inventory advice

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  • Gram
    Scout
    • Nov 2015
    • 43

    inventory advice

    Played angband a little bit many many years ago, tried it again recently. Inventory decisions were already driving me batty and then I came across a level with a fair bit of stuff that's quite good but not able to replace stuff I have. Made a bunch of decisions but ran out of decisiveness. Need to drop some things before heading back to town and then clear a bunch of things out of home. Have CCW, WoR, Phase Door, and magic for beginners stacks sitting next to me on the ground in addition to what's in my inventory and home.

    What would you discard?

    edit: posting an abbreviation of my character dump inline.
    Code:
     Name   Merry        Age             22          Self  RB  CB  EB   Best
     Race   Hobbit       Height        3'0"   STR:  18/75  -2  +0  +2  18/75
     Class  Rogue        Weight     4st 3lb   INT:      8  +2  +1  +0     11
     Title  Filcher      Turns used:          WIS:      8  +1  -3  +1      7
     HP     207/207      Game       1362015   DEX:     17  +3  +3  +3  18/80
     SP     10/10        Standard    136078   CON:     12  +2  -1  +0     13
                         Resting        879
    
     Level                 29    Armor     [65,+126]    Saving Throw     75%
     Cur Exp            96188                           Stealth       Superb
     Max Exp            96188    Melee       2d4,+16    Disarming       100%
     Adv Exp           101250    To-hit       55,+14    Magic Devices     80
                                 Blows      5.0/turn    Perception    1 in 1
     Gold               99097                           Searching       100%
     Burden         121.3 lbs    Shoot to-dam    +15    Infravision    90 ft
     Speed             Normal    To-hit       57,+13
     Max Depth    1500' (L30)    Shots        1/turn
    
     You are the only child of a Hobbit Miller.  You are a well liked
     child.  You have dark brown eyes, wavy brown hair, and an average
     complexion.
    
    
    rAcid:..+...++..... Nexus:......+......
    rElec:+.....+...+.. Nethr:.............
    rFire:...+..++..... Chaos:.............
    rCold:......++...+. Disen:.............
    rPois:............. pFear:.............
    rLite:..........+.. pBlnd:.........+...
    rDark:............. pConf:.............
    Sound:............. pStun:.............
    Shard:......+...... HLife:............+
    
    Regen:............. Stea.:...........+.
      ESP:............. Sear.:....+....+...
    Invis:.........+... Infra:...........++
    FrAct:.......+...+. Tunn.:.............
    Feath:...........+. Speed:.............
    S.Dig:............. Blows:.............
    ImpHP:............. Shots:.............
     Fear:............. Might:.............
    Aggrv:............. Light:.....+....+..
    
    
      [Character Equipment]
    
    a) the Dagger 'Dethanc' (2d4) (+10,+12) [+10]
    b) a Long Bow of Power (x3) (+9,+15)
    c) an Opal Ring of Acid [+18]
    d) a Lapis Lazuli Ring of Flames [+13] 
    e) a Carved Oak Amulet of Searching <+7>
    f) the Phial of Galadriel <+3> 
    g) the Chain Mail of Arvedui (-2) [40,+15] <+2>
    h) the Cloak of Thingol [1,+18] <+3>
    i) a Mithril Shield [16,+14]
    j) a Metal Cap of Seeing [3,+9] <+5> 
    k) the Set of Gauntlets 'Pauraegen' [3,+13] <+1> 
    l) the Pair of Leather Boots of Radagast [2,+12] <+1, +3, +5>
    
    
    
      [Character Inventory]
    
    a) a Green Mushroom of Vigor
    b) 5 Magenta Potions of Healing
    c) a Green Potion of *Healing*
    d) 9 Yellow Potions of Restore Mana
    e) a Coagulated Crimson Potion of Enlightenment
    f) 5 Pink Speckled Potions of Speed
    g) 12 Vermilion Potions of Heroism
    h) 11 Gold Speckled Potions of Berserk Strength
    i) 8 Scrolls titled "plum plicus" of Teleportation
    j) 12 Scrolls titled "etrito sper" of Magic Mapping
    k) 13 Scrolls titled "que obvinque" of Blessing
    l) 5 Scrolls titled "lenus puto" of Holy Chant
    m) 3 Eucalyptus Staves of Identify (12 charges)
    n) a Tortoise Shell Ring of Intelligence <+3>
    o) a Rhodonite Ring of Dexterity <+6>
    p) an Onyx Ring of Accuracy (+18,+0)
    q) a Corundum Ring of Slaying (+3,+7)
    r) an Amethyst Ring of See Invisible
    s) a Quartzite Ring of Digging <+5>
    t) a Robe of Permanence [2,+16]
    u) the Soft Leather Armour 'Hithlomir' [10,+20] <+3>
    v) a Pair of Iron Shod Boots of Stability [4,+5]
     
      [Character Quiver]
    0) 8 Arrows (1d4) (+1,+4) 
    1) 9 Arrows (1d4) (+3,+6)
    2) 8 Arrows (1d4) (+4,+6) 
    3) 15 Arrows of Slay Undead (1d4) (+5,+4)
    
      [Home Inventory]
    
    a) 2 Green Mushrooms of Vigor
    b) a Scroll titled "ardus reho" of Teleport Level
    c) 3 Mithril-Plated Wands of Stone to Mud (23 charges)
    d) a Copper Wand of Teleport Other (9 charges)
    e) 6 Lead Wands of Wonder (99 charges)
    f) a Golden Staff of Detect Evil (23 charges)
    g) an Ironwood Staff of Starlight (10 charges)
    h) 7 Oak Staves of Teleportation (54 charges)
    i) a Marble Ring of Strength <+2>
    j) a Rhodonite Ring of Dexterity <+2>
    k) 2 Jet Rings of Resist Fire and Cold
    l) an Onyx Ring of Accuracy (+16,+0)
    m) 2 Jasper Rings of Escaping <+4>
    n) a Bronze Ring of Free Action
    o) a Copper Amulet of Wisdom <+4>
    p) 3 Brass Amulets of Resist Lightning 
    q) 2 Mother-of-Pearl Amulets of Resist Acid
    r) White Dragon Scale Mail of Craftsmanship [14,+21] 
    s) the Cloak of Thorongil [1,+10] 
    t) a Pair of Leather Sandals of Stability [1,+9] 
    u) a Heavy Crossbow of Accuracy (x4) (+15,+7)
    v) 11 Bolts of Slay Dragon (1d5) (+3,+5) 
    w) 13 Bolts of Flame (1d5) (+6,+4) 
    x) 21 Bolts of Slay Giant (1d5) (+8,+6)
    Attached Files
    Last edited by Gram; November 5, 2015, 01:00.
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    For future reference, you can upload your character to the ladder (one of the top tabs on the page) or just post it in your post using [ code ] tags (without spaces), so people don't have to download a text file.

    General comments: your rings and amulet aren't doing much for you. Use your Ring of Dexterity and Ring of Slaying right now and I bet your melee damage will go through the roof. Your gauntlets are severely impairing your ability to cast spells...though given your INT of 11 I gather that's not a high priority anyway. Your gear is ridiculously good for a character that's only ever been down to 1500'; I'd recommend diving faster. You should be good to 2500' or so if you play carefully.

    As for inventory: Blessing and Holy Chant are junk at this point (and Holy Chant just does what Blessing does with a longer duration). Accuracy rings are not worth keeping (they have only a minor effect on your hit rate, and ring slots are very valuable), Ring of See Invisible is redundant with your hat, everything else is plausibly worth stashing at home.

    Good luck!

    Comment

    • Mondkalb
      Knight
      • Apr 2007
      • 982

      #3
      You might want to keep the ring of see invisible, just in case you would find some good headgear without SI. SI is very common though later on to have on weapons or other equipment.
      My Angband winners so far

      My FAangband efforts so far

      Comment

      • Estie
        Veteran
        • Apr 2008
        • 2343

        #4
        I would suggest wearing the robe or the DSM if you like activations and ring of slaying (more dex doesnt help, he already is at 5 blows), dump the mithril shield (its just weight) and the gloves (they hinder spellcasting).

        The divers choice would be Hithlomir for the stealth and head straight for the bottom.

        Otherwise, what Derakon said.

        Comment

        • Gram
          Scout
          • Nov 2015
          • 43

          #5
          I usually do wear the ring of slaying; it gives me about a 1/4 boost to melee, noticeable but not game changing. As Estie said, the +dex won't help that much until I have a heavier weapon.

          I've been swapping the rings of flame and acid (which I found earlier) in from time to time for activation. Early on I got used to using the activations on those, the dagger and gauntlets, and the DSM fairly heavily. In some ways it would have been better for me to rely more on missiles, and I imagine the scaling with device skill is much weaker than the improvements in other ways of dealing damage. But shattering cold-sensitive enemies from afar sure was fun while it lasted.

          Mondkalb's thought was what I was thinking about the ring of see invisible- there are some nice artifact helms without see invisible, so I wondered whether I should hang on to the ring in case I find and want to use one of them.

          Spell-wise I've pretty much only been using the rogue's traps/doors/object detection and detect monsters, and very occasionally identify. The low INT 11 and the extra low WIS are the result of Potions of Brawn. Taking off the gloves and putting on the ring of intelligence for a brief time has seemed ok for now. I'll have to find a bunch of INT potions before spellcasting could be more useful- and now that I'm at 1500' those potions have a chance to turn up.

          Yes, the mithril shield doesn't do me any good other than boost an already OK AC. But right now the weight doesn't do me any harm, I don't have anything more useful for that slot, and the AC boost seems nice.

          Yeah, I've been playing it slow- because I feel I don't know what I'm doing well enough to "play carefully." Still learning (and/or re-learning), and more disposed to enjoy the journey than to focus on minimizing the number of turns to Morgoth. And I've had a couple of tense moments recently despite my slow going (poison and sound, and a couple uniques).

          Derakon's advice about my present inventory is some help but stashing stuff from my inventory means I need to clear a lot more space at home. What more should I toss?

          Comment

          • bio_hazard
            Knight
            • Dec 2008
            • 649

            #6
            Others here are better players than I, but I'd say at least half of your home inventory can go (or be equipped)

            You'll invariably find bigger stat rings if you need them, and +2 is unlikely to be "make or break"

            the racid and rFire/Cold aren't horrible to hang on to, but you can see from your char that you've got those covered in spades already, so the chance of doing equipment swaps and ending up with a hole are pretty low. A lot of ego and artifacts cover the 4 basic resists.


            The "WIS is probably better than your search amulet, so wear that (but hopefully you'll find something better soon). Also bring the wand of teleport other- one of the most useful items in the game!

            this would be in the trash bin outside my home if I were you. Could probably dump even more than this.
            e) 6 Lead Wands of Wonder (99 charges)
            g) an Ironwood Staff of Starlight (10 charges)
            i) a Marble Ring of Strength <+2>
            j) a Rhodonite Ring of Dexterity <+2>
            k) 2 Jet Rings of Resist Fire and Cold
            l) an Onyx Ring of Accuracy (+16,+0)
            m) 2 Jasper Rings of Escaping <+4>
            p) 3 Brass Amulets of Resist Lightning
            q) 2 Mother-of-Pearl Amulets of Resist Acid
            r) White Dragon Scale Mail of Craftsmanship [14,+21]

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              The elemental rings and DSM activations are very nice in the early game, but at this point I think you're hitting the point where they stop being quite so helpful. Certainly I wouldn't expect to use all three in a single encounter, so ditch whichever elemental ring you like less in favor of wearing the Slaying ring all the time. If you can find a ring of Damage with a better to-damage bonus than the Slaying ring has, it's worth using; again, the accuracy bonus on Slaying is borderline irrelevant.

              I agree with everything bio_hazard said about your home inventory.

              Comment

              • Gram
                Scout
                • Nov 2015
                • 43

                #8
                Thanks for the advice last time. After a bit more exploring and bumping into a vault I'm back to ask for more help dealing with my hoarder problem. I'll include the dump inline; on the floor are my stocks of Phase Door and Teleport scrolls and CCW, Restore Mana, Speed, Heroism, and Berserk Strength potions and two each of Healing and Enlightenment.

                Code:
                  [Angband 4.0.2 Character Dump]
                
                 Name   Merry        Age             22          Self  RB  CB  EB   Best
                 Race   Hobbit       Height        3'0"   STR:  18/73  -2  +0  +5 18/103
                 Class  Rogue        Weight     4st 3lb   INT:     12  +2  +1  +0     15
                 Title  Sharper      Turns used:          WIS:     14  +1  -3  +5     17
                 HP     306/306      Game       1595943   DEX:     18  +3  +3  +5 18/110
                 SP     25/25        Standard    159651   CON:     16  +2  -1  +3  18/20
                                     Resting        879
                
                 Level                 33    Armor      [54,+83]    Saving Throw     81%
                 Cur Exp           288657                           Stealth       Superb
                 Max Exp           288657    Melee       2d6,+37    Disarming       100%
                 Adv Exp           371250    To-hit       60,+27    Magic Devices     85
                                             Blows      6.0/turn    Perception    1 in 1
                 Gold              168448                           Searching        69%
                 Burden         188.8 lbs    Shoot to-dam    +15    Infravision    90 ft
                 Speed                 -1    To-hit       61,+20
                 Max Depth    1800' (L36)    Shots        1/turn
                
                 You are the only child of a Hobbit Miller.  You are a well liked
                 child.  You have dark brown eyes, wavy brown hair, and an average
                 complexion.
                
                
                rAcid:......++..... Nexus:......+......
                rElec:......+...+.. Nethr:.............
                rFire:......++..... Chaos:.............
                rCold:......++...+. Disen:.............
                rPois:............. pFear:.............
                rLite:..........+.. pBlnd:.........+...
                rDark:............. pConf:.............
                Sound:............. pStun:.............
                Shard:......+...... HLife:............+
                
                Regen:............. Stea.:...........+.
                  ESP:............. Sear.:.........+...
                Invis:.........+... Infra:...........++
                FrAct:.......++..+. Tunn.:.............
                Feath:...........+. Speed:.............
                S.Dig:............. Blows:+............
                ImpHP:............. Shots:.............
                 Fear:............. Might:.............
                Aggrv:............. Light:.....+....+..
                
                
                  [Character Equipment]
                
                a) the Rapier 'Careth Asdriag' (2d6) (+16,+12) <+2, +1>
                 Dropped by a Young gold dragon at 1750 feet (level 35)
                 
                 +2 strength.
                 +2 dexterity.
                 +2 constitution.
                 +1 attack speed.
                 Slays orcs, giants, trolls, animals, dragons.
                 Cannot be harmed by acid.
                 
                 Combat info:
                 6.0 blows/round.
                 Average damage/round: 358.2 vs. orcs, 358.2 vs. giants, 358.2 vs.
                 trolls, 314.4 vs. animals, 358.2 vs. dragons, and 270 vs. others.
                 
                b) a Long Bow of Power (x3) (+9,+15)
                 Found lying on the floor at 550 feet (level 11)
                 
                c) an Adamantite Ring of Damage (+0,+9)
                 Found lying on the floor at 1500 feet (level 30)
                 
                d) an Adamantite Ring of Damage (+0,+9)
                 Found lying on the floor at 1800 feet (level 36)
                 
                e) a Copper Amulet of Wisdom <+4>
                 Found lying on the floor at 1250 feet (level 25)
                 
                 +4 wisdom.
                 Sustains wisdom.
                 
                f) the Phial of Galadriel <+3>
                 Found lying on the floor of a special room at 250 feet (level 5)
                 
                 Cannot be harmed by fire.
                 Radius 3 light.
                 
                 When activated, it lights up the surrounding area, hurting
                 light-sensitive creatures.
                 Takes 9 to 18 turns to recharge at your current speed.
                 Your chance of success is 96.5%
                 
                g) the Chain Mail of Arvedui (-2) [40,+15] <+2>
                 Dropped by Azog, King of the Uruk-Hai at 1200 feet (level 24)
                 
                 +2 strength.
                 Provides resistance to acid, lightning, fire, frost, shards,
                 nexus.
                 Cannot be harmed by acid.
                 
                h) the Cloak of Thingol [1,+18] <+3>
                 Dropped by Angamaitë of Umbar at 1250 feet (level 25)
                 
                 +3 dexterity.
                 Provides resistance to acid, fire, frost.
                 Cannot be harmed by acid, fire.
                 Prevents paralysis.  
                 
                 When activated, it tries to recharge a wand or staff, destroying
                 the wand or staff on failure.
                 Takes 63 turns to recharge at your current speed.
                 Your chance of success is 96.5%
                 
                i) a Small Metal Shield (Dwarven) (+1,+1) [5,+10] <+1>
                 Found lying on the floor at 1600 feet (level 32)
                 
                 +1 strength.
                 +1 constitution.
                 Cannot be harmed by acid.
                 Prevents paralysis.  
                 
                j) a Metal Cap of Seeing [3,+8] <+5>
                 Bought from a store
                 
                 +5 searching skill.
                 Provides protection from blindness.
                 Grants the ability to see invisible things.  
                 
                k) the Set of Gauntlets 'Pauraegen' [3,+13] <+1>
                 Dropped by a Master yeek at 1200 feet (level 24)
                 
                 Provides resistance to lightning, light.
                 Cannot be harmed by acid, fire.
                 Radius 1 light.
                 
                 When activated, it creates a lightning bolt (that always beams)
                 with damage 6d6.
                 Takes 6 to 10 turns to recharge at your current speed.
                 Your chance of success is 96.8%
                 
                l) the Pair of Leather Boots of Radagast [2,+12] <+1, +3, +5>
                 Dropped by Ulfast, Son of Ulfang at 1350 feet (level 27)
                 
                 +1 wisdom.
                 +3 stealth.
                 +5 infravision.
                 Provides resistance to frost.
                 Cannot be harmed by acid, fire.
                 Feather Falling.  Prevents paralysis.  
                 
                
                
                
                
                  [Character Inventory]
                
                a) 2 Books of Magic Spells [Magic for Beginners]
                b) a Book of Magic Spells [Resistances of Scarabtarices]
                 Cannot be harmed by fire.
                 
                c) an Aluminium-Plated Rod of Frost Bolts
                d) a Nickel-Plated Rod of Recall
                 Cannot be harmed by lightning.
                 
                e) an Ivory Wand of Fire Bolts (10 charges)
                f) a Steel-Plated Wand of Lightning Balls (6 charges)
                 Cannot be harmed by lightning.
                 
                g) a Mithril-Plated Wand of Stone to Mud (2 charges)
                h) a Hickory Staff of Mapping (7 charges)
                i) an Ashen Staff of Speed (5 charges)
                j) 5 Eucalyptus Staves of Identify (33 charges)
                k) a Gold Ring of Bodykeeping
                 Dropped by a Young gold dragon at 1800 feet (level 36)
                 
                 Sustains strength, dexterity, constitution.
                 
                l) a Quartz Ring of Resist Poison
                 Found lying on the floor in a vault at 1700 feet (level 34)
                 
                 Provides resistance to poison gas.
                 
                m) a Garnet Ring of Lightning [+16]
                 Dropped by a Mature gold dragon at 1800 feet (level 36)
                 
                 Provides resistance to lightning.
                 Cannot be harmed by lightning.
                 
                n) 2 Quartzite Rings of Digging <+5>
                 +5 tunneling.
                 
                o) an Adamant Amulet of Regeneration
                 Speeds regeneration.  
                 
                p) Metal Scale Mail (Dwarven) (-2) [38,+15] <+2>
                 Found lying on the floor in a vault at 1800 feet (level 36)
                 
                 +2 strength.
                 +2 constitution.
                 +2 infravision.
                 Cannot be harmed by acid.
                 Prevents paralysis.  
                 
                q) a Steel Helm of Regeneration [9,+16]
                 Found lying on the floor in a vault at 1800 feet (level 36)
                 
                 Speeds regeneration.  
                 
                r) a Zweihander of Westernesse (3d6) (+12,+13) <+2, +1>
                 Found lying on the floor in a vault at 1800 feet (level 36)
                 
                 +2 strength.
                 +1 dexterity.
                 +2 constitution.
                 Slays orcs, trolls, giants.
                 Prevents paralysis.  Grants the ability to see invisible things.  
                 
                 Combat info:
                 3.3 blows/round.
                 With +3 STR and +0 DEX you would get 3.5 blows
                 With +0 STR and +2 DEX you would get 3.8 blows
                 Average damage/round: 246.7 vs. orcs, 246.7 vs. trolls, 246.7 vs.
                 giants, and 169.8 vs. others.
                 
                s) a Lance (Defender) (2d8) (+12,+10) [+3] <+4>
                 Found lying on the floor in a vault at 1800 feet (level 36)
                 
                 +4 stealth.
                 Provides resistance to acid, lightning, fire, frost.
                 Cannot be harmed by acid, fire.
                 Sustains strength.
                 Feather Falling.  Speeds regeneration.  Prevents paralysis. 
                 Grants the ability to see invisible things.  
                 
                 Combat info:
                 2.3 blows/round.
                 With +5 STR and +0 DEX you would get 2.8 blows
                 With +0 STR and +1 DEX you would get 2.8 blows
                 Average damage/round: 108.7.
                 
                
                
                
                
                  [Character Quiver]
                
                0) 13 Arrows (1d4) (+5,+5)
                 Combat info:
                 Hits targets up to 120 feet away.
                 Average damage/round: 68.8.
                 35% chance of breaking upon contact.
                 
                1) 5 Arrows of Slay Undead (1d4) (+5,+4)
                 Slays undead.
                 
                 Combat info:
                 Hits targets up to 120 feet away.
                 Average damage/round: 131.5 vs. undead, and 65.8 vs. others.
                 35% chance of breaking upon contact.
                 
                2) 21 Mithril Arrows of Flame (3d4) (+3,+4)
                 Branded with fire.
                 Cannot be harmed by acid, fire.
                 
                 Combat info:
                 Hits targets up to 120 feet away.
                 Average damage/round: 162.1 vs. creatures not resistant to fire,
                 and 81.1 vs. others.
                 35% chance of breaking upon contact.
                 
                3) 15 Mithril Arrows of Slay Undead (3d4) (+8,+13)
                 Slays undead.
                 Cannot be harmed by acid, fire.
                 
                 Combat info:
                 Hits targets up to 120 feet away.
                 Average damage/round: 217.2 vs. undead, and 108.6 vs. others.
                 35% chance of breaking upon contact.
                 
                
                
                  [Home Inventory]
                
                a) a Book of Magic Spells [Resistances of Scarabtarices]
                 Cannot be harmed by fire.
                 
                b) a Book of Magic Spells [Tenser's Transformations]
                 Cannot be harmed by fire.
                 
                c) 6 Green Mushrooms of Vigor
                d) 5 Magenta Potions of Healing
                e) 2 Green Potions of *Healing*
                 It can be thrown at creatures with damaging effect.
                 
                f) 2 Scrolls titled "ardus reho" of Teleport Level
                g) a Scroll titled "invenunc cor" of Banishment
                h) 4 Mithril-Plated Wands of Stone to Mud (30 charges)
                i) a Copper Wand of Teleport Other (9 charges)
                j) a Platinum Wand of Drain Life (1 charge)
                k) 2 Golden Staves of Detect Evil (41 charges)
                l) 9 Oak Staves of Teleportation (72 charges)
                m) a Rhodonite Ring of Dexterity <+6>
                 Found lying on the floor in a vault at 1500 feet (level 30)
                 
                 +6 dexterity.
                 Sustains dexterity.
                 
                n) an Opal Ring of Acid [+18]
                 Bought from a store
                 
                 Provides resistance to acid.
                 
                o) an Amethyst Ring of See Invisible
                 Found lying on the floor in a vault at 1500 feet (level 30)
                 
                 Grants the ability to see invisible things.  
                 
                p) a Robe of Permanence [2,+16]
                 Found lying on the floor in a vault at 1500 feet (level 30)
                 
                 Provides resistance to acid, lightning, fire, frost, nether.
                 Cannot be harmed by acid, fire.
                 Sustains strength, intelligence, wisdom, dexterity, constitution.
                 Sustains your life force.  
                 
                q) the Soft Leather Armour 'Hithlomir' [10,+20] <+3>
                 Found lying on the floor in a vault at 1500 feet (level 30)
                 
                 +3 stealth.
                 Provides resistance to acid, lightning, fire, frost, dark, nether.
                 Cannot be harmed by acid, fire.
                 
                r) the Cloak 'Colluin' [1,+15]
                 Dropped by Lokkak, the Ogre Chieftain at 1650 feet (level 33)
                 
                 Provides resistance to acid, lightning, fire, frost, poison gas.
                 Cannot be harmed by acid, fire.
                 
                 When activated, it grants temporary resistance to acid,
                 electricity, fire, cold and poison for 1d20+20 turns.
                 Takes 99 turns to recharge at your current speed.
                 Your chance of success is 96.5%
                 
                s) the Cloak of Thorongil [1,+10]
                 Dropped by Bolg, Son of Azog at 1200 feet (level 24)
                 
                 Provides resistance to acid.
                 Provides protection from fear.
                 Cannot be harmed by acid, fire.
                 Prevents paralysis.  Grants the ability to see invisible things.  
                 
                t) a Large Metal Shield of Elvenkind [12,+9] <+2>
                 Found lying on the floor in a vault at 1700 feet (level 34)
                 
                 +2 stealth.
                 Provides resistance to acid, lightning, fire, frost, nexus.
                 Cannot be harmed by acid.
                 
                u) a Hard Leather Cap of Telepathy [2,+7]
                 Dropped by Lokkak, the Ogre Chieftain at 1650 feet (level 33)
                 
                 Grants telepathy.  
                 
                v) 11 Bolts of Slay Dragon (1d5) (+3,+5)
                 Slays dragons.
                 
                w) 13 Bolts of Flame (1d5) (+6,+4)
                 Branded with fire.
                 
                x) 21 Bolts of Slay Giant (1d5) (+8,+6)
                 Slays giants.
                 
                
                
                [Player history]
                      Turn   Depth  Note
                         0      0'  Began the quest to destroy Morgoth.
                       467     50'  Reached level 2
                      4328    100'  Reached level 3
                      6290      0'  Killed Farmer Maggot
                      6596     50'  Reached level 4
                      7616    100'  Reached level 5
                      8253    150'  Reached level 6
                      9610    200'  Killed Fang, Farmer Maggot's dog
                      9849    200'  Reached level 7
                     11848    150'  Reached level 8
                     11923    150'  Killed Grip, Farmer Maggot's dog
                     13264    250'  Reached level 9
                     14894    300'  Reached level 10
                     17787    350'  Reached level 11
                     20046    350'  Reached level 12
                     21032    400'  Killed Sméagol
                     22123    400'  Reached level 13
                     26518    350'  Reached level 14
                     26816    350'  Killed Wormtongue, Agent of Saruman
                     28919    400'  Killed Lagduf, the Snaga
                     29605    400'  Reached level 15
                     33921    400'  Reached level 16
                     35964    350'  Reached level 17
                     37890    200'  Reached level 18
                     38452    250'  Found the Phial of Galadriel
                     44824    350'  Killed Bullroarer the Hobbit
                     48436    350'  Killed Mughash the Kobold Lord
                     50332    400'  Reached level 19
                     51028    450'  Killed Brodda, the Easterling
                     51032    450'  Found the Dagger 'Dethanc' (LOST)
                     53139    500'  Killed Orfax, Son of Boldor
                     54529    500'  Reached level 20
                     59329    550'  Reached level 21
                     61797    600'  Killed Golfimbul, the Hill Orc Chief
                     61915    600'  Killed Grishnákh, the Hill Orc
                     62295    600'  Reached level 22
                     68876    700'  Reached level 23
                     69571    750'  Killed Ufthak of Cirith Ungol
                     74181    850'  Reached level 24
                     74391    850'  Killed Nár, the Dwarf
                     78030    950'  Reached level 25
                     78546    950'  Killed Khîm, Son of Mîm
                     78548    950'  Found the Cloak 'Holcolleth' (LOST)
                     84360   1050'  Reached level 26
                     90455   1150'  Killed Shagrat, the Orc Captain
                     91544   1200'  Killed Gorbag, the Orc Captain
                     92553   1200'  Killed Ibun, Son of Mîm
                     92929   1200'  Found the Set of Gauntlets 'Pauraegen'
                     93373   1250'  Reached level 27
                     95295   1250'  Killed Angamaitë of Umbar
                     95297   1250'  Found the Cloak of Thingol
                     95411   1250'  Killed Sangahyando of Umbar
                     98063   1350'  Killed Ulwarth, Son of Ulfang
                     98322   1350'  Killed Ulfast, Son of Ulfang
                     98326   1350'  Found the Pair of Leather Boots of Radagast
                     99053   1350'  Killed Uldor the Accursed
                     99578   1400'  Reached level 28
                    101278   1400'  Killed Boldor, King of the Yeeks
                    122780   1200'  Killed Bolg, Son of Azog
                    122780   1200'  Reached level 29
                    122787   1200'  Killed Azog, King of the Uruk-Hai
                    122803   1200'  Found the Cloak of Thorongil
                    122827   1200'  Found the Chain Mail of Arvedui
                    134864   1500'  Found the Soft Leather Armour 'Hithlomir'
                    136923   1500'  Killed Lugdush, the Uruk
                    137160   1500'  Reached level 30
                    142246   1650'  Killed Lokkak, the Ogre Chieftain
                    142271   1650'  Found the Cloak 'Colluin'
                    143106   1650'  Found the Lucerne Hammer 'Turmil' (LOST)
                    144015   1650'  Reached level 31
                    145533   1700'  Killed Vargo, Tyrant of Fire
                    147838   1700'  Killed Uvatha the Horseman
                    149426   1700'  Killed Mîm, Betrayer of Turin
                    149732   1700'  Reached level 32
                    150442   1750'  Killed Tom the Stone Troll
                    150483   1750'  Killed Bert the Stone Troll
                    150555   1750'  Killed Bill the Stone Troll
                    150999   1750'  Found the Rapier 'Careth Asdriag'
                    155994   1750'  Found the Rapier 'Forasgil' (LOST)
                    157805   1800'  Reached level 33
                    158240   1800'  Killed Ulfang the Black
                
                
                  [Options]
                
                  [User interface]
                
                Use the roguelike command keyset             : no  (rogue_like_commands)
                Use sound                                    : yes (use_sound)
                Show damage player deals to monsters         : yes (show_damage)
                Use old target by default                    : no  (use_old_target)
                Always pickup items                          : yes (pickup_always)
                Always pickup items matching inventory       : yes (pickup_inven)
                Show flavors in object descriptions          : yes (show_flavors)
                Highlight target with cursor                 : yes (show_target)
                Disturb whenever viewable monster moves      : yes (disturb_near)
                Show walls as solid blocks                   : no  (solid_walls)
                Show walls with shaded background            : no  (hybrid_walls)
                Color: Illuminate torchlight in yellow       : yes (view_yellow_light)
                Color: Shimmer multi-colored things          : no  (animate_flicker)
                Center map continuously                      : yes (center_player)
                Color: Show unique monsters in purple        : no  (purple_uniques)
                Automatically clear '-more-' prompts         : no  (auto_more)
                Color: Player color indicates % hit points   : yes (hp_changes_color)
                Allow mouse clicks to move the player        : yes (mouse_movement)
                Notify on object recharge                    : no  (notify_recharge)
                
                  [Birth]
                
                Randomise the artifacts (except a very few)  : no  (birth_randarts)
                Word of Recall has no effect                 : no  (birth_no_recall)
                Restrict creation of artifacts               : no  (birth_no_artifacts)
                Don't stack objects on the floor             : no  (birth_no_stacking)
                Lose artifacts when leaving level            : no  (birth_no_preserve)
                Don't generate connected stairs              : no  (birth_no_stairs)
                Don't show level feelings                    : no  (birth_no_feelings)
                Increase gold drops but disable selling      : yes (birth_no_selling)
                Use previous set of randarts                 : yes (birth_keep_randarts)
                Start with a kit of useful gear              : yes (birth_start_kit)
                Monsters learn from their mistakes           : no  (birth_ai_learn)
                Force player descent                         : no  (birth_force_descend)
                The things in the vault that I paused to consider were the dwarven scale mail, the regeneration helm, the Zweihander of Westernesse, and the Defender lance, along with another copy of Resistance of Scarabtarices. Probably no point in keeping any of these, eh?

                I don't have a good handle on the relative value of my rings.

                Should I ignore the shield of Elvenkind?

                As far as rods/wands, should I get rid of everything except teleport, teleport other, recall, and identify? (Maybe keep Drain Life and/or detect evil?)

                What else can I get rid of, either on the floor, on hand, or at home?

                Overall, compared to last time:

                Switching to my new weapon, the rings of damage, and the dwarven shield dropped my AC by >50. Using activations less has meant I've needed to rely more on ranged combat. But I've found my accuracy kinda disappointing and I wish I'd find a better bow. With higher INT I could use Tenser's and start enchanting ammo. Seems like most of the stat potions I get are WIS, and many of the gain-one-lose-one are too.
                Last edited by Gram; November 14, 2015, 16:05.

                Comment

                • Estie
                  Veteran
                  • Apr 2008
                  • 2343

                  #9
                  Of the permanent items in your inventory, the only thing worth holding onto is the poison resist ring (and I would equip it in place of a slay ring).

                  In Angband, to hit and AC mean little. Use damage rings over slaying and robes of resistance over plate mails of AC.

                  As for ranged damage options, as a rogue I use mostly the launcher and not wands/rods/rings. Feel free to use all, but inventory space becomes an issue as you have noticed.

                  Unless I play a ranger, the only ammo I store at home come midgame is endgame material - holy might, slay evil, acid. The rest either goes into the quiver (up to 40) or gets discarded.

                  I see you have a hat of telepathy at home, but no ESP equipped - ESP is among the top useful properties, by all means wear that hat. See invis is not really needed if you have ESP, and res blindness is nice but way less important than ESP.

                  You have a wand of digging and rings of same. As a rule of thumb, I dont devote 2 slots for the same purpose. Speed potions or staves, not both, etc. Pick one option, discard the other.

                  Comment

                  • Gram
                    Scout
                    • Nov 2015
                    • 43

                    #10
                    Well, that iteration was killed by Medusa shortly after my last post; the advice from before has been helpful in figuring out what to keep with this new character, who's considerably further along at dl51 and has mostly taken about half the turncount. But I could use advice about my present inventory and about the midgame. Here's the dump: http://angband.oook.cz/ladder-show.php?id=18374

                    I probably should get rid of the weapons in my home, and I don't know that Thengel's pConf is enough to keep it around. Not sure what else to ignore.

                    Carrying around this heavy crossbow I'm overweight just about as soon as I pick anything up- not as big a deal as before, given the +12 speed equipment and decent success rate for Haste Self, but still makes me wish an artifact bow would show up.

                    Comment

                    • bio_hazard
                      Knight
                      • Dec 2008
                      • 649

                      #11
                      I wouldn't worry about being overburdened- the difference between +12 and +14 should be pretty minimal in most cases. There's a little bit of variation in speed of monsters so I'm not sure whether you could technically be double-moved by a fast monster. I'm sure you'll have strength maxed out pretty soon. And if you're worried about weight and right on a threshold, don't bring quite so many !CCW.

                      I don't have a ton of suggestions, but here are a few thoughts:
                      How often do you use spells in battle vs periodic detection/identify? Maybe the Restore Mana go into your home until you are really relying on repeated castings of something.
                      Dragon's Flame is powerful, but you also probably do a lot of damage with your seeker bolts. It's a nice wand so hate to not use it.

                      In your home- If you realistically think you will use Gorlim with the aggravate, keep it, but otherwise pitch it. You somehow have superb stealth even with hardly any stealth gear. The +8 damage is a nice bonus, so it's not unreasonable to use it, although you'll give up all that stealth.

                      Probably unlikely you'll ever use the gloves of power

                      The elvenkind shield is strictly worse than Celegorm.

                      Gondricam is more or less a defender item- I doubt you'll ever be tempted over something with a lot higher damage and/or some other key attribute.

                      pConf is pretty useful, so maybe hang onto Thengel as a swap. Although you have Caspanion too- that could be a useful change if you end up wanting to cover rPois and swap out your cloak.

                      Firestar can be handy if you end up with a fire breather. I'd keep that, and maybe you can figure out how to carry that as a swap as well.

                      Comment

                      • Estie
                        Veteran
                        • Apr 2008
                        • 2343

                        #12
                        Yes, the weapons are inferior. Also all rings are not needed - speed/damage is a very stable combo, the only possible upgrades being rings of power.

                        Staves of teleportation - those should be rarely needed to replace and are sold at the magic store.

                        Scrolls of teleport level - I prefer *Destruction* as my fail safe escape, so once I have some of those, I dont carry/store teleport level anymore.

                        I also wouldnt keep Thengel around. While carrying it as a swap enables you to melee confusers, you dont really have to do that. Just avoid confusers.

                        Wand of dragons flame also has outlived its usefullness.

                        Comment

                        • Bogatyr
                          Knight
                          • Feb 2014
                          • 525

                          #13
                          Originally posted by Estie
                          Wand of dragons flame also has outlived its usefullness.
                          Eh? I always make room for dragon's flame.

                          Comment

                          • Estie
                            Veteran
                            • Apr 2008
                            • 2343

                            #14
                            Originally posted by Bogatyr
                            Eh? I always make room for dragon's flame.
                            What are you saving it up for ? oO

                            Once I have a good launcher, I rather hold onto another stack of ammo than wands.

                            Comment

                            • Gram
                              Scout
                              • Nov 2015
                              • 43

                              #15
                              I already do have strength maxed out, along with everything else except for WIS. Heavy crossbow, bolts, heavy armor, all these books and potions and staves, plus almost anything else adds up to more than the 170 or whatever it is that all STR>18/50 can carry.

                              I'm not using Restore Mana potions at all right now. They're in the inventory because I'd been picking them up in the dungeon and stockpiling them for later, and if I was going to pick any up in the dungeon I could save limited house space by carting them all around. But I guess I don't really know what I'm stockpiling them for. Not much for offensive spells, since this is a rogue. Maybe when I find Tenser's and Mordenkainen's I might have more use for them...

                              I've been fairly sparing with my bolts, both because I'm not finding all that many good ones and because melee has worked well enough. A high proportion of the few things I'd rather not melee, like death molds, aren't covered by either of my ammo slays and resist my poison bolts. So that's why I had been keeping the dragon breath wand around.

                              There's no way I'd use Gorlim or any aggravating item on a continuing basis with this character; the question is whether it's worth removing the curse and swapping in for particular fights (endgame fights??) or whether it should just be junked.

                              I can do better with books than the rod of detection can do, but it takes multiple turns and uses a fair bit of mana. Unsure whether to get rid of the rod.

                              I had been hanging on to +stealth ego gear because I'd heard that every successive point of stealth is worth more than the last.

                              Estie: even the rings of CON +6 and RPois?

                              Comment

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