Dungeon Depths Challange: The Hundred Floors

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Rising_Dusk
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Rising_Dusk » Wed Jan 28, 2009 1:04 am

Summon Monster is generally counterproductive to living.
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Kurogamon
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Kurogamon » Wed Jan 28, 2009 5:22 pm

I was getting bored and used it on L2 unknowing that it would summon stronger stuff than the average L2 monsters.
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Rising_Dusk » Wed Jan 28, 2009 7:25 pm

A common mistake. ;)
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Kurogamon
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Kurogamon » Wed Jan 28, 2009 7:41 pm

Doesn't make it any less worse :<
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Rising_Dusk » Thu Jan 29, 2009 8:49 pm

It's okay, I do it too -- on purpose. It's like a test of faith. If I can't survive the summoned monsters, then I don't deserve to live. It gets really bad when I find a staff of summon monster. Just keep using it in clear rooms until it runs out of charges. Now that's the way to play. :)

(My pally sucks at the summoner game, though. My dwarf just breaks shit, so he's good.)
"I'll come to Florida one day and make you look like a damn princess." ~Hep

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Kurogamon
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Kurogamon » Thu Jan 29, 2009 9:13 pm

Pfft, I started a new Priest, it's freaking near impossible to get past the first few levels at a comfortable speed.

Also my new mage's initial book and the book I bought had Magic Missile as illegible. :?
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Kurogamon » Sun Feb 08, 2009 7:28 pm

Doublepost, sorry, but Hito, are we still doing this? Here's my current dump, I'll look over achievements sometime soon. OP points seem like some source of fun.

Code: Select all

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             60   STR:     15  +1  +3  +3  18/40
 Race   Dunadan      Height          79   INT:     12  +2  -3  +0     11
 Class  Paladin      Weight         189   WIS:     16  +2  +1  +3  18/40
 Title  Knight       Social       Liked   DEX:     16  +2  +0  +0     18
 HP     312/312      Maximize         Y   CON:     14  +3  +2  +1  18/20
 SP     35/50                             CHR:     14  +2  +2  +0     18


 Level               26   Armor    [28,+36]     Saving Throw         61%
 Cur Exp          43475   Fight    (+2,+13)     Stealth        Excellent
 Max Exp          43475   Melee   (+12,+22)     Fighting          Heroic
 Adv Exp          53750   Shoot    (+5,+11)     Shooting          Superb
 MaxDepth   1050' (L21)   Blows      2/turn     Disarming            42%
 Turns          1220793   Shots      1/turn     Magic Device      Superb
 Gold             58553   Infra       40 ft     Perception       1 in 35
 Burden        85.5 lbs   Speed      Normal     Searching            15%

 You are one of several children of a Townsman.  You are a credit to
 the family.  You have blue-gray eyes, straight black hair, and a very
 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) a Tulwar (Holy Avenger) (2d4) (+10,+9) [+2] (+1)
     +1 wisdom.
     Provides resistance to fear.
     Sustains constitution.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 32 against evil creatures, 37
     against demons, 37 against undead, and 27 against normal creatures.
b) a Long Bow of Accuracy (x3) (+3,+11)
c) a Ruby Ring of Strength (+2)
     +2 strength.
     Sustains strength.
d) an Adamantite Ring of Damage (+0,+7)
e) a Mithril Amulet of Wisdom (+2)
     +2 wisdom.
     Sustains wisdom.
f) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
g) Chain Mail (Dwarven) (-2) [14,+9] (+1)
     +1 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
h) a Fur Cloak [3,+1]
i) a Small Metal Shield of Resist Fire [4,+7]
     Provides resistance to fire.
     Cannot be harmed by fire.
j) a Metal Cap of Infravision [3,+7] (+3)
     +3 infravision.
k) a Set of Caestus (+0,+3) [2,+4]
l) a Pair of Leather Boots of Stealth [2,+4] (+3)
     +3 stealth.


  [Character Inventory]

a) a Holy Book of Prayers [Beginners Handbook]
b) a Holy Book of Prayers [Words of Wisdom]
c) a Holy Book of Prayers [Chants and Blessings]
d) 2 Rations of Food
e) 2 Pieces of Elvish Waybread
f) 8 Cyan Potions of Cure Critical Wounds
g) a Clear Potion of Enlightenment
h) a Scroll titled "tas vineo ta" of Word of Recall
i) a Runed Rod of Treasure Location
j) a Gold-Plated Wand of Disarming (4 charges)
k) a Willow Staff of Identify (1 charge)
l) an Opal Ring of Accuracy (+8)
m) 14 Arrows (1d4) (+5,+5)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 55.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Holy Book of Prayers [Exorcism and Dispelling]
b) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) 3 Yellow Mushrooms of Emergency
     When ingested, it grants temporary resistance to fire and cold, cu
     res 200HP, but also makes you hallucinate wildly.
     Provides nourishment for about 250 turns under normal conditions.
d) 6 Flasks of oil
e) a Light Brown Potion 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.
f) a Coagulated Crimson Potion of Restore Strength
     When ingested, it restores your strength.
g) an Orange Speckled Potion of Restore Intelligence
     When ingested, it restores your intelligence.
h) 2 Metallic Purple Potions of Restore Wisdom
     When ingested, it restores your wisdom.
i) a Vermilion Potion of Restore Constitution
     When ingested, it restores your constitution.
j) an Azure Potion of Restore Charisma
     When ingested, it restores your charisma.
k) 12 Scrolls titled "ressi deccio" of Identify
     When read, it reveals to you the extent of an item's magical power
     s.
l) 7 Scrolls titled "tas vineo ta" of Word of Recall
     When read, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
m) 7 Scrolls titled "antus ca abus" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
n) a Scroll titled "cus sa deo or" of Deep Descent
     When read, it transports you two or three levels below your maximu
     m dungeon depth.
o) 6 Wooden Torches (5000 turns)
     Radius 2 light, reduced when running out of fuel.  Can refill
     another torch, up to 5000 turns of fuel.
p) The Dagger of Rilia (2d4) (+4,+3)
     Provides resistance to poison, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it fires a stinking cloud with damage 12.
     It takes 4 turns to recharge after use.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 31 against orcs, 31 against
     poison-vulnerable creatures, and 21 against normal creatures.
q) The Dagger 'Nimthanc' (2d4) (+4,+6)
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 34 against frost-vulnerable
     creatures, and 24 against normal creatures.
r) a War Hammer of Extra Attacks (3d3) (+5,+7) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 26 against normal creatures.


  [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)
Found my first greater vault at level 20. Woot. 2 artifacts. Also I tried the summon monster thing with any scrolls I get.
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Rising_Dusk
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Rising_Dusk » Tue Feb 17, 2009 5:02 pm

Yes, it's being carried over to that forum I made for those who make it that far. I think I'll put up some challenges tonight and see if anyone can complete them.
"I'll come to Florida one day and make you look like a damn princess." ~Hep

Wufei
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Wufei » Mon Mar 09, 2009 4:18 am

What IS this game? Do tell.

Edit: Oh, Angband. Disregard previous post, I suck cocks. *downloads*

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Kurogamon
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Kurogamon » Mon Mar 09, 2009 3:06 pm

Epic threadomancy.

Though this thread is in need of reviving. Unless I'm missing one of the sub-forums that are active. I gave up on Angband, but still have a char around level 25. I'm spending my ASCII game time playing NetHack, and some DF. I still haven't even gotten into any of the unique areas other than Sokoban in NetHack. It's just so insanely hard compared to Angband.
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Re: Dungeon Depths Challange: The Hundred Floors

Post by Wufei » Mon Mar 09, 2009 5:38 pm

I played NetHack, but it seemed really tedious with the interface and all. I play Dungeon Crawler Stone Soup, but I may likely start playing Angband instead.

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Re: Dungeon Depths Challange: The Hundred Floors

Post by Kurogamon » Mon Mar 09, 2009 9:32 pm

NH's uncustomized interface is really tedious. But once you customize it to your needs and get used to it, it's really quite nice. What I like is the challenge of being alone. In Angband you have a town. Not in NH. Also, Hunger is much more of a problem, you can and will die of hunger all the time.
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