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Old January 17, 2009, 05:11   #1
NeoWizard
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Join Date: Dec 2008
Location: Sherbrooke, Quebec
Posts: 102
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Question [3.1.0] I need suggestions on my kit!

I know I dont have much stuff, but I dont know which items would be better for my current depth. I havent been to this depth very often, and don't bother with the statgain thing, I never waited for my stats to be maxed.

Thanks!

NeoWizard

Heres the dump.

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             42   STR:  18/16  +2  +5  +5 18/136
 Race   Dwarf        Height          46   INT:     11  -3  -2  +2      8
 Class  Warrior      Weight         157   WIS:     10  +2  -2  +2     12
 Title  Commando     Social      Lordly   DEX:  18/38  -2  +2  +4  18/78
 HP     435/435      Maximize         Y   CON:     16  +2  +2  +2  18/40
 SP     0/0                               CHR:     15  -3  -1  +0     11


 Level               31   Armor    [21,+61]     Saving Throw         59%
 Cur Exp         172788   Fight   (+16,+25)     Stealth             Fair
 Max Exp         172788   Melee   (+34,+32)     Fighting       Legendary
 Adv Exp         180000   Shoot   (+22,+22)     Shooting          Heroic
 MaxDepth   1850' (L37)   Blows      4/turn     Disarming            60%
 Turns           679406   Shots      1/turn     Magic Device   Excellent
 Gold             21883   Infra       70 ft     Perception       1 in 28
 Burden       136.2 lbs   Speed           2     Searching            31%

 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) a Katana of Westernesse (3d5) (+18,+7) (+2)
     +2 strength, dexterity, constitution.
     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 59 against orcs, 59 against
     trolls, 59 against giants, and 41 against normal creatures.
b) a Heavy Crossbow of Extra Might (x4) (+6,+22) (+1)
     +1 shooting power.
c) a Ring of Damage (+0,+8)
d) a Ring of Strength (+3)
     +3 strength.
     Sustains strength.
e) an Amulet of Trickery (+2) {uncursed}
     +2 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) a Lantern (Everburning)
     Cannot be harmed by fire.
     Radius 2 light.  No fuel required.
g) Hard Leather Armour of Resist Acid (-1) [8,+10]
     Provides resistance to acid.
     Cannot be harmed by acid.
h) a Fur Cloak of Protection [3,+13]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Resistance [4,+16]
     Provides resistance to acid, lightning, fire, cold.
     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) a Set of Caestus of Slaying (+5,+8) [2,+4]
l) a Pair of Leather Boots of Free Action [2,+5]
     Prevents paralysis.


  [Character Inventory]

a) a Potion of Speed
b) 10 Scrolls of Teleportation
c) 3 Scrolls of Remove Curse
d) 2 Scrolls of Satisfy Hunger
e) 6 Scrolls of Identify {@r5}
f) a Rod of Door/Stair Location {@z2!!}
g) a Rod of Trap Location {@z1!!}
h) a Rod of Detection {@z0!!}
     Cannot be harmed by electricity.
i) a Rod of Polymorph
j) 2 Rods of Light {@z3!!}
k) 4 Rods of Illumination {@z4!!}
l) a Rod of Recall {@z5!!}
     Cannot be harmed by electricity.
m) 3 Wands of Teleport Other (21 charges)
n) 2 Staffs of Teleportation (12 charges) {@u1}
o) a Staff of Identify (2 charges) {@u5}
p) a Ring of Open Wounds {uncursed}
     Impairs hitpoint recovery.
     When activated, it heals you a fair amount (1/5 of your wounds, mi
     nimum 25HP), heals cut damage, and cures blindness and confusion.
     It takes 5d8+10 turns to recharge after use.
q) 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.
r) a Pair of Iron Shod Boots of Stability [3,+8]
     Provides resistance to nexus.
     Feather Falling.
s) 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 68 against evil creatures, 80.5
     against trolls, 80.5 against demons, 105.5 against dragons, and 
     55.5 against normal creatures.
t) 17 Bolts (1d5) (+0,+0) {@f0=g}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 125 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 7 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) 7 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) 2 Scrolls of Word of Recall {@r0}
     When read, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
f) 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.
g) 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.
h) a Staff of Teleportation (6 charges) {@u1}
     When used, it teleports you randomly up to 100 squares away.
i) a Ring of Dexterity (+2)
     +2 dexterity.
     Sustains dexterity.
     
j) a Ring of Resist Poison
     Provides resistance to poison.
     
k) a Ring of Resist Fire {uncursed}
     Provides resistance to fire.
     Cannot be harmed by fire.
     
l) a Ring of Resist Cold
     Provides resistance to cold.
     Cannot be harmed by cold.
     
m) a Ring of Light (+1 searching) {cursed}
     Cursed.
     +1 searching.
     Provides resistance to light.
     
     Radius 1 light.
n) a Ring of Protection [+11]
o) a Ring of Teleportation (+2 speed)
     +2 speed.
     Induces random teleportation.
     
p) a Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
     
q) a Ring of See Invisible
     Grants the ability to see invisible things.
     
r) an Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
s) an Amulet of Infravision (+1)
     +1 infravision.
     
t) an Amulet of Inertia (-3 speed)
     -3 speed.
     Prevents paralysis.
     
u) 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 44 against frost-vulnerable
     creatures, and 34 against normal creatures.
v) 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 38.5 against normal creatures.
w) a Long Sword of Extra Attacks (2d5) (+4,+8) (+1)
     +1 attack speed.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 37 against normal creatures.
x) 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)
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Old January 17, 2009, 05:22   #2
Pete Mack
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You're in fine shape; equipment choice looks good. That is a very nice amulet, especially for a Dwarf. You can probably go a lot deeper with rPoison and ESP.
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Old January 17, 2009, 05:34   #3
NeoWizard
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Thanks.

The choice I have difficulty with is the amulets,

Should I wear the Sustenance which gives me HLife + sustain all, or Trickery, which gives me +2 speed, RPoison and RNexus.

On the other hand(I wish I had an extra one) I can carry both and swap as needed.

NeoWizard.
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Old January 17, 2009, 06:10   #4
Pete Mack
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Trickery, with Sustenance as a possible swap. Trickery is one of the top 3 amulets in the game. And soon enough you will need the extra DEX to get to 5 (or 6) blows.

HLife is a luxury--you can carry a few !rLife instead. A little deeper, you will get it on your light source.
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Old January 17, 2009, 06:16   #5
NeoWizard
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Posts: 102
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Thanks.

BTW. I'm nearing DL40, currently on DL38. I'm starting to see some Vrock. How deep before Confusion is a real concern?

NeoWizard
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Old January 17, 2009, 06:47   #6
Pete Mack
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It starts to get pretty sticky after dl 50, but somewhat dangerous at dl 40.

Around dl 40 there are uniques that are bad. (Gorlim!)
Ethereal Dragons (~dl 45) are very bad news. (350dam/breath; fast; invisible; passwall.)
Balrogs (~dl 50) are worse. (Breathe Chaos)
And stay away from Titans (dl 50+) (Teleport to; fast; hit to confuse.)

Ancient bronze dragons (dl 40) are somewhat dangerous, but they can't kill you in a single turn.
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