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Old December 3, 2010, 09:56   #1
Softwarer
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Ironman at 1150'

Glad to see you, All

I had been started to play ironman after some small experience in Angband and was lucky enough to find Forasgil dropped by Wormtongue. Then I found Nimthanc; I'm using it as good thrown weapon because of shortage of bolts.

Currently I have a Defender pike also. It makes me much less powerful in melee (2x20 damage instead of 3x30 damage +2 speed) but grants me quite essential see invisible and also acid resistance. At the moment my main issue is Water Hounds (I lost about 15 AC due to their breath) but defender's resistance, as I guess, will not keep my other armor, right? So I carry all of them and swap when necessary.

My question is: what is better to wield and why?

My character:

[Angband 3.1.2v2 Character Dump]

Name Meshougge Self RB CB EB Best
Sex Male Age 20 STR: 17 +0 +2 +5 18/60
Race Human Height 75 INT: 12 +0 +2 +0 14
Class Ranger Weight 151 WIS: 10 +0 +0 +0 10
Title Guide Social Well-liked Dex: 18 +0 +1 +2 18/30 18/20
HP 223/223 Maximize Y CON: 13 +0 +1 +0 14
SP 4/28 CHR: 12 +0 +1 +0 13

Level 27 Armor [20,+49] Saving Throw 56%
Cur Exp 35239 Fight (+4,+3) Stealth Excellent
Max Exp 35239 Melee (+14,+13) Fighting Superb
Adv Exp 45500 Shoot (+8,+5) Shooting Heroic
MaxDepth 1150' (L23) Blows 2/turn Disarming 51%
Game Turns 568234 Shots 1/turn Magic Device 60
Player Turns 57725 Infra 0 ft Perception 1 in 24
Active Turns 49707 Speed Normal Searching 24%
Gold 4640 Burden 138.8 lbs

You are the first child of a Townsman. You are a credit to the
family. You have dark brown eyes, straight brown hair, and an average
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) a Pike (Defender) (2d5) (+10,+10) [+7] (+3 stealth)
+3 stealth.
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Sustains dexterity.
Feather Falling. Speeds regeneration. Prevents paralysis.
Grants the ability to see invisible things.

Combat info:
2 blows/round.
With an additional 4 strength and 3 dex you would get 3 blows
With an additional 0 strength and 5 dex you would get 3 blows
Average damage/hit: 20.2.

b) a Heavy Crossbow (x4) (+4,+5)
c) a Ring of Strength (+3)
+3 strength.
Sustains strength.

d) a Ring of Strength (+2)
+2 strength.
Sustains strength.

e) an Amulet of Slow Digestion
Slows your metabolism.

f) 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.
Takes 11 to 20 turns to recharge.
Your chance of success is 94.2%

Radius 3 light.
g) Studded Leather Armour of Resist Lightning [6,+6]
Provides resistance to lightning.
Cannot be harmed by electricity.

h) a Cloak of Protection [1,+21]
Provides resistance to shards.
Cannot be harmed by acid, electricity, fire, cold.

i) a Leather Shield of Resist Fire [6,+0]
Provides resistance to fire.
Cannot be harmed by fire.

j) a Metal Cap [3,+4]
k) a Set of Leather Gloves of Agility [1,+3] (+2)
+2 dexterity.

l) a Pair of Iron Shod Boots of Free Action [3,+6]
Prevents paralysis.



[Character Quiver]

n) 18 Arrows (1d4) (+5,+1)
o) a Bolt (1d5) (+0,+0)
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 32.3.
25% chance of breaking upon contact.

p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


[Character Inventory]

a) 3 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) 5 Rations of Food

e) 4 Potions of Cure Serious Wounds

f) 4 Potions of Cure Critical Wounds

g) 2 Potions of Healing

h) a Potion of Speed
i) a Potion of Heroism
j) a Scroll of Teleportation
k) 2 Rods of Light
l) 4 Wands of Stinking Cloud (27 charges)

m) 2 Wands of Slow Monster (16 charges)

n) a Wand of Confuse Monster (13 charges)

o) 3 Wands of Sleep Monster (37 charges)

p) 4 Staves of Slow Monsters (35 charges)

q) a Staff of Teleportation (9 charges)

r) 4 Rings of Teleportation (+2 speed)
+2 speed.
Induces random teleportation.

s) 2 Rings of Escaping (+4 speed)
+4 speed.
Makes you afraid of melee, and worse at shooting and casting spells.

t) a Cloak of Protection [1,+19]
Provides resistance to shards.
Cannot be harmed by acid, electricity, fire, cold.

u) The Dagger 'Nimthanc' (2d4) (+9,+12) [+10]
Branded with frost.
Provides resistance to cold.
Cannot be harmed by acid, electricity, fire, cold.

When aimed, it creates a frost bolt with damage 6d8.
Takes 8 to 15 turns to recharge.
Your chance of success is 94.6%

Combat info:
4 blows/round.
Average damage/hit: 30.8 vs. creatures not resistant to cold, and
20.5 vs. others.

v) The Rapier 'Forasgil' (1d6) (+12,+19)
Slays animals.
Branded with frost.
Provides resistance to cold, light.
Cannot be harmed by acid, electricity, fire, cold.

Combat info:
3 blows/round.
With an additional 1 strength and 0 dex you would get 4 blows
With an additional 0 strength and 3 dex you would get 4 blows
Average damage/hit: 30.1 vs. animals, 33.7 vs. creatures not
resistant to cold, and 26.4 vs. others.

Radius 1 light.


================================================== ==========
CHAR.
| TURN | DEPTH |LEVEL| EVENT
================================================== ==========
1 0' 1 Began the quest to destroy Morgoth.
6704 50' 2 Reached level 2
11689 50' 3 Reached level 3
28665 100' 4 Reached level 4
32013 100' 4 Killed Fang, Farmer Maggot's dog
32564 100' 5 Reached level 5
49747 150' 6 Reached level 6
61228 150' 7 Reached level 7
62658 150' 8 Reached level 8
64918 150' 9 Reached level 9
71414 150' 10 Reached level 10
75484 150' 11 Reached level 11
75894 150' 11 Killed Grip, Farmer Maggot's dog
81724 150' 12 Reached level 12
88574 150' 13 Reached level 13
98825 150' 14 Reached level 14
168458 350' 15 Reached level 15
189302 400' 15 Killed Bullroarer the Hobbit
202971 450' 15 Killed Wormtongue, Agent of Saruman
203001 450' 15 Found The Rapier 'Forasgil'
205219 450' 15 Killed Brodda, the Easterling
208544 450' 16 Reached level 16
218239 500' 17 Reached level 17
218419 500' 17 Killed Grishnakh, the Hill Orc
237692 500' 18 Reached level 18
268699 600' 19 Reached level 19
283725 600' 20 Reached level 20
292960 600' 20 Killed Lagduf, the Snaga
311550 650' 21 Reached level 21
345003 800' 22 Reached level 22
350782 800' 22 Killed Nar, the Dwarf
373865 850' 23 Reached level 23
376210 850' 23 Found The Dagger 'Nimthanc'
396714 900' 24 Reached level 24
401966 900' 24 Killed Ufthak of Cirith Ungol
416030 950' 25 Reached level 25
432560 950' 25 Killed Mughash the Kobold Lord
432670 950' 25 Found The Phial of Galadriel
479299 1050' 26 Reached level 26
545906 1100' 27 Reached level 27


[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 : yes (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 : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses : yes (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): yes (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 December 3, 2010, 12:58   #2
fph
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Quote:
Originally Posted by Softwarer View Post
It makes me much less powerful in melee (2x20 damage instead of 3x30 damage +2 speed) but grants me quite essential see invisible and also acid resistance.
I am missing something... Where does the +2 speed come from?
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Old December 3, 2010, 13:54   #3
Softwarer
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Quote:
Originally Posted by fph View Post
I am missing something... Where does the +2 speed come from?
From the teleportation ring. I can wear it instead of strength+2 and keep 3 blows/turn with rapier but it grants only blow/turn with pike.

Btw while thinking I found yet another interesting blade:

u) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
+2 strength, dexterity, constitution, speed, attack speed.
Slays animals, evil creatures, undead, orcs.
Provides resistance to fear, light.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis. Grants the ability to see invisible things.

Combat info:
5 blows/round.
With an additional 7 strength and 0 dex you would get 6 blows
With an additional 4 strength and 1 dex you would get 6 blows
With an additional 0 strength and 3 dex you would get 6 blows
Average damage/hit: 20.6 vs. animals, 20.6 vs. evil creatures,
24.3 vs. undead, 24.3 vs. orcs, and 17 vs. others.

Radius 1 light.

Are acid/cold resistances really necessary at this level? It is a question..
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Old December 3, 2010, 14:50   #4
Timo Pietilš
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Quote:
Originally Posted by Softwarer View Post
Are acid/cold resistances really necessary at this level? It is a question..
At 1000'? No. You start to really need them somewhere around 2000', and before that acid is not your problem, it is cold (acid damage gets halved by armor).
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Old December 3, 2010, 15:28   #5
Derakon
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To clarify, you take half damage any time an acid attack damages your armor (or fails in trying to do so, if the armor is acid-proof). Given that this will happen every time you are hit with acid if you have armor in every slot, acid attacks are effectively always half as damaging as other elemental attacks.

This should probably be changed, since by around 2000'-2500' most players will have acid-resistant armor in almost every slot.
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Old December 3, 2010, 16:25   #6
Softwarer
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While I nearly 1500', I'm bored firstly about lowering my armor than a breath damage. But anyway.. Sting is my Wunderwaffe now. I have 100+ damage/turn with it while only ~60 with archery.
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Old December 3, 2010, 16:39   #7
fbas
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Quote:
Originally Posted by Softwarer View Post
From the teleportation ring. I can wear it instead of strength+2 and keep 3 blows/turn with rapier but it grants only blow/turn with pike.

Btw while thinking I found yet another interesting blade:

u) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
Sting is the shiznit. I used it extensively in one game until I found some big ax that was about twice the enchantment, +15 AC, *Slay Dragon* and slay animal, evil.
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Old December 3, 2010, 19:34   #8
Chud
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Definitely Sting, hands down. Before you found that I was going to say the pike, because free action is pretty important and worth the reduced damage until you find a better arrangement (which you did).
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Old December 6, 2010, 08:00   #9
Softwarer
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Quote:
Originally Posted by Chud View Post
Before you found that I was going to say the pike, because free action is pretty important
I had have a Boots of Free Action so pike wasn't an only choice. Anyway, viva le Sting
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