ANGBAND SESSION C 6/11/22 - New character: Leo the hobbit ranger. The angband manual says rangers need strength, intelligence, and dexterity, so I made him with attributes of 14/16/16/18/14 after bonuses. - Hobbits have mushroom lore and hold life - Mushroom lore is a racial ability - "you easily recognize mushrooms" - Hold life is a racial ability - "your life force is substained" I assume that means drain resistance for hp? - How much you can carry is effected by your strength - I think history is just for flavor? - Rangers start with 1 book of nature magics [lesser charms], 3 food rations, 1 scroll of word of recall, 2 torches, 1 main gauche, 2 short bows (?), and 16 arrows - Town was selling different stuff, but still had 40 phase door scrolls - Potion: Cure light wounds heals 20 hp, cures blindness, reduces length of wounds by 20 turns, reduces length of confusion by 20 turns, feeds you 1% so I guess wounds is a harmful status effect, probably similar to poison - Potion: Cure critical wounds Heals 60 hp, cures blindness, cures wounds, cures poisoning, cures stunning, cures amnesia, cures confusion, feeds 1% - Potion: Resist cold Extends cold resistance for 50+1d10 turns Q: does cold resistance make you immune or just resistant - Scroll: magic mapping "maps the area around you" Q: does it have a range? useful for finding buried treasure - Scroll: holy chant Extends your AC and to-hit bonus for 12+1d24 turns Q: how much? also, how is this different from blessing (other than the duration) - Scroll: Monster confusion extends monster confusion for 10000 turns - Mushroom: purging leaves you nourished 5%, restores strength, restores constitution, cures poisoning Q: "restores"? like if stats were drained? - Can buy picks and shovels in the general store - Q: what does the "take notes" command do? - Q: do spellbooks teach spells, or do I have to carry them around with me? - Q: does ammo break? - Scroll: teleportation "teleports you randomly a level-dependent distance" Q: xp level or depth level? - Scroll: identify rune "identifies a single unknown rune on a selected item" - Q: does it say "you do not know the full extent of this item's powers" on all items, or just ones with powers - curse: steelskin makes your skin harder to damage, but conduct electricity - curse: rune of hallucination occasionally makes you hallucinate - status effect: hallucination just makes random symbols appear on your screen - the manual says stores restock every 10000 turns - you can still shoot while scared - phase door teleports you 10 grids away - shriekers make nearby enemies faster - Q: is buried treasure ever an item, as opposed to just money? - potion: resist heat extends fire resistance for 50+1d10 turns Q: resist or immune? - rods are a type of item which cast a spell, but must then be recharged - rod: light deals 6d8 damage, increased by device skill takes 9 turns to recharge - "a horn blast sounds! you hear a sudden stirring in the distance" - encountered Farmer Maggot in town, and killed him. Feel kind of bad since he didn't attack me or anything, but he dropped a strong rapier. farmer maggot's rapier: (+8, +6), "slay evil" slay evil means it does extra damage to evil creatures (not sure how/why) - As a level 6 ranger, I have earned the title of Strider you'd think Aragorn would be higher than level 6 - "the cave spider bites you! you have been given a graze" ... "you are no longer bleeding" - wand: darkness creates a line of darkness dealing 6d8 damage - i'm gonna try throwing potions - radiation eye: drains mana, drains strength - idea: use fed% to keep track of time - Q: what does it mean when it says shit like "a sling (x2)" - my strength drain lasted a really long time, but finally went away when i went up a level - potion: infravision extends enhanced infravision for 100+4d25 turns Q: if i already have infravision, does it do anything? - rune: brightness +1 light I found on a torch, idk if it works on other things - potion: true seeing cures blindness extends see invisible for 50+2d6 turns - vomiting causes you to lose a lot of hunger - potion: salt water nourishes 2%, cures poisoning, and paralyzes 4 turns. also causes you to vomit - Book of Nature Magics [Lesser Charms] Remove Hunger | lvl 3 | mana 1 Raises your hunger to a maximum of 50% Detect life | lvl 5 | mana 2 "detects all living monsters in the immediate area for one turn only" Herbal curing | lvl 9 | mana 6 | high fail% - ooh, a copper mimic, fun - detect treasure does not detect monsters mimicking treasure - not all wands identify on cast - when you are overburdened, you become slower - staff: light creates a ball of light centered on and hitting the player, with radius 2, dealing 2d8 damage at the center - wand: heal monster Q: by how much? - potion: toughness restores constitution, increases constitution, reduces a different stat - when "full" (above 90% fed), nutrition goes down very fast - you cannot aim wands at yourself - scrolls of remove hunger don't feed you directly, they just stop your hunger from dipping below 50% - ran into Smeagol on L5. He robbed me :( Smeagol dropped: - my money back - 6 potions of cure serious wounds - [1, +6] leather sandals of slow descent - protip: if an enemy is too fast for you, simply become faster - wand: slow monster - green jellies will damage your armor, but not your projectiles - not all creatures are weak to light damage. usually only the "evil" ones - when you buy unidentified items, you learn them - Potion: healing heals 300 hp (or 35%, whichever is greater), cures blindness, cures wounds, cures poisoning, cures stunning, cures amnesia, cures confusion, feeds 1% - Item: Sip of Miruvor feeds 3%, restores strength and constitution - potion: contemplation restores wisdom, increases wisdom reduces a stat other than wisdom - wand: stone-to-mud "creates a line of rock remover dealing 20+1d30 damage" Q: does this remove stone or just make it weaker - potion of sleep: extends paralysis for 5+1d5 turns, feeds 1% throwable - i think all potions feed 1% - scroll of deep descent took me down 9 floors - "this place seems murderous" (level 11) - reading word of recall in town takes you to the last floor visited - potion: blindness extends blindness for 75+4d25 turns throwable - the manual says that you CAN sell things, so i've just been failing at that i guess - manual: reading a second scroll of recall will cancel the first one - might be good to carry 3 then