ESP or rConfusion?

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  • NeoWizard
    Adept
    • Dec 2008
    • 102

    ESP or rConfusion?

    I dont know what to do?

    Code:
      [Angband 3.1.1 dev (r1180) Character Dump]
    
     Name   Blade                                    Self  RB  CB  EB   Best
     Sex    Male         Age            120   Str:  18/10  +1  +5  +5 18/120 18/110
     Race   High-Elf     Height          81   INT:     12  +3  -2  +2     15
     Class  Warrior      Weight         197   WIS:     13  -1  -2  +2     12
     Title  Myrmidon     Social      Lordly   DEX:  18/10  +3  +2  +0  18/60
     HP     365/365      Maximize         Y   CON:     18  +1  +2  +0  18/30
     SP     0/0                               CHR:     13  +5  -1  +0     17
    
    
     Level               29   Armor    [15,+72]     Saving Throw         68%
     Cur Exp         114170   Fight   (+14,+21)     Stealth           Superb
     Max Exp         114170   Melee   (+24,+31)     Fighting          Heroic
     Adv Exp         150000   Shoot   (+23,+17)     Shooting          Heroic
     MaxDepth   2000' (L40)   Blows      5/turn     Disarming            60%
     Turns           444875   Shots      1/turn     Magic Device      Superb
     Gold             58836   Infra       40 ft     Perception       1 in 34
     Burden       121.3 lbs   Speed      Normal     Searching            17%
    
     You are one of several children of a Telerin Archer.  You have light
     grey eyes, straight blond 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) a Bastard Sword of Extra Attacks (3d4) (+10,+10) (+2)
         +2 attack speed.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 39.8 against normal creatures.
         
         With this item, you can expect to clear rubble in 2.8 turns, magma
         veins in 6.7 turns, quartz veins in 16 turns, and granite in 55 
         turns.
    b) a Long Bow of Power (x3) (+9,+17)
    c) a Ring of Damage (+0,+12)
    d) a Ring of Ice [+12]
         Provides resistance to cold.
         Cannot be harmed by cold.
         When activated, it grants cold resistance for d20+20 turns and cre
         ates a cold ball of damage 75.
         It takes 51 to 100 turns to recharge after use.
    e) an Amulet of Resist Lightning
         Provides resistance to lightning.
         Cannot be harmed by electricity.
    f) a Lantern (Everburning)
         Cannot be harmed by fire.
         Radius 2 light.  No fuel required.
    g) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
         +4 stealth.
         Provides resistance to acid, lightning, fire, cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
    h) a Cloak of Protection [1,+8]
         Provides resistance to shards.
         Cannot be harmed by acid, electricity, fire, cold.
    i) a Leather Shield of Resistance [6,+21]
         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 Leather Gloves of Power (+4,+2) [1,-1] (+5)
         +5 strength.
    l) a Pair of Leather Sandals of Free Action [1,-1] (squelch)
         Prevents paralysis.
    
    
      [Character Inventory]
    
    a) 14 Potions of Cure Critical Wounds
    b) a Potion of Restore Intelligence
    c) 6 Potions of Restore Life Levels
    d) 3 Scrolls of Satisfy Hunger
    e) 6 Scrolls of Identify {@r5}
    f) a Rod of Treasure Location {@z6!!}
    g) 2 Rods of Door/Stair Location {@z2!!}
    h) 4 Rods of Trap Location {@z1!!}
    i) a Rod of Disarming
    j) 3 Rods of Light {@z3!!}
    k) 2 Rods of Illumination {@z4!!}
    l) a Rod of Recall {@z5!!}
         Cannot be harmed by electricity.
    m) a Chromium Rod {tried}
    n) 3 Wands of Teleport Other (23 charges)
    o) a Staff of Detect Evil (15 charges)
    p) a Staff of Speed (5 charges)
    q) a Leather Shield of Resist Acid [6,+10]
         Provides resistance to acid.
         Cannot be harmed by acid.
    r) 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.
         It takes 56 to 110 turns to recharge after use.
    s) a Shovel of Digging (1d2) (+5,+4) (+3)
         +3 tunneling.
         With this weapon, you would currently get 4 blows per round.  Each
         blow will do an average damage of 29.9 against acid-vulnerable
         creatures, and 26.8 against normal creatures.
         
         With this item, you can expect to clear rubble in 1.6 turns, magma
         veins in 3.6 turns, quartz veins in 7.9 turns, and granite in 20 
         turns.
    t) 16 Mithril Arrows (3d4) (+4,+4)
         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 87.2 against
         normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) a Potion of Restore Wisdom
         When ingested, it restores your wisdom.
    b) a Potion of Restore Constitution
         When ingested, it restores your constitution.
    c) 12 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.
    d) a Wand of Teleport Other (8 charges)
         When aimed, it teleports a target monster away.
    e) a Staff of Teleportation (6 charges) {@u1}
         When used, it teleports you randomly up to 100 squares away.
    f) a Ring of Strength (+2)
         +2 strength.
         Sustains strength.
         
    g) a Ring of Constitution (+3)
         +3 constitution.
         Sustains constitution.
         
    h) a Ring of Free Action
         Prevents paralysis.
         
    i) a Ring of See Invisible
         Grants the ability to see invisible things.
         
    j) an Amulet of Adornment
    k) The Metal Cap of Thengel [3,+12] (+3)
         +3 wisdom, charisma.
         Provides resistance to confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    l) a Tulwar of Westernesse (2d4) (+11,+12) (+1)
         +1 strength, dexterity, constitution.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 3 blows per round.  Each
         blow will do an average damage of 50.7 against orcs, 50.7 against
         trolls, 50.7 against giants, and 40.1 against normal creatures.
         
         With this item, you can expect to clear rubble in 2.8 turns, magma
         veins in 6.6 turns, quartz veins in 16 turns, and granite in 53 
         turns.
    m) The Trident of Wrath (3d8) (+16,+18) (+2)
         +2 strength, dexterity.
         Provides resistance to light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 2 blows per round.  Each
         blow will do an average damage of 75 against evil creatures, 90.6
         against poison-vulnerable creatures, 121.6 against undead, and 
         59.5 against normal creatures.
         
         With this item, you can expect to clear rubble in 2.1 turns, magma
         veins in 4.7 turns, quartz veins in 11 turns, and granite in 29 
         turns.
    n) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
         +3 constitution.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 3 blows per round.  Each
         blow will do an average damage of 56.8 against evil creatures, 
         64.3 against orcs, 64.3 against trolls, 64.3 against giants, and 
         49.2 against normal creatures.
         
         With this item, you can expect to clear rubble in 2.8 turns, magma
         veins in 6.5 turns, quartz veins in 16 turns, and granite in 52 
         turns.
    o) a Shovel (1d2) {excellent}
         You do not know the full extent of this item's powers.
         With this weapon, you would currently get 4 blows per round.  Each
         blow will do an average damage of 22.6 against normal creatures.
         
         With this item, you can expect to clear rubble in 3.2 turns, magma
         veins in 7.8 turns, quartz veins in 20 turns, and granite in 76 
         turns.
    
    
      [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)
    NeoWizard
    -. . --- .-- .. --.. .- .-. -..

    aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. fi yuo cna raed tihs, palce it in yuor siantugre. Olny 55% of plepoe can. mtat
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #2
    If you switch to rConf, you will be susceptible to blindness, so in either case you should be carrying a minimum of two staves of teleport self.

    Spend most of your time with ESP. If you face a serious confuser, then swap. If you are short on slots, leave Thengel at home. If you get confused, teleport first [using a staff] and then quaff a potion.

    Comment

    • bebo
      Adept
      • Jan 2009
      • 213

      #3
      doesn't Holhenneth provide both rBlind and rConf, plus a nifty detection activation? - i'd use it as a swap for thranduil

      -> thranduil normally equipped for ESP
      -> swap to Holhenneth for rConf without losing rBlind

      i guess you can pretty much sell thengel
      My first winner! http://angband.oook.cz/ladder-show.php?id=8681
      And my second! http://angband.oook.cz/ladder-show.php?id=8872
      And the third! http://angband.oook.cz/ladder-show.php?id=9452
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      Comment

      • NeoWizard
        Adept
        • Dec 2008
        • 102

        #4
        Thanks for the reply,

        As for the staves of Teleport, If you don't see any with me, is due to the fact that I lost both I had earlier on this trip!
        NeoWizard
        -. . --- .-- .. --.. .- .-. -..

        aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. fi yuo cna raed tihs, palce it in yuor siantugre. Olny 55% of plepoe can. mtat

        Comment

        • NeoWizard
          Adept
          • Dec 2008
          • 102

          #5
          Well, I Thank you for your help but YASD!!!

          Edit: My teleOther failed twice on me, and I was on long corridor, so I could not escape!
          NeoWizard
          -. . --- .-- .. --.. .- .-. -..

          aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. fi yuo cna raed tihs, palce it in yuor siantugre. Olny 55% of plepoe can. mtat

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #6
            Originally posted by NeoWizard
            Thanks for the reply,

            As for the staves of Teleport, If you don't see any with me, is due to the fact that I lost both I had earlier on this trip!
            As soon as you lost them, should have recalled. In fact, you should probably recall as soon as down to 1. Keep a stack at home in case there are none for sale.

            Comment

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