New 2 *band style games and loving it

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  • Flee
    replied
    thanks heaps thats all helpful advice

    i forgot 2 add that im also having trouble stocking up on healing stuff... any good places 2 find them?

    Leave a comment:


  • Pete Mack
    replied
    Go for max damage against acid-vulnerable or evil creatures and kill Sauron. You are plenty strong now.

    Some choices:
    l) a Crystal Amulet of Weaponmastery (+4,+4) (+2)
    +2 strength.
    Provides resistance to fear, disenchantment.
    Sustains strength, constitution.

    Nice!

    q) a Katana of Extra Attacks (3d5) (+15,+17) (+2)
    +2 attack speed.
    With this weapon, you would currently get 8 blows per round. Each
    blow will do an average damage of 62 against normal creatures.
    Nice!

    The Katana or Erebor are plenty to kill Sauron. With the extra +4 damage from Weaponmastery, they each give you ~525 damage/turn. In any case, those Arrows of Acid will annihilate him with 28 (successful) shots for Belthronding or 18 for Bard. Make sure to charge your Wands of Teleport Other if you plan to use archery and carry scrolls of Phase Door -- he drains charges (so does Morgoth) and he will summon some nasty monsters.

    vs Morgoth, the Katana (an extremely good weapon BTW) is your only choice.

    Also: you never need more than 18/200 CON for max HP, 18/220 STR for max damage, or 18/150 DEX for max blows. (18/220 DEX will give you a bit higher to_hit, but it's not worth any sacrifices.)
    Last edited by Pete Mack; June 14, 2009, 00:00.

    Leave a comment:


  • Flee
    replied
    i think maybe i have been looking for the wrong thing i have been looking for a strong artifact. but from you post.....
    Originally posted by Pete Mack
    Surely you've seen some higher damage ego weapons by now? What you have are mostly rubbish.
    ... it looks like ive been going about this the wrong way... i tend 2 destroy most weapons 2 see if they are artifacts(2 save on ID time and inventory space)

    heres my latest dump... any hints on the type of ego weapons im looking for with my current setup would be great thanks

    and thanks again pete for you help and advice

    Code:
    [Angband 3.1.0 beta Character Dump]
    
     Sex    Female       Age            127   STR:  18/97  +1  +5 +16 18/***
     Race   High-Elf     Height          68   INT:  18/91  +3  -2  +8 18/181
     Class  Warrior      Weight         162   WIS:  18/79  -1  -2  +5  18/99
     Title  Lord         Social      Lordly   DEX:  18/91  +3  +2 +10 18/***
     HP     1132/1132    Maximize         Y   CON:  18/72  +1  +2 +19 18/***
     SP     0/0                               CHR:  18/85  +5  -1  +5 18/175
    
    
     Level               47   Armor   [29,+139]     Saving Throw         91%
     Cur Exp        6271002   Fight   (+44,+36)     Stealth           Heroic
     Max Exp        6271002   Melee   (+49,+56)     Fighting       Legendary
     Adv Exp        7000000   Shoot   (+64,+22)     Shooting       Legendary
     MaxDepth   4900' (L98)   Blows      6/turn     Disarming            98%
     Turns           940580   Shots      2/turn     Magic Device      Heroic
     Gold           1581439   Infra       70 ft     Perception       1 in 19
     Burden       226.0 lbs   Speed          19     Searching            32%
    
     You are one of several children of a Telerin Archer.  You have light
     grey eyes, straight brown 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 Pick of Erebor (3d4) (+5,+20) (+5) {@w1}
         +5 strength, constitution, tunneling.
         Provides resistance to light, dark, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength.
         Radius 1 light.
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 78.5 against orcs, 78.5 against
         trolls, 78.5 against demons, 78.5 against acid-vulnerable
         creatures, and 63.5 against normal creatures.
    b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
         +1 dexterity, stealth, speed, shooting speed.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
    c) The Ring of Tulkas (+4)
         +4 strength, dexterity, constitution.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it hastens you for d75+75 turns.
         It takes 150 turns to recharge after use.
    d) 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 200 turns to recharge after use.
    e) The Necklace of the Dwarves (+3)
         +3 strength, constitution, infravision.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         Radius 1 light.
    f) The Star of Elendil {@A2}
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         When activated, it maps the area around you in a 30-radius circle.
         It takes 50 turns to recharge after use.
         Radius 3 light.
    g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
         +3 intelligence, wisdom, constitution.
         Provides resistance to acid, poison, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it destroys all traps and doors surrounding you.
         It takes 10 turns to recharge after use.
    h) an Elven Cloak of Aman [6,+33] (+5 stealth)
         +5 stealth.
         Provides resistance to shards.
         Cannot be harmed by acid, electricity, fire, cold.
    i) a Small Metal Shield of Elvenkind [4,+18] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
    j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
         +3 intelligence, dexterity, charisma, searching, speed.
         Provides resistance to cold, light, dark, blindness, sound, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         Radius 1 light.
    k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
         +2 strength, constitution.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
    l) The Pair of Leather Boots of Feanor [2,+20] (+15) (charging)
         +15 speed.
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it hastens you for d20+20 turns.
         It takes 200 turns to recharge after use.
    
    
      [Character Inventory]
    
    a) 14 Rations of Food
    b) 28 Viscous Pink Potions of Cure Critical Wounds
    c) 5 Scrolls titled "obdo indus" of Phase Door
    d) a Scroll titled "acio quo me" of Teleportation
    e) 3 Scrolls titled "us tinfinve" of Teleport Level
    f) a Mithril Rod of Restoration
         Cannot be harmed by electricity.
    g) a Copper Rod of Teleport Other
    h) a Lead Rod of Recall {@z7}
         Cannot be harmed by electricity.
    i) 3 Cast Iron Rods of Identify {@z5}
         Cannot be harmed by electricity.
    j) 3 Zirconium Wands of Teleport Other (0 charges)
    k) an Elm Staff of *Destruction* (3 charges)
    l) a Crystal Amulet of Weaponmastery (+4,+4) (+2)
         +2 strength.
         Provides resistance to fear, disenchantment.
         Sustains strength, constitution.
         Prevents paralysis.
    m) Multi-Hued Dragon Scale Mail (-2) [30,+20]
         Provides resistance to acid, lightning, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it allows you to breathe the elements for 250 dama
         ge.
         It takes d225+25 turns to recharge after use.
    n) The Large Metal Shield of Anarion [5,+20]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, intelligence, wisdom, dexterity, constitution, 
         charisma.
    o) The Iron Helm 'Holhenneth' [5,+10] (+2) (charging) {@A1}
         +2 intelligence, wisdom, searching.
         Provides resistance to blindness, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         When activated, it detects treasure, objects, traps, doors, stairs, p) The Set of Gauntlets 'Paurnen' [3,+14]
    
         dFeather Falling.
         When activated, it creates an acid bolt with damage 5d8.
         It takes 5 turns to recharge after use.
    q) a Katana of Extra Attacks (3d5) (+15,+17) (+2)
         +2 attack speed.
         With this weapon, you would currently get 8 blows per round.  Each
         blow will do an average damage of 62 against normal creatures.
    r) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
         +2 strength.
         Provides resistance to fire, poison.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.
         Speeds regeneration.
         Prevents paralysis.
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 84.5 against fire-vulnerable
         creatures, 84.5 against poison-vulnerable creatures, 105.5 against
         dragons, and 63.5 against normal creatures.
    s) The Mace 'Taratol' (3d4) (+12,+12) {@w1}
         Provides immunity to lightning.
         Provides resistance to lightning.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it hastens you for d20+20 turns.
         It takes 100 turns to recharge after use.
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 70.5 against
         electricity-vulnerable creatures, 85.5 against dragons, and 55.5
         against normal creatures.
    t) 24 Arrows of Flame (1d4) (+16,+17)
         Cannot be harmed by fire.
         Fired from your current missile launcher, this arrow will hit targets
         up to 120 feet away, inflicting an average damage of 373.5 against
         fire-vulnerable creatures, and 124.5 against normal creatures.
         35% chance of breaking upon contact.
    u) 23 Seeker Arrows of Slay Evil (4d4) (+16,+13)
         Fired from your current missile launcher, this arrow will hit targets
         up to 120 feet away, inflicting an average damage of 270 against
         evil creatures, and 135 against normal creatures.
         35% chance of breaking upon contact.
    v) 27 Mithril Arrows of Acid (3d4) (+12,+13)
         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 382.5 against
         acid-vulnerable creatures, and 127.5 against normal creatures.
         35% chance of breaking upon contact.
    w) 29 Mithril Arrows of Slay Giant (3d4) (+5,+16)
         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 409.5 against
         giants, and 136.5 against normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) a Dark Green 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.
    b) 4 Smoky Potions of Life
         When ingested, it restores 5000 hit points, restores experience an
         d stats, heals cut damage, and cures stunning, poison, blindness, 
         and confusion.
         It can be thrown at creatures with damaging effect.
    c) 3 Orange Potions of Speed
         When ingested, it hastens you for 2d10+20 turns.
    d) 4 Scrolls titled "ma adeprego as" of *Remove Curse*
         When read, it removes all curses from all equipped items.
    e) a Scroll titled "abolum calis" of Mass Banishment
         When read, it removes all non-unique monsters within 20 squares, d
         ealing you damage in the process.
    f) 3 Scrolls titled "expio quo" of Rune of Protection
         When read, it inscribes a glyph of warding beneath you, which mons
         ters cannot move onto.
    g) 3 Birch Staffs of Speed (18 charges)
         When used, it hastens you for 2d10+20 turns.
    h) a Jade Ring of Constitution (+6)
         +6 constitution.
         Sustains constitution.
         
    i) an Adamantite Ring of Speed (+12)
         +12 speed.
         
    j) a Calcite Ring of Acid [+15]
         Provides resistance to acid.
         Cannot be harmed by acid.
         
         When activated, it grants acid resistance for d20+20 turns and cre
         ates an acid ball of damage 70.
         It takes d50+50 turns to recharge after use.
    k) a Bronze Amulet of Trickery (+4)
         +4 dexterity, stealth, searching, infravision, speed.
         Provides resistance to poison, nexus.
         Sustains dexterity.
         
    l) The Palantir of Westernesse (+2) (charging)
         +2 intelligence, wisdom, searching, infravision.
         Provides resistance to blindness, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.
         Grants the ability to see invisible things.
         Aggravates creatures nearby.
         Drains experience.
         
         When activated, it maps the entire level and detects objects, trap
         s, doors, and stairs.
         It takes 50 turns to recharge after use.
         Radius 3 light.
    m) The Chain Mail of Arvedui (-2) [14,+15] (+2)
         +2 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, shards, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    n) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
         +2 strength, dexterity.
         Provides resistance to acid, lightning, fire, cold, fear, 
         confusion, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         
    o) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
         +4 stealth.
         Provides resistance to acid, lightning, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it teleports you randomly up to 10 squares away.
         It takes 2 turns to recharge after use.
    p) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
         +4 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, dark, 
         disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it removes all non-unique monsters represented by 
         a chosen symbol from the level, dealing you damage in the process.
         It takes 500 turns to recharge after use.
    q) The Leather Shield of the Haradrim [4,+15] (+2)
         +2 strength, constitution.
         Provides resistance to poison, fear, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, constitution.
         Aggravates creatures nearby.
         
         When activated, it puts you in a berserker rage for d50+50 turns.
         It takes 50 turns to recharge after use.
    r) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
         +5 dexterity.
         Provides resistance to confusion, nether, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Prevents paralysis.
         
         When activated, it cures you of fear and poison.
         It takes 5 turns to recharge after use.
    s) The Short Sword 'Sting' (1d6) (+7,+8) (+2) {@w2}
         +2 strength, dexterity, constitution, speed, attack speed.
         Provides resistance to fear, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         Radius 1 light.
         With this weapon, you would currently get 8 blows per round.  Each
         blow will do an average damage of 51 against animals, 51 against
         evil creatures, 54.5 against orcs, 54.5 against undead, and 47.5
         against normal creatures.
    t) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
         +3 strength, constitution, stealth.
         Provides resistance to acid, lightning, fire, cold, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 87.5 against orcs, 87.5 against
         trolls, 87.5 against demons, and 60.5 against normal creatures.
    u) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
         +2 dexterity, speed, shooting power.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         
    
    
      [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)

    Leave a comment:


  • Pete Mack
    replied
    Once you are ready to stop using Bard to kill Wyrms:

    Belthronding -- Rdis
    Caspanion -- CON + RConf
    Numenor -- Speed + resists + some critical DEX (for 6 blows)


    But you can't do that until you get a decent melee weapon. Surely you've seen some higher damage ego weapons by now? What you have are mostly rubbish.

    Leave a comment:


  • Flee
    replied
    thanks for posting guys each little gem of knowledge helps me learn faster
    and i love 2 see how others play and think

    i have learned 2 dance got this nice ring of power off the phoenix after a pillar dance where they didnt even hit me once

    i tend 2 dig myself a tunnel when i 1st get a 2 new lvl(after i detect ofcourse) 2 lure uniques with the promise of candy(i dig a pillar at the start of the tunnel then the zig zag 2 stop summons getting you) that way when i find a new unique that i dont know much about i can lure him in and pillar dance or hide in my tunnel as is needed lol (this has helped me learn so much about all the new things lurking down deep)

    anyways i talk 2 much... time for the lastest dump from Silva and that nice ring of power she got

    Code:
    [Angband 3.1.0 beta Character Dump]
    
     Sex    Female       Age            127   STR:  18/88  +1  +5 +18 18/***
     Race   High-Elf     Height          68   INT:  18/82  +3  -2  +4 18/132
     Class  Warrior      Weight         162   WIS:  18/48  -1  -2  +4  18/58
     Title  Hero         Social      Lordly   DEX:  18/81  +3  +2  +4 18/171
     HP     912/912      Maximize         Y   CON:  18/44  +1  +2 +10 18/174
     SP     0/0                               CHR:  18/77  +5  -1  +6 18/177
    
    
     Level               44   Armor   [55,+123]     Saving Throw         86%
     Cur Exp        4661658   Fight   (+37,+30)     Stealth           Superb
     Max Exp        4661658   Melee   (+42,+50)     Fighting       Legendary
     Adv Exp        4800000   Shoot   (+54,+19)     Shooting       Legendary
     MaxDepth   4850' (L97)   Blows      6/turn     Disarming            89%
     Turns           858053   Shots      1/turn     Magic Device      Superb
     Gold           1299091   Infra       70 ft     Perception       1 in 24
     Burden       139.7 lbs   Speed          31     Searching            27%
    
     You are one of several children of a Telerin Archer.  You have light
     grey eyes, straight brown 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 Pick of Erebor (3d4) (+5,+20) (+5) {@w1}
         +5 strength, constitution, tunneling.
         Provides resistance to light, dark, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength.
         Radius 1 light.
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 72.5 against orcs, 72.5 against
         trolls, 72.5 against demons, 72.5 against acid-vulnerable
         creatures, and 57.5 against normal creatures.
    b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
         +2 dexterity, speed, shooting power.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
    c) an Adamantite Ring of Speed (+12)
         +12 speed.
    d) 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 200 turns to recharge after use.
    e) The Necklace of the Dwarves (+3)
         +3 strength, constitution, infravision.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         Radius 1 light.
    f) The Star of Elendil {@A2}
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         When activated, it maps the area around you in a 30-radius circle.
         It takes 50 turns to recharge after use.
         Radius 3 light.
    g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
         +4 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, dark, 
         disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it removes all non-unique monsters represented by 
         a chosen symbol from the level, dealing you damage in the process.
         It takes 500 turns to recharge after use.
    h) an Elven Cloak of Aman [6,+33] (+5 stealth)
         +5 stealth.
         Provides resistance to shards.
         Cannot be harmed by acid, electricity, fire, cold.
    i) a Small Metal Shield of Elvenkind [4,+18] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
    j) The Iron Helm 'Holhenneth' [5,+10] (+2) {@A1}
         +2 intelligence, wisdom, searching.
         Provides resistance to blindness, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         When activated, it detects treasure, objects, traps, doors, stairs, k) a Set of Gauntlets of Power (+5,+2) [3,+5] (+4)
    l) The Pair of Leather Boots of Feanor [2,+20] (+15)
    
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it hastens you for d20+20 turns.
         It takes 200 turns to recharge after use.
    
    
      [Character Inventory]
    
    a) a Ration of Food
    b) 5 Pieces of Elvish Waybread
    c) 8 Viscous Pink Potions of Cure Critical Wounds
    d) 15 Scrolls titled "obdo indus" of Phase Door
    e) a Scroll titled "us tinfinve" of Teleport Level
    f) 2 Scrolls titled "comicis empouf" of *Destruction*
    g) a Mithril Rod of Restoration
         Cannot be harmed by electricity.
    h) a Copper Rod of Teleport Other
    i) a Lead Rod of Recall {@z7}
         Cannot be harmed by electricity.
    j) 2 Cast Iron Rods of Identify {@z5}
         Cannot be harmed by electricity.
    k) 5 Zirconium Wands of Teleport Other (26 charges)
    l) an Elm Staff of *Destruction* (3 charges)
    m) a Pine Staff of Teleportation (6 charges)
    n) The Mace 'Taratol' (3d4) (+12,+12) {@w1}
         Provides immunity to lightning.
         Provides resistance to lightning.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it hastens you for d20+20 turns.
         It takes 100 turns to recharge after use.
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 64.5 against
         electricity-vulnerable creatures, 79.5 against dragons, and 49.5
         against normal creatures.
    o) 37 Arrows of Slay Evil (1d4) (+12,+13)
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 345 against
         evil creatures, 517.5 against dragons, and 172.5 against normal
         creatures.
         35% chance of breaking upon contact.
    p) 23 Mithril Arrows of Wounding (3d4) (+16,+20)
         Cannot be harmed by acid, fire.
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 697.5 against
         dragons, and 232.5 against normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) a Dark Green 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.
    b) 4 Smoky Potions of Life
         When ingested, it restores 5000 hit points, restores experience an
         d stats, heals cut damage, and cures stunning, poison, blindness, 
         and confusion.
         It can be thrown at creatures with damaging effect.
    c) 3 Orange Potions of Speed
         When ingested, it hastens you for 2d10+20 turns.
    d) 3 Scrolls titled "ma adeprego as" of *Remove Curse*
         When read, it removes all curses from all equipped items.
    e) a Scroll titled "expio quo" of Rune of Protection
         When read, it inscribes a glyph of warding beneath you, which mons
         ters cannot move onto.
    f) 2 Birch Staffs of Speed (12 charges)
         When used, it hastens you for 2d10+20 turns.
    g) a Jade Ring of Constitution (+6)
         +6 constitution.
         Sustains constitution.
         
    h) a Calcite Ring of Acid [+15]
         Provides resistance to acid.
         Cannot be harmed by acid.
         
         When activated, it grants acid resistance for d20+20 turns and cre
         ates an acid ball of damage 70.
         It takes d50+50 turns to recharge after use.
    i) The Ring of Tulkas (+4)
         +4 strength, dexterity, constitution.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it hastens you for d75+75 turns.
         It takes 150 turns to recharge after use.
    j) The Chain Mail of Arvedui (-2) [14,+15] (+2)
         +2 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, shards, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    k) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
         +3 intelligence, wisdom, constitution.
         Provides resistance to acid, poison, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it destroys all traps and doors surrounding you.
         It takes 10 turns to recharge after use.
    l) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
         +2 strength, dexterity.
         Provides resistance to acid, lightning, fire, cold, fear, 
         confusion, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         
    m) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
         +4 stealth.
         Provides resistance to acid, lightning, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it teleports you randomly up to 10 squares away.
         It takes 2 turns to recharge after use.
    n) 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.
         
    o) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
         +3 dexterity, speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
    p) a Leather Shield of Preservation [6,+17]
         Provides resistance to blindness, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, dexterity, constitution.
         Stops experience drain.
         
    q) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    r) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
         +3 intelligence, dexterity, charisma, searching, speed.
         Provides resistance to cold, light, dark, blindness, sound, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         Radius 1 light.
    s) The Short Sword 'Sting' (1d6) (+7,+8) (+2) {@w2}
         +2 strength, dexterity, constitution, speed, attack speed.
         Provides resistance to fear, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         Radius 1 light.
         With this weapon, you would currently get 8 blows per round.  Each
         blow will do an average damage of 45 against animals, 45 against
         evil creatures, 48.5 against orcs, 48.5 against undead, and 41.5
         against normal creatures.
    t) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
         +3 strength, constitution, stealth.
         Provides resistance to acid, lightning, fire, cold, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 81.5 against orcs, 81.5 against
         trolls, 81.5 against demons, and 54.5 against normal creatures.
    u) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
         Provides resistance to acid, lightning, fire, cold.
         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 74 against animals, 74 against
         evil creatures, 87.5 against demons, and 60.5 against normal
         creatures.
    v) 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.
         
    w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
         +1 dexterity, stealth, speed, shooting speed.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
    
    
      [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)
    ps. any advice about my gear please let me know

    Leave a comment:


  • Pete Mack
    replied
    Erebor works as a melee weapon against Sauron, but not without a lot more damage from gloves, amulet, and rings. (Same for Sting.)

    Leave a comment:


  • PowerDiver
    replied
    I was going to tell you to attack Sauron now!, but I just realized you have a warrior without a decent weapon. Are you killing the high-value targets with branded ammo? If so, you might want to switch to Theoden for ESP. You should carry Taratol as a swap.

    Watch out for Vecna. If you fight, don't try to save your consumables for later or there may be no later.

    Leave a comment:


  • Pete Mack
    replied
    With Bard, even ordinary arrows do huge damage against Dragons. I was thinking of some Demons, and especially Huan and the Tarrasque. You can save the Slay Evil arrows for Morgoth, and Acid-brand for Sauron.

    Also, with Feanor, you are likely to be able to give up speed rings (in favor of the 3 elven rings.) That will also let you get rid of the RoCON. Try to use potions (available on dl 1), staffs, and device for when you need speed above 20. You should be accumulating them in any case--you will want extra speed against Sauron and Morgoth.


    And that is a very nice character -- cl 38, dl 4900, with Bard and Feanor.

    Leave a comment:


  • Flee
    replied
    Originally posted by Pete Mack
    Use them, but use them wisely.
    With Bard they do massive damage against the right targets.
    would those targets be part of the dragon family by any chance?

    anyways Silva is still going well. hanging out at 4900' looking for gear

    Code:
    [Angband 3.1.0 beta Character Dump]
    
     Sex    Female       Age            127   STR:  18/67  +1  +5 +16 18/***
     Race   High-Elf     Height          68   INT:     18  +3  -2  +2  18/30
     Class  Warrior      Weight         162   WIS:     18  -1  -2  +2     17
     Title  Champion     Social      Feared   DEX:  18/72  +3  +2  +2 18/142
     HP     922/922      Maximize         Y   CON:  18/44  +1  +2 +14 18/214
     SP     0/0                               CHR:  18/48  +5  -1  +4 18/128
    
    
     Level               38   Armor   [50,+102]     Saving Throw         78%
     Cur Exp        1549883   Fight   (+26,+22)     Stealth        Excellent
     Max Exp        1549883   Melee   (+31,+42)     Fighting       Legendary
     Adv Exp        1700000   Shoot   (+43,+19)     Shooting       Legendary
     MaxDepth   4900' (L98)   Blows      5/turn     Disarming            74%
     Turns           744230   Shots      1/turn     Magic Device      Superb
     Gold            545829   Infra       70 ft     Perception       1 in 24
     Burden       149.8 lbs   Speed          29     Searching            27%
    
     You are one of several children of a Telerin Archer.  You have light
     grey eyes, straight brown 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 Pick of Erebor (3d4) (+5,+20) (+5)
         +5 strength, constitution, tunneling.
         Provides resistance to light, dark, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength.
         Radius 1 light.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 64.5 against orcs, 64.5 against
         trolls, 64.5 against demons, 64.5 against acid-vulnerable
         creatures, and 49.5 against normal creatures.
    b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
         +2 dexterity, speed, shooting power.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
    c) an Adamantite Ring of Speed (+12)
         +12 speed.
    d) a Jade Ring of Constitution (+6)
         +6 constitution.
         Sustains constitution.
    e) The Necklace of the Dwarves (+3)
         +3 strength, constitution, infravision.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         Radius 1 light.
    f) The Star of Elendil {@A2}
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         When activated, it maps the area around you in a 30-radius circle.
         It takes 50 turns to recharge after use.
         Radius 3 light.
    g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
         +4 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, dark, 
         disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it removes all non-unique monsters represented by 
         a chosen symbol from the level, dealing you damage in the process.
         It takes 500 turns to recharge after use.
    h) a Cloak of Protection [1,+22]
         Provides resistance to shards.
         Cannot be harmed by acid, electricity, fire, cold.
    i) a Small Metal Shield of Elvenkind [4,+18] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
    j) The Iron Helm 'Holhenneth' [5,+10] (+2) {@w1@A1!!}
         +2 intelligence, wisdom, searching.
         Provides resistance to blindness, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         When activated, it detects treasure, objects, traps, doors, stairs, k) a Set of Gauntlets of Power (+5,+2) [3,-2] (+4)
    l) The Pair of Leather Boots of Feanor [2,+20] (+15)
    
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it hastens you for d20+20 turns.
         It takes 200 turns to recharge after use.
    
    
      [Character Inventory]
    
    a) 4 Pieces of Elvish Waybread
    b) 24 Viscous Pink Potions of Cure Critical Wounds
    c) a Violet Speckled Potion of Healing
    d) 15 Scrolls titled "obdo indus" of Phase Door
    e) a Scroll titled "acio quo me" of Teleportation
    f) a Scroll titled "us tinfinve" of Teleport Level
    g) 6 Scrolls titled "prius humacto" of Word of Recall
    h) a Copper Rod of Teleport Other
    i) a Lead Rod of Recall {@z7}
         Cannot be harmed by electricity.
    j) a Cast Iron Rod of Identify {@z5}
         Cannot be harmed by electricity.
    k) 3 Zirconium Wands of Teleport Other (21 charges)
    l) 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.
    m) a Jewel Encrusted Crown of Telepathy [0,+9] {@w1}
         Cannot be harmed by acid.
         Grants telepathy.
    n) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
         +3 strength, constitution, speed.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
    o) The Broad Sword 'Aeglin' (2d5) (+12,+16) (+1)
         +1 searching.
         Provides resistance to lightning, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.
         Slows your metabolism.
         Radius 1 light.
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 56 against orcs, 56 against
         trolls, 56 against giants, 56 against electricity-vulnerable
         creatures, and 44 against normal creatures.
    p) 32 Arrows of Flame (1d4) (+16,+14)
         Cannot be harmed by fire.
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 532.5 against
         dragons, 532.5 against fire-vulnerable creatures, and 177.5
         against normal creatures.
         35% chance of breaking upon contact.
    q) 10 Seeker Arrows of Wounding (4d4) (+17,+15) {@f1}
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 660 against
         dragons, and 220 against normal creatures.
         35% chance of breaking upon contact.
    r) 25 Mithril Arrows of Slay Evil (3d4) (+13,+18)
         Cannot be harmed by acid, fire.
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 445 against
         evil creatures, 667.5 against dragons, and 222.5 against normal
         creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) a Dark Green 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.
    b) a Smoky 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.
    c) 4 Scrolls titled "ma vercus" of Recharging
         When read, it tries to recharge a wand or staff, destroying the wa
         nd or staff on failure.
    d) a Mithril Rod of Restoration
         Cannot be harmed by electricity.
         
         When used, it restores all your stats and your experience points.
         It takes 1000 turns to recharge after use.
    e) a Jade Ring of Constitution (+4)
         +4 constitution.
         Sustains constitution.
         
    f) an Adamantite Ring of Speed (+7)
         +7 speed.
         
    g) a Calcite Ring of Acid [+12]
         Provides resistance to acid.
         Cannot be harmed by acid.
         
         When activated, it grants acid resistance for d20+20 turns and cre
         ates an acid ball of damage 70.
         It takes d50+50 turns to recharge after use.
    h) The Amulet of Carlammas (+2)
         +2 constitution.
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it grants you protection from evil for 1d25 plus 3 
         times your character level turns.
         It takes 225 turns to recharge after use.
    i) 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 10 turns to recharge after use.
         Radius 3 light.
    j) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
         +3 intelligence, wisdom, constitution.
         Provides resistance to acid, poison, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it destroys all traps and doors surrounding you.
         It takes 10 turns to recharge after use.
    k) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
         +2 strength, dexterity.
         Provides resistance to acid, lightning, fire, cold, fear, 
         confusion, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         
    l) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
         +3 dexterity, speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
    m) a Leather Shield of Preservation [6,+17]
         Provides resistance to blindness, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, dexterity, constitution.
         Stops experience drain.
         
    n) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    o) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
         +3 intelligence, dexterity, charisma, searching.
         Provides resistance to acid, fire, shards, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
    p) The Metal Cap of Thengel [3,+12] (+3)
         +3 wisdom, charisma.
         Provides resistance to confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    q) 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.
    r) 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 8 turns to recharge after use.
    s) The Short Sword 'Sting' (1d6) (+7,+8) (+2) {@w2}
         +2 strength, dexterity, constitution, speed, attack speed.
         Provides resistance to fear, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         Radius 1 light.
         With this weapon, you would currently get 8 blows per round.  Each
         blow will do an average damage of 37 against animals, 37 against
         evil creatures, 40.5 against orcs, 40.5 against undead, and 33.5
         against normal creatures.
    t) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
         +3 wisdom, constitution.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.
         Grants telepathy.
         
         When activated, it drains up to 120 hit points of life from a targ
         et creature.
         It takes 40 turns to recharge after use.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 53 against dragons, and 39
         against normal creatures.
    u) The Mace 'Taratol' (3d4) (+12,+12) {@w2}
         Provides immunity to lightning.
         Provides resistance to lightning.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it hastens you for d20+20 turns.
         It takes 100 turns to recharge after use.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 56.5 against
         electricity-vulnerable creatures, 71.5 against dragons, and 41.5
         against normal creatures.
    v) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
         +1 dexterity, stealth, speed, shooting speed.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
    
    
      [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)

    Leave a comment:


  • Pete Mack
    replied
    Use them, but use them wisely. (Arrows of venom aren't useful against Morgoth and Sauron, and are only effective against a small number of uniques.)
    With Bard they do massive damage against the right targets. If those targets drop some endgame quality weapon, you won't need the arrows anymore.

    Leave a comment:


  • Flee
    replied
    ok thanks for the help

    ok next question lol
    just now i found 23 seeker arrows of venom (4d4) (+11+9)
    do i want 2 be saving them or just use em?

    Leave a comment:


  • Pete Mack
    replied
    Actually, the Ring of Lightning is giving you about +3.5 dam/blow against most creatures, because Sting already has slay evil. Leave it at home until you start using a weapon with really big dice--branding rings can have a big effect then

    Leave a comment:


  • Flee
    replied
    Originally posted by Pete Mack
    How many HP does that RoCON give you? There's a big advantage to 550 HP, because that's the max damage that nether breath can do. And 500 is the max for a whole lot of other higher resists.

    I'd rank that above the +8 damage/blow the Ring of Lightning gives you with Sting. You can do just about as much damage with enchanted arrows and Bard anyway.
    531

    so i should swap it for the lightning ring? or the damage ring? i would drop the lightning ring if it was up 2 me lol

    edit 2 add god im blind or blonde... didnt see the second half of your post lol

    Leave a comment:


  • Pete Mack
    replied
    How many HP does that RoCON give you? There's a big advantage to 550 HP, because that's the max damage that nether breath can do. And 500 is the max for a whole lot of other higher resists.

    I'd rank that above the +8 damage/blow the Ring of Lightning gives you with Sting. You can do just about as much damage with enchanted arrows and Bard anyway.

    Leave a comment:


  • Flee
    replied
    new dump

    Code:
     [Angband 3.1.0 beta Character Dump]
    
     Sex    Female       Age            127   STR:     17  +1  +5  +7 18/120
     Race   High-Elf     Height          68   INT:     14  +3  -2  +0     15
     Class  Warrior      Weight         162   WIS:     15  -1  -2  +0     12
     Title  Commando     Social  Role model   DEX:     17  +3  +2  +4  18/80
     HP     483/483      Maximize         Y   CON:     18  +1  +2  +3  18/60
     SP     0/0                               CHR:     16  +5  -1  +0  18/20
    
    
     Level               32   Armor    [38,+81]     Saving Throw         71%
     Cur Exp         326570   Fight   (+13,+20)     Stealth        Excellent
     Max Exp         326570   Melee   (+20,+28)     Fighting       Legendary
     Adv Exp         400000   Shoot   (+30,+19)     Shooting       Legendary
     MaxDepth   2800' (L56)   Blows      6/turn     Disarming            64%
     Turns           491003   Shots      1/turn     Magic Device      Superb
     Gold            132840   Infra       50 ft     Perception       1 in 19
     Burden       123.2 lbs   Speed          12     Searching            32%
    
     You are one of several children of a Telerin Archer.  You have light
     grey eyes, straight brown 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 Short Sword 'Sting' (1d6) (+7,+8) (+2)
         +2 strength, dexterity, constitution, speed, attack speed.
         Provides resistance to fear, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         Radius 1 light.
         With this weapon, you would currently get 6 blows per round.  Each
         blow will do an average damage of 35 against animals, 35 against
         evil creatures, 38.5 against orcs, 38.5 against undead, and 31.5
         against normal creatures.
    b) The Long Bow of Bard (x3) (+17,+19) (+2)
         +2 dexterity, speed, shooting power.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
    c) an Opal Ring of Lightning [+17]
         Provides resistance to lightning.
         Cannot be harmed by electricity.
         When activated, it grants electricity resistance for d20+20 turns 
         and creates a lightning ball of damage 85.
         It takes d50+50 turns to recharge after use.
    d) an Engagement Ring of Damage (+0,+10)
    e) a Carved Oak Amulet of Searching (+3)
         +3 searching.
    f) The Star of Elendil {@A2}
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         When activated, it maps the area around you in a 30-radius circle.
         It takes 50 turns to recharge after use.
         Radius 3 light.
    g) Partial Plate Armour (Dwarven) (-3) [22,+12] (+1)
         +1 strength, constitution, infravision.
         Cannot be harmed by acid, fire.
         Prevents paralysis.
    h) a Fur Cloak [3,+1]
    i) a Small Metal Shield of Elvenkind [4,+18] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
    j) a Jewel Encrusted Crown of Telepathy [0,+9] {@w1}
         Cannot be harmed by acid.
         Grants telepathy.
    k) a Set of Gauntlets of Power (+5,+2) [3,+10] (+4)
         +4 strength.
    l) a Pair of Steel Shod Boots of Speed [6,+10] (+8)
         +8 speed.
    
    
      [Character Inventory]
    
    a) 10 Rations of Food
    b) 4 Viscous Pink Potions of Cure Critical Wounds
    c) 3 Orange Potions of Speed
    d) 15 Scrolls titled "obdo indus" of Phase Door
    e) a Scroll titled "acio quo me" of Teleportation
    f) 2 Scrolls titled "us tinfinve" of Teleport Level
    g) 20 Scrolls titled "pra me brus" of Identify {@r1}
    h) 6 Scrolls titled "prius humacto" of Word of Recall
    i) a Lead Rod of Recall {@z7}
         Cannot be harmed by electricity.
    j) 2 Zirconium Wands of Teleport Other (6 charges)
    k) an Elm Staff of *Destruction* (6 charges)
    l) a Redwood Staff of Detect Evil (13 charges) {@u1}
    m) a Pine Staff of Teleportation (7 charges)
    n) The Iron Helm 'Holhenneth' [5,+10] (+2) {@w1@A1!!}
         +2 intelligence, wisdom, searching.
         Provides resistance to blindness, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.
         When activated, it detects treasure, objects, traps, doors, stairs, o) 6 Arrows of Slay Dragon (1d4) (+11,+7) {@f1}
    
         . against dragons, and 142.5 against normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) a Metallic Blue Potion of Restore Life Levels
         When ingested, it restores your experience.
    b) 25 Scrolls titled "obdo indus" of Phase Door
         When read, it teleports you randomly up to 10 squares away.
    c) 7 Scrolls titled "us tinfinve" of Teleport Level
         When read, it teleports you one level up or down.
    d) 15 Scrolls titled "pra me brus" of Identify {@r1}
         When read, it reveals to you the extent of an item's magical power
         s.
    e) 81 Scrolls titled "pra me brus" of Identify
         When read, it reveals to you the extent of an item's magical power
         s.
    f) 2 Scrolls titled "ma vercus" of Recharging
         When read, it tries to recharge a wand or staff, destroying the wa
         nd or staff on failure.
    g) a Copper-Plated Rod of Treasure Location {@z3}
         When used, it detects all gold and objects on the level.
         It takes 50 turns to recharge after use.
    h) 2 Nickel Rods of Door/Stair Location {@z2}
         When used, it detects all doors and stairs on the level.
         It takes 70 turns to recharge after use.
    i) 2 Silver-Plated Rods of Trap Location {@z1}
         When used, it detects all traps in the surrounding area.
         It takes 50 turns to recharge after use.
    j) 3 Zirconium Wands of Teleport Other (17 charges)
         When aimed, it teleports a target monster away.
    k) a Redwood Staff of Detect Evil (14 charges) {@u1}
         When used, it detects all evil creatures in the immediate area.
    l) a Pine Staff of Teleportation (7 charges)
         When used, it teleports you randomly up to 100 squares away.
    m) a Jade Ring of Constitution (+3)
         +3 constitution.
         Sustains constitution.
         
    n) a Tortoise Shell Ring of Ice [+12]
         Provides resistance to cold.
         Cannot be harmed by cold.
         
         When activated, it grants cold resistance for d20+20 turns and cre
         ates a cold ball of damage 75.
         It takes d50+50 turns to recharge after use.
    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 10 turns to recharge after use.
         Radius 3 light.
    p) Metal Scale Mail of Resistance (-2) [12,+20]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         
    q) a Leather Shield of Elvenkind [6,+15] (+2 stealth)
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold, nether.
         Cannot be harmed by acid, electricity, fire, cold.
         
    r) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    s) 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.
    t) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
         +3 strength, constitution, speed.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
    
    
      [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)
    well i have covered the basics now plus rposion (and rconf if i need it with my holhenneth swap), using the crown with esp & holhenneth as a swap for the detection activation(plus rconf if i need it)... just trying 2 get deeper right now... but i dont know alot of the monsters down deeper so im doing a lot of running away

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