I just recently lost my first real serious character, a kobold rogue (see below). The death itself was completely idiotic, the result of assuming that my stealth would avoid waking up Huan. Then he breathed on me as I was running down a corrider; I didn't notice the loss of HP and didn't read the message, so I assumed the reason that I stopped running was that I had come to the end of the dTrap area. I stopped to cast detect monsters, he breathed again, and suddenly I was staring at a tombstone screen. But my own stupidity aside, I'd like advice on the character, having never been nearly this deep before. What glaring resistance holes should I have fixed, and what else should I have done to bring Jenny to an endgame-capable character?
(Should I have attached this instead of pasting it into the forum? It was over the size limit for a text file post attachment.)
[Angband 3.1.2 Character Dump]
Name Jenny the Deadly Self RB CB EB Best
Sex Female Age 16 STR! 18/100 -1 +2 +6 18/170
Race Kobold Height 35 INT! 18/100 -1 +1 +2 18/120
Class Rogue Weight 53 WIS: 18/76 +0 -2 +2 18/76
Title Master Thief Social Liked DEX: 18/46 +2 +3 +6 18/156
HP -287/750 Maximize Y CON: 18/81 +2 +1 +4 18/151
SP 193/221 CHR: 15 -2 -1 +0 12
Level 48 Armor [26,+128] Saving Throw 81%
Cur Exp 5331130 Fight (+32,+23) Stealth Heroic
Max Exp 5331130 Melee (+45,+44) Fighting Legendary
Adv Exp 5600000 Shoot (+43,+12) Shooting Legendary
MaxDepth 4950' (L99) Blows 5/turn Disarming 100%
Game Turns 1378242 Shots 2/turn Magic Device 92
Player Turns 208662 Infra 50 ft Perception 1 in 1
Active Turns 71162 Speed 22 Searching 57%
Gold 1033742 Burden 175.4 lbs
You come from a litter of 6 pups. Your father was a fungus farmer, and
your mother was a cook. You have light brown eyes, a dark brown hide,
and small, sharp teeth.
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:.............
[Last Messages]
> You hear a door burst open!
> You smite the Hill orc.
> You have slain the Hill orc.
> You smite the Hill orc.
> You have slain the Hill orc.
> You see a Staff of Remove Curse (6 charges).
> You see a Rod of Lightning Balls.
> You sense the presence of traps!
> You sense the presence of doors!
> It breathes shards.
> You have been given a deep gash.
> You sense the presence of monsters!
> You sense the presence of invisible creatures!
> Huan, Wolfhound of the Valar breathes frost.
> You die.
Killed by Huan, Wolfhound of the Valar.
[Character Equipment]
a) 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.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 81.5 vs. evil creatures, 97.9 vs. orcs, 97.9
vs. trolls, 97.9 vs. creatures not resistant to acid, and 65.2 vs.
others.
b) a Long Bow of Extra Shots (x3) (+11,+12) (+1)
+1 shooting speed.
c) a Ring of Speed (+9)
+9 speed.
d) a Ring of Acid [+20]
It brands your melee attacks with acid.
Provides resistance to acid.
Cannot be harmed by acid.
e) an Amulet of Sustenance
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence, wisdom, dexterity, constitution,
charisma.
Slows your metabolism. Sustains your life force.
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 99 to 192 turns to recharge at your current speed.
Your chance of success is 92.6%
Radius 3 light.
g) The Soft Leather Armour 'Hithlomir' [4,+19] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, dark, nether.
Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+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.
Takes 144 turns to recharge at your current speed.
Your chance of success is 97.1%
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 179 to 352 turns to recharge at your current speed.
Your chance of success is 95.9%
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 aimed, it fires a magical arrow with damage 150.
Takes 99 to 192 turns to recharge at your current speed.
Your chance of success is 93.9%
l) a Pair of Mithril Shod Boots of Speed [7,+9] (+8)
+8 speed.
Cannot be harmed by acid.
[Character Quiver]
n) 33 Arrows of Flame (1d4) (+13,+17)
Branded with flames.
Cannot be harmed by fire.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 297.7 vs. creatures not resistant to fire, and
99.2 vs. others.
35% chance of breaking upon contact.
o) 37 Arrows of Venom (1d4) (+10,+9)
Branded with venom.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 222.1 vs. creatures not resistant to poison,
and 74 vs. others.
35% chance of breaking upon contact.
p) 48 Seeker Arrows of Frost (4d4) (+9,+10)
Branded with frost.
Cannot be harmed by cold.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 302.4 vs. creatures not resistant to cold, and
100.8 vs. others.
35% chance of breaking upon contact.
q) 29 Mithril Arrows of Venom (3d4) (+9,+10)
Branded with venom.
Cannot be harmed by acid, fire.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 278.8 vs. creatures not resistant to poison,
and 92.9 vs. others.
35% chance of breaking upon contact.
r) 29 Arrows of Slay Evil (1d4) (+9,+13)
Slays evil creatures.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 173.2 vs. evil creatures, and 86.6 vs. others.
35% chance of breaking upon contact.
s) 21 Arrows of Slay Evil (1d4) (+10,+12)
Slays evil creatures.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 166.9 vs. evil creatures, and 83.5 vs. others.
35% chance of breaking upon contact.
t) 29 Mithril Arrows of Flame (3d4) (+9,+10)
Branded with flames.
Cannot be harmed by acid, fire.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 278.8 vs. creatures not resistant to fire, and
92.9 vs. others.
35% chance of breaking upon contact.
u) 21 Arrows of Lightning (1d4) (+9,+8)
Branded with lightning.
Cannot be harmed by electricity.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 212.6 vs. creatures not resistant to
electricity, and 70.9 vs. others.
35% chance of breaking upon contact.
v) 15 Seeker Arrows of Slay Evil (4d4) (+12,+13)
Slays evil creatures.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 220.5 vs. evil creatures, and 110.2 vs. others.
35% chance of breaking upon contact.
w) (nothing)
[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) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
Cannot be harmed by acid, electricity, fire, cold.
f) a Book 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) 5 Potions of Cure Critical Wounds
i) 2 Potions of Healing
j) 2 Rods of Magic Mapping
k) 2 Rods of Teleport Other
l) a Staff of Healing (0 charges)
m) 2 Staves of Holiness (6 charges)
[Home Inventory]
a) a Ring of Speed (+9)
+9 speed.
b) The Amulet of Ingwe (+3)
+3 intelligence, wisdom, charisma, infravision.
Provides resistance to acid, lightning, cold, confusion.
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 163 to 320 turns to recharge at your current speed.
Your chance of success is 90.4%
c) 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 640 turns to recharge at your current speed.
Your chance of success is 91.2%
d) Balance Dragon Scale Mail (-2) [30,+21]
Provides resistance to sound, shards, chaos, disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
e) 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.
f) 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.
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
+2 constitution.
Provides resistance to acid, cold, fear, dark, confusion, nexus,
nether, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution.
Sustains your life force.
When activated, it heals 1000 hit points.
Takes 1420 turns to recharge at your current speed.
Your chance of success is 88.6%
h) 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.
i) The Cloak 'Holcolleth' [1,+9] (+3)
+3 intelligence, wisdom, stealth, speed.
Provides resistance to acid.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it puts to sleep the monsters around you.
Takes 176 turns to recharge at your current speed.
Your chance of success is 97.1%
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 Rapier 'Careth Asdriag' (2d6) (+16,+12) (+1)
+1 strength, dexterity, constitution, attack speed.
Slays animals, orcs, trolls, giants, dragons.
Cannot be harmed by acid, electricity, fire, cold.
Combat info:
6 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 50.2 vs. animals, 57.7 vs. orcs, 57.7 vs.
trolls, 57.7 vs. giants, 57.7 vs. dragons, 57.7 vs. creatures not
resistant to acid, and 42.6 vs. others.
l) 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 16 turns to recharge at your current speed.
Your chance of success is 96.3%
Combat info:
5 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 67.5 vs. animals, 82.7 vs. giants, 82.7 vs.
creatures not resistant to acid, 82.7 vs. creatures not resistant
to fire, and 52.4 vs. others.
Radius 1 light.
m) 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 112 turns to recharge at your current speed.
Your chance of success is 96.3%
Combat info:
5 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 70.8 vs. evil creatures, 82.1 vs. orcs, 82.1
vs. trolls, 82.1 vs. creatures not resistant to acid, 82.1 vs.
creatures not resistant to cold, 104.8 vs. undead, and 59.5 vs.
others.
n) 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.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 81.9 vs. demons, 81.9 vs. orcs, 81.9 vs.
trolls, 81.9 vs. creatures not resistant to acid, and 51.6 vs.
others.
o) The Scythe 'Avavir' (5d3) (+18,+12) [+30] (+3)
+3 dexterity, charisma, speed.
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 640 turns to recharge at your current speed.
Your chance of success is 93.9%
Combat info:
5 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 68.7 vs. creatures not resistant to acid, 68.7
vs. creatures not resistant to fire, 68.7 vs. creatures not
resistant to cold, and 46.1 vs. others.
Radius 1 light.
p) The Short Bow of Amrod (x4) (+12,+15) (+2)
+2 strength, constitution, shooting power.
Provides resistance to lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
q) a Light Crossbow of Extra Shots (x3) (+15,+14) (+1)
+1 shooting speed.
r) 28 Bolts of Acid (1d5) (+8,+13)
Branded with acid.
Cannot be harmed by acid.
s) 20 Bolts of Lightning (1d5) (+6,+11)
Branded with lightning.
Cannot be harmed by electricity.
t) 18 Bolts of Slay Dragon (1d5) (+10,+10)
Slays dragons.
u) 26 Mithril Bolts (3d5) (+7,+8)
Cannot be harmed by acid, fire.
v) 27 Arrows of Slay Animal (1d4) (+12,+11)
Slays animals.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 160.6 vs. animals, and 80.3 vs. others.
35% chance of breaking upon contact.
w) 20 Arrows of Slay Evil (1d4) (+8,+7)
Slays evil creatures.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 135.4 vs. evil creatures, and 67.7 vs. others.
35% chance of breaking upon contact.
(Should I have attached this instead of pasting it into the forum? It was over the size limit for a text file post attachment.)
[Angband 3.1.2 Character Dump]
Name Jenny the Deadly Self RB CB EB Best
Sex Female Age 16 STR! 18/100 -1 +2 +6 18/170
Race Kobold Height 35 INT! 18/100 -1 +1 +2 18/120
Class Rogue Weight 53 WIS: 18/76 +0 -2 +2 18/76
Title Master Thief Social Liked DEX: 18/46 +2 +3 +6 18/156
HP -287/750 Maximize Y CON: 18/81 +2 +1 +4 18/151
SP 193/221 CHR: 15 -2 -1 +0 12
Level 48 Armor [26,+128] Saving Throw 81%
Cur Exp 5331130 Fight (+32,+23) Stealth Heroic
Max Exp 5331130 Melee (+45,+44) Fighting Legendary
Adv Exp 5600000 Shoot (+43,+12) Shooting Legendary
MaxDepth 4950' (L99) Blows 5/turn Disarming 100%
Game Turns 1378242 Shots 2/turn Magic Device 92
Player Turns 208662 Infra 50 ft Perception 1 in 1
Active Turns 71162 Speed 22 Searching 57%
Gold 1033742 Burden 175.4 lbs
You come from a litter of 6 pups. Your father was a fungus farmer, and
your mother was a cook. You have light brown eyes, a dark brown hide,
and small, sharp teeth.
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:.............
[Last Messages]
> You hear a door burst open!
> You smite the Hill orc.
> You have slain the Hill orc.
> You smite the Hill orc.
> You have slain the Hill orc.
> You see a Staff of Remove Curse (6 charges).
> You see a Rod of Lightning Balls.
> You sense the presence of traps!
> You sense the presence of doors!
> It breathes shards.
> You have been given a deep gash.
> You sense the presence of monsters!
> You sense the presence of invisible creatures!
> Huan, Wolfhound of the Valar breathes frost.
> You die.
Killed by Huan, Wolfhound of the Valar.
[Character Equipment]
a) 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.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 81.5 vs. evil creatures, 97.9 vs. orcs, 97.9
vs. trolls, 97.9 vs. creatures not resistant to acid, and 65.2 vs.
others.
b) a Long Bow of Extra Shots (x3) (+11,+12) (+1)
+1 shooting speed.
c) a Ring of Speed (+9)
+9 speed.
d) a Ring of Acid [+20]
It brands your melee attacks with acid.
Provides resistance to acid.
Cannot be harmed by acid.
e) an Amulet of Sustenance
Cannot be harmed by acid, electricity, fire, cold.
Sustains strength, intelligence, wisdom, dexterity, constitution,
charisma.
Slows your metabolism. Sustains your life force.
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 99 to 192 turns to recharge at your current speed.
Your chance of success is 92.6%
Radius 3 light.
g) The Soft Leather Armour 'Hithlomir' [4,+19] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, dark, nether.
Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+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.
Takes 144 turns to recharge at your current speed.
Your chance of success is 97.1%
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 179 to 352 turns to recharge at your current speed.
Your chance of success is 95.9%
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 aimed, it fires a magical arrow with damage 150.
Takes 99 to 192 turns to recharge at your current speed.
Your chance of success is 93.9%
l) a Pair of Mithril Shod Boots of Speed [7,+9] (+8)
+8 speed.
Cannot be harmed by acid.
[Character Quiver]
n) 33 Arrows of Flame (1d4) (+13,+17)
Branded with flames.
Cannot be harmed by fire.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 297.7 vs. creatures not resistant to fire, and
99.2 vs. others.
35% chance of breaking upon contact.
o) 37 Arrows of Venom (1d4) (+10,+9)
Branded with venom.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 222.1 vs. creatures not resistant to poison,
and 74 vs. others.
35% chance of breaking upon contact.
p) 48 Seeker Arrows of Frost (4d4) (+9,+10)
Branded with frost.
Cannot be harmed by cold.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 302.4 vs. creatures not resistant to cold, and
100.8 vs. others.
35% chance of breaking upon contact.
q) 29 Mithril Arrows of Venom (3d4) (+9,+10)
Branded with venom.
Cannot be harmed by acid, fire.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 278.8 vs. creatures not resistant to poison,
and 92.9 vs. others.
35% chance of breaking upon contact.
r) 29 Arrows of Slay Evil (1d4) (+9,+13)
Slays evil creatures.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 173.2 vs. evil creatures, and 86.6 vs. others.
35% chance of breaking upon contact.
s) 21 Arrows of Slay Evil (1d4) (+10,+12)
Slays evil creatures.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 166.9 vs. evil creatures, and 83.5 vs. others.
35% chance of breaking upon contact.
t) 29 Mithril Arrows of Flame (3d4) (+9,+10)
Branded with flames.
Cannot be harmed by acid, fire.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 278.8 vs. creatures not resistant to fire, and
92.9 vs. others.
35% chance of breaking upon contact.
u) 21 Arrows of Lightning (1d4) (+9,+8)
Branded with lightning.
Cannot be harmed by electricity.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 212.6 vs. creatures not resistant to
electricity, and 70.9 vs. others.
35% chance of breaking upon contact.
v) 15 Seeker Arrows of Slay Evil (4d4) (+12,+13)
Slays evil creatures.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 220.5 vs. evil creatures, and 110.2 vs. others.
35% chance of breaking upon contact.
w) (nothing)
[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) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
Cannot be harmed by acid, electricity, fire, cold.
f) a Book 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) 5 Potions of Cure Critical Wounds
i) 2 Potions of Healing
j) 2 Rods of Magic Mapping
k) 2 Rods of Teleport Other
l) a Staff of Healing (0 charges)
m) 2 Staves of Holiness (6 charges)
[Home Inventory]
a) a Ring of Speed (+9)
+9 speed.
b) The Amulet of Ingwe (+3)
+3 intelligence, wisdom, charisma, infravision.
Provides resistance to acid, lightning, cold, confusion.
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 163 to 320 turns to recharge at your current speed.
Your chance of success is 90.4%
c) 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 640 turns to recharge at your current speed.
Your chance of success is 91.2%
d) Balance Dragon Scale Mail (-2) [30,+21]
Provides resistance to sound, shards, chaos, disenchantment.
Cannot be harmed by acid, electricity, fire, cold.
e) 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.
f) 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.
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
+2 constitution.
Provides resistance to acid, cold, fear, dark, confusion, nexus,
nether, chaos.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution.
Sustains your life force.
When activated, it heals 1000 hit points.
Takes 1420 turns to recharge at your current speed.
Your chance of success is 88.6%
h) 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.
i) The Cloak 'Holcolleth' [1,+9] (+3)
+3 intelligence, wisdom, stealth, speed.
Provides resistance to acid.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it puts to sleep the monsters around you.
Takes 176 turns to recharge at your current speed.
Your chance of success is 97.1%
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 Rapier 'Careth Asdriag' (2d6) (+16,+12) (+1)
+1 strength, dexterity, constitution, attack speed.
Slays animals, orcs, trolls, giants, dragons.
Cannot be harmed by acid, electricity, fire, cold.
Combat info:
6 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 50.2 vs. animals, 57.7 vs. orcs, 57.7 vs.
trolls, 57.7 vs. giants, 57.7 vs. dragons, 57.7 vs. creatures not
resistant to acid, and 42.6 vs. others.
l) 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 16 turns to recharge at your current speed.
Your chance of success is 96.3%
Combat info:
5 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 67.5 vs. animals, 82.7 vs. giants, 82.7 vs.
creatures not resistant to acid, 82.7 vs. creatures not resistant
to fire, and 52.4 vs. others.
Radius 1 light.
m) 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 112 turns to recharge at your current speed.
Your chance of success is 96.3%
Combat info:
5 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 70.8 vs. evil creatures, 82.1 vs. orcs, 82.1
vs. trolls, 82.1 vs. creatures not resistant to acid, 82.1 vs.
creatures not resistant to cold, 104.8 vs. undead, and 59.5 vs.
others.
n) 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.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 81.9 vs. demons, 81.9 vs. orcs, 81.9 vs.
trolls, 81.9 vs. creatures not resistant to acid, and 51.6 vs.
others.
o) The Scythe 'Avavir' (5d3) (+18,+12) [+30] (+3)
+3 dexterity, charisma, speed.
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 640 turns to recharge at your current speed.
Your chance of success is 93.9%
Combat info:
5 blows/round.
This weapon benefits from one or more off-weapon brands or slays.
Average damage/hit: 68.7 vs. creatures not resistant to acid, 68.7
vs. creatures not resistant to fire, 68.7 vs. creatures not
resistant to cold, and 46.1 vs. others.
Radius 1 light.
p) The Short Bow of Amrod (x4) (+12,+15) (+2)
+2 strength, constitution, shooting power.
Provides resistance to lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
q) a Light Crossbow of Extra Shots (x3) (+15,+14) (+1)
+1 shooting speed.
r) 28 Bolts of Acid (1d5) (+8,+13)
Branded with acid.
Cannot be harmed by acid.
s) 20 Bolts of Lightning (1d5) (+6,+11)
Branded with lightning.
Cannot be harmed by electricity.
t) 18 Bolts of Slay Dragon (1d5) (+10,+10)
Slays dragons.
u) 26 Mithril Bolts (3d5) (+7,+8)
Cannot be harmed by acid, fire.
v) 27 Arrows of Slay Animal (1d4) (+12,+11)
Slays animals.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 160.6 vs. animals, and 80.3 vs. others.
35% chance of breaking upon contact.
w) 20 Arrows of Slay Evil (1d4) (+8,+7)
Slays evil creatures.
Combat info:
Hits targets up to 120 feet away.
Average damage/hit: 135.4 vs. evil creatures, and 67.7 vs. others.
35% chance of breaking upon contact.
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