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Old January 18, 2009, 06:19   #1
NeoWizard
Adept
 
Join Date: Dec 2008
Location: Sherbrooke, Quebec
Posts: 102
NeoWizard is on a distinguished road
3.1.0: Some advice before going any further?

I'm currently on DL49 and would like to know if there are any resists I should really get before going any further. Some comments on my kit would also be appreciated.

Thank you for any advice.

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             42   STR:  18/40  +2  +5  +3 18/140
 Race   Dwarf        Height          46   INT:     15  -3  -2  +6     16
 Class  Warrior      Weight         157   WIS:     13  +2  -2  +2     15
 Title  Champion     Social      Lordly   DEX:  18/72  -2  +2  +0  18/72
 HP     479/515      Maximize         Y   CON:  18/01  +2  +2  +1  18/51
 SP     0/0                               CHR:  18/63  -3  -1  +0  18/23


 Level               36   Armor    [36,+88]     Saving Throw         65%
 Cur Exp         598604   Fight   (+13,+10)     Stealth             Fair
 Max Exp         598604   Melee   (+27,+24)     Fighting       Legendary
 Adv Exp         660000   Shoot   (+20,+21)     Shooting       Legendary
 MaxDepth   2450' (L49)   Blows      4/turn     Disarming            66%
 Turns           893034   Shots      1/turn     Magic Device      Superb
 Gold            173137   Infra       90 ft     Perception       1 in 38
 Burden       190.4 lbs   Speed           6     Searching            21%

 You are one of two children of a Dwarven Thief.  You are a well liked
 child.  You have dark brown eyes, straight brown hair, a two foot
 beard, and a dark 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 Spear of Orome (4d6) (+14,+14) (+4)
     +4 intelligence, infravision, speed.
     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 activated, it turns rock into mud.
     It takes 5 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 52 against animals, 66 against
     giants, 66 against fire-vulnerable creatures, and 38 against
     normal creatures.
b) a Heavy Crossbow of Extra Might (x4) (+7,+21) (+1)
     +1 shooting power.
c) a Ring of Resist Poison
     Provides resistance to poison.
d) a Ring of Strength (+3)
     +3 strength.
     Sustains strength.
e) an Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
f) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
g) 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.
h) The Cloak 'Colannon' [1,+14] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
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 Leather Boots of Free Action [2,+6]
     Prevents paralysis.


  [Character Inventory]

a) 11 Rations of Food {@E1}
b) 4 Potions of Cure Critical Wounds
c) a Potion of Enlightenment
d) a Potion of Speed
e) 8 Scrolls of Teleportation
f) 41 Scrolls of Identify {@r5}
g) 2 Scrolls of Protection from Evil
h) 4 Rods of Door/Stair Location {@z2!!}
i) 5 Rods of Trap Location {@z1!!}
j) a Rod of Detection {@z0!!}
     Cannot be harmed by electricity.
k) a Rod of Teleport Other {@z9!!}
l) 3 Rods of Disarming {@z6!!}
m) 4 Rods of Light {@z3!!}
n) 4 Rods of Illumination {@z4!!}
o) 2 Rods of Recall {@z5!!}
     Cannot be harmed by electricity.
p) a Staff of Mapping
q) 2 Staffs of Teleportation (10 charges) {@u1}
r) 2 Staffs of Speed (9 charges)
s) a Shovel of Digging (1d2) (+4,+10) (+3)
     +3 tunneling.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 24.5 against acid-vulnerable
     creatures, and 21.5 against normal creatures.
t) a Bolt of Slay Dragon (1d5) (+7,+10) {@f0=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 510 against
     dragons, and 170 against normal creatures.
     25% chance of breaking upon contact.
u) 49 Bolts (1d5) (+5,+7) {@f0=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 155 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 22 Potions of Cure Serious Wounds
     When ingested, it heals you a fair amount (1/5 of your wounds, min
     imum 25HP), heals cut damage, and cures blindness and confusion.
     Provides nourishment for about 75 turns under normal conditions.
b) a Potion of Restore Strength
     When ingested, it restores your strength.
c) 17 Scrolls of Teleportation
     When read, it teleports you randomly up to 100 squares away.
d) 7 Scrolls of Teleport Level
     When read, it teleports you one level up or down.
e) 3 Scrolls of Remove Curse
     When read, it removes all ordinary curses from all equipped items.
f) 50 Scrolls of Identify {@r5}
     When read, it reveals to you the extent of an item's magical power
     s.
g) 2 Rods of Treasure Location {@z6!!}
     When used, it detects all gold and objects on the level.
     It takes 50 turns to recharge after use.
h) a Rod of Curing
     Cannot be harmed by electricity.
     
     When used, it heals cut damage, and cures all stunning, poison, bl
     indness and confusion.
     It takes 100 turns to recharge after use.
i) a Ring of Dexterity (+2)
     +2 dexterity.
     Sustains dexterity.
     
j) a Ring of Bodykeeping
     Sustains strength, dexterity, constitution.
     
k) a Ring of Damage (+0,+8)
l) a Ring of Protection [+11]
m) a Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
n) a Ring of Free Action
     Prevents paralysis.
     
o) a Ring of See Invisible
     Grants the ability to see invisible things.
     
p) an Amulet of Trickery (+2) {uncursed}
     +2 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
q) a Fur Cloak of Aman [3,+17] (+3 stealth)
     +3 stealth.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
r) an Elven Cloak of the Magi [6,+12] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Feather Falling.
     
s) The Dagger 'Nimthanc' (2d4) (+4,+6)
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 31 against frost-vulnerable
     creatures, and 21 against normal creatures.
t) 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 4 blows per round.  Each
     blow will do an average damage of 25.5 against normal creatures.
u) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 55 against evil creatures, 67.5
     against trolls, 67.5 against demons, 92.5 against dragons, and 
     42.5 against normal creatures.
v) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
     +4 strength.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     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 50 against animals, 57 against
     orcs, 57 against trolls, 57 against poison-vulnerable creatures, 
     and 43 against normal creatures.
w) 25 Arrows (1d4) {@f0=g, magical}
     You do not know the full extent of this item's powers.


  [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       : no  (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (adult_ai_smell)
Adult: Monsters act smarter in groups        : no  (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)
__________________
NeoWizard
-. . --- .-- .. --.. .- .-. -..

aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. fi yuo cna raed tihs, palce it in yuor siantugre. Olny 55% of plepoe can. mtat
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Old January 18, 2009, 06:32   #2
PowerDiver
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Join Date: Mar 2008
Posts: 2,730
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There is no point in using the amulet of sustenance. You should go sell it so you won't be tempted to use it. Use trickery instead. Then you can replace the ring of poison resistance. You could go with sustain body if you cannot help yourself, but a ring of con or damage or speed would be better. IIUC, elemental rings now [in 3.1] have the effect of branding your melee weapon while worn even though it is nowhere in their descriptions.
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Old January 18, 2009, 06:55   #3
NeoWizard
Adept
 
Join Date: Dec 2008
Location: Sherbrooke, Quebec
Posts: 102
NeoWizard is on a distinguished road
switched to Trickery and a ring of damage +8

Now, what would be my chances against a Lesser Titan?
It just so happens that I stumbled upon a Giant pit.

Could be interesting!?
__________________
NeoWizard
-. . --- .-- .. --.. .- .-. -..

aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. fi yuo cna raed tihs, palce it in yuor siantugre. Olny 55% of plepoe can. mtat
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Old January 18, 2009, 07:54   #4
Pete Mack
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Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,726
Donated: $40
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Even with RConf, Titans are more effort than they are worth. Teleport them away. And if you don't have electricity immunity, you should probably teleport Storm Giants as well.
(Keeping hold of rods and wands is more important.)

In fact, I usually just avoid Giant pits. Giants drop less stuff than Orcs...
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