods of Light {@z3 !!}
Your success rate is 98.0%, if confused 95.2%.

n) 3 Wands of Teleport Other (19 charges) {@a4}


Your success rate is 97.6%, if confused 90.9%.

o) 2 Wands of Stone to Mud (8 charges)
Your success rate is 98.0%, if confused 95.2%.

p) a Wand of Acid Balls (5 charges)
Your success rate is 91.6%, if confused 2.8%.

q) 2 Wands of Fire Balls (9 charges)
Your success rate is 91.6%, if confused 2.8%.

r) a Staff of Teleportation (5 charges) {!*}


Your success rate is 97.6%, if confused 90.9%.

s) a Staff of Power (3 charges)
Your success rate is 91.6%, if confused 2.8%.

t) 2 Staffs of *Destruction* (5 charges) {!*}
Your success rate is 91.6%, if confused 2.8%.

u) 99 Arrows (1d4) (+0,+0) {@f1}


[Home Inventory]

a) 27 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 5 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
c) 2 Mushrooms of Restoring

d) 18 Potions of Cure Critical Wounds


e) a Potion of *Healing* {!*}

f) 5 Potions of Restore Mana
g) 3 Potions of Self Knowledge
h) 56 Scrolls of Identify {@r1}


i) 2 Scrolls of *Remove Curse*
j) 36 Scrolls of Enchant Weapon To-Hit
k) 4 Scrolls of Enchant Weapon To-Dam
l) a Scroll of Banishment {!*}
m) a Rod of Detection {@z9 !!}

Your success rate is 96.8%, if confused 22.2%.


It cannot be harmed by electricity.
n) 2 Staffs of Teleportation (12 charges) {!*}
Your success rate is 97.6%, if confused 90.9%.

o) a Staff of *Destruction* (2 charges) {!*}
Your success rate is 91.6%, if confused 2.8%.

p) a Ring of See Invisible


It grants you the ability to see invisible things.

q) 2 Rings of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

r) a Ring of Dexterity (+2)


It increases your dexterity by 2. It sustains your dexterity.

s) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

t) a Ring of Lightning [+9]


It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.

u) Partial Plate Armour (Dwarven) [22] (+1)


It increases your strength and constitution by 1. It increases your
infravision by 1.

v) a Cloak of Protection [1,+10]


It provides resistance to shards. It cannot be harmed by the
elements.

w) a Large Metal Shield of Resist Lightning [5,+10]


It provides resistance to lightning. It cannot be harmed by
electricity.

George Smith

unread,
Jun 21, 2008, 9:40:30 PM6/21/08
to
Eddie Grove wrote:
> At 3350', -dAll shows fire ants in my room, and a surprisingly empty 2x2
> moated room beyond them, matureBlack by far the toughest.

#####.#####>#############
#........................
#.#+#################+#.#
#/#..dD..U..#...ww.X..#.#
#.#.c..g...$#[.www...H#$#
2x2 = #.#####################.. ?
#.#ZZZZZZ..S#-..DW...k#.#
.@#ZZZ....m.#..j.u..p.#.#
#.#Z#################+#.#
#.Z......)......~..!.....
#######.#######.#########

Eddie Grove

unread,
Jun 22, 2008, 12:32:45 AM6/22/08
to
George Smith <gsm...@nospam.munged.invalid> writes:

You've got that as I meant it, except for the "suprisingly empty" part.
I no longer remember, but have a vague recollection that it might have
been as few as 6 or 8 monsters.


Eddie

Eddie Grove

unread,
Jun 22, 2008, 12:44:32 AM6/22/08
to
Eddie Grove <eddie...@hotmail.com> writes:

I looked up the official vault names in vault.txt, but I didn't look up the
room names. How inconsistent. I should report myself to myself.

I don't have an explanation, and it is too late now. Hopefully it isn't too
big of an annoyance.


Eddie

Eddie Grove

unread,
Jun 22, 2008, 4:20:34 PM6/22/08
to

Trip 14:


At 3950', *dVis shows some trolls. I don't get anything from them.

At 4000', time to take stock. Finally have reached depth for =speed. Just a
bit over 250K, good rate given no speed boost. My only serious lack is rConf.
I pick a fight with an ettin, lose half my hp, not as tough as I think I am.
I go get another _destruct, will need it, *dVis shows time hounds. They do
not come for me, disconnected. They are guarding the stairs, so I go close
and _destruct. [Seems like a bug that stairs disappear from view after
destruction.] This is why I am still wearing elvenkind armor, so not blinded.
I am getting blase about money, did not bother to get silver before
destructing. At this depth, my patch increases gold drops by 40%, and even
without selling dungeon spellbooks I still have plenty of money.

At 4050', *dVis shows a reaver to avoid, but also Orfax with escort. I go to
get him, turns out to be close, but disconnected, rooms. I start with
-stoneToMud, but go adjacent without breaking in. It may be useful to have
disconnected rooms for escapes later. I *phase in on my second try, and Orfax
blinks to the other room. Perhaps I should _power, but I melee instead,
saving it to maybe kill a Wyrm. I get !con from the escort. I *phase back to
kill Orfax, no drop, turn off "hide squelchable", still nothing! I move on,
*dVis shows an IceWyrm in the distance, time for the good stuff. I get too
excited, forget to *dInv, step next to Ji-Indur and lose more exp, not to
mention hp. I get close, disconnected, play the game again. I !speed,
*rCold, go for it, starting with -fireBalls. My first *phase takes me
uncomfortably close to a white dragon pit. I use -stoneToMud to head back
where I came from. I fail a bunch with -fireBalls, use it up, move on to
-acidBalls. Then I use up _power, and it is down to 4 stars. It gets in some
frost breaths, and I get in some !CCW when *phase takes me out of sight. I
have to *rCold again and !speed again, and when I get it down to 2 *s I finish
with melee. Thanks to DROP_GOOD, I can test armor, though not an Iron Crown.
While I am picking things up, a pack of nearby gnome mages starts waking, have
to deal with them. I get gauntlets that reduce mana, toss them. Also,
scythe{sGiant}, bah. Ji-indur returns while I am slowed, lose more exp. The
only semi-useful item was a stack of seeker bolts, but not using a xbow.

At 4100', I land one room over from a black dragon pit, luckily disconnected.
I make it to the stairs, a lizard scurrying off in front of me.

At 4150', assorted fire monsters, none too scary. Rather than fight my way
through fire ants, I go after trolls and hope to find different stairs
somewhere else. But there are nether hounds, I return and -TelOther some of
the ants and run to stairs.

At 4200', land next to Ji-Indur. I *phase before detections. There is
nothing of interest nearby, _destruct. Over time, when at full mana have
*recharged stuff, but waited on -fireBalls having two. I am carrying !rMana,
when I *recharge one of them it is time to *recharge the other before going
on, and I use !rMana for the mana to do it. I get toward end of destruction
zone, *dVis shows plasma hounds. There are also orcs, so I step back to clear
the hounds but not the orcs with _destruct. I kill them, then more novices of
various stripes, time to go home but I keep seeing novices to kill. I keep
killing, but don't get anything.

I return to town with 104083 AU. I toss shield{rElec} to make room for seeker
bolts, surely will find shield{rBase} sometime soon. There is =dam+9, maybe I
should buy it. I wonder if buy some freak chance I am squelching it unaware,
buy it. I check the lists before and after buying, was not squelching, this
is the first one of my game. I also buy -confuse for awareness. Down to 95K
AU. I get 2 ?recall and ?satiate, and all 40 ?id 15 ?map 7 ?recharge. I toss
my -stoneToMud for slots in my pack, always have the spell. I buy all 16
!CCW, then want to restock the store. The ?chant and !hero are useful and
stack, buy those, then use my patches 'K' button to pay to crush the rest. No
!rLife, play again. The second time I get one. I buy the !CCW as available.
I toss =con+3 to make room for =dam+9. Then I reconsider -- if I get
"trickery, will need =con, toss =dex instead. I also toss =SI so that I can
drop all ?destruct at home. I would rather carry them, but I need slots in my
backpack. There are 108 !hero and 79 ?chant on the ground. I will use them,
spending 2K gameturns just quaffing, before I ?recall. Some games I wouldn't
be willing to spend 2K such turns, but I am playing this game a bit
conservatively. That's also the reason for =rPoison. I should probably be
using =int+4 instead to cast *speed [assuming smart enough to save ?MB4] or
perhaps something more offensive like =dam, but I've already screwed up before
this game letting a drolem show up undetected so I am being extra-careful.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/90 +4 +2 +2 18/170
Race Half-Troll Height 106 INT: 18/99 -4 +1 +0 18/69
Class Rogue Weight 236 WIS: 12 -2 -2 +0 8
Title Sharper Status 1 DEX: 18/41 -4 +3 +0 18/31

HP 619/619 Maximize Y CON: 18/78 +3 +1 +7 18/188
SP 66/66 CHR: 15 -6 -1 +0 8

Level 33 Armor [17,+40] Saving Throw 54
Cur Exp 345161 Fight (+14,+13) Stealth 6
Max Exp 345161 Melee (+25,+23) Fighting 287
Adv Exp 398750 Shoot (+26,+15) Shooting 233
MaxDepth 4200 ft Blows 5/turn Disarming 99
Turns 264295 Shots 1/turn Magic Device 63
Gold 51520 Infra 30 ft Perception 29
Burden 159.2 lbs Energy 100% Searching 31


[Character Equipment]

j) a Metal Cap [3,+7]
k) (nothing)
l) a Pair of Soft Leather Boots [2,+7]


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 3 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.

d) 3 Potions of Speed
e) 30 Potions of Cure Critical Wounds


f) 2 Potions of Healing

g) 30 Scrolls of Teleport Level {!*}


h) 5 Scrolls of Word of Recall {!*}
i) 30 Scrolls of Identify {@r1}

j) 7 Scrolls of Recharging
k) 19 Scrolls of Magic Mapping {@r2}


l) a Rod of Teleport Other {@z4 !!}

Your success rate is 94.4%, if confused 3.7%.



m) 5 Rods of Light {@z3 !!}

Your success rate is 98.1%, if confused 95.2%.

n) 3 Wands of Teleport Other (18 charges) {@a4}


Your success rate is 97.6%, if confused 90.9%.

o) a Wand of Drain Life (5 charges)
Your success rate is 92.3%, if confused 2.8%.

p) a Wand of Acid Balls (3 charges)
Your success rate is 92.3%, if confused 2.8%.

q) 2 Wands of Fire Balls (6 charges)
Your success rate is 92.3%, if confused 2.8%.

r) a Wand of Cold Balls (8 charges)
Your success rate is 95.6%, if confused 5.1%.
It cannot be harmed by cold.
s) a Wand of Dragon's Frost (2 charges)
Your success rate is 92.3%, if confused 2.8%.


It cannot be harmed by the elements.

t) a Staff of Teleportation (6 charges) {!*}


Your success rate is 97.6%, if confused 90.9%.

u) a Staff of Power (3 charges)


Your success rate is 92.3%, if confused 2.8%.

v) 2 Staffs of *Destruction* (4 charges) {!*}
Your success rate is 92.3%, if confused 2.8%.

w) 60 Arrows (1d4) (+0,+0) {@f1}


[Home Inventory]

a) 27 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 5 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
c) 2 Mushrooms of Restoring

d) 61 Potions of Cure Critical Wounds


e) a Potion of *Healing* {!*}
f) 5 Potions of Restore Mana
g) 3 Potions of Self Knowledge

h) 80 Scrolls of Identify {@r1}


i) 2 Scrolls of *Remove Curse*
j) 36 Scrolls of Enchant Weapon To-Hit
k) 4 Scrolls of Enchant Weapon To-Dam

l) 5 Scrolls of *Destruction* {!*}
m) a Scroll of Banishment {!*}
n) a Rod of Detection {@z9 !!}
Your success rate is 96.9%, if confused 22.2%.


It cannot be harmed by electricity.

o) a Staff of Teleportation (6 charges) {!*}


Your success rate is 97.6%, if confused 90.9%.

p) 2 Staffs of *Destruction* (3 charges) {!*}
Your success rate is 92.3%, if confused 2.8%.



q) 2 Rings of Intelligence (+4)
It increases your intelligence by 4. It sustains your intelligence.

r) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

s) a Ring of Damage (+9)


t) a Ring of Lightning [+9]
It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.
u) Partial Plate Armour (Dwarven) [22] (+1)
It increases your strength and constitution by 1. It increases your
infravision by 1.
v) a Cloak of Protection [1,+10]
It provides resistance to shards. It cannot be harmed by the
elements.

w) a Sling of Extra Might (x2) (+11,+16) (+1)


It increases your shooting power by 1.

x) 30 Seeker Bolts (4d5) (+5,+7)

Eddie Grove

unread,
Jun 23, 2008, 2:10:03 PM6/23/08
to

Trip 15:


I start by going crazy with the !hero and ?chant I got while buying out the
temple for !rExp. With 20 ?chant to go, I ?recall, still manage to read them
all.

At 4200', I start in a room with a nightcrawler. I leave the cursor over the
W, I continue detecting, see a new wand, means I will not _destruct to get rid
of the nightcrawler. I -TelOther aiming at the cursor. I get the wand,
-dragonBreath, toss my stack of ?map. I will miss those. I *dObj -telOther
in the distance, surprisingly decide not to get it. I have plenty of charges,
feel guilty about the turns burned on !hero and ?chant. Also, there is a
balrog on the way to it. DAMNIT. As always, I check my pack before descent,
and am surprised to have a free slot. Stupid autopickup did not work. That
-dragonBreath is back across the dungeon, didn't pick it up.

At 4250', land two steps from an IceWyrm. I *rCold, *dStairs, take 3 steps
away to get !heal off the floor. A door bursts and I *dVis, light hounds in
the distance, sleeping orcs nearby. I head to the edge of the room, !speed,
and ~light starting the fun. I start with -fireBalls, then -drain, then
_power, then -acidBalls. That leave it with 4 *s, and I shoot some arrows
then melee. I lost another !speed to a breath, down to 1 now. I ?recharge,
lose one -fireBalls. I get !con, Ingwe, Barahir, and arrows{poison}. I now
have 18/200 con. I need a slot, and the question is toss ?recharge or use on
non-empty wands? I go for -fireBalls and -drain, happily neither explode. I
*dVis again, see Grip off a ways, perhaps I can avoid killing him. I go fully
across the bottom of the dungeon, seeing no way down. Perhaps I should have
used ?telLevel rather than exploring. Heading for boots, run into Uvatha. I
hate to fight him without a temp speed boost, -TelOther. I -LightBeam a grey
wraith out of existence, drops ?MB7, and I have to toss my avg arrows to pick
it up. I gain *createDoors, *telLevel, and *createStairs. It is not clear if
this is worth a slot, *recall is 3 levels away and has a ridiculous failure
rate, and at 5% fail, no spell counts as a real escape, not even *createDoors.
?MB7 will help when stairs are far far away, but is that worth a slot? I'd
rather have my arrows. I *createStairs a couple times to get stairs, toss
?MB7 to get arrows, but trolls are nearby and I will kill them before descent.
I use the arrows on energy hounds on the way to trolls, and of course there
are two stairs just into the next sector. I get an elvenkind robe off floor
in room the trolls were in, and ?destruct from a troll, time to go home. I
?recall and toss the rest to pick up _dispelEvil. I do not even get to take
the stairs. It would be nice if recall would reset at the depth where it
kicks in, not where you read it, so I could take the stairs down for a deeper
recall from town next trip.

I return to town with 54774 AU. Some people think that cursed mushrooms and
potions have utility for testing things like elvenkind, but that is not true
in practice. Slots are clearly too tight at home to have been storing cursed
consumables, even if backpack slots had been plentiful enough to carry them
home in the first place. I think the game would be better with unlimited home
space, but there are some reasonable arguments for leaving it limited. E.g.,
I toss my cloak{rShards} away, has turned into junk, interesting strategy or
TMJ? In my patch, I have changed !knowledge to *ID everything being wielded.
Playing with randarts I'd wait to use on multiple wielded items in different
slots, but in a standart game the main effect is that this way my code
auto-displays the high resist without me having to inscribe it manually. I
buy ?+dam, saving mostly in case I some day need to merge ammo. I leave !heal
at home to carry all !CCW, to save a slot both home and in pack. I also carry
both _telSelf. I would like to stop using _telSelf, but need rConf first. I
wonder if *speed is viable, but no ?MB4 for sale. It turns out I really
should have devoted a home slot to saving them. I am new to diving with
rogues, particularly half-trolls, so this game is uncharted territory for me.
I buy all 22 ?id, 23 ?+hit, 10 ?recharge. Also, 5 ?recall and 1 ?satiate. I
am slowed, toss my shield. Oops - forgot to buy boring arrows, but perhaps I
don't need them.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/90 +4 +2 +3 18/180
Race Half-Troll Height 106 INT: 18/99 -4 +1 +1 18/79
Class Rogue Weight 236 WIS: 12 -2 -2 +1 9
Title Sharper Status 1 Dex: 18/41 -4 +3 +1 18/41 18/21
HP 701/701 Maximize Y CON: 18/83 +3 +1 +8 18/203
SP 73/73 CHR: 15 -6 -1 +1 9

Level 33 Armor [17,+45] Saving Throw 54
Cur Exp 388541 Fight (+37,+14) Stealth 7
Max Exp 388541 Melee (+48,+24) Fighting 356
Adv Exp 398750 Shoot (+49,+15) Shooting 302
MaxDepth 4250 ft Blows 5/turn Disarming 100
Turns 274412 Shots 1/turn Magic Device 63
Gold 44677 Infra 30 ft Perception 29
Burden 153.5 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:......+......
Elec:.+....+...... Confu:.............
Fire:.+..+.+...... Sound:.............
Cold:.+....+...... Shard:.............
Pois:..+.......... Nexus:.............

Fear:.......+....+ Nethr:.............
Lite:............. Chaos:.............
Dark:..+.......... Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:..+...+......


Feath:............. Sear.:.............
PLite:.....+.+..... Infra:.............
Regen:.+..........+ Tunn.:.............
Telep:............. Speed:.............
Invis:.......+..... Blows:+............
FrAct:.......+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)
It increases your attack speed by 2. You get 5 blows per round with

this weapon. With additional +4 str you would get 6 blows. With
additional +3 dex you would get 6 blows.


b) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

c) The Ring of Barahir (+1)
It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by


[Character Inventory]

d) a Potion of Speed

e) 27 Potions of Cure Critical Wounds
f) 30 Scrolls of Teleport Level {!*}
g) 5 Scrolls of Word of Recall {!*}
h) 35 Scrolls of Identify {@r1}
i) 10 Scrolls of Recharging
j) a Rod of Teleport Other {@z4 !!}


Your success rate is 94.4%, if confused 3.7%.

k) 5 Rods of Light {@z3 !!}


Your success rate is 98.1%, if confused 95.2%.

l) 3 Wands of Teleport Other (16 charges) {@a4}


Your success rate is 97.6%, if confused 90.9%.

m) a Wand of Drain Life (6 charges)


Your success rate is 92.3%, if confused 2.8%.

n) a Wand of Acid Balls (3 charges)


Your success rate is 92.3%, if confused 2.8%.

o) a Wand of Fire Balls (7 charges)


Your success rate is 92.3%, if confused 2.8%.

p) a Wand of Cold Balls (8 charges)


Your success rate is 95.6%, if confused 5.1%.
It cannot be harmed by cold.

q) a Wand of Dragon's Frost (2 charges)


Your success rate is 92.3%, if confused 2.8%.
It cannot be harmed by the elements.

r) 2 Staffs of Teleportation (12 charges) {!*}


Your success rate is 97.6%, if confused 90.9%.

s) a Staff of Dispel Evil (7 charges)


Your success rate is 92.3%, if confused 2.8%.

t) a Staff of Power (3 charges)


Your success rate is 92.3%, if confused 2.8%.

u) 2 Staffs of *Destruction* (4 charges) {!*}


Your success rate is 92.3%, if confused 2.8%.

v) 28 Arrows of Venom (1d4) (+16,+10)
It is branded with poison.


[Home Inventory]

a) 25 Books of Magic Spells [Magic for Beginners] {@m1 @G1}


b) 5 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
c) 2 Mushrooms of Restoring

d) 60 Potions of Cure Critical Wounds
e) 3 Potions of Healing
f) a Potion of *Healing* {!*}
g) 5 Potions of Restore Mana
h) 2 Potions of Self Knowledge
i) 80 Scrolls of Identify {@r1}
j) 2 Scrolls of *Remove Curse*
k) 59 Scrolls of Enchant Weapon To-Hit
l) 6 Scrolls of *Destruction* {!*}


m) a Scroll of Banishment {!*}
n) a Rod of Detection {@z9 !!}
Your success rate is 96.9%, if confused 22.2%.
It cannot be harmed by electricity.

o) 2 Staffs of *Destruction* (3 charges) {!*}


Your success rate is 92.3%, if confused 2.8%.

p) 2 Rings of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

q) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

r) a Ring of Damage (+9)
s) a Ring of Lightning [+9]


It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.

t) The Amulet of Ingwe (+3)
It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

u) Partial Plate Armour (Dwarven) [22] (+1)
It increases your strength and constitution by 1. It increases your
infravision by 1.

v) a Robe of Elvenkind { rShards } [2,+21] (+1 to stealth)
It increases your stealth by 1. It provides resistance to acid,
lightning, fire, cold, and shards. It cannot be harmed by the


elements.
w) a Sling of Extra Might (x2) (+11,+16) (+1)
It increases your shooting power by 1.

x) 30 Seeker Bolts (4d5) (+5,+8)

Eddie Grove

unread,
Jun 24, 2008, 10:58:14 AM6/24/08
to

Trip 16:


At 4250', *dVis shows lots of monsters, none horizontally or vertically
adjacent. Further detections confirm a treasure room. I take a couple steps,
and an enchantress spells me from reverse LOS, so I *phase and wait for her to
step into my LOS. She still gets off one summon before I -TelOther, *rFire
and melee a youngRed. On the way to treasure room, I pass by a trapdoor, but
want to go get another -telOther. Then *dVis shows a troll pit and Shagrat,
seems a better destination. I have trouble finding my way, meet enchantress
again, this time get to face ancientGold. I am saving !speed and
arrows{poison} for a Wyrm, so *phase too much, land in the treasure room. I
kill who I must, ?recharge wands, get -telOther and ?*ID. I bump into a pack
of trolls, use _power, get ?MB6, not worth picking up seeing failure rate on
shockwave. I also get a longbow(x3)(+13,+27), might be useful. The trolls
get out of the pit before I reach it, cannot use staves effectively. I really
really need _speed. I usually have plenty of temp speed from _speed, but this
game I have clearly played poorly because with =int+4 and ?MB4 I would have
the possibility of *speed. I get !exp, 2 ?*RCURSE, and !chr and squelchables
such as armor{rBase}. Short of slots, toss the ?*RCURSE. Two steps from the
stairs, an ancientWhite shows up, and I use -fireBalls to kill it. I get
Glamdring, too few swings, leave it on the ground. I also toss the longbow,
not so much better than Amrod. I picked up too much random useful stuff that
is now taking up slots, !*HEAL and mush{rAll} and ?destruct, toss _dispelEvil
and ?MB3. I want to go down another level.

At 4300', land in a room with a shimmering vortex, need to destroy it ASAP. I
use arrow{poison}. I go to *dInv, cannot, oops. I guess there's a reason to
carry ?MB3. I take a couple steps to pick up the arrow, and an ethereal hound
shows up in the wall. I _destruct, but there are probably more where it came
from. I go off, detect monsters in a formation suggesting a 2x2 room. I find
?MB4, looks good, *speed with 49% failure. I gain *speed and *telOther, and
try *speed before killing a bandit who picked up the amulet I want, turns out
to be weaponmastery. I also get ?rune I toss stuff, head to stairs. I have
to go down at least once more before I ?recall. First I *speed.

At 4350', I cannot detect, threw away those books. I land adjacent to a
matureWhite, ~light anyway. I kill it, ?recall and toss the rest of my
?recall to pick up _dispelEvil. I head to a far corner, but with a space
between me and walls to rest. It can be a deadly mistake to rest next to a
wall, and not notice a passwall or eatwall creature until it is next to you.
I -TelOther a patriarch I don't feel like bothering with. For fun, I gain
*dMagic, detect quarrels too far away to reach. That's a useless spell since
it doesn't specifically mark the items as magic. I'll always use *dObj
instead. My chants finally wear off.

I return to town with 65230 AU. This time I remember to buy arrows, and 5
?recall and ?satiate. And all 25 ?id. No ?MB3 for sale, will need -dAll to
for dInv. I buy all !CCW. I am casting *speed whenever it wears off, wonder
if I can keep it up indefinitely. Should I toss elvenkind robe to leave some
-LightBeam at home? Or _destruct, for that matter? In either case, I should
toss it, rShards is not that important. I toss the ?MB1 I was saving at home,
some for sale now. I try on =int+4, practically doubles mana, drops failure
by 12%, changes things. I should have tried this sooner, perhaps right away
at cLevel 32.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/90 +4 +2 +3 18/180
Race Half-Troll Height 106 INT: 18/99 -4 +1 +1 18/79
Class Rogue Weight 236 WIS: 12 -2 -2 +1 9
Title Sharper Status 1 Dex: 18/41 -4 +3 +1 18/41 18/21

HP 607/620 Maximize Y CON: 18/83 +3 +1 +5 18/173
SP 35/78 CHR: 16 -6 -1 +1 10

Level 35 Armor [17,+40] Saving Throw 56
Cur Exp 524230 Fight (+27,+23) Stealth 7
Max Exp 524230 Melee (+38,+33) Fighting 334
Adv Exp 652500 Shoot (+39,+15) Shooting 278
MaxDepth 4350 ft Blows 5/turn Disarming 103
Turns 286452 Shots 1/turn Magic Device 65
Gold 58214 Infra 30 ft Perception 29
Burden 167.1 lbs Energy 200% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:......+......
Elec:.+....+...... Confu:.............
Fire:.+..+.+...... Sound:.............
Cold:.+....+...... Shard:.............

Pois:...+......... Nexus:.............


Fear:.......+....+ Nethr:.............
Lite:............. Chaos:.............

Dark:...+......... Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...+..+......


Feath:............. Sear.:.............
PLite:.....+.+..... Infra:.............
Regen:.+..........+ Tunn.:.............

Telep:............. Speed:............+


Invis:.......+..... Blows:+............
FrAct:.......+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)
It increases your attack speed by 2. You get 5 blows per round with
this weapon. With additional +4 str you would get 6 blows. With
additional +3 dex you would get 6 blows.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

c) a Ring of Damage (+9)
d) The Ring of Barahir (+1)


It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

e) The Amulet of Carlammas (+2)
It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.
f) The Phial of Galadriel
It usually provides light of radius 3. It activates for
illumination every 10+d10 turns. It cannot be harmed by the
elements.
g) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.
h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.
i) (nothing)
j) a Metal Cap [3,+7]
k) (nothing)
l) a Pair of Soft Leather Boots [2,+7]


[Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}


c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.

d) 25 Potions of Cure Critical Wounds
e) 30 Scrolls of Teleport Level {!*}
f) 5 Scrolls of Word of Recall {!*}
g) 35 Scrolls of Identify {@r1}
h) 4 Scrolls of Recharging
i) a Rod of Detection {@z9 !!}
Your success rate is 97.1%, if confused 33.3%.


It cannot be harmed by electricity.

j) a Rod of Teleport Other {@z4 !!}

Your success rate is 95.0%, if confused 3.9%.

k) 2 Rods of Light {@z3 !!}
Your success rate is 98.1%, if confused 95.4%.

l) 4 Wands of Teleport Other (25 charges) {@a4}


Your success rate is 97.7%, if confused 91.6%.

m) 3 Wands of Drain Life (15 charges)
Your success rate is 93.3%, if confused 3.0%.

n) 2 Wands of Acid Balls (11 charges)
Your success rate is 93.3%, if confused 3.0%.

o) a Wand of Fire Balls (4 charges)
Your success rate is 93.3%, if confused 3.0%.

p) a Wand of Cold Balls (6 charges)
Your success rate is 96.0%, if confused 5.5%.


It cannot be harmed by cold.

q) a Wand of Dragon's Frost (3 charges)
Your success rate is 93.3%, if confused 3.0%.



r) 2 Staffs of Teleportation (12 charges) {!*}

Your success rate is 97.7%, if confused 91.6%.

s) a Staff of Dispel Evil (6 charges)
Your success rate is 93.3%, if confused 3.0%.



t) a Staff of Power (3 charges)

Your success rate is 93.3%, if confused 3.0%.

u) 2 Staffs of *Destruction* (3 charges) {!*}
Your success rate is 93.3%, if confused 3.0%.



v) 28 Arrows of Venom (1d4) (+16,+10)
It is branded with poison.

w) 99 Arrows (1d4) (+0,+0) {@f1}


[Home Inventory]

a) 4 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

b) 3 Mushrooms of Restoring
c) a Potion of Speed
d) 79 Potions of Cure Critical Wounds


e) 3 Potions of Healing

f) 2 Potions of *Healing* {!*}


g) 5 Potions of Restore Mana
h) 2 Potions of Self Knowledge

i) 70 Scrolls of Identify {@r1}


j) 2 Scrolls of *Remove Curse*
k) 59 Scrolls of Enchant Weapon To-Hit

l) a Scroll of Rune of Protection
m) 7 Scrolls of *Destruction* {!*}
n) a Scroll of Banishment {!*}
o) 3 Rods of Light {@z3 !!}
Your success rate is 98.1%, if confused 95.4%.

p) 2 Staffs of *Destruction* (3 charges) {!*}
Your success rate is 93.3%, if confused 3.0%.

q) 2 Rings of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

r) 2 Rings of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

s) a Ring of Lightning [+9]
It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.
t) The Amulet of Ingwe (+3)
It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

u) an Amulet of Weaponmastery (+3,+4) (+3)
It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.
v) Partial Plate Armour (Dwarven) [22] (+1)


It increases your strength and constitution by 1. It increases your
infravision by 1.

Eddie Grove

unread,
Jun 25, 2008, 2:47:59 PM6/25/08
to

Trip 17:


At 4350', -dAll shows orcs, but also a cyclops and greater titan. I get
another =rPoison, should be squelching those, and -fireBalls. I try to keep
*speed going, seems to be a mistake.

At 4400', land in room with shrieker, seen via -dAll. Good to use that first
thing on a new level. I take a detour past the stairs to get boots, cursed,
then kill Bullroarer for seeker arrows. I have picked up ?destruct and seeker
quarrels and seeker arrows, need slots, drop avg arrows. There is a round
vault, disconnected, has seeker arrows and ?rune, not enough to merit a
detour. There is a drolem guarding the stairs, but I have rPoison. I attempt
to sneak by, -telOther when it wakes. Then I ~light the room, see Angamaite,
*speed and melee, get nothing.

At 4450', -dAll shows a likely vault off a ways, filled with dreads and Huan
and that's just the top. A PerplexityWyrm is on the way, not for me, so I
avoid the area. When I melee a law drake, I appreciate how much life is
better with +10speed and a damage ring.

At 4500', detections show ?rune, not sure whether worth a trip. I never know
how to use them well. I am going through clear hounds to get to a bow when
Tselakus steps into the room, hits me with a darkness storm, and summons. I
?telLevel, sink.

At 4550', *dVis, head down a corridor and Hoarmurath appears, was not
detected. I guess I need ESP. My attacks of venom, cold, and life are
useless vs undead, so -TelOther. I *dVis a little later, see Cantoras ahead,
but a giant pit behind [and up]. I have to use -TelOther and a couple charges
of -telOther to make it to the pit, then go around opposite the gate to tunnel
in. I use _power 3 times to clear a path into the pit, step in and ?recharge,
3 more charges to kill most of the giants inside. I try to save
arrows{venom}, mistake, almost die. A combination of teleport-to plus
confusion spells is nasty, particularly when I refuse to _telSelf. I get
!str, !dex, !int, ?MB3, mush{rAll}, ?banish, -acidBalls, scythe{HA}, and
!enlight. and !*HEAL. Unfortunately, that means it is time to go home
already. I leave the scythe behind, as well as ?MB1 and ?MB5 and some !CCW
and some ?id and some ?recharge. I lose some turns, who knows how many,
resting and casting spells waiting for ?recall to kick in, but forgot to read
the scroll! Not my best game. I gain *satiate and cast it while I wait after
I actually ?recall.

I return to town with 75459 AU. I pick up some ?+hit at home to enchant
seeker quarrels so they stack with ones at home. I think to check, rFear
still in effect, so !heros have not worn off yet. I buy 2 ?MB1. There is
!str for sale, do not really need it, also mush{rAll} which I buy. I buy all
?map, ?+hit, ?+dam. More mistakes, what was I thinking this trip, my
"weaponmastery is better than =dam+9 and =con+3 is better than Carlammas. In
addition, get rDis. I toss dwarven armor and one =con+3 for room at home.
Forgot to buy ?recall, more turns wasted going back to get some. I don't want
to leave 2 or 3 behind at general store, buy all 7.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/94 +4 +2 +6 18/214
Race Half-Troll Height 106 INT! 18/100 -4 +1 +1 18/80


Class Rogue Weight 236 WIS: 12 -2 -2 +1 9

Title Sharper Status 1 DEX: 18/65 -4 +3 +1 18/65
HP 655/655 Maximize Y CON: 18/83 +3 +1 +6 18/183
SP 45/94 CHR: 16 -6 -1 +1 10

Level 35 Armor [29,+34] Saving Throw 56
Cur Exp 552255 Fight (+33,+22) Stealth 7
Max Exp 552255 Melee (+44,+32) Fighting 352
Adv Exp 652500 Shoot (+45,+15) Shooting 296
MaxDepth 4550 ft Blows 6/turn Disarming 105
Turns 296819 Shots 1/turn Magic Device 66
Gold 64499 Infra 30 ft Perception 29
Burden 165.4 lbs Energy 200% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:......+......
Elec:.+....+...... Confu:.............

Fire:.+....+...... Sound:.............


Cold:.+....+...... Shard:.............
Pois:...+......... Nexus:.............

Fear:....+..+....+ Nethr:.............
Lite:............. Chaos:.............
Dark:...+......... Disen:....+........

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...+..+......
Feath:............. Sear.:.............
PLite:.....+.+..... Infra:.............
Regen:.+..........+ Tunn.:.............
Telep:............. Speed:............+
Invis:.......+..... Blows:+............

FrAct:....+..+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)

It increases your attack speed by 2. You get 6 blows per round with
this weapon. With additional +4 dex you would get 7 blows.


b) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

c) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

d) The Ring of Barahir (+1)
It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

e) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

f) The Phial of Galadriel
It usually provides light of radius 3. It activates for
illumination every 10+d10 turns. It cannot be harmed by the
elements.
g) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.
h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.

i) a Shield of Deflection [10] {good}
It cannot be harmed by acid.

j) an Iron Helm [5] {good}

k) (nothing)
l) a Pair of Soft Leather Boots [2,+7]


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) 20 Potions of Cure Critical Wounds
f) a Potion of Enlightenment
g) 27 Scrolls of Teleport Level {!*}
h) 7 Scrolls of Word of Recall {!*}
i) 35 Scrolls of Identify {@r1}
j) 17 Scrolls of Magic Mapping {@r2}
k) a Scroll of Rune of Protection
l) a Rod of Teleport Other {@z4 !!}
Your success rate is 95.2%, if confused 4.1%.

m) 2 Rods of Light {@z3 !!}
Your success rate is 98.2%, if confused 95.6%.

n) 4 Wands of Teleport Other (22 charges) {@a4}
Your success rate is 97.8%, if confused 92.3%.

o) 2 Wands of Drain Life (10 charges)
Your success rate is 93.7%, if confused 3.1%.

p) 3 Wands of Acid Balls (15 charges)
Your success rate is 93.7%, if confused 3.1%.

q) 2 Wands of Fire Balls (8 charges)
Your success rate is 93.7%, if confused 3.1%.

r) a Wand of Dragon's Frost (3 charges)
Your success rate is 93.7%, if confused 3.1%.

s) 2 Staffs of Teleportation (12 charges) {!*}
Your success rate is 97.8%, if confused 92.3%.



t) a Staff of Power (3 charges)

Your success rate is 93.7%, if confused 3.1%.



u) 2 Staffs of *Destruction* (3 charges) {!*}

Your success rate is 93.7%, if confused 3.1%.

v) 23 Arrows of Venom (1d4) (+16,+10)


It is branded with poison.

w) 26 Seeker Arrows (4d4) (+4,+3)


[Home Inventory]

a) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

b) 5 Mushrooms of Restoring


c) a Potion of Speed

d) 59 Potions of Cure Critical Wounds
e) 4 Potions of Healing
f) 3 Potions of *Healing* {!*}


g) 5 Potions of Restore Mana
h) 2 Potions of Self Knowledge

i) 35 Scrolls of Identify {@r1}


j) 2 Scrolls of *Remove Curse*

k) 65 Scrolls of Enchant Weapon To-Hit
l) 14 Scrolls of Enchant Weapon To-Dam
m) 8 Scrolls of *Destruction* {!*}
n) 2 Scrolls of Banishment {!*}
o) a Rod of Detection {@z9 !!}
Your success rate is 97.2%, if confused 66.6%.


It cannot be harmed by electricity.

p) 3 Rods of Light {@z3 !!}
Your success rate is 98.2%, if confused 95.6%.

q) 2 Staffs of *Destruction* (3 charges) {!*}
Your success rate is 93.7%, if confused 3.1%.

r) 2 Rings of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

s) a Ring of Damage (+9)
t) a Ring of Lightning [+9]


It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.

u) The Amulet of Carlammas (+2)


It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.

v) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

w) a Sling of Extra Might (x2) (+11,+16) (+1)
It increases your shooting power by 1.

x) 52 Seeker Bolts (4d5) (+5,+8)

Eddie Grove

unread,
Jun 26, 2008, 12:43:24 PM6/26/08
to

Trip 18:


At 4550', I land next to eog golem, *haste taking two tries and !enlight. It
does some minimal damage to me, but I ignore it until I finish my detections.
I see Ancalagon in my room, with escort, and also a pack of blink dogs. In
the middle of the level, there is a 3-row vault with a new scroll and new
potion, otherwise the level seems uninteresting. Ancalagon is outside radius
of _destruct, so it is time to leave. I _telSelf, land next to Khamul. I
scroll the screen, somehow missed !str and !rMana perusing the level. I
*phase, then run by Beorn and escort, all asleep. A couple more *phase get me
inside a moated room for the !str, and I pause to consider options. I scroll
the screen, and the two lower rows of vault are in range, *dVis shows no
excessive danger. I clear the lower row, new potion !detonations, toss ?rune
to pick it up. [This is another serious error. I will waste a slot on this
for a long time, and when I finally throw it it will miss and break without
doing damage.] Then, I clear the top row next, due to outer connectivity of
the vault. I was going to melee, but there is a Q inside, -TelOther. Here
the new scroll is ?massBanish, goodbye stack of ?map. There are also
quarrels(4d5) and ?*RCURSE that I leave behind. The middle row will be hard
to reach, has !chr and a small sword I can dream is Sting. I loop back to the
lower row, and *phase takes me where I need to go. The sword isn't even
enchanted. The stairs are in a treasure room lacking treasure, presumably
overly guarded, not worth the effort. I ?telLevel, unfortunately going up.

At 4500', *dVis shows opportunity, emperor wight and PerplexityWyrm and an
ogre mage thrown in. The wight drops Rohirrim, and now having rConf means I
can go after the wyrm. I miss my ?map, take a long circle to reach the wyrm,
kill a pack of barrow wights on the way for nothing more than a -LightBeam.
Still on the way, kill youngBronze for !heal and helm{ESP}. I finally reach
the wyrm, cannot repeatedly fail trying to *speed. [In retrospect, I believe
this was a turning point in the game, and my mistake was using Barahir rather
than =int, but I was playing cowardly because I didn't want to die due to the
distraction of taking notes.] I am resting to regain mana, and Uriel appears
out of nowhere to breathe on me. I guess I should have allowed disturb out of
LOS, but that is too annoying most of the time. I -telOther for lesser
failure rate than -TelOther. Then the PerplexityWyrm wakes before I regain
many hp, and I need to use !heal. Then I *phase, fail at *speed yet again,
start on !CCW. He comes, we trade -dragonFrost and confusion breaths, he
wins. I -telOther, fail, and rather than breathe to kill me it steps and
spells. Perhaps I should have used ?telSelf, but landing on a new level with
only 50 hp has its risks. My next -telOther succeeds. I've dropped a couple
things, !rMana and stack of ?id, to retain best gear for wyrm hunting, go get
it right away, can regen on the way. I am still at only 251/655 when I get
close to !rMana, so ?recall. I have 3 items to store at home, and that
?telSelf moving me up a level will be cured by 2 ?recalls. I drop my ?MB1 and
?MB5 to make room to take stuff home.

I return to town with 76498 AU. I seem to be getting into enough trouble I
need to carry my !heal now, toss -dragonFrost to make room. I buy 2 ?MB1,
don't bother checking any other shops. I think it is time to get rid of
_telSelf. Even though _destruct has three times the failure rate, it is a
sure escape when it succeeds.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/97 +4 +2 +8 18/237


Race Half-Troll Height 106 INT! 18/100 -4 +1 +1 18/80
Class Rogue Weight 236 WIS: 12 -2 -2 +1 9

Title Sharper Status 1 Dex: 18/65 -4 +3 +3 18/85 18/80
HP 508/655 Maximize Y CON: 18/83 +3 +1 +6 18/183
SP 85/94 CHR: 17 -6 -1 +1 11

Level 35 Armor [32,+46] Saving Throw 56
Cur Exp 557972 Fight (+34,+24) Stealth 5
Max Exp 558680 Melee (+45,+34) Fighting 355
Adv Exp 652500 Shoot (+46,+15) Shooting 299
MaxDepth 4550 ft Blows 6/turn Disarming 106
Turns 303118 Shots 1/turn Magic Device 66
Gold 76426 Infra 30 ft Perception 29
Burden 145.4 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:.............
Elec:.+....+...... Confu:......+......
Fire:.+....+...... Sound:......+......


Cold:.+....+...... Shard:.............
Pois:...+......... Nexus:.............

Fear:....+.++....+ Nethr:.............


Lite:............. Chaos:.............
Dark:...+......... Disen:....+........

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...+.........


Feath:............. Sear.:.............
PLite:.....+.+..... Infra:.............
Regen:.+..........+ Tunn.:.............

Telep:.........+... Speed:.............


Invis:.......+..... Blows:+............
FrAct:....+..+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) a Short Sword of Extra Attacks (1d7) (+11,+10) (+2)
It increases your attack speed by 2. You get 6 blows per round with

this weapon. With additional +2 dex you would get 7 blows.


b) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.
c) a Ring of Constitution (+3)
It increases your constitution by 3. It sustains your constitution.

d) The Ring of Barahir (+1)
It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.
e) an Amulet of Weaponmastery (+3,+4) (+3)
It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.
f) The Phial of Galadriel
It usually provides light of radius 3. It activates for
illumination every 10+d10 turns. It cannot be harmed by the
elements.

g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.

h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.
i) a Shield of Deflection [10] {good}
It cannot be harmed by acid.

j) an Iron Crown of Telepathy [0,+10]
It grants you the power of telepathy.

k) (nothing)
l) a Pair of Soft Leather Boots [2,+7]


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.

e) a Potion of Detonations
f) a Potion of Speed
g) 20 Potions of Cure Critical Wounds
h) 4 Potions of Healing
i) 25 Scrolls of Teleport Level {!*}
j) 5 Scrolls of Word of Recall {!*}
k) 26 Scrolls of Identify {@r1}


l) a Rod of Teleport Other {@z4 !!}
Your success rate is 95.2%, if confused 4.1%.

m) 2 Rods of Light {@z3 !!}
Your success rate is 98.2%, if confused 95.6%.

n) 4 Wands of Teleport Other (18 charges) {@a4}


Your success rate is 97.8%, if confused 92.3%.

o) 2 Wands of Drain Life (10 charges)
Your success rate is 93.7%, if confused 3.1%.

p) 3 Wands of Acid Balls (15 charges)
Your success rate is 93.7%, if confused 3.1%.

q) 2 Wands of Fire Balls (8 charges)
Your success rate is 93.7%, if confused 3.1%.

r) a Staff of Dispel Evil (7 charges)


Your success rate is 93.7%, if confused 3.1%.

s) a Staff of Power (3 charges)


Your success rate is 93.7%, if confused 3.1%.

t) 2 Staffs of *Destruction* (3 charges) {!*}


Your success rate is 93.7%, if confused 3.1%.

u) 23 Arrows of Venom (1d4) (+16,+10)


It is branded with poison.

v) 21 Seeker Arrows (4d4) (+4,+3) {@f1}


[Home Inventory]

a) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.
b) 5 Mushrooms of Restoring

c) 57 Potions of Cure Critical Wounds
d) 3 Potions of *Healing* {!*}
e) 6 Potions of Restore Mana
f) 2 Potions of Self Knowledge
g) 30 Scrolls of Identify {@r1}
h) 2 Scrolls of *Remove Curse*
i) 65 Scrolls of Enchant Weapon To-Hit
j) 14 Scrolls of Enchant Weapon To-Dam
k) 8 Scrolls of *Destruction* {!*}
l) 2 Scrolls of Banishment {!*}
m) a Scroll of Mass Banishment {!*}
n) a Rod of Detection {@z9 !!}


Your success rate is 97.2%, if confused 66.6%.
It cannot be harmed by electricity.

o) 4 Rods of Light {@z3 !!}


Your success rate is 98.2%, if confused 95.6%.

p) 2 Staffs of *Destruction* (3 charges) {!*}


Your success rate is 93.7%, if confused 3.1%.

q) 2 Rings of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

r) a Ring of Damage (+9)
s) a Ring of Lightning [+9]


It provides resistance to lightning. It activates for electricity
resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns
d. It cannot be harmed by electricity.

t) The Amulet of Carlammas (+2)


It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.

u) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

v) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)


It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

Eddie Grove

unread,
Jun 28, 2008, 1:12:38 AM6/28/08
to

Trip 19:


After I ?recall, I go pick up -dragonFrost[1] I dropped in town. It might
possibly be useful.

At 4550', I land in a room with Baphomet, a beholder, and youngBronze. The
beholder mindblasts me, and I _destruct. I *dObj ?MB7, go to get it. I shoot
a patriarch and emperor wight, and -TelOther a vampire lord on the way. The
wight gives me arrows{acid}, far more valuable than ?MB7. Thanks to
destruction, no obvious way to get to ?MB7, probably not that useful at cLevel
35, so I just go to the stairs. Should mention *speed whenever full mana and
not sped.

At 4600', ESP shows I am near a red dragonpit, hope they cannot reach me. I
head away, find !enlight. There is a "octagon" vault with !exp, ?MB7, and a
new amulet, and also "interlock" vault with -TelOther. The interlock is
closer, so I check it first. On the way, I have to fight through a pack of
light hounds. When dreads come from the vault, decide I need to *speed, then
use -balls to kill over half of them. I rest and melee as the rest approach,
lose a bunch of exp but otherwise no problems. Oh -- use _dispelEvil as a
ranged attack. I notice a pack of stone trolls nearby, divert to _dispelEvil
on them before tackling the vault. I get to the vault, interesting monsters
are vampire lord, dark elven sorceror, and Ar-P. I would love to kill Ar-P,
but need to get him alone to try. I clear out the two sides of the vault,
using -TelOther on Ar-P, and the sorceror comes blazing at me when *speed runs
out, and summons twice before I can -telOther. Still, no real problems.
Besides -TelOther, I also get ?destruct after meleeing a nalfeshnee. I head
to the other vault, reencounter the three, sorceror and vampirelord and Ar-P.
Perhaps I should have _destructed, but I -TelOther the first two and think
about fighting. But I forgot, do not want to kill DROP_GREAT monsters until I
find the star and arkenstone. The turn Ar-P gets into LOS, Pazazu also comes
onto the screen, so I make a mess with _destruct. The only tough foes in the
outer vault are Fundin and the Mouth, but Huan, Ren, greater Q, greater
basilisk, and dracolisk in the inner vault. I don't pay attention, earth
hound shatters !exp, now feel no remorse about using -TelOther even on
non-summoners. The Mouth comes back, gets me with darkness storm from reverse
LOS, then two nether balls. I -telOther, quaff a bunch of !CCW, ?id some
stuff. I have quarrels{sGiant}, wish for unlimited home, without which they
are junk. There is a new amulet on the inside, and I want it badly. I am
hoping for trickery. It seems Huan has trampled everyone in the inner vault.
I wouldn't have breached the inner vault otherwise, but since he wants out so
badlay I !speed and *stoneToMud to let him out and -telOther to set him free.
The amulet is just devotion. The monsters were more generous, something I
killed dropped =speed+4, but I cannot wear it until I get trickery. Oh well,
home is full, +4 not that much, I leave it on the floor. I go search out a
couple of chests, nothing useful except money, kill a mind flayer, all
depressing. I try 3 times to *speed, fail, ?telLevel unsped.

I return to 4550', see the stairs, but a sorceror beats me and summons twice,
and I have to kill it and a whole lot of barrow wights. One drops a jeweled
helm{ESP}, but my current one is lighter. I get too much stuff, have to go
home.

I return to town with 93K AU. I buy !rExp to regain 30K exp. I go home for
scrolls to enchant and merge my arrows. Oh - picked up -AcidBalls, will help
id armor, cloaks, and shields. I am carrying arrows{sAnimal}, may toss them
at any time. I buy !knowledge on principle. Also 2?MB1 and 4 ?recall. And
all ?id, ?+hit, ?+dam, and ?map. I get slowed by weight, toss my shield. I
toss =Elec to make room at home.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/97 +4 +2 +8 18/237
Race Half-Troll Height 106 INT! 18/100 -4 +1 +1 18/80
Class Rogue Weight 236 WIS: 12 -2 -2 +1 9
Title Sharper Status 1 Dex: 18/65 -4 +3 +3 18/85 18/80

HP 655/655 Maximize Y CON: 18/83 +3 +1 +6 18/183
SP 94/94 CHR: 17 -6 -1 +1 11

Level 35 Armor [22,+45] Saving Throw 56
Cur Exp 565811 Fight (+22,+24) Stealth 5
Max Exp 565811 Melee (+33,+34) Fighting 319
Adv Exp 652500 Shoot (+34,+15) Shooting 263
MaxDepth 4600 ft Blows 6/turn Disarming 106
Turns 314693 Shots 1/turn Magic Device 66
Gold 76649 Infra 30 ft Perception 29
Burden 166.8 lbs Energy 100% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:.............
Elec:.+....+...... Confu:......+......
Fire:.+....+...... Sound:......+......
Cold:.+....+...... Shard:.............
Pois:...+......... Nexus:.............

Fear:....+.++..... Nethr:.............


[Character Equipment]

i) (nothing)
j) an Iron Crown of Telepathy [0,+9]


It grants you the power of telepathy.
k) (nothing)
l) a Pair of Soft Leather Boots [2,+7]


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.

e) 20 Potions of Cure Critical Wounds
f) 4 Potions of Healing
g) a Potion of Enlightenment
h) 26 Scrolls of Teleport Level {!*}
i) 4 Scrolls of Word of Recall {!*}
j) 33 Scrolls of Identify {@r1}
k) 29 Scrolls of Magic Mapping {@r2}
l) 2 Rods of Teleport Other {@z4 !!}


Your success rate is 95.2%, if confused 4.1%.

m) 2 Rods of Light {@z3 !!}
Your success rate is 98.2%, if confused 95.6%.

n) a Rod of Acid Balls {!!}
Your success rate is 93.7%, if confused 3.1%.

o) 5 Wands of Teleport Other (23 charges) {@a4}


Your success rate is 97.8%, if confused 92.3%.

p) 2 Wands of Drain Life (10 charges)


Your success rate is 93.7%, if confused 3.1%.

q) 3 Wands of Acid Balls (14 charges)


Your success rate is 93.7%, if confused 3.1%.

r) 3 Wands of Fire Balls (11 charges)


Your success rate is 93.7%, if confused 3.1%.

s) 2 Staffs of Power (7 charges)


Your success rate is 93.7%, if confused 3.1%.

t) 2 Staffs of *Destruction* (3 charges) {!*}
Your success rate is 93.7%, if confused 3.1%.

u) 22 Arrows of Venom (1d4) (+16,+10)


It is branded with poison.

v) 26 Arrows of Slay Animal (1d4) (+14,+10)
It slays animals.
w) 40 Seeker Arrows (4d4) (+5,+7) {@f1}


[Home Inventory]

a) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
b) 5 Mushrooms of Restoring

c) 46 Potions of Cure Critical Wounds


d) 3 Potions of *Healing* {!*}
e) 6 Potions of Restore Mana

f) 4 Potions of Self Knowledge
g) 25 Scrolls of Identify {@r1}


h) 2 Scrolls of *Remove Curse*

i) 72 Scrolls of Enchant Weapon To-Hit
j) 23 Scrolls of Enchant Weapon To-Dam
k) 9 Scrolls of *Destruction* {!*}


l) 2 Scrolls of Banishment {!*}
m) a Scroll of Mass Banishment {!*}
n) a Rod of Detection {@z9 !!}
Your success rate is 97.2%, if confused 66.6%.
It cannot be harmed by electricity.
o) 4 Rods of Light {@z3 !!}
Your success rate is 98.2%, if confused 95.6%.

p) 3 Staffs of *Destruction* (3 charges) {!*}


Your success rate is 93.7%, if confused 3.1%.

q) 2 Rings of Intelligence (+4)
It increases your intelligence by 4. It sustains your intelligence.

r) a Ring of Damage (+9)

s) The Amulet of Carlammas (+2)


It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.

t) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

u) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)


It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

v) a Sling of Extra Might (x2) (+11,+16) (+1)


It increases your shooting power by 1.

w) 52 Seeker Bolts (4d5) (+5,+8)
x) 24 Arrows of Acid (1d4) (+17,+9)
It is branded with acid. It cannot be harmed by acid.

dammit_jim

unread,
Jun 29, 2008, 6:33:26 AM6/29/08
to
These posts are fascinating. Thank you for taking the time to post in
such detail; your journals give an Angband novice like me a lot of
insight and some great tips that would take months of play and many
wasted characters to discover. However, I have a quick newbie
question.

On Jun 28, 6:12 am, Eddie Grove <eddiegr...@hotmail.com> wrote:
> Trip 19:
<snip>


> But I forgot, do not want to kill DROP_GREAT monsters until I
> find the star and arkenstone.

I've checked the online spoilers for the Arkenstone and I'm guessing
the 'Star' is referring to The Star of Elendil but why do wait to find
them before hitting DROP_GREAT monsters?

I'm beginning to think my tactic of crawling around slowly and trying
to kill every unique I encounter is not the way to proceed...

Thanks again, Jim.

The Wanderer

unread,
Jun 29, 2008, 10:10:17 AM6/29/08
to
dammit_jim wrote:

> These posts are fascinating. Thank you for taking the time to post in
> such detail; your journals give an Angband novice like me a lot of
> insight and some great tips that would take months of play and many
> wasted characters to discover. However, I have a quick newbie
> question.
>
> On Jun 28, 6:12 am, Eddie Grove <eddiegr...@hotmail.com> wrote:
>> Trip 19:

>> But I forgot, do not want to kill DROP_GREAT monsters until I find


>> the star and arkenstone.
>
> I've checked the online spoilers for the Arkenstone and I'm guessing
> the 'Star' is referring to The Star of Elendil but why do wait to
> find them before hitting DROP_GREAT monsters?

My guess would be: to increase the chances that those monsters will drop
one of the higher 'special' artifacts, specifically the Rings of Power.

(If that's not it, then I'd be interested in the answer myself.)

--
The Wanderer

Warning: Simply because I argue an issue does not mean I agree with any
side of it.

Secrecy is the beginning of tyranny.

Eddie Grove

unread,
Jun 29, 2008, 12:04:22 PM6/29/08
to
The Wanderer <inverse...@comcast.net> writes:

> dammit_jim wrote:
>
> > These posts are fascinating. Thank you for taking the time to post in
> > such detail; your journals give an Angband novice like me a lot of
> > insight and some great tips that would take months of play and many
> > wasted characters to discover. However, I have a quick newbie
> > question.
> > On Jun 28, 6:12 am, Eddie Grove <eddiegr...@hotmail.com> wrote:
> >> Trip 19:
>
> >> But I forgot, do not want to kill DROP_GREAT monsters until I find
> >> the star and arkenstone.
> > I've checked the online spoilers for the Arkenstone and I'm guessing
> > the 'Star' is referring to The Star of Elendil but why do wait to
> > find them before hitting DROP_GREAT monsters?
>
> My guess would be: to increase the chances that those monsters will drop
> one of the higher 'special' artifacts, specifically the Rings of Power.
>
> (If that's not it, then I'd be interested in the answer myself.)

That's it.

Item generation is strange, and I do not fully understand it, but it is my
impression that to get a ring of power you go through the process of first
generating the possibilty of jewelry, then whether it might be an artifact,
and then loop through the possibilities left accepting each in turn with some
probability.

DROP_GREAT gets you much closer to initial possibly artifact jewelry, and it
seems a shame to waste it. Are lights even "jewelry" in this sense?
I don't know.

Now that I put it in writing, it is not clear that this logic makes sense, so
long as you kill DROP_GREAT monsters really deep. I guess the point is that
typical wyrms can be in depth for up through Narya, but neither for Nenya nor
Vilya. It seems most efficient to clear up through Narya with wyrms, and then
use DROP_GREAT to try for Nenya and Vilya.

I have always felt that this was good strategy, but I could certainly be
mistaken. I'd love to hear a rebuttal if I am wrong.

In practice, at a certain point, you have no choice but to start killing
DROP_GREAT monsters. Perhaps the real strategy is to force yourself to kill a
certain number of wyrms on the way for reasons that are mostly unrelated.


Eddie

Timo Pietilä

unread,
Jun 29, 2008, 2:21:49 PM6/29/08
to
Eddie Grove wrote:

> DROP_GREAT gets you much closer to initial possibly artifact jewelry, and it
> seems a shame to waste it. Are lights even "jewelry" in this sense?
> I don't know.

They are special artifacts, so yes, they count in.

Timo Pietilä

Eddie Grove

unread,
Jun 30, 2008, 12:13:54 AM6/30/08
to

Trip 20:


I return to 4600' and !enlight. The highlights are !dex and !heal. On the
way to !heal, gravity hounds. I *speed [on the 3rd try], then head up the
corridor and get breathed on. I shoot arrows{sAnimal}, second breath moves me
closer to the pack in a side corridor. I move as far as I can toward the
center of mass, and _destruct. It appears I missed 5 of them, but also got a
nightcrawler, seems a fair trade. I step into a big room and they come and I
shoot. When I start to get close to !dex, ESP shows Thuringwethil near
Gabriel and many A's. I _destruct again. I go get !dex, avoiding fire
hounds, then *recharge _destruct a step from the stairs to give a hound time
to get out of my way. There was ?MB4, would love to get it, but no point
having my current one get burnt trying for a second.

At 4650', I land with a reaper targetable. I ?map, stairs in this room, but
there is a "turnabout" vault at the edge of the map. I should at least check
it out, so -TelOther the reaper. I didn't look carefully enough, cannot reach
the turnabout without going through what I'd guess is greater vault "twisted
cube". I move far enough to *dObj on turnabout, new amulet in 1-square
mini-chamber. I have to get that. I move up to *dStairs and *dObj on the
greater vault, ESP shows Huan, and I wonder if I can get him to clear the
vault for me? That would be fun. He is almost like a pet. I need to
implement view mode where you can toggle off monsters to view objects. There
is a new ring, spear (4d6), and Grip inside. I head over to the turnabout,
and I have a problem. Maeglin is eating walls, and that opens the path for
Ancalagan and escort. The funny thing is a pack of sleeping jackals is
keeping him inside. I don't normally believe in destruction on vaults [and
believe artifacts should be deleted by destruction just like everything else],
but if Maeglin is screwing things up, so will I. I am careful not to include
the amulet [or any other possible artifacts] in the destruction radius. It
turns out to be "dwarves, guarded by a single memory moss. What do I have to
do to find "trickery? I check, still 7 unaware amulet flavors left. I see a
pack of barrow wights via ESP, go to kill, but water hounds behind change my
mind. No point killing for a scroll that will melt before I pick it up. The
destruction zone is disconnected from the greater vault, and that is a good
thing, so I *phase rather than digging through. I *speed and *stoneToMud to
get into the vault, and -TelOther opps with too many hp. I won't be able to
carry home what I find, no need to kill for more. I kill a troll for _speed,
which is convenient. Inside I need slots, toss ?MB1, will not leave the
vault. Also, unlikely to take arrows{sAnimal} home, toss now. Perhaps
prematurely, toss all !CCW as well. I also drop all ?telLevel, hopefully will
be able to return to pick them up, should have left the bulk at home. I walk
along the top edge of the center chamber and Huan tramples all the tough opps
except a Jabberwock, then I *stoneToMud and -TelOther so they can run free.
It takes so long to pick up all of the stuff in the middle that an
ancientBlack comes to get me before I pick up Orome. I kill it and it drops
!knowledge, might be useful. Then a HellWyrm comes, and I want badly to kill
it, but Vecna is behind so I have to send them both away. I get !con, and
!chr and my first ?acq, which gives me an iron crown. I know better than to
try it on, and it turns out to be Beruthiel. I toss a mattock (1d8) without
pseudo, really only interested in artifact diggers which I know have extra
dice. I activate Narthanc to learn it and then toss it. I toss my
sword{att+2} to pick up _rCurse, unlikely to ever use it again. One chamber
has -acidBalls and !heal and another ?MB5, but I would have to face a skull
druj and Thuringwethil after I step in and it's not clearly worth the risk. I
guess I cleared between half and two thirds of the vault. I see ancientGreen
in a tiny chamber, kill it for another !con. The loot was Orome, crown of
magi {sDig}, cesti{power}, and some potions. Then I go back for stuff, not
much to carry home, no point in returning to town. I choose to leave my !CCW
and ?map to carry wands and staves, will miss ?map. I take a trapdoor and
wonder "Who designs a vault with a getaway hatch built in???".

At 4700', realize I tossed my -LightBeams, cannot light corridors. Perhaps I
should consider going home. It takes 3 sectors to find even a trapdoor, but I
also get a pack of dreads and a pack of ice trolls. They are trivial with
Orome. I pass a sleeping arch angel, -TelOther, no point in risking that it
wake and summon. Lokkak is guarding the trapdoors, but is all by his lonesome
in center chamber of moated room, so no escort to enjoy. He gives me !dex and
I now have max blows with light weapons.

At 4750', I land in a room with Maeglin and a BileWyrm and a pack of mumaks.
Ho Hum. However, there is a pack of nexus hounds about to enter the room, and
they are terrifying. I ?telLevel.

I return to 4700' and ESP shows an ancient dragon and some trolls nearby, but
also a wildcat and a tiger. That probably means the catlord will annoy me. I
come to a pack of water hounds, not convenient or fun to lure them into a
room, just _destruct. I clear a "cross" vault with nothing more dangerous
than ghouls, and then see Ufthak with escort outside, but do not know how to
get there. I use -AcidBalls for id where I can, but mostly I have to pseudo
or ?id. The best thing I find is 19 arrows(4d4)(-4,-6), have to take home to
enchant them. I have to toss my last 6 ?id, will rely on *id for the rest of
the trip. I work my over to the trolls, having to dig a couple times. There
is my first !LIFE and first chaos blade, but the chaos blade is cursed so
Orome is better. I get another !con from the trolls. It is time to go home
to store !LIFE.

I return to town with 107793 AU. There are spellbooks for sale, but I figure
the town shop is as safe as my backpack. I buy 2 rations and !knowledge. I
try to *speed to run about town, keep failing. Perhaps I should hold onto
_speed for a while. I buy all ?+hit and ?+dam, enchant cursed arrows until
they merge and put the remaining scrolls at home. I have run out of slots at
home, will carry all ?MB5 with me.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/97 +4 +2 +8 18/237

Race Half-Troll Height 106 INT! 18/100 -4 +1 +5 18/120


Class Rogue Weight 236 WIS: 12 -2 -2 +1 9

Title Sharper Status 1 DEX: 18/83 -4 +3 +3 18/103
HP 690/690 Maximize Y CON: 18/92 +3 +1 +6 18/192
SP 117/156 CHR: 18 -6 -1 +1 12

Level 35 Armor [22,+46] Saving Throw 56
Cur Exp 616356 Fight (+21,+29) Stealth 5
Max Exp 616356 Melee (+36,+44) Fighting 328
Adv Exp 652500 Shoot (+33,+15) Shooting 260
MaxDepth 4750 ft Blows 5/turn Disarming 111
Turns 328834 Shots 1/turn Magic Device 69
Gold 92525 Infra 100 ft Perception 29
Burden 169.5 lbs Energy 140% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:.............
Elec:.+....+...... Confu:......+......

Fire:++....+...... Sound:......+......


Cold:.+....+...... Shard:.............
Pois:...+......... Nexus:.............
Fear:....+.++..... Nethr:.............

Lite:+............ Chaos:.............
Dark:...+......... Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...+.........

Feath:+............ Sear.:.............
PLite:+...++.+..... Infra:+...+........
Regen:.+..+.......+ Tunn.:.............
Telep:.........+... Speed:+............
Invis:+...+..+..... Blows:.............


FrAct:....+..+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 5 blows per round with this weapon.


b) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

c) a Ring of Damage (+9)


d) The Ring of Barahir (+1)
It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

e) The Necklace of the Dwarves (+3)
It increases your strength and constitution by 3. It increases your
infravision by 3. It provides resistance to fear. It usually
provides light of radius 4. It speeds your regeneration. It grants


you immunity to paralysis and the ability to see invisible things.
It cannot be harmed by the elements.
f) The Phial of Galadriel
It usually provides light of radius 3. It activates for
illumination every 10+d10 turns. It cannot be harmed by the
elements.
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.
h) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.
i) (nothing)
j) an Iron Crown of Telepathy [0,+9]
It grants you the power of telepathy.
k) (nothing)

l) a Pair of Soft Leather Boots [2,+6]


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}

d) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) 46 Potions of Cure Critical Wounds
f) 5 Potions of Healing
g) 26 Scrolls of Teleport Level {!*}
h) 5 Scrolls of Word of Recall {!*}
i) 25 Scrolls of Identify {@r1}
j) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 95.8%, if confused 4.4%.

k) 4 Rods of Light {@z3 !!}
Your success rate is 98.3%, if confused 95.8%.

l) 2 Rods of Acid Balls {!!}
Your success rate is 94.7%, if confused 3.3%.

m) 5 Wands of Teleport Other (16 charges) {@a4}
Your success rate is 97.9%, if confused 92.8%.

n) 2 Wands of Drain Life (10 charges)
Your success rate is 94.7%, if confused 3.3%.

o) 4 Wands of Acid Balls (18 charges)
Your success rate is 94.7%, if confused 3.3%.

p) 3 Wands of Fire Balls (11 charges)
Your success rate is 94.7%, if confused 3.3%.

q) a Staff of Speed (5 charges) {!*}
Your success rate is 96.5%, if confused 6.6%.

r) 2 Staffs of Power (7 charges)
Your success rate is 94.7%, if confused 3.3%.

s) 2 Staffs of *Destruction* (3 charges) {!*}
Your success rate is 94.7%, if confused 3.3%.

t) 22 Arrows of Venom (1d4) (+16,+10)


It is branded with poison.

u) 50 Seeker Arrows (4d4) (+5,+7) {@f1}


[Home Inventory]

a) 5 Mushrooms of Restoring
b) 3 Potions of *Healing* {!*}
c) a Potion of Life {!*}
d) 7 Potions of Restore Mana
e) 6 Potions of Self Knowledge
f) 2 Scrolls of *Remove Curse*
g) 74 Scrolls of Enchant Weapon To-Hit
h) 35 Scrolls of Enchant Weapon To-Dam
i) 9 Scrolls of *Destruction* {!*}
j) 2 Scrolls of Banishment {!*}
k) a Scroll of Mass Banishment {!*}
l) a Rod of Detection {@z9 !!}
Your success rate is 97.4%, if confused 75.0%.


It cannot be harmed by electricity.

m) 4 Staffs of *Destruction* (4 charges) {!*}
Your success rate is 94.7%, if confused 3.3%.

n) 2 Rings of Intelligence (+4)


It increases your intelligence by 4. It sustains your intelligence.

o) a Ring of Constitution (+3)


It increases your constitution by 3. It sustains your constitution.

p) The Amulet of Carlammas (+2)


It increases your constitution by 2. It provides resistance to fire.
It activates for protection from evil every 225+d225 turns. It
cannot be harmed by the elements.

q) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

r) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

s) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)


It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

t) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)
It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.
u) a Set of Cesti of Power (+2,+2) [5,+18] (+4)
It increases your strength by 4.

Hugo Kornelis

unread,
Jun 30, 2008, 5:13:00 AM6/30/08
to
On 29 Jun 2008 10:04:22 -0600, Eddie Grove wrote:

(snip)


>Now that I put it in writing, it is not clear that this logic makes sense,

Hi Eddie,

It does. (At least the part about how item generation works, I won't
comment on any strategic decisions as you and I are playing in VERY
different leagues...)

First step in item generation is always a check for "special artifacts",
0.1% of the time for normal items, but 10% of the time for "guaranteed
good" or "guaranteed great" items. If this 0.1% or 10% check isn't made,
the game will create a regular item (which might then be boosted to one
of the "normal" artifacts, but never to a "special" artifact).

If the 0.1% or 10% chance *is* made, the game will give each special
artifact that hasn't been found yet one (and only one) chance to be
created. It has to pass a rariy check first (chance of 1 in (rarity
value) of succeeding), and then two consecutive out-of-depth checks
(chance of 1 in (two times level difference) if item would be out of
depth). If all checks pass, the artifact is created. Otherwise, the next
special artifact is checked, until the list is exhausted. At that point,
the game will resume the normal object creation and no special artifact
will be created.

So you are indeed right that the chance to find an Elven Ring is lower
when some of the shallower special artifacts haven't been found yet (as
they are checked first - though you'd only miss out on an Elven Ring if
the Star or the Arkenstone is actually created, for if it isn't the
Elven Rings *will* be checked next.

But on the other hand, by avoiding the DROP_GREAT monsters, you are also
reducing the likelihood that the Star or Arkenstone will actually be
found, for you are now solely relying on the 0.1% chance of checking for
special artifacts that comes with normal object generation.

To wrap up, here is the list of special atifacts, in the order in which
the game tries to check for their generation. After the name and the
item are the rarity and the native depth.

Phial of Galadriel / 5 / 5
Star of Elendil / 25 / 30
Arkenstone of Thrain / 50 / 50
Amulet of Carlammas / 10 / 50
Amulet of Ingwe / 30 / 65
Necklace of the Dwarves / 50 / 70
Palantir of Westernesse / 60 / 75
Ring of Barahir / 25 / 50
Ring of Tulkas / 50 / 70
Ring of Power 'Narya' / 60 / 70
Ring of Power 'Nenya' / 70 / 80
Ring of Power 'Vilya' / 80 / 90
Ring of Power 'The One Ring' / 100 / 100
Elfstone 'Elessar' / 60 / 60
Jewel 'Evenstar' / 40 / 40

Note that there is no guarantee that artifacts are created in this
order. They are *checked* in this order, but a failed check results in
the next one being checked. So lets say you have all the special
artifacts except the One Ring and Evenstar, and you are currently on
level 50. If a special artifact check is made, you do NOT get a 1 in 40
chance (2.5%) of Evenstar, as you might expect (1 in rarity; no out of
depth checks since you're below its native depth).
That's because the game will first check the One Ring (1 in 100 rarity,
1 in 50 [level difference] for first out-of-depth, 1 in 50 for second
out-of-depth - makes a total chance of 1 in 250,000, or 0.0004%), and
only the remaining 99.9996% will get to the test for Evenstar. (Not that
I'd complain about getting the One Ring instead of Evenstar, mind you!).
So the total chance of getting a special artifact in this (admittedly
unlikely) scenario would be:
* For "guaranteed good/great": 0.00004% for the One Ring, 0.249999% for
Evenstar, and 99.749961% for no special artifact;
* For normal item creation: 0.0000004% for the One Ring, 0.00249999% for
Evenstar, and 99.99749961% for no special artifact.

Best, Hugo

--
Angband spoilers - last updated for Angband 3.0.8.
Visit http://www.juti.nl/hugo/Angband/Spoiler/index.htm
--

The Wanderer

unread,
Jun 30, 2008, 7:57:46 AM6/30/08
to
Eddie Grove wrote:

> Trip 20:

> Maeglin is eating walls, and that opens the path for Ancalagan and
> escort. The funny thing is a pack of sleeping jackals is keeping him
> inside. I don't normally believe in destruction on vaults [and
> believe artifacts should be deleted by destruction just like
> everything else],

If by "deleted" you mean "removed from the current level" (rather than
"removed from the current game entirely"), I'd probably agree with you.
I suspect that the reason for this is that everything else removed by
Destruction - except for the specific level details, which are random
and of little value anyway - can show up again elsewhere; with preserve
mode off, artifacts will not.

I would not be happy with artifacts disappearing in response to
Destruction - I'm a powergamer and an ultracompletist ("collect or
explicitly throw away everything of value") at heart, and anything which
makes that harder without making the game boring is therefore a bad
thing - but, in principle, I would probably support a patch to make that
happen when they are no longer eligible to be generated.

Timo Pietilä

unread,
Jun 30, 2008, 8:05:41 AM6/30/08
to
The Wanderer wrote:
> Eddie Grove wrote:
>
>> Trip 20:
>
>> Maeglin is eating walls, and that opens the path for Ancalagan and
>> escort. The funny thing is a pack of sleeping jackals is keeping him
>> inside. I don't normally believe in destruction on vaults [and
>> believe artifacts should be deleted by destruction just like
>> everything else],
>
> If by "deleted" you mean "removed from the current level" (rather than
> "removed from the current game entirely"), I'd probably agree with you.

We could rationalize this as they fall to next unknown level due to
earthquake-effect of destruction. Same could apply to earthquake too
(earthquake can destroy uniques unless they have pass-wall or eat-wall
ability. I have used that several times to clean checkerboard vaults
that are guarded by too dangerous monsters).

Timo Pietilä

George Smith

unread,
Jun 30, 2008, 8:55:15 AM6/30/08
to
Hugo Kornelis wrote:
> First step in item generation is always a check for "special artifacts",
> 0.1% of the time for normal items, but 10% of the time for "guaranteed
> good" or "guaranteed great" items.

> But on the other hand, by avoiding the DROP_GREAT monsters, you are also


> reducing the likelihood that the Star or Arkenstone will actually be
> found, for you are now solely relying on the 0.1% chance of checking for
> special artifacts that comes with normal object generation.

I'm no expert, but these seem a bit contradictory. Doesn't the 10%
chance also apply when killing Wyrms? Since you said it applies to
"guaranteed good" as well as "guaranteed great".

Hugo Kornelis

unread,
Jun 30, 2008, 9:47:38 AM6/30/08
to

Hi George,

I didn't check the drop for wyrms. Bottom line is, for the chance of
getting a special artifact there is no difference between "guaranteed
good" and "guaranteed great".

For all the messy details, check the spoilers (see my signature for a
link).

Eddie Grove

unread,
Jun 30, 2008, 10:36:47 AM6/30/08
to
The Wanderer <inverse...@comcast.net> writes:

> Eddie Grove wrote:
>
> > Trip 20:
>
> > Maeglin is eating walls, and that opens the path for Ancalagan and
> > escort. The funny thing is a pack of sleeping jackals is keeping him
> > inside. I don't normally believe in destruction on vaults [and
> > believe artifacts should be deleted by destruction just like
> > everything else],
>
> If by "deleted" you mean "removed from the current level" (rather than
> "removed from the current game entirely"), I'd probably agree with you.

That's what I meant.

I think unique items and unique monsters should be treated the same.

Destructed unique monsters are deleted and can be regenerated, so the same
should go for artifacts.

> I suspect that the reason for this is that everything else removed by
> Destruction - except for the specific level details, which are random
> and of little value anyway - can show up again elsewhere; with preserve
> mode off, artifacts will not.

Preserve off doesn't make a lick of sense. Artifacts only popping into
existence at the time of a drop, rather than being in monster inventory from
level generation makes no sense. Of course, identified artifacts not
regenerating also makes no sense. Any argument based on any of these ideas is
likely to lead to nonsense, regardless of whether the game actually works
those ways.

> I would not be happy with artifacts disappearing in response to
> Destruction

Then don't destruct in range of unaware objects. :)


Eddie

The Wanderer

unread,
Jun 30, 2008, 12:33:12 PM6/30/08
to
Eddie Grove wrote:

> The Wanderer <inverse...@comcast.net> writes:
>
>> Eddie Grove wrote:
>>
>>> Trip 20:
>>
>>> Maeglin is eating walls, and that opens the path for Ancalagan
>>> and escort. The funny thing is a pack of sleeping jackals is
>>> keeping him inside. I don't normally believe in destruction on
>>> vaults [and believe artifacts should be deleted by destruction
>>> just like everything else],
>>
>> If by "deleted" you mean "removed from the current level" (rather
>> than "removed from the current game entirely"), I'd probably agree
>> with you.
>
> That's what I meant.
>
> I think unique items and unique monsters should be treated the same.

The standard reason why they aren't is that unique monsters can move
around on their own (at least I don't think there are any stationary
ones?), whereas unique items can't unless picked up by something, which
some of them (certainly the ones walled off in vaults) could not
plausibly be. I think I've commented on this below.

> Destructed unique monsters are deleted and can be regenerated, so the
> same should go for artifacts.

Even if the artifacts have already been identified, et cetera, and so
would not be eligible for random generation later?

I'm not sure I'd say that would be a bad idea, but it would certainly be
a significant change, and would (at minimum) potentially increase junk
in a somewhat unusual way - because even someone who has already
obtained e.g. the Palantir could have e.g. the Phial turn up again, and
again, and again, preempting the generation of other (potentially more
powerful) artifacts. If I'm not mistaken, the only reason this does not
happen now is because the shallower, and thus easier-to-generate,
artifacts cannot reappear after having once been tossed away.

Implementing this without vastly reducing the effective frequency of
appearance of the deeper artifacts, particularly the deeper special
artifacts, would very likely require a more or less radical revamp of
the artifact-generation system.

>> I suspect that the reason for this is that everything else removed
>> by Destruction - except for the specific level details, which are
>> random and of little value anyway - can show up again elsewhere;
>> with preserve mode off, artifacts will not.
>
> Preserve off doesn't make a lick of sense. Artifacts only popping
> into existence at the time of a drop, rather than being in monster
> inventory from level generation makes no sense. Of course,
> identified artifacts not regenerating also makes no sense. Any
> argument based on any of these ideas is likely to lead to nonsense,
> regardless of whether the game actually works those ways.

The rationale behind generated artifacts not being re-generated is that
they remain lying where they were first generated, on a level which will
never be visited again, and so of course will never be seen again. It
might make sense for them to remain generatable as a drop from a
wandering monster, since one could have picked the artifact up and then
gone to a different level - but not as an item locked in a vault, or
dropped by a monster locked in a vault.

The rationale behind only identified artifacts not being re-generated is
that it makes it easier to not inadvertently miss an artifact
permanently. That's what preserve mode is: a sop to those who don't like
involuntarily and irrevocably missing out on Nice Things. I happen to be
such a person, so of course I like this, but there is no way it makes
sense in in-continuity terms.

>> I would not be happy with artifacts disappearing in response to
>> Destruction
>
> Then don't destruct in range of unaware objects. :)

Just because I wouldn't be happy with it doesn't mean I wouldn't do it.
If I were that put off by the idea, I would have argued against it in my
previous post, not mildly for it.

Eddie Grove

unread,
Jun 30, 2008, 12:54:04 PM6/30/08
to
The Wanderer <inverse...@comcast.net> writes:

> Eddie Grove wrote:

> > Destructed unique monsters are deleted and can be regenerated, so the
> > same should go for artifacts.
>
> Even if the artifacts have already been identified, et cetera, and so
> would not be eligible for random generation later?

It is clear that I am not communicating well. If they were not to be
regenerated, I don't see any reason to change that, any more than
destructing a corpse should allow a dead unique to be regenerated.


Eddie

The Wanderer

unread,
Jun 30, 2008, 2:13:12 PM6/30/08
to
Eddie Grove wrote:

In that case, given your comment later on in the earlier post that
identified artifacts not being re-generatable does not make sense and
the fact that that is currently the only criterion (aside from the
absence of preserve mode, on which you have said something similar) for
not re-generating an artifact, a different set of criteria for what
causes an artifact to no longer be generatable would be required. I
don't have any suggestions for such offhand; do you?

Eddie Grove

unread,
Jun 30, 2008, 2:06:57 PM6/30/08
to
The Wanderer <inverse...@comcast.net> writes:

> Eddie Grove wrote:
>
> > The Wanderer <inverse...@comcast.net> writes:
> >
> >> Eddie Grove wrote:
> >
> >>> Destructed unique monsters are deleted and can be regenerated, so
> >>> the same should go for artifacts.
> >> Even if the artifacts have already been identified, et cetera, and
> >> so would not be eligible for random generation later?
> > It is clear that I am not communicating well. If they were not to be
> > regenerated, I don't see any reason to change that, any more than
> > destructing a corpse should allow a dead unique to be regenerated.
>
> In that case, given your comment later on in the earlier post that
> identified artifacts not being re-generatable does not make sense and
> the fact that that is currently the only criterion (aside from the
> absence of preserve mode, on which you have said something similar) for
> not re-generating an artifact, a different set of criteria for what
> causes an artifact to no longer be generatable would be required. I
> don't have any suggestions for such offhand; do you?

The artifacts have lasted for millennia. The only thing that can destroy
them is, of course, the identify spell!!!

I don't have any suggestions that make sense. In my patch, I include id by
elements not destroying them, and id by pseudo, but that's still just id.


The only consistent solution IMO is that if they cannot be destroyed, they
keep regenerating. I don't much like this idea either.

The only semi-reasonable idea I ever had was that, at startup, you randomly
determine which artifacts will show up in the game, and assign them to
uniques who will drop them when killed. That would be a quite different game.


The real problem IMO is the idea of egos and artifacts. Items should just be
generated, with random sets of properties that increase in number and quality
as you get deeper.


So, just in case once again I was not clear, I want to reiterate that I have
no useful suggestions.


Eddie

The Wanderer

unread,
Jun 30, 2008, 5:20:45 PM6/30/08
to
Eddie Grove wrote:

> The Wanderer <inverse...@comcast.net> writes:
>
>> Eddie Grove wrote:

>>> It is clear that I am not communicating well. If they were not
>>> to be regenerated, I don't see any reason to change that, any
>>> more than destructing a corpse should allow a dead unique to be
>>> regenerated.
>>
>> In that case, given your comment later on in the earlier post that
>> identified artifacts not being re-generatable does not make sense
>> and the fact that that is currently the only criterion (aside from
>> the absence of preserve mode, on which you have said something
>> similar) for not re-generating an artifact, a different set of
>> criteria for what causes an artifact to no longer be generatable
>> would be required. I don't have any suggestions for such offhand;
>> do you?
>
> The artifacts have lasted for millennia. The only thing that can
> destroy them is, of course, the identify spell!!!

It's not that it destroys them; it's just that it leads to a situation
in which that particular individual will never run across them again.
Admittedly having this be triggered by the character finding out what
the item is is not particularly sensible.

Changing that in a sane fashion would probably be complicated, but would
at least involve having them be re-discovered *still identified*, which
might well not be particularly easy to handle.

(WTF? My spellchecker and my electronic dictionary do not recognize
"millennia", even though both know "millennium"! Well, the spellchecker
at least I can fix... and I can teach it "spellchecker", while I'm at
it.)

> I don't have any suggestions that make sense. In my patch, I include
> id by elements not destroying them, and id by pseudo, but that's
> still just id.
>
>
> The only consistent solution IMO is that if they cannot be destroyed,
> they keep regenerating. I don't much like this idea either.

Hmm. One possibility, albeit with a fair amount of overhead: introduce
in the town something along the lines of a museum, which allows
artifacts to be turned in, and which will keep them there "on display"
indefinitely, thus preventing them from being re-generated. (This might
be interesting to include in character dumps, in the case of randarts.)

Naturally enough this would not allow the player to take the artifacts
back out again, so it would not be subject to abuse for storage; it
would merely have the potential problem of a player pressing the wrong
key and donating an artifact they had intended to keep. One minor
variant would be to allow the player to take back out *only* the most
recently donated artifact, avoiding that problem without introducing
much possibility of abuse.

Not necessarily the best idea, but then I just woke up. Care to tear
holes in it?

> The only semi-reasonable idea I ever had was that, at startup, you
> randomly determine which artifacts will show up in the game, and
> assign them to uniques who will drop them when killed. That would be
> a quite different game.

Yes, it would, and I see a few possible problems with even the described
technique already. I don't know if I'd really enjoy that game; I'm too
much of a completist to be happy with being limited to only a specific
subset of artifacts.

> The real problem IMO is the idea of egos and artifacts. Items should
> just be generated, with random sets of properties that increase in
> number and quality as you get deeper.

That's good in some respects, but the sense of "ooh! impressive!"
associated with a big Named item is not something I'd like to lose, and
the possibility of intentionally designed characteristics (or
combinations of characteristics) for particular items is not something
which would be easy to replicate in a randomized fashion. (In case you
couldn't tell, I don't yet play with randarts.)

es...@gmx.net

unread,
Jun 30, 2008, 6:02:06 PM6/30/08
to
This is all most interesting, but whats the point of minimizing
turncount ?

The Wanderer

unread,
Jun 30, 2008, 6:30:32 PM6/30/08
to
es...@gmx.net wrote:

> This is all most interesting, but whats the point of minimizing
> turncount ?

More difficulty, more bragging rights. As far as I know, that's about
it, really.

Eddie Grove

unread,
Jun 30, 2008, 5:58:52 PM6/30/08
to
es...@gmx.net writes:

> This is all most interesting, but whats the point of minimizing
> turncount ?

It changes the game from tactical to strategic.

I find it more fun. You may simply hate it. Preferences vary.

Even if you try a few games and decide you don't like it, you may learn
enough to be a noticeably better player when you ignore turncount.


Eddie

Hiedran

unread,
Jul 1, 2008, 10:50:31 AM7/1/08
to
<snip>

> Hmm. One possibility, albeit with a fair amount of overhead: introduce
> in the town something along the lines of a museum, which allows
> artifacts to be turned in, and which will keep them there "on display"
> indefinitely, thus preventing them from being re-generated. (This might
> be interesting to include in character dumps, in the case of randarts.)
>
> Naturally enough this would not allow the player to take the artifacts
> back out again, so it would not be subject to abuse for storage; it
> would merely have the potential problem of a player pressing the wrong
> key and donating an artifact they had intended to keep. One minor
> variant would be to allow the player to take back out *only* the most
> recently donated artifact, avoiding that problem without introducing
> much possibility of abuse.
>
> Not necessarily the best idea, but then I just woke up. Care to tear
> holes in it?

I like the museum idea, because I would like a record of what I have
found when (if!) I ever beat the game.

Donating items is much like killing or selling the item, so not much
of a gameplay impact.

I don't see being able to take the artifacts out of the museum as
affecting gameplay much, other than it changes storage at home to
exclusively non-artifact items while the museum curator displays the
artifact while it's not in use.

Or there could be a vault option, where you pay a person a rental fee
to deposit an item and a turncount-based fee to remove it.

-Hiedran

zai...@zaimoni.com

unread,
Jul 1, 2008, 6:41:52 PM7/1/08
to
On Jun 30, 11:33 am, The Wanderer <inversepara...@comcast.net> wrote:
> Eddie Grove wrote:

> > Destructed unique monsters are deleted and can be regenerated, so the
> > same should go for artifacts.
>
> Even if the artifacts have already been identified, et cetera, and so
> would not be eligible for random generation later?
>
> I'm not sure I'd say that would be a bad idea, but it would certainly be
> a significant change, and would (at minimum) potentially increase junk
> in a somewhat unusual way - because even someone who has already
> obtained e.g. the Palantir could have e.g. the Phial turn up again, and
> again, and again, preempting the generation of other (potentially more
> powerful) artifacts. If I'm not mistaken, the only reason this does not
> happen now is because the shallower, and thus easier-to-generate,
> artifacts cannot reappear after having once been tossed away.
>
> Implementing this without vastly reducing the effective frequency of
> appearance of the deeper artifacts, particularly the deeper special
> artifacts, would very likely require a more or less radical revamp of
> the artifact-generation system.

No, the artifact generation code need not be altered at all. Just
check the artifacts in strictly decreasing rarity and depth (it's a
hand-reordering currently, so it would be a savefile-breaker without
update code).

That is: check the rarest, deepest artifacts *first*.

Eddie Grove

unread,
Jul 2, 2008, 12:31:03 PM7/2/08
to
The Wanderer <inverse...@comcast.net> writes:

> The rationale behind generated artifacts not being re-generated is that
> they remain lying where they were first generated, on a level which will
> never be visited again, and so of course will never be seen again. It
> might make sense for them to remain generatable as a drop from a
> wandering monster, since one could have picked the artifact up and then
> gone to a different level - but not as an item locked in a vault, or
> dropped by a monster locked in a vault.

That makes no sense either. If such a vault is on the second [or
twenty-second] incarnation of dLevel 71, but we only visit dLevel 71 once,
they should never be generated anywhere in the game if you follow that logic.

One of the problems is that we talk about artifacts being unique, but the
object generation code is consistent with an entirely different model.

Here is a thought experiment. Suppose you start the game with the power to
immediately recall to dLevel 127 and then cast SuperPower, which causes 100K
irresistable damage to every monster on the level. Then examine both the
initial and the dropped items. Let p be the probability that the Phial is now
on the floor, and let b be the probability that Bladeturner is on the floor.
Then the game is modeling an absolute minimum of p/b times as many separate
identical instances of the Phial as of Bladeturner. It is actually much much
worse than that, when you account for depth effects throughout the dungeon.

Nothing is consistent, so arguments like the above are pointless except for
amusement value. The game is just what it is.


Eddie

Eddie Grove

unread,
Jul 2, 2008, 12:37:42 PM7/2/08
to

Trip 21:


At 4750', land amongst a pack of water hounds. I ?telLevel.

At 4700' yet again, in the moat of 2x2 room. Only Ungoliant looks scary.
Above, there appears to be a vault containing Adunaphel. I *dObj, two ?MB7 in
my room. I browse to be sure, squelch ?MB7. Adunaphel comes and I use
*stoneToMud to clear LOS so I can -fireBalls. I kill easily enough for ?MB8,
but silly me, I used lesser recharge and fried one of my -fireBalls. I gain
*hero, *berserk, *+armor, *+weapon, and *RECHARGE. Now I just need to get two
more cLevels for branding. I go clear the vault, get !exp from somebody, also
better =dam and "sAll [which I leave]. Ren is nearby, but he resists fire, so
I do not seek him out. I wielded a nice deflection shield for a short while,
toss it when slowed. No amount of AC is worth being slowed if you are less
than +12 speed. ESP shows a line of water trolls, but my stats are good so I
don't bother with them. It's Wyrm time.

At 4750', my buddy Huan is sleeping in the distance. I head away, would not
want to disturb his rest. In the next sector, I *dVis a time vortex, have to
destruct that. I am (12,3) away, hope that is in range. I have noticed the
radius of 15 does not always work quite as expected in the past. I _destruct,
*dVis again, no time vortex. I head toward the stairs, come upon permanent
wall in the center of the level, looks like another greater vault. I think my
destruction was just outside the perimeter. The vault is twisty, and worms
are spawning, so I ~light despite my misgivings, and a bunch of monsters
awaken. One of the joys of diving quickly is to learn flavors like !poison
and !stupidity in a vault at 4750'. :) I get another ?MB6, decide I should be
squelching them. I kill Ufthak, then a black knight summons Ji-Indur from
only reverse LOS, removes any restraint I might have considered with
-TelOther. I kill Smeagol, ~light again, suddenly realize I haven't been
using Orome's activation. I pick up, activate for id, and then toss Nimthanc
and Dethanc. I ?id and toss Paurnen. I also get Cubragol and =speed+7. I
also get "rBase, but now that I have Cubragol, Ingwe obsoletes "rBase. I also
find ?MB9, only spell is bedlam, would be better off carrying a stack of
?confuse. I think this was "Mazer" vault. I spent far too much time
wandering back and forth, need to try a more organized approach next time. I
had to drop stuff as I explored, question is whether to go back for 6
-LightBeams, _speed, or 47 seeker arrows. I guess the time for -LightBeams
has passed. I toss ?MB1, ?MB3, and unused ?recall to take stuff home.

I return to town with 132224 AU. It may seem strange, but I leave Cubragol at
home to use Amrod. I have arrows{poison} and arrows(4d4){sDragon} and would
rather use them then throw them away. I have had terrible luck finding wyrms
to kill. To make room at home, I dump =con+3, Carlammas, sling(x3), and
=int+4. I was saving =int for spells like branding or greater recharge, but
Orome + Ingwe means I don't really need to. I try *RECHARGE on _destruct[1]
and it works, will leave ?MB8 at home. I buy 60 arrows from weapon smith as
much to clear a slot as to have disposable ammo for shooting wimps. I buy 5
?recall, all 14 ?map, and all 63 ?id. I also get 2 ?MB1 and 2 ?MB3, and there
are plenty more for sale, and also the lone ?MB4. I planned to pick up 4
!CCW, but none were for sale. I buy all !hero, will quaff while I wait for
recall to kick in.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/97 +4 +2 +8 18/237
Race Half-Troll Height 106 INT! 18/100 -4 +1 +5 18/120
Class Rogue Weight 236 WIS: 12 -2 -2 +1 9

Title Rogue Status 1 DEX: 18/89 -4 +3 +3 18/109
HP 707/709 Maximize Y CON: 18/92 +3 +1 +6 18/192
SP 48/161 CHR: 18 -6 -1 +1 12

Level 36 Armor [22,+46] Saving Throw 57
Cur Exp 752512 Fight (+21,+20) Stealth 5
Max Exp 752512 Melee (+36,+35) Fighting 332
Adv Exp 797500 Shoot (+33,+15) Shooting 263
MaxDepth 4750 ft Blows 5/turn Disarming 113
Turns 337236 Shots 1/turn Magic Device 70
Gold 122138 Infra 100 ft Perception 29
Burden 187.4 lbs Energy 200% Searching 31

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

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

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...+.........
Feath:+............ Sear.:.............
PLite:+...++.+..... Infra:+...+........
Regen:.+..+.......+ Tunn.:.............

Telep:.........+... Speed:+.+..........


Invis:+...+..+..... Blows:.............
FrAct:....+..+..... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}


It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 5 blows per round with this weapon.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

c) a Ring of Speed (+7)
It increases your speed by 7.


[Character Inventory]

b) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) 3 Books of Magic Spells [Sorcery and Evocations] {@m4 @G4}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) 22 Potions of Heroism
f) 6 Potions of Healing
g) 24 Scrolls of Teleport Level {!*}


h) 5 Scrolls of Word of Recall {!*}

i) 63 Scrolls of Identify {@r1}
j) 14 Scrolls of Magic Mapping {@r2}
k) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 96.0%, if confused 4.7%.

l) 3 Rods of Acid Balls {!!}
Your success rate is 95.0%, if confused 3.5%.

m) 6 Wands of Teleport Other (22 charges) {@a4}
Your success rate is 98.0%, if confused 93.3%.

n) 3 Wands of Drain Life (16 charges)
Your success rate is 95.0%, if confused 3.5%.

o) 4 Wands of Acid Balls (13 charges)
Your success rate is 95.0%, if confused 3.5%.



p) 3 Wands of Fire Balls (11 charges)

Your success rate is 95.0%, if confused 3.5%.

q) a Wand of Dragon's Flame (2 charges)
Your success rate is 95.0%, if confused 3.5%.


It cannot be harmed by the elements.

r) a Staff of Speed (4 charges) {!*}
Your success rate is 96.6%, if confused 7.4%.

s) a Staff of Power (4 charges)
Your success rate is 95.0%, if confused 3.5%.

t) 2 Staffs of *Destruction* (6 charges) {!*}
Your success rate is 95.0%, if confused 3.5%.

u) 21 Arrows of Venom (1d4) (+16,+10)


It is branded with poison.

v) 60 Arrows (1d4) (+0,+0) {@f1}
w) 19 Seeker Arrows of Slay Dragon (4d4) (+16,+18)
It slays dragons.


[Home Inventory]

a) a Book of Magic Spells [Tenser's Transformations] {@m8 @G8}


It cannot be harmed by the elements.

b) 5 Mushrooms of Restoring

c) 3 Potions of *Healing* {!*}
d) 2 Potions of Life {!*}
e) 8 Potions of Restore Mana
f) 6 Potions of Self Knowledge
g) 2 Scrolls of *Remove Curse*
h) 74 Scrolls of Enchant Weapon To-Hit
i) 35 Scrolls of Enchant Weapon To-Dam
j) 10 Scrolls of *Destruction* {!*}
k) 2 Scrolls of Banishment {!*}
l) a Scroll of Mass Banishment {!*}
m) a Rod of Detection {@z9 !!}
Your success rate is 97.5%, if confused 80.0%.


It cannot be harmed by electricity.

n) 5 Staffs of *Destruction* (5 charges) {!*}
Your success rate is 95.0%, if confused 3.5%.

o) a Ring of Damage (+11)
p) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

q) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

r) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)


It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

s) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)


It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

t) a Set of Cesti of Power (+2,+2) [5,+18] (+4)


It increases your strength by 4.

u) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.
v) 52 Seeker Bolts (4d5) (+5,+8)
w) 24 Arrows of Acid (1d4) (+17,+9)


It is branded with acid. It cannot be harmed by acid.

x) 47 Seeker Arrows (4d4) (+5,+8) {@f1}

The Wanderer

unread,
Jul 2, 2008, 2:31:17 PM7/2/08
to
Eddie Grove wrote:

> The Wanderer <inverse...@comcast.net> writes:
>
>> The rationale behind generated artifacts not being re-generated is
>> that they remain lying where they were first generated, on a level
>> which will never be visited again, and so of course will never be
>> seen again. It might make sense for them to remain generatable as a
>> drop from a wandering monster, since one could have picked the
>> artifact up and then gone to a different level - but not as an item
>> locked in a vault, or dropped by a monster locked in a vault.
>
> That makes no sense either. If such a vault is on the second [or
> twenty-second] incarnation of dLevel 71, but we only visit dLevel 71
> once, they should never be generated anywhere in the game if you
> follow that logic.

I don't understand what you mean. As far as I can tell, you seem to be
making assumptions which I do not quite grasp and which do not make
sense to me.

There is no such thing as "the 2nd incarnation of dl71", any more than
there is such a thing as "the Nth incarnation of dl71"; there is only
"whatever version/portion/etc. of dl71 we are currently on", which will
never be the same twice.

Of course it cannot be decided in advance that a particular artifact
will be on the Nth incarnation of dl71 that the adventurer visits -
because it cannot be predicted in advance in what order the adventurer
will visit the different parts of dl71, or of any other particular
depth. The only thing we *can* know is that the same adventurer will
never visit a given section of a particular depth twice.

> One of the problems is that we talk about artifacts being unique, but
> the object generation code is consistent with an entirely different
> model.

I think I can kind of see what you're getting at, via your (IMO quite
ridiculous) thought experiment, but I do not agree that the model used
is inconsistent with "only one of each artifact".

> Nothing is consistent, so arguments like the above are pointless
> except for amusement value. The game is just what it is.

I don't disagree with that last point, but I don't see how things are
inconsistent in this particular case.

Timo Pietilä

unread,
Jul 3, 2008, 2:28:14 AM7/3/08
to
Eddie Grove wrote:
> Trip 21:

> t) 2 Staffs of *Destruction* (6 charges) {!*}
> Your success rate is 95.0%, if confused 3.5%.

> n) 5 Staffs of *Destruction* (5 charges) {!*}


> Your success rate is 95.0%, if confused 3.5%.

Do you have any hints how to get these? I'm going about same pace as you
with my char (dwarf paladin with more turns used) but I have found
exactly one of these in entire game. And now recharging it blew it up.
Scrolls are almost as rare, I have found about five.

Timo Pietilä

Eddie Grove

unread,
Jul 3, 2008, 2:08:56 AM7/3/08
to
Timo Pietilä <timo.p...@helsinki.fi> writes:

It's just luck. This game, I was short of _speed but saw lots of _destruction.

It is a dLevel 50 item, so if you want to get it from dLevel 25-30 trolls you
would like to be at dLevel 70-75 or deeper.

My char in this dump was at dLevel 95, and also had the advantage of being
able to use greater recharging from ?MB8 to blow them up less during recharge.


Looking back to trip 12, recall depth 3550', I only had 1 _destruction.
I probably got most of them from killing easy monsters very deep.
No, that is wrong. I got 3 on trip 19, and the notes remind me of getting at
least 2 and maybe all 3 from a greater vault "octagon" or its inhabitants.


Eddie

George Smith

unread,
Jul 4, 2008, 10:19:36 PM7/4/08
to

Or one removes the possibility of abuse AND the likelihood of any really
nasty accidental losses by simply allowing the removal of artifacts put
there during your current visit to the town, but no others. Any left
there when you return to the dungeon become permanent exhibits.
Game-mechanics wise, this is no different to the (already possible)
placing of identified artifacts on the town floor and retrieving them
later, but they disappear if you leave the town.

Why limit it to artifacts, though? Anything can be put there, but it has
to be identified, or perhaps they charge a fee to identify (and
*identify*) the item.

So if you found a particularly egregious Haradrim x-bow, say, or a Power
Dragon Scale Mail (while presumably already having a better one!), you
could exhibit it there.

Ordinary items like potions and such might be rejected, allowing only
artifacts and items that have (or are able to have) minuses and pluses,
perhaps.

If you're not combining with Eddie's no-selling-to-stores, then you'd
modify all of this so they pay fair price for the items accepted (and
charge for you to buy them back, but perhaps at the identical price,
until you commit to giving up the item by leaving town), or else you
don't give directly to them but, instead, artifacts and "sufficiently
exceptional" items sold to stores go there whenever they rotate out of
the store inventory (and then become unavailable for repurchase; and
they will still directly accept the massively bad items the stores won't
ever buy).

George Smith

unread,
Jul 4, 2008, 10:33:00 PM7/4/08
to
The Wanderer wrote:
> Of course it cannot be decided in advance that a particular artifact
> will be on the Nth incarnation of dl71 that the adventurer visits -
> because it cannot be predicted in advance in what order the adventurer
> will visit the different parts of dl71, or of any other particular
> depth. The only thing we *can* know is that the same adventurer will
> never visit a given section of a particular depth twice.

A blatantly ridiculous assertion. It is, to be true, astronomically
*improbable* to visit it twice, but it is far from *impossible*. In
particular, given that an Angband instance running on my machine appears
to consume roughly three megabytes of RAM when I'm in the dungeon, I can
place an upper bound of 24*1024*1024 bits on the amount of data needed
to represent a particular section of dl71, and one of 2^(24*1024*1024)
on the number of sections of dl71 that can be visited before necessarily
visiting one twice (or, at least, one that is indistinguishable from one
previously visited).

That number's bigger than a googol, but smaller than a googolplex. It
certainly is not infinite, so the probability of even two *consecutive*
visits giving identical levels is strictly greater than zero.

I just wouldn't hold my breath. :)

(Strictly speaking, the state of no-longer-generatable unique items and
monsters should be assumed to be identical for the sequence of visits.
One might avoid killing any uniques or identifying any objects, as well
as have preserve on; or one might be playing ironman_no_artifacts with
every unique monster already dead since earlier in the game; or
whatever. Furthermore, the actual representation of the dungeon level
itself is bound to be far smaller than three megs, perhaps even only a
few K; the number of possible versions of the level remains astronomical
and likely remains greater than a googol, though. But using the process
size itself provides an indisputable upper bound that suffices to prove
repetition possible, and, indeed, unavoidable given a long enough game.)

Eddie Grove

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Jul 7, 2008, 10:46:59 PM7/7/08
to

Trip 22:


I ?recall, quaff all my !hero, and then I pop back inside the temple and buy
all 22 ?bless. I read them all before recall kicks in.

At 4750', I land in a room with a black wraith and a ninja. Ar-P is in a
somewhat nearby room, and I wonder whether I should go kill him. It is
disconnected, and I really want more artifact lights first. [Check other
discussion, probably this was mistaken thinking.] I use -dragonFlame on the
wraith, but a netherBolt leaves me with fewer exp than I started. I reach the
stairs before I see a way to Ar-P.

At 4800', I land in a room with a few annoying monsters [attacks with side
effects, poor drops] and Saruman is near. I am not ready for Saruman yet, so
I _destruct. I reach the stairs, and my *speed for attacking the wraith on
the previous level wears off. I *speed again before descending.

At 4850', ESP shows chaos hounds, but ?map shows that they are stuck in
"Workaround" vault. The only other obviously tough monster from *dVis is
Atlas. I take a diversion to kill some trolls, *dVis shows Glaurung, again
disconnected and hard to reach. There is nothing obviously worth getting in
the vault, and while I could hope the boots I see are Feanor I know they most
likely are not, so I leave the hounds locked up. A find Azog with escort in a
corridor, _power to remove the escort. I try to find a way to Glaurung, but
it appears I will have to traverse the entire level horizontally across and
back. That's too far, so I _destruct to hopefully create a shortcut. On the
way, I pick up Eorlingas and _rMana and kill an ancientBronze for Thengel and
greataxe{att+2}. I open the door to see Glaurung down the corridor, *rAll and
start shooting. Glaurung gets in some summonses as I whittle away with
arrows(4d4){sDragon}, and my *phases get me back to destruction zone. He is
down to 3 *s when I run out. My town blessing runs out before I melee, oh
well. I switch to -drain. I take some damage from summonees, have to use a
!heal. I get blinded [no more *phase] and have an ancientBlack in the way at
the end, -acidBalls to finish Glaurung since those can pass through
intermediate monsters. My *rAll wears off, and an ancientMulti replaces
Glaurung, but I insanely shoot venom arrows at the ancientBlack to kill it
before teleporting the ancientMulti. I want to get full use of those arrows.
Then another ancientBlack and an ancientRed I wounded earlier. I'd hate to
waste !heal just to remove blindness, hope it wears off soon. I pick up _CLW,
but that doesn't help blindness. I also pick up _id, go use it blinded. I
get !con, Pain, Paurhach, Hithlomir, maingauche{att+2}, dwarven armor(+2) and
useless stuff including multiple single base element dragonscale and also
crossbows I would have loved before Cubragol. No point in Paurhach, and
elvenkind{rBlind} at home is better than Hithlomir. Pain beats my att+2
weapons and Eorlingas. I bump into Ariel, decide to test Pain. I take some
damage punting him, down to 483/727 and 13/100, and the question is whether to
go home. I am slowed a little carrying dwarven armor, could regen while going
about town. On the other hand, lots of D's running about. I go to pick up
arrows(4d4){sDragon}, see Khim and shoot with arrows{poison}. After I pick up
arrows, not so many left, and when I *dVis a BalanceWyrm and realize I only
resist one of its 4 breaths I go home.

I return to town with 143788 AU. I put on Ingwe and crown{int+3} to run about
town. I misremembered room at home, toss the dwarven armor I brought back
this trip. I buy a couple ?recall and 72 quarrels I will enchant to merge
with 27 (+5,+5). I gain *brand, and it only takes 3 attempts to brand two
stacks of quarrels. Unfortunately, my 99 quarrels brand with fire, can get
fire any time with Cubragol. I can regain a point of speed by tossing one
?MB5 and my boots so I do.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/97 +4 +2 +6 18/217


Race Half-Troll Height 106 INT! 18/100 -4 +1 +5 18/120
Class Rogue Weight 236 WIS: 12 -2 -2 +1 9
Title Rogue Status 1 DEX: 18/89 -4 +3 +3 18/109

HP 582/653 Maximize Y CON: 18/95 +3 +1 +4 18/175
SP 1/166 CHR: 18 -6 -1 +1 12

Level 37 Armor [20,+40] Saving Throw 58
Cur Exp 880667 Fight (+33,+18) Stealth 5
Max Exp 880667 Melee (+48,+33) Fighting 372
Adv Exp 1015000 Shoot (+43,+14) Shooting 296
MaxDepth 4850 ft Blows 5/turn Disarming 114
Turns 341861 Shots 1/turn Magic Device 71
Gold 143208 Infra 100 ft Perception 29
Burden 209.3 lbs Energy 300% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......++..... Blind:.............

Elec:......+...... Confu:......+......
Fire:++....+...... Sound:......+......
Cold:......+...... Shard:.............
Pois:...+......... Nexus:.............
Fear:....+.++....+ Nethr:.............


Lite:+............ Chaos:.............
Dark:...+......... Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...+.........
Feath:+............ Sear.:.............
PLite:+...++.+..... Infra:+...+........

Regen:....+.......+ Tunn.:.............
Telep:.........+... Speed:+++..........


Invis:+...+..+..... Blows:.............
FrAct:....+..+..... Shots:.............

HLife:............. Might:.............


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 5 blows per round with this weapon.

b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)


It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.

l) (nothing)


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) 3 Books of Magic Spells [Sorcery and Evocations] {@m4 @G4}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.

e) 6 Potions of Healing
f) 23 Scrolls of Teleport Level {!*}
g) 5 Scrolls of Word of Recall {!*}
h) 59 Scrolls of Identify {@r1}
i) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 96.1%, if confused 4.7%.

j) 4 Rods of Acid Balls {!!}
Your success rate is 95.2%, if confused 3.5%.

k) 6 Wands of Teleport Other (20 charges) {@a4}


Your success rate is 98.0%, if confused 93.3%.

l) 3 Wands of Drain Life (7 charges)
Your success rate is 95.2%, if confused 3.5%.

m) 4 Wands of Acid Balls (6 charges)
Your success rate is 95.2%, if confused 3.5%.

n) 3 Wands of Fire Balls (11 charges)
Your success rate is 95.2%, if confused 3.5%.

o) a Staff of the Magi (4 charges)
Your success rate is 95.2%, if confused 3.5%.

p) a Staff of Power (3 charges)
Your success rate is 95.2%, if confused 3.5%.

q) 2 Staffs of *Destruction* (4 charges) {!*}
Your success rate is 95.2%, if confused 3.5%.

r) 99 Bolts of Flame (1d5) (+6,+7)
It is branded with fire. It cannot be harmed by fire.
s) 28 Seeker Bolts of Flame (4d5) (+14,+14)
It is branded with fire. It cannot be harmed by fire.
t) 52 Seeker Bolts of Venom (4d5) (+5,+9)


It is branded with poison.


[Home Inventory]

a) a Book of Magic Spells [Tenser's Transformations] {@m8 @G8}
It cannot be harmed by the elements.
b) 5 Mushrooms of Restoring
c) 3 Potions of *Healing* {!*}
d) 2 Potions of Life {!*}

e) 9 Potions of Restore Mana


f) 6 Potions of Self Knowledge
g) 2 Scrolls of *Remove Curse*

h) 60 Scrolls of Enchant Weapon To-Hit
i) 10 Scrolls of Enchant Weapon To-Dam


j) 10 Scrolls of *Destruction* {!*}
k) 2 Scrolls of Banishment {!*}
l) a Scroll of Mass Banishment {!*}
m) a Rod of Detection {@z9 !!}
Your success rate is 97.5%, if confused 80.0%.
It cannot be harmed by electricity.

n) 5 Staffs of *Destruction* (5 charges) {!*}

Your success rate is 95.2%, if confused 3.5%.



o) a Ring of Damage (+11)
p) The Amulet of Ingwe (+3)
It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.
q) an Amulet of Weaponmastery (+3,+4) (+3)
It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.
r) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.
s) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)
It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

t) 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.
u) a Set of Cesti of Power (+2,+2) [5,+18] (+4)


It increases your strength by 4.

v) The Glaive of Pain (9d6) (+0,+30)
It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You
get 4 blows per round with this weapon. With additional +3 dex you
would get 5 blows.
w) The Short Bow of Amrod (x2) (+12,+15) (+2)


It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

x) 24 Arrows of Acid (1d4) (+17,+9)


It is branded with acid. It cannot be harmed by acid.

Antoine

unread,
Jul 9, 2008, 12:03:58 AM7/9/08
to
On Jul 8, 2:46 pm, Eddie Grove <eddiegr...@hotmail.com> wrote:
>   [Angband 3.0.9ef Character Dump]
>
>  Name   Rast                                     Self  RB  CB  EB   Best
>  Sex    Male              Age        23   STR:  18/97  +4  +2  +6 18/217
>  Race   Half-Troll        Height    106   INT! 18/100  -4  +1  +5 18/120
>  Class  Rogue             Weight    236   WIS:     12  -2  -2  +1      9
>  Title  Rogue             Status      1   DEX:  18/89  -4  +3  +3 18/109
>  HP     582/653           Maximize    Y   CON:  18/95  +3  +1  +4 18/175
>  SP     1/166                             CHR:     18  -6  -1  +1     12

Excuse me for asking, but why aren't you pumping your Wis?

A.

Eddie Grove

unread,
Jul 9, 2008, 1:48:38 AM7/9/08
to
Antoine <antoine....@gmail.com> writes:

Because I couldn't. There weren't many !wis in this game.
It would have *really* sucked to be playing a priest.


Eddie

Eddie Grove

unread,
Jul 9, 2008, 12:39:57 PM7/9/08
to

Trip 23:


I return to 4850' next to a ThunderWyrm. I don't have enough mana for *speed
and many *phase, move to a corner of the room and *speed anyway, but fail. I
kill it with seeker{fire} receiving only one breath. I get !con and Bard and
cloak{rShards}.

At 4900', the only object in the sector is metal brigandine, but I already
have Rohirrim. I scroll the screen and *dVis shows aether hounds. No point
hanging out here. I ?telLevel.

I have reached 4950', but am not ready for Sauron. I land in a room with a
pack of trolls, do detections first, then clear with _power. I get !wis, my
3rd of the game, good thing I am not playing a priest. Also !chr. ESP shows
more aether hounds, but there are upstairs a few steps away.

I return to 4900' near an aether vortex, fail at *speed again, what a
nuisance. There are trolls, but guarded by nether hounds. I have no desire
to lose exp without a goal, head to upstairs.

At 4850', I land near an undead pit. *dObj shows nothing of interest, so I
?telLevel.

At 4900', things are finally calm. That is, until I *dVis, and there is
another undead pit. I am more than 25 steps away, perhaps I can avoid them.
I wander about, killing wimps for not much. I reach a room with stairs and
upstairs, take the upstairs.

At 4850', land in a room with ancientGold, don't waste ammo. It drops
?telSelf, and on a lark I use it. I land near a sleeping eye druj, no objects
nearby, _destruct. I fight my way through trolls to get to a ThunderWyrm,
*speed, shoot. Then it breathes for over 300 hp. Another quick breath and I
would have to !heal, but I manage to hurt it quickly enough with seeker{fire}
that the next breath is minor when it comes. I get !con and !rMana and 2
!*HEAL. The time has come to toss my -fireBalls and -acidBalls. I *dVis a
BileWyrm, need to hunt it, but still down at 484/653 when I get into ESP
range. No point worrying. When I get close, *speed, and *rAll on the second
try, using _rMana in between. I go to the far end of the room and start
shooting. It doesn't even breathe once. It gives me !heal and !*HEAL and
quarrels. I head for the stairs, but *rAll runs out before I get there.

At 4900', I land in a corridor with a line of plasma hounds. There's no point
in fighting them so I _destruct. I miss a few and unfortunately get some
trolls. I *dObj, see a vault with multihued DSM. Then I *dVis, nexus hounds.
A nexus breath swapping WIS or CHR with one of the other 4 stats would be
excruciating, so I dare not let them into reverse LOS. I head closer,
_destruct again, finish the trolls and plasma hounds as well. I *recharge
_destruct, it explodes, perhaps only 1 charge left [if the other staff blows
during recharge] until I go home. I go into the vault, another "Workaround",
detect, only Polyphemus and undead beholder are dangerous, but dark hounds
will be a pain. I don't have an attack that will hurt the two dangers, so
-TelOther. I get a new staff, hope for _banish, but it is _haste. I ?id a
long bow of accuracy (+34, +22), think that is highest set of plusses I've
ever seen. I also get a sword(4d5)(+12,+22) of fury(+2), might beat Pain by a
bit if I get my plusses up a lot, but aggravation means it stays behind with
the longbow. Really, fury is so deep that it is competing with artifacts, so
its aggravation generally renders it pointless. It should activate for
berserk instead.

At 4950', ESP shows a SwampWyrm. Also, *dInv shows Tselakus. But before
either of them, have to deal with ethereal hounds. It is a shame, but I
_destruct them and lose a !speed on the ground to the blast. The _destruct
explodes when I *recharge. I really ought to go home now. I head for the
wyrm, but it is in the moat of a greater demon pit. Lacking rBlind, I need a
staff for escapes, and I yield to discipline.

I return to town with 161862 AU. Still no !CCW for sale. I buy all 20 ?id
and a couple ?recall. I pick up ?MB8 and int boosters for a bit. I *brand
some quarrels(4d5) I brought home, get poison, need to merge them. So far,
the only time I have been using ammo I branded personally was to kill fire
ants and such, not unbalancing yet. I *RECHARGE two _destruct since the first
try causes an explosion. I need slots, read all ?+hit on Pain and ?+dam on
quarrels(1d5){fire}. To free the last slot I need, I decide to carry all my
!knowledge with me.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/97 +4 +2 +6 18/217
Race Half-Troll Height 106 INT! 18/100 -4 +1 +5 18/120

Class Rogue Weight 236 WIS: 13 -2 -2 +1 10


Title Rogue Status 1 DEX: 18/89 -4 +3 +3 18/109

HP 587/663 Maximize Y CON: 18/99 +3 +1 +4 18/179
SP 4/171 CHR: 18/24 -6 -1 +1 15

Level 38 Armor [26,+73] Saving Throw 59
Cur Exp 1059011 Fight (+21,+18) Stealth 6
Max Exp 1059011 Melee (+36,+33) Fighting 340
Adv Exp 1232500 Shoot (+31,+14) Shooting 263
MaxDepth 4950 ft Blows 5/turn Disarming 116
Turns 347369 Shots 1/turn Magic Device 72
Gold 160090 Infra 100 ft Perception 29
Burden 192.1 lbs Energy 300% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......+...... Blind:.............


Elec:......+...... Confu:......+......
Fire:++....+...... Sound:......+......

Cold:......+...... Shard:.......+.....
Pois:...+......... Nexus:.............
Fear:....+.+...... Nethr:.............


Lite:+............ Chaos:.............
Dark:...+......... Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...+.......+.
Feath:+............ Sear.:.............
PLite:+...++....... Infra:+...+........


Regen:....+.......+ Tunn.:.............
Telep:.........+... Speed:+++..........

Invis:+...+........ Blows:.............
FrAct:....+........ Shots:.............
HLife:............. Might:.............


[Character Equipment]

h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the


elements.
i) (nothing)
j) an Iron Crown of Telepathy [0,+9]
It grants you the power of telepathy.
k) (nothing)

l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)


It increases your stealth by 1.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) 3 Books of Magic Spells [Sorcery and Evocations] {@m4 @G4}

d) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) 8 Potions of Healing


f) 6 Potions of Self Knowledge

g) 22 Scrolls of Teleport Level {!*}
h) 5 Scrolls of Word of Recall {!*}
i) 20 Scrolls of Identify {@r1}
j) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 96.2%, if confused 5.1%.

k) 4 Rods of Acid Balls {!!}
Your success rate is 95.4%, if confused 3.7%.

l) 6 Wands of Teleport Other (20 charges) {@a4}
Your success rate is 98.0%, if confused 93.7%.

m) 3 Wands of Drain Life (7 charges)
Your success rate is 95.4%, if confused 3.7%.

n) a Staff of the Magi (3 charges)
Your success rate is 95.4%, if confused 3.7%.

o) 2 Staffs of *Destruction* (5 charges) {!*}
Your success rate is 95.4%, if confused 3.7%.

p) 99 Bolts of Flame (1d5) (+6,+8)


It is branded with fire. It cannot be harmed by fire.

q) 13 Seeker Bolts of Flame (4d5) (+14,+14) {@f1}


It is branded with fire. It cannot be harmed by fire.

r) 69 Seeker Bolts of Venom (4d5) (+8,+9)


It is branded with poison.


[Home Inventory]

a) a Book of Magic Spells [Tenser's Transformations] {@m8 @G8}
It cannot be harmed by the elements.
b) 5 Mushrooms of Restoring

c) 6 Potions of *Healing* {!*}
d) 3 Potions of Life {!*}
e) 10 Potions of Restore Mana
f) 2 Scrolls of *Remove Curse*
g) 10 Scrolls of *Destruction* {!*}
h) 2 Scrolls of Banishment {!*}
i) a Scroll of Mass Banishment {!*}
j) a Rod of Detection {@z9 !!}
Your success rate is 97.6%, if confused 83.3%.


It cannot be harmed by electricity.

k) 2 Staffs of *Destruction* (2 charges) {!*}
Your success rate is 95.4%, if confused 3.7%.

l) a Ring of Damage (+11)
m) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

n) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

o) Multi-Hued Dragon Scale Mail [30] {splendid}
It provides resistance to acid, lightning, fire, cold, and poison.
It activates for breathe multi-hued (250) every 225+d225 turns. It


cannot be harmed by the elements.

p) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)


It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

q) The Cloak of Thorongil [1,+10] {worm1550}


It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.

r) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)


It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

s) 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.

t) a Set of Cesti of Power (+2,+2) [5,+18] (+4)


It increases your strength by 4.

u) The Glaive of Pain (9d6) (+9,+30)


It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You
get 4 blows per round with this weapon. With additional +3 dex you
would get 5 blows.

v) The Short Bow of Amrod (x2) (+12,+15) (+2)


It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

w) The Long Bow of Bard (x3) (+17,+19) (+2)
It increases your dexterity by 2. It increases your speed and
shooting power by 2. It grants you immunity to paralysis. It

Hiedran

unread,
Jul 9, 2008, 10:06:00 AM7/9/08
to

My guess is that because the only thing WIS is good for with this char
is saving throw.

Also, because he's only a hair over 340k turns he hasn't had the
opportunity to find many !wis.

Timo Pietilä

unread,
Jul 10, 2008, 5:09:53 PM7/10/08
to
Eddie Grove wrote:
> Trip 23:

> I have reached 4950', but am not ready for Sauron.

> Turns 347369 Shots 1/turn Magic Device 72

I have to say that this is inhuman speed. I just started Dunadan Warrior
-char (so no resting for mana) and I'm diving like crazy, almost first
stairs down -speed, and still I managed to use over 100k turns before
even reaching 700'. Even reading these I still don't understand how you
do it. Does speed play big picture here? It could be nice to see player
turns instead of game turns to eliminate speed-effect in here.

Timo Pietilä

Eddie Grove

unread,
Jul 10, 2008, 5:54:46 PM7/10/08
to
Timo Pietilä <timo.p...@helsinki.fi> writes:

I do not think it is so much about speed effects. I started casting *speed a
lot, could not maintain it, but that wasn't until pretty late in the game.
Checking post 40 according to google, trip 14, made 4000' at 250K turns with
no speed items up until then, and no casting *speed before then either.

Andrew asked about statistics to save, just for information or curiousity.
I suggested total energy usage, which perhaps equates to player turns, and I
think that will get into V someday.

My goal in the early going is 2.5K gameturns per level, and that is without
any speed. It takes some luck [sometimes it 9K turns just to find the first
stairs] and some skill in "guessing" which way to take intersections, etc.
You have to be efficient in town, and try to combine going home with mana/hp
regen to avoid resting. You do not want to wander back and forth across rooms
to explore them. The spell *dStairs is really important, and a Dunadan takes
a bit longer to get it, and the half-troll's regen means even with the int
deficit it gets to cast more early on.

My current char is a dunadan rogue, just returned from dLevel 23 on the second
trip at just under 67K game turns, so I am 4 dLevels "behind schedule". The
changes in my patch may help a bit, particularly pseudo of jewelry, but I
don't think it really matters much. Stacking unid'ed wands and staves helps too.

If you really want to go fast, you need to take full advantage of overpowered
launchers. I suggest you start over if you cannot buy a longbow before your
initial trip. That's not fully necessary, but it helps a lot.


Oh -- I cannot read. You are playing a Dunadan *warrior*. If you really want
to dive quickly, you have to be willing to spend half your cash on ?map and
?dStairs until you can collect some rods. I don't think 400K turns is
possible without lots and lots of magical stair detection, and I no longer
remember how much I used when I was going for 500K turns.


Eddie

Timo Pietilä

unread,
Jul 10, 2008, 7:50:39 PM7/10/08
to
Eddie Grove wrote:
> Timo Pietilä <timo.p...@helsinki.fi> writes:
>
>> Eddie Grove wrote:
>>> Trip 23:
>>> I have reached 4950', but am not ready for Sauron.
>>> Turns 347369 Shots 1/turn Magic Device 72
>> I have to say that this is inhuman speed. I just started Dunadan Warrior -char
>> (so no resting for mana) and I'm diving like crazy, almost first stairs down
>> -speed, and still I managed to use over 100k turns before even reaching
>> 700'. Even reading these I still don't understand how you do it. Does speed
>> play big picture here? It could be nice to see player turns instead of game
>> turns to eliminate speed-effect in here.

> Oh -- I cannot read. You are playing a Dunadan *warrior*. If you really want


> to dive quickly, you have to be willing to spend half your cash on ?map and
> ?dStairs until you can collect some rods. I don't think 400K turns is
> possible without lots and lots of magical stair detection, and I no longer
> remember how much I used when I was going for 500K turns.

That's a useful tip, thanks. I have already used almost 200k turns and I
just entered 1000'. That's how slow this is. Without see invisible or
infravision detecting invisible things (hounds mainly) is pain. I even
killed Smeagol at some point without realizing what it was. I now have
infra (+1) which is better than nothing. Also I got combination of
crebain, dark hounds and some orcs at one point which almost killed me.
Playing dwarfs made me forgot how dangrous blindness can be. I now carry
staff of teleportation just in case. Only lucky thing this far was my
first trip in dungeon at first level I found cloak of protection.

Timo Pietilä

Eddie Grove

unread,
Jul 10, 2008, 11:08:38 PM7/10/08
to
Timo Pietilä <timo.p...@helsinki.fi> writes:

> Eddie Grove wrote:
> > Trip 23:
>
> > I have reached 4950', but am not ready for Sauron.
>
> > Turns 347369 Shots 1/turn Magic Device 72

Evariste posted a dump to oook going at a comparable rate with better stuff.
http://angband.oook.cz/ladder-show.php?id=7892
5 artifacts, longbow +1 shots, weapon +2 attacks, at 150K turns.


Eddie

Eddie Grove

unread,
Jul 11, 2008, 1:05:34 PM7/11/08
to

Trip 24:


At 4950', land in a corridor, and Huan is near. There is also a LawWyrm,
which I can hope to kill before it summons. I would like to *rAll to prepare
for summonees, just in case, but do not have much mana. I head to a far
corner, *speed, and shoot. My first 6 shots miss, and I wonder whether I
should be buying out !hero and ?chant. Huan wakes, and a few turns later the
wyrm summons, so I ?telLevel.

At 4900', I go to get a sword, ESP shows time hounds. My *speed is still in
effect so I can charge close to them and _destruct with ease. I melee a chaos
drake, rewarded with !exp. Then I kill an ancientGold in someone else's
destruction zone for -id. It takes a while to recharge, so I will still need
multiple free slots, but at least I don't have to worry about the town running
out of ?id. It is not obvious how to get to the other side of the dungeon,
take upstairs. Not much difference between up and down now.

At 4850', I find Rogrog with escort in connected corridors. I have some mana
now, remind myself to *dInv, no worries there. It turns out they are in the
moat of a 2x2, and Fundin comes while I am killing the escort. One gave me
?rune, decide it is a sign. I step adjacent to the corner, ?rune, use
-AcidBall to wake a troll separating us. I melee, and the rune lasts a long
time, and I still have over 300 hp when Fundin flees, not having needed a
single !heal. I step around the corner and -drain to avoid the chance I miss
with a quarrel and then he heals. He drops nothing of note, except ?MB5 to
annoy me. I don't bother to rest before I go after Rogrog. I have to start
shooting only 2 squares away, but he is no longer tough. He drops nothing
useful either. By far the best item I get is a double-strength !wis dropped
by a nov warrior. A couple screens later, still only 480/663 hp, *dVis shows
a red dragonpit. I take those if and only if I have fire immunity. I find
-speed lying on the ground, would be ecstatic with some other chars, but not
sure if it is worth dumping quarrels(+2,+7) to pick it up. Like -dAll, simply
not useful without a stack, and with limited home space [to wait for a stack]
it is 100% junk rather than having a chance of being useful. I am leaning
more and more towards implementing an unlimited home. I *dVis a BileWyrm, no
way to get there, use Orome and lots *stoneToMud. I shoot with
quarrels{poison}, the first time I have made real use of branding from ?MB8.
I could have done nearly as well using quarrels branded by Cubragol, so that
book has not yet had an unbalancing effect on my game. It blinds me before I
kill it, have to pick up the drop while blinded. I test armor with
-AcidBalls, get Caspanion! I also have xbow{shots+1} and !rMana and !*HEAL to
take home.

I return to town with 174994 AU. I swap in Caspanion, Ingwe, and =dam+11.
That costs me my fifth blow, but the increased damage roughly compensates.
The real difference is losing rDark and rSound and 1 point of con to gain 5
points of int. I needed an extra home slot, but remembering my difficulty
with shooting I figure I might as well carry ?MB8. That saves -dAll for one
more trip, but I doubt I will carry it again. I double-check resistances, and
the biggest loss will be Barahir's rDark, since I still do not have rBlind. I
buy all ?prayer from the market to clear a slot. I get 1 food and 4 ?recall
and 2 ?MB1, to replace stuff I dropped before recall. I buy some ?id, then
decide I cannot afford the slot and dump them.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/97 +4 +2 +0 18/157
Race Half-Troll Height 106 INT! 18/100 -4 +1 +10 18/170
Class Rogue Weight 236 WIS: 15 -2 -2 +6 17
Title Rogue Status 1 DEX: 18/89 -4 +3 +0 18/79
HP 643/643 Maximize Y CON: 18/99 +3 +1 +3 18/169
SP 22/260 CHR: 18/24 -6 -1 +3 17

Level 39 Armor [23,+75] Saving Throw 61
Cur Exp 1256623 Fight (+12,+22) Stealth 5
Max Exp 1256623 Melee (+27,+37) Fighting 317
Adv Exp 1450000 Shoot (+22,+14) Shooting 239
MaxDepth 4950 ft Blows 4/turn Disarming 120
Turns 351611 Shots 1/turn Magic Device 78
Gold 170621 Infra 100 ft Perception 29
Burden 230.7 lbs Energy 290% Searching 31

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

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

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...........+.
Feath:+............ Sear.:.............
PLite:+....+....... Infra:+...+........
Regen:............+ Tunn.:.............
Telep:.........+... Speed:++.+.........


Invis:+...+........ Blows:.............
FrAct:....+........ Shots:.............
HLife:............. Might:.............


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be

harmed by the elements. You get 4 blows per round with this weapon.


With additional +3 dex you would get 5 blows.

b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.

c) a Ring of Damage (+11)
d) a Ring of Speed (+7)


It increases your speed by 7.

e) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

f) The Phial of Galadriel
It usually provides light of radius 3. It activates for
illumination every 10+d10 turns. It cannot be harmed by the
elements.

g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.

h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) (nothing)
j) an Iron Crown of Telepathy [0,+9]
It grants you the power of telepathy.
k) (nothing)
l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) 3 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}


c) 3 Books of Magic Spells [Sorcery and Evocations] {@m4 @G4}

d) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) a Book of Magic Spells [Tenser's Transformations] {@m8 @G8}


It cannot be harmed by the elements.

f) 9 Potions of Healing
g) 6 Potions of Self Knowledge
h) 21 Scrolls of Teleport Level {!*}
i) 4 Scrolls of Word of Recall {!*}
j) a Rod of Perception {@z1 !!}
Your success rate is 96.4%, if confused 4.4%.


It cannot be harmed by electricity.

k) a Rod of Enlightenment {@z2 !!}
Your success rate is 96.4%, if confused 4.4%.

l) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 96.9%, if confused 6.6%.

m) 4 Rods of Acid Balls {!!}
Your success rate is 96.4%, if confused 4.4%.

n) 6 Wands of Teleport Other (20 charges) {@a4}
Your success rate is 98.2%, if confused 94.7%.

o) 3 Wands of Drain Life (6 charges)
Your success rate is 96.4%, if confused 4.4%.

p) a Staff of the Magi (3 charges)
Your success rate is 96.4%, if confused 4.4%.

q) 2 Staffs of *Destruction* (4 charges) {!*}
Your success rate is 96.4%, if confused 4.4%.

r) a Heavy Crossbow of Extra Shots (x4) (+17,+15) (+1)
It increases your shooting speed by 1.
s) 97 Bolts of Flame (1d5) (+6,+8) {@f1}


It is branded with fire. It cannot be harmed by fire.

t) 28 Bolts of Frost (1d5) (+4,+7)
It is branded with frost. It cannot be harmed by cold.
u) 62 Seeker Bolts of Venom (4d5) (+8,+9)


It is branded with poison.

v) 28 Seeker Bolts (4d5) (+5,+8)


[Home Inventory]

a) 5 Mushrooms of Restoring
b) 7 Potions of *Healing* {!*}
c) 3 Potions of Life {!*}
d) 11 Potions of Restore Mana
e) 2 Scrolls of *Remove Curse*
f) 10 Scrolls of *Destruction* {!*}
g) 2 Scrolls of Banishment {!*}
h) a Scroll of Mass Banishment {!*}
i) a Rod of Detection {@z9 !!}
Your success rate is 97.9%, if confused 88.8%.


It cannot be harmed by electricity.

j) 2 Staffs of *Destruction* (2 charges) {!*}
Your success rate is 96.4%, if confused 4.4%.

k) The Ring of Barahir (+1)


It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

l) The Necklace of the Dwarves (+3)


It increases your strength and constitution by 3. It increases your
infravision by 3. It provides resistance to fear. It usually
provides light of radius 4. It speeds your regeneration. It grants
you immunity to paralysis and the ability to see invisible things.
It cannot be harmed by the elements.

m) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

n) Multi-Hued Dragon Scale Mail [30] {splendid}


It provides resistance to acid, lightning, fire, cold, and poison.
It activates for breathe multi-hued (250) every 225+d225 turns. It
cannot be harmed by the elements.

o) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)


It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.

p) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.
q) The Cloak of Thorongil [1,+10] {worm1550}
It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.
r) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)
It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.
s) 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.
t) a Set of Cesti of Power (+2,+2) [5,+18] (+4)
It increases your strength by 4.
u) The Glaive of Pain (9d6) (+9,+30)
It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You

get 2 blows per round with this weapon. With additional +3 str you
would get 3 blows. With additional +3 dex you would get 3 blows.

tigpup

unread,
Jul 11, 2008, 8:41:14 PM7/11/08
to
On Jul 11, 6:05 pm, Eddie Grove <eddiegr...@hotmail.com> wrote:
> Trip 24:
>
> At 4950' ...<snip>...  My first 6 shots miss, and I wonder whether I

> should be buying out !hero and ?chant.

Eddie,

As others have said, this is awesome reading, so thank you for that.

You seem to be a great advocate of !hero, ?chant, ?bless, !berserk
etc.

I use these low level, but I see you seem to use them throughout the
game, even to the extent of loading @ full of them in town before
going back down.

It's a fascinating tactic, that obviously works well. Do you feel that
the low price of these consumables is fair?

[ Or am I missing the point and you're suggesting buying out these to
not consume them ;o) ]

Eddie Grove

unread,
Jul 11, 2008, 11:51:53 PM7/11/08
to
On Jul 11, 5:41 pm, tigpup <n...@ramsay.name> wrote:

> You seem to be a great advocate of !hero, ?chant, ?bless, !berserk
> etc.
>
> I use these low level, but I see you seem to use them throughout the
> game, even to the extent of loading @ full of them in town before
> going back down.
>
> It's a fascinating tactic, that obviously works well. Do you feel that
> the low price of these consumables is fair?

Prices are arbitrary. I don't care one way or the other. Raising
prices by a factor of 10 would not be noticeable to late-game chars
carrying millions.

I believe that things that restock in the stores should instead be
available with infinite supply, but that's a different discussion.

Due to the implementation of magical fear, starting warriors are not
playable without !hero, so you need to make that available at prices
starting chars can afford. Once you do that, why not do the others?

> [ Or am I missing the point and you're suggesting buying out these to
> not consume them ;o) ]

Sometimes I buy them to clear out slots. If I want !rExp or !CCW then
I have incentive to buy out slots from the temple. I prefer to buy
stuff that has a positive use and use it.

This might be a good time for an aside. I stopped playing "boldly"
about the time I started wearing Barahir, and was basically playing on
autopilot. There were serious wildfires here in California, and I am
allergic to trees and especially wood smoke, and at that time I was
playing in a daze induced by overdosing on antihistamines.

The relevance is that when I am *really* trying to minimize turncount,
I do not want to spend 1K gameturns quaffing or reading 100 items.
When diving hard, I generally only use what I can consume between the
time I ?recall and it kicks in. Any more than that is wasted time, or
else you have to carry it and using a slot is a significant tradeoff.
However, I was playing ultra-conservative [for me :) ], so I just used
all I bought in town.

An advantage of the current system is that to get full benefit, you
cannot waste lots of time resting or going back-and-forth. If you do,
the scrolls and potions will wear off before you get much use from
them. Many game mechanics are set up to reward slow play. It is nice
to have some that reward faster play.


Eddie

Eddie Grove

unread,
Jul 13, 2008, 2:49:59 AM7/13/08
to

Trip 25:


While I wait for ?recall to kick i, I read 7 ?prayer.

At 4950', I land in ESP range of assorted demons including greater balrogs.
Presumably a unique just out of range. I head away, see another red
dragonpit, but the path to the upstairs leads past an eye druj. I ?telLevel.

4900' is surprisingly empty. Nothing of note on the first two sets of
detections. I've been trying to brand my quarrels(4d5) whenever I regenerate
enough excess mana, maybe 5 failures reaching back into town, but finally
succeed before I get to the stairs.

At 4950', ESP shows Sauron. I head away, but he can follow. I _destruct. I
need more than just Orome to get out of the destruction zone, and _rMana for
the mana to do multiple *stoneToMud. I head toward a troll pit, foolishly
melee a cherub, and it summons. I have to -TelOther twice and -telOther twice
to get out of trouble. I use Orome for stoneToMud, then activate Ingwe to
clear 3/4 of the pit. Someone scares me, but I just shoot, not even bothering
to swap bows. I get !exp, but Huan approaches before I pick up the loot.
He's just an overly affectionate pup who's helped me clear a couple vaults,
but I cannot afford his enthusiasm if Sauron or Morgoth were to summon him. I
*rCold, twice for good measure, *hero and *berserk, and swap in my damaging
xbow. I drop 27 lbs to be +20 speed and *phase and shoot. It takes a long
time before he breathes, but then breathes twice in a row, and I am down to
344/643. He is down to 4 *s, but I think a sound breath might kill me, so I
need to !heal. I kill him without receiving another breath, reach cLevel 40.
I get a light xbow {excellent}, but given my xbow(x4){shots+1} I should be
squelching excellent xbows. I go back for the trolls' stuff, get ?banish and
not much else. I am unfamiliar with _magi in conjunction with *RECHARGE.
Should I just act as if I have unlimited mana? I come upon Eol, who would be
trivial except for the fact that I refuse to use ASCs. There is just a LONG
corridor up to a room, so no way to choose a tactically helpful battleground.
I decide to try anyway, but I fully expect to have to ?telLevel. First, I
*rAll and *hero and *berserk. I wake him with splash from -AcidBalls from the
corridor. Then, the first thing he does is to blind me. I forgot about that.
I usually play dwarves, or at least have rBlind some other way by now. I
_destruct, then rest until I can see, and head to the upstairs, all my buffing
spells still in effect.

At 4900', I ESP Ar-P. The corridors bend here, so I can try to fight. There
is a pack of ants in the way, and by the time I dispatch them my spells run
out without having reached him. I figure why not, gain *shield, will use it
too. He resists fire, so I will have to do most damage with quarrels{cold}.
I swap xbows, shoot to wake him in a room to the left, and then retreat to a
bend in a corridor where I can close the door beyond me.

###
..#
#.#
#.#
#.#
#.##
#@.+
####

I shoot as he comes toward me, step right when he steps adjacent.
He summons,

###
..#
#.#
#D#
#D#
#p##
#S@+
####

and luckily the lower D that can see me is only ancientBlue, and the
ManyColoredWyrm above cannot see me so is not a problem. I keep shooting with
quarrels{frost} [finally making use of the game-changing power of ?MB8] and
*phase when he dies. I land in a room with a brigand and an archLich, shoot
them while I wait for the wyrm. The archLich drops another ?MB8 and the Star.
I switch back to Cubragol, and I -TelOther when the ManyColoredWyrm comes,
figuring I will have a hard enough time deciding what to take home as it is.
Now that I have the Star, I can toss -map. I get Hammerhand from Ar-P, but
also get arrows(3d4){sDragon} from the lich, might be worth saving for
Ancalagon. I guess I have to go home for Bard. After I ?recall, I go run
down !wis before it kicks in.

I return to town with 185624 AU, drop off Cubragol to pick up Bard. I only
get 2 blows with Pain, must continue to kill the fire-resistant using
launchers. There's no way I am going to carry 3 launchers. I buy 4 ?recall.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR: 18/97 +4 +2 +0 18/157
Race Half-Troll Height 106 INT! 18/100 -4 +1 +10 18/170

Class Rogue Weight 236 WIS: 16 -2 -2 +6 18
Title Rogue Status 1 DEX: 18/89 -4 +3 +2 18/99
HP 664/664 Maximize Y CON: 18/99 +3 +1 +3 18/169
SP 63/268 CHR: 18/24 -6 -1 +3 17

Level 40 Armor [23,+77] Saving Throw 63
Cur Exp 1552617 Fight (+13,+22) Stealth 5
Max Exp 1552617 Melee (+28,+37) Fighting 324
Adv Exp 1812500 Shoot (+30,+19) Shooting 266
MaxDepth 4950 ft Blows 4/turn Disarming 123
Turns 355115 Shots 1/turn Magic Device 79
Gold 184856 Infra 100 ft Perception 29
Burden 235.3 lbs Energy 310% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:....+.+...... Blind:.............
Elec:....+........ Confu:......+......

Fire:+............ Sound:.............


Cold:....+........ Shard:.......+.....
Pois:......+...... Nexus:.............
Fear:............. Nethr:.............
Lite:+............ Chaos:.............
Dark:............. Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...........+.
Feath:+............ Sear.:.............
PLite:+....+....... Infra:+...+........
Regen:............+ Tunn.:.............

Telep:.........+... Speed:++.+........+
Invis:+...++....... Blows:.............
FrAct:.+..+........ Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 4 blows per round with this weapon.

With additional +1 dex you would get 5 blows.
b) The Long Bow of Bard (x3) (+17,+19) (+2)


It increases your dexterity by 2. It increases your speed and
shooting power by 2. It grants you immunity to paralysis. It
cannot be harmed by the elements.

c) a Ring of Damage (+11)
d) a Ring of Speed (+7)
It increases your speed by 7.
e) The Amulet of Ingwe (+3)
It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

f) The Star of Elendil
It usually provides light of radius 3. It grants you the ability to
see invisible things. It activates for magic mapping every 50+d50


turns. It cannot be harmed by the elements.

g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.
h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) (nothing)
j) an Iron Crown of Telepathy [0,+9]
It grants you the power of telepathy.
k) (nothing)
l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.


[Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1 @G1}


b) 3 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}

c) 4 Books of Magic Spells [Sorcery and Evocations] {@m4 @G4}


d) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.

e) 2 Books of Magic Spells [Tenser's Transformations] {@m8 @G8}


It cannot be harmed by the elements.
f) 9 Potions of Healing

g) 8 Potions of Self Knowledge
h) 20 Scrolls of Teleport Level {!*}


i) 4 Scrolls of Word of Recall {!*}
j) a Rod of Perception {@z1 !!}

Your success rate is 96.5%, if confused 4.4%.


It cannot be harmed by electricity.

k) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 97.0%, if confused 6.6%.

l) 4 Rods of Acid Balls {!!}
Your success rate is 96.5%, if confused 4.4%.

m) 6 Wands of Teleport Other (18 charges) {@a4}
Your success rate is 98.3%, if confused 94.7%.

n) a Staff of the Magi (2 charges)
Your success rate is 96.5%, if confused 4.4%.

o) 4 Staffs of *Destruction* (4 charges) {!*}
Your success rate is 96.5%, if confused 4.4%.

p) a Heavy Crossbow of Extra Shots (x4) (+17,+15) (+1)


It increases your shooting speed by 1.

q) 78 Bolts of Flame (1d5) (+6,+8) {@f1}


It is branded with fire. It cannot be harmed by fire.

r) 26 Bolts of Frost (1d5) (+4,+7)


It is branded with frost. It cannot be harmed by cold.

s) 50 Seeker Bolts of Venom (4d5) (+8,+9)


It is branded with poison.

t) 28 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.

u) 36 Mithril Arrows of Slay Dragon (3d4) (+13,+10)
It slays dragons. It cannot be harmed by acid or fire.


[Home Inventory]

a) 5 Mushrooms of Restoring
b) 7 Potions of *Healing* {!*}
c) 3 Potions of Life {!*}

d) 14 Potions of Restore Mana


e) 2 Scrolls of *Remove Curse*
f) 10 Scrolls of *Destruction* {!*}

g) 3 Scrolls of Banishment {!*}


h) a Scroll of Mass Banishment {!*}
i) a Rod of Detection {@z9 !!}
Your success rate is 97.9%, if confused 88.8%.
It cannot be harmed by electricity.

j) The Ring of Barahir (+1)


It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

k) The Necklace of the Dwarves (+3)


It increases your strength and constitution by 3. It increases your
infravision by 3. It provides resistance to fear. It usually
provides light of radius 4. It speeds your regeneration. It grants
you immunity to paralysis and the ability to see invisible things.
It cannot be harmed by the elements.

l) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

m) Multi-Hued Dragon Scale Mail [30] {splendid}


It provides resistance to acid, lightning, fire, cold, and poison.
It activates for breathe multi-hued (250) every 225+d225 turns. It
cannot be harmed by the elements.

n) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)


It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.

o) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)


It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

p) The Cloak of Thorongil [1,+10] {worm1550}


It provides resistance to acid and fear. It usually provides light
of radius 4. It grants you immunity to paralysis and the ability to
see invisible things. It cannot be harmed by the elements.

q) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)


It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

r) 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.

s) The Steel Helm of Hammerhand [6,+20] (+3)
It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains
your strength, dexterity, and constitution. It aggravates creatures
around you. It cannot be harmed by the elements.

t) a Set of Cesti of Power (+2,+2) [5,+18] (+4)
It increases your strength by 4.
u) The Glaive of Pain (9d6) (+9,+30)
It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You
get 2 blows per round with this weapon. With additional +3 str you

would get 3 blows. With additional +1 dex you would get 3 blows.


v) The Short Bow of Amrod (x2) (+12,+15) (+2)
It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

w) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)


It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.

Magnate

unread,
Jul 14, 2008, 11:55:15 AM7/14/08
to
"The Wanderer" <inverse...@comcast.net> wrote

> Eddie Grove wrote:
>> The Wanderer <inverse...@comcast.net> writes:
>>> Eddie Grove wrote:
>
[big snip]
>> The real problem IMO is the idea of egos and artifacts. Items should
>> just be generated, with random sets of properties that increase in
>> number and quality as you get deeper.
>
> That's good in some respects, but the sense of "ooh! impressive!"
> associated with a big Named item is not something I'd like to lose, and
> the possibility of intentionally designed characteristics (or
> combinations of characteristics) for particular items is not something
> which would be easy to replicate in a randomized fashion. (In case you
> couldn't tell, I don't yet play with randarts.)

Try it - it's truly liberating.

CC


Magnate

unread,
Jul 14, 2008, 12:21:11 PM7/14/08
to
"Timo Pietilä" <timo.p...@helsinki.fi> wrote

Warriors are *much* slower at diving because of the lack of detection
(stairs, monsters etc.). If you want to play Eddie-style, I think you need a
caster of some sort. My reading of Eddie's style, and my & friends' attempts
to emulate it, lead me to two conclusions:

1. The first big change is assuming you *won't* fight each monster. Most
players assume they can/will, with avoidance being the exception. Making
this shift took me from over 30k turns per level down to ~10k.

2. The other one is not resting to recover hp/mana. It's a smaller effect,
but I think it accounts for a lot of the difference between my 10k turns per
level and Eddie's 2.5k (the rest being his higher skill in navigating
levels). I haven't yet managed to make this change - I keep dying because
I'm wandering around at less than full hp. I guess this means I am still
fighting too many fights, and also that I should try playing half-trolls
(which I generally avoid).

(I suppose actually there is a zeroth change, which is assuming that you
will not explore the entire level, but this is fairly basic. If you are
exploring whole levels you are not diving by any real definition.)

Interesting. This thread has done more for my *band enthusiasm than anything
since Leon's last visit.

CC


Eddie Grove

unread,
Jul 14, 2008, 12:45:34 PM7/14/08
to

Trip 26


At 4950', land near Carcharoth. I head away. No useful objects on the first
screen with Carcharoth or the next, so I take upstairs. I *speed first.

At 4900', I kill Harowen for Thorin. That's a big boost to my hp. I am
trying to get to a troll pit, uniques beg for my attention, but I -TelOther
and will possibly hunt them later. I am still sorely wounded from wielding
Thorin [must implement adders add some day]. I use Orome to enter from
opposite the gate, and Ingwe to mostly clear the pit. The time has come that
I don't want to step out of my way to pick up money. I need to implement
semi-squelching money that renders it invisible but you pick it up obliviously
when you run across it. I move on, find ?rune lying on the floor. I come to
a dead end, somehow all the uniques landed off my path, take the stairs rather
than retrace my steps.

At 4950', I land near Sauron, plasma hounds, and Feagwath escorted by black
reapers. *dObj shows !exp, which I should go get. I _destruct the hounds,
getting Sauron and the Ls in the wash. Nothing else of interest, until *dVis
shows Lugdush with escort. I guess I should leave him alive in case M is
silly enough to summon him. I *rAll and then *telSelf, except I don't have
that book!, so I ?telLevel.

At 4900', I land near a pack of nether hounds, _destruct. Otherwise, all is
boring, so I take upstairs.

At 4850', I *dVis Saruman, but no rDis and no acid missiles means I will head
away from him. I find an orcpit, and Ingwe clears everyone except one fast
guy who made it into the moat. They drop *three* staves of speed, and I
wonder if that means I should toss ?MB4. I find a new staff! Imagine my
excitement when it is _dInv. I lose my mind, ignore a night mare since I have
rConf, wait for it to come adjacent for melee, lose some exp. D'oh! I could
go to town for !rExp. Is the time worth 30K exp? I guess not. I also
realize that risking running out of charges of _speed due to a draining attack
is a mistake, so I leave them and keep ?MB4 I am seeing numerous ?*REM_CURSE,
maybe should free that slot at home. I move about, see Ren, only problem is
that he is accompanied by greater basilisk. I am not really kitted for him,
but what the heck. I have to let them get close and *phase a couple times to
isolate the basilisk for -TelOther. I melee Ren, and am down 110K exp by the
time I am done. Oops -- the problem with saving and restarting hours later is
that I forgot I had ?rune which I should have used. He gives me =speed+8. I
?recall and go get cash and _speed I left on the ground in the orcpit while I
wait for it to kick in.

I return to town with over 210167 AU. I get !rExp, and leave =dam+9 at home
tossing ?*REM_CURSE. I've changed my mind, will stick to _speed, since I
think *RECHARGE is more mana efficient than *speed, but I should check some
day. ?MB4 also contains *telOther, but that is an escape spell, and the 5%
failure rate is too high to consider using when -telOther has a failure rate
below 2%. I buy 4 ?recall to clear out the general store, and a ration.

[Addendum]
I was playing on autopilot, waiting for the ability to cover all of 18/200 CON
and rPoison and rBlind and rConf and rDis and maybe ESP before taking on
Sauron. Waiting for resistances is the antithesis of diving. Now with Thorin
and two rings of speed, I should at least have considered trying to kill
Sauron, but I did not. From this point on, I will continue describing the
game, but these tales no longer accurately describe how I usually play.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR: 18/97 +4 +2 +4 18/197


Race Half-Troll Height 106 INT! 18/100 -4 +1 +10 18/170
Class Rogue Weight 236 WIS: 16 -2 -2 +6 18
Title Rogue Status 1 DEX: 18/89 -4 +3 +2 18/99

HP 844/844 Maximize Y CON: 18/99 +3 +1 +7 18/209
SP 213/262 CHR: 18/24 -6 -1 +3 17

Level 40 Armor [26,+102] Saving Throw 63
Cur Exp 1690314 Fight (+17,+15) Stealth 5
Max Exp 1690314 Melee (+32,+30) Fighting 336
Adv Exp 1812500 Shoot (+34,+19) Shooting 278


MaxDepth 4950 ft Blows 4/turn Disarming 123

Turns 359160 Shots 1/turn Magic Device 79
Gold 207427 Infra 100 ft Perception 29
Burden 234.0 lbs Energy 290% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:....+.+.*.... Blind:.............
Elec:....+........ Confu:......+......
Fire:+............ Sound:........+....


Cold:....+........ Shard:.......+.....
Pois:......+...... Nexus:.............

Fear:........+.... Nethr:.............
Lite:+............ Chaos:........+....
Dark:............. Disen:.............

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...........+.
Feath:+............ Sear.:.............
PLite:+....+....... Infra:+...+........
Regen:............+ Tunn.:.............

Telep:.........+... Speed:++++.........
Invis:+...++....... Blows:.............
FrAct:.+..+...+.... Shots:.............
HLife:............. Might:.+...........


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 4 blows per round with this weapon.
With additional +1 dex you would get 5 blows.
b) The Long Bow of Bard (x3) (+17,+19) (+2)
It increases your dexterity by 2. It increases your speed and
shooting power by 2. It grants you immunity to paralysis. It
cannot be harmed by the elements.

c) a Ring of Speed (+8)
It increases your speed by 8.

d) a Ring of Speed (+7)
It increases your speed by 7.
e) The Amulet of Ingwe (+3)
It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.
f) The Star of Elendil
It usually provides light of radius 3. It grants you the ability to
see invisible things. It activates for magic mapping every 50+d50
turns. It cannot be harmed by the elements.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.
h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.

i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides resistance to fear, sound, and chaos.


It grants you immunity to paralysis. It cannot be harmed by the
elements.

j) an Iron Crown of Telepathy [0,+9]
It grants you the power of telepathy.
k) (nothing)
l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

d) 2 Books of Magic Spells [Tenser's Transformations] {@m8 @G8}


It cannot be harmed by the elements.

e) 10 Potions of Healing
f) 9 Potions of Self Knowledge
g) 19 Scrolls of Teleport Level {!*}
h) 6 Scrolls of Word of Recall {!*}
i) a Scroll of Rune of Protection


j) a Rod of Perception {@z1 !!}
Your success rate is 96.5%, if confused 4.4%.
It cannot be harmed by electricity.
k) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 97.0%, if confused 6.6%.

l) 4 Rods of Acid Balls {!!}
Your success rate is 96.5%, if confused 4.4%.

m) 6 Wands of Teleport Other (18 charges) {@a4}
Your success rate is 98.3%, if confused 94.7%.

n) a Staff of the Magi (2 charges)
Your success rate is 96.5%, if confused 4.4%.

o) 3 Staffs of Speed (17 charges) {!*}
Your success rate is 97.4%, if confused 13.3%.

p) 4 Staffs of *Destruction* (2 charges) {!*}


Your success rate is 96.5%, if confused 4.4%.

q) a Heavy Crossbow of Extra Shots (x4) (+17,+15) (+1)


It increases your shooting speed by 1.

r) 68 Bolts of Flame (1d5) (+6,+8) {@f1}


It is branded with fire. It cannot be harmed by fire.

s) 26 Bolts of Frost (1d5) (+4,+7)


It is branded with frost. It cannot be harmed by cold.

t) 50 Seeker Bolts of Venom (4d5) (+8,+9)


It is branded with poison.

u) 26 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.

v) 36 Mithril Arrows of Slay Dragon (3d4) (+13,+10)


It slays dragons. It cannot be harmed by acid or fire.


[Home Inventory]

a) 5 Mushrooms of Restoring
b) 7 Potions of *Healing* {!*}
c) 3 Potions of Life {!*}

d) 15 Potions of Restore Mana
e) 10 Scrolls of *Destruction* {!*}
f) 3 Scrolls of Banishment {!*}
g) a Scroll of Mass Banishment {!*}
h) a Rod of Detection {@z9 !!}


Your success rate is 97.9%, if confused 88.8%.
It cannot be harmed by electricity.

i) a Ring of Damage (+11)

get 3 blows per round with this weapon. With additional +1 dex you
would get 4 blows.

The Wanderer

unread,
Jul 14, 2008, 4:34:48 PM7/14/08
to
Magnate wrote:

> If you want to play Eddie-style, I think you need a caster of some
> sort. My reading of Eddie's style, and my & friends' attempts to
> emulate it, lead me to two conclusions:
>
> 1. The first big change is assuming you *won't* fight each monster.
> Most players assume they can/will, with avoidance being the
> exception. Making this shift took me from over 30k turns per level
> down to ~10k.

Making this shift is what let me move from rarely making it deep enough
and/or long enough to learn Identify (playing mages) to fairly often
doing so - but IME it is impractical to keep this up past a certain
depth, because you will become so outpowered by everything you meet that
you willno longer be able to successfully fight *anything* even if you
need to. Exactly what the cutoff depth is may vary depending on player
experience and play-style; for me, it seems to be shortly before the
beginning of statgain. (Perhaps not coincidentally, I have never
actually made it past statgain - defined in my terms as "maxing all
stats".)

Eddie Grove

unread,
Jul 15, 2008, 1:47:58 AM7/15/08
to

Trip 27


While waiting for ?recall to kick in, I reach full mana. In my patch,
reaching full mana or full hp counts as a disturbance. I've got to cast
something, so I *enchantWeapon on my least enchanted quarrels. The one
problem with that spell is that you cannot control it, and merging ammo can be
a real pain.

At 4950', there is !rExp on the ground. I kill a couple wimps, about to leave
_telSelf on the ground when Sauron approaches. There are trolls nearby, but I
don't need to beat on them any more. I _telSelf, landing near Saruman. I try
again, _telSelf, land near nalfeshnee. I get sloppy, do not _speed or shoot,
and it summons a bile demon before I kill it with melee. I _speed, and
*rPoison rather than *rAll for the lower failure rate, fail anyway. I take
the RNG's hint and *rAll. That's in case of further summonees. I *phase,
land in another room, have to work my way back and ESP the Mouth stuck behind
rubble. I shoot the demon, ESP two wyrms in the same room, a bit of a shame.
I am greedy, start shooting the HellWyrm and hope the StormWyrm will sleep
through it. I *hero and *berserk first, of course. Won't mention that any
more. I kill the HellWyrm without waking the elec breather, see an amulet to
get ASAP, but just devotion. Why am I not squelching that? A single
StormWyrm is not that big a threat, so I just use quarrels(1d5) rather than
(4d5). I get 2 !str and arrows(1d4){fire}, but my xbow is better than Bard
with fire ammo. I make it to the trolls, use Ingwe to save a few turns.
Perhaps a waste even so, since it is now the time of wyrm hunting. Nothing to
go for, take upstairs.

At 4900', land near an undead pit. Good thing I use _speed before taking any
stairs. I could try to deal with the pit using a couple of _destruct, but I
~map and see a way off the level. I head for it, they chase, but I only pause
once to -TelOther a reaver that strangely changes direction to step into LOS.
Upstairs are closer than stairs, so I go up.

At 4850', I ESP a BileWyrm. Having iAcid from Thorin, it doesn't get much
better than that. I should probably still shoot, but it is more fun to melee,
only take 100 hp damage total. It gives me quarrels(4d5){sDragon}, so I don't
need Bard with arrows{sDragon} any more. It also gives me a crown of
serenity, clearly need to go home. Even better, it gives me a new amulet. I
hope for "trickery, but am satisfied with Elessar. I use -AcidBalls to "id" 7
armors as junk, but still nearly run out of mana using *id on other stuff.

I return to town with 212117 AU. I toss Thengel, serenity having more
resists. I also realize it is past time to toss Thorongil, will get SI from
light source and FA and iAcid from Thorin for the rest of the game. I
double-check to make sure, and am reminded Thorin gives rSound, so Thengel
beats serenity by a little if I stick with Thorin, which I am overwhelmingly
likely to do. One of the joys of diving is that one can play quickly enough
to win multiple games without seeing Thorin, and so get out of practice with
its implications. If you asked me to list its resists, I would list rSound,
but I have learned to toss Thengel to keep serenity and that idea gets burned
in. I go get Thengel and toss serenity. I need one more slot at home, decide
"weaponmastery isn't doing me any good at home, will carry it as a swap. It
would be nice to kill Saruman. I buy 2 ?MB1 and 2 ?MB3 to replace books I
tossed before coming home.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR! 18/100 +4 +2 +4 18/200


Race Half-Troll Height 106 INT! 18/100 -4 +1 +10 18/170
Class Rogue Weight 236 WIS: 16 -2 -2 +6 18

Title Thief Status 1 DEX: 18/89 -4 +3 +0 18/79
HP 873/873 Maximize Y CON: 18/99 +3 +1 +7 18/209
SP 89/269 CHR: 18/24 -6 -1 +3 17

Level 41 Armor [26,+100] Saving Throw 64
Cur Exp 1832328 Fight (+17,+16) Stealth 5
Max Exp 1832328 Melee (+32,+31) Fighting 340
Adv Exp 2175000 Shoot (+34,+15) Shooting 281


MaxDepth 4950 ft Blows 4/turn Disarming 123

Turns 361172 Shots 2/turn Magic Device 80
Gold 210961 Infra 100 ft Perception 29
Burden 227.7 lbs Energy 270% Searching 31

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

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

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...........+.
Feath:+............ Sear.:.............
PLite:+....+....... Infra:+...+........
Regen:............+ Tunn.:.............

Telep:.........+... Speed:+.++.........
Invis:+...++....... Blows:.............
FrAct:....+...+.... Shots:.+...........
HLife:............. Might:.............


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 4 blows per round with this weapon.

With additional +3 dex you would get 5 blows.
b) a Heavy Crossbow of Extra Shots (x4) (+17,+15) (+1)


It increases your shooting speed by 1.


[Character Inventory]

e) 12 Potions of Healing


f) 9 Potions of Self Knowledge
g) 19 Scrolls of Teleport Level {!*}

h) 4 Scrolls of Word of Recall {!*}


i) a Scroll of Rune of Protection
j) a Rod of Perception {@z1 !!}

Your success rate is 96.6%, if confused 4.7%.


It cannot be harmed by electricity.
k) 2 Rods of Teleport Other {@z4 !!}

Your success rate is 97.1%, if confused 7.4%.

l) 4 Rods of Acid Balls (1 charging) {!!}
Your success rate is 96.6%, if confused 4.7%.



m) 6 Wands of Teleport Other (18 charges) {@a4}

Your success rate is 98.3%, if confused 95.0%.



n) a Staff of the Magi (2 charges)

Your success rate is 96.6%, if confused 4.7%.

o) 3 Staffs of Speed (14 charges) {!*}
Your success rate is 97.5%, if confused 16.6%.



p) 4 Staffs of *Destruction* (2 charges) {!*}

Your success rate is 96.6%, if confused 4.7%.

q) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

r) 61 Bolts of Flame (1d5) (+6,+8) {@f1}


It is branded with fire. It cannot be harmed by fire.

s) 21 Bolts of Frost (1d5) (+6,+8)


It is branded with frost. It cannot be harmed by cold.

t) 30 Seeker Bolts of Slay Dragon (4d5) (+16,+14)
It slays dragons.
u) 48 Seeker Bolts of Venom (4d5) (+8,+9)


It is branded with poison.

v) 26 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.


[Home Inventory]

a) 5 Mushrooms of Restoring

b) 8 Potions of *Healing* {!*}


c) 3 Potions of Life {!*}
d) 15 Potions of Restore Mana
e) 10 Scrolls of *Destruction* {!*}
f) 3 Scrolls of Banishment {!*}
g) a Scroll of Mass Banishment {!*}
h) a Rod of Detection {@z9 !!}

Your success rate is 98.0%, if confused 90.0%.


It cannot be harmed by electricity.
i) a Ring of Damage (+11)
j) The Ring of Barahir (+1)
It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.
k) The Necklace of the Dwarves (+3)
It increases your strength and constitution by 3. It increases your
infravision by 3. It provides resistance to fear. It usually
provides light of radius 4. It speeds your regeneration. It grants
you immunity to paralysis and the ability to see invisible things.
It cannot be harmed by the elements.

l) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear.
It activates for heal (500) every 200 turns. It cannot be harmed by
the elements.

m) Multi-Hued Dragon Scale Mail [30] {splendid}
It provides resistance to acid, lightning, fire, cold, and poison.
It activates for breathe multi-hued (250) every 225+d225 turns. It
cannot be harmed by the elements.
n) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.
o) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

p) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)


It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

q) 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.

r) The Steel Helm of Hammerhand [6,+20] (+3)


It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains
your strength, dexterity, and constitution. It aggravates creatures
around you. It cannot be harmed by the elements.

s) a Set of Cesti of Power (+2,+2) [5,+18] (+4)


It increases your strength by 4.

t) The Glaive of Pain (9d6) (+9,+30)


It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You

get 3 blows per round with this weapon. With additional +3 dex you
would get 4 blows.
u) The Short Bow of Amrod (x2) (+12,+15) (+2)


It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

v) The Long Bow of Bard (x3) (+17,+19) (+2)


It increases your dexterity by 2. It increases your speed and
shooting power by 2. It grants you immunity to paralysis. It
cannot be harmed by the elements.

dsti...@gmail.com

unread,
Jul 15, 2008, 3:10:54 PM7/15/08
to
On Jul 14, 11:55 am, "Magnate" <n...@receiving.here> wrote:
> "The Wanderer" <inversepara...@comcast.net> wrote

> > (In case you
> > couldn't tell, I don't yet play with randarts.)
> Try it - it's truly liberating.
I've tried it, but *Id* would need to become much more common
for radarts to be at all enjoyable for me.

--
Daniel C. Stillwaggon
<dsti...@gmail.com>

Eddie Grove

unread,
Jul 15, 2008, 2:47:20 PM7/15/08
to

Trip 28


At 4950', Smaug is with ESP range. I ~map, and the room is disconnected, so I
have to use Orome and *stoneToMud, and -TelOther Sauron. Smaug is pretty easy
with double fire resistance. More trouble is the pack of ethereal hounds that
come when I go for the loot. Fast(+27) and double shots with quarrels{fire}
is enough. This reminds me of a bunch of peeves, most notably that they can
breath from walls when I cannot shoot, that they can breathe from out of my
LOS, and that experience gains while drained only increase max exp by 10%.
When I am done, I am down 130K exp. No loot from Smaug survives squelch. I
head for boots, kill some mature dragons on the way for !con to max it out. I
am already past the upstairs, but take a few more steps to scroll the screen
for *dObj, and there is a "square" vault, but nothing of obvious value. What
the heck, maybe someone will drop something. I kill a pack of barbazu and
dreads for !dex and _holy and 2 !exp. I kill the Phoenix for not much. I've
done enough killing to be down only 18K, might as well use the !exp. Then I
breach the inner vault, kill chaos hounds and berserkers for cLevel 42. I
plan to melee Gorlim using "weaponmastery, but the Mouth gets behind and I
have to *phase and end up shooting Gorlim and -TelOther the Mouth. Gorlim
drops =speed+4 which I squelch [i.e. speed rings <= +4], and !dex which is
useful. I pick up -annihilate, not worth a slot for 2 charges. I try
*RECHARGE, succeed on 3rd try, and at 6 charges it is worth carrying. I need
a slot to pick up =dam+12, don't want to go home already, toss my remaining 26
quarrels(1d5){fire}, I almost forgot, found 24 quarrels(4d5)(-8,-8), might as
well brand and enchant them. Oops -- new to this -- seems I have to enchant
to break the curse before I brand them for some strange reason. That wastes
some mana. Things really should not be allowable targets of a spell if it is
known that it is guaranteed not to work. I keep enchanting, try to merge, but
end up *RECHARGING _mana 3 times [it sure feels like I have unlimited mana]
before I manage to merge the quarrels at (+10,+10). Before that, one stack
would have higher +hit, the other +dam. No stairs within 100 steps, I
?telLevel.

At 4900', apparent jelly pit and nov priests. Saruman somes up while I am
kill priests, decide to kill him with -annihilate, but he teleports me away.
I land near Tom and escort, get another !dex. I head back, two more
-annihilate on Saruman, teleports me off again. He has good aim, this time I
land near Uldor. I kill an ancientRed and a dracolisk on the way, in a
treasure room, no loot for my troubles. It is too far to go back after
Saruman, so I take a trapdoor.

At 4950', *dObj shows a new amulet. The Star is still recharging, so I end up
going a long way when a couple stoneToMud would have been faster. I finally
have "trickery, but it is only +1 so only 3 blows with Pain. I feel like
?telLevel is starting to approximate stair scumming, so take a moderate walk
to the upstairs rather than using another ?telLevel.

At 4900', I find Saruman again. I try to get him, but the terrain is
unfavorable, and he summons timehounds inside a room. Sadly, I _destruct.
Later, a MultiColoredWyrm is behind water hounds. I don't want to waste time
killing scores of hounds, so I take the stairs.

At 4950' I kill some trolls for !*HEAL, have 4 slots to take home, time to
?recall.

I return to town with 232371 AU. I toss -dAll to make room for "trickery. I
should have tossed -dAll long ago, but kept hoping against the odds it had not
become junk. I buy 5 ?recall.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR! 18/100 +4 +2 +4 18/200
Race Half-Troll Height 106 INT! 18/100 -4 +1 +10 18/170
Class Rogue Weight 236 WIS: 16 -2 -2 +6 18

Title Thief Status 1 DEX: 18/99 -4 +3 +0 18/89
HP 904/904 Maximize Y CON! 18/100 +3 +1 +7 18/210
SP 76/277 CHR: 18/24 -6 -1 +3 17

Level 42 Armor [26,+102] Saving Throw 65
Cur Exp 2283535 Fight (+17,+16) Stealth 5
Max Exp 2283535 Melee (+32,+31) Fighting 344
Adv Exp 2610000 Shoot (+34,+15) Shooting 284
MaxDepth 4950 ft Blows 4/turn Disarming 125
Turns 368188 Shots 2/turn Magic Device 81
Gold 231411 Infra 100 ft Perception 29
Burden 230.2 lbs Energy 270% Searching 31


[Character Equipment]

With additional +2 dex you would get 5 blows.


b) a Heavy Crossbow of Extra Shots (x4) (+17,+15) (+1)
It increases your shooting speed by 1.
c) a Ring of Speed (+8)
It increases your speed by 8.
d) a Ring of Speed (+7)
It increases your speed by 7.

e) The Amulet of Ingwe (+3) (charging)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.
f) The Star of Elendil
It usually provides light of radius 3. It grants you the ability to
see invisible things. It activates for magic mapping every 50+d50
turns. It cannot be harmed by the elements.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.
h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides resistance to fear, sound, and chaos.
It grants you immunity to paralysis. It cannot be harmed by the
elements.

j) an Iron Crown of Telepathy [0,+10]


It grants you the power of telepathy.
k) (nothing)
l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.


[Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 3 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) 4 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.
d) 2 Books of Magic Spells [Tenser's Transformations] {@m8 @G8}
It cannot be harmed by the elements.

e) 14 Potions of Healing


f) 9 Potions of Self Knowledge

g) 18 Scrolls of Teleport Level {!*}
h) 5 Scrolls of Word of Recall {!*}
i) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 97.2%, if confused 7.4%.

j) 4 Rods of Acid Balls {!!}
Your success rate is 96.7%, if confused 4.7%.

k) 7 Wands of Teleport Other (29 charges) {@a4}


Your success rate is 98.3%, if confused 95.0%.

l) a Wand of Annihilation (1 charge)
Your success rate is 96.7%, if confused 4.7%.

m) a Staff of the Magi (2 charges)
Your success rate is 96.7%, if confused 4.7%.

n) 3 Staffs of Speed (5 charges) {!*}


Your success rate is 97.5%, if confused 16.6%.

o) 5 Staffs of *Destruction* (4 charges) {!*}
Your success rate is 96.7%, if confused 4.7%.

p) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

q) 17 Bolts of Frost (1d5) (+6,+8)


It is branded with frost. It cannot be harmed by cold.

r) 30 Seeker Bolts of Slay Dragon (4d5) (+16,+14)
It slays dragons.
s) 65 Seeker Bolts of Venom (4d5) (+10,+10)


It is branded with poison.

t) 23 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.


[Home Inventory]

a) 5 Mushrooms of Restoring

b) 9 Potions of *Healing* {!*}


c) 3 Potions of Life {!*}

d) 17 Potions of Restore Mana


e) 10 Scrolls of *Destruction* {!*}
f) 3 Scrolls of Banishment {!*}
g) a Scroll of Mass Banishment {!*}

h) a Ring of Damage (+12)
i) The Ring of Barahir (+1)


It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

j) The Necklace of the Dwarves (+3)


It increases your strength and constitution by 3. It increases your
infravision by 3. It provides resistance to fear. It usually
provides light of radius 4. It speeds your regeneration. It grants
you immunity to paralysis and the ability to see invisible things.
It cannot be harmed by the elements.

k) The Elfstone 'Elessar' (+7,+7) [+10] (+2)


It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear.
It activates for heal (500) every 200 turns. It cannot be harmed by
the elements.

l) an Amulet of Trickery (+1)
It increases your dexterity by 1. It increases your stealth,
searching, infravision, and speed by 1. It provides resistance to
poison and nexus. It sustains your dexterity.

get 3 blows per round with this weapon. With additional +2 dex you

The Wanderer

unread,
Jul 15, 2008, 4:29:08 PM7/15/08
to
Eddie Grove wrote:

> Trip 27
>
>
> While waiting for ?recall to kick in, I reach full mana. In my
> patch, reaching full mana or full hp counts as a disturbance.

I would hope that would be a toggleable option. Depending on playstyle,
or even on stage of the game within some playstyles, this behaviour
would not necessarily be desirable.

Eddie Grove

unread,
Jul 15, 2008, 6:35:16 PM7/15/08
to
The Wanderer <inverse...@comcast.net> writes:

> Eddie Grove wrote:
>
> > Trip 27
> > While waiting for ?recall to kick in, I reach full mana. In my
> > patch, reaching full mana or full hp counts as a disturbance.
>
> I would hope that would be a toggleable option. Depending on playstyle,
> or even on stage of the game within some playstyles, this behaviour
> would not necessarily be desirable.

First of all, what I wrote it wrong. The disturb on full hp only applies when
resting, and even then you specify if you want full mana as well.

The disturb on full mana is fairly new, and I am ambivalent how to deal with
it. For now there is no option, but I may change my mind.


Eddie

Eddie Grove

unread,
Jul 15, 2008, 7:39:59 PM7/15/08
to

Trip 29


At 4950', I land near a greater balrog. 5000 hp, give me a break. Only
uniques should have that many hp, and certainly not escort monsters. I shoot
a dracolisk with quarrels{cold}, almost run out, guess I should make some
more. I've been hoping to only enchant quarrels(4d5). When I come to
upstairs I take them.

At 4900', I run down a corridor past stairs to scroll the screen, stop perhaps
a little too late. I appear to be near an undead pit, with reavers breaking a
path toward me. I go back to the stairs.

At 4950', *dObj shows new rod and staff. *dVis shows the witch-king, and
*dInv shows no other problem. Only ~map shows a problem, no direct path. I
start to go around, would have to face Gothmog and escort, will resort to
multiple *stoneToMud. I don't dig the last step, *phase across instead. He
is in a moated room, I head to a corner and shoot until the witch-king until
he summons. I move to the next corner, don't want to shoot in-between
monsters while he can see me to summon. We play the game a couple more times,
but he is not difficult. He drops cesti{dex+5}, and now I can wear handgear.
I check a dump, and I now get 5 blows with Pain. He also drops !dex to max my
dex, more quarrels(4d5){sDragon}, Gondricam, Celegorm [with +4 stealth in my
patch], and Isildur. Gondricam is my first defender all game. The rod is
-FireBalls, and the staff is _heal. I dump -annihilate for _heal, and while
picking up stuff see a greater balrog and a reaper at the end of the tunnel I
dug, unable to *phase to come after me. :) I cannot merge quarrels{sDragon},
so I leave 29 @ (4d5)(+14,+14) behind to keep 30 @ (4d5)(+16,+14). Celegorm
also remains on the ground. Presumably I will find more useful elvenkind
shield or Anarion if something inconceivable happens to make me want to
replace Thorin. Then I do *RECHARGE on various staves, blow up _rMana. Nice
while it lasted, and I can carry both stacks of quarrels{sDragon}. I head for
the stairs, oops, forgot Gothmog etc. I do not feel like backtracking, use
_destruct when I get close.

At 4900', the first sector is boring, but in the second sector *dVis shows
Gothmog and a multihued dragonpit. I kill a pack of dreads for 2 !enlight,
quaff one to see not much of interest on this level except for a minor vault
with ?banish too close to the dragonpit for comfort. I toss the lesser
quarrels{sDragon} to carry the other !enlight. I have nowhere else to go,
head for ?banish, _destruct in the moat of the dragonpit on the opposite side
from the gate, clearing Gothmog as well. At the vault, only Thuringwethil
looks like trouble. I kill dreads who bring me the ?banish, then shoot and
*phase vs Thuringwethil for 2 !chr, !*HEAL, my first bronze dragonscale [that
I squelch], and various handgear and low dice weapons that are not splendid.
I love these DROP_GOOD monsters that allow me to wield items to test them. I
take a detour to kill a pit fiend, tasty with Thorin + double rPoison. I kill
Vrocks in the pit who drop !exp for cLevel 43. I run out of mana using *id,
no _rMana, plenty of stuff to take home.

I return to town with 242364 AU. I want to use Pain now, and that means
"weaponmastery so I don't risk it getting disenchanted. In turn, want rBase
from armor, go for Isildur and finally have rNexus. I will carry Barahir as a
swap for rPoison [and, incidentally, rDark]. I need room at home, toss
"trickery(+1). I will find better. Unfortunately, outfitted like this, down
to 82 mana. I will have to stick to Orome as my main weapon with 160 mana and
view Pain as a swap. I buy 2 ?MB1, 2 ?MB3, 5 ?recall, and 99 quarrels. I
*brand them on the second try, but unfortunately I get {fire}. I buy out
?+hit and ?+dam from the market to use on my new quarrels{fire}. I decide 6
_destruct is too many, toss multihued dragonscale to make room for 4 at home.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR! 18/100 +4 +2 +7 18/230
Race Half-Troll Height 106 INT! 18/100 -4 +1 +4 18/110
Class Rogue Weight 236 WIS: 16 -2 -2 +0 12
Title Thief Status 1 DEX! 18/100 -4 +3 +5 18/140
HP 870/870 Maximize Y CON! 18/100 +3 +1 +5 18/190
SP 57/160 CHR: 18/59 -6 -1 +0 17

Level 43 Armor [40,+128] Saving Throw 64
Cur Exp 2628548 Fight (+27,+24) Stealth 5
Max Exp 2628548 Melee (+42,+39) Fighting 378
Adv Exp 3045000 Shoot (+44,+15) Shooting 317
MaxDepth 4950 ft Blows 5/turn Disarming 122
Turns 373465 Shots 2/turn Magic Device 76
Gold 227004 Infra 70 ft Perception 29
Burden 269.0 lbs Energy 260% Searching 31

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

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

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...........+.
Feath:+............ Sear.:.............

PLite:+....+....... Infra:+............


Regen:............+ Tunn.:.............
Telep:.........+... Speed:+.++.........

Invis:+....+....... Blows:.............


FrAct:....+...+.... Shots:.+...........
HLife:............. Might:.............


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be

harmed by the elements. You get 5 blows per round with this weapon.


b) a Heavy Crossbow of Extra Shots (x4) (+17,+15) (+1)
It increases your shooting speed by 1.

c) a Ring of Speed (+7)


It increases your speed by 7.

d) a Ring of Speed (+8)


It increases your speed by 8.

e) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

f) The Star of Elendil
It usually provides light of radius 3. It grants you the ability to
see invisible things. It activates for magic mapping every 50+d50
turns. It cannot be harmed by the elements.

g) The Full Plate Armour of Isildur [25,+25] (+1)
It increases your constitution by 1. It provides resistance to acid,
lightning, fire, cold, confusion, sound, and nexus. It cannot be


harmed by the elements.
h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides resistance to fear, sound, and chaos.
It grants you immunity to paralysis. It cannot be harmed by the
elements.
j) an Iron Crown of Telepathy [0,+10]
It grants you the power of telepathy.

k) a Set of Cesti of Agility [5,+16] (+5)
It increases your dexterity by 5.

l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.
d) 2 Books of Magic Spells [Tenser's Transformations] {@m8 @G8}
It cannot be harmed by the elements.

e) 15 Potions of Healing
f) a Potion of Enlightenment
g) 9 Potions of Self Knowledge
h) 18 Scrolls of Teleport Level {!*}
i) 5 Scrolls of Word of Recall {!*}
j) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 96.7%, if confused 6.0%.

k) 4 Rods of Acid Balls {!!}
Your success rate is 96.1%, if confused 4.1%.

l) 8 Wands of Teleport Other (38 charges) {@a4}
Your success rate is 98.2%, if confused 94.4%.

m) a Staff of Healing (2 charges)
Your success rate is 96.1%, if confused 4.1%.

n) 4 Staffs of Speed (15 charges) {!*}
Your success rate is 97.2%, if confused 11.1%.

o) 2 Staffs of *Destruction* (3 charges) {!*}
Your success rate is 96.1%, if confused 4.1%.

p) The Ring of Barahir (+1)


It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

q) The Glaive of Pain (9d6) (+9,+30)


It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You

get 5 blows per round with this weapon.
r) 14 Bolts of Frost (1d5) (+6,+8)


It is branded with frost. It cannot be harmed by cold.

s) 99 Bolts of Flame (1d5) (+5,+0) {@f1}


It is branded with fire. It cannot be harmed by fire.

t) 30 Seeker Bolts of Slay Dragon (4d5) (+16,+14)
It slays dragons.
u) 62 Seeker Bolts of Venom (4d5) (+10,+10)


It is branded with poison.

v) 17 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.


[Home Inventory]

a) 5 Mushrooms of Restoring

b) 10 Potions of *Healing* {!*}


c) 3 Potions of Life {!*}

d) 18 Potions of Restore Mana
e) 11 Scrolls of *Destruction* {!*}
f) 4 Scrolls of Banishment {!*}


g) a Scroll of Mass Banishment {!*}

h) 4 Staffs of *Destruction* (4 charges) {!*}
Your success rate is 96.1%, if confused 4.1%.

i) a Ring of Damage (+12)
j) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

k) The Necklace of the Dwarves (+3)


It increases your strength and constitution by 3. It increases your
infravision by 3. It provides resistance to fear. It usually
provides light of radius 4. It speeds your regeneration. It grants
you immunity to paralysis and the ability to see invisible things.
It cannot be harmed by the elements.

l) The Elfstone 'Elessar' (+7,+7) [+10] (+2)


It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear.
It activates for heal (500) every 200 turns. It cannot be harmed by
the elements.

m) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)


It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.

n) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.
o) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.
p) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)
It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.
q) 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.
r) The Steel Helm of Hammerhand [6,+20] (+3)
It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains
your strength, dexterity, and constitution. It aggravates creatures
around you. It cannot be harmed by the elements.
s) a Set of Cesti of Power (+2,+2) [5,+18] (+4)
It increases your strength by 4.

t) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
It increases your dexterity by 3. It increases your stealth by 3.
It provides resistance to acid, lightning, fire, and cold. It makes
you fall like a feather and speeds your regeneration. It grants you

the ability to see invisible things. It cannot be harmed by the

elements. You get 5 blows per round with this weapon.

Eddie Grove

unread,
Jul 16, 2008, 12:49:24 AM7/16/08
to

Trip 30


At 4950', I !enlight, see assorted ok items on the level, nothing exciting. I
have to go through a pack of plasma hounds, and while it would be trivial to
go to a room and wait and kill them one by one, why bother? I _destruct.
Then I chase down the 3 I missed so they won't follow me and burn stuff. I
see Shelob, swap in Barahir, and use Orome to clear the path between us and
rest each time while it recharges. She is not much of a threat, use boring
fire quarrels. I clear a lesser vault, "central", for !chr, !exp, !speed, and
!enlight. That's it for this level, nothing else worth the time to go get.
Oh, when get to the stairs, see another !enlight I missed before.

At 4900', land near Bert and escort. Uvatha is in the next room. I !speed
and have at it. Actually, there is a matureGold in the way, and it nicely
drops _holyWord. That speeds the killing. All I get are 2 !rMana, then on to
Uvatha, who drops a defender not as nice as Gondricam. I go track down !exp,
and there is a StormWyrm nearby. It drops a light xbow I wield, notice +1
shots, but it is not haradrim ego. I have to rest some for mana for *id,
clearly doing something wrong. Maybe I need to go back to Ingwe. I go for an
unaware potion, see a ChaosWyrm, not enough mana for *hero etc. It is still
no match for quarrels{poison}. I get Anduril, spear westernesse(+1). The
potion that drew me here was !augmentation. I have failed to achieve true
diving and find it before any maxxed stats, at least I have the lesser success
of finding it before they are all maxed. I then go get !*HEAL, drop
quarrels{sDragon} to pick it up, never used them. That has been a wasted
slot. I go to upstairs.

At 4850', !enlight shows _map and an iron crown, and that's it. A possible
pit across the level, but stairs a few steps away make more sense.

At 4900', bored, kill a pack of chaos hounds rather than _destruct. I am
wending my way in the general direction of a pack of pit fiends when I find
Maeglin. I *hero and *berserk, do not bother with *shield, and melee with
Pain. I fight near a bend in a corridor, and his initial summons are weak and
block his later summons, an easy kill as it turns out. I get Lotharang,
Elvagil, Arkenstone, Thranduil, Celeborn, and Thalkettoth. Do you see the
problem? It is pathetic to get the Arkenstone from Maeglin. If I had killed
more wyrms, or gotten it some other way, perhaps I would have gotten the
Palantir. The Palantir would make me [weakly] endgame ready in combination
with Celeborn and Thengel. I don't fully understand item generation, but if I
had already acquired both the Arkenstone and Palantir, perhaps I would have
had a good chance for a ring of power. Mistakes made earlier cost me
significantly again now. If I had room at home, I'd leave the Arkenstone at
home and use the Star for its activation, but with limited slots keep the
Arkenstone for its resists and toss the Star. Anduril has rDis, but its
damage is not competitive and it stays behind with Lotharang and Elvagil. I
suppose it might be possible to use Thalkettoth for +3 speed and dex, but I
think I need rDis or rConf or a con bonus from body armor, so leave it as
well. I ESP a HellWyrm, but *dVis shows an undead pit, must be extra careful
not to step into detection range of reavers. 2 Dracoliches follow, and I
shoot them for a !heal and stuff that melts. The HellWyrm drops another ?MB5,
but nothing else survives -AcidBalls. Hmm, seem to have confused pit fiends
with bile demons, a mistake to go after them. I ?telLevel, rise.

At 4850', I see araneas and blink dogs. I manage to sneak away. I shoot a
ThunderWyrm for ?MB9, whose only spell is bedlam, wonder if it is worth
picking up. I don't think anyone tough will be susceptible. I do pick up
quarrels(4d5)(+9,+9) to brand later, and toss my 8 wands -telOther. I
probably should have tossed them long ago, too used to playing warriors.
Perhaps I shouldn't, but I kill Ulwarth for !chr when he blocks a corridor.

At 4900', I kill trolls for ?banish and !exp, need to go home.

I return to town with 251950 AU, *brand my quarrels, and they are {fire} and
merge, perhaps did not need to come home. I have rBlind, might as well kill
Sauron now. I kit for Sauron, will go without rPoison, will start with Bard
and acid arrows before switching to Cubragol and melee. I want to use about
1/3 consumables on Sauron and save 2/3 for Morgoth, so I carry !LIFE rather
than !*HEAL, 4 is about right. I need ?MB4, so I buy out the magic shop to
get one. I keep the _id, have too much weight, will toss stuff when I find
Sauron. The store only has 3 ?recall, so I buy it out as well to get 2 more.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR! 18/100 +4 +2 +7 18/230

Race Half-Troll Height 106 INT! 18/100 -4 +1 +6 18/130
Class Rogue Weight 236 WIS: 17 -2 -2 +2 15


Title Thief Status 1 DEX! 18/100 -4 +3 +5 18/140

HP 920/920 Maximize Y CON! 18/100 +3 +1 +5 18/190
SP 88/210 CHR: 18/90 -6 -1 +0 18/20

Level 45 Armor [42,+128] Saving Throw 67
Cur Exp 3513164 Fight (+27,+24) Stealth 5
Max Exp 3513164 Melee (+42,+39) Fighting 386
Adv Exp 3915000 Shoot (+37,+14) Shooting 302
MaxDepth 4950 ft Blows 5/turn Disarming 127
Turns 381131 Shots 1/turn Magic Device 80
Gold 211454 Infra 70 ft Perception 29
Burden 253.3 lbs Energy 360% Searching 31

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

abcdefghijkl@ abcdefghijkl@
Acid:......+.*.... Blind:.........+...
Elec:......+...... Confu:......+......
Fire:++....+...... Sound:......+.+....


Cold:......+...... Shard:.......+.....
Pois:............. Nexus:......+......
Fear:....+...+.... Nethr:.............

Lite:+....+....... Chaos:........+....
Dark:.....+....... Disen:....+........

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...........+.
Feath:+............ Sear.:.............
PLite:+....+....... Infra:+............
Regen:............+ Tunn.:.............

Telep:.........+... Speed:++++.........
Invis:+....+....... Blows:.............
FrAct:....+...+.... Shots:.............
HLife:.....+....... Might:.............


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 5 blows per round with this weapon.

b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)


It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.

c) a Ring of Speed (+7)
It increases your speed by 7.
d) a Ring of Speed (+8)
It increases your speed by 8.
e) an Amulet of Weaponmastery (+3,+4) (+3)
It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

f) The Arkenstone of Thrain
It provides resistance to light, dark, and life draining. It


usually provides light of radius 3. It grants you the ability to

see invisible things. It activates for detection every 30+d30 turns.


It cannot be harmed by the elements.

g) The Full Plate Armour of Isildur [25,+25] (+1)
It increases your constitution by 1. It provides resistance to acid,
lightning, fire, cold, confusion, sound, and nexus. It cannot be
harmed by the elements.
h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides resistance to fear, sound, and chaos.
It grants you immunity to paralysis. It cannot be harmed by the
elements.

j) The Hard Leather Cap of Thranduil [2,+10] (+2)
It increases your intelligence and wisdom by 2. It provides
resistance to blindness. It grants you the power of telepathy. It


cannot be harmed by the elements.

k) a Set of Cesti of Agility [5,+16] (+5)
It increases your dexterity by 5.
l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}

c) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
d) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

e) 2 Books of Magic Spells [Tenser's Transformations] {@m8 @G8}


It cannot be harmed by the elements.

f) 21 Potions of Healing
g) 4 Potions of Life {!*}
h) 7 Potions of Restore Mana
i) 18 Scrolls of Teleport Level {!*}
j) 5 Scrolls of Word of Recall {!*}
k) 11 Scrolls of *Destruction* {!*}
l) 2 Rods of Teleport Other {@z4 !!}
Your success rate is 97.1%, if confused 7.4%.

m) 4 Rods of Acid Balls (1 charging) {!!}
Your success rate is 96.6%, if confused 4.7%.

n) 4 Staffs of Perception (42 charges) {@u1}
Your success rate is 98.5%, if confused 96.6%.

o) a Staff of Healing (2 charges)
Your success rate is 96.6%, if confused 4.7%.

p) 4 Staffs of Speed (4 charges) {!*}
Your success rate is 97.5%, if confused 16.6%.

q) 2 Staffs of *Destruction* (2 charges) {!*}
Your success rate is 96.6%, if confused 4.7%.

r) The Glaive of Pain (9d6) (+9,+30)


It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You
get 5 blows per round with this weapon.

s) The Long Bow of Bard (x3) (+17,+19) (+2)


It increases your dexterity by 2. It increases your speed and
shooting power by 2. It grants you immunity to paralysis. It
cannot be harmed by the elements.

t) 14 Bolts of Frost (1d5) (+6,+8)


It is branded with frost. It cannot be harmed by cold.

u) 34 Seeker Bolts of Venom (4d5) (+10,+10) {@f1}
It is branded with poison.
v) 37 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.

w) 24 Arrows of Acid (1d4) (+17,+9)


It is branded with acid. It cannot be harmed by acid.


[Home Inventory]

a) 6 Books of Magic Spells [Magic for Beginners] {@m1 @G1}


b) 5 Mushrooms of Restoring

c) 11 Potions of *Healing* {!*}
d) 14 Potions of Restore Mana
e) 10 Potions of Self Knowledge
f) 5 Scrolls of Banishment {!*}


g) a Scroll of Mass Banishment {!*}

h) 5 Staffs of *Destruction* (8 charges) {!*}
Your success rate is 96.6%, if confused 4.7%.



i) a Ring of Damage (+12)

j) The Ring of Barahir (+1)


It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

k) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

l) The Necklace of the Dwarves (+3)


It increases your strength and constitution by 3. It increases your
infravision by 3. It provides resistance to fear. It usually
provides light of radius 4. It speeds your regeneration. It grants
you immunity to paralysis and the ability to see invisible things.
It cannot be harmed by the elements.

m) The Elfstone 'Elessar' (+7,+7) [+10] (+2)


It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear.
It activates for heal (500) every 200 turns. It cannot be harmed by
the elements.

n) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)


It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.

o) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)


It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.

p) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
It increases your strength and charisma by 4. It provides
resistance to acid, lightning, fire, cold, dark, and disenchantment.
It activates for banishment every 500 turns. It cannot be harmed by
the elements.
q) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)


It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.

r) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)


It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

s) 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.

t) The Steel Helm of Hammerhand [6,+20] (+3)


It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains
your strength, dexterity, and constitution. It aggravates creatures
around you. It cannot be harmed by the elements.

u) a Set of Cesti of Power (+2,+2) [5,+18] (+4)


It increases your strength by 4.

v) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)


It increases your dexterity by 3. It increases your stealth by 3.
It provides resistance to acid, lightning, fire, and cold. It makes
you fall like a feather and speeds your regeneration. It grants you
the ability to see invisible things. It cannot be harmed by the
elements. You get 5 blows per round with this weapon.

w) The Short Bow of Amrod (x2) (+12,+15) (+2)


It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

x) a Heavy Crossbow of Extra Shots (x4) (+17,+15) (+1)


It increases your shooting speed by 1.

Eddie Grove

unread,
Jul 16, 2008, 11:37:17 AM7/16/08
to

Trip 31


At 4950', I find a central vault before I find Sauron. That's good for
another !heal. I find Sauron, head down a corridor, swap to Bard and shoot.
After a bit, he summons ringwraiths, and I *phase but land adjacent to a
wraith, then next *phase fails, and 3rd works but not great. I can barely
step out of LOS. I use *telOther seriously for the first time. When Sauron
steps away from the corridor, I step back up to *telOther the summonees,
!rMana, and !heal. I head to where I can shoot, but he spends too much time
in an open room, and he summons way too many foes. I have to *telOther
repeatedly, starting with Sauron. When the nastier uniques are gone, I swap
to Cubragol, *phase and will clean up the lesser foes. I get replacement
!heal and !rMana. I come to an undead pit, wipe it out with a couple
_destruct, but that lets Khamul and Dwar [summonded earlier] find a path to
me. I try to outrun them, run into Hoarmurath and Ji-Indur. I guess it is
pointless to evade. I kill them all, using a charge of _heal after the first
two, and one of them drops the Palantir. [Damnit -- I used !heal earlier
rather than _heal. Lack of focus.] I end down 300K exp, even though I
probably gained lots from killing them. Now that I have the Palantir, I can
re-kit to go after Sauron properly. I ~enlight the level, nothing of
interest, ?recall.

I return to town with 224348 AU. I swap in Thengel so I can swap in Celeborn
so I can swap in Elessar. I guess I should have saved "trickery, haven't
found another, going without rNexus. I buy out the temple for !rExp, also get
2 ?MB2 in case I want to *telSelf to chase after Sauron, should have taken
some last trip. I buy 2 more ?recall, ready to try again.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best

Sex Male Age 23 STR! 18/100 +4 +2 +10 18/260


Race Half-Troll Height 106 INT! 18/100 -4 +1 +6 18/130

Class Rogue Weight 236 WIS: 17 -2 -2 +7 18/20


Title Thief Status 1 DEX! 18/100 -4 +3 +5 18/140

HP 875/875 Maximize Y CON! 18/100 +3 +1 +4 18/180
SP 215/215 CHR: 18/90 -6 -1 +9 18/110

Level 45 Armor [53,+140] Saving Throw 68
Cur Exp 3644136 Fight (+28,+27) Stealth 5
Max Exp 3644136 Melee (+43,+42) Fighting 389
Adv Exp 3915000 Shoot (+38,+14) Shooting 305


MaxDepth 4950 ft Blows 5/turn Disarming 127

Turns 384082 Shots 1/turn Magic Device 80
Gold 213273 Infra 90 ft Perception 39
Burden 229.2 lbs Energy 370% Searching 41

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

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

abcdefghijkl@ abcdefghijkl@
S.Dig:............. Stea.:...........+.

Feath:+............ Sear.:.....+.......
PLite:+....+....... Infra:+....+.......
Regen:............+ Tunn.:.............
Telep:.....+....... Speed:+++++........
Invis:+....+....... Blows:.............
FrAct:........+.... Shots:.............
HLife:............. Might:.............


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}
It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 5 blows per round with this weapon.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.
c) a Ring of Speed (+7)
It increases your speed by 7.
d) a Ring of Speed (+8)
It increases your speed by 8.

e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)


It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear.
It activates for heal (500) every 200 turns. It cannot be harmed by
the elements.

f) The Palantir of Westernesse (+2) (charging)
It increases your intelligence and wisdom by 2. It increases your
searching and infravision by 2. It provides resistance to blindness
and chaos. It usually provides light of radius 3. It grants you
the power of telepathy and the ability to see invisible things, but
it also aggravates creatures around you and drains experience. It
activates for clairvoyance every 50+d50 turns. It cannot be harmed
by the elements.
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)


It increases your strength and charisma by 4. It provides
resistance to acid, lightning, fire, cold, dark, and disenchantment.
It activates for banishment every 500 turns. It cannot be harmed by
the elements.

h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides resistance to fear, sound, and chaos.
It grants you immunity to paralysis. It cannot be harmed by the
elements.

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 Cesti of Agility [5,+16] (+5)
It increases your dexterity by 5.
l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1 @G1}

b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

f) 2 Books of Magic Spells [Tenser's Transformations] {@m8 @G8}


It cannot be harmed by the elements.

g) 7 Potions of Cure Critical Wounds
h) 21 Potions of Healing
i) 4 Potions of Life {!*}
j) 7 Potions of Restore Mana
k) 5 Scrolls of Word of Recall {!*}
l) 24 Scrolls of Holy Chant
m) 10 Scrolls of *Destruction* {!*}
n) 2 Rods of Teleport Other {@z4 !!}


Your success rate is 97.1%, if confused 7.4%.

o) 4 Rods of Acid Balls {!!}


Your success rate is 96.6%, if confused 4.7%.

p) a Staff of Healing (1 charge)


Your success rate is 96.6%, if confused 4.7%.

q) 2 Staffs of *Destruction* (3 charges) {!*}


Your success rate is 96.6%, if confused 4.7%.

r) The Glaive of Pain (9d6) (+9,+30)
It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You
get 5 blows per round with this weapon.
s) The Long Bow of Bard (x3) (+17,+19) (+2)
It increases your dexterity by 2. It increases your speed and
shooting power by 2. It grants you immunity to paralysis. It
cannot be harmed by the elements.
t) 14 Bolts of Frost (1d5) (+6,+8)
It is branded with frost. It cannot be harmed by cold.

u) 19 Seeker Bolts of Venom (4d5) (+10,+10) {@f1}


It is branded with poison.

v) 24 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.

w) 14 Arrows of Acid (1d4) (+17,+9)


It is branded with acid. It cannot be harmed by acid.


[Home Inventory]

a) 5 Mushrooms of Restoring
b) 12 Potions of *Healing* {!*}
c) 14 Potions of Restore Mana
d) 10 Potions of Self Knowledge
e) 13 Scrolls of Teleport Level {!*}


f) 5 Scrolls of Banishment {!*}
g) a Scroll of Mass Banishment {!*}
h) 5 Staffs of *Destruction* (8 charges) {!*}
Your success rate is 96.6%, if confused 4.7%.

i) a Ring of Damage (+12)
j) The Ring of Barahir (+1)
It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.
k) The Amulet of Ingwe (+3)
It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.
l) The Necklace of the Dwarves (+3)
It increases your strength and constitution by 3. It increases your
infravision by 3. It provides resistance to fear. It usually
provides light of radius 4. It speeds your regeneration. It grants
you immunity to paralysis and the ability to see invisible things.
It cannot be harmed by the elements.

m) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

n) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.
o) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.

p) The Full Plate Armour of Isildur [25,+25] (+1)


It increases your constitution by 1. It provides resistance to acid,
lightning, fire, cold, confusion, sound, and nexus. It cannot be
harmed by the elements.

q) Leather Scale Mail of Elvenkind { rBlind } (-1) [11,+14] (+2 to stealth)
It increases your stealth by 2. It provides resistance to acid,
lightning, fire, cold, and blindness. It cannot be harmed by the
elements.
r) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)
It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

s) The Hard Leather Cap of Thranduil [2,+10] (+2)


It increases your intelligence and wisdom by 2. It provides
resistance to blindness. It grants you the power of telepathy. It
cannot be harmed by the elements.

Eddie Grove

unread,
Jul 16, 2008, 2:21:46 PM7/16/08
to

Trip 32


After I ?recall, I read all ?chant while I wait for it to take effect.

At 4950', the first thing I do is ~enlight. I love the Palantir. There is a
"crown" vault, appropriately with multiple headgear, nothing else of note. It
could be annoying if Sauron gets stuck in there. I luck out, and Sauron
starts close enough to come to me. We are separated by rubble, so I go kill
Mim first. I don't even take any damage, get !chr and Cammithrim. I dig
through the rubble, but unfortunately after 1 shot Sauron summons greater
demons, including Gothmog and Lungorthin and escorts, and the escorts spill
all over including where neither of us can see them. This is ridiculous, so I
_destruct. I'll reset the level to find him again. I suppose there might be
something useful in the vault, and I would like the Palantir to recharge, so I
have time to *telSelf to go take a look. I land near the CatLord, so I kill
him. I run out of mana using *id, use !rMana. I clear the vault, killing
Waldern and some wyrms. I get !wis, Osondir, Numenor, ?MB9, and !*HEAL. In
other words, seems nice but was mostly a waste of time. I might possibly use
Numenor and/or Cammithrim vs Morgoth, and the stairs are not close, so I
?recall.

I return to town with 218668 AU. This will be a short trip. I ?recall before
I take a step. I toss elvenkind{rBlind} and Thranduil, which are both
obsolete given the Palantir, to make room for Numenor and Cammithrim at home.
I make it to the alchemy shop, no ?recall for sale, get the ?id. I might not
make it to the general store, have excess cash, spend 7863 to buy out the
alchemy shop. I get 4 ?recall and more ?id. I figure I might as well get
?satiate on general principles. I could probably go to the market before
recall takes me back, but I doubt there will be anything, so I decide my time
will be better spent resting.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR! 18/100 +4 +2 +10 18/260
Race Half-Troll Height 106 INT! 18/100 -4 +1 +6 18/130

Class Rogue Weight 236 WIS: 18 -2 -2 +7 18/30
Title Thief Status 1 Dex! 18/100 -4 +3 +5 18/140 18/130


HP 875/875 Maximize Y CON! 18/100 +3 +1 +4 18/180

SP 138/215 CHR: 18/95 -6 -1 +9 18/115

Level 45 Armor [53,+145] Saving Throw 68
Cur Exp 3819368 Fight (+38,+27) Stealth 5
Max Exp 3819368 Melee (+53,+42) Fighting 419
Adv Exp 3915000 Shoot (+48,+14) Shooting 335


MaxDepth 4950 ft Blows 5/turn Disarming 127

Turns 387167 Shots 1/turn Magic Device 80
Gold 206260 Infra 90 ft Perception 39
Burden 238.5 lbs Energy 370% Searching 41


[Character Equipment]


[Character Inventory]

b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}


c) 2 Books of Magic Spells [Incantations and Illusions] {@m3 @G3}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
f) 2 Books of Magic Spells [Tenser's Transformations] {@m8 @G8}
It cannot be harmed by the elements.

g) 20 Potions of Healing
h) 5 Potions of Life {!*}
i) 7 Potions of Restore Mana
j) 6 Scrolls of Word of Recall {!*}
k) 60 Scrolls of Identify {@r1}
l) 10 Scrolls of *Destruction* {!*}
m) 2 Rods of Teleport Other {@z4 !!}


Your success rate is 97.1%, if confused 7.4%.

n) 4 Rods of Acid Balls {!!}


Your success rate is 96.6%, if confused 4.7%.

o) 3 Staffs of *Destruction* (5 charges) {!*}


Your success rate is 96.6%, if confused 4.7%.

p) The Glaive of Pain (9d6) (+9,+30)


It provides resistance to fear. It activates for a magical arrow
(150) every 30+d30 turns. It cannot be harmed by the elements. You
get 5 blows per round with this weapon.

q) The Long Bow of Bard (x3) (+17,+19) (+2)


It increases your dexterity by 2. It increases your speed and
shooting power by 2. It grants you immunity to paralysis. It
cannot be harmed by the elements.

r) 12 Bolts of Frost (1d5) (+6,+8)


It is branded with frost. It cannot be harmed by cold.

s) 11 Seeker Bolts of Venom (4d5) (+10,+10) {@f1}


It is branded with poison.

t) 24 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.

u) 12 Arrows of Acid (1d4) (+17,+9)


It is branded with acid. It cannot be harmed by acid.


[Home Inventory]

a) 5 Mushrooms of Restoring

b) 13 Potions of *Healing* {!*}

q) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)


It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

r) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
It increases your intelligence, dexterity, and charisma by 3. It
increases your searching and speed by 3. It provides resistance to
cold, light, dark, blindness, sound, and shards. It usually
provides light of radius 4. It grants you immunity to paralysis and

the ability to see invisible things. It cannot be harmed by the
elements.

s) The Steel Helm of Hammerhand [6,+20] (+3)


It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains
your strength, dexterity, and constitution. It aggravates creatures
around you. It cannot be harmed by the elements.

t) The Set of Leather Gloves 'Cammithrim' [1,+10]
It provides resistance to light. It sustains your constitution. It
usually provides light of radius 4. It grants you immunity to
paralysis. It activates for magic missile (2d6) every 2 turns. It


cannot be harmed by the elements.

Eddie Grove

unread,
Jul 16, 2008, 9:02:11 PM7/16/08
to

Trip 33


I return to 4950' with 189/215 mana, pretty much recovered. I ~enlight,
apparently near a giant pit though ESP only shows 4 giants. I look around,
see a couple vaults and there is a disruption mace (7d8), presumably
Deathwreaker. I will get 1 less blow with it compared to Pain, so probably
roughly equivalent to Pain in terms of damage, but it has an immunity and nice
resists. I also see _heal, and my first goal is to go get it. I get near the
vault with Deathwreaker and Feagwaths escort comes for me, reavers leading the
way. I _destruct a turn too early. I thought I would get a reaver at
displacement (10,12) but I did not. Either I miscounted or I don't understand
this radius 15 attribute, or, as I now realize, I cannot do arithmetic :(. I
kill some liches and Eol, must be tired, down to 4 blows because of lost dex.
Got confused with another char I am playing that has sDex. I unsquelch !dex
and !rDex, but none appear on the level. I get more -AcidBalls and Nain, as
well as the _heal I came for. I head to the vault and kill Lorgan, go get
Deathwreaker, drop Pain to keep it. I could pick up !speed and _speed, need
slots, decide to give up on my last 10 arrows{acid} and Bard, which were
surprisingly unsuccessful this game. I guess I should go home to fix my dex,
but there is !heal and a HellWyrm nearby. Deathwreaker was created to
vanquish HellWyrms. The HellWyrm drops 2 !dex solving one problem. To go get
to !heal, I have to kill an Osyluth and AncientMulti, and summoned hezrou, who
then summon another Osyluth when I charge them because they are too slow
coming to me. I lose a bunch of chr. There is too much stuff to id, so I use
-AcidBalls even on weapons so long as they lack extra dice. I collect
"trickery, leave Gurthang [did I mention ignoring an acid attack reveals
artifacts in my patch?]. It irks me, but once again I should return to town
to re-kit.

I return to town with 210686 AU, toss xbow{shots+1} and "Dwarves to make room,
and swap in Caspanion and crown{magi}. I would have preferred to use Numenor,
but as in *so* many games, I would lack rElec. Every game I hope to find
Paur{elec}. I finally appear fully kitted for the endgame managing full con
and rNexus. Now that I have more slots, having tossed Bard and arrows, I
might as well do things right and use ?phase and ?bless/?chant. I buy all
!CCW, ?bless, and ?phase.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR! 18/100 +4 +2 +10 18/260

Race Half-Troll Height 106 INT! 18/100 -4 +1 +8 18/150
Class Rogue Weight 236 WIS: 18 -2 -2 +5 18/10
Title Master Thief Status 1 DEX! 18/100 -4 +3 +8 18/170
HP 942/1010 Maximize Y CON! 18/100 +3 +1 +7 18/210
SP 201/260 Chr: 18/95 -6 -1 +0 18/25 16

Level 46 Armor [31,+128] Saving Throw 69
Cur Exp 3945494 Fight (+25,+20) Stealth 8
Max Exp 3946355 Melee (+43,+38) Fighting 393
Adv Exp 4350000 Shoot (+35,+14) Shooting 299
MaxDepth 4950 ft Blows 4/turn Disarming 132
Turns 389691 Shots 1/turn Magic Device 83
Gold 200176 Infra 80 ft Perception 54
Burden 321.7 lbs Energy 330% Searching 56

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

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

abcdefghijkl@ abcdefghijkl@
S.Dig:.........+... Stea.:....+......+.
Feath:............. Sear.:....++.......
PLite:.....+....... Infra:....++.......
Regen:............+ Tunn.:+............
Telep:.....+....... Speed:.++++........
Invis:.....+....... Blows:.............


FrAct:........+.... Shots:.............
HLife:............. Might:.............


[Character Equipment]

a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
It increases your strength by 6. It increases your tunneling by 6.
It slays animals, dragons, and all evil creatures, and is especially
deadly against undead. It is branded with fire. It provides
immunity to fire. It provides resistance to dark, chaos, and
disenchantment. It aggravates creatures around you. It cannot be
harmed by the elements. You get 4 blows per round with this weapon.


b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.
c) a Ring of Speed (+7)
It increases your speed by 7.
d) a Ring of Speed (+8)
It increases your speed by 8.

e) an Amulet of Trickery (+3)
It increases your dexterity by 3. It increases your stealth,
searching, infravision, and speed by 3. It provides resistance to
poison and nexus. It sustains your dexterity.

f) The Palantir of Westernesse (+2)
It increases your intelligence and wisdom by 2. It increases your
searching and infravision by 2. It provides resistance to blindness
and chaos. It usually provides light of radius 3. It grants you
the power of telepathy and the ability to see invisible things, but
it also aggravates creatures around you and drains experience. It
activates for clairvoyance every 50+d50 turns. It cannot be harmed
by the elements.

g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)


It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.

h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides resistance to fear, sound, and chaos.
It grants you immunity to paralysis. It cannot be harmed by the
elements.

j) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)


It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

k) a Set of Cesti of Agility [5,+16] (+5)
It increases your dexterity by 5.
l) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)
It increases your stealth by 1.


[Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1 @G1}


b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}

c) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}


d) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}

e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}


It cannot be harmed by the elements.

f) a Book of Magic Spells [Tenser's Transformations] {@m8 @G8}


It cannot be harmed by the elements.

g) 54 Potions of Cure Critical Wounds
h) 23 Potions of Healing
i) 5 Potions of Life {!*}
j) 8 Potions of Restore Mana
k) 66 Scrolls of Phase Door
l) 6 Scrolls of Word of Recall {!*}
m) 22 Scrolls of Identify {@r1}
n) 89 Scrolls of Blessing
o) 9 Scrolls of *Destruction* {!*}
p) 3 Rods of Teleport Other {@z4 !!}
Your success rate is 97.3%, if confused 8.3%.

q) 6 Rods of Acid Balls (2 charging) {!!}
Your success rate is 96.9%, if confused 5.1%.

r) a Staff of Healing (3 charges)
Your success rate is 96.9%, if confused 5.1%.

s) a Staff of Power (3 charges)
Your success rate is 96.9%, if confused 5.1%.

t) 3 Staffs of *Destruction* (5 charges) {!*}
Your success rate is 96.9%, if confused 5.1%.

u) 12 Bolts of Frost (1d5) (+6,+8)


It is branded with frost. It cannot be harmed by cold.

v) 9 Seeker Bolts of Venom (4d5) (+10,+10) {@f1}


It is branded with poison.

w) 19 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.


[Home Inventory]

a) 5 Mushrooms of Restoring
b) 13 Potions of *Healing* {!*}

c) 16 Potions of Restore Mana
d) 11 Potions of Self Knowledge


e) 13 Scrolls of Teleport Level {!*}
f) 5 Scrolls of Banishment {!*}
g) a Scroll of Mass Banishment {!*}

h) 6 Staffs of *Destruction* (10 charges) {!*}
Your success rate is 96.9%, if confused 5.1%.



i) a Ring of Damage (+12)
j) The Ring of Barahir (+1)
It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.
k) The Amulet of Ingwe (+3)
It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

l) The Elfstone 'Elessar' (+7,+7) [+10] (+2)


It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear.
It activates for heal (500) every 200 turns. It cannot be harmed by
the elements.

m) an Amulet of Weaponmastery (+3,+4) (+3)
It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

n) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)


It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.

o) The Full Plate Armour of Isildur [25,+25] (+1)


It increases your constitution by 1. It provides resistance to acid,
lightning, fire, cold, confusion, sound, and nexus. It cannot be
harmed by the elements.

p) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)


It increases your strength and charisma by 4. It provides
resistance to acid, lightning, fire, cold, dark, and disenchantment.
It activates for banishment every 500 turns. It cannot be harmed by
the elements.

q) The Jewel Encrusted Crown of Numenor [0,+18] (+3)


It increases your intelligence, dexterity, and charisma by 3. It
increases your searching and speed by 3. It provides resistance to
cold, light, dark, blindness, sound, and shards. It usually
provides light of radius 4. It grants you immunity to paralysis and
the ability to see invisible things. It cannot be harmed by the
elements.

r) 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.

s) The Steel Helm of Hammerhand [6,+20] (+3)
It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains
your strength, dexterity, and constitution. It aggravates creatures
around you. It cannot be harmed by the elements.
t) The Set of Leather Gloves 'Cammithrim' [1,+10]
It provides resistance to light. It sustains your constitution. It
usually provides light of radius 4. It grants you immunity to
paralysis. It activates for magic missile (2d6) every 2 turns. It
cannot be harmed by the elements.
u) a Set of Cesti of Power (+2,+2) [5,+18] (+4)
It increases your strength by 4.
v) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)
It increases your dexterity by 3. It increases your stealth by 3.
It provides resistance to acid, lightning, fire, and cold. It makes
you fall like a feather and speeds your regeneration. It grants you
the ability to see invisible things. It cannot be harmed by the
elements. You get 5 blows per round with this weapon.

w) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}


It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 5 blows per round with this weapon.

x) The Short Bow of Amrod (x2) (+12,+15) (+2)


It increases your strength and constitution by 2. It increases your
shooting power by 2. It provides resistance to lightning, fire, and
cold. It speeds your regeneration. It cannot be harmed by the
elements.

Antoine

unread,
Jul 16, 2008, 10:15:27 PM7/16/08
to
On Jul 17, 1:02 pm, Eddie Grove <eddiegr...@hotmail.com> wrote:
>  I finally appear fully kitted for the endgame

How many more turns you reckon?

A.

Eddie Grove

unread,
Jul 16, 2008, 10:04:03 PM7/16/08
to
Antoine <antoine....@gmail.com> writes:

Well, I wrote the notes in the past and am just editing and posting them now,
so I don't know about "reckon". :)

It's always a lottery going after Sauron. Sometimes I get him the first time,
as I might have lucked out with the first attempt with those acid arrows.
Sometimes it just takes try after try after try.

Generally speaking, when approaching a round number like 400K turns I will
pull all the stops to come in under it, possibly dying in the process.

Also, I often finish the game without ever reaching "fully kitted".
That's a sign I have been playing too long already.

2 more trips to go, and I guess an extra post to summarize things.


Eddie

Eddie Grove

unread,
Jul 16, 2008, 11:40:36 PM7/16/08
to

Trip 34


After I ?recall, I *speed and start on ?bless. I manage to read all 88 before
it kicks in.

At 4950', I land in a room with a black knight and also Saruman is within ESP
range. My ~enlight shows !life across the level, have to remember to pick it
up before I go home. There are a bunch of ghouls nearby, and I -TelOther so I
can close some doors to await Saruman without the ghouls opening the doors
behind me. I forgot I had _power, should have used it on the ghouls, oops. I
kill Saruman with melee, and he never summoned, so it turned out my
preparations were not necessary. I pick up =speed, then remove the chaff with
-AcidBalls, get Belangil, crown{ESP}, armor{rAcid}, and !heal. The only thing
I pick up is !heal. I maintain *speed, casting whenever it wears off. I walk
to the center of the level, not wishing to teleport into danger. I come to a
greater demon pit, use *stoneToMud to get into the moat so I can move to the
center and clear them all with a single _destruct. A purple 'p' comes, and I
feel a little embarassed that the destruction zone might count as an ASC, but
it is only the Mouth. I drop my staves and melee him, without picking a
perfect spot, and he summons 9 U's including Pazazu. I ?phase, and I don't
want to risk Saruman's speed ring in my pack to an electrical attack, so I ?id
it, not useful as it turns out [I was waiting for pseudo]. I use -TelOther on
the nastier demons, finish the Mouth who was tough enough to drop me to
424/1010, then _heal and finish the easy demons. Again, the only loot to
survive -AcidBalls is !heal. I make it to the middle of the level, no Sauron
yet, but I see Gabriel with escort. I don't feel like bothering with them,
another _destruct. I bump into Pazazu, try to melee, but he summons Gothmog
and way too many demons so I _destruct. I am making quite a mess. I finally
find Sauron. The terrain is better a little ways off, but I will be phasing
often enough I start where I am hoping to get to better places later.

###### ###### # #
# # # #
# # # #
# #####'######
# @+ +
# ##### #####
# #### #
# ### #
# ## #
###### ####### ####
# # # #
# # # ## #
# # ## ## ########
# # # ## #
# # # ########## #
# # # ########## #
# #### ########## #
# # ' ##
# # #
# ############### #
# # # #

I drop staves except empty _heal and wait. I get in some -AcidBalls as he
approaches, he gets off one nether ball. He closes and we melee. When he
gets me to 617 hp, I would like to continue melee, but ?phase might land me in
his LOS so I ?phase now. I land far off up a corridor, !CCW until he steps
into view, ?phase again. I land far from the good terrain, step to a bend in
a corrider and !CCW while I wait.

# #
# #
# #
# #
####@#
. #
######

This means he will have reverse LOS at one point, but that cannot be helped.
[I realize now that I Could have waited one square higher and stepped down
after he passed the annoying reverse LOS point.] He stops and summons D's at
the annoying point, looks like

# #
# #
# #
# #
####@#
DDpDD#
######

and I luck out, the D to his immediate left is ancientRed. I -TelOther the
two adjacent, and get in some melee before he summons Akhorahil, to look like

# #
# #
# #
# #
####@#
DDpW#
######

where the D that can see me has a breath to which I am immune. I wonder
whether I should -TelOther Akhorahil, decide must since he summons, then
Sauron brings Vecna below and two more L's above. I *telOther Vecna, who
Sauron replaces with Polyphemus. This is getting tiresome. I make a typo,
*speed instead of *telOther, after 'm' '4' the reflex to 'c' took over, oops,
down to 412. I ?phase. I !CCW and do some *telOther as nasties approach,
have to !rMana. I am in a destruction zone, pretty open, lure ancientRed to
be next to me before more melee with Sauron. He manastorms, I ?phase and
!life. I guess I should have used *RECHARGE on _heal, was still flustered
from the typo. The next time he summons, only ancientBlack, irrelevant with
Thorin My ancientRed blocker steps away, Sauron summons Ancalagon, and things
are getting dicy. I have Sauron down to 60% before I have to ?phase. It is
too far to walk to good natural terrain, and I decide

#
### ###
###@###
## #
### #
#

is not too abusive. This time I *RECHARGE _heal and use it twice. Then I
have to use it twice more to drain it of all charges. He comes, I melee some
more, he is down to 40% when I ?phase to use 1 !heal and more !CCW. I step
away to get to fair battlegrounds, don't see Akhorahil, get nether bolted from
offscreen. My spells wear off, have to !rMana to recast them. I took too
long, Sauron is back to 50% when he finds me. The next summons is just an
ancientGreen I will ignore, and a MultiColoredWyrm who Sauron is blocking. I
have Sauron down to 20% when I drop to 592 hp and it is time for my next
?phase. I use another !heal, some !CCW, and *telOther some Wyrms as they
come. The next time he summons D's, most not too bad, can *telOther both
nasty ones with one spell. Then I kill him with the next round of melee. He
drops multiple quarrels that I ?id and do not slay evil, then I -AcidBalls,
find Firestar and a mushroom{rAll}. What a pathetic drop. I remember in time
I need to go get the !life I noticed at the beginning. I kill a reaver and
ThunderWyrm on the way, get boots{FA} and chaos dragonscale. When I make it
near !life, I see Cantoras, and while I would like to destroy him I have made
it to 392K turns and shouldn't dawdle any longer. I head back to the stairs
and descend.

At 5000', I ~enlight in case there is something obvious I should go get, but
there is not even a ring of speed anywhere. I ?recall, and fully clear a
troll pit using melee waiting for it to kick in. I -TelOther Morgoth twice
during that time.

I am back in town for the last time, with 222038 AU. I buy all 11 !CCW, maybe
should buy out temple for more and also ?bless and/or ?chant. I do not have
sCon, so I will need either Cammithrim or Hammerhand. I would prefer not to
give Morgoth any chance at a double move, so I put on Numenor for its speed
bonus and thus Cammithrim. That leaves me a choice of Isildur with rElec or
Caspanion with more int, wis, and con, for an extra 69 hp and 66 mana and +1
to saving throw. I guess Caspanion is the slightly better choice.

I really do plan to go down without any permanent rElec for the final trip.
While barefoot.

I note no shield at home. Apparently I have gone the entire game without
seeing a shield of resistance or elvenkind or preservation, only Celegorm
which I did not bother to bring home. I use Cubragol to brand some
quarrels(4d5) with fire, then *ENCHANT to merge with some other quarrels.
Weight is still a problem, so I leave my boots at home, will go down barefoot.
I guess that means no !CCW either. I'll want to shed another 10lbs before I
engage Morgoth, but that should be feasible.


[Angband 3.0.9ef Character Dump]

Name Rast Self RB CB EB Best
Sex Male Age 23 STR! 18/100 +4 +2 +10 18/260
Race Half-Troll Height 106 INT! 18/100 -4 +1 +8 18/150
Class Rogue Weight 236 WIS: 18 -2 -2 +5 18/10

Title Master Thief Status 1 DEX! 18/100 -4 +3 +6 18/150
HP 965/1010 Maximize Y CON! 18/100 +3 +1 +7 18/210
SP 80/270 CHR: 18/95 -6 -1 +3 18/55

Level 46 Armor [21,+113] Saving Throw 69
Cur Exp 4250626 Fight (+33,+20) Stealth 7
Max Exp 4250626 Melee (+51,+38) Fighting 417
Adv Exp 4350000 Shoot (+43,+14) Shooting 323
MaxDepth 5000 ft Blows 4/turn Disarming 132
Turns 392960 Shots 1/turn Magic Device 83
Gold 220553 Infra 80 ft Perception 69
Burden 219.7 lbs Energy 410% Searching 71

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

abcdefghijkl@ abcdefghijkl@
Acid:......+.*.... Blind:.....+...+...
Elec:............. Confu:......+......
Fire:*+........... Sound:........++...
Cold:.........+... Shard:.......+.+...


Pois:....+.+...... Nexus:....+........
Fear:........+.... Nethr:.............

Lite:.........++.. Chaos:+....+..+....
Dark:+........+... Disen:+............

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


[Character Equipment]

a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
It increases your strength by 6. It increases your tunneling by 6.
It slays animals, dragons, and all evil creatures, and is especially
deadly against undead. It is branded with fire. It provides
immunity to fire. It provides resistance to dark, chaos, and
disenchantment. It aggravates creatures around you. It cannot be
harmed by the elements. You get 4 blows per round with this weapon.

b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) (charging)


It increases your speed by 10. It provides resistance to fire. It
activates for fire branding of bolts every 999 turns. It cannot be
harmed by the elements.
c) a Ring of Speed (+7)
It increases your speed by 7.
d) a Ring of Speed (+8)
It increases your speed by 8.
e) an Amulet of Trickery (+3)
It increases your dexterity by 3. It increases your stealth,
searching, infravision, and speed by 3. It provides resistance to
poison and nexus. It sustains your dexterity.

f) The Palantir of Westernesse (+2) (charging)


It increases your intelligence and wisdom by 2. It increases your
searching and infravision by 2. It provides resistance to blindness
and chaos. It usually provides light of radius 3. It grants you
the power of telepathy and the ability to see invisible things, but
it also aggravates creatures around you and drains experience. It
activates for clairvoyance every 50+d50 turns. It cannot be harmed
by the elements.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
It increases your intelligence, wisdom, and constitution by 3. It
provides resistance to acid, poison, and confusion. It activates
for door and trap destruction every 10 turns. It cannot be harmed
by the elements.
h) a Cloak of Protection [1,+25]
It provides resistance to shards. It cannot be harmed by the
elements.
i) The Small Metal Shield of Thorin [3,+25] (+4)
It increases your strength and constitution by 4. It provides
immunity to acid. It provides resistance to fear, sound, and chaos.
It grants you immunity to paralysis. It cannot be harmed by the
elements.

j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)


It increases your intelligence, dexterity, and charisma by 3. It
increases your searching and speed by 3. It provides resistance to
cold, light, dark, blindness, sound, and shards. It usually
provides light of radius 4. It grants you immunity to paralysis and
the ability to see invisible things. It cannot be harmed by the
elements.

k) The Set of Leather Gloves 'Cammithrim' [1,+10]


It provides resistance to light. It sustains your constitution. It
usually provides light of radius 4. It grants you immunity to
paralysis. It activates for magic missile (2d6) every 2 turns. It
cannot be harmed by the elements.

l) (nothing)


[Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1 @G1}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2 @G2}
c) a Book of Magic Spells [Incantations and Illusions] {@m3 @G3}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4 @G4}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5 @G5}
It cannot be harmed by the elements.
f) a Book of Magic Spells [Tenser's Transformations] {@m8 @G8}
It cannot be harmed by the elements.

g) 25 Potions of Healing
h) 14 Potions of *Healing* {!*}


i) 5 Potions of Life {!*}

j) 22 Potions of Restore Mana
k) a Potion of Enlightenment
l) 53 Scrolls of Phase Door
m) 4 Scrolls of Word of Recall {!*}
n) 6 Scrolls of Identify {@r1}


o) 9 Scrolls of *Destruction* {!*}

p) 5 Scrolls of Banishment {!*}
q) a Scroll of Mass Banishment {!*}
r) 3 Rods of Teleport Other (1 charging) {@z4 !!}


Your success rate is 97.3%, if confused 8.3%.

s) 6 Rods of Acid Balls (2 charging) {!!}


Your success rate is 96.9%, if confused 5.1%.

t) 39 Seeker Bolts of Flame (4d5) (+9,+9)


It is branded with fire. It cannot be harmed by fire.


[Home Inventory]

a) 6 Mushrooms of Restoring
b) 11 Potions of Self Knowledge
c) 13 Scrolls of Teleport Level {!*}
d) a Staff of Healing (0 charges)


Your success rate is 96.9%, if confused 5.1%.

e) 6 Staffs of *Destruction* (10 charges) {!*}


Your success rate is 96.9%, if confused 5.1%.

f) a Ring of Damage (+12)
g) The Ring of Barahir (+1)


It increases all your stats by 1. It increases your stealth by 1.
It provides resistance to poison and dark. It cannot be harmed by
the elements.

h) The Amulet of Ingwe (+3)


It increases your intelligence, wisdom, and charisma by 3. It
increases your infravision by 3. It provides resistance to acid,
lightning, and cold. It grants you immunity to paralysis and the
ability to see invisible things. It activates for dispel evil (x5)
every 50+d50 turns. It cannot be harmed by the elements.

i) The Elfstone 'Elessar' (+7,+7) [+10] (+2)


It increases your strength, wisdom, and charisma by 2. It increases
your speed by 2. It provides resistance to fire, poison, and fear.
It activates for heal (500) every 200 turns. It cannot be harmed by
the elements.

j) an Amulet of Weaponmastery (+3,+4) (+3)


It increases your strength by 3. It provides resistance to fear and
disenchantment. It sustains your strength and constitution. It
grants you immunity to paralysis.

k) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)


It increases your strength and dexterity by 2. It provides
resistance to acid, lightning, fire, cold, fear, confusion, and
sound. It cannot be harmed by the elements.

l) The Full Plate Armour of Isildur [25,+25] (+1)


It increases your constitution by 1. It provides resistance to acid,
lightning, fire, cold, confusion, sound, and nexus. It cannot be
harmed by the elements.

m) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)


It increases your strength and charisma by 4. It provides
resistance to acid, lightning, fire, cold, dark, and disenchantment.
It activates for banishment every 500 turns. It cannot be harmed by
the elements.

n) a Golden Crown of the Magi { S.Dig } [0,+12] (+3)


It increases your intelligence by 3. It provides resistance to acid,
lightning, fire, and cold. It sustains your intelligence. It slows
your metabolism. It cannot be harmed by the elements.

o) 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.

p) The Steel Helm of Hammerhand [6,+20] (+3)


It increases your strength, dexterity, and constitution by 3. It
provides resistance to acid, cold, dark, and nexus. It sustains
your strength, dexterity, and constitution. It aggravates creatures
around you. It cannot be harmed by the elements.

q) a Set of Cesti of Power (+2,+2) [5,+18] (+4)


It increases your strength by 4.

r) a Set of Cesti of Agility [5,+16] (+5)


It increases your dexterity by 5.

s) a Pair of Soft Leather Boots of Free Action [2,+11]


It grants you immunity to paralysis.

t) a Pair of Metal Shod Boots of Stealth [6,+18] (+1)


It increases your stealth by 1.

u) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3)


It increases your dexterity by 3. It increases your stealth by 3.
It provides resistance to acid, lightning, fire, and cold. It makes
you fall like a feather and speeds your regeneration. It grants you
the ability to see invisible things. It cannot be harmed by the
elements. You get 5 blows per round with this weapon.

v) The Spear of Orome (4d6) (+15,+15) (+4) {!! twistedcube4650}


It increases your intelligence by 4. It increases your infravision
and speed by 4. It slays animals and giants. It is branded with
fire. It provides resistance to fire and light. It usually
provides light of radius 4. It is blessed by the gods and makes you
fall like a feather. It grants you the ability to see invisible
things. It activates for stone to mud every 5 turns. It cannot be
harmed by the elements. You get 5 blows per round with this weapon.

w) The Short Bow of Amrod (x2) (+12,+15) (+2)

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