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Old July 29, 2009, 03:35   #1
saarn
Adept
 
Join Date: Apr 2009
Location: Washington, DC
Posts: 112
saarn is on a distinguished road
Ignatius, the high-elf mage

Started a mage two days ago in 3.1.1. Been diving as fast as I can, hoping to beat my previous best of dlvl 54 (dwarf warrior). No artifacts yet, but on the other hand, the black market has been reasonably kind to me. Missing rCold still, and wishing for rBlind.


Code:
  [Angband 3.1.1 dev Character Dump]

 Name   Ignatius                                 Self  RB  CB  EB   Best
 Sex    Male         Age            112   STR:     14  +1  -5  +5     15
 Race   High-Elf     Height          90   INT:     18  +3  +3  +2  18/80
 Class  Mage         Weight         191   WIS:     10  -1  +0  +0      9
 Title  Spellbinder  Social       Liked   Dex:     13  +3  +1  +2  18/10     17
 HP     168/168      Maximize         Y   CON:     16  +1  -2  +3     18
 SP     67/67                             CHR:     11  +5  +1  +0     17


 Level               22   Armor    [16,+36]     Saving Throw         70%
 Cur Exp          17220   Fight     (+1,+0)     Stealth        Excellent
 Max Exp          17220   Melee    (+14,+9)     Fighting       Very Good
 Adv Exp          19320   Shoot     (+8,+8)     Shooting       Very Good
 MaxDepth   1650' (L33)   Blows      1/turn     Disarming            54%
 Turns           346060   Shots      1/turn     Magic Device      Heroic
 Gold              2303   Infra       40 ft     Perception       1 in 16
 Burden       108.8 lbs   Speed          -1     Searching            19%

 You are one of several children of a Telerin Archer.  You have light
 grey eyes, straight blond hair, and a fair complexion.



rAcid:......+...... rConf:.............
rElec:....+........ Sound:.............
rFire:........+.... Shard:.............
rCold:............. Nexus:.............
rPois:............. Nethr:.............
rFear:............. Chaos:.............
rLite:............+ Disen:.............
rDark:............. S.Dig:.............
rBlnd:............. Feath:.......+.....

PLite:............. Aggrv:.............
Regen:............. Stea.:.......+.....
  ESP:............. Sear.:.............
Invis:+...........+ Infra:............+
FrAct:+............ Tunn.:.............
HLife:............. Speed:.............
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Character Equipment]

a) a Scimitar of Westernesse (4d2) (+13,+9) (+2)
     +2 strength, dexterity, constitution.
     Slays orcs, trolls, giants.
     Prevents paralysis.  Grants the ability to see invisible things.

     Combat info:
     1 blow/round.
     Average damage/hit: 28.7 vs. orcs, 28.7 vs. trolls, 28.7 vs.
     giants, and 16 vs. others.

b) a Long Bow (x3) (+7,+8)
c) an Adamantite Ring of Strength (+3)
     +3 strength.
     Sustains strength.

d) a Garnet Ring of Constitution (+1)
     +1 constitution.
     Sustains constitution.

e) a Driftwood Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.

f) a Lantern (12812 turns)
     Cannot be harmed by fire.

     Radius 2 light.
g) Studded Leather Armour of Resist Acid (-1) [6,+10]
     Provides resistance to acid.
     Cannot be harmed by acid.

h) a Cloak of the Magi [1,+10] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Feather Falling.

i) a Wicker Shield of Resist Fire [2,+5]
     Provides resistance to fire.
     Cannot be harmed by fire.

j) an Iron Helm [5,+6]
k) (nothing)
l) a Pair of Leather Boots [2,+4]


 [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k}
e) 6 Viscous Pink Potions of Cure Serious Wounds

     When drunk, it heals you a fair amount (1/5 of your wounds, minimu
     m 25HP), heals cut damage, and cures blindness and confusion.

f) 3 Metallic Red Potions of Cure Critical Wounds

     When drunk, it heals you a large amount (1/4 of your wounds, minim
     um 30HP), heals cut damage, and cures stunning, poisoning, blindne
     ss, and confusion.

g) a Misty Potion of Speed
     When drunk, it hastens you for 2d10+20 turns.

h) 2 Light Blue Potions of Resist Poison
     When drunk, it grants temporary resistance to poison for 1d10+10 t
     urns.

i) 7 Scrolls titled "co plis satrae" of Phase Door
     When read, it teleports you randomly up to 10 squares away.

j) a Scroll titled "pultruor" of Treasure Detection
     When read, it detects gold and objects nearby.

k) 5 Scrolls titled "quo spero cles" of Word of Recall
     When read, it returns you from the dungeon or takes you to the dun
     geon after a short delay.

l) a Zinc Rod of Fire Bolts
     When aimed, it creates a fire bolt with damage 12d8.
     Takes 13 turns to recharge at your current speed.

m) a Gold Rod of Frost Bolts
     When aimed, it creates a frost bolt with damage 12d8.
     Takes 11 turns to recharge at your current speed.

n) a Titanium Rod of Lightning Bolts
     When aimed, it creates a lightning bolt with damage 6d6.
     Takes 9 turns to recharge at your current speed.

o) a Steel Wand of Light (5 charges)


     When aimed, it lights up part of the dungeon in a straight line.

p) a Lead-Plated Wand of Teleport Other (6 charges)

     When aimed, it teleports a target monster away.

q) a Bamboo Staff of Mapping (7 charges)

     When activated, it maps the area around you.

r) 2 Maple Staves of Teleportation (10 charges) {!u!v!d}

     When activated, it teleports you randomly up to 100 squares away.

s) 64 Arrows (1d4) (+0,+0) {@f1=g}
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 31.8.
     35% chance of breaking upon contact.



  [Home Inventory]

a) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
b) 8 Flasks of oil
     It brands your melee attacks with flames.

c) a Clotted Red Potion of Berserk Strength
     When drunk, it restores 30 hit points, removes fear and grants you
     resistance to fear, +24 to-hit, and -10AC for 1d25+25 turns.

d) a Tangerine Potion of True Seeing
     When drunk, it cures blindness and allows you to see invisible thi
     ngs for 2d6+12 turns.

e) 4 Scrolls titled "im pus cus" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.

f) an Aspen Staff of Identify (3 charges)

     When activated, it reveals to you the extent of an item's magical
     powers.

g) a Silver Ring of Protection [+9]
h) a Bloodstone Ring of Slow Digestion
     Slows your metabolism.
  
i) a Granite Ring of Feather Falling
     Feather Falling.
  
j) a Corundum Ring of Free Action
     Prevents paralysis.
  
k) a Heavy Crossbow (x4) (+8,+6)
l) 22 Bolts of Flame (1d5) (+5,+5)
     Branded with flames.
     Cannot be harmed by fire.
  
============================================================
                   CHAR.
|   TURN  | DEPTH |LEVEL| EVENT
============================================================
         1      0'    1   Began the quest to destroy Morgoth.
      6981    100'    1   Killed Grip, Farmer Maggot's dog
      6981    100'    2   Reached level 2
      6981    100'    3   Reached level 3
     16445    250'    4   Reached level 4
     19837    300'    5   Reached level 5
     25828    300'    6   Reached level 6
     32332    350'    7   Reached level 7
     40826    400'    8   Reached level 8
     47783    400'    9   Reached level 9
     69136    100'   10   Reached level 10
     76502    200'   10   Killed Fang, Farmer Maggot's dog
     94537    500'   11   Reached level 11
    155831    550'   12   Reached level 12
    158465    550'   12   Killed Brodda, the Easterling
    168614    550'   13   Reached level 13
    188832    750'   14   Reached level 14
    210529    800'   15   Reached level 15
    210864    800'   15   Killed Ufthak of Cirith Ungol
    225377    850'   16   Reached level 16
    244236   1050'   17   Reached level 17
    248207   1050'   17   Killed Smeagol
    250339   1100'   18   Reached level 18
    273730   1200'   19   Reached level 19
    290577   1400'   20   Reached level 20
    300352   1500'   21   Reached level 21
    324090   1550'   22   Reached level 22
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Old July 29, 2009, 04:33   #2
Pete Mack
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Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,858
Donated: $40
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You might want to drop
Quote:
j) an Iron Helm [5,+6]
if you are finding yourself at speed -1 too often. 11 AC is not worth being slowed.
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Old July 29, 2009, 05:10   #3
saarn
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Join Date: Apr 2009
Location: Washington, DC
Posts: 112
saarn is on a distinguished road
now have rbase, rconf/rblind and FA.
got a nice artifact and a little whacked out by nexus (stupidly decided to add a nexus vortex to my list of fallen enemies), but it could have been worse. . .

Still walking around at -1 or -2, but not really sure where to make it up-- I guess I could give up the heavy xbow, but I'm liking the damage it does.

Got roughed up by a pack of etins trying to stomp on some mature dragons. Not really sure how to deal with these guys other than TA-- phase door doesn't work too well on big packs, and my normal group splatting spells don't hit hard enough.

I'm drowning in FA (got dwarven armor waiting at home for me to get another source of rAcid), and there's even some gloves of FA in town, but not sure if it's worth buying them. Thinking I'll spend my money instead on the arrows of venom and arrows of frost in weapons shop?

btw-- is there anything I should particularly wait for before dropping below dlvl 50, or should I more or less continue to do first set of stairs and run like hell?

Code:
 [Angband 3.1.1 dev Character Dump]

 Name   Ignatius                                 Self  RB  CB  EB   Best
 Sex    Male         Age            112   STR:     14  +1  -5  +5     15
 Race   High-Elf     Height          90   INT:     16  +3  +3  +4  18/80
 Class  Mage         Weight         191   WIS:     10  -1  +0  +2     11
 Title  Spellbinder  Social       Liked   Dex:     13  +3  +1  +2  18/10     17
 HP     186/186      Maximize         Y   CON:     18  +1  -2  +2  18/10
 SP     76/76                             CHR:     12  +5  +1  +0     18


 Level               25   Armor    [16,+42]     Saving Throw         73%
 Cur Exp          36192   Fight     (+1,+0)     Stealth        Excellent
 Max Exp          36192   Melee    (+14,+9)     Fighting       Very Good
 Adv Exp          40250   Shoot     (+9,+9)     Shooting       Very Good
 MaxDepth   2000' (L40)   Blows      1/turn     Disarming            56%
 Turns           407259   Shots      1/turn     Magic Device      Heroic
 Gold              6194   Infra       40 ft     Perception        1 in 6
 Burden       113.6 lbs   Speed          -1     Searching            29%

 You are one of several children of a Telerin Archer.  You have light
 grey eyes, straight blond hair, and a fair complexion.



rAcid:......+...... rConf:.........+...
rElec:....+........ Sound:.............
rFire:........+.... Shard:.............
rCold:...+......... Nexus:.............
rPois:............. Nethr:.............
rFear:............. Chaos:.............
rLite:............+ Disen:.............
rDark:............. S.Dig:.............
rBlnd:.........+... Feath:.......+...+.

PLite:............. Aggrv:.............
Regen:............. Stea.:.......+.....
  ESP:............. Sear.:.........+...
Invis:+........+..+ Infra:............+
FrAct:+............ Tunn.:.............
HLife:............. Speed:.............
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.............

 
a) a Scimitar of Westernesse (4d2) (+13,+9) (+2)
     +2 strength, dexterity, constitution.
     Slays orcs, trolls, giants.
     Prevents paralysis.  Grants the ability to see invisible things.

     Combat info:
     1 blow/round.
     Average damage/hit: 28.7 vs. orcs, 28.7 vs. trolls, 28.7 vs.
     giants, and 16 vs. others.

b) a Heavy Crossbow (x4) (+8,+9)
c) an Adamantite Ring of Strength (+3)
     +3 strength.
     Sustains strength.

d) an Obsidian Ring of Resist Cold
     Provides resistance to cold.
     Cannot be harmed by cold.

e) a Driftwood Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.

f) a Lantern (14596 turns)
     Cannot be harmed by fire.

     Radius 2 light.
g) Studded Leather Armour of Resist Acid (-1) [6,+10]
     Provides resistance to acid.
     Cannot be harmed by acid.

h) a Cloak of the Magi [1,+10] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Feather Falling.

i) a Wicker Shield of Resist Fire [2,+4]
     Provides resistance to fire.
     Cannot be harmed by fire.

j) 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.

k) (nothing)
l) a Pair of Leather Boots of Slow Descent [2,+7]
     Feather Falling.

    324090   1550'   22   Reached level 22
    350933   1700'   22   Found The Iron Helm 'Holhenneth'
    355469   1750'   23   Reached level 23
    364192   1950'   24   Reached level 24
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Old July 29, 2009, 05:37   #4
Pete Mack
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Join Date: Apr 2007
Location: Seattle, WA
Posts: 4,858
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You've got RConf and RBlind, so you can drop the staffs of Teleportation. Also, Rod of Lightning is garbage. Losing 11 pounds should bring you up to normal speed.
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Old July 29, 2009, 06:01   #5
PowerDiver
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If Pete's suggestion is not enough, leave your body armor at home. Better to avoid acid attacks, in which case you don't need it.
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Old July 29, 2009, 07:25   #6
saarn
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Posts: 112
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thanks for the tips Pete and Eddie-- ditched the _teleport, my boots of featherfall, | lightning bolt and light, and - stinking cloud. no more speed penalty, but I can't really pick anything else up. hoping I can find some !strength soon, then again I may just get eaten by hungry monsters :-).
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Old July 30, 2009, 00:12   #7
saarn
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Posts: 112
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Just found some armor of resistance, but it's dang heavy. not sure if I should hang on to it or stick with my armor of resist acid and hope nothing big breathes cold at me.

Also, when is a staff of earthquakes useful? Never been lucky enough to find one before. . .

Code:
  [Angband 3.1.1 dev Character Dump]

 Name   Ignatius                                 Self  RB  CB  EB   Best
 Sex    Male         Age            112   STR:     14  +1  -5  +5     15
 Race   High-Elf     Height          90   INT:     16  +3  +3  +7 18/110
 Class  Mage         Weight         191   WIS:     10  -1  +0  +2     11
 Title  Evoker       Social  Well-liked   DEX:     13  +3  +1  +2  18/10
 HP     178/211      Maximize         Y   CON:     18  +1  -2  +2  18/10
 SP     68/120                            CHR:     12  +5  +1  +0     18


 Level               28   Armor    [21,+51]     Saving Throw         76%
 Cur Exp         102534   Fight     (+1,+0)     Stealth        Excellent
 Max Exp         102534   Melee    (+14,+9)     Fighting       Excellent
 Adv Exp         115000   Shoot   (+17,+14)     Shooting       Excellent
 MaxDepth   2400' (L48)   Blows      1/turn     Disarming            62%
 Turns           519008   Shots      1/turn     Magic Device      Heroic
 Gold             31370   Infra       40 ft     Perception        1 in 6
 Burden       130.4 lbs   Speed          -2     Searching            29%

 You are one of several children of a Telerin Archer.  You have light
 grey eyes, straight blond hair, and a fair complexion.



rAcid:......+...... rConf:.........+...
rElec:....+.+...... Sound:.............
rFire:......+.+.... Shard:.............
rCold:......+...... Nexus:.............
rPois:............. Nethr:.............
rFear:............. Chaos:.............
rLite:..........+.+ Disen:.............
rDark:............. S.Dig:.............
rBlnd:.........+... Feath:.......+.....

PLite:..........+.. Aggrv:.............
Regen:............. Stea.:.......+.....
  ESP:............. Sear.:.........+...
Invis:+........+..+ Infra:............+
FrAct:+.........+.. Tunn.:.............
HLife:............. Speed:.............
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Character Equipment]

a) a Scimitar of Westernesse (4d2) (+13,+9) (+2)
     +2 strength, dexterity, constitution.
     Slays orcs, trolls, giants.
     Prevents paralysis.  Grants the ability to see invisible things.

     Combat info:
     1 blow/round.
     Average damage/hit: 29 vs. orcs, 29 vs. trolls, 29 vs. giants, and
     16.1 vs. others.

) a Light Crossbow of Accuracy (x3) (+16,+14)
c) an Adamantite Ring of Strength (+3)
     +3 strength.
     Sustains strength.

d) a Jasper Ring of Intelligence (+3)
     +3 intelligence.
     Sustains intelligence.

e) a Driftwood Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.

f) a Lantern (12966 turns)
     Cannot be harmed by fire.

     Radius 2 light.
g) Metal Scale Mail of Resistance (-2) [12,+15]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.

h) a Cloak of the Magi [1,+10] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Feather Falling.

i) a Wicker Shield of Resist Fire [2,+4]
     Provides resistance to fire.
     Cannot be harmed by fire.

j) 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.

k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.

     Radius 1 light.
l) (nothing)


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k}
e) 3 Viscous Pink Potions of Cure Serious Wounds
  
     When drunk, it heals you a fair amount (1/5 of your wounds, minimu
     m 25HP), heals cut damage, and cures blindness and confusion.

f) 3 Metallic Red Potions of Cure Critical Wounds

     When drunk, it heals you a large amount (1/4 of your wounds, minim
     um 30HP), heals cut damage, and cures stunning, poisoning, blindne
     ss, and confusion.

g) a Misty Potion of Speed
     When drunk, it hastens you for 2d10+20 turns.

h) a Light Blue Potion of Resist Poison
     When drunk, it grants temporary resistance to poison for 1d10+10 t
     urns.

i) 6 Scrolls titled "co plis satrae" of Phase Door
     When read, it teleports you randomly up to 10 squares away.

j) 2 Scrolls titled "quo spero cles" of Word of Recall
     When read, it returns you from the dungeon or takes you to the dun
     geon after a short delay.

k) 2 Zinc Rods of Fire Bolts {!v!!}
     When aimed, it creates a fire bolt with damage 12d8.
     Takes 12 turns to recharge at your current speed.

l) a Gold Rod of Frost Bolts {!v!!}
     When aimed, it creates a frost bolt with damage 12d8.
     Takes 10 turns to recharge at your current speed.

m) a Lead-Plated Rod of Light
     When aimed, it lights up part of the dungeon in a straight line.
     Takes 7 turns to recharge at your current speed.

n) a Cast Iron Wand of Lightning Balls (6 charges)
     Cannot be harmed by electricity.

     When aimed, it creates a lightning ball with damage 64.

o) a Tungsten Wand of Fire Balls (1 charge)
     Cannot be harmed by fire.

     When aimed, it creates a fire ball with damage 144.

p) an Aluminium Wand of Stone to Mud (6 charges)

     When aimed, it turns rock into mud.

q) a Lead-Plated Wand of Teleport Other (4 charges)
     When aimed, it teleports a target monster away.

r) an Ironwood Staff of Earthquakes (7 charges)

     When activated, it causes an earthquake around you.

s) Soft Leather Armour of Resist Acid [4,+10]
     Provides resistance to acid.
     Cannot be harmed by acid.

t) 8 Bolts of Flame (1d5) (+5,+5) {@f2=g}
     Branded with flames.
     Cannot be harmed by fire.

     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 199.9 vs. creatures not resistant to fire, and
     66.6 vs. others.
     25% chance of breaking upon contact.

u) 15 Bolts (1d5) (+4,+6) {@f3=g}
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 69.6.
     25% chance of breaking upon contact.

v) 20 Bolts (1d5) (+0,+0) {@f1=g}
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 51.5.
     25% chance of breaking upon contact.

w) 22 Bolts (1d5) (+4,+4)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 63.6.
     25% chance of breaking upon contact.



  [Home Inventory]

a) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
b) 6 Flasks of oil
     It brands your melee attacks with flames.

c) a Potion of Berserk Strength
     When drunk, it restores 30 hit points, removes fear and grants you
     resistance to fear, +24 to-hit, and -10AC for 1d25+25 turns.

d) a Potion of True Seeing
     When drunk, it cures blindness and allows you to see invisible thi
     ngs for 2d6+12 turns.

e) 4 Scrolls of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.

f) a Rod of Probing
     When activated, it gives you information on the health and abiliti
     es of monsters you can see.
     Takes 80 turns to recharge at your current speed.

g) 2 Titanium Rods of Lightning Bolts {!v!!}
     When aimed, it creates a lightning bolt with damage 6d6.
     Takes 8 turns to recharge at your current speed.

h) a Titanium Wand of Acid Bolts (11 charges)

     When aimed, it creates an acid bolt with damage 10d8.

i) a Staff of Mapping (6 charges)

     When activated, it maps the area around you.

j) 2 Staves of Teleportation (8 charges) {!u!v!d}

     When activated, it teleports you randomly up to 100 squares away.

k) a Ring of Constitution (+1)
     +1 constitution.
     Sustains constitution.

l) a Tiger Eye Ring of Soulkeeping
     Sustains strength, intelligence, wisdom.

m) an Engagement Ring of Accuracy (+10)
n) a Ring of Protection [+9]
o) a Ring of Free Action
     Prevents paralysis.

p) a Ring of Delving (+4)
     +4 tunneling.

     When aimed, it turns rock into mud.
     Takes 13 to 28 turns to recharge at your current speed.

q) Metal Scale Mail (Dwarven) (-2) [12,+22] (+1)
     +1 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.

r) a Pair of Leather Boots of Slow Descent [2,+7]
     Feather Falling.

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.
     Combat info:
     You are too weak to use this weapon.
     1 blow/round.
     Average damage/hit: 41.2 vs. creatures not resistant to fire, 41.2
     vs. creatures not resistant to cold, and 19.6 vs. others.

     Radius 1 light.
t) a Heavy Crossbow (x4) (+8,+9)
u) 10 Bolts of Flame (1d5) (+5,+5) {@f2=g}
     Branded with flames.
     Cannot be harmed by fire.

     Combat info:
     Hits targets up to 120 feet away.
     Average damage/hit: 199.9 vs. creatures not resistant to fire, and
     66.6 vs. others.
     25% chance of breaking upon contact.

v) 20 Arrows of Frost (1d4) (+5,+7) {@f2=g}
     Branded with frost.
     Cannot be harmed by cold.

w) 40 Arrows of Venom (1d4) (+4,+7) {@f3=g}
     Branded with venom.

x) 17 Iron Shots of Slay Giant (1d4) (+13,+3)
     Slays giants.

history . . .

    364192   1950'   24   Reached level 24
    427697   2000'   26   Reached level 26
    468439   2200'   27   Reached level 27
    476003   2200'   27   Found The Set of Leather Gloves 'Cammithrim'
    485669   2200'   28   Reached level 28
    492049   2200'   28   Killed Wormtongue, Agent of Saruman
    494056   2200'   28   Found The Scythe 'Avavir'
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Old July 30, 2009, 02:06   #8
Sirridan
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that armor is too heavy for now, ditch it and use something lighter. You don't have much HP anyway so a big breath may blow you up even with resist... Hopefully you'll find ?resistances and you will be set with that.
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Old July 30, 2009, 05:45   #9
Pete Mack
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You can do without:
Quote:
i) a Wicker Shield of Resist Fire [2,+4]
Provides resistance to fire.
Cannot be harmed by fire.
Also, torches are 1lb compared to 5lb for a lantern. You can get by with 1 in your pack, to use up when your pack gets filled.

Dump these (don't even bother selling them):
Quote:
p) an Aluminium Wand of Stone to Mud (6 charges)
When aimed, it turns rock into mud.
r) an Ironwood Staff of Earthquakes (7 charges)
When activated, it causes an earthquake around you.
s) Soft Leather Armour of Resist Acid [4,+10]
Provides resistance to acid.
Cannot be harmed by acid.
Carrying bolts doesn't make sense when you're not using a crossbow.
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Old July 30, 2009, 06:09   #10
PowerDiver
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Quote:
Originally Posted by Pete Mack View Post
Dump these (don't even bother selling them):
You included a wand of stone to mud in there. I consider that to be a wand worth having. It is very useful in a phase & bolt/missile context for opening up lines of sight.
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