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Old January 9, 2008, 04:32   #1
iaindb
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what to throw away (and other noob questions)

Hi all,

played Angband many years ago for a short while and just rediscovered it

I've got my half-elf up to lvl 33, and I'm starting to find the odd ego / magical item. I can't find enough *Identify* for them all!

Anyway, my home is now full, and I just picked up 3 more good items on dungeon level 32-34, so I have to turf something. I've searched this forum for ideas, but this question is always so specific.

I would also point out that I don't know all the ins and outs of the game, so tips on the particular modifiers would be useful. Here's what I've got:


[Character Equipment]

a) a Lucerne Hammer (Holy Avenger) (2d5) (+13,+11) [+4] (+2)
b) a Light Crossbow of Power (x3) (+15,+20) {excellent level}
c) a Tiger Eye Ring of Strength (+5)
d) a Malachite Ring of Dexterity (+4)
e) an Agate Amulet of Infravision (+4)
g) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {DEX+3,spd+3,acid,s}
i) a Small Metal Shield of Resistance [3,+13]
j) The Metal Cap of Thengel [3,+12] (+3) {lucky level}
l) a Pair of Soft Leather Boots of Stealth [2,+5] (+1) {shop}
(plus quite a few rods of light, lightening, frost, etc; nothing else very interesting)

[Character Inventory]

r) Leather Scale Mail of Elvenkind (-1) [11,+11] (+3 to stealth)
It increases your stealth by 3. It provides resistance to acid,
lightning, fire, and cold. It cannot be harmed by the elements. It
might have hidden powers.
s) a Bastard Sword of Extra Attacks (3d4) (+7,+11) (+2)
t) an Awl-Pike (Defender) (1d8) (+5,+9) [+7] (+3 to stealth)
It increases your stealth by 3. It provides resistance to acid,
lightning, fire, and cold. It makes you fall like a feather and
speeds your regeneration. It grants you immunity to paralysis and
the ability to see invisible things. It cannot be harmed by the
elements. It might have hidden powers.
u) a Long Bow of Extra Might (x3) (+10,+11) (+1)

[Home Inventory]

e) Partial Plate Armour (Dwarven) (-3) [22,+4] (+1) {STR,CON,good level}
It increases your strength and constitution by 1. It increases your
infravision by 1. It grants you immunity to paralysis. It cannot
be harmed by acid or fire.
f) an Iron Helm of Telepathy [5,+7] {lucky level}
g) The Set of Gauntlets 'Paurnen' [2,+15]
It cannot be harmed by the elements. It might have hidden powers.
h) The Dagger 'Nimthanc' (2d4) (+4,+6) {superb level}
It cannot be harmed by the elements. It might have hidden powers.
i) a Small Sword of *Slay Evil* (1d6) (+8,+7) (+1) {WIS, regen, level}
j) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4) {DEX+4}
k) a Broad Sword of Westernesse (2d5) (+10,+12) (+1) {STR,DEX,CON}
It increases your strength, dexterity, and constitution by 1. It
slays orcs, trolls, and giants. It grants you immunity to paralysis
and the ability to see invisible things.
l) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1) {STR,DEX,orc,troll,cure(level}
m) a Flail of *Slay Animal* (2d6) (+8,+4) (+2) {INT, metab, level}
n) a Pick of Earthquakes (1d3) (+6,+17) (+7)
It increases your strength by 7. It increases your tunneling by 7.
It is branded with acid. It creates earthquakes on impact.
o) a Long Bow of Accuracy (x3) (+17,+13) {good level}

as you can see I've left out various spell books, bolts & arrows, etc. which fill up everything else!

I think I'll sell the Small Sword of *Slay Evil*, and the Flail of *Slay Animal* - they were great when I was low level, but I think I have better.

Is the long bow of extra might better than a crossbow of power, esp cause it's lighter?

Is Thalkettoth better than Evlenkind scale mail, or Dwarven plate armour? I can't find enough *identify* so I don't know what exactly some of these things do.

I had Paurhach and Paurnen, and a whole lotta other stuff, but sold some to buy some stat+ potions. Should I ever keep gauntlets, given I'm a use spells?

Arunruth looks great, but doesn't seem to do as well as the holy avenger. Even Nimthanc was better than many heavier weapons for some reason.

Well, thanks for reading the long post - I have lots of other questions but that'll do for now. I'd appreciate any tips!

cya.
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Old January 9, 2008, 05:06   #2
zaimoni
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You also left out your class and stats. That would be helpful. It would not be in bad taste to provide a full dump. [Just wrap it in code tags so the formatting works.]

Power vs. Extra Might: Assuming you are not playing a Ranger, as long as you don't get either disenchanted, Power is going to win (3x20 = 60, 4x11 = 44). I'd take +1 Extra Shots over either, as that halves the time cost of firing.

A 33rd level ranger gets one extra shot when firing a bow (but not a crossbow) from his class. In that case, use the Long Bow of Extra Might (but not for the Extra Might).

Gauntlets: Mages and Rangers should wait for gauntlets that provide one of DEX or Free Action, and sell the others off (if low level).
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Old January 9, 2008, 07:02   #3
iaindb
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Hi, thanks for the tips!

Quote:
Originally Posted by zaimoni View Post
You also left out your class and stats. That would be helpful. It would not be in bad taste to provide a full dump.
OK! half elf ranger. the rest is at the end!
Quote:
Power vs. Extra Might: Assuming you are not playing a Ranger, as long as you don't get either disenchanted, Power is going to win (3x20 = 60, 4x11 = 44). I'd take +1 Extra Shots over either, as that halves the time cost of firing.
so the x3 or x4 is a multiplier over the to-dam value?
Quote:
A 33rd level ranger gets one extra shot when firing a bow (but not a crossbow) from his class. In that case, use the Long Bow of Extra Might (but not for the Extra Might).
cool didn't know that. My bow of accuracy was actually much better, until it got disenchanted; which was when I discovered all about the disenchanter beasts!
Quote:
Gauntlets: Mages and Rangers should wait for gauntlets that provide one of DEX or Free Action, and sell the others off (if low level).
isn't free action just protection from paralysis? Won't it still affect my spellcasting? Or doesn't it matter at this level with a good enough wisdom, etc.

thanks.

Code:
  [Angband 3.0.9 Character Dump]

 Name   Elrond                                   Self  RB  CB  EB   Best
 Sex    Male              Age        27   STR:  18/17  +0  +2  +5  18/87
 Race   Half-Elf          Height     59   INT:  18/32  +1  +2  +0  18/62
 Class  Ranger            Weight    132   WIS:     17  -1  +0  +5  18/30
 Title  Explorer          Status     11   DEX:     16  +1  +1  +7  18/70
 HP     315/315           Maximize    Y   CON:     18  -1  +1  +0     18
 SP     70/70                             CHR:  18/60  +1  +1  +3 18/110

 Level           33       Armor    [20,+63]     Saving Throw      Superb
 Cur Exp     333545       Fight     (+6,+5)     Stealth        Very Good
 Max Exp     333545       Melee   (+19,+16)     Fighting          Superb
 Adv Exp     385000       Shoot   (+21,+20)     Shooting       Legendary
 MaxDepth    Lev 32       Blows      3/turn     Disarming      Excellent
 Turns      5574307       Shots      1/turn     Magic Device      Superb
 Gold         45097       Infra       60 ft     Perception          Fair
 Burden   210.5 lbs       Speed           1     Searching           Good

 Your mother was of the Avari. You are one of several children of a
 Serf.  You are a well liked child.  You have brown eyes, straight
 auburn hair, and an average complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:......+.+.... Blind:.............
 Elec:........+.... Confu:.........+...
 Fire:........+.... Sound:.............
 Cold:........+.... Shard:......+......
 Pois:............. Nexus:.............
 Fear:+............ Nethr:.............
 Lite:............. Chaos:.............
 Dark:............. Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:...........+.
Feath:............. Sear.:.............
PLite:.....+....... Infra:....+........
Regen:............. Tunn.:.............
Telep:............. Speed:......+......
Invis:+............ Blows:.............
FrAct:............. Shots:.............
HLife:............. Might:.............


  [Character Equipment]

a) a Lucerne Hammer (Holy Avenger) (2d5) (+13,+11) [+4] (+2) {WIS+2,fear,invis}
   It increases your wisdom by 2.  It slays demons, undead, and all
   evil creatures.  It provides resistance to fear.  It is blessed by
   the gods.  It grants you the ability to see invisible things.  It
   might have hidden powers.
b) a Light Crossbow of Power (x3) (+15,+20) {excellent level}
c) a Tiger Eye Ring of Strength (+5)
   It increases your strength by 5.  It sustains your strength.  
d) a Malachite Ring of Dexterity (+4)
   It increases your dexterity by 4.  It sustains your dexterity.  
e) an Agate Amulet of Infravision (+4)
   It increases your infravision by 4.  
f) a Lantern of Brightness (7326 turns)
   It usually provides light of radius 3.  It cannot be harmed by fire.
   
g) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {DEX+3,spd+3,acid,s}
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
h) a Cloak [1,+1]
i) a Small Metal Shield of Resistance [3,+13]
   It provides resistance to acid, lightning, fire, and cold.  It
   cannot be harmed by the elements.  
j) The Metal Cap of Thengel [3,+12] (+3) {lucky level}
   It increases your wisdom and charisma by 3.  It provides resistance
   to confusion.  It cannot be harmed by the elements.  
k) (nothing)
l) a Pair of Soft Leather Boots of Stealth [2,+5] (+1) {shop}
   It increases your stealth by 1.  


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction]
   It cannot be harmed by the elements.  
g) 10 Flasks of oil
h) a Puce Potion of Heroism
i) 6 Grey Speckled Potions of Cure Critical Wounds
j) 2 Red Speckled Potions of Healing
k) 9 Scrolls titled "leta oporigo" of Word of Recall
l) 8 Cast Iron Rods of Light
m) 7 Tin-Plated Rods of Lightning Bolts
n) a Nickel Rod of Frost Bolts
o) a Silver Wand of Drain Life (5 charges)
p) a Silver-Plated Wand of Acid Bolts (9 charges)
q) an Ashen Staff of Teleportation
r) Leather Scale Mail of Elvenkind (-1) [11,+11] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   lightning, fire, and cold.  It cannot be harmed by the elements.  It
   might have hidden powers.
s) a Bastard Sword of Extra Attacks (3d4) (+7,+11) (+2)
   It increases your attack speed by 2.  
t) an Awl-Pike (Defender) (1d8) (+5,+9) [+7] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   lightning, fire, and cold.  It makes you fall like a feather and 
   speeds your regeneration.  It grants you immunity to paralysis and 
   the ability to see invisible things.  It cannot be harmed by the
   elements.  It might have hidden powers.
u) a Long Bow of Extra Might (x3) (+10,+11) (+1)
   It increases your shooting power by 1.  
v) 24 Bolts of Acid (1d5) (+6,+7)
   It is branded with acid.  It cannot be harmed by acid.  
w) 70 Bolts (1d5) (+0,+0)


  [Home Inventory]

a) 4 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 5 Books of Magic Spells [Incantations and Illusions]
d) a Flint Stone Amulet of Charisma (+2)
   It increases your charisma by 2.  It sustains your charisma.  
e) Partial Plate Armour (Dwarven) (-3) [22,+4] (+1) {good level}
   It increases your strength and constitution by 1.  It increases your 
   infravision by 1.  It grants you immunity to paralysis.  It cannot
   be harmed by acid or fire.  
f) an Iron Helm of Telepathy [5,+7] {lucky level}
   It grants you the power of telepathy.  
g) The Set of Gauntlets 'Paurnen' [2,+15]
   It cannot be harmed by the elements.  It might have hidden powers.
h) The Dagger 'Nimthanc' (2d4) (+4,+6) {superb level}
   It cannot be harmed by the elements.  It might have hidden powers.
i) a Small Sword of *Slay Evil* (1d6) (+8,+7) (+1) {WIS, regen, level}
   It increases your wisdom by 1.  It slays all evil creatures.  It is
   blessed by the gods and speeds your regeneration.  
j) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4) {DEX+4}
   It increases your dexterity by 4.  It slays orcs and demons.  It
   provides resistance to cold.  It slows your metabolism and makes you
   fall like a feather.  It grants you immunity to paralysis.  It
   activates for frost bolt (12d8) every 50 turns.  It cannot be harmed
   by the elements.  
k) a Broad Sword of Westernesse (2d5) (+10,+12) (+1)
   It increases your strength, dexterity, and constitution by 1.  It
   slays orcs, trolls, and giants.  It grants you immunity to paralysis 
   and the ability to see invisible things.  
l) The Battle Axe 'Lotharang' (2d8) (+4,+3) (+1) {STR,DEX,orc,troll,cure(level}
   It increases your strength and dexterity by 1.  It slays orcs and 
   trolls.  It activates for cure wounds (4d8) every 3+d3 turns.  It
   cannot be harmed by the elements.  
m) a Flail of *Slay Animal* (2d6) (+8,+4) (+2) {INT, metab, level}
   It increases your intelligence by 2.  It slays animals.  It slows
   your metabolism.  
n) a Pick of Earthquakes (1d3) (+6,+17) (+7)
   It increases your strength by 7.  It increases your tunneling by 7.  
   It is branded with acid.  It creates earthquakes on impact.  
o) a Long Bow of Accuracy (x3) (+17,+13) {good level}
p) 19 Bolts of Acid (1d5) (+4,+8)
   It is branded with acid.  It cannot be harmed by acid.  
q) 6 Bolts of Slay Demon (1d5) (+3,+9)
   It slays demons.  
r) 83 Bolts (1d5) (+0,+0)
s) 30 Arrows (1d4) (+5,+4)
t) 13 Arrows (1d4) (+3,+5) {Ufthak}
u) 13 Arrows (1d4) (+3,+3) {Grishnakh}
v) 17 Arrows (1d4) (+5,+1) {shop}
w) 31 Iron Spikes


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: 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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Old January 9, 2008, 10:07   #4
momo125
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Gloves that provide FA or add to Dxt don't hamper your spellcasting abilty like other gloves do. The idea is that they are designed to allow free movement.
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Old January 9, 2008, 12:25   #5
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Walking around on level 32 (below level 20 in general) without free action might be deadly.
Buy a ring of free action at the black market or watch out for boots or gloves at the armory. If not available I would suppose wearing the dwarven armor or the westernesse weapon until you find another item with fa.
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Old January 9, 2008, 12:33   #6
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yes, I used the westernesse for general wandering, until I knew what monsters were in a particular room, then I'd swap to another weapon.

What ring should I drop - the STR+5 or DEX+4 ?

thanks.
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Old January 9, 2008, 12:39   #7
Mondkalb
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Keep whichever gives you more blows with your weapon.
If no difference, I'd keep the strength ring for carrying capacity.
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Old January 10, 2008, 02:18   #8
Zero
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Quote:
Originally Posted by zaimoni View Post
Power vs. Extra Might: Assuming you are not playing a Ranger, as long as you don't get either disenchanted, Power is going to win (3x20 = 60, 4x11 = 44).
I only recently started playing Angband again, after many years. However, the last time I checked--which was long enough ago to ask if Angband was Y2K compliant--missile launchers only multiplied the base damage of missiles. For example, shooting a Rounded Pebble 1d2 (+0,+2) with a Sling x2 (+0,+1) would do 2d2+3, or 5-7, not 1d2+6, or 7-8.

Has this changed?
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Old January 10, 2008, 06:51   #9
zaimoni
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Quote:
Originally Posted by Zero View Post
I only recently started playing Angband again, after many years. However, the last time I checked--which was long enough ago to ask if Angband was Y2K compliant--missile launchers only multiplied the base damage of missiles. For example, shooting a Rounded Pebble 1d2 (+0,+2) with a Sling x2 (+0,+1) would do 2d2+3, or 5-7, not 1d2+6, or 7-8.

Has this changed?
I'd have to check the source archives, but certainly as far back as the V2.9.x series missile launchers multiplied both base damage and damage bonuses by both the damage multiplier and the brand multiplier. This was what got O-style combat started; it intentionally has less effective missiles than V.

Melee weapons work as you state: only the base damage is multiplied by a melee brand.
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Old January 10, 2008, 07:13   #10
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Missile weapons do not multiply damage bonuses in V2.6.2; they do in V2.7.8.

I don't have any intermediate versions' sources locally mirrored to check.
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