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Old May 3, 2009, 01:45   #1
bebo
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Location: Milan, Italy
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Help with endgame equipment

My ranger is back with a vengeance, after it's predecessor's untimely demise. I'm not sure what is best to equip in combination with what atm. Main problem is that i have conflicting sources of ESP and rConf, plus only one source of rPoison. Any advice would be helpful. And i still never find Tenser's with rangers...

PS - first time i find Feanor - woooooohooooooooo!!!!!

Code:
  [Angband 3.1.1 dev (r1359) Character Dump]

 Name   Raziel                                   Self  RB  CB  EB   Best
 Sex    Male         Age            102   STR:  18/40  +1  +2  +6 18/130
 Race   High-Elf     Height          79   INT:  18/50  +3  +2  +2 18/120
 Class  Ranger       Weight         183   WIS:     16  -1  +0  +2     17
 Title  Pathfinder   Social   Respected   DEX! 18/100  +3  +1 +10 18/***
 HP     405/405      Maximize         Y   Con:  18/20  +1  +1  +4  18/80  18/60
 SP     133/181                           CHR:  18/20  +5  +1  +2 18/100


 Level               38   Armor   [28,+124]     Saving Throw         88%
 Cur Exp        1790103   Fight   (+38,+29)     Stealth           Superb
 Max Exp        1790103   Melee   (+50,+41)     Fighting          Heroic
 Adv Exp        1955000   Shoot   (+56,+12)     Shooting       Legendary
 MaxDepth   4700' (L94)   Blows      5/turn     Disarming            80%
 Turns           406402   Shots      2/turn     Magic Device      Heroic
 Gold            369874   Infra       80 ft     Perception        1 in 1
 Burden       224.4 lbs   Speed          25     Searching            47%

 You are one of several children of a Telerin Archer.  You have light
 grey 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 Mace 'Taratol' (3d4) (+12,+12) {!!}
     *Slays* dragons.
     Branded with lightning.
     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.
     Takes 353 to 700 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 68.2 vs. creatures not resistant to
     electricity, 85.2 vs. dragons, and 51.3 vs. others.
     
b) a Long Bow of Lothlorien (x3) (+18,+12) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
c) an Onyx Ring of Speed (+8)
     +8 speed.
     
d) a Marble Ring of Slaying (+7,+10)
e) a Mithril Amulet of Trickery (+4)
     +4 dexterity, stealth, infravision, speed.
     +20% 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.
     Takes 178 to 350 turns to recharge 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) a Cloak of Aman [1,+19] (+2 stealth)
     +2 stealth.
     Provides resistance to nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
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 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.
     
k) 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.
     Takes 108 to 210 turns to recharge at your current speed.
     
l) The Pair of Leather Boots of Feanor [2,+20] (+15) {!!}
     +15 speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     Takes 700 turns to recharge at your current speed.
     


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 4 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
     
f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
g) 18 Clotted Red Potions of Cure Critical Wounds
     
h) a Scroll titled "quasma facundo" of Mass Banishment {!*}
i) 2 Scrolls titled "omptium" of *Destruction* {!*}
j) 11 Runed Rods of Treasure Location {@z1!!}
k) a Bronze Rod of Healing {!!}
     Cannot be harmed by electricity.
     
l) 6 Mithril Rods of Teleport Other {!!}
m) 3 Lead Rods of Recall {!*}
     Cannot be harmed by electricity.
     
n) 7 Titanium Wands of Teleport Other (38 charges)
     
o) 2 Cedar Staves of *Destruction* (3 charges) {!*}
     
p) 4 Eucalyptus Staves of Healing (8 charges) {!*}
     
q) a Golden Staff of Banishment (2 charges) {!*}
     
r) 3 Elm Staves of Teleportation (24 charges) {!*}
     
s) 3 Locust Staves of Speed (13 charges) {!*}
     


  [Home Inventory]

a) 6 Yellow Potions of Healing {!*}
     
b) 3 White Potions of *Healing* {!*}
     It can be thrown at creatures with damaging effect.
     
c) a Silver Speckled Potion of Life {!*}
     It can be thrown at creatures with damaging effect.
     
d) a Crimson Potion of Restore Mana {!*}
e) a Jade Ring of Damage (+0,+11)
f) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) The Amulet of Carlammas (+2)
     +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.
     Takes 787 turns to recharge at your current speed.
     
h) Chaos Dragon Scale Mail (-2) [30,+17]
     Provides resistance to chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe chaos or disenchantment f
     or 220 damage.
     Takes 1053 to 2100 turns to recharge at your current speed.
     
i) 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.
     
j) a Cloak of the Magi [1,+20] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Stops experience drain.
     
k) a Leather Shield of Preservation [6,+27]
     Provides resistance to blindness, 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.
     Takes 175 turns to recharge at your current speed.
     
m) a Jewel Encrusted Crown of Lordliness [0,+11] (+2)
     +2 wisdom, charisma.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     Grants telepathy.
     
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 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.
     Takes 196 to 385 turns to recharge at your current speed.
     
p) an Executioner's Sword (Defender) (4d5) (+12,+18) [+8] (+4 stealth)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Combat info:
     5 blows/round.
     Average damage/round: 64.1.
     
q) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) {!!}
     +2 strength, constitution.
     Slays trolls, dragons.
     *Slays* demons.
     Branded with acid.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     Takes 283 to 560 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 83.8 vs. trolls, 83.8 vs. dragons, 83.8 vs.
     creatures not resistant to acid, 107.5 vs. demons, and 60 vs.
     others.
     
     Radius 1 light.
r) The Beaked Axe of Theoden (2d6) (+9,+10) (+3) {!!}
     +3 wisdom, constitution.
     Slays dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     Takes 140 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 63.9 vs. dragons, and 48.2 vs. others.
     
s) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
     +3 dexterity, charisma.
     Branded with flames, frost.
     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.
     Takes 700 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 73 vs. creatures not resistant to fire, 73
     vs. creatures not resistant to cold, and 50 vs. others.
     
     Radius 1 light.
t) a Glaive of Extra Attacks (2d6) (+15,+17) (+2)
     +2 attack speed.
     
     Combat info:
     7 blows/round.
     Average damage/round: 56.3.
     
u) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
     +4 strength.
     Slays animals, orcs, trolls.
     Branded with venom.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     Combat info:
     5 blows/round.
     Average damage/round: 73.1 vs. animals, 80.9 vs. orcs, 80.9 vs.
     trolls, 80.9 vs. creatures not resistant to poison, and 65.4 vs.
     others.
     
v) The Pick of Erebor (3d4) (+5,+20) (+5)
     +5 strength, constitution, tunneling.
     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:
     5 blows/round.
     Average damage/round: 82.3 vs. demons, 82.3 vs. orcs, 82.3 vs.
     trolls, 82.3 vs. creatures not resistant to acid, and 65.3 vs.
     others.
     
     Radius 1 light.
w) a Sling of Buckland (x2) (+20,+16) (+2)
     +2 dexterity, shooting speed, shooting power.
     Cannot be harmed by acid, fire.
     
x) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     


  [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)
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