Advice on which items to carry

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  • gglibertine
    Adept
    • Dec 2007
    • 234

    Advice on which items to carry

    I'm doing pretty well, but I'm struggling with which weapon/armour to use at this point because I have so many options. Any advice from seasoned veterans?

    Code:
        
    [Angband 4.2.5 Character Dump]
    
     Name   Amar         Age             40          Self  RB  CB  EB   Best
     Race   Dwarf        Height        4'6"   STR! 18/100  +2  +1  +9 18/***
     Class  Paladin      Weight     9st 8lb   INT! 18/100  -3  -3  +0  18/40
     Title  Paladin Lord Turns used:          WIS! 18/100  +2  +1  +4 18/170
     HP     1030/1030    Game       1720516   DEX! 18/100  -2  -1  +5 18/120
     SP     353/353      Standard    296999   CON! 18/100  +2  +2  +6 18/200
                         Resting     106657
    
     Level                 47    Armor      [27,+97]    Saving Throw     99%
     Cur Exp          3983652                           Stealth         Good
     Max Exp          3983652    Melee       4d6,+54    Disarm - phys.  100%
     Adv Exp          4200000    To-hit       89,+37    Disarm - magic   73%
                                 Blows      4.7/turn    Magic Devices     83
     Gold              616771                           Searching        68%
     Burden          199.6 lb    Shoot to-dam    +23    Infravision    70 ft
     Overweight       19.7 lb    To-hit       63,+37    Speed      16 (2.6x)
     Max Depth    2800' (L56)    Shots      1.0/turn
    
     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 two foot beard,
     and a dark complexion.
    
    Resistances         Abilities
     Acid:........+.... pFear:+........+...
     Elec:+...+...+.... pBlnd:.....++.....+
     Fire:+.*.......... pConf:.........+...
     Cold:+.....+.+.... pStun:.........+...
     Pois:..+.......... HLife:..+...+......
    Light:....+........ Regen:+............
     Dark:..+..+.......   ESP:.............
    Sound:.........+... S.Inv:+.+..+.+.....
    Shard:............. FrAct:+............
    Nexus:......+...... Feath:.............
    Nethr:..+.+........ S.Dig:+............
    Chaos:............. TrpIm:.............
    Disen:+...+........ Bless:+............
    
    Hindrances          Modifiers
    ImpHP:............. Stea.:..+.....+....
    ImpSP:............. Sear.:.............
     Fear:............. Infra:....+.......+
    Aggrv:............. Tunn.:............+
    NoTel:............. Speed:......++...+.
    DrExp:............. Blows:.............
    Stick:............. Shots:.............
    Fragl:............. Might:.+...........
                        Light:.....+.......
                        D.Red:.............
                        Moves:.............
    
    
      [Character Equipment]
    
    a) the Glaive of Gorgon (4d6) (+12,+18) [+4] (charging)
         Dropped by The Phoenix at 2700 feet (level 54)
        
         Slays undead (powerfully), dragons (powerfully), demons, trolls.
         Branded with weak cold.
         Provides resistance to lightning, fire, cold, disenchantment.
         Provides protection from fear.
         Cannot be harmed by acid, fire.
         Sustains constitution.
         Slows your metabolism.  Speeds regeneration.  Grants the ability
         to see invisible things.  Prevents paralysis.  Blessed by the gods
         (combat bonuses for holy casters).  
        
         When activated, it tries to recharge a wand or staff, destroying
         the wand or staff on failure.
         Takes 234 to 286 turns to recharge at your current speed.
         Your chance of success is 96.2%
        
         Combat info:
         4.7 blows/round.
         With +0 STR and +3 DEX you would get 5.0 blows
         Average damage/round: 654.9 vs undead and dragons, 502.7 vs demons
         and trolls, 426.6 vs creatures not resistant to cold, and 350.6
         vs. others.
        
    b) a Heavy Crossbow of Extra Might (x5) (+12,+23) <+1>
         Dropped by a young black dragon at 2750 feet (level 55)
        
         +1 shooting power.
        
    c) the Ring of Andor <+6, +3>
         Found lying on the floor in a vault at 2400 feet (level 48)
        
         +6 constitution.
         +3 stealth.
         Provides immunity to fire.
         Provides resistance to poison, dark, nether.
         Cannot be harmed by lightning.
         Grants the ability to see invisible things.  Sustains your life
         force.  
        
    d) a Ring of Damage (+0,+13)
         Dropped by a shadow at 2700 feet (level 54)
        
    e) the Jewel 'Goros' <+4, +2>
         Dropped by a gorgon at 2400 feet (level 48)
        
         +4 wisdom.
         +2 infravision.
         Provides resistance to lightning, light, nether, disenchantment.
        
    f) the Star 'Arsir' <+3>
         Found lying on the floor in a vault at 1200 feet (level 24)
        
         +3 light.
         Provides resistance to dark.
         Provides protection from blindness.
         Cannot be harmed by fire.
         Grants the ability to see invisible things.  
         Intensity 3 light.
        
         When activated, it maps the area around you.
         Takes 132 to 260 turns to recharge at your current speed.
         Your chance of success is 96.4%
        
    g) the Studded Leather Armour of Minare (-1) [12,+17] <+4>
         Found lying on the floor in a pit at 800 feet (level 16)
        
         +4 speed.
         Provides resistance to cold, nexus.
         Provides protection from blindness.
         Cannot be harmed by acid, fire.
         Sustains your life force.  
        
    i) the Fur Cloak of Annathil [3,+13] <+3>
         Found under some rubble at 1500 feet (level 30)
        
         +3 speed.
         Cannot be harmed by acid, fire.
         Grants the ability to see invisible things.  
        
         When activated, it restores some mana but also drains either your
         strength or constitution.
         Takes 106 to 117 turns to recharge at your current speed.
         Your chance of success is 95.1%
        
    m) the Leather Shield of Belth [8,+16] <+4, +5, +3>
         Found lying on the floor in a vault at 2400 feet (level 48)
        
         +4 strength.
         +5 dexterity.
         +3 stealth.
         Provides resistance to acid, lightning, cold.
         Cannot be harmed by acid.
        
         When activated, it restores your intelligence.
         Takes 169 to 187 turns to recharge at your current speed.
         Your chance of success is 95.8%
        
    n) a Golden Crown of Serenity [0,+13]
         Dropped by a great crystal drake at 2500 feet (level 50)
        
         Provides resistance to sound.
         Provides protection from fear, confusion, stunning.
         Cannot be harmed by acid.
        
    o) a Set of Gauntlets of Power (+1,+1) [3,+12] <+5>
         Found lying on the floor at 700 feet (level 14)
        
         +5 strength.
        
    p) a Pair of Leather Sandals of Speed [1,+14] <+10>
         Dropped by a nether wraith at 2750 feet (level 55)
        
         +10 speed.
        
    
    
    
    
      [Character Inventory]
    
    a) 4 Holy Books of Prayers [Novice's Handbook]
        
         You can read this book.
        
    b) a Holy Book of Prayers [Healing and Sanctuary]
         Cannot be harmed by fire.
        
         You can read this book.
        
    c) a Holy Book of Prayers [Battle Blessings]
         Cannot be harmed by fire.
        
         You can read this book.
        
    d) 4 Mushrooms of Second Sight
    e) a Mushroom of Vigor
    f) 8 Potions of Healing
    g) 8 Potions of *Healing*
         It can be thrown at creatures with damaging effect.
        
    i) 14 Potions of Restore Mana
    m) 6 Potions of Restore Life Levels
    n) 11 Potions of Speed
    o) 23 Scrolls of Phase Door
    p) 3 Scrolls of Banishment
    q) 3 Scrolls of Recharging
    r) 3 Wands of Teleport Other (12 charges)
    s) 3 Staves of Slow Monsters (11 charges)
    t) 2 Staves of Dispel Evil (10 charges)
    u) 4 Staves of Teleportation (26 charges)
    v) a Staff of Speed (6 charges)
    w) the Short Sword of Elennien (7d7) (+13,+14) <+1>
         Dropped by a stiffbeard sorcerer at 2700 feet (level 54)
        
         +1 intelligence.
         Slays undead (powerfully).
         Cannot be harmed by acid.
        
         When activated, it fires a line of light in all directions, each
         dealing 6d8 damage, which your device skill increases by 14% for
         an average of 30.7 damage.
         Takes 106 to 117 turns to recharge at your current speed.
         Your chance of success is 93.4%
        
         Combat info:
         5.0 blows/round.
         Average damage/round: 1019.2 vs undead and 404.2 vs. others.
        
    
    
    
    
      [Character Quiver]
    
    0) 12 Bolts (1d5) (+12,+13)
         Combat info:
         When fired, hits targets up to 160 feet away.
         Average damage/round: 204.8.
         20% chance of breaking upon contact.
        
    1) a Bolt of Slay Demon (1d5) (+12,+13)
         Slays demons.
        
         Combat info:
         When fired, hits targets up to 160 feet away.
         Average damage/round: 327.5 vs demons and 204.8 vs. others.
         20% chance of breaking upon contact.
        
    2) 3 Bolts of Wounding (1d5) (+16,+18)
         Combat info:
         When fired, hits targets up to 160 feet away.
         Average damage/round: 231.7.
         20% chance of breaking upon contact.
        
    3) 11 Seeker Bolts (4d5) (+13,+12)
         Combat info:
         When fired, hits targets up to 160 feet away.
         Average damage/round: 247.
         20% chance of breaking upon contact.
        
    4) 11 Seeker Bolts of Slay Dragon (4d6) (+12,+13)
         Slays dragons.
        
         Combat info:
         When fired, hits targets up to 160 feet away.
         Average damage/round: 419.8 vs dragons and 262.5 vs. others.
         20% chance of breaking upon contact.
        
    5) 12 Seeker Bolts of Slay Undead (4d5) (+14,+13)
         Slays undead.
        
         Combat info:
         When fired, hits targets up to 160 feet away.
         Average damage/round: 403.7 vs undead and 252.4 vs. others.
         20% chance of breaking upon contact.
        
    6) 17 Mithril Bolts of Slay Undead (3d6) (+14,+12)
         Slays undead.
         Cannot be harmed by acid.
        
         Combat info:
         When fired, hits targets up to 160 feet away.
         Average damage/round: 382.6 vs undead and 239.2 vs. others.
         20% chance of breaking upon contact.
        
    
    
      [Home Inventory]
    
    a) 9 Holy Books of Prayers [Healing and Sanctuary]
         Cannot be harmed by fire.
        
         You can read this book.
        
    b) 3 Holy Books of Prayers [Battle Blessings]
         Cannot be harmed by fire.
        
         You can read this book.
        
    c) 16 Potions of Healing
    d) 5 Wands of Teleport Other (23 charges)
    e) 5 Staves of Slow Monsters (12 charges)
    f) 8 Staves of Teleportation (59 charges)
    g) 3 Staves of Speed (12 charges)
    h) a Ring of Damage (+0,+11)
         Found lying on the floor at 1900 feet (level 38)
        
    i) the Ring 'Cirith'
         Found lying on the floor in a pit at 2400 feet (level 48)
        
         Provides resistance to acid, lightning, fire, cold, poison,
         disenchantment.
         Cannot be harmed by lightning.
         Prevents paralysis.  
        
         When activated, it detects gold and objects nearby.
         Takes 127 to 140 turns to recharge at your current speed.
         Your chance of success is 96.2%
        
    j) Multi-Hued Dragon Scale Mail of Craftsmanship [45,+29]
         Found lying on the floor in a vault at 2500 feet (level 50)
        
         Provides resistance to acid, lightning, fire, cold, poison.
        
    k) the Soft Leather Armour of Mornion [8,+17] <+3>
         Dropped by a priest at 1900 feet (level 38)
        
         +3 dexterity.
         Provides resistance to acid, lightning, fire, cold, chaos.
         Cannot be harmed by acid, fire.
         Grants telepathy.  
        
    l) the Long Sword of Nargolith (2d5) (+15,+13) [+5] <+3>
         Found lying on the floor of a cavern at 2700 feet (level 54)
        
         +3 wisdom.
         Slays undead, dragons, animals.
         Provides resistance to fire, light.
         Cannot be harmed by acid.
         Sustains strength.
         Blessed by the gods (combat bonuses for holy casters).  
        
         When activated, it casts a bolt of cold dealing 12d8 damage, which
         your device skill increases by 31% for an average of 70.7 damage.
         Takes 148 to 163 turns to recharge at your current speed.
         Your chance of success is 96.2%
        
         Combat info:
         5.0 blows/round.
         Average damage/round: 358.4 vs undead and dragons, 324.7 vs
         animals, and 291.1 vs. others.
        
    m) the Executioner's Sword of Elegil (4d5) (+14,+22) [+5] <+1>
         Found lying on the floor in a vault at 2400 feet (level 48)
        
         +1 light.
         Slays demons (powerfully), undead, dragons.
         Branded with weak cold.
         Provides resistance to acid, cold, chaos.
         Provides protection from stunning.
         Cannot be harmed by acid.
         Grants the ability to see invisible things.  Prevents paralysis.  
        
         Combat info:
         4.3 blows/round.
         With +0 STR and +3 DEX you would get 4.7 blows
         Average damage/round: 571 vs demons, 448.9 vs undead and dragons,
         387.8 vs creatures not resistant to cold, and 326.7 vs. others.
        
    n) a Short Bow of Lothl?rien (x3) (+15,+12) <+5, +1>
         Dropped by a young black dragon at 2200 feet (level 44)
        
         +5 dexterity.
         +1 shooting power.
         Cannot be harmed by acid, fire.
         Prevents paralysis.
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #2
    I would never use a melee weapon for Free Action unless playing a pure spellcaster, because I love to swap weapons. I'd want to wield the 7d7 weapon when planning my kit. Get your Free Action from the bow slot.

    ESP is really useful, if you don't rely on it to excess. So unless you are dying to mistakes made being overconfident with ESP in other games, I would use the ESP armor, even if it means going without nexus resistance. You could carry the nexus armor as a swap. Also it appears to be the way to get Chaos res. This is a no brainer.

    There is no point saving more than 1 ring of damage.

    Your speed is not that high. I don't think it is worth carrying the exec sword as a swap. It might be worth its weight, or a slot, but probably not both. I'd leave it home and avoid major demon battles until I could get more blows with it, but by then you'll presumably find something better. If you really want to hack demons now, not really a mistake to carry it, but I would not.

    The MHDSM always looks nice, but you rarely end up using it.

    Comment

    • Jbone
      Rookie
      • Mar 2024
      • 3

      #3
      Looks like you're doing pretty well, especially for dungeon level 50s. I'd probably equip the Executioner's Sword of Elegil for the Chaos resistance which will be very important soon.
      Also ESP & and a ring of speed will get you Morgoth ready. Other than that great job.

      Comment

      • gglibertine
        Adept
        • Dec 2007
        • 234

        #4
        I was doing pretty well, but then I died another stupid death. Someday, someday. I've made it all the way down, but I have yet to defeat Morgoth.

        Comment

        • Sky
          Veteran
          • Oct 2016
          • 2321

          #5
          i would have replaced the ring of damage with another RoS. when your base is +13 (WAAAAAY too low), going to +23 practically increases your DPS by 30%.
          370 vs everyone @ +13 speed is nowhere near enough.
          both rChaos and rShards have their own YASD, either via Gelugon breathing shards, or Great Chaos Wyrm; i think one of the Titans also breathes shards .. Chronos? and the Jabberwock can also breathe a huge amount of chaos.

          Personally i would have grinded more for better gear. Frankly killing a CL47 Paladin is quite an achievement, congratulations.
          "i can take this dracolich"

          Comment

          • Estie
            Veteran
            • Apr 2008
            • 2347

            #6
            Late to the party, but everyone is missing the elephant in the room:

            Paladin gets slay evil and demon from Battle Blessings, which turns that 7d7 short sword into endgame material with ~700 vs evil and 1k vs demons. All other weapons can be discarded.

            Comment

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