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.
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)
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