Hello everyone,
My current and most promising character ever is progressing quite well, albeit very slowly - only at dlvl 34 at clvl 32, and 3 months to get there -, and some questions have started accumulating.
Off course, there's mostly the usual need for equipment advices as the community always provide very useful and informative suggestions and many of the questions are focused toward freeing slots in my house and inventory.
An up-to-date dump can be found here or at the end of this post.
[EDIT] Look at the ladder dump as it was updated while the one posted here was not. [/EDIT]
Here they are:
- As I recently found Ethereal Openings, I felt I could sell all my Staves of Teleport Other to free some slots. Was it a stupid move?
- I also sold all my staves of Stone to Mud since I always have a Shovel of Digging (+5) on me (I also kept a Ring of Delving (+5) at home, just in case). Is it ok? I never had to use tricks like anti-summoning corridors so far, so I don't know what's the more efficient. Of course, Stone to mud is faster but I'd prefer not having to bother about managing charges and/or risking not having enough on me when I need it.
- Will it be wise not to bring ?oWoR when I can learn WoR from Ethereal Openings?
- Do I need backup books for rare ones since they have basic resistances? What can destroy them?
- Can I stop bringing ?oPhaseDoor as long as I keep ?oTeleportation/TeleportLevel as a quick "safe" escape? I have more than enough teleportations spells that I can use when not in great danger, and if I'm in great danger Phase Door will no longer be safe enough, right?
- If I manage to find all the Priest books, will I have to bring them all with me or is there an optimal combination of books that cover all mid/end game situations?
Currently, I keep Exorcism and Dispeling at home because I haven't felt the need for Heal so far and don't know Glyph of Warding yet. But I fear I'll have to carry around all my books soon.
- More globally, could I free some slots in my inventory? (see my dump, it shows my regular equipment just before getting back to the dungeon)
- Do I miss any vital inventory item?
- Should I consired changing my gear with some of the stuff in my home (to get ESP, more hand-to-hand damage...)?
- What should I sell to free space in my home?
For instance, should I sell common stuff like !oCCW, ?oWoR, ?oId, etc that I stocked only in case there were not enough available in store?
- Finally, a technical question: can I upgrade to a more recent nightly build (I'm using build 1232)?
I saw in the changelog that the file format changed since. Is loading of previous savefiles supported?
I wish I could upgrade to a more recent version since I saw that !oHeal are broken in my build and if, with great luck, this character managed to meet Morgoth, I would be disappointed to have an unfair advantage.
Not a big risk since I'll probably die before but still...
Well, that's a lot of questions but most of them can be summed up as "help me manage all my stuff"
Here's a copy of my dump if you don't want to check it on the ladder:
My current and most promising character ever is progressing quite well, albeit very slowly - only at dlvl 34 at clvl 32, and 3 months to get there -, and some questions have started accumulating.
Off course, there's mostly the usual need for equipment advices as the community always provide very useful and informative suggestions and many of the questions are focused toward freeing slots in my house and inventory.
An up-to-date dump can be found here or at the end of this post.
[EDIT] Look at the ladder dump as it was updated while the one posted here was not. [/EDIT]
Here they are:
- As I recently found Ethereal Openings, I felt I could sell all my Staves of Teleport Other to free some slots. Was it a stupid move?
- I also sold all my staves of Stone to Mud since I always have a Shovel of Digging (+5) on me (I also kept a Ring of Delving (+5) at home, just in case). Is it ok? I never had to use tricks like anti-summoning corridors so far, so I don't know what's the more efficient. Of course, Stone to mud is faster but I'd prefer not having to bother about managing charges and/or risking not having enough on me when I need it.
- Will it be wise not to bring ?oWoR when I can learn WoR from Ethereal Openings?
- Do I need backup books for rare ones since they have basic resistances? What can destroy them?
- Can I stop bringing ?oPhaseDoor as long as I keep ?oTeleportation/TeleportLevel as a quick "safe" escape? I have more than enough teleportations spells that I can use when not in great danger, and if I'm in great danger Phase Door will no longer be safe enough, right?
- If I manage to find all the Priest books, will I have to bring them all with me or is there an optimal combination of books that cover all mid/end game situations?
Currently, I keep Exorcism and Dispeling at home because I haven't felt the need for Heal so far and don't know Glyph of Warding yet. But I fear I'll have to carry around all my books soon.
- More globally, could I free some slots in my inventory? (see my dump, it shows my regular equipment just before getting back to the dungeon)
- Do I miss any vital inventory item?
- Should I consired changing my gear with some of the stuff in my home (to get ESP, more hand-to-hand damage...)?
- What should I sell to free space in my home?
For instance, should I sell common stuff like !oCCW, ?oWoR, ?oId, etc that I stocked only in case there were not enough available in store?
- Finally, a technical question: can I upgrade to a more recent nightly build (I'm using build 1232)?
I saw in the changelog that the file format changed since. Is loading of previous savefiles supported?
I wish I could upgrade to a more recent version since I saw that !oHeal are broken in my build and if, with great luck, this character managed to meet Morgoth, I would be disappointed to have an unfair advantage.
Not a big risk since I'll probably die before but still...
Well, that's a lot of questions but most of them can be summed up as "help me manage all my stuff"
Here's a copy of my dump if you don't want to check it on the ladder:
Code:
[Angband 3.1.1 dev Character Dump] Name Angdiira Self RB CB EB Best Sex Female Age 49 STR: 18/30 +2 -1 +0 18/40 Race Dwarf Height 44 INT: 15 -3 -3 +0 9 Class Priest Weight 110 WIS: 17 +2 +3 +3 18/70 Title Canon Social Respected DEX: 17 -2 -1 +0 14 HP 317/317 Maximize Y CON: 17 +2 +0 +4 18/50 SP 81/81 CHR: 18 -3 +2 +8 18/70 Level 32 Armor [13,+72] Saving Throw 84% Cur Exp 217220 Fight (+1,+3) Stealth Very Good Max Exp 217220 Melee (+13,+12) Fighting Superb Adv Exp 280000 Shoot (+11,+23) Shooting Excellent MaxDepth 1700' (L34) Blows 1/turn Disarming 46% Turns 1798119 Shots 1/turn Magic Device Superb Gold 355750 Infra 50 ft Perception 1 in 2 Burden 131.8 lbs Speed 9 Searching 53% You are the only child of a Dwarven Miner. You are a credit to the family. You have dark brown eyes, wavy black hair, a three foot beard, and a dark complexion. Acid:+.....+.+.... Confu:.........+... Elec:+.....+.+.... Sound:............. Fire:+.....+.+.... Shard:.......+..... Cold:+.....+.+.... Nexus:............. Pois:............. Nethr:............. Fear:............. Chaos:............. Lite:..+...+...+.. Disen:............. Dark:............. S.Dig:............. Blind:............+ Feath:+............ PLite:..+.......+.. Aggrv:............. Regen:+............ Stea.:+............ Telep:............. Sear.:..+.......... Invis:+............ Infra:............+ FrAct:+.........+.. Tunn.:............. HLife:......+...... Speed:...........+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:............. [Character Equipment] a) a Morning Star (Defender) (2d6) (+12,+9) [+7] (+4 stealth) {@0} +4 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 20.2 against normal creatures. With this item, you can expect to clear rubble in 5.7 turns, magma veins in 16 turns, quartz veins in 53 turns, and not affect granite. b) a Heavy Crossbow of Power (x4) (+10,+23) c) a Ring of Light (+6 searching) Provides resistance to light. Radius 1 light. d) a Ring of Constitution (+4) +4 constitution. Sustains constitution. e) an Amulet of Charisma (+5) (squelch) +5 charisma. Sustains charisma. f) The Phial of Galadriel {!d!v!k!!} Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 20 to 38 turns to recharge after use at your current speed. Radius 3 light. g) a Robe of Permanence [2,+16] Provides resistance to acid, lightning, fire, cold, light. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Stops experience drain. h) a Fur Cloak of Protection [3,+9] Provides resistance to shards. Cannot be harmed by acid, electricity, fire, cold. i) a Small Metal Shield of Resistance [4,+9] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. j) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. 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 3 turns to recharge after use at your current speed. Radius 1 light. l) a Pair of Ethereal Slippers of Speed [0,+9] (+9) +9 speed. Cannot be harmed by acid, electricity, fire, cold. [Character Inventory] a) 2 Holy Books of Prayers [Beginners Handbook] {@m1!d!v!k} b) 2 Holy Books of Prayers [Words of Wisdom] {@m2!d!v!k} c) 2 Holy Books of Prayers [Chants and Blessings] {@m3!d!v!k} d) a Holy Book of Prayers [Ethereal Openings] {@m5!d!v!k} Cannot be harmed by acid, electricity, fire, cold. e) 15 Potions of Cure Critical Wounds {!d!v!k} f) 15 Scrolls of Phase Door {!d!v!k} g) 5 Scrolls of Teleportation {!d!v!k} h) 30 Scrolls of Identify {!d!v!k} i) 5 Scrolls of Word of Recall {!r!d!v!k} j) 5 Rods of Frost Bolts {!!} k) a Rod of Lightning Balls {!!} l) a Shovel of Digging (1d2) (+7,+6) (+5) {@0!d!v!k} +5 tunneling. With this weapon, you would currently get 2 blows per round. Each blow will do an average damage of 13.8 against acid-vulnerable creatures, and 10.8 against normal creatures. With this item, you can expect to clear rubble in 1.5 turns, magma veins in 3.4 turns, quartz veins in 7.5 turns, and granite in 19 turns. m) 37 Bolts (1d5) (+4,+3) Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 117.1 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 3 Holy Books of Prayers [Exorcism and Dispelling] {@m4!d!v!k} b) 24 Potions of Cure Critical Wounds {!d!v!k} When ingested, it heals you a large amount (1/4 of your wounds, mi nimum 30HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. Provides nourishment for about 75 turns under normal conditions. c) 5 Potions of Healing {!q!d!v!k} 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) 8 Potions of Restore Mana {!q!d!v!k} When ingested, it restores your mana points to maximum. e) 15 Potions of Speed {!d!v!k} When ingested, it hastens you for 2d10+20 turns. f) 85 Scrolls of Phase Door {!d!v!k} When read, it teleports you randomly up to 10 squares away. g) 18 Scrolls of Teleportation {!d!v!k} When read, it teleports you randomly up to 100 squares away. h) 23 Scrolls of Teleport Level {!r!d!v!k} When read, it teleports you one level up or down. i) 52 Scrolls of Word of Recall {!r!d!v!k} When read, it returns you from the dungeon or takes you to the dun geon after a short delay. j) a Staff of the Magi (1 charge) {rIntMana} When used, it restores both intelligence and manapoints to maximum. k) a Ring of Strength (+3) +3 strength. Sustains strength. l) a Ring of Delving (+5) +5 tunneling. When activated, it turns rock into mud. It takes 32 to 66 turns to recharge after use at your current speed. With this item, you can expect to clear rubble in 1.4 turns, magma veins in 3.2 turns, quartz veins in 6.9 turns, and granite in 17 turns. m) an Amulet of Sustenance Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. Slows your metabolism. Stops experience drain. n) a Robe of Elvenkind [2,+13] (+3 stealth) {RDis} +3 stealth. Provides resistance to acid, lightning, fire, cold, disenchantment. Cannot be harmed by acid, electricity, fire, cold. o) Leather Scale Mail of Elvenkind (-1) [10,+6] (+1 stealth) {RNeth} +1 stealth. Provides resistance to acid, lightning, fire, cold, nether. Cannot be harmed by acid, electricity, fire, cold. p) The Hard Leather Cap of Thranduil [2,+10] (+2) {+InWi,ESP} +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. q) The Set of Gauntlets 'Paurhach' [3,+14] Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. When activated, it creates a fire bolt with damage 9d8. It takes 17 to 30 turns to recharge after use at your current speed. r) a Pair of Mithril Shod Boots of Stability [7,+10] {RNex} Provides resistance to nexus. Cannot be harmed by acid. Feather Falling. s) a Zweihander (Holy Avenger) (3d6) (+12,+6) [+4] (+1) +1 wisdom. It is especially deadly to evil creatures, demons, undead. Provides resistance to fear. Sustains charisma. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 1 blow per round, averaging a damage of 32.3 against evil creatures, 43.6 against demons, 43.6 against undead, and 21 against normal creatures. With this item, you can expect to clear rubble in 5.0 turns, magma veins in 13 turns, quartz veins in 40 turns, and not affect granite. t) a Maul of Extra Attacks (4d4) (+9,+9) (+2) +2 attack speed. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 23.6 against normal creatures. With this item, you can expect to clear rubble in 5.0 turns, magma veins in 13 turns, quartz veins in 40 turns, and not affect granite. u) a Light Crossbow of Extra Shots (x3) (+10,+12) (+1) +1 shooting speed. v) 30 Bolts of Lightning (1d5) (+5,+3) 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 351.4 against electricity-vulnerable creatures, and 117.1 against normal creatures. 25% chance of breaking upon contact. w) 47 Bolts of Frost (1d5) (+6,+5) It is branded with frost. Cannot be harmed by cold. Fired from your current missile launcher, this arrow will hit targets up to 140 feet away, inflicting an average damage of 375.7 against frost-vulnerable creatures, and 125.2 against normal creatures. 25% chance of breaking upon contact. x) 27 Mithril Arrows (3d4) (+5,+5) Cannot be harmed by acid, fire. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live)
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