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Old March 3, 2010, 05:28   #1
SurfSolar
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Ared's First Time

So, I've been playing angband for as long as I've had a computer. My sister first showed me the game when we were in a Tolkien phase back in grade school (think it was version 2.8.x?). This character: http://angband.oook.cz/ladder-show.php?id=9960 is the second character i've gotten to about this length (Usually I die just after diving w/rPois).

So my question is: what should i be looking to accomplish? I know i should be stockpiling consumables and such. I am going criminally slowly, but like I said, this part of the game is new territory and i'm trying to figure out what gets TO'd/what gets killed/what items are bollocks.

Help would be appreciated!
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Old March 3, 2010, 19:38   #2
Sirridan
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You should carry Taratol with you for when you find lightning breathers or blue dragon pits since it gives Immunity to Lightning
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Old March 3, 2010, 23:54   #3
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So an Update:
Code:
  [Angband 3.1.2 Character Dump]

 Name   Ared                                     Self  RB  CB  EB   Best
 Sex    Male         Age            119   STR! 18/100  +1  +2 +11 18/***
 Race   High-Elf     Height          85   INT! 18/100  +3  +2  +7 18/***
 Class  Ranger       Weight         189   WIS! 18/100  -1  +0  +8 18/170
 Title  Ranger Lord  Social      Lordly   DEX! 18/100  +3  +1  +7 18/210
 HP     1047/1047    Maximize         Y   CON! 18/100  +1  +1 +14 18/***
 SP     360/383                           CHR! 18/100  +5  +1  +1 18/170

 Level               50   Armor   [32,+125]     Saving Throw        100%
 Cur Exp       10547311   Fight   (+41,+33)     Stealth           Superb
 Max Exp       10547311   Melee   (+60,+54)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+57,+18)     Shooting       Legendary
 MaxDepth   4900' (L98)   Blows      5/turn     Disarming            98%
 Game Turns      971038   Shots      3/turn     Magic Device         115
 Player Turns    223218   Infra       40 ft     Perception       1 in 20
 Active Turns    207072   Speed          19     Searching            27%
 Gold           1819805   Burden  234.1 lbs

 You are one of several children of a Telerin Warrior.  You have light
 grey eyes, wavy 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:.............

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


  [Character Equipment]

a) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
     +4 wisdom, tunneling.
     Slays evil creatures, undead, demons.
     *Slays* dragons.
     Branded with acid.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Grants the ability to see invisible things.  
     
     Combat info:
     5 blows/round.
     Average damage/hit: 97 vs. evil creatures, 117.2 vs. undead, 117.2
     vs. demons, 117.2 vs. creatures not resistant to acid, 157.5 vs.
     dragons, and 76.9 vs. others.
     
b) The Long Bow of Bard (x5) (+16,+18) (+2)
     +2 dexterity, speed, shooting power.
     Slays dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  
     
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.  Speeds regeneration.  Prevents paralysis.  
     Grants telepathy.  Grants the ability to see invisible things.  
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     Takes 591 to 1160 turns to recharge at your current speed.
     Your chance of success is 93.0%
     
d) a Ring of Speed (+8)
     +8 speed.
     
e) The Jewel 'Evenstar'
     Provides resistance to cold, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Sustains your life force.  
     
     When activated, it restores your experience to full.
     Takes 435 turns to recharge at your current speed.
     Your chance of success is 96.1%
     
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains your life force.  Grants the ability to see invisible
     things.  
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     Takes 89 to 174 turns to recharge at your current speed.
     Your chance of success is 95.2%
     
     Radius 3 light.
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     Takes 29 turns to recharge at your current speed.
     Your chance of success is 97.3%
     
h) an Elven Cloak of the Magi [6,+17] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     
     Radius 1 light.
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 'Cambeleg' (+7,+7) [1,+14] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  
     
l) a Pair of Ethereal Slippers of Speed [0,+9] (+10)
     +10 speed.
     Cannot be harmed by acid, electricity, fire, cold.
     


  [Character Quiver]

n) 13 Seeker Arrows of Slay Animal (4d4) (+16,+11)
     Slays animals.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 413.4 vs. animals, 620.1 vs. dragons, and 
     206.7 vs. others.
     35% chance of breaking upon contact.
     
o) 20 Arrows of Slay Undead (1d4) (+16,+11)
     Slays undead.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 500.8 vs. undead, 500.8 vs. dragons, and 166.9
     vs. others.
     35% chance of breaking upon contact.
     
p) an Arrow of Lightning (1d4) (+13,+15)
     Branded with lightning.
     Cannot be harmed by electricity.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 564.4 vs. dragons, 564.4 vs. creatures not
     resistant to electricity, and 188.1 vs. others.
     35% chance of breaking upon contact.
     
q) 50 Arrows of Venom (1d4) (+9,+9)
     Branded with venom.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 469 vs. dragons, 469 vs. creatures not
     resistant to poison, and 156.3 vs. others.
     35% chance of breaking upon contact.
     
r) 7 Seeker Arrows of Flame (4d4) (+9,+9)
     Branded with flames.
     Cannot be harmed by fire.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 588.3 vs. dragons, 588.3 vs. creatures not
     resistant to fire, and 196.1 vs. others.
     35% chance of breaking upon contact.
     
s) 7 Seeker Arrows of Flame (4d4) (+7,+9)
     Branded with flames.
     Cannot be harmed by fire.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 582.7 vs. dragons, 582.7 vs. creatures not
     resistant to fire, and 194.2 vs. others.
     35% chance of breaking upon contact.
     
t) 6 Arrows of Lightning (1d4) (+15,+16)
     Branded with lightning.
     Cannot be harmed by electricity.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 580.3 vs. dragons, 580.3 vs. creatures not
     resistant to electricity, and 193.4 vs. others.
     35% chance of breaking upon contact.
     
u) 23 Mithril Arrows of Wounding (3d4) (+12,+19)
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 707.5 vs. dragons, and 235.8 vs. others.
     35% chance of breaking upon contact.
     
v) 25 Seeker Arrows of Slay Giant (4d4) (+14,+19)
     Slays giants.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 747.3 vs. giants, 747.3 vs. dragons, and 249.1
     vs. others.
     35% chance of breaking upon contact.
     
w) 14 Arrows of Flame (1d4) (+9,+8)
     Branded with flames.
     Cannot be harmed by fire.
     
     Combat info:
     Hits targets up to 160 feet away.
     Average damage/hit: 453.1 vs. dragons, 453.1 vs. creatures not
     resistant to fire, and 151 vs. others.
     35% chance of breaking upon contact.
     


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) 4 Books of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
f) 3 Books of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
     
g) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
     
h) 17 Potions of Cure Critical Wounds
     
i) 4 Potions of Healing
     
j) 2 Potions of Restore Mana
k) 3 Potions of Speed
l) 2 Scrolls of *Destruction*
m) a Rod of Healing (charging)
     Cannot be harmed by electricity.
     
n) 2 Rods of Teleport Other
o) 3 Rods of Recall (1 charging)
     Cannot be harmed by electricity.
     
p) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it heals 500 hit points.
     Takes 580 turns to recharge at your current speed.
     Your chance of success is 94.2%
     
q) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25]
     Provides immunity to lightning.
     Provides resistance to acid, lightning, fire, cold, poison, light, 
     dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.  Grants the ability to see invisible things.  
     Aggravates creatures nearby.  
     
     When activated, it fires a ball of electricity in all directions, 
     each one causing 150 damage.
     Takes 2900 turns to recharge at your current speed.
     Your chance of success is 90.0%
     
     Radius 1 light.
r) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     
s) The Mace 'Taratol' (3d4) (+12,+12)
     *Slays* dragons.
     Branded with lightning.
     Provides immunity to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     Takes 292 to 580 turns to recharge at your current speed.
     Your chance of success is 97.6%
     
     Combat info:
     5 blows/round.
     Average damage/hit: 72.9 vs. creatures not resistant to
     electricity, 90.2 vs. dragons, and 55.7 vs. others.
     


  [Home Inventory]

a) a Mushroom of Vigor
     
b) 2 Scrolls of Remove Curse
c) 4 Scrolls of Identify
d) a Ring of Acid [+15]
     It brands your melee attacks with acid.
     Provides resistance to acid.
     Cannot be harmed by acid.
     
e) a Ring of Ice [+14]
     It brands your melee attacks with frost.
     Provides resistance to cold.
     Cannot be harmed by cold.
     
f) a Ring of Lightning [+13]
     It brands your melee attacks with lightning.
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
g) a Ring of Damage (+0,+11)
h) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     Takes 437 to 870 turns to recharge at your current speed.
     Your chance of success is 93.0%
     
i) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) 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.
     Prevents paralysis.  
     
l) The Cloak 'Colluin' [1,+15]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     Takes 321 turns to recharge at your current speed.
     Your chance of success is 98.5%
     
m) The Leather Shield of the Haradrim (+5,+5) [4,+15] (+1)
     +1 strength, constitution, attack speed, shooting speed.
     Provides resistance to poison, fear, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Aggravates creatures nearby.  
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     Takes 145 turns to recharge at your current speed.
     Your chance of success is 96.5%
     
n) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark, 
     blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) a Large Metal Shield of Preservation [8,+31]
     Provides resistance to chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Sustains your life force.  
     
p) The Katana 'Aglarang' (8d4) (+10,+10) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     Combat info:
     5 blows/round.
     Average damage/hit: 65.8.
     
q) The Spear of Orome (4d6) (+15,+15) (+4)
     +4 intelligence, infravision, speed.
     Slays animals, giants.
     Branded with flames.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.  Feather Falling.  Grants the ability to see
     invisible things.  
     
     When aimed, it turns rock into mud.
     Takes 14 turns to recharge at your current speed.
     Your chance of success is 97.9%
     
     Combat info:
     5 blows/round.
     Average damage/hit: 80 vs. animals, 95.3 vs. giants, 95.3 vs.
     creatures not resistant to fire, and 64.7 vs. others.
     
     Radius 1 light.
r) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
     +4 wisdom, dexterity.
     Slays evil creatures, orcs, trolls.
     *Slays* undead.
     Branded with frost.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.  Slows your metabolism.  Prevents paralysis.  
     
     
     When aimed, it creates a frost ball with damage 100.
     Takes 101 turns to recharge at your current speed.
     Your chance of success is 97.9%
     
     Combat info:
     5 blows/round.
     Average damage/hit: 83.3 vs. evil creatures, 94.7 vs. orcs, 94.7
     vs. trolls, 94.7 vs. creatures not resistant to cold, 117.6 vs.
     undead, and 71.8 vs. others.
     
s) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
     +2 strength, constitution.
     Slays trolls, dragons.
     *Slays* demons.
     Branded with acid.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     Takes 234 to 464 turns to recharge at your current speed.
     Your chance of success is 97.6%
     
     Combat info:
     5 blows/round.
     Average damage/hit: 86.2 vs. trolls, 86.2 vs. dragons, 86.2 vs.
     creatures not resistant to acid, 110.2 vs. demons, and 62.3 vs.
     others.
     
     Radius 1 light.
t) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Slays evil creatures, orcs, trolls, giants.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.  
     
     Combat info:
     5 blows/round.
     Average damage/hit: 70.5 vs. evil creatures, 78.4 vs. orcs, 78.4
     vs. trolls, 78.4 vs. giants, and 62.6 vs. others.
     
u) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
     +3 strength, constitution, stealth.
     Slays demons, orcs, trolls.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.  Speeds regeneration.  Prevents paralysis.  
     Grants the ability to see invisible things.  
     
     Combat info:
     5 blows/round.
     Average damage/hit: 91.4 vs. demons, 91.4 vs. orcs, 91.4 vs.
     trolls, and 60.9 vs. others.
     
v) The Whip of Gothmog (6d3) (+13,+15) (-3) {cursed}
     Heavily cursed.
     -3 intelligence, wisdom, dexterity.
     Slays animals, trolls, giants.
     *Slays* dragons.
     Branded with flames.
     Provides immunity to fire.
     Provides resistance to lightning, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.  
     
     When aimed, it creates a fire ball with damage 144.
     Takes 43 turns to recharge at your current speed.
     Your chance of success is 94.2%
     
     Combat info:
     5 blows/round.
     Average damage/hit: 76.1 vs. animals, 89.3 vs. trolls, 89.3 vs.
     giants, 89.3 vs. creatures not resistant to fire, 115.7 vs.
     dragons, and 62.9 vs. others.
     
     Radius 1 light.
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
I'm running around 4900' trying to farm more consumables. I was wondering a few things, like:
1) Should I be wielding Razorback over Caspanion for the rDis and the added AC?
2) What consumables should I hold at a premium?
3) When should I feel "safe" to go down?
4) Which Uniques are to be avoided at all costs (Even over Morgoth)?
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Old March 4, 2010, 00:19   #4
Sirridan
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1) No, AC tops out at 150, and you are a ranger, just shoot disenchanting monsters from a distance. Not much breathes it anyway, so its almost a non-risk. Plus you'd lose RConf. And you have Taratol for lightning immunity.

2) !*Healing*, !Life, !CCW, !Mana, !Healing, Arrows of Slay Evil / Holy Might / Acid and other slays against uniques you haven't killed yet. Also Staves/Scrolls of *Destruction*, Mass Banishment, Rune of Protection, and wands/rods of Teleport Other. (EDIT) Staves/Potions of Speed too (saves mana and fail from haste self)

3) When most if not all dangerous uniques are dead, you have the consumables and speed required, and just feel comfortable going down. Right now you have +19 speed base, get it to at least +20 so you can be at +30 when you're fighting Morgoth (and Sauron too, but +30 isnt *necessary* for him). Any slower and Morgoth can double move on you and splatter you all over the dungeon.

4) Eh, its a matter of preference, but Tarrasque and Atlas are annoying and can be avoided.
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Old March 4, 2010, 03:55   #5
Nick
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Quote:
Originally Posted by Sirridan View Post
1) No, AC tops out at 150
IIRC damage reduction tops out at AC 150 (damage is AC/250, max 60%), but reduction in hit chance still increases for higher AC.
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