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mixer February 21, 2013 10:20

Too many Artifacts!
 
Just cleared a level with two vaults. The spiral vault gave me so many artifact I left 4 behind but now have to decide what to sell and what to wear. Any good advice would be nice.
Code:

[Angband 3.3.2 Character Dump]

 Name  Nienya                                  Self  RB  CB  EB  Best
 Sex    Male        Age            48  STR! 18/100  +2  -1  +9 18/200
 Race  Dwarf        Height          50  INT! 18/100  -3  -3  +3  18/70
 Class  Priest      Weight        164  WIS! 18/100  +2  +3  +2 18/170
 Title  Patriarch    Social      Lordly  DEX! 18/100  -2  -1  +4 18/110
 HP    946/946      Maximize        Y  CON! 18/100  +2  +0 +13 18/***
 SP    235/360                          CHR! 18/100  -3  +2  +0  18/90

 Level              48  Armor  [73,+115]    Saving Throw        100%
 Cur Exp        5051949  Fight  (+20,+14)    Stealth            Good
 Max Exp        5051949  Melee  (+30,+34)    Fighting          Superb
 Adv Exp        5600000  Shoot  (+30,+14)    Shooting          Superb
 MaxDepth  3550' (L71)  Blows    4.0/turn    Disarming            70%
 Game Turns    1412635  Shots      1/turn    Magic Device          92
 Standard Turns  207158  Infra      50 ft    Perception      1 in 32
 Resting Turns    80655  Speed          34    Searching            23%
 Gold            613741  Burden  317.8 lbs

 You are the only child of a Dwarven Priest.  You are a well liked
 child.  You have dark brown eyes, straight black hair, a three foot
 beard, and a dark complexion.


rAcid:......+.*+... Nexus:.............
rElec:......+..++.. Nethr:....+........
rFire:.+....+..+*.. Chaos:........+....
rCold:....+.+..+... Disen:+............
rPois:..........+.. Feath:..........++.
rLite:............. pFear:......+.++...
rDark:....+.....+.. pBlnd:............+
Sound:......+.+.... pConf:......+......
Shard:.......+..... pStun:.............

Light:.........+... Tunn.:............+
Regen:....+........ Speed:.+++...+...+.
  ESP:.........+... Blows:.............
Invis:.....+...+... Shots:.............
FrAct:........+.+.. Might:.............
HLife:....+........ S.Dig:.............
Stea.:.......+++.+. ImpHP:.............
Sear.:.............  Fear:.............
Infra:............+ Aggrv:+.........+..


  [Character Equipment]

a) the Bastard Sword 'Calris' (5d4) (+10,+20) <+5>
    Dropped by Ar-Pharazôn the Golden at 2650 feet (level 53).
   
    +5 constitution.
    Slays evil creatures, demons, trolls.
    *Slays* dragons.
    Provides resistance to disenchantment.
    Cannot be harmed by acid, electricity, fire, cold.
    Aggravates creatures nearby. 
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 252.8 vs. evil creatures, 307.2 vs. demons,
    307.2 vs. trolls, 416.4 vs. dragons, and 198.4 vs. others.
   
b) the Light Crossbow 'Cubragol' (x3) (+10,+14) <+10>
    Found lying on the floor at 3500 feet (level 70).
   
    +10 speed.
    Branded with flames.
    Provides resistance to fire.
    Cannot be harmed by acid, electricity, fire, cold.
   
c) a Ring of Speed <+12>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +12 speed.
   
d) a Ring of Speed <+12>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +12 speed.
   
e) the Jewel 'Evenstar' <+2>
    Dropped by a Lesser Balrog at 2400 feet (level 48).
   
    +2 wisdom.
    Provides resistance to cold, dark, nether.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains wisdom, constitution.
    Speeds regeneration.  Sustains your life force. 
   
    When activated, it restores your experience to full.
    Takes 600 turns to recharge at your current speed.
    Your chance of success is 93.9%
   
f) the Star of Elendil
    Dropped by a Lesser Balrog at 3550 feet (level 71).
   
    Cannot be harmed by acid, electricity, fire, cold.
    Grants the ability to see invisible things. 
   
    When activated, it maps the area around you.
    Takes 204 to 400 turns to recharge at your current speed.
    Your chance of success is 94.9%
   
    Radius 3 light.
g) the Metal Brigandine Armour of the Rohirrim [50,+12] <+2>
    Dropped by a Marilith at 2450 feet (level 49).
   
    +2 strength, dexterity.
    Provides resistance to acid, lightning, fire, cold, sound.
    Provides protection from fear, confusion.
    Cannot be harmed by acid, electricity, fire, cold.
   
h) an Elven Cloak of Protection [6,+24] <+2, +1>
    Dropped by a Great Wyrm of Thunder at 3500 feet (level 70).
   
    +2 stealth.
    +1 speed.
    Provides resistance to shards.
    Cannot be harmed by acid, electricity, fire, cold.
   
i) the Small Metal Shield of Thorin [5,+24] <+4, +3, -1>
    Dropped by Itangast the Fire Drake at 2450 feet (level 49).
   
    +4 constitution.
    +3 strength.
    -1 stealth.
    Provides immunity to acid.
    Provides resistance to sound, chaos.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Prevents paralysis. 
   
j) the Iron Helm of Dor-Lomin [7,+20] <+4, +2, -1>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +4 strength, constitution.
    +2 dexterity.
    -1 stealth.
    Provides resistance to acid, lightning, fire, cold.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants telepathy.  Grants the ability to see invisible things. 
   
    Radius 1 light.
k) the Set of Gauntlets of Eol [3,+14] <+3>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +3 intelligence.
    Provides immunity to fire.
    Provides resistance to lightning, poison, dark.
    Cannot be harmed by acid, electricity, fire, cold.
    Feather Falling.  Prevents paralysis.  Aggravates creatures
    nearby. 
   
    When aimed, it fires a mana bolt with damage 12d8.
    Takes 124 to 240 turns to recharge at your current speed.
    Your chance of success is 91.9%
   
l) a Pair of Leather Boots of Elvenkind [2,+14] <+3, +4>
    Found lying on the floor in a vault at 3550 feet (level 71).
   
    +3 stealth.
    +4 speed.
    Cannot be harmed by acid, fire.
    Feather Falling. 
   


  [Character Quiver]

n) 24 Seeker Bolts of Acid (4d5) (+16,+14)
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    Branded with acid.
    Cannot be harmed by acid.
   
    Combat info:
    Hits targets up to 120 feet away.
    Average damage/round: 249.6 vs. creatures not resistant to acid,
    249.6 vs. creatures not resistant to fire, and 124.8 vs. others.
    25% chance of breaking upon contact.
   
o) 12 Bolts of Venom (1d5) (+17,+12)
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    Branded with venom.
   
    Combat info:
    Hits targets up to 120 feet away.
    Average damage/round: 180.9 vs. creatures not resistant to fire,
    180.9 vs. creatures not resistant to poison, and 90.5 vs. others.
    25% chance of breaking upon contact.
   
p) 24 Mithril Bolts of Venom (3d5) (+12,+16)
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    Branded with venom.
    Cannot be harmed by acid.
   
    Combat info:
    Hits targets up to 120 feet away.
    Average damage/round: 243.3 vs. creatures not resistant to fire,
    243.3 vs. creatures not resistant to poison, and 121.7 vs. others.
    25% chance of breaking upon contact.
   
q) 17 Bolts of Wounding (1d5) (+15,+11)
    Dropped by an Osyluth at 3500 feet (level 70).
   
    Combat info:
    Hits targets up to 120 feet away.
    Average damage/round: 174.7 vs. creatures not resistant to fire,
    and 87.3 vs. others.
    25% chance of breaking upon contact.
   
r) 22 Mithril Bolts of Venom (3d5) (+11,+11)
    Dropped by a Great Hell Wyrm at 3500 feet (level 70).
   
    Branded with venom.
    Cannot be harmed by acid.
   
    Combat info:
    Hits targets up to 120 feet away.
    Average damage/round: 212.1 vs. creatures not resistant to fire,
    212.1 vs. creatures not resistant to poison, and 106.1 vs. others.
    25% chance of breaking upon contact.
   
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Character Inventory]

a) 2 Holy Books of Prayers [Exorcism and Dispelling]
   
   
b) 3 Holy Books of Prayers [Ethereal Openings]
    Cannot be harmed by acid, electricity, fire, cold.
   
c) 6 Holy Books of Prayers [Godly Insights]
    Cannot be harmed by acid, electricity, fire, cold.
   
d) 4 Holy Books of Prayers [Purifications and Healing]
    Cannot be harmed by acid, electricity, fire, cold.
   
e) 3 Holy Books of Prayers [Holy Infusions]
    Cannot be harmed by acid, electricity, fire, cold.
   
f) 5 Potions of Healing
   
   
g) 3 Potions of *Healing*
    It can be thrown at creatures with damaging effect.
   
h) 5 Scrolls of Teleport Level
   
   
i) 2 Staves of *Destruction* (3 charges)
   
   
j) the Elfstone 'Elessar' [+10] <+2>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +2 strength, wisdom, charisma, speed.
    Provides resistance to fire, poison.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it heals 500 hit points.
    Takes 800 turns to recharge at your current speed.
    Your chance of success is 91.2%
   
k) the Chain Mail of Arvedui (-2) [40,+15] <+2>
    Dropped by a Great Wyrm of Thunder at 3500 feet (level 70).
   
    +2 strength, charisma.
    Provides resistance to acid, lightning, fire, cold, shards, nexus.
    Cannot be harmed by acid, electricity, fire, cold.
   
l) the Mithril Shield of Gil-galad [20,+20] <+5>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +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
    one causing 10d8 damage.
    Takes 400 turns to recharge at your current speed.
    Your chance of success is 89.5%
   
    Radius 1 light.
m) the Hard Leather Cap of Thranduil [2,+10] <+2>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +2 intelligence, wisdom.
    Provides protection from blindness.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants telepathy. 
   
n) the Set of Leather Gloves 'Cammithrim' (+2,+2) [1,+8]
    Dropped by a Mature blue dragon at 1750 feet (level 35).
   
    Provides resistance to light.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains constitution.
    Prevents paralysis. 
   
    When aimed, it fires a magic missile with damage 3d4.
    Takes 8 turns to recharge at your current speed.
    Your chance of success is 96.7%
   
    Radius 1 light.
o) the Short Sword 'Dagmor' (1d7) (+13,+11) <+2>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +2 attack speed.
    Slays animals.
    Branded with venom.
    Cannot be harmed by acid, electricity, fire, cold.
    Slows your metabolism.  Speeds regeneration. 
   
    Combat info:
    6.0 blows/round.
    Average damage/round: 207.6 vs. animals, 233.4 vs. creatures not
    resistant to poison, and 181.8 vs. others.
   
p) the Long Sword 'Anguirel' (2d5) (+10,+10) <+3, +2>
    Dropped by a Master rogue at 1650 feet (level 33).
   
    +3 speed.
    +2 strength, constitution, attack speed.
    Slays evil creatures, demons.
    Branded with venom.
    Provides resistance to lightning, light, dark.
    Cannot be harmed by acid, electricity, fire, cold.
    Prevents paralysis.  Grants the ability to see invisible things.
    Aggravates creatures nearby. 
   
    Combat info:
    6.0 blows/round.
    Average damage/round: 252.6 vs. evil creatures, 292.2 vs. demons,
    292.2 vs. creatures not resistant to poison, and 213.6 vs. others.
   
    Radius 1 light.
q) the Zweihander 'Gurthang' (3d6) (+13,+17) <+2>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +2 strength.
    *Slays* dragons.
    Branded with flames, venom.
    Provides resistance to fire, poison.
    Cannot be harmed by acid, electricity, fire, cold.
    Slows your metabolism.  Speeds regeneration.  Prevents paralysis.
   
   
    Combat info:
    3.5 blows/round.
    With +0 STR and +1 DEX you would get 4.0 blows
    Average damage/round: 258.8 vs. creatures not resistant to fire,
    258.8 vs. creatures not resistant to poison, 342.7 vs. dragons,
    and 174.9 vs. others.
   
r) the Battle Axe 'Lotharang' (2d8) (+14,+13) <+3, +1>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +3 strength, dexterity.
    +1 attack speed.
    Slays orcs, trolls.
    Provides resistance to disenchantment.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it heals 40 hitpoints, cut damage, and cures
    blindness and confusion.
    Takes 16 to 24 turns to recharge at your current speed.
    Your chance of success is 94.9%
   
    Combat info:
    5.0 blows/round.
    Average damage/round: 313 vs. orcs, 313 vs. trolls, and 213 vs.
    others.
   
s) the Lance of the Eorlingas (3d8) (+13,+21) <+2>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +2 strength, dexterity, speed.
    Slays evil creatures, orcs, trolls.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants the ability to see invisible things. 
   
    Combat info:
    3.8 blows/round.
    With +0 STR and +2 DEX you would get 4.0 blows
    Average damage/round: 291.8 vs. evil creatures, 354 vs. orcs, 354
    vs. trolls, and 229.6 vs. others.
   
t) the Morning Star 'Firestar' (2d6) (+15,+17) [+2]
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    Branded with flames.
    Provides immunity to fire.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When aimed, it creates a fire ball with damage 72.
    Takes 80 turns to recharge at your current speed.
    Your chance of success is 95.9%
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 233.6 vs. creatures not resistant to fire,
    and 171.2 vs. others.
   
u) the Quarterstaff 'Eriril' (1d9) (+13,+15) <+4>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +4 intelligence, wisdom.
    Slays evil creatures.
    Provides resistance to light.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants the ability to see invisible things. 
   
    When activated, it reveals to you the extent of an item's magical
    powers.
    Takes 40 turns to recharge at your current speed.
    Your chance of success is 95.9%
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 174.8 vs. evil creatures, and 152.8 vs.
    others.
   
    Radius 1 light.
v) the Long Bow 'Belthronding' (x3) (+20,+22) <+3, +1>
    Found lying on the floor in a vault at 3500 feet (level 70).
   
    +3 dexterity.
    +1 stealth, speed, shooting speed.
    Provides resistance to disenchantment.
    Cannot be harmed by acid, electricity, fire, cold.
   


  [Home Inventory]

a) 10 Potions of *Healing*
    It can be thrown at creatures with damaging effect.
   
b) a Scroll of Banishment
    Dropped by a Nether wraith at 2800 feet (level 56).
   
   
   
c) a Scroll of Mass Banishment
    Dropped by a Great crystal drake at 3050 feet (level 61).
   
   
   
d) 2 Scrolls of *Destruction*
   
   
e) a Staff of *Destruction* (2 charges)
    Found lying on the floor in a vault at 3150 feet (level 63).
   
   
   
f) a Ring of Speed <+7>
    Dropped by a Gelugon at 3550 feet (level 71).
   
    +7 speed.
   
g) a Ring of Damage (+0,+12)
    Found lying on the floor at 3300 feet (level 66).
   
   
   
h) the Amulet of Ingwe <+3, +4>
    Dropped by a Bile Demon at 3500 feet (level 70).
   
    +3 intelligence, wisdom.
    +4 charisma, infravision.
    Provides resistance to acid, lightning, cold.
    Provides protection from confusion.
    Cannot be harmed by acid, electricity, fire, cold.
    Prevents paralysis.  Grants the ability to see invisible things. 
   
    When activated, it deals five times your level's damage to all
    evil creatures that you can see.
    Takes 204 to 400 turns to recharge at your current speed.
    Your chance of success is 90.4%
   
i) the Phial of Galadriel
    Found lying on the floor of a cavern at 1150 feet (level 23).
   
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it lights up the surrounding area, hurting
    light-sensitive creatures.
    Takes 44 to 80 turns to recharge at your current speed.
    Your chance of success is 97.1%
   
    Radius 3 light.
j) the Augmented Chain Mail of Caspanion (-2) [45,+20] <+2, +3>
    Found lying on the floor at 2800 feet (level 56).
   
    +2 intelligence, wisdom.
    +3 constitution.
    Provides resistance to acid, poison.
    Provides protection from confusion.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When activated, it destroys all traps and doors surrounding you.
    Takes 40 turns to recharge at your current speed.
    Your chance of success is 95.4%
   
k) Studded Leather Armour of Elvenkind (-1) [12,+13] <+3>
    Found lying on the floor in a vault at 850 feet (level 17).
   
    +3 stealth.
    Provides resistance to acid, lightning, fire, cold,
    disenchantment.
    Cannot be harmed by acid, electricity, fire, cold.
   
l) the Cloak of Thorongil [1,+10]
    Found in a chest from 2200 feet (level 44).
   
    Provides resistance to acid.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
    Prevents paralysis.  Grants the ability to see invisible things. 
   
m) the Wicker Shield of Elros [2,+20] <+4, +1>
    Found in a chest from 2700 feet (level 54).
   
    +4 constitution.
    +1 intelligence, wisdom.
    Provides resistance to lightning, shards.
    Provides protection from confusion.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains your life force. 
   
n) the Large Metal Shield of Anarion [12,+20]
    Dropped by a Lesser Balrog at 2750 feet (level 55).
   
    Provides resistance to acid, lightning, fire, cold.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains strength, intelligence, wisdom, dexterity, constitution,
    charisma.
   
o) the Steel Helm of Hammerhand [9,+20] <+3>
    Dropped by a Lesser Balrog at 2400 feet (level 48).
   
    +3 strength, dexterity, constitution.
    Provides resistance to acid, cold, dark, nexus.
    Cannot be harmed by acid, electricity, fire, cold.
    Prevents paralysis. 
   
p) the Rapier 'Careth Asdriag' (2d6) (+16,+12) <+1, +2>
    Dropped by The Cat Lord at 3550 feet (level 71).
   
    +1 attack speed.
    +2 strength, dexterity, constitution.
    Slays animals, orcs, trolls, giants, dragons.
    Cannot be harmed by acid, electricity, fire, cold.
   
    Combat info:
    5.0 blows/round.
    Average damage/round: 229.5 vs. animals, 267 vs. orcs, 267 vs.
    trolls, 267 vs. giants, 267 vs. dragons, and 192 vs. others.
   
q) the Long Sword 'Elvagil' (2d5) (+12,+12) <+2>
    Dropped by a Young black dragon at 2400 feet (level 48).
   
    +2 dexterity, charisma, stealth.
    Slays orcs, trolls.
    Cannot be harmed by acid, electricity, fire, cold.
    Feather Falling.  Grants the ability to see invisible things. 
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 187.2 vs. orcs, 187.2 vs. trolls, and 135.2
    vs. others.
   
r) the Broad Sword 'Glamdring' (2d5) (+10,+15) <+1>
    Conjured forth by magic at 850 feet (level 17).
   
    +5% to searching.
    Slays evil creatures, demons, orcs.
    Branded with flames.
    Provides resistance to fire, light.
    Cannot be harmed by acid, electricity, fire, cold.
    Blessed by the gods.  Slows your metabolism. 
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 175.6 vs. evil creatures, 202 vs. demons,
    202 vs. orcs, 202 vs. creatures not resistant to fire, and 149.2
    vs. others.
   
    Radius 1 light.
s) the Halberd 'Osondir' (3d5) (+16,+12) <+3, +2>
    Dropped by a Lesser Balrog at 2750 feet (level 55).
   
    +3 strength, wisdom.
    +2 charisma.
    Slays undead, giants.
    Branded with flames.
    Provides resistance to fire, sound.
    Cannot be harmed by acid, electricity, fire, cold.
    Blessed by the gods.  Feather Falling.  Grants the ability to see
    invisible things. 
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 244.4 vs. undead, 244.4 vs. giants, 244.4
    vs. creatures not resistant to fire, and 165.2 vs. others.
   
t) the Lochaber Axe 'Mundwine' (3d8) (+12,+17)
    Dropped by a Dread at 2950 feet (level 59).
   
    Slays animals, evil creatures, demons.
    Provides resistance to acid, lightning, fire, cold.
    Cannot be harmed by acid, electricity, fire, cold.
   
    Combat info:
    3.3 blows/round.
    With +2 STR and +0 DEX you would get 3.5 blows
    With +0 STR and +1 DEX you would get 3.8 blows
    Average damage/round: 214.4 vs. animals, 214.4 vs. evil creatures,
    265.7 vs. demons, and 163.1 vs. others.
   
u) the Glaive of Pain (9d6) (+0,+30)
    Dropped by The Balrog of Moria at 2750 feet (level 55).
   
    Cannot be harmed by acid, electricity, fire, cold.
   
    Combat info:
    3.3 blows/round.
    With +0 STR and +1 DEX you would get 3.8 blows
    Average damage/round: 283.
   
v) the Flail 'Totila' (3d6) (+16,+12) <+2>
    Dropped by a Shade at 2500 feet (level 50).
   
    +2 stealth, speed.
    Slays evil creatures.
    Branded with flames.
    Provides resistance to fire.
    Provides protection from confusion.
    Cannot be harmed by acid, electricity, fire, cold.
   
    When aimed, it confuses a target monster.
    Takes 60 turns to recharge at your current speed.
    Your chance of success is 95.9%
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 211.2 vs. evil creatures, 258 vs. creatures
    not resistant to fire, and 164.4 vs. others.
   
w) the Two-Handed Great Flail 'Thunderfist' (4d6) (+5,+18) <+4, +3>
    Found in a chest from 3150 feet (level 63).
   
    +4 strength.
    +3 constitution.
    Slays animals, orcs, trolls.
    Branded with lightning, flames.
    Provides resistance to lightning, fire, dark.
    Provides protection from fear.
    Cannot be harmed by acid, electricity, fire, cold.
   
    Combat info:
    3.3 blows/round.
    With +0 STR and +1 DEX you would get 3.8 blows
    Average damage/round: 245.4 vs. animals, 299.3 vs. orcs, 299.3 vs.
    trolls, 299.3 vs. creatures not resistant to electricity, 299.3
    vs. creatures not resistant to fire, and 191.1 vs. others.
   
x) the Pick of Erebor (4d3) (+5,+20) <+5, +3>
    Dropped by a Stone giant at 3150 feet (level 63).
   
    +5 tunneling.
    +3 strength, constitution.
    Slays demons, orcs, trolls.
    Branded with acid.
    Provides resistance to light, dark, chaos.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains strength.
   
    Combat info:
    4.0 blows/round.
    Average damage/round: 276 vs. demons, 276 vs. orcs, 276 vs.
    trolls, 276 vs. creatures not resistant to acid, and 205.2 vs.
    others.
   
    Radius 1 light.


Timo Pietilä February 21, 2013 11:26

Quote:

Originally Posted by mixer (Post 77428)
Just cleared a level with two vaults. The spiral vault gave me so many artifact I left 4 behind but now have to decide what to sell and what to wear. Any good advice would be nice.

Put on Caspanion (CON, WIS, Poison, conf), Elessar (STR, WIS, Speed, Poison), Belthronding (speed, rDisen), Eorlingas (STR, DEX, Speed, a lot of damage) or Thunderfist (CON, STR, no speed, a lot of damage, no penalty for priests).

Use Calris and Eol as swap. Find something to replace Cammithrim, but wear those in meantime (nice pair of thievery or DEX would be nice). Aggravation sucks.

With two +12 ROS and +4 elvenkind boots, +2 from Elessar (and Eorlingas) and +1 from Belthronding your permanent speed is still over +30 which more than enough against anything.

As Priest you want your WIS to be 18/200+. That's your main priority for now. If you see serenity helmets don't throw them away, those are one of the very few items with stun protection.

debo February 21, 2013 14:13

I realized the other day that all 3 of my Angband winners ended up wielding Thunderfist for most of the game :)

David B February 21, 2013 16:11

At this stage in the game you probably don't need money, but remember that weapons tend to sell better than armor, bigger weapons sell for more than little ones, and pretty much all of those are going to max out your merchant anyway.

Well, they would mine - but I've got a dumb weapon merchant.


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