source of rPoison

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  • bebo
    Adept
    • Jan 2009
    • 213

    source of rPoison

    as the title says, i was wondering what i should be looking out for to acquire rPoison, except for rings and artifacts i don't remember seeing it anywhere else, maybe some amulet? or cloaks?

    My kit is looking pretty good so far, i got to =Speed depth quite a bit ago but didn't find any yet, though (as a side note, what's the native depth for boots of speed / elvenkind?); and of course in my last dive a nexus vortex swapped CHA and CON, and a while later time hounds lowered by 5 all of my stats...

    apart from rPoison i'll have to find a decent set of gauntlets and boots, i think

    here's the dump

    Code:
      [Angband 3.1.1 dev (r1266) Character Dump]
    
     Name   Kain                                     Self  RB  CB  EB   Best
     Sex    Male         Age            130   Str:     18  +1  +2  +9 18/120  18/70
     Race   High-Elf     Height          85   Int:     17  +3  +1  +6  18/90  18/40
     Class  Rogue        Weight         178   Wis:     12  -1  -2  +2     11      7
     Title  Filcher      Social  Well-liked   Dex:     17  +3  +3  +2  18/70  18/20
     HP     221/221      Maximize         Y   Con:     12  +1  +1  +4     18     15
     SP     43/43                             Chr:     18  +5  -1  +0  18/40     17
    
    
     Level               28   Armor    [27,+98]     Saving Throw         76%
     Cur Exp          92741   Fight    (+3,+17)     Stealth        Legendary
     Max Exp          92741   Melee   (+12,+26)     Fighting          Heroic
     Adv Exp         112500   Shoot   (+15,+14)     Shooting          Heroic
     MaxDepth   3850' (L77)   Blows      4/turn     Disarming            94%
     Turns           269561   Shots      1/turn     Magic Device      Heroic
     Gold            142105   Infra       40 ft     Perception        1 in 1
     Burden       164.9 lbs   Speed      Normal     Searching            50%
    
     You are the only child 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) a Whip (Defender) (1d3) (+9,+9) [+8] (+4 stealth)
         +4 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains charisma.
         Feather Falling.
         Speeds regeneration.
         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 28.3 against normal creatures.
         
         With this item, you can expect to clear rubble in 5.2 turns, magma
         veins in 14 turns, quartz veins in 44 turns, and not affect 
         granite.
    b) a Short Bow of Lothlorien (x2) (+12,+14) (+2)
         +2 dexterity, shooting power.
         Cannot be harmed by acid, fire.
         Prevents paralysis.
         Stops experience drain.
    c) a Jasper Ring of Damage (+0,+13)
    d) a Quartzite Ring of Strength (+5)
         +5 strength.
         Sustains strength.
    e) an Agate Amulet of the Magi [+5] (+3)
         +3 intelligence.
         +15%  to searching.
         Provides resistance to confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence.
         Prevents paralysis.
         Grants the ability to see invisible things.
    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, traps, doors, stairs, and all 
         creatures nearby.
         It takes 31 to 60 turns to recharge after use.
         Radius 3 light.
    g) Chain Mail of Elvenkind (-2) [14,+20] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
    h) a Fur Cloak of the Magi [3,+12] (+1)
         +1 intelligence, stealth.
         Cannot be harmed by acid.
         Sustains intelligence.
         Speeds regeneration.
    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 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 Iron Shod Boots of Stealth [3,+6] (+2)
         +2 stealth.
    
    
      [Character Inventory]
    
    a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
    b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
    c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
    d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
    e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
         Cannot be harmed by acid, electricity, fire, cold.
    f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
         Cannot be harmed by acid, electricity, fire, cold.
    g) a Book of Magic Spells [Tenser's Transformations] {@m8@b8}
         Cannot be harmed by acid, electricity, fire, cold.
    h) 3 Rations of Food {@E1}
    i) 12 Light Green Potions of Cure Critical Wounds
    j) a Cyan Potion of Restore Mana {!*}
    k) an Icky Green Potion of Enlightenment
    l) 6 Scrolls titled "ma felis pro" of Word of Recall {!*}
    m) a Scroll titled "lentudeo nus" of *Destruction* {!*}
    n) an Iron Rod of Detection {@z1!!}
         Cannot be harmed by electricity.
    o) a Magnesium Wand of Teleport Other (3 charges)
    p) 3 Mistletoe Staves of Mapping (8 charges)
    q) 2 Locust Staves of Teleportation (8 charges) {!*}
    r) 3 Teak Staves of Speed (12 charges) {!*}
    s) 2 Dogwood Staves of Identify (12 charges)
    t) 51 Arrows (1d4) (+0,+0) {@f1}
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 66.6 against
         normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) 2 Orange Speckled Potions of Experience {!*}
         When ingested, it grants either 100000 experience points or half t
         he current experience point total plus 10, whichever is less.
    b) 2 Dark Red 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.
    c) 2 Cyan Potions of Restore Mana {!*}
         When ingested, it restores your mana points to maximum.
    d) 5 Chartreuse Potions of Restore Life Levels
         When ingested, it restores your experience.
    e) a Scroll titled "monus opo" of *Remove Curse*
         When read, it removes all curses from all equipped items.
    f) a Scroll titled "susqueo imum" of Mass Banishment {!*}
         When read, it removes all non-unique monsters within 20 squares, d
         ealing you damage in the process.
    g) a Scroll titled "la excurtor" of Recharging
         When read, it tries to recharge a wand or staff, destroying the wa
         nd or staff on failure.
    h) a Magnesium Wand of Teleport Other (7 charges)
         
         When aimed, it teleports a target monster away.
    i) 6 Mistletoe Staves of Mapping (28 charges)
         
         When used, it maps the area around you.
    j) a Hawthorn Staff of Healing (2 charges) {!*}
         
         When used, it heals you a really large amount (35% of max HP, mini
         mum 300HP), heals cut damage, and cures stunning, poisoning, blind
         ness, and confusion.
    k) 2 Locust Staves of Teleportation (14 charges) {!*}
         
         When used, it teleports you randomly up to 100 squares away.
    l) a Cottonwood Staff of the Magi (3 charges) {!*}
         
         When used, it restores both intelligence and manapoints to maximum.
    m) 2 Aquamarine Rings of Escaping (+4 speed)
         +4 speed.
         Makes you unable to hit foes.
         
    n) The Dagger 'Narthanc' (2d4) (+4,+6) {!!}
         It is branded with flames.
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it creates a fire bolt with damage 9d8.
         It takes 9 to 16 turns to recharge after use.
         With this weapon, you would currently get 4 blows per round.  Each
         blow will do an average damage of 38.4 against fire-vulnerable
         creatures, and 28.2 against normal creatures.
         
         With this item, you can expect to clear rubble in 5.5 turns, magma
         veins in 15 turns, quartz veins in 50 turns, and not affect 
         granite.
    o) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
         +1 attack speed.
         It is especially deadly to animals, orcs, trolls, giants, dragons.
         Cannot be harmed by acid, electricity, fire, cold.
         
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 33.5 against animals, 37.1
         against orcs, 37.1 against trolls, 37.1 against giants, 37.1
         against dragons, and 29.9 against normal creatures.
         
         With this item, you can expect to clear rubble in 5.1 turns, magma
         veins in 14 turns, quartz veins in 42 turns, and not affect 
         granite.
    p) a Short Bow of Lothlorien (x2) (+10,+20) (+1)
         +1 dexterity, shooting power.
         Cannot be harmed by acid, fire.
         Prevents paralysis.
         Stops experience drain.
         
    q) 22 Arrows of Lightning (1d4) (+15,+16)
         It is branded with lightning.
         Cannot be harmed by electricity.
         
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 397.8 against
         electricity-vulnerable creatures, and 132.6 against normal
         creatures.
         35% chance of breaking upon contact.
    r) 20 Seeker Arrows (4d4) (+4,+4)
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 113.1 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)
    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
    And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
    And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
    And the sixth! http://angband.oook.cz/ladder-show.php?id=10990
  • Donald Jonker
    Knight
    • Jun 2008
    • 593

    #2
    Originally posted by bebo
    as the title says, i was wondering what i should be looking out for to acquire rPoison, except for rings and artifacts i don't remember seeing it anywhere else, maybe some amulet? or cloaks?
    Weapons of venom, amulets of trickery. Armors of elvenkind (and shields?) have a random high resist which is sometimes poison. As far as egos go, that's all I can think of off the top of my head.
    Bands, / Those funny little plans / That never work quite right.
    -Mercury Rev

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9647

      #3
      Originally posted by Donald Jonker
      Weapons of venom
      Not unless it's changed - these were always the exception to the brand => resistance rule.

      I believe the ring and "trickery are the only non-ego sources, and random high resists (Elvenkind, CLoaks of Aman, etc) are the only ego sources.

      I'm not sure when rogues get the spell, but if you're detecting that will do until you get a permanent source.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Donald Jonker
        Knight
        • Jun 2008
        • 593

        #4
        RE: weapons of venom granting rPoison -
        Originally posted by Nick
        Not unless it's changed - these were always the exception to the brand => resistance rule.
        Yup - my mistake: no resistance. I just double-checked ego_item.txt to be sure.
        Bands, / Those funny little plans / That never work quite right.
        -Mercury Rev

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #5
          Amulets of Trickery, Elfstone "Elessar", Ring of Barahir (as a swap), and Ring of Power Vilya. For your character, I would recommend Chain mail Caspanion, since you have such astonishingly bad CON.
          With 222 HP, you can't even take max damage with single resist, and barely with double resist.

          Comment

          • bebo
            Adept
            • Jan 2009
            • 213

            #6
            still no rPoison, and neither rNexus or rNether

            should i revert back to thranduil + amulet of the magi for rBlind and rConf or stick with my current equip?

            i'm tempted to start fighting some of the medium tier uniques (like the balrog of moria) - is it too soon? Any suggestions on good risk/reward (in terms of treasure and/or exp) uniques?

            Code:
              [Angband 3.1.1 dev (r1266) Character Dump]
            
             Name   Kain                                     Self  RB  CB  EB   Best
             Sex    Male         Age            130   Str:  18/20  +1  +2  +8 18/130 18/100
             Race   High-Elf     Height          85   INT:  18/30  +3  +1  +4 18/110
             Class  Rogue        Weight         178   WIS:     18  -1  -2  +3     18
             Title  Sharper      Social   Respected   DEX:     18  +3  +3  +6 18/120
             HP     379/379      Maximize         Y   CON:     15  +1  +1  +8  18/70
             SP     53/131                            CHR:  18/50  +5  -1  +3 18/120
            
            
             Level               33   Armor   [24,+118]     Saving Throw         84%
             Cur Exp         465780   Fight    (+13,+6)     Stealth        Legendary
             Max Exp         465780   Melee   (+22,+15)     Fighting          Heroic
             Adv Exp         618750   Shoot   (+25,+14)     Shooting          Heroic
             MaxDepth   4850' (L97)   Blows      5/turn     Disarming           100%
             Turns           362906   Shots      1/turn     Magic Device      Heroic
             Gold            254584   Infra       70 ft     Perception       1 in 12
             Burden       190.0 lbs   Speed          21     Searching            35%
            
             You are the only child 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) a Whip (Defender) (1d3) (+9,+9) [+8] (+4 stealth)
                 +4 stealth.
                 Provides resistance to acid, lightning, fire, cold.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains charisma.
                 Feather Falling.
                 Speeds regeneration.
                 Prevents paralysis.
                 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 17.5 against normal creatures.
                 
                 With this item, you can expect to clear rubble in 3.7 turns, magma
                 veins in 9.3 turns, quartz veins in 24 turns, and granite in 123 
                 turns.
            b) a Short Bow of Lothlorien (x2) (+12,+14) (+2)
                 +2 dexterity, shooting power.
                 Cannot be harmed by acid, fire.
                 Prevents paralysis.
                 Stops experience drain.
            c) a Moonstone Ring of Speed (+7)
                 +7 speed.
            d) a Moonstone Ring of Speed (+6)
                 +6 speed.
            e) The Amulet of Ingwe (+3) {!!}
                 +3 intelligence, wisdom, charisma, infravision.
                 Provides resistance to acid, lightning, cold.
                 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.
                 It takes 158 to 310 turns to recharge after use at your current
                 speed.
            f) The Arkenstone of Thrain (charging) {!!}
                 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, traps, doors, stairs, and all 
                 creatures nearby.
                 It takes 96 to 186 turns to recharge after use at your current
                 speed.
                 Radius 3 light.
            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 Fur Cloak of the Magi [3,+12] (+1)
                 +1 intelligence, stealth.
                 Cannot be harmed by acid.
                 Sustains intelligence.
                 Speeds regeneration.
            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 of Dor-Lomin [5,+20] (+4)
                 +4 strength, dexterity, constitution.
                 Provides resistance to acid, lightning, fire, cold, fear.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Grants telepathy.
                 Grants the ability to see invisible things.
                 Radius 1 light.
            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 6 turns to recharge after use at your current speed.
                 Radius 1 light.
            l) a Pair of Mithril Shod Boots of Speed [7,+15] (+9)
                 +9 speed.
                 Cannot be harmed by acid.
            
            
              [Character Inventory]
            
            a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
            b) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
            c) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
                 Cannot be harmed by acid, electricity, fire, cold.
            d) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
                 Cannot be harmed by acid, electricity, fire, cold.
            e) 7 Light Green Potions of Cure Critical Wounds
            f) a Scroll titled "susqueo imum" of Mass Banishment {!*}
            g) 5 Scrolls titled "ma felis pro" of Word of Recall {!*}
            h) 8 Scrolls titled "la excurtor" of Recharging
            i) a Scroll titled "lentudeo nus" of *Destruction* {!*}
            j) an Iron Rod of Detection (charging) {@z2!!}
                 Cannot be harmed by electricity.
            k) a Copper-Plated Rod of Magic Mapping (charging) {@z1!!}
            l) a Silver-Plated Rod of Teleport Other {!!}
            m) 3 Magnesium Wands of Teleport Other (12 charges)
            n) a Silver Staff of *Destruction* (2 charges) {!*}
            o) 4 Mistletoe Staves of Mapping (19 charges)
            p) a Bamboo Staff of Banishment (1 charge) {!*}
            q) 6 Locust Staves of Teleportation (39 charges) {!*}
            r) 5 Teak Staves of Speed (8 charges) {!*}
            s) 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.
            t) a Pair of Iron Shod Boots of Elvenkind [3,+17] (+2)
                 +2 stealth, speed.
                 Cannot be harmed by acid, fire.
                 Feather Falling.
            u) 55 Arrows (1d4) (+0,+0) {@f1}
                 Fired from your current missile launcher, this arrow will hit targets
                 up to 140 feet away, inflicting an average damage of 67.3 against
                 normal creatures.
                 35% chance of breaking upon contact.
            
            
              [Home Inventory]
            
            a) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
            b) a Book of Magic Spells [Tenser's Transformations] {@m8@b8}
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            c) 3 Dark Red 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.
            d) a Shimmering 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.
            e) a Green Potion 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.
            f) 4 Cyan Potions of Restore Mana {!*}
                 When ingested, it restores your mana points to maximum.
            g) 5 Chartreuse Potions of Restore Life Levels
                 When ingested, it restores your experience.
            h) a Scroll titled "monus opo" of *Remove Curse*
                 When read, it removes all curses from all equipped items.
            i) a Tungsten Rod of Drain Life {!!}
                 When aimed, it drains up to 150 hit points of life from a target c
                 reature.
                 It takes 71 turns to recharge after use at your current speed.
            j) a Hawthorn Staff of Healing (2 charges) {!*}
                 
                 When used, it heals you a really large amount (35% of max HP, mini
                 mum 300HP), heals cut damage, and cures stunning, poisoning, blind
                 ness, and confusion.
            k) a Cedar Staff of Power (2 charges)
                 
                 When used, it deals 120 damage to all creatures that you can see.
            l) 2 Cottonwood Staves of the Magi (6 charges) {!*}
                 
                 When used, it restores both intelligence and manapoints to maximum.
            m) a Quartzite Ring of Strength (+5)
                 +5 strength.
                 Sustains strength.
                 
            n) 2 Jasper Rings of Damage (+0,+13)
            o) an Agate Amulet of the Magi [+7] (+3)
                 +3 intelligence.
                 +15%  to searching.
                 Provides resistance to confusion.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains intelligence.
                 Prevents paralysis.
                 Grants the ability to see invisible things.
                 
            p) The Phial of Galadriel
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 When activated, it lights up the surrounding area, hurting light-s
                 ensitive creatures.
                 It takes 34 to 62 turns to recharge after use at your current
                 speed.
                 Radius 3 light.
            q) Chain Mail of Elvenkind (-2) [14,+20] (+3 stealth)
                 +3 stealth.
                 Provides resistance to acid, lightning, fire, cold, disenchantment.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            r) The Set of Gauntlets 'Paurnen' [3,+14]
                 Provides resistance to acid.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Feather Falling.
                 
                 When activated, it creates an acid bolt with damage 5d8.
                 It takes 18 to 31 turns to recharge after use at your current
                 speed.
            s) The Dagger 'Narthanc' (2d4) (+4,+6) {!!}
                 It is branded with flames.
                 Provides resistance to fire.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 When activated, it creates a fire bolt with damage 9d8.
                 It takes 27 to 49 turns to recharge after use at your current
                 speed.
                 With this weapon, you would currently get 5 blows per round.  Each
                 blow will do an average damage of 27.7 against fire-vulnerable
                 creatures, and 17.4 against normal creatures.
                 
                 With this item, you can expect to clear rubble in 3.9 turns, magma
                 veins in 9.7 turns, quartz veins in 26 turns, and granite in 145 
                 turns.
            t) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
                 +1 attack speed.
                 It is especially deadly to animals, orcs, trolls, giants, dragons.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 With this weapon, you would currently get 6 blows per round.  Each
                 blow will do an average damage of 22.7 against animals, 26.3
                 against orcs, 26.3 against trolls, 26.3 against giants, 26.3
                 against dragons, and 19 against normal creatures.
                 
                 With this item, you can expect to clear rubble in 3.7 turns, magma
                 veins in 9.0 turns, quartz veins in 24 turns, and granite in 114 
                 turns.
            u) 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 5 blows per round.  Each
                 blow will do an average damage of 22.7 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.
            v) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) {!!}
                 +3 dexterity, charisma.
                 It is 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.
                 It takes 620 turns to recharge after use at your current speed.
                 Radius 1 light.
                 With this weapon, you would currently get 3 blows per round.  Each
                 blow will do an average damage of 48.8 against fire-vulnerable
                 creatures, 48.8 against frost-vulnerable creatures, and 26.4
                 against normal creatures.
                 
                 With this item, you can expect to clear rubble in 2.6 turns, magma
                 veins in 6.1 turns, quartz veins in 15 turns, and granite in 46 
                 turns.
            w) 25 Mithril Bolts (3d5) (+6,+9)
                 Cannot be harmed by acid, fire.
                 
            x) 18 Mithril Arrows of Slay Demon (3d4) (+15,+11)
                 It is especially deadly to demons.
                 Cannot be harmed by acid, fire.
                 
                 Fired from your current missile launcher, this arrow will hit targets
                 up to 140 feet away, inflicting an average damage of 401.7 against
                 demons, and 133.9 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)
            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
            And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
            And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
            And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

            Comment

            • Donald Jonker
              Knight
              • Jun 2008
              • 593

              #7
              Originally posted by bebo
              should i revert back to thranduil + amulet of the magi for rBlind and rConf or stick with my current equip?
              I'd say stick with your current setup. rBlind and rConf are important, but you're in dire need of CON. Keep an eye out for wyrms of perplexity, though..

              i'm tempted to start fighting some of the medium tier uniques (like the balrog of moria) - is it too soon? Any suggestions on good risk/reward (in terms of treasure and/or exp) uniques?
              Maybe I'm not experienced enough to answer this question to complete satisfaction, but I'd suggest caution. Your char is still pretty underpowered, and he's in dangerous territory (especially without rBlind or rConfuse). I'd play to your biggest strength: namely, acid immunity. Your haul from black dragons and their elders at this depth is going to rival anything you get from uniques (particularly in 3.1, at least in my experience).
              Bands, / Those funny little plans / That never work quite right.
              -Mercury Rev

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #8
                Don't worry about RBlind as a rogue. You will always be carrying Wands/Rods of Teleport other, and you have ESP. I would definitely use the AoMagi for RConf though. You just aren't getting much benefit out of Ingwe.

                Keep an eye out for a RoCON. You can afford to give up one RoSpeed with such good boots. I assume you are using the whip for the extra stealth? You really must be hurting to do damage, although that will change soon with the Tenser's branding spell.

                Comment

                • Mondkalb
                  Knight
                  • Apr 2007
                  • 982

                  #9
                  The Balrog of Moria could be pretty dangerous. He can breath fire, deal some damage with hits, drains charges (so your staves and wands could be useless pretty soon), has confuse spell and may summon demons or undead. Those also can summon other demons and undead.
                  At least you need rConf and way more HP.
                  My Angband winners so far

                  My FAangband efforts so far

                  Comment

                  • bebo
                    Adept
                    • Jan 2009
                    • 213

                    #10
                    thanks;

                    i'll keep an eye out for good =CON , up to what bonus can they go? the highest i've seen is +6, that ought to give me something like +50hp, right?

                    the whip is for the stealth mainly, in my experience high stealth increases tremendously the survivability of my chars - although a little more documentation on how it works and how it's calculated on the help files might be useful

                    Originally posted by Donald Jonker
                    Your haul from black dragons and their elders at this depth is going to rival anything you get from uniques (particularly in 3.1, at least in my experience).
                    You mean great bile wyrms? i thought all of these elder dragons (law, chaos, perplexity, storm, etc..) had two different breath attacks each? i kept away mainly because of that
                    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
                    And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                    And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                    And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                    Comment

                    • Mondkalb
                      Knight
                      • Apr 2007
                      • 982

                      #11
                      White/blue/red/black/green dragons and wyrms have only one breath attack iirc.
                      Great Bile Wyrm can also cast spells which terrify, blind or confuse.
                      My Angband winners so far

                      My FAangband efforts so far

                      Comment

                      • bebo
                        Adept
                        • Jan 2009
                        • 213

                        #12
                        ok, this is getting ridiculous

                        i assume i have an almost endgame kit (i've been really lucky in my last play session) - yet i STILL have to see rPoison in ANY form (except for the spell obv - but for most monsters i need double resist)

                        following the in-game logic (ie char display and encountered monsters) this is more a 5th basic resistance rather than a higher resist - it should probably be a little bit more common

                        changing topic, i'm keeping the weapon of aule as a swap for rNexus and ridicuolus damage vs dragons, i've been mowing down the 'basic' 'advanced' ancient dragons (ie bile, hell, etc) - am i in good shape enough to try fighting perplexity/chaos/law/etc wyrms? i'd obviously exclude shard and nether dragons since i lack the necessary resistances, but the others should be fair game by now?

                        EDIT: allow me a bit of gloating, i've never been this far in the game even if i die (god forbid it!) - i'll die a happy adventurer

                        Code:
                          [Angband 3.1.1 dev (r1266) Character Dump]
                        
                         Name   Kain                                     Self  RB  CB  EB   Best
                         Sex    Male         Age            130   STR:  18/40  +1  +2 +14 18/210
                         Race   High-Elf     Height          85   INT:  18/50  +3  +1 +12 18/210
                         Class  Rogue        Weight         178   WIS:  18/10  -1  -2  +5  18/30
                         Title  Sharper      Social   Respected   DEX:  18/20  +3  +3 +11 18/190
                         HP     529/529      Maximize         Y   CON:     17  +1  +1 +14 18/150
                         SP     226/235                           CHR:  18/60  +5  -1  +2 18/120
                        
                        
                         Level               34   Armor   [32,+115]     Saving Throw         85%
                         Cur Exp         776848   Fight   (+35,+26)     Stealth           Heroic
                         Max Exp         776848   Melee   (+50,+41)     Fighting          Heroic
                         Adv Exp         787500   Shoot   (+47,+15)     Shooting          Heroic
                         MaxDepth   4700' (L94)   Blows      5/turn     Disarming           100%
                         Turns           388682   Shots      2/turn     Magic Device      Heroic
                         Gold            344693   Infra       80 ft     Perception        1 in 1
                         Burden       187.5 lbs   Speed          17     Searching            50%
                        
                         You are the only child 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 Spear of Orome (4d6) (+15,+15) (+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 13 turns to recharge after use at your current speed.
                             Radius 1 light.
                             With this weapon, you would currently get 5 blows per round.  Each
                             blow will do an average damage of 72.5 against animals, 87.7
                             against giants, 87.7 against fire-vulnerable creatures, and 57.4
                             against normal creatures.
                             
                             With this item, you can expect to clear rubble in 1.9 turns, magma
                             veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 
                             turns.
                        b) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
                             +1 intelligence, wisdom, dexterity, speed, shooting speed, 
                             shooting power.
                             Provides resistance to lightning, fire, cold.
                             Cannot be harmed by acid, electricity, fire, cold.
                             Slows your metabolism.
                        c) The Ring of Power 'Nenya' (+8,+8) (+2) {!!}
                             +2 strength, intelligence, wisdom, dexterity, constitution, 
                             charisma, speed.
                             Provides immunity to cold.
                             Provides resistance to cold, blindness.
                             Cannot be harmed by acid, electricity, fire, cold.
                             Sustains intelligence, wisdom, constitution.
                             Feather Falling.
                             Speeds regeneration.
                             Prevents paralysis.
                             Stops experience drain.
                             Grants telepathy.
                             Grants the ability to see invisible things.
                             When activated, it restores your experience to full.
                             It takes 545 to 810 turns to recharge after use at your current
                             speed.
                        d) 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 407 to 810 turns to recharge after use at your current
                             speed.
                        e) an Agate Amulet of the Magi [+7] (+3)
                             +3 intelligence.
                             +15%  to searching.
                             Provides resistance to confusion.
                             Cannot be harmed by acid, electricity, fire, cold.
                             Sustains intelligence.
                             Prevents paralysis.
                             Grants the ability to see invisible things.
                        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, traps, doors, stairs, and all 
                             creatures nearby.
                             It takes 83 to 162 turns to recharge after use at your current
                             speed.
                             Radius 3 light.
                        g) Chain Mail of Elvenkind (-2) [14,+20] (+3 stealth)
                             +3 stealth.
                             Provides resistance to acid, lightning, fire, cold, disenchantment.
                             Cannot be harmed by acid, electricity, fire, cold.
                        h) The Cloak 'Holcolleth' [1,+4] (+2) {!!}
                             +2 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.
                             It takes 148 turns to recharge after use at your current speed.
                        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 of Dor-Lomin [5,+20] (+4)
                             +4 strength, dexterity, constitution.
                             Provides resistance to acid, lightning, fire, cold, fear.
                             Cannot be harmed by acid, electricity, fire, cold.
                             Grants telepathy.
                             Grants the ability to see invisible things.
                             Radius 1 light.
                        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 5 turns to recharge after use at your current speed.
                             Radius 1 light.
                        l) a Pair of Mithril Shod Boots of Speed [7,+15] (+9)
                             +9 speed.
                             Cannot be harmed by acid.
                        
                        
                          [Character Inventory]
                        
                        a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
                        b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
                        c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
                        d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4}
                        e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
                             Cannot be harmed by acid, electricity, fire, cold.
                        f) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
                             Cannot be harmed by acid, electricity, fire, cold.
                        g) 2 Books of Magic Spells [Tenser's Transformations] {@m8@b8}
                             Cannot be harmed by acid, electricity, fire, cold.
                        h) 2 Light Green Potions of Cure Critical Wounds
                        i) 7 Scrolls titled "ma felis pro" of Word of Recall {!*}
                        j) a Scroll titled "lentudeo nus" of *Destruction* {!*}
                        k) an Iron Rod of Detection (charging) {@z2!!}
                             Cannot be harmed by electricity.
                        l) a Copper-Plated Rod of Magic Mapping (charging) {@z1!!}
                        m) 2 Silver-Plated Rods of Teleport Other {!!}
                        n) 5 Magnesium Wands of Teleport Other (26 charges)
                        o) 3 Mistletoe Staves of Mapping (17 charges)
                        p) 3 Locust Staves of Teleportation (21 charges) {!*}
                        q) 3 Teak Staves of Speed (4 charges) {!*}
                        r) The Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
                             +4 wisdom, tunneling.
                             Provides resistance to acid, lightning, fire, cold, fear, nexus.
                             Cannot be harmed by acid, electricity, fire, cold.
                             Prevents paralysis.
                             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 88.9 against evil creatures, 
                             108.7 against demons, 108.7 against undead, 108.7 against
                             acid-vulnerable creatures, 148.3 against dragons, and 69.1 against
                             normal creatures.
                             
                             With this item, you can expect to clear rubble in 1.0 turn, magma
                             veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11 
                             turns.
                        s) 50 Arrows (1d4) (+0,+0) {@f1}
                             Fired from your current missile launcher, this arrow will hit targets
                             up to 120 feet away, inflicting an average damage of 54.6 against
                             normal creatures.
                             35% chance of breaking upon contact.
                        
                        
                          [Home Inventory]
                        
                        a) 4 Dark Red 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 Shimmering 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) a Green Potion 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) 4 Cyan Potions of Restore Mana {!*}
                             When ingested, it restores your mana points to maximum.
                        e) a Scroll titled "monus opo" of *Remove Curse*
                             When read, it removes all curses from all equipped items.
                        f) 9 Scrolls titled "la excurtor" of Recharging
                             When read, it tries to recharge a wand or staff, destroying the wa
                             nd or staff on failure.
                        g) a Silver Staff of *Destruction* (2 charges) {!*}
                             
                             When used, it destroys an area around you in the shape of a circle 
                             radius 15, and blinds you for 1d10+10 turns.
                        h) 2 Hawthorn Staves of Healing (4 charges) {!*}
                             
                             When used, it heals you a really large amount (35% of max HP, mini
                             mum 300HP), heals cut damage, and cures stunning, poisoning, blind
                             ness, and confusion.
                        i) a Bamboo Staff of Banishment (1 charge) {!*}
                             
                             When used, it removes all non-unique monsters represented by a cho
                             sen symbol from the level, dealing you damage in the process.
                        j) 3 Cottonwood Staves of the Magi (9 charges) {!*}
                             
                             When used, it restores both intelligence and manapoints to maximum.
                        k) a Moonstone Ring of Speed (+7)
                             +7 speed.
                             
                        l) a Moonstone Ring of Speed (+6)
                             +6 speed.
                             
                        m) 2 Jasper Rings of Damage (+0,+13)
                        n) The Amulet of Ingwe (+3) {!!}
                             +3 intelligence, wisdom, charisma, infravision.
                             Provides resistance to acid, lightning, cold.
                             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.
                             It takes 137 to 270 turns to recharge after use at your current
                             speed.
                        o) The Phial of Galadriel
                             Cannot be harmed by acid, electricity, fire, cold.
                             
                             When activated, it lights up the surrounding area, hurting light-s
                             ensitive creatures.
                             It takes 29 to 54 turns to recharge after use at your current
                             speed.
                             Radius 3 light.
                        p) 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.
                             
                        q) 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.
                             
                        r) The Dagger 'Narthanc' (2d4) (+4,+6) {!!}
                             It is branded with flames.
                             Provides resistance to fire.
                             Cannot be harmed by acid, electricity, fire, cold.
                             
                             When activated, it creates a fire bolt with damage 9d8.
                             It takes 24 to 43 turns to recharge after use at your current
                             speed.
                             With this weapon, you would currently get 5 blows per round.  Each
                             blow will do an average damage of 48.3 against fire-vulnerable
                             creatures, and 37.7 against normal creatures.
                             
                             With this item, you can expect to clear rubble in 1.9 turns, magma
                             veins in 4.3 turns, quartz veins in 9.8 turns, and granite in 26 
                             turns.
                        s) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
                             +1 attack speed.
                             It is especially deadly to animals, orcs, trolls, giants, dragons.
                             Cannot be harmed by acid, electricity, fire, cold.
                             
                             With this weapon, you would currently get 6 blows per round.  Each
                             blow will do an average damage of 43 against animals, 46.8 against
                             orcs, 46.8 against trolls, 46.8 against giants, 46.8 against
                             dragons, and 39.3 against normal creatures.
                             
                             With this item, you can expect to clear rubble in 1.9 turns, magma
                             veins in 4.2 turns, quartz veins in 9.5 turns, and granite in 25 
                             turns.
                        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 5 blows per round.  Each
                             blow will do an average damage of 43 against normal creatures.
                             
                             With this item, you can expect to clear rubble in 1.8 turns, magma
                             veins in 3.9 turns, quartz veins in 8.7 turns, and granite in 23 
                             turns.
                        u) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) {!!}
                             +3 dexterity, charisma.
                             It is 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.
                             It takes 540 turns to recharge after use at your current speed.
                             Radius 1 light.
                             With this weapon, you would currently get 5 blows per round.  Each
                             blow will do an average damage of 69.6 against fire-vulnerable
                             creatures, 69.6 against frost-vulnerable creatures, and 46.8
                             against normal creatures.
                             
                             With this item, you can expect to clear rubble in 1.6 turns, magma
                             veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19 
                             turns.
                        v) a Short Bow of Lothlorien (x2) (+12,+14) (+2)
                             +2 dexterity, shooting power.
                             Cannot be harmed by acid, fire.
                             Prevents paralysis.
                             Stops experience drain.
                             
                        w) 19 Seeker Arrows of Acid (4d4) (+18,+18)
                             It is branded with acid.
                             Cannot be harmed by acid.
                             
                             Fired from your current missile launcher, this arrow will hit targets
                             up to 120 feet away, inflicting an average damage of 406.3 against
                             acid-vulnerable creatures, and 135.4 against normal creatures.
                             35% chance of breaking upon contact.
                        x) 18 Mithril Arrows of Slay Demon (3d4) (+15,+11)
                             It is especially deadly to demons.
                             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 316.6 against
                             demons, and 105.5 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)
                        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
                        And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                        And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                        And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #13
                          Nexus hounds could help...

                          Aule (~745 dam/turn vs 'D') kills dragons fast--it's arguably the 4th strongest weapon in the game. (Speed 14 is plenty for most monsters, with haste self.)

                          It will kill Perplexity and Thunder wyrms in about 6 rounds. (500 max breath damage; 428 resisted.)
                          Same for Swamp wyrms, with single resist. (Max poison damage, single resist, is 800/3 = 266).

                          Higher wyrms (chaos and up) summon dragons. Scary with only 530HP.

                          NOTE: the only breath that you can't handle is Nether, at 550 max damage. Stay away from Dracolisks, higher undead, and Azriel. (Angels are usually bad.)

                          Sell: all weapons in house, Galadriel.

                          Comment

                          • bebo
                            Adept
                            • Jan 2009
                            • 213

                            #14
                            ok, i think i just need to gain a couple of levels and then i might be ready for Sauron .... any advice? do you think it's too early?

                            Code:
                              [Angband 3.1.1 dev (r1266) Character Dump]
                            
                             Name   Kain                                     Self  RB  CB  EB   Best
                             Sex    Male         Age            130   Str:  18/40  +1  +2 +14 18/210 18/200
                             Race   High-Elf     Height          85   INT:  18/80  +3  +1  +4 18/160
                             Class  Rogue        Weight         178   WIS:  18/20  -1  -2  +8  18/70
                             Title  Rogue        Social   Respected   DEX:  18/40  +3  +3 +14 18/***
                             HP     690/690      Maximize         Y   CON:  18/20  +1  +1 +14 18/180
                             SP     239/239                           CHR:  18/70  +5  -1  +2 18/130
                            
                            
                             Level               38   Armor   [22,+114]     Saving Throw         91%
                             Cur Exp        1792987   Fight   (+38,+24)     Stealth        Legendary
                             Max Exp        1792987   Melee   (+57,+45)     Fighting       Legendary
                             Adv Exp        1912500   Shoot   (+48,+14)     Shooting          Heroic
                             MaxDepth   4850' (L97)   Blows      5/turn     Disarming           100%
                             Turns           432166   Shots      1/turn     Magic Device      Heroic
                             Gold            647186   Infra       80 ft     Perception        1 in 1
                             Burden       187.0 lbs   Speed          26     Searching            55%
                            
                             You are the only child 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 Hammer of Aule (9d3) (+19,+21) [+5] (+4)
                                 +4 wisdom, tunneling.
                                 Provides resistance to acid, lightning, fire, cold, fear, nexus.
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 Prevents paralysis.
                                 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 87.4 against evil creatures, 
                                 107.4 against demons, 107.4 against undead, 107.4 against
                                 acid-vulnerable creatures, 147.4 against dragons, and 67.5 against
                                 normal creatures.
                                 
                                 With this item, you can expect to clear rubble in 1.0 turn, magma
                                 veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11 
                                 turns.
                            b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
                                 +10 speed.
                                 Provides resistance to fire.
                                 Cannot be harmed by acid, electricity, fire, cold.
                            c) The Ring of Power 'Nenya' (+8,+8) (+2) {!!}
                                 +2 strength, intelligence, wisdom, dexterity, constitution, 
                                 charisma, speed.
                                 Provides immunity to cold.
                                 Provides resistance to cold, blindness.
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 Sustains intelligence, wisdom, constitution.
                                 Feather Falling.
                                 Speeds regeneration.
                                 Prevents paralysis.
                                 Stops experience drain.
                                 Grants telepathy.
                                 Grants the ability to see invisible things.
                                 When activated, it restores your experience to full.
                                 It takes 727 to 1080 turns to recharge after use at your current
                                 speed.
                            d) The Ring of Tulkas (+4) (charging) {!!}
                                 +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 543 to 1080 turns to recharge after use at your current
                                 speed.
                            e) a Tortoise Shell Amulet of Trickery (+4)
                                 +4 dexterity, stealth, infravision, speed.
                                 +20%  to searching.
                                 Provides resistance to poison, nexus.
                                 Sustains dexterity.
                            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, traps, doors, stairs, and all 
                                 creatures nearby.
                                 It takes 111 to 216 turns to recharge after use at your current
                                 speed.
                                 Radius 3 light.
                            g) Soft Leather Armour of Elvenkind [4,+20] (+3 stealth)
                                 +3 stealth.
                                 Provides resistance to acid, lightning, fire, cold, disenchantment.
                                 Cannot be harmed by acid, electricity, fire, cold.
                            h) The Cloak 'Holcolleth' [1,+4] (+2) {!!}
                                 +2 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.
                                 It takes 198 turns to recharge after use at your current speed.
                            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 of Dor-Lomin [5,+20] (+4)
                                 +4 strength, dexterity, constitution.
                                 Provides resistance to acid, lightning, fire, cold, fear.
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 Grants telepathy.
                                 Grants the ability to see invisible things.
                                 Radius 1 light.
                            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 7 turns to recharge after use at your current speed.
                                 Radius 1 light.
                            l) a Pair of Mithril Shod Boots of Speed [7,+15] (+9)
                                 +9 speed.
                                 Cannot be harmed by acid.
                            
                            
                              [Character Inventory]
                            
                            a) 4 Books of Magic Spells [Magic for Beginners] {@m1@b1}
                            b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
                            c) 4 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
                            d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
                            e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
                                 Cannot be harmed by acid, electricity, fire, cold.
                            f) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
                                 Cannot be harmed by acid, electricity, fire, cold.
                            g) 3 Books of Magic Spells [Tenser's Transformations] {@m8@b8}
                                 Cannot be harmed by acid, electricity, fire, cold.
                            h) a Scroll titled "necclus ineo" of Banishment {!*}
                            i) 9 Scrolls titled "ma felis pro" of Word of Recall {!*}
                            j) 3 Scrolls titled "lentudeo nus" of *Destruction* {!*}
                            k) an Iron Rod of Detection {@z1!!}
                                 Cannot be harmed by electricity.
                            l) 4 Silver-Plated Rods of Teleport Other {!!}
                            m) 6 Magnesium Wands of Teleport Other (36 charges)
                            n) 4 Mistletoe Staves of Mapping (22 charges)
                            o) 4 Locust Staves of Teleportation (30 charges) {!*}
                            p) an Agate Amulet of the Magi [+7] (+3)
                                 +3 intelligence.
                                 +15%  to searching.
                                 Provides resistance to confusion.
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 Sustains intelligence.
                                 Prevents paralysis.
                                 Grants the ability to see invisible things.
                            
                            
                              [Home Inventory]
                            
                            a) 7 Dark Red 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 Shimmering 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) a Green Potion 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) 4 Cyan Potions of Restore Mana {!*}
                                 When ingested, it restores your mana points to maximum.
                            e) 2 Scrolls titled "monus opo" of *Remove Curse*
                                 When read, it removes all curses from all equipped items.
                            f) 2 Silver Staves of *Destruction* (5 charges) {!*}
                                 
                                 When used, it destroys an area around you in the shape of a circle 
                                 radius 15, and blinds you for 1d10+10 turns.
                            g) 6 Hawthorn Staves of Healing (16 charges) {!*}
                                 
                                 When used, it heals you a really large amount (35% of max HP, mini
                                 mum 300HP), heals cut damage, and cures stunning, poisoning, blind
                                 ness, and confusion.
                            h) a Bamboo Staff of Banishment (1 charge) {!*}
                                 
                                 When used, it removes all non-unique monsters represented by a cho
                                 sen symbol from the level, dealing you damage in the process.
                            i) 4 Cottonwood Staves of the Magi (12 charges) {!*}
                                 
                                 When used, it restores both intelligence and manapoints to maximum.
                            j) a Moonstone Ring of Speed (+9)
                                 +9 speed.
                                 
                            k) a Moonstone Ring of Speed (+8)
                                 +8 speed.
                                 
                            l) 2 Jasper Rings of Damage (+0,+13)
                            m) 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 810 turns to recharge after use at your current speed.
                            n) The Amulet of Ingwe (+3) {!!}
                                 +3 intelligence, wisdom, charisma, infravision.
                                 Provides resistance to acid, lightning, cold.
                                 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.
                                 It takes 183 to 360 turns to recharge after use at your current
                                 speed.
                            o) The Star of Elendil {!!}
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 Grants the ability to see invisible things.
                                 
                                 When activated, it maps the area around you.
                                 It takes 183 to 360 turns to recharge after use at your current
                                 speed.
                                 Radius 3 light.
                            p) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25] {!!}
                                 Provides immunity to lightning.
                                 Provides resistance to acid, lightning, fire, cold, poison, light, 
                                 dark.
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 Prevents paralysis.
                                 Grants the ability to see invisible things.
                                 Aggravates creatures nearby.
                                 
                                 When activated, it fires a ball of electricity in all directions, 
                                 each one causing 150 damage.
                                 It takes 3600 turns to recharge after use at your current speed.
                                 Radius 1 light.
                            q) 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.
                                 
                            r) 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.
                                 
                            s) The Metal Cap of Thengel [3,+12] (+3)
                                 +3 wisdom, charisma.
                                 Provides resistance to confusion.
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 
                            t) The Spear of Orome (4d6) (+15,+15) (+4) {!!}
                                 +4 intelligence, infravision, speed.
                                 It is especially deadly to animals, giants.
                                 It is 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 activated, it turns rock into mud.
                                 It takes 18 turns to recharge after use at your current speed.
                                 Radius 1 light.
                                 With this weapon, you would currently get 5 blows per round.  Each
                                 blow will do an average damage of 70.6 against animals, 85.7
                                 against giants, 85.7 against fire-vulnerable creatures, and 55.4
                                 against normal creatures.
                                 
                                 With this item, you can expect to clear rubble in 1.9 turns, magma
                                 veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 
                                 turns.
                            u) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3) {!!}
                                 +3 dexterity, charisma.
                                 It is 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.
                                 It takes 720 turns to recharge after use at your current speed.
                                 Radius 1 light.
                                 With this weapon, you would currently get 5 blows per round.  Each
                                 blow will do an average damage of 68 against fire-vulnerable
                                 creatures, 68 against frost-vulnerable creatures, and 45 against
                                 normal creatures.
                                 
                                 With this item, you can expect to clear rubble in 1.6 turns, magma
                                 veins in 3.4 turns, quartz veins in 7.6 turns, and granite in 19 
                                 turns.
                            v) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
                                 +4 strength.
                                 It is especially deadly to animals, orcs, trolls.
                                 It is branded with venom.
                                 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 5 blows per round.  Each
                                 blow will do an average damage of 68.1 against animals, 75.9
                                 against orcs, 75.9 against trolls, 75.9 against poison-vulnerable
                                 creatures, and 60.4 against normal creatures.
                                 
                                 With this item, you can expect to clear rubble in 1.7 turns, magma
                                 veins in 3.8 turns, quartz veins in 8.4 turns, and granite in 21 
                                 turns.
                            w) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
                                 +1 intelligence, wisdom, dexterity, speed, shooting speed, 
                                 shooting power.
                                 Provides resistance to lightning, fire, cold.
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 Slows your metabolism.
                                 
                            x) The Short Bow of Amrod (x2) (+12,+15) (+2)
                                 +2 strength, constitution, shooting power.
                                 Provides resistance to lightning, fire, cold.
                                 Cannot be harmed by acid, electricity, fire, cold.
                                 Speeds regeneration.
                                 
                            
                            
                              [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)
                            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
                            And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                            And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                            And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                            Comment

                            • PowerDiver
                              Prophet
                              • Mar 2008
                              • 2820

                              #15
                              You need more hp. For an early attack on the big guys, 18/200 CON is non-negotiable.

                              Comment

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