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.
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.
Comment