YACD - telepathy?

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  • ulrichvonbek
    Apprentice
    • Mar 2011
    • 82

    YACD - telepathy?

    I don't really want to give up the INT boost that Til-i-arc or Holhenneth provide, but I'd like Telepathy. I'm currently down at 2450' and avoiding anything that seems scary. ESP would make it easier to avoid nasties, but I'd have less mana for dealing with things I can handle.

    Also, I'm trying to decide if I can safely dump any of the weapons I've got at home to free up a little bit of space.

    [Angband 3.1.2v2 Character Dump]

    Name Eric Self RB CB EB Best
    Sex Male Age 18 STR: 18/80 +0 -5 +3 18/60
    Race Human Height 72 INT: 18 +0 +3 +11 18/140
    Class Mage Weight 221 WIS: 17 +0 +0 +2 18/10
    Title Conjurer Social Liked DEX: 17 +0 +1 +3 18/30
    HP 268/268 Maximize Y CON: 17 +0 -2 +5 18/20
    SP 197/197 CHR: 16 +0 +1 +0 17

    Level 34 Armor [32,+75] Saving Throw 63%
    Cur Exp 378597 Fight (+8,+7) Stealth Excellent
    Max Exp 378597 Melee (+18,+19) Fighting Excellent
    Adv Exp 455000 Shoot (+18,+14) Shooting Good
    MaxDepth 2450' (L49) Blows 1/turn Disarming 65%
    Game Turns 1160922 Shots 1/turn Magic Device 88
    Player Turns 139261 Infra 10 ft Perception 1 in 1
    Active Turns 78780 Speed 15 Searching 51%
    Gold 271227 Burden 162.4 lbs

    You are one of several children of a Serf. You are a credit to the
    family. You have brown eyes, straight black hair, and an average
    complexion.


    rAcid:........+.... rConf:.........+...
    rElec:........+.... Sound:.............
    rFire:++......+.... Shard:.............
    rCold:+.......+.... Nexus:.............
    rPois:............. Nethr:.............
    rFear:............. Chaos:.............
    rLite:........+.+.. Disen:.............
    rDark:........+.... S.Dig:+............
    rBlnd:........++... Feath:...........+.

    Light:..........+.. Aggrv:.............
    Regen:............. Stea.:.......+...+.
    ESP:............. Sear.:....+....+...
    Invis:.........+... Infra:......+......
    FrAct:......+...+.. Tunn.:.............
    HLife:............. Speed:++.........+.
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.............
    Fear:............. Might:.............


    [Character Equipment]

    a) The Pike 'Til-i-arc' (3d5) (+10,+12) [+10] (+2)
    +2 strength, intelligence, speed.
    Slays demons, trolls, giants.
    Branded with flames, frost.
    Provides resistance to fire, cold.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains intelligence.
    Slows your metabolism.

    Combat info:
    1 blow/round.
    With an additional 0 strength and 4 dex you would get 2 blows
    Average damage/hit: 49.2 vs. demons, 49.2 vs. trolls, 49.2 vs.
    giants, 49.2 vs. creatures not resistant to fire, 49.2 vs.
    creatures not resistant to cold, and 29.8 vs. others.

    b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
    +10 speed.
    Branded with flames.
    Provides resistance to fire.
    Cannot be harmed by acid, electricity, fire, cold.

    c) a Ring of Intelligence (+4)
    +4 intelligence.
    Sustains intelligence.

    d) a Ring of Constitution (+4)
    +4 constitution.
    Sustains constitution.

    e) an Amulet of Searching (+5)
    +25% to searching.

    f) 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.
    Takes 27 to 50 turns to recharge at your current speed.
    Your chance of success is 96.8%

    Radius 3 light.
    g) Chain Mail (Dwarven) [14,+14] (+1)
    +1 strength, constitution, infravision.
    Cannot be harmed by acid, fire.
    Prevents paralysis.

    h) an Elven Cloak [6,+7] (+2 stealth)
    +2 stealth.

    i) The Leather Shield of Celegorm [4,+20]
    Provides resistance to acid, lightning, fire, cold, light, dark,
    blindness.
    Cannot be harmed by acid, electricity, fire, cold.

    j) The Iron Helm 'Holhenneth' [5,+10] (+2)
    +2 intelligence, wisdom.
    +10% to searching.
    Provides resistance to blindness, confusion.
    Cannot be harmed by acid, electricity, fire, cold.
    Grants the ability to see invisible things.

    When activated, it detects treasure, traps, doors, stairs, and all
    creatures nearby.
    Takes 140 to 275 turns to recharge at your current speed.
    Your chance of success is 95.5%

    k) The Set of Leather Gloves 'Cammithrim' (+5,+5) [1,+10]
    Provides resistance to light.
    Cannot be harmed by acid, electricity, fire, cold.
    Sustains constitution.
    Prevents paralysis.

    When aimed, it fires a magic missile with damage 3d4.
    Takes 5 turns to recharge at your current speed.
    Your chance of success is 96.4%

    Radius 1 light.
    l) The Pair of Leather Boots of Wormtongue (-1,-1) [2,+2] (+3) {cursed}
    Cursed.
    +3 intelligence, dexterity, stealth, speed.
    Cannot be harmed by acid, electricity, fire, cold.
    Feather Falling.

    When activated, it teleports you randomly up to 10 squares away.
    Takes 50 turns to recharge at your current speed.
    Your chance of success is 96.4%



    [Character Quiver]

    n) 21 Bolts (1d5) (+8,+7)
    Combat info:
    Hits targets up to 120 feet away.
    Average damage/hit: 220.3 vs. creatures not resistant to fire, and
    73.4 vs. others.
    25% chance of breaking upon contact.

    o) 20 Bolts of Venom (1d5) (+6,+4)
    Branded with venom.

    Combat info:
    Hits targets up to 120 feet away.
    Average damage/hit: 192.7 vs. creatures not resistant to fire,
    192.7 vs. creatures not resistant to poison, and 64.2 vs. others.
    25% chance of breaking upon contact.

    p) 10 Bolts (1d5) (+2,+6)
    Combat info:
    Hits targets up to 120 feet away.
    Average damage/hit: 211.1 vs. creatures not resistant to fire, and
    70.3 vs. others.
    25% chance of breaking upon contact.

    q) (nothing)
    r) (nothing)
    s) (nothing)
    t) (nothing)
    u) (nothing)
    v) (nothing)
    w) (nothing)


    [Character Inventory]

    a) 2 Books of Magic Spells [Magic for Beginners] {@1}
    b) 2 Books of Magic Spells [Conjurings and Tricks] {@2}
    c) 2 Books of Magic Spells [Incantations and Illusions] {@3}
    d) 2 Books of Magic Spells [Sorcery and Evocations] {@4}
    e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@5}
    Cannot be harmed by acid, electricity, fire, cold.

    f) 2 Books of Magic Spells [Raal's Tome of Destruction] {@6}
    Cannot be harmed by acid, electricity, fire, cold.

    g) 9 Potions of Cure Critical Wounds

    h) 7 Potions of Healing

    i) 4 Scrolls of Word of Recall
    j) a Rod of Probing
    k) 2 Rods of Fire Bolts
    l) a Wand of Acid Bolts (7 charges)

    m) 2 Wands of Teleport Other (14 charges)

    n) 2 Staves of Curing (12 charges)

    o) The Main Gauche of Azaghal (2d5) (+12,+14)
    *Slays* dragons.
    Provides immunity to fire.
    Provides resistance to acid, fear.
    Cannot be harmed by acid, electricity, fire, cold.

    Combat info:
    2 blows/round.
    With an additional 4 strength and 0 dex you would get 3 blows
    With an additional 0 strength and 2 dex you would get 3 blows
    Average damage/hit: 52.8 vs. dragons, and 27.8 vs. others.

    p) The Flail 'Totila' (3d6) (+16,+12) (+2 stealth)
    +2 stealth, speed.
    Slays evil creatures.
    Branded with flames.
    Provides resistance to fire, confusion.
    Cannot be harmed by acid, electricity, fire, cold.

    When aimed, it confuses a target monster.
    Takes 37 turns to recharge at your current speed.
    Your chance of success is 95.5%

    Combat info:
    1 blow/round.
    With an additional 2 strength and 4 dex you would get 2 blows
    With an additional 0 strength and 7 dex you would get 2 blows
    Average damage/hit: 42.8 vs. evil creatures, 54.1 vs. creatures
    not resistant to fire, and 31.4 vs. others.



    [Home Inventory]

    a) 8 Books of Magic Spells [Magic for Beginners] {@1}
    b) 8 Books of Magic Spells [Conjurings and Tricks] {@2}
    c) 8 Books of Magic Spells [Incantations and Illusions] {@3}
    d) 5 Books of Magic Spells [Sorcery and Evocations] {@4}
    e) 15 Potions of Cure Critical Wounds

    f) a Potion of *Healing*
    It can be thrown at creatures with damaging effect.

    g) 6 Potions of Restore Mana
    h) 2 Potions of Restore Intelligence
    i) a Potion of Restore Constitution
    j) 11 Potions of Restore Life Levels
    k) a Scroll of *Remove Curse*
    l) a Scroll of Banishment
    m) a Scroll of Mass Banishment
    n) a Rod of Recall
    Cannot be harmed by electricity.

    o) The Metal Cap of Thengel [3,+12] (+3)
    +3 wisdom, charisma.
    Provides resistance to confusion.
    Cannot be harmed by acid, electricity, fire, cold.

    p) an Iron Helm of Telepathy [5,+14]
    Grants telepathy.

    q) a Pair of Iron Shod Boots of Stability [3,+12]
    Provides resistance to nexus.
    Feather Falling.

    r) an Executioner's Sword of Westernesse (4d5) (+12,+9) (+2)
    +2 strength, dexterity, constitution.
    Slays orcs, trolls, giants.
    Prevents paralysis. Grants the ability to see invisible things.

    Combat info:
    1 blow/round.
    With an additional 5 strength and 2 dex you would get 2 blows
    With an additional 0 strength and 5 dex you would get 2 blows
    Average damage/hit: 57.6 vs. orcs, 57.6 vs. trolls, 57.6 vs.
    giants, and 30.7 vs. others.

    s) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
    +3 wisdom, constitution.
    Slays dragons.
    Cannot be harmed by acid, electricity, fire, cold.
    Slows your metabolism. Grants telepathy.

    When aimed, it drains up to 120 hit points of life from a target c
    reature.
    Takes 100 turns to recharge at your current speed.
    Your chance of success is 95.5%

    Combat info:
    1 blow/round.
    With an additional 3 strength and 4 dex you would get 2 blows
    With an additional 0 strength and 7 dex you would get 2 blows
    Average damage/hit: 40.6 vs. dragons, and 25.5 vs. others.

    t) The Lucerne Hammer 'Turmil' (2d5) (+10,+11) [+8] (+4)
    +4 wisdom, infravision.
    Slays orcs.
    Branded with frost.
    Provides immunity to cold.
    Provides resistance to light.
    Cannot be harmed by acid, electricity, fire, cold.
    Blessed by the gods. Speeds regeneration.

    When aimed, it drains up to 90 hit points of life from a target cr
    eature.
    Takes 100 turns to recharge at your current speed.
    Your chance of success is 95.5%

    Combat info:
    1 blow/round.
    With an additional 6 strength and 0 dex you would get 2 blows
    With an additional 0 strength and 4 dex you would get 2 blows
    Average damage/hit: 37.8 vs. orcs, 37.8 vs. creatures not
    resistant to cold, and 25.1 vs. others.

    Radius 1 light.
    u) The Mace 'Taratol' (3d4) (+12,+12)
    *Slays* dragons.
    Branded with lightning.
    Provides immunity to lightning.
    Cannot be harmed by acid, electricity, fire, cold.

    When activated, it hastens you for d20+20 turns.
    Takes 252 to 500 turns to recharge at your current speed.
    Your chance of success is 95.5%

    Combat info:
    1 blow/round.
    With an additional 4 strength and 4 dex you would get 2 blows
    With an additional 0 strength and 7 dex you would get 2 blows
    Average damage/hit: 44.8 vs. creatures not resistant to
    electricity, 61.1 vs. dragons, and 28.4 vs. others.

    v) a Shovel of Earthquakes (1d2) (+12,+10) (+7)
    +7 strength, tunneling.
    Branded with acid.

    Combat info:
    2 blows/round.
    With an additional 2 strength and 0 dex you would get 3 blows
    With an additional 0 strength and 2 dex you would get 3 blows
    Average damage/hit: 26.3 vs. creatures not resistant to acid, and
    23.1 vs. others.
    Sometimes creates earthquakes on impact.

    w) a Long Bow of Lothlorien (x5) (+19,+14) (+2)
    +2 dexterity, shooting power.
    Cannot be harmed by acid, fire.
    Prevents paralysis.

    Radius 1 light.
    x) 29 Arrows of Slay Animal (1d4) (+8,+8)
    Slays animals.
  • buzzkill
    Prophet
    • May 2008
    • 2939

    #2
    Use {CODE} {/CODE} tags to make your dumps easier to read. Just use square brackets [ ] instead of { } (or just put in on the ladder and link to it).

    Code:
    [FONT="Courier New"][Angband 3.1.2v2 Character Dump]
    
     Name   Eric                                     Self  RB  CB  EB   Best
     Sex    Male         Age             18   STR:  18/80  +0  -5  +3  18/60
     Race   Human        Height          72   INT:     18  +0  +3 +11 18/140
     Class  Mage         Weight         221   WIS:     17  +0  +0  +2  18/10
     Title  Conjurer     Social       Liked   DEX:     17  +0  +1  +3  18/30
     HP     268/268      Maximize         Y   CON:     17  +0  -2  +5  18/20
     SP     197/197                           CHR:     16  +0  +1  +0     17
    
     Level               34   Armor    [32,+75]     Saving Throw         63%
     Cur Exp         378597   Fight     (+8,+7)     Stealth        Excellent
     Max Exp         378597   Melee   (+18,+19)     Fighting       Excellent
     Adv Exp         455000   Shoot   (+18,+14)     Shooting            Good
     MaxDepth   2450' (L49)   Blows      1/turn     Disarming            65%
     Game Turns     1160922   Shots      1/turn     Magic Device          88
     Player Turns    139261   Infra       10 ft     Perception        1 in 1
     Active Turns     78780   Speed          15     Searching            51%
     Gold            271227   Burden  162.4 lbs
    
     You are one of several children of a Serf.  You are a credit to the
     family.  You have brown eyes, straight black hair, and an average
     complexion.
    
    
    rAcid:........+.... rConf:.........+...
    rElec:........+.... Sound:.............
    rFire:++......+.... Shard:.............
    rCold:+.......+.... Nexus:.............
    rPois:............. Nethr:.............
    rFear:............. Chaos:.............
    rLite:........+.+.. Disen:.............
    rDark:........+.... S.Dig:+............
    rBlnd:........++... Feath:...........+.
    
    Light:..........+.. Aggrv:.............
    Regen:............. Stea.:.......+...+.
      ESP:............. Sear.:....+....+...
    Invis:.........+... Infra:......+......
    FrAct:......+...+.. Tunn.:.............
    HLife:............. Speed:++.........+.
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.............
     Fear:............. Might:.............
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

    Comment

    • fph
      Veteran
      • Apr 2009
      • 1030

      #3
      I'm not an expert, but here are my 2 cents:
      -carry Theoden as your primary weapon. +3 con and telepathy greatly improves your chances of surviving. If you can't take down an über-unique without that +2 int, flee --- priority #1 is staying alive, and Theoden is a great help.
      -you've got an impressive set of weapons at home; many of them should be kept for their immunities. Junk that you can safely dump: shovel of earthquakes, !CCW (carry all of them with you, don't leave some at home --- weight shouldn't be a problem at this point of the game), Thengel (Holhenneth is strictly better, apart from one point of wisdom that you'll never need), boots of stability (easily replaceable, and you'll find better sources of resist nexus)
      --
      Dive fast, die young, leave a high-CHA corpse.

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #4
        Originally posted by ulrichvonbek
        I don't really want to give up the INT boost that Til-i-arc or Holhenneth provide, but I'd like Telepathy.
        Telepathy as main cap, Holhenneth as swap.

        Comment

        • PowerDiver
          Prophet
          • Mar 2008
          • 2820

          #5
          Originally posted by Timo Pietilä
          Telepathy as main cap, Holhenneth as swap.
          I've given up on swaps for confusion. If you don't have pConf all the time, you need to carry staves of teleportation [or destruction with sufficient device skill]. If I'm already devoting a slot to that, I don't want to use up a second one for the swap item.

          Comment

          • ulrichvonbek
            Apprentice
            • Mar 2011
            • 82

            #6
            I found an INT potion shortly after posting this, so I've gone with Theoden for my telepathy source. Also, the black market was kind to me in stocking a copy of Escapes, so I've got 7 of my 9 spell books now.

            I did take the advice and cleaned out my house a bit.

            Thanks

            Comment

            • Timo Pietilä
              Prophet
              • Apr 2007
              • 4096

              #7
              Originally posted by PowerDiver
              I've given up on swaps for confusion. If you don't have pConf all the time, you need to carry staves of teleportation [or destruction with sufficient device skill]. If I'm already devoting a slot to that, I don't want to use up a second one for the swap item.
              With ESP you should be able to see all confusers before they have LoS on you. I don't carry staves of teleportation with me, too heavy and too unreliable.

              Comment

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