Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

OSX character dump

6 views
Skip to first unread message

clayl...@comcast.net

unread,
Jun 6, 2009, 12:57:52 AM6/6/09
to
How do I generate a character dump in Apple OSX? See :
http://groups.google.com/group/lonnie-courtney-clay/browse_thread/thread/a02fe05e1aaeaf92/141b920ea561f56e?hl=en&

for discussion of the character and file LCC1 level 35 for the save
game Angband 3.1.0 beta.

Thanks!

Lonnie Courtney Clay

pete m

unread,
Jun 6, 2009, 3:24:20 AM6/6/09
to
On Jun 5, 9:57 pm, claylon...@comcast.net wrote:
> How do I generate a character dump in Apple OSX? See :http://groups.google.com/group/lonnie-courtney-clay/browse_thread/thr...

It's the same in all ports: Do 'C' to get the character screen, then
f to dump the character to a file.

The file will be saved to

~/Library/Preferences/Angband/name.txt

(Here, ~ means your home directory.)

Unfortunately, the character dump command no longer prints the full
path of the file it writes. I consider this a bug.

clayl...@comcast.net

unread,
Jun 6, 2009, 5:01:57 AM6/6/09
to

Thanks! Here is the dump. Any comments/suggestions would be welcome.
For example, am I being too ultra conservative by not going deeper
yet? I have been playing carefully ever since I got a good sword of
Westernesse on level 6. I do not want this character to die a foolish
death. I almost died fighting greater basilisks and an undead beholder
at treasure vaults. They are level 45 creatures, so obviously I want
to avoid going that deep for a while. I had to portal and not kill
Quaker Master of Earth (43) and an Ancient multi-hued dragon (43) ,
even though there were vaults to plunder.


[Angband 3.1.0 beta Character Dump]

Sex Male Age 48 STR: 18/61 +2 +3 +5
18/161
Race Dwarf Height 44 INT: 15 -3 -3 +6
15
Class Paladin Weight 147 WIS: 18/81 +2 +1 +7
18/181
Title Guardian Social Role model DEX! 18/100 -2 +0 +0
18/80
HP 510/510 Maximize Y CON: 18/43 +2 +2 +3
18/113
SP 271/271 CHR! 18/100 -3 +2 +0
18/90


Level 35 Armor [42,+91] Saving Throw
87%
Cur Exp 604782 Fight (+24,+12) Stealth
Fair
Max Exp 604782 Melee (+39,+27) Fighting
Heroic
Adv Exp 697500 Shoot (+36,+15) Shooting
Superb
MaxDepth 1900' (L38) Blows 4/turn Disarming
49%
Turns 2363355 Shots 1/turn Magic Device
Superb
Gold 524319 Infra 90 ft Perception 1 in
38
Burden 149.3 lbs Speed 7 Searching
19%

You are the only child of a Dwarven Warrior. You are a credit to the
family. You have dark brown eyes, straight black hair, a one foot
beard, and a dark complexion.


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

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


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4)
+4 intelligence, infravision, speed.
Provides resistance to fire, light.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.
Feather Falling.
Grants the ability to see invisible things.
When activated, it turns rock into mud.
It takes 5 turns to recharge after use.
Radius 1 light.
With this weapon, you would currently get 4 blows per round.
Each
blow will do an average damage of 55 against animals, 69 against
giants, 69 against fire-vulnerable creatures, and 41 against
normal creatures.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
+2 strength, constitution, shooting power.
Provides resistance to lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
c) an Aquamarine Ring of Accuracy (+9)
d) a Calcite Ring of Strength (+3)
+3 strength.
Sustains strength.
e) a Driftwood Amulet of Wisdom (+5)
+5 wisdom.
Sustains wisdom.
f) The Phial of Galadriel
Cannot be harmed by acid, electricity, fire, cold.
When activated, it lights up the surrounding area, hurting light-
s
ensitive creatures.
It takes 10 turns to recharge after use.
Radius 3 light.
g) The Full Plate Armour of Isildur [26,+25] (+1)
+1 constitution.
Provides resistance to acid, lightning, fire, cold, confusion,
sound, nexus.
Cannot be harmed by acid, electricity, fire, cold.
h) a Fur Cloak of Aman [3,+13] (+3 stealth)
+3 stealth.
Provides resistance to dark.
Cannot be harmed by acid, electricity, fire, cold.
i) The Leather Shield of Celegorm [4,+20]
Provides resistance to acid, lightning, fire, cold, light, dark.
Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
+2 intelligence, wisdom.
Provides resistance to blindness.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
Provides resistance to light.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution.
Prevents paralysis.
When activated, it fires a magic missile with damage 3d4.
It takes 2 turns to recharge after use.
Radius 1 light.
l) a Pair of Steel Shod Boots of Speed [6,+9] (+3)
+3 speed.


[Character Inventory]

a) a Holy Book of Prayers [Beginners Handbook]
b) 2 Holy Books of Prayers [Words of Wisdom]
c) a Holy Book of Prayers [Chants and Blessings]
d) a Holy Book of Prayers [Exorcism and Dispelling]
e) 5 Pink Speckled Potions of Cure Critical Wounds
f) 2 Chartreuse Potions of Restore Life Levels
g) 12 Scrolls titled "ineus pecus" of Identify
h) 2 Gold-Plated Rods of Treasure Location
i) 4 Rusty Rods of Door/Stair Location
j) 4 Zirconium Rods of Trap Location
k) 7 Lead-Plated Rods of Fire Bolts
l) 6 Aluminum-Plated Rods of Frost Bolts
m) 5 Zinc Rods of Lightning Bolts
n) 5 Nickel Rods of Slow Monster
o) 4 Tin-Plated Rods of Curing
Cannot be harmed by electricity.
p) 4 Nickel-Plated Rods of Disarming
q) a Titanium Rod of Recall
Cannot be harmed by electricity.
r) 5 Arrows of Venom (1d4) (+7,+6)
Fired from your current missile launcher, this arrow will hit
targets
up to 140 feet away, inflicting an average damage of 282 against
poison-vulnerable creatures, and 94 against normal creatures.
35% chance of breaking upon contact.
s) 9 Mithril Arrows (3d4) (+8,+7)
Cannot be harmed by acid, fire.
Fired from your current missile launcher, this arrow will hit
targets
up to 140 feet away, inflicting an average damage of 118 against
normal creatures.
35% chance of breaking upon contact.


[Home Inventory]

a) 82 Holy Books of Prayers [Beginners Handbook]
b) 93 Holy Books of Prayers [Words of Wisdom]
c) 80 Holy Books of Prayers [Chants and Blessings]
d) 17 Holy Books of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Purifications and Healing]
Cannot be harmed by acid, electricity, fire, cold.

f) 90 Pink Speckled Potions of Cure Critical Wounds
When ingested, it heals you a large amount (1/4 of your wounds,
mi
nimum 30HP), heals cut damage, and cures stunning, poisoning,
blin
dness, and confusion.
Provides nourishment for about 75 turns under normal conditions.
g) 11 Smoky Potions of Healing
When ingested, it heals you a really large amount (35% of max
HP,
minimum 300HP), heals cut damage, and cures stunning, poisoning,
b
lindness, and confusion.
Provides nourishment for about 100 turns under normal conditions.
h) 28 Purple Speckled Potions of Restore Strength
When ingested, it restores your strength.
i) 21 Clear Potions of Restore Intelligence
When ingested, it restores your intelligence.
j) 34 Dark Green Potions of Restore Wisdom
When ingested, it restores your wisdom.
k) 24 Metallic Purple Potions of Restore Dexterity
When ingested, it restores your dexterity.
l) 18 Icky Green Potions of Restore Constitution
When ingested, it restores your constitution.
m) 29 Grey Potions of Restore Charisma
When ingested, it restores your charisma.
n) 61 Chartreuse Potions of Restore Life Levels
When ingested, it restores your experience.
o) 99 Scrolls titled "obdo izzy" of Enchant Weapon To-Hit
When read, it attempts to magically enhance a weapon's to-hit
bonu
s.
p) 99 Scrolls titled "consus co per" of Enchant Weapon To-Dam
When read, it attempts to magically enhance a weapon's to-dam
bonu
s.
q) 62 Scrolls titled "comei spestans" of Enchant Armour
When read, it attempts to magically enhance a piece of armour.
r) 99 Scrolls titled "ineus pecus" of Identify
When read, it reveals to you the extent of an item's magical
power
s.
s) 96 Scrolls titled "ineus pecus" of Identify
When read, it reveals to you the extent of an item's magical
power
s.
t) a Turquoise Ring of Protection [+18]
u) The Set of Gauntlets 'Paurhach' [3,+14]
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.

When activated, it creates a fire bolt with damage 9d8.
It takes 8 turns to recharge after use.
v) a Pair of Leather Boots of Speed [2,+8] (+4)
+4 speed.

w) a Heavy Crossbow of Accuracy (x4) (+14,+10)
x) 67 Bolts (1d5) (+3,+6)


[Options]

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


pete m

unread,
Jun 8, 2009, 2:36:50 AM6/8/09
to
Your definition of conservative play needs a little refining.
Conservative play means avoiding unnecessary risks. It certainly
doesn't mean staying at a given level until you can kill everything
there. (That in itself is high-risk behavior.)

The best way to go deeper is to dive, and avoid all the really
dangerous monsters.
And there are certain monsters that are just not worth killing under
any circumstance. (Among them, the undead beholder, who destroys your
equipment and has no drop.)

That said, without at least one Wand of teleport other, going deep is
a bit problematic. Teleport other is the workhorse spell or device
for evasion. (Just as ?Teleport Level is the workhorse for escape.)

Also:
Why are you wearing (or even keeping) +3 BoSpeed when you have +4 at
home? A few points of AC aren't worth a point of speed. In fact,
they aren't worth giving up anything else whatsoever.

You don't need to keep all those mid-level rods for damage--both your
melee weapon and your bow do more damage. Nor do you need rods of
traps since you have the spell.

Timo Pietilä

unread,
Jun 8, 2009, 2:40:52 AM6/8/09
to
clayl...@comcast.net wrote:

> Thanks! Here is the dump. Any comments/suggestions would be welcome.
> For example, am I being too ultra conservative by not going deeper
> yet? I have been playing carefully ever since I got a good sword of
> Westernesse on level 6. I do not want this character to die a foolish
> death. I almost died fighting greater basilisks and an undead beholder
> at treasure vaults.

Greater basilisks are nasty (you are lucky to be alive), undead
beholders are just nuisance. Buy/find wands/rods of teleport other and
use them to those. TO is best escape/avoidance method you can use. If
you are fast enough and choose your position right you can even get rid
of monsters that are instant death with that.

> They are level 45 creatures, so obviously I want
> to avoid going that deep for a while. I had to portal and not kill
> Quaker Master of Earth (43) and an Ancient multi-hued dragon (43) ,
> even though there were vaults to plunder.

AMHD would have been instant death to you.

> [Angband 3.1.0 beta Character Dump]
>
> Sex Male Age 48 STR: 18/61 +2 +3 +5 18/161
> Race Dwarf Height 44 INT: 15 -3 -3 +6 15
> Class Paladin Weight 147 WIS: 18/81 +2 +1 +7 18/181
> Title Guardian Social Role model DEX! 18/100 -2 +0 +0 18/80
> HP 510/510 Maximize Y CON: 18/43 +2 +2 +3 18/113
> SP 271/271 CHR! 18/100 -3 +2 +0 18/90

Consider using =oCON or =oDEX instead of =oAccuracy. You don't have
=oResistPoison so you are in danger deeper than 2000'. With 800+ HP you
would be safe from instant death from poison, and then you should
consider diving deeper even without RPoison. Eddie and pete m would
probably suggest diving beyond that already.

> [Character Equipment]
>
> a) The Spear of Orome (4d6) (+15,+15) (+4)

Great weapon.

> c) an Aquamarine Ring of Accuracy (+9)

Nothing better? This isn't bad, but good =oDEX (Dex 18/80 -> 18/110)
could give you fifth blow which more than compensates loss of accuracy.

> l) a Pair of Steel Shod Boots of Speed [6,+9] (+3)
> +3 speed.

This is worse than one in your home.

> [Home Inventory]
>
> a) 82 Holy Books of Prayers [Beginners Handbook]
> b) 93 Holy Books of Prayers [Words of Wisdom]
> c) 80 Holy Books of Prayers [Chants and Blessings]

> f) 90 Pink Speckled Potions of Cure Critical Wounds

> h) 28 Purple Speckled Potions of Restore Strength

> i) 21 Clear Potions of Restore Intelligence

> j) 34 Dark Green Potions of Restore Wisdom

> k) 24 Metallic Purple Potions of Restore Dexterity

> l) 18 Icky Green Potions of Restore Constitution

> m) 29 Grey Potions of Restore Charisma

> n) 61 Chartreuse Potions of Restore Life Levels

> o) 99 Scrolls titled "obdo izzy" of Enchant Weapon To-Hit

> p) 99 Scrolls titled "consus co per" of Enchant Weapon To-Dam

> q) 62 Scrolls titled "comei spestans" of Enchant Armour

> r) 99 Scrolls titled "ineus pecus" of Identify

> s) 96 Scrolls titled "ineus pecus" of Identify

You really don't need to collect these in your home in 3.1.0 beta, those
are plentiful in stores. Much better than in 3.0.9.

> v) a Pair of Leather Boots of Speed [2,+8] (+4)
> +4 speed.

This is zillion times better than your current BoS (even one point of
speed is worth *much* more than few points of AC).

Timo Pietil�

clayl...@comcast.net

unread,
Jun 8, 2009, 5:17:18 AM6/8/09
to
On Jun 8, 1:40 am, Timo Pietilä <timo.piet...@helsinki.fi> wrote:

Those are my bank to fool the game into stocking something superb in
the shops, beyond my means to purchase with current gold. That is how
I got the boots of speed. When I get something worth squirreling away
at home, I will pick one of the stacks to sell off.

> > v) a Pair of Leather Boots of Speed [2,+8] (+4)
> >      +4 speed.
>
> This is zillion times better than your current BoS (even one point of
> speed is worth *much* more than few points of AC).
>

> Timo Pietilä

Thanks to both of you for the advice, particularly about the boots of
speed and ring of accuracy. I have not seen a ring of dexterity +3
yet. When I find one, I will definitely wield it. I have not been
using teleport other because I am inexperienced. Instead of that, I
teleport myself when HP drops below 200 or so. I have been preparing a
spoiler file for winners of Angband 3.0.0 and 3.0.1 while I waited for
advice. It is found at :
http://groups.google.com/group/lonnie-courtney-clay/files?hl=en
It is the file LCC Angband spoiler.rtf

From the spoiler I conclude that there is a lot of stat gain and
artifact finding in my future.
I survive bad monsters by praying in preparation when my ESP reveals
them. Then I fill them full of arrows or bolts before they get into
melee range. For disenchanters my policy is avoidance. When I am
unsure exactly what a monster can do, I open up another window which
is a textedit of the monsters spoiler. Then I decide whether and how
to fight given the situation. This is my first Angband in years but I
have a lot of experience with hack, larn, moria, and Linley's dungeon
crawl to prepare me.

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 8, 2009, 3:50:23 PM6/8/09
to
clayl...@comcast.net wrote:

> Thanks to both of you for the advice, particularly about the boots of
> speed and ring of accuracy. I have not seen a ring of dexterity +3
> yet. When I find one, I will definitely wield it. I have not been
> using teleport other because I am inexperienced. Instead of that, I
> teleport myself when HP drops below 200 or so.

If you go slowly teleporting self gets you killed sooner or later. It
only takes pack of time/gravity hounds to get instant death if you are
already at low HP when you land next to them. Time hounds especially are
very nasty at this, you don't need many of those to get 200 points of
damage.

Teleport other or just avoid encounter altogether are much better choices.

Timo Pietil�

pete m

unread,
Jun 9, 2009, 3:16:17 AM6/9/09
to
You just can't rely on Teleport Self as an escape. It *will*
eventually kill you. The only safe escapes are
* ?Teleport Level
* ?*Destruction*
(and various spells for high-level Mage and Priest at 0-fail.)

Teleport Other is critical for evasion--that is, avoiding a fight with
minimal risk. As an escape, it's a last-ditch effort. If you rely on
it, you will die.

Note: angband is a game of statistics: small risks, repeated dozens
(or hundreds) of times will eventually wipe you out. It's extremely
hard to figure out what the risk of any one modestly risky action is;
the way to win is to avoid modestly risky actions unless they have an
immediate and obvious payoff. (Killing Sauron, Killing some unique
that would kill you if summoned by Sauron or M. Cracking a high value
vault...)


clayl...@comcast.net

unread,
Jun 9, 2009, 5:16:24 AM6/9/09
to

Thanks again to both of you for the advice. My priority now is getting
something with several shots of teleport other. I already noticed that
teleport self likes to put you into further danger. Before tackling a
dangerous monster or group, I try to explore the entire level to be
sure of having a safe place to land when I teleport self. I had not
thought about the small to medium risks adding up over time. I was
focused on the tough fights which wear me down to low HP. What you
both are saying makes a lot of sense. I guess that is why there are so
many YASD posts at ook.

This is not my first character with this Angband. This is just my
first to get lucky breaks. I found a very good melee weapon on level 6
and the head-wear ESP not long afterwards. With that combination I
have survived down to clvl 35 at dungeon 38. I hesitate to go deeper
without getting advice because looking at the statistics for
characters killed on the ladder reveals that at about this point in
time the players get overconfident and die...

Lonnie Courtney Clay

Matthew Vernon

unread,
Jun 9, 2009, 7:35:48 AM6/9/09
to
clayl...@comcast.net writes:

> Thanks again to both of you for the advice. My priority now is getting
> something with several shots of teleport other. I already noticed that
> teleport self likes to put you into further danger. Before tackling a
> dangerous monster or group, I try to explore the entire level to be
> sure of having a safe place to land when I teleport self. I had not

The flaw in this plan is wandering monsters. The room you thought was
empty now contains something ... interesting. You teleport into there
and boom...

I use telself if I'm fighting a summoner and they surround me with
monsters that I can't ignore / kill quickly with ball spells.

Matthew

--
Rapun.sel - outermost outpost of the Pick Empire
http://www.pick.ucam.org

clayl...@comcast.net

unread,
Jun 10, 2009, 4:40:32 AM6/10/09
to
On Jun 9, 6:35 am, Matthew Vernon <matt...@debian.org> wrote:

Thanks for the warning. I see a good robe of permanence in the armor
shop. Is it worth buying and carrying instead of potions of restore
life levels? I could swap my armor when going up against an experience
drainer to stop experience loss? Does swapping armor take more than
one move?
wearing : g) The Full Plate Armour of Isildur [26,+25] (+1) +1


constitution. Provides resistance to acid, lightning, fire, cold,
confusion, sound, nexus. Cannot be harmed by acid, electricity, fire,
cold.

Lonnie Courtney Clay

Matthew Vernon

unread,
Jun 10, 2009, 6:27:03 AM6/10/09
to
clayl...@comcast.net writes:

> Thanks for the warning. I see a good robe of permanence in the armor
> shop. Is it worth buying and carrying instead of potions of restore
> life levels? I could swap my armor when going up against an experience
> drainer to stop experience loss? Does swapping armor take more than
> one move?
> wearing : g) The Full Plate Armour of Isildur [26,+25] (+1) +1
> constitution. Provides resistance to acid, lightning, fire, cold,
> confusion, sound, nexus. Cannot be harmed by acid, electricity, fire,
> cold.

That's a very fine bit of armour; I wouldn't worry about the odd bit
of exp-drain ; in general, accumulating exp is easy.

Timo Pietilä

unread,
Jun 10, 2009, 8:00:59 AM6/10/09
to
clayl...@comcast.net wrote:

> Thanks for the warning. I see a good robe of permanence in the armor
> shop. Is it worth buying and carrying instead of potions of restore
> life levels?

Maybe. Depends of the random high resist it might have. If it is poison
or disenchantment then it might be useful. IIRC you can look at it while
it is still in store in 3.1.0, so check it first.

> I could swap my armor when going up against an experience
> drainer to stop experience loss? Does swapping armor take more than
> one move?

Only one move. You still lose XP against XP drainer, but less so with
hold life. Hold life is not as useful as extra resist and sustain all
Permanence has.

> wearing : g) The Full Plate Armour of Isildur [26,+25] (+1) +1
> constitution. Provides resistance to acid, lightning, fire, cold,
> confusion, sound, nexus. Cannot be harmed by acid, electricity, fire,
> cold.

It is very unlikely that you would prefer that Permanence over this one,
but if it has rPoison, then with certain headgear/shield combinations it
could be better than this alone (like (Gondor or Holhenneth&Thorin) &
ESP from ring/bow/cloak/amulet/weapon).

Timo Pietil�

clayl...@comcast.net

unread,
Jun 10, 2009, 2:27:26 PM6/10/09
to
On Jun 10, 7:00 am, Timo Pietilä <timo.piet...@helsinki.fi> wrote:
> Timo Pietilä

Thanks to you both for the advice. The robe resist was light or
something else that I already had elsewhere. If it had been poison, I
would have swapped it off with the Isildur when facing poison
breathers.

I finally found a ring of dexterity +2, so now I get 5 blows with
Orome. This cuts several critters down from two turns hitting to one.
Thanks again for the ring advice. I have had no luck in the dungeon or
shops getting anything of teleport other or poison resistance. So I am
still playing level 38...

Lonnie Courtney Clay

pete m

unread,
Jun 11, 2009, 1:31:53 AM6/11/09
to
On Jun 9, 4:35 am, Matthew Vernon <matt...@debian.org> wrote:

The game becomes very different after dl 40--lots of monsters move at
twice your speed, and some of them can kill you in a single turn.
Detection and evasion become critical. Once you are satisfied with
your kit, you should try to get to dl 2500' very quickly, where you
can find a spellbook with full detection. This reduces risk by big
amount--there are some parts of the dungeon you just don't want to go
near. (Though ESP and Detect Evil cover almost all the big risks--
with the exception of a few dangerous E and g.)

lcc

unread,
Jun 11, 2009, 4:26:48 PM6/11/09
to

Thanks for the advice. I looked at the monsters spoiler a while ago
and noted that at level 40 there were 20 monsters added. No way am I
going up against speed 20 monsters tougher than me when I am only
speed 8. I found a wand of teleport other and charged it up to 12
charges. Now I just need poison resistance and more speed to drop down
to/below level 40...

Lonnie Courtney Clay

pete m

unread,
Jun 12, 2009, 1:18:49 AM6/12/09
to

That was risky -- there's a chance that wands and staffs blow up on
recharge, so it's good to use them up before trying.

> Now I just need poison resistance and more speed to drop down
> to/below level 40...

You are good to go already. There's only one monster that can kill
you in a single turn that isn't detectable with ESP: the Drolem,
native to DL 45. Since rings of RPoison are native to dl 40, you are
better off going there and searching. (The other option is to dive
fast to dl 50, and hope you find a source of full detection before a
drolem finds you--that's when you want to bounce around the dungeon
detecting objects, and then moving on.)


lcc

unread,
Jun 12, 2009, 3:49:52 AM6/12/09
to

Thanks for the advice. I just found "Sting" on level 38. I will go
downstairs cautiously until I find poison resistance or level 41
whichever comes first. The latest character dump is at :
http://angband.oook.cz/ladder-show.php?id=8974
I am carrying Sting as a swap weapon for Orome when pestered by fear
casters. I am contemplating selling off attack rods. Which should I
keep fire, frost, lightning, or acid?

The Drolem (Green 'g') === Num:472 Lev:44 Rar:3 Spd:+10 Hp:2500
Ac:130 Exp:12000 A constructed dragon, the drolem has massive
strength. Powerful spells weaved during its creation make it a
fearsome adversary. Its eyes show little intelligence, but it has
been instructed to destroy all it meets. This dragon is normally found
on dungeon level 44, and moves quickly. It may fire a missile. It
may breathe poison, and is also magical, casting spells which blind,
confuse or slow; 1 time in 5. It can open doors and bash down doors.
It is cold blooded. It is not detected by telepathy.
It resists lightning, fire, cold and poison. It cannot be frightened,
confused or slept. It takes quite a while to see intruders, which it
may notice from 250 feet. It can claw to attack with damage 3d10,
claw to attack with damage 3d10, bite to poison with damage 5d10, and
bite to poison with damage 5d10.
2500 Hp Ac 130 is out of my class for a poison breather...

Every time I get max SP, I cast Prayer and Protection from Evil. I
have no idea how many turns ahead I am protected. Perhaps the spell
casting should display that information?

Lonnie Courtney Clay


Eddie Grove

unread,
Jun 12, 2009, 3:36:14 AM6/12/09
to
lcc <clayl...@comcast.net> writes:

> Every time I get max SP, I cast Prayer and Protection from Evil. I
> have no idea how many turns ahead I am protected. Perhaps the spell
> casting should display that information?

'b'rowse the book, and there should be a note about duration.
There is a long tradition that it should be random so you cannot predict
exactly when it will end.


Eddie

Timo Pietilä

unread,
Jun 12, 2009, 5:36:18 AM6/12/09
to

Acid, if you want to use it. Orb is much more effective.

> The Drolem (Green 'g') === Num:472 Lev:44 Rar:3 Spd:+10 Hp:2500
> Ac:130 Exp:12000

Somewhat outdated info. in 3.1.0 beta that is *average* HP of the
Drolem. It doesn't vary much, but you might get bigger one.

> 2500 Hp Ac 130 is out of my class for a poison breather...

800 point poison breath is without poison resistance out of most peoples
class for entire game. As Dwarf Paladin you should get over 800HP
eventually, and after that poison resistance is no longer necessity.

> Every time I get max SP, I cast Prayer and Protection from Evil. I
> have no idea how many turns ahead I am protected. Perhaps the spell
> casting should display that information?

Prot. from evil stacks. With priest I cast it several times in a row
every now and then and eventually I get to the situation where I'm
always protected from evil.

Timo Pietil�

lcc

unread,
Jun 12, 2009, 1:01:35 PM6/12/09
to
On Jun 12, 4:36 am, Timo Pietilä <timo.piet...@helsinki.fi> wrote:

> lcc wrote:
>
> Acid, if you want to use it. Orb is much more effective.
>
> > The Drolem  (Green 'g') === Num:472  Lev:44  Rar:3  Spd:+10  Hp:2500
> > Ac:130  Exp:12000
>
> Somewhat outdated info. in 3.1.0 beta that is *average* HP of the
> Drolem. It doesn't vary much, but you might get bigger one.
>
> > 2500 Hp Ac 130 is out of my class for a poison breather...
>
> 800 point poison breath is without poison resistance out of most peoples
> class for entire game. As Dwarf Paladin you should get over 800HP
> eventually, and after that poison resistance is no longer necessity.
>
> > Every time I get max SP, I cast Prayer and Protection from Evil. I
> > have no idea how many turns ahead I am protected. Perhaps the spell
> > casting should display that information?
>
> Prot. from evil stacks. With priest I cast it several times in a row
> every now and then and eventually I get to the situation where I'm
> always protected from evil.
>
> Timo Pietilä

Thanks to both of you for the advice. I sold off the rods of fire,
frost, and lightning. I went down to level 40 and found two more wands
of teleport other, then lost one to a lightning strike by a storm
giant. Oh well. I also found a potion of augmentation, which really
made my day. I also found an excellent heavy crossbow of extra shots.
Now if only I can find some seeker bolts, I might be tempted to carry
the crossbow as a swap to Amrod.

Lonnie Courtney Clay

lcc

unread,
Jun 13, 2009, 1:59:14 AM6/13/09
to
http://angband.oook.cz/ladder-show.php?id=8974
I got lucky in the dungeon AND in the shops! I am now +14 speed. If
only I could get poison resistance too, my day would be complete! I am
AC 160 and do about 250+ damage per turn with the Spear of Orome. I
may not be able to go up against AMHD or Drolem, but I am one bad-ass
level 37 max dungeon 40 character!

Lonnie Courtney Clay

pete m

unread,
Jun 13, 2009, 4:42:46 AM6/13/09
to

With 740 HP, you can almost risk the chance of Drolems, so long as you
don't screw around exploring. (They do around 733HP damage, and move
at speed +10.) With 800 HP, poison breaths can no longer kill you in a
single turn.

Alternate plan: dive to dl 50, then start searching for PB "Godly
Insights." (Detect objects, then bounce with teleport self. Once
you've detected the level, go on to the next (above or below.)

Once you have Insights, you won't need to worry about Drolems
anymore. (Just don't go near them without rPois.)

pete m

unread,
Jun 13, 2009, 4:47:15 AM6/13/09
to
On Jun 12, 10:59 pm, lcc <claylon...@comcast.net> wrote:

BTW: you have a lot of rubbish in your house:

i) 25 Clear Potions of Restore Intelligence (useless for Paladin)
m) 33 Grey Potions of Restore Charisma (useless for anybody.)

Actually, you have so much gold that you can afford multiple buyouts
of any store except the BM if you need basic supplies. If you are
willing to screw around with store buyout, you can dump most of the
supplies in your home.

Timo Pietilä

unread,
Jun 13, 2009, 5:20:29 AM6/13/09
to
pete m wrote:
> On Jun 12, 10:59 pm, lcc <claylon...@comcast.net> wrote:
>> http://angband.oook.cz/ladder-show.php?id=8974
>> I got lucky in the dungeon AND in the shops! I am now +14 speed. If
>> only I could get poison resistance too, my day would be complete! I am
>> AC 160 and do about 250+ damage per turn with the Spear of Orome. I
>> may not be able to go up against AMHD or Drolem, but I am one bad-ass
>> level 37 max dungeon 40 character!
>>
>> Lonnie Courtney Clay
>
> With 740 HP, you can almost risk the chance of Drolems, so long as you
> don't screw around exploring. (They do around 733HP damage, and move
> at speed +10.) With 800 HP, poison breaths can no longer kill you in a
> single turn.

in 3.1.0beta Drolem has average 2500HP. Divided with 3 that makes 833,
not 733. They do max poison damage (which is 800).

Timo Pietil�

Timo Pietilä

unread,
Jun 13, 2009, 7:03:54 AM6/13/09
to

AMHD is safe though. Those have 2100HP which means 700point poison breath.

Drolem is relatively rare monster. It is a risk but very minimal if you
just play carefully (I have term-window that shows visible monsters open
all of time, that helps against off-screen monsters).

I would go to 2500'+ and hunt Godly Insights. Also if you find =oCON
wear it. That last point of CON that gives you 18/200 CON makes 1.5/clvl
more HP so you have after that 795HP. With that just one more clvl and
you are safe from instant death from poison.

Timo Pietil�

lcc

unread,
Jun 13, 2009, 7:07:01 AM6/13/09
to
http://www.youtube.com/watch?v=vQVeaIHWWck&feature=PlayList&p=327049DA69BA0D82&index=0&playnext=1
is a good playlist to listen to while playing, at least for me.
Thanks to all of you for the advice. I am going to start diving, at
least down to 50, keeping my eyes peeled for poison breathers until I
get poison resistance. The potions of restore will be the first thing
to go when I start finding good artifacts. The helm which I was using
got sold because there is no way that I am going back to it.
I have not been able to play since I last posted due to thunderstorms.
Weather permitting, I will reach dlvl 50 today...

Lonnie Courtney Clay

lcc

unread,
Jun 13, 2009, 9:06:44 AM6/13/09
to
http://angband.oook.cz/ladder-show.php?id=8974
Found Ethereal Openings and Godly Insights on level 40 feeling "a
little lucky"!

Lonnie Courtney Clay


lcc

unread,
Jun 13, 2009, 6:10:47 PM6/13/09
to
http://angband.oook.cz/ladder-show.php?id=8974
Killed 4 unique, promoted level 38, got reward leather gloves
Cambeleg. Max level 48, HP 814, AC 165, Hit for 285+. I killed Ar-
Pharazon the Golden without too much trouble, then had a hard time
killing two master mystics which he summoned, because they heal a lot.
Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 13, 2009, 6:14:37 PM6/13/09
to

Master mystics and especially Grand master mystics are monsters that you
should avoid. They stun in melee, and if they get double-move then they
can KO you in single round. KO is basically same as paralysation except
that you can't get saving throw against it and Free Action doesn't
prevent it.

They just are not worth of the trouble.

Timo Pietil�

lcc

unread,
Jun 13, 2009, 6:42:26 PM6/13/09
to
> Timo Pietilä

KO is knock out as in paralyzed? Worst that I got was heavy stun,
which I cured with rod. I will avoid grand master mystics if they
paralyze! Does rod of slow monster work on them? In the excitement of
killing a unique, I forgot to try that...

They were standing on the reward from killing Pharazon the Golden. I
used rods of curing to fix stun. I could have teleported them away,
but felt no need since I have free action and never was in danger. I
cast Heal a couple of times. The nuisance was that they kept healing
themselves just when they were down to three of ten stars life.
Besides, they are worth a lot of experience for a level 38 player...

Lonnie Courtney Clay

Eddie Grove

unread,
Jun 13, 2009, 5:56:33 PM6/13/09
to
lcc <clayl...@comcast.net> writes:

> Does rod of slow monster work on them?

A rod of slow monster only works on things you could kill almost as easily if
it didn't work. Their most practical use is on baby dragons when you still
find baby dragons a bit tough. The cutoff is DL 11 creatures. Occasionally
you can slow a weak monster in the way of a stronger monster.

lcc

unread,
Jun 13, 2009, 7:03:15 PM6/13/09
to
On Jun 13, 4:56 pm, Eddie Grove <eddiegr...@hotmail.com> wrote:

Thanks for the info. I will sell them off to open up an inventory
slot. Now back to the game, headed for dlvl 60 now, pausing only to
kill any uniques and plunder any vaults in detection range...

Lonnie Courtney Clay

pete m

unread,
Jun 13, 2009, 8:55:06 PM6/13/09
to


You were playing Russian Roulette with those Mystics: the rod can
fail. With heavy stun you should always use !CCW (or !Heal) to
recover. Even with stunning it's a good idea. Mostly, just stay away
from Mystics--not worth the effort and risk.


lcc

unread,
Jun 13, 2009, 10:08:39 PM6/13/09
to

http://angband.oook.cz/ladder-show.php?id=8974
Now level 39 at dlvl 52. No serious problems. Thanks for the advice. I
will avoid or teleport away mystics in the future. Still no poison
resistance. I am going to loiter at dlvl 55 for a while until I get
some better equipment. I swapped out the bow of Amrod for the bow of
Amras, upping my speed to 15.

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 14, 2009, 4:29:37 AM6/14/09
to
pete m wrote:

> You were playing Russian Roulette with those Mystics: the rod can
> fail. With heavy stun you should always use !CCW (or !Heal) to
> recover. Even with stunning it's a good idea. Mostly, just stay away
> from Mystics--not worth the effort and risk.

Grand Master Mystic can go from stunned to KO in single round, so
against those definitely potions as soon as you get stunned. I'm not
sure if Master Mystic can do that same, but from heavy stun definitely.

Timo Pietil�

lcc

unread,
Jun 14, 2009, 4:13:52 PM6/14/09
to
> Timo Pietilä

Thanks for the advice. I will avoid or 'teleport other' all mystics in
future encounters. I have killed 46 of 49 unique monster seen. I
avoided Eol the dark elf, the Phoenix, and Shelob.
http://angband.oook.cz/ladder-show.php?id=8974 has my latest dump. My
home has some items stored about which I had questions.

1) I am shooting with Amras for +1 speed rather than Amrod for
regeneration. I keep running low on mana which forces me to rest. Is
speed 14 to 15 and extra shooting speed +1 worth giving up
regeneration? Perhaps I should carry it as a swap weapon?

2) I found three staffs of *Destruction* so far. Under what
circumstances are those useful? Can the blindness from use be cured by
rod of curing? Do monsters killed as a result of use count toward
character experience?

3) I found/bought wands of Dragon's Flame and Frost. When should I
start carrying them, (if ever) or are they just junk?

4) I found a staff of speed! Since I have had several wands/staffs
destroyed by lightning, I am storing it at home for the end game. Are
they common?

5) I found a ring of Acid +13. Is it worth keeping? i think that I
read somewhere that it might brand ammo shot when wearing it in 3.1.0?

6) I found a wand of drain life. Should I carry it or store it?

Lonnie Courtney Clay

Eddie Grove

unread,
Jun 14, 2009, 3:25:08 PM6/14/09
to
lcc <clayl...@comcast.net> writes:

> 1) I am shooting with Amras for +1 speed rather than Amrod for
> regeneration. I keep running low on mana which forces me to rest. Is
> speed 14 to 15 and extra shooting speed +1 worth giving up
> regeneration? Perhaps I should carry it as a swap weapon?

Resting lets monsters repopulate. Speed 14 to 15 is no big deal.

> 2) I found three staffs of *Destruction* so far. Under what
> circumstances are those useful?

Better to destruct a mystic than teleport it away.

> 3) I found/bought wands of Dragon's Flame and Frost. When should I
> start carrying them, (if ever) or are they just junk?

If you're not using them now, you won't use them later.

> 4) I found a staff of speed! Since I have had several wands/staffs
> destroyed by lightning, I am storing it at home for the end game. Are
> they common?

In the end game, monsters drain your charges. Use them now.

> 5) I found a ring of Acid +13. Is it worth keeping? i think that I
> read somewhere that it might brand ammo shot when wearing it in 3.1.0?

It brands melee attacks, not ammo.

> 6) I found a wand of drain life. Should I carry it or store it?

Again, if it's not worth carrying now, it won't be worth carrying later.
Later on, 150 hp per round isn't a strong enough attack.


Eddie

lcc

unread,
Jun 14, 2009, 5:00:32 PM6/14/09
to
On Jun 14, 2:25 pm, Eddie Grove <eddiegr...@hotmail.com> wrote:

Thank you very much for the advice. I will swap bows but keep the
extra at home for later, in case I start seeing a need for that extra
shooting speed. I think now that all offensive magic is junk unless it
can do more damage than my melee or shooting attacks. I still carry
rods of acid bolts to shoot molds, jellies, and suchlike creatures
that I do not want to melee for which ammo would be a waste...

Lonnie Courtney Clay

pete m

unread,
Jun 14, 2009, 5:07:53 PM6/14/09
to

If they don't move, and they aren't in the way, they aren't worth
killing (or anything else.)

lcc

unread,
Jun 14, 2009, 5:16:41 PM6/14/09
to
On Jun 14, 4:07 pm, pete m <pmac...@yahoo.com> wrote:
> If they don't move, and they aren't in the way, they aren't worth
> killing (or anything else.)

I kill them because I can. KILL! KILL! KILL! LOL

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 14, 2009, 5:36:49 PM6/14/09
to
lcc wrote:

> 1) I am shooting with Amras for +1 speed rather than Amrod for
> regeneration. I keep running low on mana which forces me to rest. Is
> speed 14 to 15 and extra shooting speed +1 worth giving up
> regeneration? Perhaps I should carry it as a swap weapon?

Speed difference is nothing, but extra shot is. If you use your bow a
lot extra shot from Amras is much better than +2 might in Amrod.

> 2) I found three staffs of *Destruction* so far. Under what
> circumstances are those useful?

Destruction wipes out all monsters in area, even uniques, and destroys
all items except artifacts (unless this has changed, haven't tried).

> Can the blindness from use be cured by
> rod of curing?

You are dwarf, you can't be blinded.

> Do monsters killed as a result of use count toward
> character experience?

No.

> 3) I found/bought wands of Dragon's Flame and Frost. When should I
> start carrying them, (if ever) or are they just junk?

Pretty much junk.

> 4) I found a staff of speed! Since I have had several wands/staffs
> destroyed by lightning, I am storing it at home for the end game. Are
> they common?

Common enough. Staves are destroyed by fire and acid, not electricity.
You should use them now, but use them with some consideration. They are
not common enough that you should be using them all of time.

> 5) I found a ring of Acid +13. Is it worth keeping? i think that I
> read somewhere that it might brand ammo shot when wearing it in 3.1.0?

It brands melee-weapon, not ammo. Not much use because you have great
weapon already with fire-brand. Acid brand doesn't do much with it.

> 6) I found a wand of drain life. Should I carry it or store it?

Sell. Not worth carrying. Your bow makes more damage.

Timo Pietil�

pete m

unread,
Jun 14, 2009, 6:55:19 PM6/14/09
to
On Jun 14, 1:13 pm, lcc <claylon...@comcast.net> wrote:

> 1) I am shooting with Amras for +1 speed rather than Amrod for
> regeneration. I keep running low on mana which forces me to rest. Is
> speed 14 to 15 and extra shooting speed +1 worth giving up
> regeneration? Perhaps I should carry it as a swap weapon?

Both are OK weapons--it depends on whether you care about stats and
preserving arrows compared to 50% better damage.

> 2) I found three staffs of *Destruction* so far. Under what
> circumstances are those useful? Can the blindness from use be cured by
> rod of curing?

Yes. But why bother carrying a rod when !CCW are easily available
from the shops? It's more reliable, and more useful.
As for the staffs:
Use them to evade -- destroy dangerous monsters before they get LOS.
Use them to set up a favorable fighting environment for summoners.
Also use them to scum vaults for artifacts...

Do monsters killed as a result of use count toward
> character experience?

No. Also, you take 1d4 damage for every removed monster, so don't use
it if you are low on HP and there's a vault or pit nearby.

> 3) I found/bought wands of Dragon's Flame and Frost. When should I
> start carrying them, (if ever) or are they just junk?

Junk

> 4) I found a staff of speed! Since I have had several wands/staffs
> destroyed by lightning, I am storing it at home for the end game. Are
> they common?

Use it or lose it.

> 5) I found a ring of Acid +13. Is it worth keeping? i think that I
> read somewhere that it might brand ammo shot when wearing it in 3.1.0?

It makes a huge difference with a big dice melee weapon. Doesn't help
with ammo.

> 6) I found a wand of drain life. Should I carry it or store it?

Junk it.

Timo Pietilä

unread,
Jun 14, 2009, 7:53:08 PM6/14/09
to
pete m wrote:
> On Jun 14, 1:13 pm, lcc <claylon...@comcast.net> wrote:

>> 2) I found three staffs of *Destruction* so far. Under what
>> circumstances are those useful? Can the blindness from use be cured by
>> rod of curing?

>> Do monsters killed as a result of use count toward


>> character experience?
>
> No. Also, you take 1d4 damage for every removed monster, so don't use
> it if you are low on HP and there's a vault or pit nearby.

That applies to mass banishment and banishment not destruction.
Destruction doesn't reduce your HP, it is quite safe to use. That is
unless this has changed recently. I think I would have noticed that HP
loss when I wiped out zoo with that just few hours ago, but I don't
recall any HP loss.

Timo Pietil�

lcc

unread,
Jun 14, 2009, 8:37:38 PM6/14/09
to
> Timo Pietilä

Thanks to all of you for the advice. I went down to level 50 and found
a greater vault! Save file is LCC1 vault 50 uploaded at :
http://groups.google.com/group/lonnie-courtney-clay/files?hl=en

I have been all around the vault using detect from Godly Insights. I
see :
1) Gabriel the Messenger 59
2) Fundin Bluecloak 56
3) Draugluin sire of all werewolves 87
4) Ren the unclean 41
5) Omarax the eye tyrant 73
6) Uvatha the horseman 40
7) a black reaver 74
8) a greater demonic quylthulg 71
9) a marilith 47
10) a great ice wyrm 63
11) a drolem 44 (can omit, is in a small section)

I have some good equipment in my inventory. Load the save file to look
at the picture. I am level 39 with 834 HP, 304 mana, AC 166, and
hitting 300 normal with 440 fire vulnerable. Now my question is this :
the vault is divided up into sections, so I can pick and choose my
fights. Is it worth the risk considering that I should be fighting
level 78 monsters? Only #3 exceeds 78 and I can always teleport
away...

I am going to wait 12 hours for responses before proceeding...

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 14, 2009, 9:25:09 PM6/14/09
to
lcc wrote:

> On Jun 14, 6:53 pm, Timo Pietil� <timo.piet...@helsinki.fi> wrote:
>> pete m wrote:
>>> On Jun 14, 1:13 pm, lcc <claylon...@comcast.net> wrote:
>>>> 2) I found three staffs of *Destruction* so far. Under what
>>>> circumstances are those useful? Can the blindness from use be cured by
>>>> rod of curing?
>>>> Do monsters killed as a result of use count toward
>>>> character experience?
>>> No. Also, you take 1d4 damage for every removed monster, so don't use
>>> it if you are low on HP and there's a vault or pit nearby.
>> That applies to mass banishment and banishment not destruction.
>> Destruction doesn't reduce your HP, it is quite safe to use. That is
>> unless this has changed recently. I think I would have noticed that HP
>> loss when I wiped out zoo with that just few hours ago, but I don't
>> recall any HP loss.
>>
>> Timo Pietil�

>
> Thanks to all of you for the advice. I went down to level 50 and found
> a greater vault! Save file is LCC1 vault 50 uploaded at :
> http://groups.google.com/group/lonnie-courtney-clay/files?hl=en
>
> I have been all around the vault using detect from Godly Insights. I
> see :
> 1) Gabriel the Messenger 59

This is extremely hard to handle. You need speed over 20 and method to
deal with tele-to and billion summons, as well as resist disenchantment.
Don't be fooled by shallow level, Gabriel is one of the monsters that
are usually too though to handle when you first time see it.

> 2) Fundin Bluecloak 56

Annoying, but killable. Summons and heals itself. Difficult to hit.

> 3) Draugluin sire of all werewolves 87

Draugluin is easiest of the deep canine uniques. Has lots of HP, but
doesn't really have any attack to be feared except summons.

> 4) Ren the unclean 41

Can be killed.

> 5) Omarax the eye tyrant 73

Extremely annoying, but not that dangerous. Has summons.

> 6) Uvatha the horseman 40

Can be killed

> 7) a black reaver 74

Second hardest of those all. Manastorm and disenchant melee. Don't melee.

> 8) a greater demonic quylthulg 71

Don't get into LoS. Easily killable if you can avoid it.

> 9) a marilith 47

Easy.

> 10) a great ice wyrm 63

With double-resist can be killed relatively easily. Destroys potions.

Timo Pietil�

pete m

unread,
Jun 14, 2009, 9:36:20 PM6/14/09
to
On Jun 14, 6:25 pm, Timo Pietilä <timo.piet...@helsinki.fi> wrote:

> > 3) Draugluin sire of all werewolves 87
>
> Draugluin is easiest of the deep canine uniques. Has lots of HP, but
> doesn't really have any attack to be feared except summons.


... His bark is significantly worse than his bite...

lcc

unread,
Jun 15, 2009, 4:25:02 PM6/15/09
to

Thanks to both of you for the advice. I did a paper map of the vault
with objects and notes on monsters. It looks practical since some of
the toughest monsters are isolated and optional fights. After sleeping
I will tackle the vault when I am rested and clear headed...

Lonnie Courtney Clay

Stefan O'Rear

unread,
Jun 15, 2009, 4:56:22 PM6/15/09
to
On 2009-06-15, lcc <clayl...@comcast.net> wrote:
> Thanks to both of you for the advice. I did a paper map of the vault
> with objects and notes on monsters. It looks practical since some of
> the toughest monsters are isolated and optional fights. After sleeping
> I will tackle the vault when I am rested and clear headed...

Black reavers dig.

-sorear

lcc

unread,
Jun 15, 2009, 6:57:34 PM6/15/09
to
On Jun 15, 3:56 pm, Stefan O'Rear <stefa...@cox.net> wrote:

So I noticed after a careful reading of the monster spoiler. After
tossing and turning for a couple of hours, I realized what was
bothering me :
WHAT AM I GOING TO DO WITH ALL THAT EXCELLENT LOOT IF I SURVIVE???
Furthermore, killing a unique should be done one per level or so to
maximize the sale of loot, and there are several unique in the vault.
So I would be squandering potentially rich spoils. Furthermore since I
have preserve mode on for artifacts, any which are in the vault can
appear again. But if I loot this vault and id them, they will be lost
unless I carry them back to put in my home or sell. Furthermore there
is about 300k worth of killing experience in the vault, but I have
only three potions of restore life levels. Since there are lots of
monsters in the vault who drain experience, most of the time I will be
getting only ten percent added to my maximum experience. So I can
count on adding only about 30k for extremely hazardous duty. I get
that much from a typical level!

The conclusion is that with my limited resistances and lack of
motivating factors, I am NOT going to open that vault! I am going to
collect the loot which I dropped in anticipation of looting the vault,
and recall back to town. Maybe I am a coward, but I do not want this
promising character to die a foolish death...

What I saw in the vault which was a challenge :
Nexus Quylthulg 26-2 pests, Master Mystic 50, Adunaphel the Quiet 43,
Hand Druj 57, Great Ice Wyrm 63, Eye Druj 58, Gabriel the Messenger
64, Mystic 33, Drolem 44, Greater Basiisk 45, Emperor Wight 38,
Beholder 40, Master Lich 41, Black Reaver 74, Vampire Lord 42, Fundin
Bluecloak 59, Ren the Unclean 48, Omarax the Eye Tyrant 45, Greater
Rotting Quylthulg 71, Shadow Drake 33, Maralith 47, Master Vampire 36,
Uvatha the Horseman 40, Dramgluan Sire of all Werewolves 83, Greater
Demonic Quylthulg, pestilential hounds in abundance, and fire ants.

Maybe now with that decision made I can get some much needed sleep...

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 16, 2009, 2:13:18 AM6/16/09
to
lcc wrote:
> On Jun 15, 3:56 pm, Stefan O'Rear <stefa...@cox.net> wrote:
>> On 2009-06-15, lcc <claylon...@comcast.net> wrote:
>>
>>> Thanks to both of you for the advice. I did a paper map of the vault
>>> with objects and notes on monsters. It looks practical since some of
>>> the toughest monsters are isolated and optional fights. After sleeping
>>> I will tackle the vault when I am rested and clear headed...
>> Black reavers dig.
>>
>> -sorear
>
> So I noticed after a careful reading of the monster spoiler. After
> tossing and turning for a couple of hours, I realized what was
> bothering me :
> WHAT AM I GOING TO DO WITH ALL THAT EXCELLENT LOOT IF I SURVIVE???

Trust me, there would not be that much excellent loot.

That particular vault type is quite poor in loot. There are few spots
that give guaranteed excellent item, but not that many.

> Furthermore, killing a unique should be done one per level or so to
> maximize the sale of loot, and there are several unique in the vault.

Many of those wont drop much anything.

> So I would be squandering potentially rich spoils. Furthermore since I
> have preserve mode on for artifacts, any which are in the vault can
> appear again. But if I loot this vault and id them, they will be lost
> unless I carry them back to put in my home or sell. Furthermore there
> is about 300k worth of killing experience in the vault, but I have
> only three potions of restore life levels. Since there are lots of
> monsters in the vault who drain experience, most of the time I will be
> getting only ten percent added to my maximum experience.

Teleport those drainers away. What you should be afraid is big pack of
gravity hounds that thing has.

> So I can
> count on adding only about 30k for extremely hazardous duty. I get
> that much from a typical level!
>
> The conclusion is that with my limited resistances and lack of
> motivating factors, I am NOT going to open that vault! I am going to
> collect the loot which I dropped in anticipation of looting the vault,
> and recall back to town. Maybe I am a coward, but I do not want this
> promising character to die a foolish death...

Rule number one: Don't be greedy.

You are wise to follow that rule.

Tell me when you have gone away from that level.

Timo Pietil�

pete m

unread,
Jun 16, 2009, 2:26:24 AM6/16/09
to
On Jun 15, 3:57 pm, lcc <claylon...@comcast.net> wrote:
> On Jun 15, 3:56 pm, Stefan O'Rear <stefa...@cox.net> wrote:
>
> > On 2009-06-15, lcc <claylon...@comcast.net> wrote:
>
> > > Thanks to both of you for the advice. I did a paper map of the vault
> > > with objects and notes on monsters. It looks practical since some of
> > > the toughest monsters are isolated and optional fights. After sleeping
> > > I will tackle the vault when I am rested and clear headed...
>
> > Black reavers dig.
>
> > -sorear
>
> So I noticed after a careful reading of the monster spoiler. After
> tossing and turning for a couple of hours, I realized what was
> bothering me :
> WHAT AM I GOING TO DO WITH ALL THAT EXCELLENT LOOT IF I SURVIVE???
> Furthermore, killing a unique should be done one per level or so to
> maximize the sale of loot, and there are several unique in the vault.
> So I would be squandering potentially rich spoils. Furthermore since I
> have preserve mode on for artifacts, any which are in the vault can
> appear again. But if I loot this vault and id them, they will be lost
> unless I carry them back to put in my home or sell.

The issue isn't experience or gold, it's whether you can expect to get
significant endgame equipment from the vault. If you see a longsword
(4d5) or a Glaive (9d6) or a Hammer (9d3), etc, on the floor, by all
means try to get it. A single top-rank artifact weapon makes a huge
difference in your power.
Most artifacts are either not useful or only briefly useful, so
leaving them on the floor is no loss.


>
> The conclusion is that with my limited resistances and lack of
> motivating factors, I am NOT going to open that vault! I am going to
> collect the loot which I dropped in anticipation of looting the vault,
> and recall back to town. Maybe I am a coward, but I do not want this
> promising character to die a foolish death...
>
> What I saw in the vault which was a challenge :
> Nexus Quylthulg 26-2 pests, Master Mystic 50, Adunaphel the Quiet 43,
> Hand Druj 57, Great Ice Wyrm 63, Eye Druj 58, Gabriel the Messenger
> 64, Mystic 33, Drolem 44, Greater Basiisk 45, Emperor Wight 38,
> Beholder 40, Master Lich 41, Black Reaver 74, Vampire Lord 42, Fundin
> Bluecloak 59, Ren the Unclean 48, Omarax the Eye Tyrant 45, Greater
> Rotting Quylthulg 71, Shadow Drake 33, Maralith 47, Master Vampire 36,
> Uvatha the Horseman 40, Dramgluan Sire of all Werewolves 83, Greater
> Demonic Quylthulg, pestilential hounds in abundance, and fire ants.

That's not too bad a list. A lot of those are easy to kill or can be
teleported away safely.

> Maybe now with that decision made I can get some much needed sleep...

That's one necessary requirement for not dying.

lcc

unread,
Jun 16, 2009, 3:02:07 AM6/16/09
to
On Jun 16, 1:13 am, Timo Pietilä <timo.piet...@helsinki.fi> wrote:
>
> Rule number one: Don't be greedy.
>
> You are wise to follow that rule.
>
> Tell me when you have gone away from that level.
>
> Timo Pietilä

I am already back in town, about to go down again. The hounds were not
the problem because I could have banished them with the scroll in my
pack. I want to live long and prosper, dying at a ripe old age. That
vault was too high a risk without resistances which I lacked...

Lonnie Courtney Clay

Message has been deleted

Timo Pietilä

unread,
Jun 16, 2009, 7:06:10 AM6/16/09
to
lcc wrote:

> On Jun 16, 1:13 am, Timo Pietil� <timo.piet...@helsinki.fi> wrote:
>> Rule number one: Don't be greedy.
>>
>> You are wise to follow that rule.
>>
>> Tell me when you have gone away from that level.
>>
>> Timo Pietil�

>
> I am already back in town, about to go down again. The hounds were not
> the problem because I could have banished them with the scroll in my
> pack. I want to live long and prosper, dying at a ripe old age. That
> vault was too high a risk without resistances which I lacked...

OK, now I can tell you that, for fun, I used your savefile and wiped
that vault with your char. Only handful of weapon-artifacts were there,
no useful non-artifacts and none of those artifact weapons were better
than your current weapon (not even close), so decision not to risk death
was a right one. I would have been pretty disappointed from that loot I
got from there. I've seen better diagonal lesser vaults.

Timo Pietil�

lcc

unread,
Jun 16, 2009, 7:50:06 AM6/16/09
to
On Jun 16, 6:06 am, Timo Pietilä <timo.piet...@helsinki.fi> wrote:
> lcc wrote:
> > On Jun 16, 1:13 am, Timo Pietilä <timo.piet...@helsinki.fi> wrote:
> >> Rule number one: Don't be greedy.
>
> >> You are wise to follow that rule.
>
> >> Tell me when you have gone away from that level.
>
> >> Timo Pietilä

>
> > I am already back in town, about to go down again. The hounds were not
> > the problem because I could have banished them with the scroll in my
> > pack. I want to live long and prosper, dying at a ripe old age. That
> > vault was too high a risk without resistances which I lacked...
>
> OK, now I can tell you that, for fun, I used your savefile and wiped
> that vault with your char. Only handful of weapon-artifacts were there,
> no useful non-artifacts and none of those artifact weapons were better
> than your current weapon (not even close), so decision not to risk death
> was a right one. I would have been pretty disappointed from that loot I
> got from there. I've seen better diagonal lesser vaults.
>
> Timo Pietilä

Thanks for the information. I really regretted not knowing about those
four full plate armors, scythe of slicing, and blade of chaos! My
Spear of Orome really rocks! When I got it, I was happy mostly
because I no longer needed to carry a pick. You "burn" them makes me
feel so good, especially against those pesky hounds. How badly beat up
was the character? Were there any close calls, or did you just
teleport away everything tough? In the clock time that I spent
analyzing the vault, I could have played a dozen different dlvl 5 and
have already been clvl 41...

On another topic, what is the most expensive item which you have ever
bought? I have 1.2 million gold and the most expensive was 400k for
boots of speed +4...

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 16, 2009, 8:10:17 AM6/16/09
to
lcc wrote:

> Thanks for the information. I really regretted not knowing about those
> four full plate armors, scythe of slicing, and blade of chaos! My
> Spear of Orome really rocks! When I got it, I was happy mostly
> because I no longer needed to carry a pick. You "burn" them makes me
> feel so good, especially against those pesky hounds. How badly beat up
> was the character? Were there any close calls, or did you just
> teleport away everything tough?

I teleported most things away and killed Fundin and Ringwraiths. No
close calls. Your char is pretty good one. With serious game I could
have killed everything except Gabriel and Reaver.

(OTOH I have won with no-book, non-artifact hobbit ranger and have got
non-ego, non-artifact dwarf priest to 2500', so I know how to play with
low resources...)

> In the clock time that I spent
> analyzing the vault, I could have played a dozen different dlvl 5 and
> have already been clvl 41...
>
> On another topic, what is the most expensive item which you have ever
> bought? I have 1.2 million gold and the most expensive was 400k for
> boots of speed +4...

In the time when BoS were not limited to +10 and speed did cost
something I saw +12 BoS at the armorer for 1.2 million. That must have
been the most costly item I have seen ever. (at the start of the game,
so no money to buy it).

Timo Pietil�

lcc

unread,
Jun 16, 2009, 11:59:33 AM6/16/09
to
> Timo Pietilä

Thanks for the information. See http://angband.oook.cz/ladder-show.php?id=8974
for update. Killed the Balrog of Moria and 18 Lesser Balrogs on level
50 plus a lot of summoned minor characters. I was never in any real
danger (even though my regular books got burned up) thanks to the fire
proof Ethereal Openings. Took home loot worth 200k and I am now at
level 41. Bring on the Balrogs!

Lonnie Courtney Clay

pete m

unread,
Jun 16, 2009, 11:04:24 PM6/16/09
to
On Jun 16, 8:59 am, lcc <claylon...@comcast.net> wrote:
>
> Thanks for the information. Seehttp://angband.oook.cz/ladder-show.php?id=8974

> for update. Killed the Balrog of Moria and 18 Lesser Balrogs on level
> 50 plus a lot of summoned minor characters. I was never in any real
> danger (even though my regular books got burned up) thanks to the fire
> proof Ethereal Openings. Took home loot worth 200k and I am now at
> level 41. Bring on the Balrogs!


Stop selling useless loot--free yourself from the daily grind!

lcc

unread,
Jun 17, 2009, 2:15:59 AM6/17/09
to

You are right about that - deciding what to carry back up is a pain.
At what level do I need :
1) Resist Nether
2) Resist disenchant because it is a common attack.
3) I swapped out and lost resist nexus. Downsides when I am now at max
or 98+ in everything?
4) Do I really need resist shards?

I have resist poison, resist chaos, resist basic four, fear, light,
dark.

Lonnie Courtney Clay

Eddie Grove

unread,
Jun 17, 2009, 3:05:44 AM6/17/09
to
lcc <clayl...@comcast.net> writes:

> At what level do I need :
> 1) Resist Nether

never -- that is just a convenience
It might be necessary in NPP.

> 2) Resist disenchant because it is a common attack.

You don't really need this at any particular point.
You just need to avoid melee with disenchanters until you have it.
That said, it is easy to make a mistake, so I value it if I have the option.

> 3) I swapped out and lost resist nexus. Downsides when I am now at max
> or 98+ in everything?

A nexus attack could cause you to change levels. That is a big deal if you
drop important things while searching through loot and cannot get them back.
Also, some monsters cast teleport level at you, and I think the resist
protects you. I think you get a save against all of those, so 100% save might
be enough for complete piece of mind if you can verify you get to save.

> 4) Do I really need resist shards?

Not really.

> I have resist poison, resist chaos, resist basic four, fear, light,
> dark.

You also need confusion resist and free action. Sound resistance, which
negates several stunning attacks, is considered necessary by most.

If you do not have rConf and rBlind permanently equipped, you should carry
multiple staves of teleportation, unless you really know what you are doing.


Eddie

Timo Pietilä

unread,
Jun 17, 2009, 5:03:33 AM6/17/09
to
lcc wrote:
> On Jun 16, 10:04 pm, pete m <pmac...@yahoo.com> wrote:
>> On Jun 16, 8:59 am, lcc <claylon...@comcast.net> wrote:
>>
>>
>>
>>> Thanks for the information. Seehttp://angband.oook.cz/ladder-show.php?id=8974
>>> for update. Killed the Balrog of Moria and 18 Lesser Balrogs on level
>>> 50 plus a lot of summoned minor characters. I was never in any real
>>> danger (even though my regular books got burned up) thanks to the fire
>>> proof Ethereal Openings. Took home loot worth 200k and I am now at
>>> level 41. Bring on the Balrogs!
>> Stop selling useless loot--free yourself from the daily grind!
>
> You are right about that - deciding what to carry back up is a pain.
> At what level do I need :
> 1) Resist Nether

Never, OTOH it is useful against Azriel.

> 2) Resist disenchant because it is a common attack.

Never, but it is nice to have.

> 3) I swapped out and lost resist nexus. Downsides when I am now at max
> or 98+ in everything?

Nexus teleports you around. With near perfect saving throw you are quite
safe from teleport level and stat-scrambling side-effects.

> 4) Do I really need resist shards?

No.

> I have resist poison, resist chaos, resist basic four, fear, light,
> dark.

You need confusion resist. That is most important of the high resists
after poison, because while confused you can't use 100% safe escapes.

Timo Pietil�

lcc

unread,
Jun 17, 2009, 6:22:19 AM6/17/09
to
> Timo Pietilä

I have resist confusion, free action, and am a dwarf so cannot be
blinded. Thanks to both of you for the advice. If I wore Isildur
instead of Caspanion, I would gain both sound and nexus but lose
poison resistance. So my priority is finding poison ring or armor so I
can put Isildur back on. For the latest information on my bad ass
dwarf see :
http://angband.oook.cz/ladder-show.php?id=8974

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 17, 2009, 7:38:51 AM6/17/09
to
lcc wrote:

> I have resist confusion, free action, and am a dwarf so cannot be
> blinded. Thanks to both of you for the advice. If I wore Isildur
> instead of Caspanion, I would gain both sound and nexus but lose
> poison resistance. So my priority is finding poison ring or armor so I
> can put Isildur back on. For the latest information on my bad ass
> dwarf see :
> http://angband.oook.cz/ladder-show.php?id=8974

I just checked your char to analyze what is missing. What you lack is
speed. You should be near or over 4000' by now, so start diving. There
are many items to find, and speed is now your main priority. You can
survive a lot deeper with just a little bit consideration of what to fight.

RoS is native at dlvl 3750' (75). Your both rings are nearly pointless,
and only useful at the moment.

So: dive! dive! dive!

Timo Pietil�

lcc

unread,
Jun 17, 2009, 11:45:53 AM6/17/09
to
> Timo Pietilä

Thanks! I will dive to 75, pausing only to investigate unknown objects
revealed in the detections between me and the stairs. Or to kill a
unique. Or to clear out a giant pit. Or to go back to town to
replenish supplies/sell treasure. It should not take a week at that
rate, 23 levels to go...

Lonnie Courtney Clay

lcc

unread,
Jun 17, 2009, 3:34:36 PM6/17/09
to
Now at level 60, killed 3 unique on way, including Saruman. All I got
was a lousy amulet of weapon-mastery.

Lonnie Courtney Clay

Otto Martin

unread,
Jun 17, 2009, 7:10:28 PM6/17/09
to
lcc <clayl...@comcast.net> wrote:
>On Jun 14, 2:25�pm, Eddie Grove <eddiegr...@hotmail.com> wrote:

>>lcc <claylon...@comcast.net> writes:
>>>1) I am shooting with Amras for +1 speed rather than Amrod for
>>>regeneration. I keep running low on mana which forces me to rest. Is
>>>speed 14 to 15 and extra shooting speed +1 worth giving up
>>>regeneration? Perhaps I should carry it as a swap weapon?
>>Resting lets monsters repopulate. �Speed 14 to 15 is no big deal.

Note that the regeneration ability also speeds up mana regeneration.

>I still carry rods of acid bolts to shoot molds, jellies, and suchlike
>creatures that I do not want to melee for which ammo would be a
>waste...

Many jellies resists acid; lightning bolt rods might be better against
those...


Otto Martin
--
"Man, world peace is hard work."
http://www.sinfest.net/archive_page.php?comicID=3180

pete m

unread,
Jun 17, 2009, 9:53:44 PM6/17/09
to
On Jun 17, 12:34 pm, lcc <claylon...@comcast.net> wrote:
> Now at level 60, killed 3 unique on way, including Saruman. All I got
> was a lousy amulet of weapon-mastery.
>

A good "Weaponmastery is one of the top amulets in the game.

lcc

unread,
Jun 18, 2009, 2:45:35 AM6/18/09
to

e) a Silver Amulet of Weaponmastery (+4,+3) (+2) +2 strength. Provides
resistance to fear, disenchantment. Sustains strength, constitution.
Prevents paralysis.
Is that a good one?
I reached level 75 on turn 2673900, starting from shop max level 60 at
turn 2664249. So that is 9651 turns to go down 15 levels, 643 turns
per level! I would call that diving! Average time spent levels 1-60
was 44404...

Now I suppose that I will scum levels 75-76 for rings of speed and
something non ring of poison resistance besides body armor. Latest
dump is at oook as soon as I update it (haven't yet).

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 18, 2009, 10:16:24 AM6/18/09
to
lcc wrote:
> On Jun 17, 8:53 pm, pete m <pmac...@yahoo.com> wrote:
>> On Jun 17, 12:34 pm, lcc <claylon...@comcast.net> wrote:
>>
>>> Now at level 60, killed 3 unique on way, including Saruman. All I got
>>> was a lousy amulet of weapon-mastery.
>> A good "Weaponmastery is one of the top amulets in the game.
>
> e) a Silver Amulet of Weaponmastery (+4,+3) (+2) +2 strength. Provides
> resistance to fear, disenchantment. Sustains strength, constitution.
> Prevents paralysis.
> Is that a good one?

For a weaponmastery slightly above average. Limits for that are (+5,+5)
and (+3).

What makes it good is that it has FA, sust STR, CON and resist
disenchantment as well as bonus to STR, which is something most chars
lack. Your doesn't.

> I reached level 75 on turn 2673900, starting from shop max level 60 at
> turn 2664249. So that is 9651 turns to go down 15 levels, 643 turns
> per level! I would call that diving! Average time spent levels 1-60
> was 44404...
>
> Now I suppose that I will scum levels 75-76 for rings of speed and
> something non ring of poison resistance besides body armor. Latest
> dump is at oook as soon as I update it (haven't yet).

You are now in range for several really good item. One particular crown
and any of the three elven Rings of Power with decent RoS combined would
make you endgame-ready (barring consumables you need).

Timo Pietil�

lcc

unread,
Jun 18, 2009, 11:02:31 AM6/18/09
to
On Jun 18, 9:16 am, Timo Pietilä <timo.piet...@helsinki.fi> wrote:
> lcc wrote:
> > On Jun 17, 8:53 pm, pete m <pmac...@yahoo.com> wrote:
> >> On Jun 17, 12:34 pm, lcc <claylon...@comcast.net> wrote:
>
> >>> Now at level 60, killed 3 unique on way, including Saruman. All I got
> >>> was a lousy amulet of weapon-mastery.
> >> A good "Weaponmastery is one of the top amulets in the game.
>
> > e) a Silver Amulet of Weaponmastery (+4,+3) (+2) +2 strength. Provides
> > resistance to fear, disenchantment. Sustains strength, constitution.
> > Prevents paralysis.
> > Is that a good one?
>
> For a weaponmastery slightly above average. Limits for that are (+5,+5)
> and (+3).
>
> What makes it good is that it has FA, sust STR, CON and resist
> disenchantment as well as bonus to STR, which is something most chars
> lack. Your doesn't.
> You are now in range for several really good item. One particular crown
> and any of the three elven Rings of Power with decent RoS combined would
> make you endgame-ready (barring consumables you need).
>
> Timo Pietilä

Thanks for the information. Latest dump at :
http://angband.oook.cz/ladder-show.php?id=8974
Now level 43 scumming 75-76 for rings of speed, none found yet...

Lonnie Courtney Clay

lcc

unread,
Jun 18, 2009, 11:31:00 PM6/18/09
to
I meleed a greater titan and survived! Until I get speed with staff
over 30, those suckers are getting teleport other. It was hit then
heal and repeat. He summoned a bunch of trolls. If it had been demons,
I might have had to use my scroll of *destruction*...

Lonnie Courtney Clay

lcc

unread,
Jun 19, 2009, 1:57:12 AM6/19/09
to
http://angband.oook.cz/ladder-show.php?id=8974
Found a mediocre ring of speed +8, killed 3 unique.

Lonnie Courtney Clay

lcc

unread,
Jun 19, 2009, 10:15:55 PM6/19/09
to
http://angband.oook.cz/ladder-show.php?id=8974
Promoted to level 45 by clearing a multi hued dragon pit of 95
critters. Here is my current dump since it has been so long since I
posted it on this thread :

[Angband 3.1.0 beta Character Dump]

Sex Male Age 48 STR: 18/99 +2 +3 +8 18/
***
Race Dwarf Height 44 INT! 18/100 -3 -3 +7
18/110
Class Paladin Weight 147 WIS! 18/100 +2 +1 +3
18/160
Title Paladin Social Lordly DEX! 18/100 -2 +0 +6
18/140
HP 957/957 Maximize Y CON! 18/100 +2 +2 +9 18/
***
SP 271/307 CHR! 18/100 -3 +2 +0
18/90


Level 45 Armor [29,+137] Saving Throw
96%
Cur Exp 3810140 Fight (+42,+30) Stealth
Fair
Max Exp 3810140 Melee (+57,+45) Fighting
Legendary
Adv Exp 4185000 Shoot (+59,+19) Shooting
Heroic
MaxDepth 3750' (L75) Blows 5/turn Disarming
66%
Turns 2712719 Shots 1/turn Magic Device
Heroic
Gold 2219950 Infra 90 ft Perception 1 in
38
Burden 160.5 lbs Speed 24 Searching
19%

You are the only child of a Dwarven Warrior. You are a credit to the
family. You have dark brown eyes, straight black hair, a one foot
beard, and a dark complexion.


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

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


[Character Equipment]

a) The Spear of Orome (4d6) (+15,+15) (+4)
+4 intelligence, infravision, speed.
Provides resistance to fire, light.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.
Feather Falling.
Grants the ability to see invisible things.
When activated, it turns rock into mud.
It takes 5 turns to recharge after use.
Radius 1 light.
With this weapon, you would currently get 5 blows per round.
Each
blow will do an average damage of 73 against animals, 87 against
giants, 87 against fire-vulnerable creatures, and 59 against
normal creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2)
+2 dexterity, speed, shooting power.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
c) a Garnet Ring of Acid [+15]
Provides resistance to acid.
Cannot be harmed by acid.
When activated, it grants acid resistance for d20+20 turns and
creates an acid ball of damage 70.
It takes d50+50 turns to recharge after use.
d) a Diamond Ring of Speed (+8)
+8 speed.


e) a Silver Amulet of Weaponmastery (+4,+3) (+2)
+2 strength.
Provides resistance to fear, disenchantment.
Sustains strength, constitution.
Prevents paralysis.

f) The Star of Elendil
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.
When activated, it maps the area around you in a 30-radius
circle.
It takes 50 turns to recharge after use.
Radius 3 light.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
+3 intelligence, wisdom, constitution.
Provides resistance to acid, poison, confusion.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it destroys all traps and doors surrounding you.
It takes 10 turns to recharge after use.
h) a Cloak of Aman [1,+24] (+2 stealth)
+2 stealth.
Provides resistance to chaos.
Cannot be harmed by acid, electricity, fire, cold.
i) The Large Metal Shield of Anarion [5,+20]
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence, wisdom, dexterity,
constitution,
charisma.
j) The Iron Helm of Dor-Lomin [5,+20] (+4)
+4 strength, dexterity, constitution.
Provides resistance to acid, lightning, fire, cold, fear.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
Grants the ability to see invisible things.
Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+6,+7) [1,+14] (+2)
+2 strength, constitution.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
l) a Pair of Leather Sandals of Speed [1,+10] (+10)
+10 speed.


[Character Inventory]

a) a Holy Book of Prayers [Beginners Handbook]
b) 2 Holy Books of Prayers [Words of Wisdom]
c) 3 Holy Books of Prayers [Chants and Blessings]
d) 3 Holy Books of Prayers [Exorcism and Dispelling]
e) 3 Holy Books of Prayers [Ethereal Openings]
Cannot be harmed by acid, electricity, fire, cold.
f) 3 Holy Books of Prayers [Godly Insights]
Cannot be harmed by acid, electricity, fire, cold.
g) 3 Holy Books of Prayers [Purifications and Healing]
Cannot be harmed by acid, electricity, fire, cold.
h) 4 Chartreuse Potions of Restore Life Levels
i) a Scroll titled "infectus" of *Destruction*
j) a Tungsten Rod of Fire Balls
k) 2 Lead Rods of Acid Balls
l) 4 Tin-Plated Rods of Curing
Cannot be harmed by electricity.
m) 3 Runed Rods of Teleport Other
n) 5 Nickel-Plated Rods of Disarming
o) 2 Molybdenum Rods of Identify
Cannot be harmed by electricity.
p) a Tungsten Wand of Teleport Other (9 charges)
q) a Willow Staff of *Destruction* (2 charges)
r) a Bamboo Staff of Teleportation (8 charges)
s) a Mahogany Staff of Speed (4 charges)
t) 16 Mithril Arrows (3d4) (+7,+9)
Cannot be harmed by acid, fire.
Fired from your current missile launcher, this arrow will hit
targets
up to 160 feet away, inflicting an average damage of 532.5
against
dragons, and 177.5 against normal creatures.
35% chance of breaking upon contact.


[Home Inventory]

a) 84 Holy Books of Prayers [Beginners Handbook]
b) 99 Holy Books of Prayers [Words of Wisdom]
c) 95 Holy Books of Prayers [Chants and Blessings]
d) 16 Holy Books of Prayers [Exorcism and Dispelling]
e) 14 Smoky Potions of Healing
When ingested, it heals you a really large amount (35% of max
HP,
minimum 300HP), heals cut damage, and cures stunning, poisoning,
blindness, and confusion.
Provides nourishment for about 100 turns under normal conditions.
f) a Violet Potion of Life
When ingested, it restores 5000 hit points, restores experience
an
d stats, heals cut damage, and cures stunning, poison,
blindness,
and confusion.
It can be thrown at creatures with damaging effect.
g) 34 Metallic Purple Potions of Restore Dexterity
When ingested, it restores your dexterity.
h) 48 Chartreuse Potions of Restore Life Levels
When ingested, it restores your experience.
i) 5 Blue Speckled Potions of Speed
When ingested, it hastens you for 2d10+20 turns.
j) 99 Scrolls titled "obdo izzy" of Enchant Weapon To-Hit
When read, it attempts to magically enhance a weapon's to-hit
bonus.
k) 99 Scrolls titled "consus co per" of Enchant Weapon To-Dam
When read, it attempts to magically enhance a weapon's to-dam
bonus.
l) 82 Scrolls titled "comei spestans" of Enchant Armour
When read, it attempts to magically enhance a piece of armour.
m) a Scroll titled "amo insupedo" of Banishment
When read, it removes all non-unique monsters represented by a
chosen symbol from the level, dealing you damage in the process.
n) 29 Scrolls titled "ocomisto lonse" of Recharging
When read, it tries to recharge a wand or staff, destroying the
wand or staff on failure.
o) 2 Platinum Rods of Lightning Balls
When aimed, it creates a lightning ball with damage 64.
It takes 23 turns to recharge after use.
p) 8 Tungsten Wands of Teleport Other (75 charges)
When aimed, it teleports a target monster away.
q) 4 Willow Staffs of *Destruction* (12 charges)
When used, it destroys an area around you in the shape of a
circle
radius 15, and blinds you for 1d10+10 turns.
r) 9 Bamboo Staffs of Teleportation (67 charges)
When used, it teleports you randomly up to 100 squares away.
s) 4 Mahogany Staffs of Speed (19 charges)
When used, it hastens you for 2d10+20 turns.
t) The Full Plate Armour of Isildur [26,+25] (+1)
+1 constitution.
Provides resistance to acid, lightning, fire, cold, confusion,
sound, nexus.
Cannot be harmed by acid, electricity, fire, cold.

u) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
+4 strength, charisma.
Provides resistance to acid, lightning, fire, cold, dark,
disenchantment.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it removes all non-unique monsters represented
by
a chosen symbol from the level, dealing you damage in the
process.
It takes 500 turns to recharge after use.
v) a Heavy Crossbow of Power (x4) (+16,+25)
w) 14 Bolts of Slay Evil (1d5) (+6,+9)
x) 23 Seeker Bolts (4d5) (+5,+5)

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 20, 2009, 10:44:39 AM6/20/09
to
lcc wrote:
> http://angband.oook.cz/ladder-show.php?id=8974
> Promoted to level 45 by clearing a multi hued dragon pit of 95
> critters. Here is my current dump since it has been so long since I
> posted it on this thread :

> b) The Long Bow of Bard (x3) (+17,+19) (+2)

> v) a Heavy Crossbow of Power (x4) (+16,+25)


> w) 14 Bolts of Slay Evil (1d5) (+6,+9)
> x) 23 Seeker Bolts (4d5) (+5,+5)

What happened to Amrod and Amras? Did you sell them? If they are still
in shop buy them back. It is not likely that you would need them anymore
because of Dor-Lomin, but they have three resists of the basic4, which
makes them useful with quite a few combinations. For example combination
any of the three elven rings, Caspanion, Gondor, Thorin leaves you
without two of those three resists, but gives you pretty much everything
else, including few points of speed.

Your home has still space for several artifacts. Do not sell items that
might be useful later.

Timo Pietil�

lcc

unread,
Jun 20, 2009, 12:22:24 PM6/20/09
to
> Timo Pietilä

http://angband.oook.cz/ladder-show.php?id=8974

I took your advice, even though the telepathy of Dor-Lomin makes it
extremely unlikely that I will switch. See dump for Amrod and Amras
back in home. I found a superb ethereal cloak of Aman with resist
poison, so now am wearing FPA Isildur rather than ACM Caspanion. I
lost 70 mana from 307 to 237 on that swap, so I will have to be more
careful on spell casting. I also lost resist chaos, but gained resist
sound and nexus and 15 points of AC. Does AC over 150 really make any
difference? With AC 195 I am one tough dwarf...

Lonnie Courtney Clay

Timo Pietilä

unread,
Jun 20, 2009, 4:03:53 PM6/20/09
to
lcc wrote:

> On Jun 20, 9:44 am, Timo Pietil� <timo.piet...@helsinki.fi> wrote:
>> lcc wrote:
>>> http://angband.oook.cz/ladder-show.php?id=8974
>>> Promoted to level 45 by clearing a multi hued dragon pit of 95
>>> critters. Here is my current dump since it has been so long since I
>>> posted it on this thread :
>>> b) The Long Bow of Bard (x3) (+17,+19) (+2)
>>> v) a Heavy Crossbow of Power (x4) (+16,+25)
>>> w) 14 Bolts of Slay Evil (1d5) (+6,+9)
>>> x) 23 Seeker Bolts (4d5) (+5,+5)
>> What happened to Amrod and Amras? Did you sell them? If they are still
>> in shop buy them back. It is not likely that you would need them anymore
>> because of Dor-Lomin, but they have three resists of the basic4, which
>> makes them useful with quite a few combinations. For example combination
>> any of the three elven rings, Caspanion, Gondor, Thorin leaves you
>> without two of those three resists, but gives you pretty much everything
>> else, including few points of speed.
>>
>> Your home has still space for several artifacts. Do not sell items that
>> might be useful later.
>>
>> Timo Pietil�

>
> http://angband.oook.cz/ladder-show.php?id=8974
>
> I took your advice, even though the telepathy of Dor-Lomin makes it
> extremely unlikely that I will switch.

It is unlikely, but not extremely. Crown of Gondor is IMO best helmet
into game, and it is not as uncommon as Dor-Lomin. Only drawback in that
is that it doesn't give ESP. You can get ESP from weapon, bow, rings,
amulet and cloak in addition to helmets, so ESP alone is not what makes
Dor-Lomin so good. +4 to fighting stats + basic4 resists does.

> See dump for Amrod and Amras
> back in home. I found a superb ethereal cloak of Aman with resist
> poison, so now am wearing FPA Isildur rather than ACM Caspanion. I
> lost 70 mana from 307 to 237 on that swap, so I will have to be more
> careful on spell casting. I also lost resist chaos, but gained resist
> sound and nexus and 15 points of AC. Does AC over 150 really make any
> difference? With AC 195 I am one tough dwarf...

Not really, but if you find Doomcaller, it does.

In current Angband there really isn't "best" item for any slot (except
maybe Feanor), it really depends of _what else_ you have, IE combination
of things. For example Ringil with it's +10 speed bonus and huge damage
capability sound like perfect item, but if you have +30 speed from other
items and you need WIS Aule is much better. That is why I never sell
things that might give better combination possibility with some other
gear until my home is full and I need to choose which combination would
more likely be useful later in game.

Just in case you don't know it yet, all elven rings give ESP in 3.1.0beta.

Timo Pietil�

lcc

unread,
Jun 20, 2009, 5:11:30 PM6/20/09
to
On Jun 20, 3:03 pm, Timo Pietilä <timo.piet...@helsinki.fi> wrote:
> Just in case you don't know it yet, all elven rings give ESP in 3.1.0beta.
>
> Timo Pietilä

Thanks again for helping me with advice and information, especially
about ESP. I depend upon ESP to an extent which might be unhealthy. I
am going to continue playing level 75 until I get a better ring of
speed or hit level 50, whichever comes first...

Lonnie Courtney Clay

pete m

unread,
Jun 20, 2009, 5:33:42 PM6/20/09
to

I dunno about dependance on ESP as being "unwise". I rank ESP above
all resists but the basic 4. (If I have the default RConf (Thengel)
and ESP (Thranduil) artifacts, I'll wear ESP and keep RConf as a swap.)

lcc

unread,
Jun 21, 2009, 6:51:42 AM6/21/09
to

My next character will suffer until he gets ESP...
Now level 46 see dump at : http://angband.oook.cz/ladder-show.php?id=8974

Lonnie Courtney Clay

lcc

unread,
Jun 21, 2009, 10:38:06 PM6/21/09
to
http://angband.oook.cz/ladder-show.php?id=8974
Now level 47 diving from 75 down to 90 in search of better loot and
high experience monsters to kill...

Lonnie Courtney Clay

lcc

unread,
Jun 22, 2009, 2:05:23 PM6/22/09
to
http://angband.oook.cz/ladder-show.php?id=8974

Made it to 90 with a little trouble finding stairs down. I saw a few
unique along the way that I did not care to fight without more
speed...

Lonnie Courtney Clay

lcc

unread,
Jun 22, 2009, 9:58:12 PM6/22/09
to
http://angband.oook.cz/ladder-show.php?id=8974
Got a ring of speed +7 off Huan, now speed 31 scumming level 98.

Lonnie Courtney Clay

lcc

unread,
Jun 25, 2009, 4:20:30 PM6/25/09
to
Level 98 is too much hassle avoiding demons, undead, and unique
monsters which scare me. I am going back upstairs until I get speed
rings and elven rings to prepare me for the end game. Killing dragons
is my game for now...

Lonnie Courtney Clay

pete m

unread,
Jun 26, 2009, 3:27:00 AM6/26/09
to

This doesn't make a lot of sense: Vilya is native to dl 95--which is
also the depth for the deepest uniques except Sauron and Morgoth.

lcc

unread,
Jun 26, 2009, 4:24:58 AM6/26/09
to

Thanks for the pointer, I want Vilya! So I will play at 95. All that I
know is that on level 98 there are always 2 or 3 unique that scare me.
On levels above 98 that seems to be not the case...

Lonnie Courtney Clay

0 new messages