emperor: (Default)
Add MemoryShare This Entry
posted by [personal profile] emperor at 04:39pm on 22/12/2009 under
  5.   587777  Matthew the High-Elf Mage, Level 33
               Killed by nobody (yet!) on dungeon level 42
               (User 1024, Date TODAY, Gold 376292, Turn 2022740).
  6.   586295  Matthew the High-Elf Mage, Level 33
               Killed by an Inertia hound on dungeon level 45
               (User 1024, Date 2009-08-27, Gold 552156, Turn 1628789).


(Position 6 being my previous best effort on the 3.1.0 beta)


  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            119   Str:  18/48  +1  -5  +5  18/58  18/23
 Race   High-Elf     Height          73   INT:  18/36  +3  +3  +6 18/156
 Class  Mage         Weight         161   WIS:     13  -1  +0  +2     14
 Title  Conjurer     Social      Lordly   DEX:     18  +3  +1  +0  18/40
 HP     257/261      Maximize         Y   CON:     16  +1  -2  +8  18/50
 SP     116/215                           CHR:     16  +5  +1  +0  18/40


 Level               33   Armor    [14,+95]     Saving Throw         80%
 Cur Exp         583577   Fight   (+12,+11)     Stealth           Superb
 Max Exp         583577   Melee   (+20,+22)     Fighting       Excellent
 Adv Exp         632500   Shoot   (+31,+18)     Shooting       Excellent
 MaxDepth   2100' (L42)   Blows      1/turn     Disarming            71%
 Turns          2022740   Shots      1/turn     Magic Device   Legendary
 Gold            376292   Infra       40 ft     Perception       1 in 16
 Burden       100.2 lbs   Speed      Normal     Searching            19%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight black hair, and a fair 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 Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
     +3 strength, constitution, stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 62.5 against orcs, 62.5 against trolls, 62.5
     against demons, and 35.5 against normal creatures.
b) a Light Crossbow of Extra Might (x3) (+19,+18) (+1)
     +1 shooting power.
c) a Fluorite Ring of Intelligence (+4)
     +4 intelligence.
     Sustains intelligence.
d) a Sapphire Ring of Constitution (+3)
     +3 constitution.
     Sustains constitution.
e) a Golden Amulet of Regeneration
     Speeds regeneration.
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) a Robe of Elvenkind [2,+23] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Fur Cloak of Aman [3,+14] (+1 stealth)
     +1 stealth.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Resistance [4,+18]
     Provides resistance to acid, lightning, fire, cold.
     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 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Leather Boots of Stability [2,+8]
     Provides resistance to nexus.
     Feather Falling.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) 12 Vermilion Potions of Cure Critical Wounds
h) 5 Gold Potions of Healing
i) 3 Cyan Potions of Restore Mana
j) a Dark Red Potion of Speed
k) a Scroll titled "lea dego sum" of *Destruction*
l) a Molybdenum Rod of Lightning Balls
m) a Gold Rod of Recall
     Cannot be harmed by electricity.
n) 2 Copper Wands of Teleport Other (6 charges)
o) a Bloodstone Ring of Accuracy (+8)
p) a Mithril Ring of Free Action
     Prevents paralysis.
q) a Cloak of Protection [1,+13]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
r) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
s) 6 Bolts of Slay Giant (1d5) (+10,+6)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 324 against
     giants, and 108 against normal creatures.
     25% chance of breaking upon contact.
t) 18 Bolts (1d5) (+6,+8)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 116 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 4 Books of Magic Spells [Magic for Beginners]
b) 4 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) 2 White Mushrooms of Vigor
     When ingested, it restores all your stats.
     Provides nourishment for about 250 turns under normal conditions.
f) a Yellow Speckled Potion of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
g) 2 Puce Potions of Restore Intelligence
     When ingested, it restores your intelligence.
h) 5 Scrolls titled "ulchato sco" of Enchant Armour
     When read, it attempts to magically enhance a piece of armour.
i) a Bronze Ring of Strength (+4)
     +4 strength.
     Sustains strength.
     
j) a Fluorite Ring of Intelligence (+2)
     +2 intelligence.
     Sustains intelligence.
     
k) a Beryl Ring of Dexterity (+3)
     +3 dexterity.
     Sustains dexterity.
     
l) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) a Set of Gauntlets of Agility [3,+8] (+4)
     +4 dexterity.
     
n) a Pair of Steel Shod Boots of Free Action [6,+7]
     Prevents paralysis.
     
o) a Katana of Extra Attacks (3d5) (+9,+11) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 30 against normal creatures.
p) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
     +3 charisma.
     Provides resistance to fire, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 46 against giants, 46 against undead, 46
     against fire-vulnerable creatures, and 28 against normal creatures.
q) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
     +4 wisdom, infravision.
     Provides resistance to cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Speeds regeneration.
     
     When activated, it drains up to 90 hit points of life from a targe
     t creature.
     It takes 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 34 against orcs, 34 against frost-vulnerable
     creatures, and 22 against normal creatures.
r) a Long Bow of Extra Shots (x3) (+13,+16) (+1)
     +1 shooting speed.
     
s) 9 Bolts (1d5) (+7,+5)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 104 against
     normal creatures.
     25% chance of breaking upon contact.
t) 20 Bolts (1d5) (+5,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 100 against
     normal creatures.
     25% chance of breaking upon contact.
u) 24 Bolts (1d5) (+5,+1)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 88 against
     normal creatures.
     25% chance of breaking upon contact.
v) 28 Arrows of Slay Undead (1d4) (+9,+7)
w) 25 Arrows of Slay Giant (1d4) (+11,+3)
x) 31 Mithril Shots (2d4) (+14,+11)
     Cannot be harmed by acid.


Having to remember to swap in Thengel when dealing with confusion attacks is a bit annoying, but telepathy is so useful otherwise that I think it's worth the pain. I seem to be being a little more cautious this time, too...
There are 6 comments on this entry. (Reply.)
 
posted by [identity profile] ex-robhu.livejournal.com at 05:51pm on 22/12/2009
Did you not die? How come you've got all this info if you didn't die?
emperor: (Default)
posted by [personal profile] emperor at 06:00pm on 22/12/2009
I am not dead (yet!). Being a mage means I can cast "identify" on things (it's an 11th-level spell); non-spell-using classes can get scrolls, rods, and staves of identify to do the same.
Edited Date: 2009-12-22 06:01 pm (UTC)
emperor: (Default)
posted by [personal profile] emperor at 10:08am on 23/12/2009
Err, or did you mean "how do I angband to tell me all this stuff?"?
 
posted by [identity profile] ex-robhu.livejournal.com at 10:09am on 23/12/2009
I'm used to Nethack, where you only get told this level of stuff when you die (or ascend, not that I've ever come even slightly close to that happening!!!)
emperor: (angband)
posted by [personal profile] emperor at 10:43am on 23/12/2009
Another reason angband is better ;-)

[oh, and new userpic :-) ]
 
posted by [identity profile] ex-robhu.livejournal.com at 10:46am on 23/12/2009
I am being told that:

Yeah, the food shop ruins the whole game...
By selling unlimited cheap food...
Which means you can spend ages doing the same floor over and over with no pressure to go down more,,,
And since you can, it's tuned so you have to

May

SunMonTueWedThuFriSat
        1
 
2
 
3
 
4
 
5
 
6
 
7
 
8
 
9
 
10
 
11
 
12
 
13
 
14
 
15
 
16
 
17
 
18
 
19
 
20
 
21
 
22
 
23
 
24
 
25 26
 
27
 
28
 
29
 
30
 
31
 
OSZAR »