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Old May 3, 2009, 01:45   #1
bebo
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Join Date: Jan 2009
Location: Milan, Italy
Posts: 213
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Help with endgame equipment

My ranger is back with a vengeance, after it's predecessor's untimely demise. I'm not sure what is best to equip in combination with what atm. Main problem is that i have conflicting sources of ESP and rConf, plus only one source of rPoison. Any advice would be helpful. And i still never find Tenser's with rangers...

PS - first time i find Feanor - woooooohooooooooo!!!!!

Code:
  [Angband 3.1.1 dev (r1359) Character Dump]

 Name   Raziel                                   Self  RB  CB  EB   Best
 Sex    Male         Age            102   STR:  18/40  +1  +2  +6 18/130
 Race   High-Elf     Height          79   INT:  18/50  +3  +2  +2 18/120
 Class  Ranger       Weight         183   WIS:     16  -1  +0  +2     17
 Title  Pathfinder   Social   Respected   DEX! 18/100  +3  +1 +10 18/***
 HP     405/405      Maximize         Y   Con:  18/20  +1  +1  +4  18/80  18/60
 SP     133/181                           CHR:  18/20  +5  +1  +2 18/100


 Level               38   Armor   [28,+124]     Saving Throw         88%
 Cur Exp        1790103   Fight   (+38,+29)     Stealth           Superb
 Max Exp        1790103   Melee   (+50,+41)     Fighting          Heroic
 Adv Exp        1955000   Shoot   (+56,+12)     Shooting       Legendary
 MaxDepth   4700' (L94)   Blows      5/turn     Disarming            80%
 Turns           406402   Shots      2/turn     Magic Device      Heroic
 Gold            369874   Infra       80 ft     Perception        1 in 1
 Burden       224.4 lbs   Speed          25     Searching            47%

 You are one of several children of a Telerin Archer.  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) The Mace 'Taratol' (3d4) (+12,+12) {!!}
     *Slays* dragons.
     Branded with lightning.
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     Takes 353 to 700 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 68.2 vs. creatures not resistant to
     electricity, 85.2 vs. dragons, and 51.3 vs. others.
     
b) a Long Bow of Lothlorien (x3) (+18,+12) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
c) an Onyx Ring of Speed (+8)
     +8 speed.
     
d) a Marble Ring of Slaying (+7,+10)
e) a Mithril Amulet of Trickery (+4)
     +4 dexterity, stealth, infravision, speed.
     +20% to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
f) The Star of Elendil {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it maps the area around you.
     Takes 178 to 350 turns to recharge at your current speed.
     
     Radius 3 light.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) a Cloak of Aman [1,+19] (+2 stealth)
     +2 stealth.
     Provides resistance to nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
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 Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!}
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it fires a magical arrow with damage 150.
     Takes 108 to 210 turns to recharge at your current speed.
     
l) The Pair of Leather Boots of Feanor [2,+20] (+15) {!!}
     +15 speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     Takes 700 turns to recharge at your current speed.
     


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 4 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) 2 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}
g) 18 Clotted Red Potions of Cure Critical Wounds
     
h) a Scroll titled "quasma facundo" of Mass Banishment {!*}
i) 2 Scrolls titled "omptium" of *Destruction* {!*}
j) 11 Runed Rods of Treasure Location {@z1!!}
k) a Bronze Rod of Healing {!!}
     Cannot be harmed by electricity.
     
l) 6 Mithril Rods of Teleport Other {!!}
m) 3 Lead Rods of Recall {!*}
     Cannot be harmed by electricity.
     
n) 7 Titanium Wands of Teleport Other (38 charges)
     
o) 2 Cedar Staves of *Destruction* (3 charges) {!*}
     
p) 4 Eucalyptus Staves of Healing (8 charges) {!*}
     
q) a Golden Staff of Banishment (2 charges) {!*}
     
r) 3 Elm Staves of Teleportation (24 charges) {!*}
     
s) 3 Locust Staves of Speed (13 charges) {!*}
     


  [Home Inventory]

a) 6 Yellow Potions of Healing {!*}
     
b) 3 White Potions of *Healing* {!*}
     It can be thrown at creatures with damaging effect.
     
c) a Silver Speckled Potion of Life {!*}
     It can be thrown at creatures with damaging effect.
     
d) a Crimson Potion of Restore Mana {!*}
e) a Jade Ring of Damage (+0,+11)
f) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) The Amulet of Carlammas (+2)
     +2 constitution.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     Takes 787 turns to recharge at your current speed.
     
h) Chaos Dragon Scale Mail (-2) [30,+17]
     Provides resistance to chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe chaos or disenchantment f
     or 220 damage.
     Takes 1053 to 2100 turns to recharge at your current speed.
     
i) 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.
     
j) a Cloak of the Magi [1,+20] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Stops experience drain.
     
k) a Leather Shield of Preservation [6,+27]
     Provides resistance to blindness, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
l) The Leather Shield of the Haradrim [4,+15] (+2) {!!}
     +2 strength, constitution.
     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 175 turns to recharge at your current speed.
     
m) a Jewel Encrusted Crown of Lordliness [0,+11] (+2)
     +2 wisdom, charisma.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, charisma.
     Grants telepathy.
     
n) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15% to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!}
     +2 intelligence, wisdom.
     +10% to searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     Takes 196 to 385 turns to recharge at your current speed.
     
p) an Executioner's Sword (Defender) (4d5) (+12,+18) [+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.
     
     Combat info:
     5 blows/round.
     Average damage/round: 64.1.
     
q) 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 283 to 560 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 83.8 vs. trolls, 83.8 vs. dragons, 83.8 vs.
     creatures not resistant to acid, 107.5 vs. demons, and 60 vs.
     others.
     
     Radius 1 light.
r) The Beaked Axe of Theoden (2d6) (+9,+10) (+3) {!!}
     +3 wisdom, constitution.
     Slays dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     Takes 140 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 63.9 vs. dragons, and 48.2 vs. others.
     
s) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
     +3 dexterity, charisma.
     Branded with flames, frost.
     Provides resistance to fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     Takes 700 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 73 vs. creatures not resistant to fire, 73
     vs. creatures not resistant to cold, and 50 vs. others.
     
     Radius 1 light.
t) a Glaive of Extra Attacks (2d6) (+15,+17) (+2)
     +2 attack speed.
     
     Combat info:
     7 blows/round.
     Average damage/round: 56.3.
     
u) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
     +4 strength.
     Slays animals, orcs, trolls.
     Branded with venom.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     Combat info:
     5 blows/round.
     Average damage/round: 73.1 vs. animals, 80.9 vs. orcs, 80.9 vs.
     trolls, 80.9 vs. creatures not resistant to poison, and 65.4 vs.
     others.
     
v) The Pick of Erebor (3d4) (+5,+20) (+5)
     +5 strength, constitution, tunneling.
     Slays demons, orcs, trolls.
     Branded with acid.
     Provides resistance to light, dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     
     Combat info:
     5 blows/round.
     Average damage/round: 82.3 vs. demons, 82.3 vs. orcs, 82.3 vs.
     trolls, 82.3 vs. creatures not resistant to acid, and 65.3 vs.
     others.
     
     Radius 1 light.
w) a Sling of Buckland (x2) (+20,+16) (+2)
     +2 dexterity, shooting speed, shooting power.
     Cannot be harmed by acid, fire.
     
x) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     


  [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 May 3, 2009, 02:15   #2
Pete Mack
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Use Theoden for ESP--with your lousy HP it's a no-brainer. (Erebor is an even better choice, once you find another source of RConf.)

You can also afford to give up some speed. Carlammas and Barahir might be a good choice.
Or you can use Amrod. Or you can use the sling for a bit more damage until you reach cl 40 and get a third shot.
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Old May 3, 2009, 04:16   #3
PowerDiver
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Posts: 2,712
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Rangers don't really need a ring of slaying. Replace it with a con ring. It might even be worth replacing the speed ring with a second con ring.

I don't like your book choices. My views here might be a smidgeon controversial. I'd rather carry a big stack of ?id and some wands of stone-to-mud over ?MB3. You've got plenty of telOther and speed so I'd leave ?MB4 at home. I also prefer a small stack of ?recall to ?MB7.
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Old May 3, 2009, 04:29   #4
Pete Mack
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Clarification: at 400 HP, there are any number of big breathers that can blow you away in a single turn. Giving up RPoison (for example) to get to 600+ hp is a good choice, because your overall chance of insta-death goes down. If you can get above 800 HP, you don't need to worry much even about RPoison, unless you have extremely sloppy play. You need to
1. Fail to detect a Drolem
2. Be running around at less than 800 HP
3. Get unlucky on the Drolem's first noticeable turn.

Any other Poison breather you will see via ESP.

EDIT: I would certainly rank RConf above RPois, because there are many ways to get killed when you are confused. There's only one way to die with ESP and without RPois.

Last edited by Pete Mack; May 3, 2009 at 04:35.
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Old May 3, 2009, 15:59   #5
bebo
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Posts: 213
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Thanks for the help.

I think i night be able to tackle sauron&morgoth - at clvl 42!!! - with my current kit, although my low damage output worries me, not to mention the lack of sustains.... Is this even feasible?

PS - the last remaining 20 points of CON don't seem to increase my HP when i add them via other items - is this intentional or a bug?

Code:
  [Angband 3.1.1 dev (r1359) Character Dump]

 Name   Raziel                                   Self  RB  CB  EB   Best
 Sex    Male         Age            102   STR! 18/100  +1  +2 +15 18/***
 Race   High-Elf     Height          79   INT:  18/60  +3  +2  +5 18/160
 Class  Ranger       Weight         183   WIS:  18/50  -1  +0  +7 18/110
 Title  Ranger       Social  Role model   DEX! 18/100  +3  +1  +8 18/***
 HP     729/852      Maximize         Y   CON:  18/70  +1  +1 +11 18/200
 SP     276/276                           Chr:  18/40  +5  +1  +7 18/170 18/155


 Level               42   Armor   [31,+134]     Saving Throw         98%
 Cur Exp        3884647   Fight   (+55,+47)     Stealth           Superb
 Max Exp        3884647   Melee   (+64,+65)     Fighting          Heroic
 Adv Exp        4140000   Shoot   (+75,+22)     Shooting       Legendary
 MaxDepth   4900' (L98)   Blows      5/turn     Disarming            87%
 Turns           493877   Shots      4/turn     Magic Device   Legendary
 Gold            848442   Infra       40 ft     Perception       1 in 10
 Burden       262.1 lbs   Speed          29     Searching            37%

 You are one of several children of a Telerin Archer.  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) The Two-Handed Great Flail 'Thunderfist' (4d6) (+9,+18) (+4)
     +4 strength, constitution.
     Slays animals, orcs, trolls.
     Branded with lightning, flames.
     Provides resistance to lightning, fire, fear, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Combat info:
     5 blows/round.
     Average damage/round: 102.6 vs. animals, 119.4 vs. orcs, 119.4 vs.
     trolls, 119.4 vs. creatures not resistant to electricity, 119.4
     vs. creatures not resistant to fire, and 85.8 vs. others.
     
b) 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.
     
c) an Onyx Ring of Speed (+11)
     +11 speed.
     
d) The Ring of Power 'Vilya' (+10,+10) (+3) {!!}
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     When activated, it heals 1000 hit points.
     Takes 747 to 1110 turns to recharge at your current speed.
     
e) 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 740 turns to recharge at your current speed.
     
f) The Star of Elendil {!!}
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it maps the area around you.
     Takes 188 to 370 turns to recharge at your current speed.
     
     Radius 3 light.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) a Cloak of Aman [1,+19] (+2 stealth)
     +2 stealth.
     Provides resistance to nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
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 'Holhenneth' [5,+10] (+2) {!!}
     +2 intelligence, wisdom.
     +10% to searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     Takes 207 to 407 turns to recharge at your current speed.
     
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!}
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it fires a magical arrow with damage 150.
     Takes 114 to 222 turns to recharge at your current speed.
     
l) The Pair of Leather Boots of Feanor [2,+20] (+15) {!!}
     +15 speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     Takes 740 turns to recharge at your current speed.
     


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners] {@m1@b1}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
c) 4 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
d) a Book 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) a Book of Magic Spells [Kelek's Grimoire of Power] {@m9@b9}
     Cannot be harmed by acid, electricity, fire, cold.
     
i) 18 Clotted Red Potions of Cure Critical Wounds
     
j) 2 Scrolls titled "omptium" of *Destruction* {!*}
k) 12 Runed Rods of Treasure Location {@z1!!}
l) a Bronze Rod of Healing (charging) {!!}
     Cannot be harmed by electricity.
     
m) 7 Mithril Rods of Teleport Other {!!}
n) 3 Lead Rods of Recall {!*}
     Cannot be harmed by electricity.
     
o) 3 Cedar Staves of *Destruction* (9 charges) {!*}
     
p) 4 Teak Staves of Mapping (20 charges)
     
q) 3 Golden Staves of Banishment (4 charges) {!*}
     
r) 2 Elm Staves of Teleportation (9 charges) {!*}
     
s) 4 Locust Staves of Speed (9 charges) {!*}
     
t) 23 Arrows of Slay Evil (1d4) (+10,+13)
     Slays evil creatures.
     
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/round: 238.5 vs. evil creatures, and 119.2 vs.
     others.
     35% chance of breaking upon contact.
     
u) 18 Seeker Arrows (4d4) (+7,+7)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/round: 124.
     35% chance of breaking upon contact.
     


  [Home Inventory]

a) 11 Yellow Potions of Healing {!*}
     
b) 5 White Potions of *Healing* {!*}
     It can be thrown at creatures with damaging effect.
     
c) a Silver Speckled Potion of Life {!*}
     It can be thrown at creatures with damaging effect.
     
d) 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 558 to 1110 turns to recharge at your current speed.
     
e) a Mithril Amulet of Trickery (+4)
     +4 dexterity, stealth, infravision, speed.
     +20% to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
f) 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.
     Takes 188 to 370 turns to recharge at your current speed.
     
g) The Palantir of Westernesse (+2) {!!}
     +2 intelligence, wisdom, infravision.
     +10% to searching.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     Takes 188 to 370 turns to recharge at your current speed.
     
     Radius 3 light.
h) Chaos Dragon Scale Mail (-2) [30,+17] {!!}
     Provides resistance to chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe chaos or disenchantment f
     or 220 damage.
     Takes 1113 to 2220 turns to recharge at your current speed.
     
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 Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) The Cloak of Thingol [1,+18] (+3) {!!}
     +3 dexterity, charisma.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it tries to recharge a wand or staff, destroying t
     he wand or staff on failure.
     Takes 259 turns to recharge at your current speed.
     
l) a Leather Shield of Preservation [6,+27]
     Provides resistance to blindness, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
m) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) 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.
     
o) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15% to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Bastard Sword 'Calris' (5d4) (+8,+20) (+5)
     +5 constitution.
     Slays evil creatures, demons, trolls.
     *Slays* dragons.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     Combat info:
     5 blows/round.
     Average damage/round: 98.1 vs. evil creatures, 112.2 vs. demons, 
     112.2 vs. trolls, 140.4 vs. dragons, and 83.9 vs. others.
     
q) an Executioner's Sword (Defender) (4d5) (+12,+18) [+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.
     
     Combat info:
     5 blows/round.
     Average damage/round: 83.
     
r) The Beaked Axe of Theoden (2d6) (+9,+10) (+3) {!!}
     +3 wisdom, constitution.
     Slays dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     Takes 148 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 82.9 vs. dragons, and 66.8 vs. others.
     
s) a Glaive of Extra Attacks (2d6) (+15,+17) (+2)
     +2 attack speed.
     
     Combat info:
     7 blows/round.
     Average damage/round: 75.1.
     
t) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Slays evil creatures, orcs, trolls.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     Combat info:
     5 blows/round.
     Average damage/round: 107 vs. evil creatures, 123.8 vs. orcs, 
     123.8 vs. trolls, and 90.3 vs. others.
     
u) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
     +4 strength.
     Slays animals, orcs, trolls.
     Branded with venom.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     Combat info:
     5 blows/round.
     Average damage/round: 87.9 vs. animals, 95.8 vs. orcs, 95.8 vs.
     trolls, 95.8 vs. creatures not resistant to poison, and 80 vs.
     others.
     
v) The Mace 'Taratol' (3d4) (+12,+12) {!!}
     *Slays* dragons.
     Branded with lightning.
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     Takes 373 to 740 turns to recharge at your current speed.
     
     Combat info:
     5 blows/round.
     Average damage/round: 87.3 vs. creatures not resistant to
     electricity, 104.7 vs. dragons, and 69.9 vs. others.
     
w) The Pick of Erebor (3d4) (+5,+20) (+5)
     +5 strength, constitution, tunneling.
     Slays demons, orcs, trolls.
     Branded with acid.
     Provides resistance to light, dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     
     Combat info:
     5 blows/round.
     Average damage/round: 96.1 vs. demons, 96.1 vs. orcs, 96.1 vs.
     trolls, 96.1 vs. creatures not resistant to acid, and 78.9 vs.
     others.
     
     Radius 1 light.
x) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     


  [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 May 3, 2009, 16:57   #6
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,662
Donated: $40
Pete Mack is on a distinguished road
Your damage output is immense:

(22+17)*3*4 = 468 dam/turn with the enchanted seeker arrows.
(22+16)*24 = 912 with the Slay Evil arrows. (Don't waste those. Leave them home.)

What you need is ammo!

If you use Eorlingas, your combat damage is very high as well.
Pete Mack is offline   Reply With Quote
Old May 3, 2009, 17:23   #7
Marble Dice
Swordsman
 
Join Date: Jun 2008
Location: Columbia, MO. USA
Posts: 405
Marble Dice is on a distinguished road
Quote:
Originally Posted by bebo View Post
PS - the last remaining 20 points of CON don't seem to increase my HP when i add them via other items - is this intentional or a bug?
It's not a bug, although it is a little strange. There's a lot of such irregularities in the stat tables.
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