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Old January 21, 2009, 19:46   #1
NeoWizard
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Join Date: Dec 2008
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Gondolin of Defender

I'm torn between a morning star of Gondolin or a Whip(defender)?

Any suggestions?

Code:
  [Angband 3.1.1 dev (r1122) Character Dump]

 Sex    Male         Age             38   STR:     16  +2  +5  +0  18/50
 Race   Dwarf        Height          49   INT:     10  -3  -2  +0      5
 Class  Warrior      Weight         168   WIS:     10  +2  -2  +0     10
 Title  Myrmidon     Social   Respected   DEX:     18  -2  +2  +0     18
 HP     347/347      Maximize         Y   Con:     16  +2  +2  +0  18/20  18/10
 SP     0/0                               Chr:     14  -3  -1  +0     10      9


 Level               26   Armor    [26,+37]     Saving Throw         54%
 Cur Exp          28642   Fight    (+2,+16)     Stealth             Fair
 Max Exp          28642   Melee   (+14,+27)     Fighting          Heroic
 Adv Exp          30000   Shoot    (+9,+13)     Shooting          Heroic
 MaxDepth   1300' (L26)   Blows      3/turn     Disarming            52%
 Turns           307188   Shots      1/turn     Magic Device   Excellent
 Gold             17455   Infra      100 ft     Perception       1 in 38
 Burden       151.8 lbs   Speed      Normal     Searching            21%

 You are the only child of a Dwarven Thief.  You are the black sheep of
 the family.  You have dark brown eyes, straight black hair, a two foot
 beard, and a 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 Whip (Defender) (1d3) (+12,+11) [+7] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 29 against normal creatures.
b) a Short Bow of Extra Might (x2) (+7,+13) (+1)
     +1 shooting power.
c) a Ring of Damage (+0,+10)
d) a Ring of Resist Fire
     Provides resistance to fire.
     Cannot be harmed by fire.
e) (nothing)
f) The Phial of Galadriel {@A1!!}
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) Metal Scale Mail of Elvenkind (-2) [12,+14] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Fur Cloak [3,+1]
i) a Wicker Shield of Resist Acid [2,+4]
     Provides resistance to acid.
     Cannot be harmed by acid.
j) an Iron Helm of Infravision [5,+3] (+5)
     +5 infravision.
k) a Set of Caestus (+0,+3) [2,+3]
l) a Pair of Leather Boots of Free Action [2,+3]
     Prevents paralysis.


  [Character Inventory]

a) 6 Rations of Food {@E1}
b) 2 Potions of Cure Serious Wounds
c) 8 Potions of Cure Critical Wounds
d) 2 Potions of Restore Charisma
e) 4 Potions of Resist Cold
f) 7 Scrolls of Phase Door
g) 2 Scrolls of Teleportation
h) 2 Scrolls of Teleport Level
i) 8 Scrolls of Identify {@r5}
j) 3 Scrolls of Word of Recall {@r0}
k) a Rod of Treasure Location {@z6!!}
l) 2 Rods of Door/Stair Location {@z2!!}
m) 5 Rods of Trap Location {@z1!!}
n) a Rod of Light {@z3!!}
o) a Wand of Teleport Other (7 charges)
p) a Ring of Strength (+1)
     +1 strength.

     Sustains strength.
q) a Ring of Protection [+8]
r) a Short Sword of Venom (1d7) (+8,+5)
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 33 against poison-vulnerable
     creatures, and 25 against normal creatures.
s) a Lance of Slay Dragon (2d8) (+4,+13)
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 56 against dragons, and 38 against normal
     creatures.
t) a Morning Star of Gondolin (2d6) (+7,+7)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 44 against orcs, 44 against trolls, 44
     against dragons, 44 against demons, and 30 against normal
     creatures.
u) 6 Arrows of Venom (1d4) (+4,+9) {@f0=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 220.5 against
     poison-vulnerable creatures, and 73.5 against normal creatures.
     35% chance of breaking upon contact.
v) 16 Arrows (1d4) (+0,+0) {@f0=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 46.5 against
     normal creatures.
     35% chance of breaking upon contact.
w) 22 Arrows (1d4) {@f0=g, magical}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 46.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a 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.
b) a Potion of Restore Strength
     When ingested, it restores your strength.
c) a Scroll of Teleportation
     When read, it teleports you randomly up to 100 squares away.
d) 3 Scrolls of Word of Recall {@r0}
     When read, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
e) a Ring of Free Action
     Prevents paralysis.
     


  [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       : no  (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (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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NeoWizard
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aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. fi yuo cna raed tihs, palce it in yuor siantugre. Olny 55% of plepoe can. mtat
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Old January 21, 2009, 19:52   #2
PowerDiver
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For a fighter, generally speaking, whichever one you get more blows with. If equal blows, then you need to consider the slays on the gondolin vs stealth + regen on the defender, which usually means gondolin if equal blows.

That's all irrelevant if the gondolin's random power is ESP, of course.
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Old January 21, 2009, 19:52   #3
Pete Mack
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Both. The Gondolin weapon for ESP and walking around, the whip as a swap for melee.
It does 90 dam/turn against all creatures with 3 blows, while the gondolin weapon gets only 30 or 44.
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Old January 21, 2009, 20:09   #4
NeoWizard
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Join Date: Dec 2008
Location: Sherbrooke, Quebec
Posts: 102
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Thanks,

I got 3x29 for the whip and 1x30 for gondolin, but gondolin has ESP, so I think I'll do as Pete says, carry both and swap until something better comes up namely an helm of esp!
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NeoWizard
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aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. fi yuo cna raed tihs, palce it in yuor siantugre. Olny 55% of plepoe can. mtat
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