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Old February 6, 2009, 21:46   #1
bebo
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advice on equipment

i'd like some input on what to equip;

in particular i don't know if the aggravation of the artifact helm is such a deal breaker (it's bonuses are quite appealing) and at what point rDisenchant becomes a necessity (i would lose a +2 to stealth by equipping the cloak of aman)

as a side note i'm really starting to like rings of escaping, +8 to speed while still being able to shoot is nothing to scoff at, especially at early dlvls

EDIT: does rChaos also grant rConf ? i remember having read something on these lines somewhere

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            103   STR:  18/29  +1  +2  +4  18/99
 Race   High-Elf     Height          92   Int:     16  +3  +1  +0  18/20     18
 Class  Rogue        Weight         176   WIS:     14  -1  -2  +0     11
 Title  Filcher      Social      Lordly   DEX:     16  +3  +3  +5  18/90
 HP     349/349      Maximize         Y   CON:  18/49  +1  +1  +4 18/109
 SP     31/35                             CHR:     11  +5  -1  +2     17


 Level               27   Armor    [25,+79]     Saving Throw         76%
 Cur Exp          72715   Fight    (-11,+5)     Stealth        Legendary
 Max Exp          72715   Melee    (+1,+22)     Fighting          Heroic
 Adv Exp          78750   Shoot    (+5,+16)     Shooting          Heroic
 MaxDepth   2750' (L55)   Blows      4/turn     Disarming            94%
 Turns           212732   Shots      1/turn     Magic Device      Superb
 Gold             22436   Infra       40 ft     Perception       1 in 12
 Burden       155.2 lbs   Speed           8     Searching            35%

 You are one of several children of a Telerin Ranger.  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) a Rapier (Defender) (1d6) (+12,+17) [+3] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 25.5 against normal creatures.
b) a Long Bow of Extra Might (x3) (+16,+16) (+1)
     +1 shooting power.
c) a Garnet Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
d) a Garnet Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
e) (nothing)
f) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
g) a Robe [2,+7]
h) an Elven Cloak of Stealth [6,+6] (+5 stealth)
     +5 stealth.
i) The Small Metal Shield of Thorin [3,+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) an Iron Helm of Beauty [5,+11] (+2)
     +2 charisma.
     Sustains charisma.
k) a Set of Gauntlets of Agility [3,+6] (+5)
     +5 dexterity.
l) a Pair of Steel Shod Boots of Stealth [6,+8] (+2)
     +2 stealth.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 3 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) 16 Metallic Purple Potions of Cure Critical Wounds
g) 4 Scrolls titled "tas cunitus" of Word of Recall {!*}
h) a Cast Iron Rod of Recall {!*}
     Cannot be harmed by electricity.
i) a Titanium Rod of Identify {!!}
     Cannot be harmed by electricity.
j) 2 Zirconium Wands of Stone to Mud (8 charges)
k) 2 Bronze Wands of Teleport Other (14 charges)
l) a Cedar Staff of *Destruction* (3 charges) {!*}
m) 3 Cypress Staffs of Mapping (8 charges)
n) 3 Mulberry Staffs of Teleportation (22 charges) {!*}
o) a Birch Staff of Speed (6 charges) {!*}
p) 22 Arrows of Lightning (1d4) (+4,+8)
     Cannot be harmed by electricity.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 318 against
     electricity-vulnerable creatures, and 106 against normal creatures.
     35% chance of breaking upon contact.
q) 80 Arrows (1d4) (+0,+0) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 74 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Metallic Green Potions 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) 2 Violet Potions of Restore Strength
     When ingested, it restores your strength.
c) 4 Tangerine Potions of Restore Dexterity
     When ingested, it restores your dexterity.
d) 2 Green Potions of Restore Constitution
     When ingested, it restores your constitution.
e) 7 Scrolls titled "audo caltus" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
f) 41 Scrolls titled "aliqueo venus" of Blessing
     When read, it increases your AC and to-hit bonus for 1d12+6 turns.
g) 28 Scrolls titled "osentub hens" of Holy Chant
     When read, it increases your AC and to-hit bonus for 1d24+12 turns.
h) a Scroll titled "pro pa inico" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
i) a Sycamore Staff of Earthquakes (7 charges) {!*}
     When used, it causes an earthquake around you.
j) a Rhodonite Ring of Slaying (+4,+5)
k) a Ruby Ring of Free Action {uncursed}
     Prevents paralysis.
     
l) an Amber Amulet of Regeneration
     Speeds regeneration.
     
m) a Fur Cloak of Aman [3,+15] (+3 stealth)
     +3 stealth.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
o) The Set of Leather Gloves 'Cammithrim' [1,+10] {!!}
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
p) a Set of Leather Gloves of Power (+1,+5) [1,+6] (+4)
     +4 strength.
     
q) a Rapier of Slay Dragon (1d6) (+7,+6)
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 21.5 against dragons, and 14.5
     against normal creatures.
r) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     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 38 against evil creatures, 45
     against orcs, 45 against trolls, 45 against giants, and 31 against
     normal creatures.
s) a Light Crossbow of Extra Shots (x3) (+14,+12) (+1)
     +1 shooting speed.
     


  [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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Old February 6, 2009, 21:58   #2
Pete Mack
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Quote:
in particular i don't know if the aggravation of the artifact helm is such a deal breaker (it's bonuses are quite appealing)
No. Aggravation is OK only when you are endgame strong, and have a large stack of Rods of Teleport Other. For such a fragile character, you can't afford to aggravate, even with +3 more CON. (Save the helmet for Sauron; rNexus prevents his annoying teleport level spell.)

Quote:
and at what point rDisenchant becomes a necessity (i would lose a +2 to stealth by equipping the cloak of aman)
Use the rDisenchant. It's a huge win starting around 2500'.


Quote:
EDIT: does rChaos also grant rConf ? i remember having read something on these lines somewhere
No. In NPP it stops the confusion side effect, but not in V (since V3.0 or so.)
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Old February 6, 2009, 23:37   #3
bebo
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I just got killed by azriel, should have teleported him away as soon as i saw him, but he was sleeping and i was overconfident...

highlight of the game - finding the shield of thorin

this was one of my most promising chars, had almost all resistances covered - except nether, of course

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            103   STR:  18/29  +1  +2  +4  18/99
 Race   High-Elf     Height          92   INT:     17  +3  +1  +2  18/50
 Class  Rogue        Weight         176   WIS:     15  -1  -2  +2     14
 Title  Filcher      Social      Lordly   DEX:     16  +3  +3 +10 18/140
 HP     -237/381     Maximize         Y   CON:  18/49  +1  +1  +4 18/109
 SP     51/51                             CHR:     11  +5  -1  +0     15


 Level               29   Armor   [27,+101]     Saving Throw         78%
 Cur Exp         129263   Fight   (+12,+25)     Stealth        Legendary
 Max Exp         132105   Melee   (+24,+42)     Fighting          Heroic
 Adv Exp         168750   Shoot   (+28,+16)     Shooting          Heroic
 MaxDepth   3300' (L66)   Blows      5/turn     Disarming           100%
 Turns           246097   Shots      1/turn     Magic Device      Heroic
 Gold             94516   Infra       60 ft     Perception        1 in 2
 Burden       209.3 lbs   Speed           4     Searching            45%

 You are one of several children of a Telerin Ranger.  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:.+...........


  [Last Messages]

> You have destroyed the Aether vortex.
> It blinks away.
> It teleports you away.
> You sense the presence of objects!
> It breathes gas.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You have 19 charges remaining.
> There is a wall in the way!
> You sense the presence of invisible creatures!
> You sense the presence of monsters!
> Azriel, Angel of Death wakes up.
> Azriel, Angel of Death breathes nether.
> You feel your life draining away!
> You die.

Killed by Azriel, Angel of Death.

  [Character Equipment]

a) a Rapier (Defender) (1d6) (+12,+17) [+3] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 45.5 against normal creatures.
b) a Long Bow of Extra Might (x3) (+16,+16) (+1)
     +1 shooting power.
c) a Silver Ring of Damage (+0,+11)
d) a Silver Ring of Damage (+0,+9)
e) a Mithril Amulet of Trickery (+2)
     +2 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
g) 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.
h) a Fur Cloak of Aman [3,+15] (+3 stealth)
     +3 stealth.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [3,+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) a Set of Gauntlets of Agility [3,+6] (+5)
     +5 dexterity.
l) a Pair of Steel Shod Boots of Stealth [6,+8] (+2)
     +2 stealth.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
f) 16 Metallic Purple Potions of Cure Critical Wounds
g) 5 Scrolls titled "tas cunitus" of Word of Recall {!*}
h) a Bronze Rod of Teleport Other
i) a Cast Iron Rod of Recall {!*}
     Cannot be harmed by electricity.
j) a Titanium Rod of Identify {!!}
     Cannot be harmed by electricity.
k) 2 Zirconium Wands of Stone to Mud (0 charges)
l) 2 Bronze Wands of Teleport Other (10 charges)
m) 2 Ivory Wands of Drain Life (12 charges)
n) a Cedar Staff of *Destruction* (3 charges) {!*}
o) 5 Cypress Staffs of Mapping (14 charges)
p) 3 Mulberry Staffs of Teleportation (19 charges) {!*}
q) a Birch Staff of Speed (6 charges) {!*}
r) a Silver Amulet of Resistance
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
s) Bronze Dragon Scale Mail (-2) [30,+14]
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe confusion for 120 damage.
     It takes d450+450 turns to recharge after use.
t) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
     +3 charisma.
     Provides resistance to fire, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 61 against giants, 61 against
     undead, 61 against fire-vulnerable creatures, and 43 against
     normal creatures.
u) a Whip of Slay Undead (1d3) (+9,+11)
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 42 against undead, and 38
     against normal creatures.
v) 16 Arrows of Lightning (1d4) (+4,+8)
     Cannot be harmed by electricity.
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 318 against
     electricity-vulnerable creatures, and 106 against normal creatures.
     35% chance of breaking upon contact.
w) 51 Arrows (1d4) (+0,+0) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 74 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Metallic Green Potions 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 Gloopy Green Potion of *Healing* {!*}
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
c) 2 Violet Potions of Restore Strength
     When ingested, it restores your strength.
d) 4 Tangerine Potions of Restore Dexterity
     When ingested, it restores your dexterity.
e) 2 Green Potions of Restore Constitution
     When ingested, it restores your constitution.
f) a Scroll titled "ex advens dio" of *Remove Curse*
     When read, it removes all curses from all equipped items.
g) 7 Scrolls titled "audo caltus" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
h) 41 Scrolls titled "aliqueo venus" of Blessing
     When read, it increases your AC and to-hit bonus for 1d12+6 turns.
i) 28 Scrolls titled "osentub hens" of Holy Chant
     When read, it increases your AC and to-hit bonus for 1d24+12 turns.
j) a Scroll titled "pro pa inico" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
k) 2 Sycamore Staffs of Earthquakes (14 charges) {!*}
     When used, it causes an earthquake around you.
l) a Rhodonite Ring of Slaying (+4,+5)
m) a Ruby Ring of Free Action
     Prevents paralysis.
     
n) an Amber Amulet of Regeneration
     Speeds regeneration.
     
o) an Elven Cloak of Stealth [6,+6] (+5 stealth)
     +5 stealth.
     
p) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
q) The Set of Leather Gloves 'Cammithrim' [1,+10] {!!}
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
r) a Set of Leather Gloves of Power (+1,+5) [1,+6] (+4)
     +4 strength.
     
s) a Rapier of Slay Dragon (1d6) (+7,+6)
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 41.5 against dragons, and 34.5
     against normal creatures.
t) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 58 against evil creatures, 65
     against orcs, 65 against trolls, 65 against giants, and 51 against
     normal creatures.
u) a Great Axe of Extra Attacks (4d4) (+11,+12) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 47 against normal creatures.
v) a Light Crossbow of Extra Shots (x3) (+14,+12) (+1)
     +1 shooting speed.
     
w) 30 Seeker Arrows of Flame (4d4) (+8,+9)
     Cannot be harmed by fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 420 against
     fire-vulnerable creatures, and 140 against normal creatures.
     35% chance of breaking upon contact.


  [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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Old February 7, 2009, 03:23   #4
Pete Mack
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Sometimes the monster descriptions are right:

Azriel commands awesome power, his visage holy enough to shrivel your soul. You shriek with disbelief as his mastery of death draws you to your grave. It is truly beyond all but the mightiest of warriors to stand against him and live.

Stay away from unique angels (and non-unique angels stronger than archangel) until you are endgame strong. They are all very dangerous, and all very tough.
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Old February 7, 2009, 08:29   #5
bebo
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Quote:
Originally Posted by Pete Mack View Post
You shriek with disbelief as his mastery of death draws you to your grave.
lol, i shrieked alright, only not exactly with disbelief

lesson learned: always avoid dangerous uniques, even if sleeping - although the new patches will fix this, not giving monsters just waking up an immediate turn
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Old February 7, 2009, 09:04   #6
Pete Mack
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You might want a look at monster/constants.h, from line 63 in the source:

http://trac.rephial.org/browser/trun...er/constants.h

It shows the maximum damage of all types of breath. I'd recommend 550+ HP once you get around 3000', because there are a lot of monsters that do 500 dam, and some that do 550. Such as Azriel.
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