Hi folks - another compatriot needs assistance in figuring out how best to equip a late-game character. This is my second trip to the bottom of the dungeon, but it's definitely a stronger char than the first. My main problem is that I'm out of space at home and I'm having trouble prioritizing resists/speed/con/aggravation... that kind of thing. Here's the dump, reproduced below.
Some things I wonder about: whether rBlind is worth preserving now that I have rDark and rLight, as well as telepathy; whether I should wear Hammerhand and Calris for the CON and screw aggravation; whether lacking rShards is worth worrying about this late in the game. Also, is there anything at home that is clearly disposable? Thanks in advance for any help.
Some things I wonder about: whether rBlind is worth preserving now that I have rDark and rLight, as well as telepathy; whether I should wear Hammerhand and Calris for the CON and screw aggravation; whether lacking rShards is worth worrying about this late in the game. Also, is there anything at home that is clearly disposable? Thanks in advance for any help.
Code:
[Angband 3.1.1 dev (r1122) Character Dump] Sex Male Age 112 STR! 18/100 +1 +2 +9 18/*** Race High-Elf Height 78 INT: 18/94 +3 +1 +5 18/184 Class Rogue Weight 194 WIS: 18/66 -1 -2 +7 18/106 Title Thief Social Lordly DEX: 18/88 +3 +3 +8 18/*** HP 731/731 Maximize Y CON: 18/68 +1 +1 +8 18/168 SP 289/289 CHR! 18/100 +5 -1 +5 18/190 Level 42 Armor [40,+138] Saving Throw 97% Cur Exp 3432473 Fight (+43,+36) Stealth Superb Max Exp 3432473 Melee (+58,+54) Fighting Legendary Adv Exp 4050000 Shoot (+63,+22) Shooting Legendary MaxDepth 4700' (L94) Blows 5/turn Disarming 100% Turns 3567514 Shots 2/turn Magic Device Legendary Gold 970843 Infra 40 ft Perception 1 in 12 Burden 216.7 lbs Speed 26 Searching 35% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair 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 Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma. Provides immunity to cold. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it removes all non-unique monsters within 20 squar es, dealing you damage in the process. It takes 1000 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 79 against evil creatures, 91.5 against orcs, 91.5 against undead, 91.5 against frost-vulnerable creatures, 116.5 against demons, and 66.5 against normal creatures. b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. c) The Ring of Power 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 200 turns to recharge after use. d) a Ring of Speed (+14) +14 speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) +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. It takes 200 turns to recharge after use. f) The Arkenstone of Thrain {!!} Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, 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) a Cloak of Aman [1,+16] (+3 stealth) +3 stealth. Provides resistance to nether. Cannot be harmed by acid, electricity, fire, cold. i) The Small Metal Shield of Thorin [3,+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 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 Agility (+0,+3) [2,+16] (+4) +4 dexterity. l) a Pair of Steel Shod Boots of Speed [6,+13] (+10) +10 speed. [Character Inventory] a) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3} b) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4} c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!s!v} Cannot be harmed by acid, electricity, fire, cold. d) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v} Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Tenser's Transformations] {@m9@b9@G9!d!s!v} Cannot be harmed by acid, electricity, fire, cold. f) a Potion of Healing g) 4 Scrolls of Teleportation {!*} h) a Scroll of Mass Banishment i) 2 Rods of Teleport Other {@z5} j) a Rod of Recall {!*!*} Cannot be harmed by electricity. k) 2 Wands of Teleport Other (18 charges) l) a Staff of Mapping (1 charge) {@u3} m) 2 Staffs of Healing (5 charges) n) 7 Staffs of Dispel Evil (34 charges) o) The Ring of Tulkas (+4) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. p) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma. +15% to searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. q) 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 5 blows per round. Each blow will do an average damage of 77 against evil creatures, 89.5 against trolls, 89.5 against demons, 114.5 against dragons, and 64.5 against normal creatures. r) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) +4 intelligence, wisdom. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it reveals to you the extent of an item's magical powers. It takes 10 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 47 against evil creatures, and 42 against normal creatures. s) 19 Seeker Bolts of Venom (4d5) (+16,+16) t) 30 Arrows of Frost (1d4) (+3,+3) {@f0} Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 247.5 against frost-vulnerable creatures, and 82.5 against normal creatures. 35% chance of breaking upon contact. u) 21 Seeker Arrows of Holy Might (4d4) (+20,+19) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 306 against evil creatures, 459 against demons, 459 against undead, and 153 against normal creatures. 35% chance of breaking upon contact. v) 23 Seeker Arrows of Slay Giant (4d4) (+18,+14) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 414 against giants, and 138 against normal creatures. 35% chance of breaking upon contact. w) 27 Seeker Arrows of Wounding (4d4) (+16,+15) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 141 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 8 Potions of Healing When ingested, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. Provides nourishment for about 100 turns under normal conditions. b) a Potion of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. c) 2 Potions of Life When ingested, it restores 5000 hit points, restores experience an d stats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. d) 3 Potions of Restore Mana When ingested, it restores your mana points to maximum. e) 15 Scrolls of Teleportation {!*} When read, it teleports you randomly up to 100 squares away. f) a Staff of Power (2 charges) When used, it deals 120 damage to all creatures that you can see. g) a Ring of Speed (+9) +9 speed. h) a Ring of Acid [+11] Provides resistance to acid. Cannot be harmed by acid. When activated, it grants acid resistance for d20+20 turns and cre ates an acid ball of damage 70. It takes d50+50 turns to recharge after use. i) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. j) an Amulet of Resistance Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. k) The Amulet of Carlammas (+2) +2 constitution. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 225 turns to recharge after use. l) 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. m) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. o) a Small Metal Shield of Preservation [4,+20] Provides resistance to nether, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. p) a Small Metal Shield of Elvenkind [4,+20] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. q) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. r) The Steel Helm of Hammerhand [6,+20] (+3) +3 strength, dexterity, constitution. Provides resistance to acid, cold, dark, nexus. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Aggravates creatures nearby. s) The Short Sword 'Sting' (1d6) (+7,+9) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 52 against animals, 52 against evil creatures, 55.5 against orcs, 55.5 against undead, and 48.5 against normal creatures. t) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 84 against evil creatures, 97.5 against orcs, 97.5 against trolls, and 70.5 against normal creatures. u) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth) +2 stealth. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. It takes 15 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 61 against evil creatures, 71.5 against fire-vulnerable creatures, and 50.5 against normal creatures. v) The Pick of Erebor (3d4) (+5,+20) (+5) +5 strength, constitution, tunneling. Provides resistance to light, dark, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains strength. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 78.5 against orcs, 78.5 against trolls, 78.5 against demons, 78.5 against acid-vulnerable creatures, and 63.5 against normal creatures. w) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. x) 26 Seeker Arrows of Frost (4d4) (+14,+14) Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 414 against frost-vulnerable creatures, and 138 against normal creatures. 35% chance of breaking upon contact. [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 : 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 : 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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