Angband

Allgemeine Diskussionen rund um Rollenspiele

Moderatoren: Tantalusss, Thies, mara

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Mondkalb
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Beitrag von Mondkalb »

Soweit ich weiß, in ziemlich vielen, jedenfalls den modernen.
Wobei allerdings die Versionen mit Oberwelt und weiteren Dungeons nicht unbedingt leichter sind. ;)
Es geht in einigen Versionen noch komplizierter zu, was Skills, Magierichtungen, Quests, Monster usw. angeht.
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Lord Ghoul
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Beitrag von Lord Ghoul »

Ich hab´s mal rein aus Interesse probiert bei Zangband, aber es funktionierte nicht.

Ich hab das File unter xtras, grafik, kopiert wie bei Angband, doch es erschien nicht !
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Mondkalb
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Beitrag von Mondkalb »

Dann geht's da vielleicht nicht. Kann ich aber nicht genau sagen.
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Mondkalb
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Beitrag von Mondkalb »

Auf jeden Fall geht's bei FA Angband, da ist es auch gleich dabei und wird sogar in der richtigen Größenanpassung geladen.
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Phillip_Lynx
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Nun ich auch mal wieder :)

Beitrag von Phillip_Lynx »

So,

jetzt hab ihr mich so scharf gemacht, das ich auch mal wieder meine Lieblingsvariante rausgeholt habe.

Und nun dies. Der erste Versuch und alle meine Fähigkeiten sind weg.

Code: Alles auswählen

  [ToME 2.3.4 Character Sheet]

 Name  : Afith                  Age                108       STR:     10       
 Sex   : Male                   Height              97       INT:  18/50       
 Race  : High-Elf               Weight             196       WIS:     13       
 Class : Mage                   Social Class        69       DEX:  18/30       
 Body  : Player                                              CON:     10       
 God   : Nobody                                              CHR:  18/30       
                                                                               
 + To Melee Hit           3 Level             10    Hit Points       -4/    65 
 + To Melee Damage        0 Experience       887    Spell Points     73/    87 
 + To Ranged Hit          3 Max Exp          887    Sanity           55/    55 
 + To Ranged Damage       0 Exp to Adv.     1150                               
   AC                  11+2 Gold             128    Speed               Normal 
                                                                               
                         (Miscellaneous Abilities)                             
 Fighting    : Bad          Perception  : Bad          Blows/Round:  1         
 Bows/Throw  : Bad          Searching   : Bad          Shots/Round:  1         
 Saving Throw: Fair         Disarming   : Bad          Mel.dmg/Rnd:  1d4       
 Stealth     : Fair         Magic Device: Fair         Infra-Vision: 40 feet   
                                                       Tactic:       normal    
                                                       Explor:       normal    
                         (Character Background)                                
          You are the only child of a Telerin Warrior.  You have               
          light grey eyes, straight black hair, and a fair                     
          complexion.                                                          
                                                                               


  [Miscellaneous information]

 Joke monsters:        ON
 Maximize mode:        ON
 Preserve Mode:        ON
 Autoscum:             ON
 Small Levels:         ON
 Arena Levels:         OFF
 Always unusual rooms: OFF
 Persistent Dungeons:  OFF

 Recall Depth:
        Barrow-Downs: Level 2 (100')

 Your body was a Player.
 You have defeated 70 enemies.
 You saved one princess.

 You started your adventure the 43rd Yavie of the 2890th year of the third age.
 You ended your adventure the 43rd Yavie of the 2890th year of the third age.
 Your adventure lasted 0 days.

     Your Attributes:
You are dead, killed by a Panther on level 2 of Barrow-Downs.
Your eyes are sensitive to infrared light.
You can see invisible creatures.
You are unlucky.
You are resistant to bright light.
Your digging ability is affected by your equipment.


                    adefkmnopsuxz{|@            
        Add Tun.. : ..............1.            
        Sust Str  : ................            
        Sust Int  : ................            
        Sust Wis  : ................            
        Sust Dex  : ................            
        Sust Con  : ................            
        Sust Chr  : ................            
        Invisible : ................            
        Mul life  : ................            
        Sens Fire : ................            
        Reflect   : ................            
        Free Act  : ................            
        Hold Life : ................            
        Res Acid  : ................            
        Res Elec  : ................            
        Res Fire  : ................            
        Res Cold  : ................            
        Res Pois  : ................            
        Res Fear  : ................            
        Res Light : ...............+            
        Res Dark  : ................            
        Res Blind : ................            
        Res Conf  : ................            
        Res Sound : ................            
        Res Shard : ................            
        Res Neth  : ................            
        Res Nexus : ................            
        Res Chaos : ................            
        Res Disen : ................            
        See Invis : ...............+            

Skills (points left: 10)
 - Combat                                        02.250 [0.500]
          . Weaponmastery                        02.200 [0.500]
          . Archery                              03.500 [0.300]
 - Sneakiness                                    02.605 [0.900]
          . Stealth                              05.200 [0.400]
          . Disarming                            00.400 [0.000]
 - Magic                                         11.836 [0.900]
          . Magic-Device                         05.400 [1.200]
          . Spell-power                          03.000 [0.600]
          . Sorcery                              00.000 [0.200]
          . Mana                                 02.800 [0.900]
                   . Fire                        03.600 [0.900]
                   . Water                       00.000 [0.900]
                   . Air                         00.000 [0.900]
                   . Earth                       00.000 [0.900]
          . Meta                                 00.900 [0.900]
          . Conveyance                           04.500 [0.900]
          . Divination                           06.300 [0.900]
          . Temporal                             00.000 [0.900]
          . Mind                                 00.000 [0.900]
          . Nature                               00.000 [0.900]
          . Necromancy                           00.000 [0.700]
          . Runecraft                            00.000 [0.700]
          . Thaumaturgy                          00.000 [0.700]
 - Spirituality                                  11.000 [0.550]
          . Prayer                               00.000 [0.500]
 . Monster-lore                                  01.000 [0.500]

Abilities
 * Perfect casting


  [Character Equipment]

a) a Dagger (1d4) (+0,+0)
    
d) (nothing)
e) (nothing)
f) (nothing)
k) (nothing)
m) a Brass Lantern (with 5482 turns of light)
    It provides light (radius 2) when fueled.  It cannot be harmed by
    fire.  
n) a Soft Studded Leather [5,+0]
    
o) a Cloak [1,+0]
    
p) (nothing)
s) a Hard Leather Cap [2,+0]
    
u) (nothing)
x) a Pair of Hard Leather Boots [3,+0]
    
z) (nothing)
{) (nothing)
|) a Shovel (+1)
    It increases your ability to tunnel by 1.  


  [Character Inventory]

a) a Book of Beginner Cantrips
    
b) 7 Rations of Food
c) 5 Flasks of oil
    
d) a Potion of Water
e) a Potion of Slowness
f) a Scroll of Object Detection
g) a Dagger (1d4) (+0,+0)
h) (nothing)
i) (nothing)
j) (nothing)
k) (nothing)
l) (nothing)
m) (nothing)
n) (nothing)
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
Na ja,

wird schon wieder werden.

*und keine Angst, ich fange jetzt nicht an jeden Char hier reinzustellen :D *
Gruss Phillip_Lynx
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Mondkalb
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Beitrag von Mondkalb »

Das war ja ein kurzer Trip. ;)
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Beitrag von Mondkalb »

Der Aktualiät wegen: Es gibt ja schon länger eine neue Homepage für Angband:
http://rephial.org/
Dort gibt es auch die aktuellen Spoiler-Files und ein in der Entwicklung befindliches Wiki.
Ansonsten wird nach wie vor aktiv in der r.g.r.a Newsgroup diskutiert, die man wie auch das Forum auf oook findet:
http://angband.oook.cz/forum/
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Mondkalb
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Beitrag von Mondkalb »

Ich hab's tatsächlich wieder geschafft, diesmal in Angband 3.0.9, wieder ein Dunadan Paladin, zu was anderem bin ich anscheinend zu blöd, obwohl ich jahrelang Ranger gespielt habe. ^^
http://angband.oook.cz/ladder-show.php?id=7630
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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shadowspectre
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Beitrag von shadowspectre »

Hallo,

nachdem ich jetzt zig Roguelikes probiert habe,
bin ich bei Entroband hängen geblieben.
Das hat eine große Oberwelt,mehrere Dungeons,Quests,
und die Möglichkeit,den Schwierigkeitsgrad auf leicht zu stellen.
Außerdem kann man sich einen Übercharakter basteln,der mit
Werten weit in den 18ern anfängt,10000000 Gold und auch sonst
noch einigen Vorteilen...genau das richtige für mich.
Die anderen Angbandvarianten sind ja nicht gerade was für Anfänger.

Jetzt habe ich mal eine Frage zu dem Spiel...
Wie kann man seine Items gravieren?
Ich meine klar,man muß diese ulkigen Klammern auf der Tastatur drücken,
doch dazu müsste man sie erstmal finden.
Welche verdammte Tastenkombination muß man dafür drücken?
Ich habe zig Kombinationen ausprobiert,aber keine hat funktioniert.
Oder braucht man erst sowas wie ein Gravurset im Spiel?

Einer von Euch weiß bestimmt die Antwort...

shadowspectre
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Beitrag von Mondkalb »

In Angband sind das die geschweiften Klammern, auf der normalen Tastatur wären das ALT gr+7 und ALT gr+0
(ALT gr ist die rechte Alt-Taste).
Damit wird das enscribe-Menü aufgerufen.
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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shadowspectre
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Beitrag von shadowspectre »

Dankeschön für die Antwort !

Aber mit AltGR hatte ich schon alles ausprobiert.
Das funktionierte nicht.
Habe nach langem googeln aber die Antwort gefunden :
Entroband hat Probleme AltGR zu erkennen.
Man kann aber in der Windows-Systemsteuerung auf die
amerikanische Tastaturschablone umschalten,dann bekommt
man die ulkigen Klammern hin.

shadowspectre
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Beitrag von Mondkalb »

Inzwischen hat sich in der Angband-Entwicklung so einiges getan, vieles davon erleichtert Neulingen wahrscheinlich den Einstieg. Vor allem die Identifizierung von Gegenständen ist leichter geworden.

Ich verkünde hiermit meinen dritten Gewinner:
Auf der Angband Ladder klettere ich auch langsam etwas höher ;):
http://angband.oook.cz/ladder-browse.php?e=Mondkalb

Code: Alles auswählen

  [Angband 3.1.1 dev (r1219) Character Dump]

 Name   Glarfaur                                 Self  RB  CB  EB   Best
 Sex    Male         Age            115   Str! 18/100  +1  +2 +13 18/*** 18/200
 Race   High-Elf     Height         102   INT! 18/100  +3  +1 +10 18/***
 Class  Rogue        Weight         186   WIS! 18/100  -1  -2 +11 18/180
 Title  ***WINNER*** Social  Role model   DEX! 18/100  +3  +3 +14 18/***
 HP     991/1084     Maximize         Y   CON! 18/100  +1  +1 +11 18/***
 SP     150/369                           Chr! 18/100  +5  -1 +10 18/*** 18/180


 Level               50   Armor   [34,+170]     Saving Throw        100%
 Cur Exp       14904066   Fight   (+92,+42)     Stealth        Legendary
 Max Exp       14904066   Melee  (+111,+63)     Fighting       Legendary
 Adv Exp       ********   Shoot  (+112,+22)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming           100%
 Turns          1915523   Shots      2/turn     Magic Device   Legendary
 Gold           1775468   Infra       70 ft     Perception        1 in 1
 Burden       317.9 lbs   Speed          13     Searching            65%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, wavy 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 Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
     +4 wisdom, tunneling.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 109.6 against evil creatures, 
     130.8 against demons, 130.8 against undead, 130.8 against
     acid-vulnerable creatures, 173.3 against dragons, and 88.3 against
     normal creatures.
     
     With this item, you can expect to clear rubble in 1.0 turn, magma
     veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11 
     turns.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Vilya' (+10,+10) (+3) (charging)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 666 to 990 turns to recharge after use at your current
     speed.
d) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 666 to 990 turns to recharge after use at your current
     speed.
e) a Carved Oak Amulet of Trickery (+3)
     +3 dexterity, stealth, infravision, speed.
     +15%  to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
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.
     It takes 168 to 330 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Elven Cloak of Luthien [6,+20] (+2) (charging)
     +2 intelligence, wisdom, charisma, stealth, speed.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it restores your experience to full.
     It takes 825 turns to recharge after use at your current speed.
i) The Small Metal Shield of Thorin [4,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, speed.
     +15%  to searching.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
k) 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 Iron Shod Boots of Elvenkind [3,+17] (+4)
     +4 stealth, speed.
     Cannot be harmed by acid, fire.
     Feather Falling.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 3 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!k!v!s}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!k!v!s}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!k!v!s}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations] {!d!k!v!s}
     Cannot be harmed by acid, electricity, fire, cold.
i) 3 Copper Speckled Potions of Life
     It can be thrown at creatures with damaging effect.
j) 7 Scrolls titled "cono am fameo" of Teleportation {!*}
k) 2 Scrolls titled "auto nis sus" of *Destruction* {!*}
l) 2 Mithril Rods of Healing (2 charging)
     Cannot be harmed by electricity.
m) 7 Gold-Plated Rods of Teleport Other (2 charging)
n) a Pine Staff of Banishment (0 charges) {!*}
o) 5 Mistletoe Staves of the Magi (0 charges)
p) an Aquamarine Ring of Speed (+11)
     +11 speed.
q) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
     Permanently cursed.
     +125 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, infravision.
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
r) The Main Gauche of Azaghal (2d5) (+12,+14)
     Provides immunity to fire.
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 92.4 against dragons, and 65
     against normal creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 
     turns.
s) The Quarterstaff of Olorin (2d9) (+10,+13) (+4)
     +4 intelligence, wisdom, charisma.
     Provides resistance to fire, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it gives you information on the health and abiliti
     es of monsters you can see.
     It takes 66 turns to recharge after use at your current speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 81.3 against evil creatures, 
     93.1 against orcs, 93.1 against trolls, 93.1 against
     fire-vulnerable creatures, 116.7 against demons, and 69.5 against
     normal creatures.
     
     With this item, you can expect to clear rubble in 1.7 turns, magma
     veins in 3.8 turns, quartz veins in 8.4 turns, and granite in 21 
     turns.
t) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 244 against animals, 244 against
     evil creatures, 322.3 against orcs, 322.3 against trolls, 478.9
     against dragons, 478.9 against demons, 478.9 against undead, and 
     165.7 against normal creatures.
     Sometimes creates earthquakes on impact.
     
     With this item, you can expect to clear rubble in 1 turn, magma
     veins in 2.1 turns, quartz veins in 4.4 turns, and granite in 10 
     turns.
u) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
v) 29 Mithril Arrows of Slay Evil (3d4) (+12,+13)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 280.5 against
     evil creatures, and 140.3 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Tortoise Shell Ring of Damage (+0,+15)
b) an Ivory Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
     
c) The Amulet of Carlammas (+2) (charging)
     +2 constitution.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 742 turns to recharge after use at your current speed.
d) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 102 to 198 turns to recharge after use at your current
     speed.
     Radius 3 light.
e) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, infravision.
     +10%  to searching.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 168 to 330 turns to recharge after use at your current
     speed.
     Radius 3 light.
f) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
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 33 turns to recharge after use at your current speed.
h) 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.
     
i) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 6 turns to recharge after use at your current speed.
j) The Cloak 'Colluin' [1,+15]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 366 turns to recharge after use at your current speed.
k) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) 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.
     
m) a Large Metal Shield of Preservation [8,+26]
     Provides resistance to dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
n) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15%  to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it fires a magical arrow with damage 150.
     It takes 102 to 198 turns to recharge after use at your current
     speed.
p) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
     +3 intelligence, dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 79.8 against trolls, 79.8
     against giants, and 66.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 
     turns.
q) The Bastard Sword 'Calris' (5d4) (+9,+20) (+5) {uncursed}
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 95.4 against evil creatures, 
     110.2 against trolls, 110.2 against demons, 139.7 against dragons, 
     and 80.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.7 turns, magma
     veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 
     turns.
r) The Katana 'Aglarang' (8d4) (+8,+9) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 75.3 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 
     turns.
s) The Two-Handed Great Flail 'Thunderfist' (4d6) (+5,+18) (+4)
     +4 strength, constitution.
     Provides resistance to lightning, fire, fear, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 104 against animals, 121.5
     against orcs, 121.5 against trolls, 121.5 against
     electricity-vulnerable creatures, 121.5 against fire-vulnerable
     creatures, and 86.5 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.5 turns, magma
     veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18 
     turns.
t) The Mace 'Taratol' (3d4) (+12,+12)
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     It takes 333 to 660 turns to recharge after use at your current
     speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 84.1 against
     electricity-vulnerable creatures, 102.3 against dragons, and 66
     against normal creatures.
     
     With this item, you can expect to clear rubble in 1.6 turns, magma
     veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20 
     turns.
u) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     


  [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)


[/b]
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Mondkalb
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Beiträge: 3121
Registriert: Di 09.04.2002 - 08:16
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Beitrag von Mondkalb »

So, langsam habe ich es raus, glaube ich. :D
Endlich habe ich es auch mit einem Ranger geschafft, nachdem ich viele Jahre vergeblich mit dieser Klasse gespielt hatte.

Meine insgesamt vier Gewinner:
http://angband.oook.cz/ladder-browse.php?e=Mondkalb

Immerhin mein Zweitbester, obwohl ich Ewigkeiten nach guten Pfeilen gesucht habe, ohne welche zu finden. ^^

Code: Alles auswählen

  [Angband 3.1.1 dev (r1219) Character Dump]

 Name   Ilion                                    Self  RB  CB  EB   Best
 Sex    Male         Age            117   STR! 18/100  +1  +2 +21 18/***
 Race   High-Elf     Height          83   INT! 18/100  +3  +2  +7 18/***
 Class  Ranger       Weight         183   WIS! 18/100  -1  +0  +6 18/150
 Title  ***WINNER*** Social  Role model   DEX! 18/100  +3  +1  +5 18/190
 HP     1005/1005    Maximize         Y   CON! 18/100  +1  +1 +12 18/***
 SP     125/385                           CHR! 18/100  +5  +1  +9 18/***


 Level               50   Armor   [28,+111]     Saving Throw        100%
 Cur Exp       13828001   Fight   (+49,+42)     Stealth           Heroic
 Max Exp       13828001   Melee   (+61,+58)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+66,+19)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      5/turn     Disarming            97%
 Turns          1806310   Shots      3/turn     Magic Device   Legendary
 Gold           1517240   Infra       40 ft     Perception       1 in 20
 Burden       186.7 lbs   Speed          36     Searching            27%

 You are one of several children of a Telerin Archer.  You have light
 green 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 Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth)
     +4 strength, charisma, stealth, speed.
     Provides resistance to cold, fear, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 82.9 against animals, 82.9
     against evil creatures, 94.2 against giants, 116.8 against undead, 
     and 71.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.7 turns, magma
     veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 
     turns.
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 Lapis Lazuli Ring of Speed (+16)
     +16 speed.
d) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 888 to 1320 turns to recharge after use at your current
     speed.
e) a Golden Amulet of Weaponmastery (+4,+4) (+3)
     +3 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 136 to 264 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of the Magi [6,+13] (+4)
     +4 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Radius 1 light.
i) The Small Metal Shield of Thorin [4,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Golden Crown of Gondor [0,+15] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 1100 turns to recharge after use at your current speed.
     Radius 1 light.
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 Iron Shod Boots of Speed [3,+14] (+9)
     +9 speed.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 3 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!k!v!s}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!k!v!s}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!k!v!s}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations] {!d!k!v!s}
     Cannot be harmed by acid, electricity, fire, cold.
i) 2 Orange Speckled Potions of Life
     It can be thrown at creatures with damaging effect.
j) 2 Scrolls titled "jus do abo vus" of *Destruction* {!*}
k) 2 Aluminum Rods of Magic Mapping
l) 3 Titanium Rods of Healing (3 charging)
     Cannot be harmed by electricity.
m) a Tin Rod of Polymorph
n) 4 Aluminum-Plated Rods of Teleport Other (2 charging)
o) 6 Cypress Staves of Healing (7 charges)
p) 6 Redwood Staves of the Magi (6 charges)
q) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 897 to 1760 turns to recharge after use at your current
     speed.
r) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 888 to 1320 turns to recharge after use at your current
     speed.
s) 44 Arrows of Flame (1d4) (+10,+10)
     Cannot be harmed by fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 500.8 against
     dragons, 500.8 against fire-vulnerable creatures, and 166.9
     against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Brass Amulet of Trickery (+3)
     +3 dexterity, stealth, infravision, speed.
     +15%  to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
b) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, infravision.
     +10%  to searching.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 224 to 440 turns to recharge after use at your current
     speed.
     Radius 3 light.
c) Law Dragon Scale Mail (-2) [30,+29]
     Provides resistance to sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe sound/shards for 230 dama
     ge.
     It takes 1324 to 2640 turns to recharge after use at your current
     speed.
d) 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 44 turns to recharge after use at your current speed.
e) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
f) 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.
     
g) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 8 turns to recharge after use at your current speed.
h) 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 2200 turns to recharge after use at your current speed.
i) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 444 to 880 turns to recharge after use at your current
     speed.
j) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) a Wicker Shield of Preservation [2,+30]
     Provides resistance to nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
l) The Leather Shield of the Haradrim [4,+15] (+2)
     +2 strength, constitution.
     Provides resistance to poison, fear, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Aggravates creatures nearby.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 220 turns to recharge after use at your current speed.
m) The Leather Shield of Celegorm [4,+18]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) 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.
     
o) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 440 turns to recharge after use at your current speed.
     Radius 1 light.
p) 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.
     
q) 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.
r) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom.
     +10%  to searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 246 to 484 turns to recharge after use at your current
     speed.
s) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
t) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
     +2 strength.
     Provides resistance to fire, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 98.5 against fire-vulnerable
     creatures, 98.5 against poison-vulnerable creatures, 122.9 against
     dragons, and 74.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.6 turns, magma
     veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20 
     turns.
u) The Trident of Wrath (3d8) (+16,+18) (+2)
     +2 strength, dexterity.
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 96.9 against evil creatures, 
     113.2 against poison-vulnerable creatures, 145.9 against undead, 
     and 80.5 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.5 turns, magma
     veins in 3.3 turns, quartz veins in 7.2 turns, and granite in 18 
     turns.
v) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
     +3 dexterity, charisma.
     Provides resistance to fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     It takes 880 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 87.2 against fire-vulnerable
     creatures, 87.2 against frost-vulnerable creatures, and 63.6
     against normal creatures.
     
     With this item, you can expect to clear rubble in 1.6 turns, magma
     veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19 
     turns.
w) a Scythe of Extra Attacks (5d3) (+15,+18) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 75.4 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.6 turns, magma
     veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19 
     turns.
x) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     


  [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)


Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
Benutzeravatar
Mondkalb
König(in)
König(in)
Beiträge: 3121
Registriert: Di 09.04.2002 - 08:16
Wohnort: Gallifrey
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Beitrag von Mondkalb »

Mittlerweile ist die Version 3.2.0 von Angband erschienen, mit zahlreichen Verbesserungen und Vereinfachungen.

So ist jetzt z. B. die Einbindung des großen Gervais-Tile-Sets in der richtigen Größe der Tiles automatisch geregelt, wenn man die entsprechenden Optionen aus dem Grafikmenü wählt.

Einige Monster haben jetzt eigene Lichtquellen.
Die Darstellung des möglichen Schadens einer Waffe wurde sehr verbessert, man bekommt eine detailreiche Auflistung, wieviel Schaden die Waffe anrichtet, wieviele Hiebe man pro Runde hat und um wieviel man die aktuelle Stärke oder Geschicklichkeit steigern muss, um einen zusätzlichen Hieb zu bekommen.

Im Inventory-Menü wird die aktuelle Gewichtsbelastung durch Ausrüstung und mitgeführte Gegenstände angezeigt.

Es gibt einen Köcher für Munition, der die Handhabung von Pfeilen usw. vereinfacht.

Auch an einigen Gegenständen wurde gefeilt.
Die zusätzlichen neuen Tränke und Pilze, die es seit einigen Versionen schon gibt, finde ich auch Klasse. So gibt es z. B. Potions, die ein Attribut auf Kosten eines zufällig ausgewählten anderen Attributes erhöhen. Die sind früher verfügbar als die Attribut-Steigerungs-Tränke und recht hilfreich. Einige Pilze können Heilwirkungen haben oder Attribute wieder herstellen, aber z. B. für den Preis, dass man hungrig wird oder halluziniert.

Seit einigen Versionen wurden auch die Preise für Slings und Bögen erhöht, weil das zu Beginn doch recht starke Waffen sind. Der Ranger startet deshalb auch jetzt nur mit einem Kurzbogen.

Es gibt auch verbesserte Einstellungsmöglichkeiten für das automatische ignorieren oder zerstören von schädlichen Gegenständen (squelch options).

Insgesamt finde ich die neue Version einsteigerfreundlicher und ausgewogener. (Es gibt allerdings noch Verbesserungsbedarf, Boots of Speed sind momentan verdächtig häufig ...)

Ich habe gleich nach langer Zeit mal wieder ein Spiel gewagt und bin auch recht weit gekommen, bis ich dann wieder der Gier zum Opfer fiel ... Muss erst wieder lernen, mich zu zügeln. :D
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Beitrag von Mondkalb »

Mit der 3.2.0 habe ich zum ersten Mal mit einem Gnome gewonnen, die sterben mir sonst immer zu früh weg. ^^
http://angband.oook.cz/ladder-show.php?id=11264

Die Version ist äußerst großzügig im Verteilen von Artefakten und DSM-Ego-Armor,
Dragon Scale Armor kann jetzt z. B. of Resistance, Permanence oder Speed sein. :D

Ich habe einen Haufen Artefakte gefunden, die ich noch nie in irgendeinem Spiel vorher hatte.
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Beitrag von Mondkalb »

Falls jemand an einer Variante interessiert sein sollte - ich habe im Civ-Forum begonnen, FAAngband vorzustellen, das deutlich anders als Angband ist, schon alleine wegen der vielen Wildnis-Level:
(ab dem 6. Posting auf Seite 12, mit Screenshots)
http://www.civforum.de/showthread.php?t=72784&page=12
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Beitrag von Mondkalb »

Die neueste Version (mittlerweile 3.4.1) bietet auch wieder einige Neuerungen, nicht immer zu meiner Zufriedenheit; mich nervt das Shop-Interface etwas, aber sonst ist eigentlich alles gut. Fackeln haben wieder nur Lichtradius 1, damit bekommen Laternen und Light-Items wieder etwas mehr Sinn.
Es wurden fast alle verfluchten Items entfernt, mit Ausnahme einer Handvoll Artefakte und der nervigen Curse-Armor- und Curse-Weapon-Scrolls.

Stealth wurde ein kleines bisschen getrimmt, einige Artefakte haben jetzt einen Stealth-Malus.

Paralyze wurde wie Poison mit einem Counter versehen, sodass die frühe Begegnung mit einem der Paralyze-Monster nicht mehr zwangsläufig den sofortigen Tod bedeutet. Poison scheint mir dagegen etwas gefährlicher geworden zu sein.

Es gibt keine Restore "Stat" Potions mehr, seit einigen Versionen, dafür werden beim Levelaufstieg alle gedrainten Stats wieder repariert.

Morgoth kann mittlerweile Mana Storms mit 600 Schaden ...
Was meinen Hobbit Rogue nicht abgehalten hat ;):
http://angband.oook.cz/ladder-show.php?id=14120

Ach ja, und die Elbenringe haben jetzt +5 Speed, was es etwas leichter macht, dafür auf einen Speed-Ring zu verzichten. :)
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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Beitrag von Mondkalb »

Es gibt eine neue Bugfix-Version von FAangband:
http://angband.oook.cz/faangband/Downloads.html

Einige lästige Kleinigkeiten sind beseitigt. Die 1.4er Version lässt dem Spieler außerdem die Wahl zwischen verschiedenen Spielvarianten. Man kann in der bisherigen ausgedehnte Wildnis spielen oder in einer gestrafften Version mit weniger Levels. Außerdem kann man den Hybrid-Dungeon-Modus ohne Wildnis wählen, in dem man die verschiedenen Dungeons von FAangband nacheinander durchquert und schließlich auch noch einen "Angband-Modus" mit einem einzigen zusammenhängenden Dungeon.
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
Sir Marc von Göskon

Beitrag von Sir Marc von Göskon »

Na klar der SirMarc wider muss natürlich gleich einen Feuer drachen angreifen mit lvl 1.^^ 1.4 version
Und Tod ^^
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Beitrag von Mondkalb »

Es stirbt sich leicht und schnell in der *band-Welt. ^^
Sorglos, wie ein Kind mit Feuer, ging ich mit der Zeit um.
(Teferi)
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