Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old February 23, 2009, 23:30   #1
bebo
Adept
 
bebo's Avatar
 
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
Question source of rPoison

as the title says, i was wondering what i should be looking out for to acquire rPoison, except for rings and artifacts i don't remember seeing it anywhere else, maybe some amulet? or cloaks?

My kit is looking pretty good so far, i got to =Speed depth quite a bit ago but didn't find any yet, though (as a side note, what's the native depth for boots of speed / elvenkind?); and of course in my last dive a nexus vortex swapped CHA and CON, and a while later time hounds lowered by 5 all of my stats...

apart from rPoison i'll have to find a decent set of gauntlets and boots, i think

here's the dump

Code:
  [Angband 3.1.1 dev (r1266) Character Dump]

 Name   Kain                                     Self  RB  CB  EB   Best
 Sex    Male         Age            130   Str:     18  +1  +2  +9 18/120  18/70
 Race   High-Elf     Height          85   Int:     17  +3  +1  +6  18/90  18/40
 Class  Rogue        Weight         178   Wis:     12  -1  -2  +2     11      7
 Title  Filcher      Social  Well-liked   Dex:     17  +3  +3  +2  18/70  18/20
 HP     221/221      Maximize         Y   Con:     12  +1  +1  +4     18     15
 SP     43/43                             Chr:     18  +5  -1  +0  18/40     17


 Level               28   Armor    [27,+98]     Saving Throw         76%
 Cur Exp          92741   Fight    (+3,+17)     Stealth        Legendary
 Max Exp          92741   Melee   (+12,+26)     Fighting          Heroic
 Adv Exp         112500   Shoot   (+15,+14)     Shooting          Heroic
 MaxDepth   3850' (L77)   Blows      4/turn     Disarming            94%
 Turns           269561   Shots      1/turn     Magic Device      Heroic
 Gold            142105   Infra       40 ft     Perception        1 in 1
 Burden       164.9 lbs   Speed      Normal     Searching            50%

 You are the only child 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 Whip (Defender) (1d3) (+9,+9) [+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.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 28.3 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.2 turns, magma
     veins in 14 turns, quartz veins in 44 turns, and not affect 
     granite.
b) a Short Bow of Lothlorien (x2) (+12,+14) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Stops experience drain.
c) a Jasper Ring of Damage (+0,+13)
d) a Quartzite Ring of Strength (+5)
     +5 strength.
     Sustains strength.
e) an Agate Amulet of the Magi [+5] (+3)
     +3 intelligence.
     +15%  to searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
f) The Arkenstone of Thrain {!!}
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 31 to 60 turns to recharge after use.
     Radius 3 light.
g) Chain Mail of Elvenkind (-2) [14,+20] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Fur Cloak of the Magi [3,+12] (+1)
     +1 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Speeds regeneration.
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 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.
l) a Pair of Iron Shod Boots of Stealth [3,+6] (+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) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Tenser's Transformations] {@m8@b8}
     Cannot be harmed by acid, electricity, fire, cold.
h) 3 Rations of Food {@E1}
i) 12 Light Green Potions of Cure Critical Wounds
j) a Cyan Potion of Restore Mana {!*}
k) an Icky Green Potion of Enlightenment
l) 6 Scrolls titled "ma felis pro" of Word of Recall {!*}
m) a Scroll titled "lentudeo nus" of *Destruction* {!*}
n) an Iron Rod of Detection {@z1!!}
     Cannot be harmed by electricity.
o) a Magnesium Wand of Teleport Other (3 charges)
p) 3 Mistletoe Staves of Mapping (8 charges)
q) 2 Locust Staves of Teleportation (8 charges) {!*}
r) 3 Teak Staves of Speed (12 charges) {!*}
s) 2 Dogwood Staves of Identify (12 charges)
t) 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 66.6 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Orange Speckled Potions of Experience {!*}
     When ingested, it grants either 100000 experience points or half t
     he current experience point total plus 10, whichever is less.
b) 2 Dark Red 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.
c) 2 Cyan Potions of Restore Mana {!*}
     When ingested, it restores your mana points to maximum.
d) 5 Chartreuse Potions of Restore Life Levels
     When ingested, it restores your experience.
e) a Scroll titled "monus opo" of *Remove Curse*
     When read, it removes all curses from all equipped items.
f) a Scroll titled "susqueo imum" of Mass Banishment {!*}
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.
g) a Scroll titled "la excurtor" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
h) a Magnesium Wand of Teleport Other (7 charges)
     
     When aimed, it teleports a target monster away.
i) 6 Mistletoe Staves of Mapping (28 charges)
     
     When used, it maps the area around you.
j) a Hawthorn Staff of Healing (2 charges) {!*}
     
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
k) 2 Locust Staves of Teleportation (14 charges) {!*}
     
     When used, it teleports you randomly up to 100 squares away.
l) a Cottonwood Staff of the Magi (3 charges) {!*}
     
     When used, it restores both intelligence and manapoints to maximum.
m) 2 Aquamarine Rings of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
n) The Dagger 'Narthanc' (2d4) (+4,+6) {!!}
     It is branded with flames.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 9 to 16 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 38.4 against fire-vulnerable
     creatures, and 28.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.5 turns, magma
     veins in 15 turns, quartz veins in 50 turns, and not affect 
     granite.
o) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
     +1 attack speed.
     It is especially deadly to animals, orcs, trolls, giants, dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 33.5 against animals, 37.1
     against orcs, 37.1 against trolls, 37.1 against giants, 37.1
     against dragons, and 29.9 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.1 turns, magma
     veins in 14 turns, quartz veins in 42 turns, and not affect 
     granite.
p) a Short Bow of Lothlorien (x2) (+10,+20) (+1)
     +1 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Stops experience drain.
     
q) 22 Arrows of Lightning (1d4) (+15,+16)
     It is branded with lightning.
     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 397.8 against
     electricity-vulnerable creatures, and 132.6 against normal
     creatures.
     35% chance of breaking upon contact.
r) 20 Seeker Arrows (4d4) (+4,+4)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 113.1 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)
bebo is offline   Reply With Quote
Old February 23, 2009, 23:42   #2
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
Quote:
Originally Posted by bebo View Post
as the title says, i was wondering what i should be looking out for to acquire rPoison, except for rings and artifacts i don't remember seeing it anywhere else, maybe some amulet? or cloaks?
Weapons of venom, amulets of trickery. Armors of elvenkind (and shields?) have a random high resist which is sometimes poison. As far as egos go, that's all I can think of off the top of my head.
__________________
Bands, / Those funny little plans / That never work quite right.
-Mercury Rev
Donald Jonker is offline   Reply With Quote
Old February 23, 2009, 23:59   #3
Nick
Vanilla maintainer
 
Nick's Avatar
 
Join Date: Apr 2007
Location: Canberra, Australia
Age: 53
Posts: 7,222
Donated: $60
Nick is on a distinguished road
Quote:
Originally Posted by Donald Jonker View Post
Weapons of venom
Not unless it's changed - these were always the exception to the brand => resistance rule.

I believe the ring and "trickery are the only non-ego sources, and random high resists (Elvenkind, CLoaks of Aman, etc) are the only ego sources.

I'm not sure when rogues get the spell, but if you're detecting that will do until you get a permanent source.
__________________
One for the Dark Lord on his dark throne
In the Land of Mordor where the Shadows lie.
Nick is offline   Reply With Quote
Old February 24, 2009, 00:15   #4
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
RE: weapons of venom granting rPoison -
Quote:
Originally Posted by Nick View Post
Not unless it's changed - these were always the exception to the brand => resistance rule.
Yup - my mistake: no resistance. I just double-checked ego_item.txt to be sure.
__________________
Bands, / Those funny little plans / That never work quite right.
-Mercury Rev
Donald Jonker is offline   Reply With Quote
Old February 24, 2009, 00:33   #5
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,014
Donated: $40
Pete Mack is on a distinguished road
Amulets of Trickery, Elfstone "Elessar", Ring of Barahir (as a swap), and Ring of Power Vilya. For your character, I would recommend Chain mail Caspanion, since you have such astonishingly bad CON.
With 222 HP, you can't even take max damage with single resist, and barely with double resist.
Pete Mack is offline   Reply With Quote
Old February 24, 2009, 22:50   #6
bebo
Adept
 
bebo's Avatar
 
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
still no rPoison, and neither rNexus or rNether

should i revert back to thranduil + amulet of the magi for rBlind and rConf or stick with my current equip?

i'm tempted to start fighting some of the medium tier uniques (like the balrog of moria) - is it too soon? Any suggestions on good risk/reward (in terms of treasure and/or exp) uniques?

Code:
  [Angband 3.1.1 dev (r1266) Character Dump]

 Name   Kain                                     Self  RB  CB  EB   Best
 Sex    Male         Age            130   Str:  18/20  +1  +2  +8 18/130 18/100
 Race   High-Elf     Height          85   INT:  18/30  +3  +1  +4 18/110
 Class  Rogue        Weight         178   WIS:     18  -1  -2  +3     18
 Title  Sharper      Social   Respected   DEX:     18  +3  +3  +6 18/120
 HP     379/379      Maximize         Y   CON:     15  +1  +1  +8  18/70
 SP     53/131                            CHR:  18/50  +5  -1  +3 18/120


 Level               33   Armor   [24,+118]     Saving Throw         84%
 Cur Exp         465780   Fight    (+13,+6)     Stealth        Legendary
 Max Exp         465780   Melee   (+22,+15)     Fighting          Heroic
 Adv Exp         618750   Shoot   (+25,+14)     Shooting          Heroic
 MaxDepth   4850' (L97)   Blows      5/turn     Disarming           100%
 Turns           362906   Shots      1/turn     Magic Device      Heroic
 Gold            254584   Infra       70 ft     Perception       1 in 12
 Burden       190.0 lbs   Speed          21     Searching            35%

 You are the only child 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 Whip (Defender) (1d3) (+9,+9) [+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.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 17.5 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.7 turns, magma
     veins in 9.3 turns, quartz veins in 24 turns, and granite in 123 
     turns.
b) a Short Bow of Lothlorien (x2) (+12,+14) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Stops experience drain.
c) a Moonstone Ring of Speed (+7)
     +7 speed.
d) a Moonstone Ring of Speed (+6)
     +6 speed.
e) The Amulet of Ingwe (+3) {!!}
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 158 to 310 turns to recharge after use at your current
     speed.
f) The Arkenstone of Thrain (charging) {!!}
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 96 to 186 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Fur Cloak of the Magi [3,+12] (+1)
     +1 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Speeds regeneration.
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 Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
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.
     When activated, it fires a magic missile with damage 3d4.
     It takes 6 turns to recharge after use at your current speed.
     Radius 1 light.
l) a Pair of Mithril Shod Boots of Speed [7,+15] (+9)
     +9 speed.
     Cannot be harmed by acid.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
c) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
d) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
e) 7 Light Green Potions of Cure Critical Wounds
f) a Scroll titled "susqueo imum" of Mass Banishment {!*}
g) 5 Scrolls titled "ma felis pro" of Word of Recall {!*}
h) 8 Scrolls titled "la excurtor" of Recharging
i) a Scroll titled "lentudeo nus" of *Destruction* {!*}
j) an Iron Rod of Detection (charging) {@z2!!}
     Cannot be harmed by electricity.
k) a Copper-Plated Rod of Magic Mapping (charging) {@z1!!}
l) a Silver-Plated Rod of Teleport Other {!!}
m) 3 Magnesium Wands of Teleport Other (12 charges)
n) a Silver Staff of *Destruction* (2 charges) {!*}
o) 4 Mistletoe Staves of Mapping (19 charges)
p) a Bamboo Staff of Banishment (1 charge) {!*}
q) 6 Locust Staves of Teleportation (39 charges) {!*}
r) 5 Teak Staves of Speed (8 charges) {!*}
s) 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.
t) a Pair of Iron Shod Boots of Elvenkind [3,+17] (+2)
     +2 stealth, speed.
     Cannot be harmed by acid, fire.
     Feather Falling.
u) 55 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 67.3 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
b) a Book of Magic Spells [Tenser's Transformations] {@m8@b8}
     Cannot be harmed by acid, electricity, fire, cold.
     
c) 3 Dark Red 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.
d) a Shimmering 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.
e) a Green Potion of Life {!*}
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
f) 4 Cyan Potions of Restore Mana {!*}
     When ingested, it restores your mana points to maximum.
g) 5 Chartreuse Potions of Restore Life Levels
     When ingested, it restores your experience.
h) a Scroll titled "monus opo" of *Remove Curse*
     When read, it removes all curses from all equipped items.
i) a Tungsten Rod of Drain Life {!!}
     When aimed, it drains up to 150 hit points of life from a target c
     reature.
     It takes 71 turns to recharge after use at your current speed.
j) a Hawthorn Staff of Healing (2 charges) {!*}
     
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
k) a Cedar Staff of Power (2 charges)
     
     When used, it deals 120 damage to all creatures that you can see.
l) 2 Cottonwood Staves of the Magi (6 charges) {!*}
     
     When used, it restores both intelligence and manapoints to maximum.
m) a Quartzite Ring of Strength (+5)
     +5 strength.
     Sustains strength.
     
n) 2 Jasper Rings of Damage (+0,+13)
o) an Agate Amulet of the Magi [+7] (+3)
     +3 intelligence.
     +15%  to searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
p) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 34 to 62 turns to recharge after use at your current
     speed.
     Radius 3 light.
q) Chain Mail of Elvenkind (-2) [14,+20] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
r) The Set of Gauntlets 'Paurnen' [3,+14]
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     
     When activated, it creates an acid bolt with damage 5d8.
     It takes 18 to 31 turns to recharge after use at your current
     speed.
s) The Dagger 'Narthanc' (2d4) (+4,+6) {!!}
     It is branded with flames.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 27 to 49 turns to recharge after use at your current
     speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 27.7 against fire-vulnerable
     creatures, and 17.4 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.9 turns, magma
     veins in 9.7 turns, quartz veins in 26 turns, and granite in 145 
     turns.
t) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
     +1 attack speed.
     It is especially deadly to animals, orcs, trolls, giants, dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 22.7 against animals, 26.3
     against orcs, 26.3 against trolls, 26.3 against giants, 26.3
     against dragons, and 19 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.7 turns, magma
     veins in 9.0 turns, quartz veins in 24 turns, and granite in 114 
     turns.
u) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
     +3 dexterity, stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Speeds regeneration.
     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 22.7 against normal creatures.
     
     With this item, you can expect to clear rubble in 3.2 turns, magma
     veins in 7.8 turns, quartz veins in 20 turns, and granite in 76 
     turns.
v) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) {!!}
     +3 dexterity, charisma.
     It is 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.
     It takes 620 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 48.8 against fire-vulnerable
     creatures, 48.8 against frost-vulnerable creatures, and 26.4
     against normal creatures.
     
     With this item, you can expect to clear rubble in 2.6 turns, magma
     veins in 6.1 turns, quartz veins in 15 turns, and granite in 46 
     turns.
w) 25 Mithril Bolts (3d5) (+6,+9)
     Cannot be harmed by acid, fire.
     
x) 18 Mithril Arrows of Slay Demon (3d4) (+15,+11)
     It is especially deadly to demons.
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 401.7 against
     demons, and 133.9 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)
bebo is offline   Reply With Quote
Old February 24, 2009, 23:03   #7
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
Quote:
Originally Posted by bebo View Post
should i revert back to thranduil + amulet of the magi for rBlind and rConf or stick with my current equip?
I'd say stick with your current setup. rBlind and rConf are important, but you're in dire need of CON. Keep an eye out for wyrms of perplexity, though..

Quote:
i'm tempted to start fighting some of the medium tier uniques (like the balrog of moria) - is it too soon? Any suggestions on good risk/reward (in terms of treasure and/or exp) uniques?
Maybe I'm not experienced enough to answer this question to complete satisfaction, but I'd suggest caution. Your char is still pretty underpowered, and he's in dangerous territory (especially without rBlind or rConfuse). I'd play to your biggest strength: namely, acid immunity. Your haul from black dragons and their elders at this depth is going to rival anything you get from uniques (particularly in 3.1, at least in my experience).
__________________
Bands, / Those funny little plans / That never work quite right.
-Mercury Rev
Donald Jonker is offline   Reply With Quote
Old February 24, 2009, 23:30   #8
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,014
Donated: $40
Pete Mack is on a distinguished road
Don't worry about RBlind as a rogue. You will always be carrying Wands/Rods of Teleport other, and you have ESP. I would definitely use the AoMagi for RConf though. You just aren't getting much benefit out of Ingwe.

Keep an eye out for a RoCON. You can afford to give up one RoSpeed with such good boots. I assume you are using the whip for the extra stealth? You really must be hurting to do damage, although that will change soon with the Tenser's branding spell.
Pete Mack is offline   Reply With Quote
Old February 25, 2009, 09:07   #9
Mondkalb
Knight
 
Mondkalb's Avatar
 
Join Date: Apr 2007
Posts: 904
Mondkalb is on a distinguished road
The Balrog of Moria could be pretty dangerous. He can breath fire, deal some damage with hits, drains charges (so your staves and wands could be useless pretty soon), has confuse spell and may summon demons or undead. Those also can summon other demons and undead.
At least you need rConf and way more HP.
Mondkalb is offline   Reply With Quote
Old February 25, 2009, 10:25   #10
bebo
Adept
 
bebo's Avatar
 
Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
bebo is on a distinguished road
thanks;

i'll keep an eye out for good =CON , up to what bonus can they go? the highest i've seen is +6, that ought to give me something like +50hp, right?

the whip is for the stealth mainly, in my experience high stealth increases tremendously the survivability of my chars - although a little more documentation on how it works and how it's calculated on the help files might be useful

Quote:
Originally Posted by Donald Jonker View Post
Your haul from black dragons and their elders at this depth is going to rival anything you get from uniques (particularly in 3.1, at least in my experience).
You mean great bile wyrms? i thought all of these elder dragons (law, chaos, perplexity, storm, etc..) had two different breath attacks each? i kept away mainly because of that
bebo is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Where to get latest 309e(ef) source? awldune Vanilla 1 October 17, 2008 19:04
[Animeband] source release v0.6.1 phaethon_h Variants 0 April 3, 2008 11:03
compiled sangband source for dev-cpp hugh Vanilla 0 March 18, 2008 09:57
Angband source branches vs trac ctate Vanilla 1 July 14, 2007 12:43


All times are GMT +1. The time now is 23:06.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2018, vBulletin Solutions Inc.