Lair Larrikin
Posts: 18
Joined: Sunday, 15th May 2016, 05:20
Mid game questions
Second off how do you export your character dump? That would save everyone some scrolling.
Third whats the nitty gritty math behind weapon enchantment. Does it simply add one to the base accuracy and base damage like the wiki leads me believe? Based on the shield penalty math I seriously doubt it's that easy. I'm using the +5 rapier of electrocution which is doing wonders zapping and puncturing poor creatures but would the 10+ dagger of freezing be better? The wiki says, "The electrocution brand gives weapons a 33% chance to inflict 9 + 1d15 HP of electricity damage per hit, Ice does Normal: +0% to +50% cold damage (25% on average). I'm not sure what that 9 + 1d15 HP means. I think the rapier is more effective. Also the Arbalest of Damnation just sounds fun but idk if thats worth training it at -1 *beserkerfirstworldproblems
- Code:
Dungeon Crawl Stone Soup version 0.18.1-6-gd335043 (webtiles) character file.
1158511 the Protected (Demonspawn Berserker) Turns: 23085, Time: 03:20:49
Health: 120/120 AC: 28 Str: 20 XL: 15 Next: 56%
Magic: 15/15 EV: 9 Int: 9 God: Trog [*****.]
Gold: 1755 SH: 14 Dex: 16 Spells: 0 memorised, 14 levels left
rFire + + . SeeInvis . w - +5 rapier (elec)
rCold . . . Gourm + z - +8 plate armour {rF+}
rNeg + . . Faith . p - +1 shield
rPois . Spirit . (helmet restricted)
rElec . Dismiss . (no cloak)
rCorr . Reflect . v - +0 pair of gloves
SustAt . Harm . (boots unavailable)
MR +.... t - amulet of the gourmand
Stlth .......... e - ring of positive energy
A - ring of protection from fire
@: studying Maces & Flails, somewhat resistant to hostile enchantments,
extremely unstealthy
A: antennae 1, hooves 3, molten scales 2, demonic guardian 1, spiny 3
a: Berserk, Trog's Hand, Brothers in Arms, Burn Spellbooks, Renounce Religion
You are on level 15 of the Dungeon.
You worship Trog.
Trog is extremely pleased with you.
You are full.
You have visited 4 branches of the dungeon, and seen 26 of its levels.
You have collected 2567 gold pieces.
You have spent 812 gold pieces at shops.
Inventory:
Hand Weapons
f - the +6 arbalest "Damnation" {damnation, rF++ rC- MR+}
(You found it on level 12 of the Dungeon)
It greatly protects you from fire.
It makes you vulnerable to cold.
It affects your resistance to hostile enchantments.
k - the +1 scythe "Risev" {flame, rN+ MP+9 Dex-3 Stlth+}
(You found it on level 8 of the Dungeon)
It has been specially enchanted to burn those struck by it, causing extra
injury to most foes and up to half again as much damage against particularly
susceptible opponents. Big, fiery blades are also staple armaments of
hydra-hunters.
It affects your dexterity (-3).
It protects you from negative energy.
It affects your magic capacity (+9).
It makes you more stealthy.
o - a +6 antimagic quick blade
w - a +5 rapier of electrocution (weapon)
y - a +2 scimitar of flaming
N - a +7 short sword of freezing
O - the +6 rapier "Wuegisea" {venom, +Rage rC+ MP+9 Int+4}
(You found it on level 8 of the Dungeon)
It poisons the flesh of those it strikes.
It affects your intelligence (+4).
It protects you from cold.
It affects your magic capacity (+9).
It lets you go berserk.
T - the +10 dagger of the Thirteen Beggars {freeze, Str+2}
(You found it on level 13 of the Dungeon)
It has been specially enchanted to freeze those struck by it, causing extra
injury to most foes and up to half again as much damage against particularly
susceptible opponents. It can also slow down cold-blooded creatures.
It affects your strength (+2).
Missiles
n - 3 javelins of penetration
B - 250 arrows
J - 3 tomahawks of dispersal
M - 6 tomahawks of returning (quivered)
R - 6 silver tomahawks
Armour
a - a +3 chain mail of positive energy
p - a +1 shield (worn)
q - a +2 helmet
v - a +0 pair of gloves (worn)
z - a +8 plate armour of fire resistance (worn)
D - a +1 plate armour of cold resistance
Z - a +0 buckler
Jewellery
e - a ring of positive energy (right hand)
i - an uncursed ring of stealth
t - an amulet of the gourmand (around neck)
u - a +6 ring of intelligence
x - an uncursed amulet of regeneration
A - a ring of protection from fire (left hand)
Wands
s - a wand of teleportation
Y - a wand of lightning
Scrolls
d - 5 scrolls of fog
h - 6 scrolls of recharging
r - 3 scrolls of teleportation
S - 5 scrolls of remove curse
V - 6 scrolls of magic mapping
Potions
b - 5 potions of might
g - 3 potions of brilliance
j - 5 potions of curing
C - 5 potions of invisibility
F - a potion of mutation
G - a potion of agility
K - a potion of heal wounds
U - 5 potions of haste
W - a potion of cancellation
X - a potion of ambrosia
Books
Q - a manual of Maces & Flails
Miscellaneous
H - a phial of floods
I - an ornate deck of cards
Comestibles
c - 10 bread rations
l - a fruit
m - 11 meat rations
E - 11 royal jellies
L - 2 beef jerkies
P - a slice of pizza
Skills:
+ Level 11.8 Fighting
+ Level 10.9(11.6) Short Blades
+ Level 6.5(9.6) Long Blades
+ Level 0.8 Polearms
+ Level 2.9 Throwing
+ Level 13.3 Armour
+ Level 8.2 Dodging
+ Level 4.9 Stealth
* Level 11.9 Shields
Dungeon Overview and Level Annotations
Branches:
Dungeon (15/15) Temple (0/1) D:7 Lair (8/8) D:8
Shoals (0/4) Lair:6 Spider (0/4) Lair:6 Slime (0/6) Lair:7
Orc (2/2) D:12 Elf (0/3) Orc:2 Vaults (0/5) D:13
Depths (1/5) D:15
Shops:
D:3 * D:6 [ D:12 ? Orc:2 [([(
Annotations:
D:7 exclusion: oklob sapling
D:10 Sonja
D:12 exclusion: ice statue
D:13 exclusion: obsidian statue
D:14 exclusion: Roxanne, Roxanne
Depths:1 Mara
Innate Abilities, Weirdness & Mutations
You have hooves in place of feet.
You are mostly covered in molten scales (AC +3, EV -1).
A weak demonic guardian rushes to your aid.
You are completely covered in sharp spines.
You have a pair of small antennae on your head.
Message History
You start resting.
HP restored.
There is a staircase to the Depths here.
You climb downwards. Welcome to the Depths!
An iron troll, a deep troll, a stone giant and Mara come into view.
The stone giant shouts!
Found 23 bolts, a scroll of remove curse and a potion of brilliance.
There is a staircase back to the Dungeon here.
Press: ? - help, v - describe, . - travel
A staircase back to the Dungeon.
The stone giant throws a large rock. You block the large rock.
You climb upwards. Welcome back to the Dungeon!
There is a staircase to the Depths here.
(D) Dungeon (T) Temple (L) Lair (A) Shoals
(N) Spider Nest (M) Slime Pits (O) Orcish Mines (E) Elven Halls
(V) Vaults (U) Depths
Reason: added code tags