Some newb questions about inventory and equipment management.

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  • Estie
    Veteran
    • Apr 2008
    • 2347

    #16
    What I would ditch from the home:

    - basic spellbooks: if you ever need to replace any, you can buy them cheaply from the magic store

    - mushrooms of second sight: no longer needed you have permanent ESP

    - staves of mapping: carry a few, ditch rest. They are commonly sold in the magic store.

    - staves of light: not needed you have the spell

    - staves of teleportation: carry 2 ditch rest

    - ring of acid: once you stop using that, you wont go back

    - boots of stability

    - scimitar

    - whip

    - 1 xbow

    Comment

    • Megawott06
      Rookie
      • Jul 2017
      • 12

      #17
      Van has progressed nicely but I keep ramming into inventory issues, I'm way too much of a hoarder for this game sometimes. Would appreciate some help on how to arrange my erquipment now and what stuff I can afford to throw away to make space in my inventory and at home.

      Code:
        [Angband 4.1.0 Character Dump]
      
       Name   Van          Age            125          Self  RB  CB  EB   Best
       Race   High-Elf     Height       4'10"   STR! 18/100  +1  -3  +2 18/100
       Class  Mage         Weight   14st 12lb   INT! 18/100  +3  +3 +10 18/***
       Title  Warlock      Turns used:          WIS:  18/40  -1  +0  +3  18/60
       HP     469/469      Game       1397493   DEX:     18  +3  +0  +4  18/70
       SP     312/312      Standard    182151   CON:  18/30  +1  -2 +10 18/120
                           Resting      74964
      
       Level                 39    Armor     [39,+103]    Saving Throw     89%
       Cur Exp          1998602                           Stealth       Superb
       Max Exp          1998602    Melee       4d5,+12    Disarm - phys.   80%
       Adv Exp          2300000    To-hit       34,+22    Disarm - magic  100%
                                   Blows      1.6/turn    Magic Devices    119
       Gold              364005                           Searching        66%
       Burden          192.2 lb    Shoot to-dam    +23    Infravision    40 ft
       Overweight       12.3 lb    To-hit       34,+26    Speed             23
       Max Depth    2800' (L56)    Shots        1/turn
      
       You are one of several children of a Telerin Ranger.  You have light
       grey eyes, straight black hair, and a fair 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) an Executioner's Sword of *Slay Demon* (4d5) (+9,+9) <+2>
           Dropped by a master vampire at 2200 feet (level 44)
           
           +2 intelligence.
           Slays demons (powerfully).
           Grants telepathy.  
           
           Combat info:
           1.6 blows/round.
           With +1 STR and +0 DEX you would get 2.0 blows
           With +0 STR and +1 DEX you would get 2.0 blows
           Average damage/round: 133.6 vs. demons, and 44.3 vs. others.
           
      b) a Long Bow of Power (x3) (+13,+23)
           Dropped by a mature black dragon at 1450 feet (level 29)
           
      c) the Ring 'Feanwe' [+8] <+2, +4, +3, +1>
           Found lying on the floor in a vault at 2650 feet (level 53)
           
           +2 strength.
           +4 intelligence.
           +3 dexterity.
           +4 constitution.
           +3 speed.
           +1 light.
           Provides immunity to lightning.
           Provides resistance to poison, light, dark, nexus, nether.
           Provides protection from fear.
           Cannot be harmed by lightning.
           Slows your metabolism.  Feather Falling.  Grants telepathy. 
           Grants the ability to see invisible things.  Prevents paralysis.  
           Radius 1 light.
           
           When activated, it deals 120 damage to all creatures that you can
           see.
           Takes 297 to 363 turns to recharge at your current speed.
           Your chance of success is 97.9%
           
      d) a Jewelled Ring of the Mouse (+0,-7) <+1, +3>
           Found lying on the floor at 2300 feet (level 46)
           
           +1 dexterity.
           +3 stealth.
           
      e) the Necklace 'Estelos' (+5,+3) <+3, +1>
           Dropped by The Queen Ant at 1850 feet (level 37)
           
           +3 constitution.
           +1 light.
           Provides resistance to chaos.
           Provides protection from fear.
           Slows your metabolism.  Feather Falling.  Sustains your life
           force.  
           Radius 1 light.
           
      f) the Wooden Torch 'Miondi' (+1,+1)
           Found lying on the floor in a vault at 1550 feet (level 31)
           
           Provides resistance to fire, sound.
           Provides protection from blindness.
           Cannot be harmed by fire.
           Speeds regeneration.  
           Radius 1 light.
           
      g) Black Dragon Scale Mail of Speed (-2) [16,+22] <+4>
           Found lying on the floor at 2000 feet (level 40)
           
           +4 speed.
           Provides resistance to acid.
           
      h) the Cloak of Andagar [1,+16] <+4, +3, +2>
           Dropped by a ghoul at 2700 feet (level 54)
           
           +4 intelligence.
           +3 wisdom.
           +2 stealth.
           Provides resistance to cold, poison, shards.
           Cannot be harmed by acid, fire.
           Sustains strength.
           Speeds regeneration.  
           
           When activated, it grants temporary resistance to acid,
           electricity, fire, cold and poison for 1d20+20 turns.
           Takes 270 to 330 turns to recharge at your current speed.
           Your chance of success is 98.2%
           
      i) the Large Metal Shield 'Manor' [12,+18] <+7>
           Found lying on the floor in a vault at 2100 feet (level 42)
           
           +7 speed.
           Provides resistance to acid.
           Cannot be harmed by acid.
           
      j) a Metal Cap of Telepathy [3,+9]
           Dropped by Ar-Pharazôn the Golden at 2800 feet (level 56)
           
           Grants telepathy.  
           
      k) the Set of Mithril Gauntlets of Ezeluin [6,+11] <+3>
           Dropped by Bert the Stone Troll at 1800 feet (level 36)
           
           +3 constitution.
           Cannot be harmed by acid, fire.
           Prevents paralysis.  
           
      l) the Pair of Leather Sandals 'Bauramach' [1,+16] <+10>
           Dropped by a grave wight at 2000 feet (level 40)
           
           +10 speed.
           Cannot be harmed by acid, fire.
           
      
      
      
      
        [Character Inventory]
      
      a) 3 Books of Magic Spells [Magic for Beginners]
      b) 4 Books of Magic Spells [Conjurings and Tricks]
      c) 3 Books of Magic Spells [Incantations and Illusions]
      d) 5 Books of Magic Spells [Sorcery and Evocations]
      e) 2 Books of Magic Spells [Resistances of Scarabtarices]
           Cannot be harmed by fire.
           
      f) 2 Books of Magic Spells [Raal's Tome of Destruction]
           Cannot be harmed by fire.
           
      g) 3 Books of Magic Spells [Mordenkainen's Escapes]
           Cannot be harmed by fire.
           
      h) a Book of Magic Spells [Tenser's Transformations]
           Cannot be harmed by fire.
           
      i) 40 Ochre Potions of Cure Critical Wounds
      j) 7 Clear Potions of Healing
      k) 8 Orange Potions of Restore Mana
      l) 2 Lavender Potions of Enlightenment
      m) 14 Scrolls titled "cerio qui vus" of Phase Door
      n) 2 Scrolls titled "alis la alis" of Mass Banishment
      o) 3 Zirconium Rods of Magic Mapping
      p) 3 Lead-Plated Rods of Probing
      q) 5 Runed Wands of Teleport Other (33 charges)
      r) 2 Gold Wands of Dragon's Flame (3 charges)
           Cannot be harmed by lightning.
           
      s) a Lead-Plated Wand of Dragon's Frost (3 charges)
           Cannot be harmed by lightning.
           
      t) 3 Silver-Plated Wands of Drain Life (7 charges)
      
      
      
      
        [Character Quiver]
      
      0) 20 Mithril Arrows of Venom (3d4) (+3,+5)
           Branded with poison.
           Cannot be harmed by acid, fire.
           
           Combat info:
           Hits targets up to 120 feet away.
           Average damage/round: 217.2 vs. creatures not resistant to poison,
           and 108.6 vs. others.
           35% chance of breaking upon contact.
           
      1) 20 Mithril Arrows of Flame (3d4) (+7,+7)
           Branded with fire.
           Cannot be harmed by acid, fire.
           
           Combat info:
           Hits targets up to 120 feet away.
           Average damage/round: 231.7 vs. creatures not resistant to fire,
           and 115.8 vs. others.
           35% chance of breaking upon contact.
           
      
      
        [Home Inventory]
      
      a) 9 Striped Mushrooms of Vigor
      b) a Scroll titled "redo famo" of *Remove Curse*
      c) 2 Scrolls titled "pli spositas" of Banishment
      d) 2 Scrolls titled "obvio ae co" of *Destruction*
      e) 5 Zirconium Rods of Magic Mapping
      f) 10 Cypress Staves of Teleportation (76 charges)
      g) an Aquamarine Ring of Intelligence <+6>
           Found lying on the floor in a vault at 2200 feet (level 44)
           
           +6 intelligence.
           Sustains intelligence.
           
      h) an Amethyst Ring of Constitution <+4>
           Dropped by a chaos drake at 2250 feet (level 45)
           
           +4 constitution.
           Sustains constitution.
           
      i) the Band of Beoron (+3,+6) <+6, +3>
           Dropped by Draebor, the Imp at 2100 feet (level 42)
           
           +6 strength.
           +3 dexterity.
           Provides resistance to cold.
           Provides protection from stunning.
           Cannot be harmed by lightning.
           Sustains dexterity.
           Slows your metabolism.  
           
           When activated, it turns rock into mud.
           Takes 161 to 178 turns to recharge at your current speed.
           Your chance of success is 96.4%
           
      j) the Pendant of Tirhor <+1>
           Found lying on the floor at 1500 feet (level 30)
           
           +1 light.
           Provides resistance to lightning, fire, chaos.
           Provides protection from fear, blindness.
           Sustains wisdom.
           Slows your metabolism.  Prevents paralysis.  
           Radius 1 light.
           
           When activated, it teleports you randomly up to 10 squares away.
           Takes 135 to 148 turns to recharge at your current speed.
           Your chance of success is 94.1%
           
      k) the Necklace of Runil <+1, +2, +5>
           Dropped by Beorn, the Shape-Changer at 1500 feet (level 30)
           
           +1 wisdom.
           +2 constitution.
           +5 tunneling.
           +1 light.
           Provides resistance to lightning, fire, cold, poison.
           Prevents paralysis.  
           Radius 1 light.
           
      l) the Necklace of Nosgale <+3, +5>
           Found lying on the floor in a vault at 1550 feet (level 31)
           
           +3 strength.
           +3 intelligence.
           +5 wisdom.
           Provides resistance to dark.
           Sustains strength.
           Slows your metabolism.  
           
           When activated, it cures blindness.
           Takes 108 to 118 turns to recharge at your current speed.
           Your chance of success is 93.5%
           
      m) an Elven Cloak of Stealth [6,+10] <+3, +1>
           Dropped by a master vampire at 2200 feet (level 44)
           
           +3 stealth.
           +1 speed.
           
      n) the Wicker Shield of Frost [2,+22] <+5, +1>
           Dropped by Mîm, Betrayer of Turin at 1450 feet (level 29)
           
           +5 dexterity.
           +5 searching skill.
           +1 light.
           Provides resistance to acid, lightning, fire, cold, dark.
           Cannot be harmed by acid.
           Radius 1 light.
           
           When activated, it creates a fire bolt with damage 12d8.
           Takes 188 to 207 turns to recharge at your current speed.
           Your chance of success is 95.6%
           
      o) a Leather Shield of Preservation [8,+19]
           Found lying on the floor at 2250 feet (level 45)
           
           Provides resistance to disenchantment.
           Cannot be harmed by acid.
           Sustains strength, dexterity, constitution.
           Sustains your life force.  
           
      p) the Large Metal Shield 'Marmen' [12,+23] <+3>
           Dropped by an ethereal drake at 2250 feet (level 45)
           
           +3 intelligence.
           +3 constitution.
           +3 infravision.
           Provides resistance to acid, lightning, fire, cold.
           Cannot be harmed by acid.
           Grants the ability to see invisible things.  
           
           When activated, it detects invisible creatures nearby.
           Takes 161 to 178 turns to recharge at your current speed.
           Your chance of success is 97.2%
           
      q) the Large Metal Shield of Lonar [12,+18] <+5>
           Found lying on the floor at 1900 feet (level 38)
           
           +5 constitution.
           Provides immunity to cold.
           Provides resistance to shards.
           Cannot be harmed by acid.
           
      r) the Metal Cap of Medadhele [3,+17] <+5, +3>
           Found lying on the floor at 2750 feet (level 55)
           
           +5 intelligence.
           +3 speed.
           Provides resistance to acid.
           Cannot be harmed by acid.
           
      s) the Set of Leather Gloves of Melen [1,+14] <+3>
           Dropped by a ninja at 2250 feet (level 45)
           
           +3 dexterity.
           Provides resistance to fire.
           Cannot be harmed by acid, fire.
           Sustains intelligence.
           Prevents paralysis.  
           
           When activated, it restores 10SP, cures confusion and
           hallucination, removes fear and grants you temporary resistance to
           confusion.
           Takes 214 to 237 turns to recharge at your current speed.
           Your chance of success is 95.6%
           
      t) the Pair of Leather Sandals of Arthor [1,+18] <+3, +2, +1>
           Dropped by Itangast the Fire Drake at 2000 feet (level 40)
           
           +3 intelligence.
           +3 stealth.
           +2 speed.
           +1 light.
           Cannot be harmed by acid, fire.
           Feather Falling.  Prevents paralysis.  
           Radius 1 light.
           
      u) the Tulwar of Ildaur (2d4) (+13,+15) [+5] <+2, +3, +1>
           Dropped by an algroth at 2500 feet (level 50)
           
           +2 wisdom.
           +3 constitution.
           +3 speed.
           +1 light.
           Slays dragons (powerfully), demons (powerfully), undead, giants,
           trolls, orcs, evil creatures.
           Provides resistance to acid, lightning, fire, disenchantment.
           Cannot be harmed by acid.
           Feather Falling.  Blessed by the gods.  
           Radius 1 light.
           
           When activated, it heals 500 hit points, heals cut damage, and
           cures stunning.
           Takes 376 to 462 turns to recharge at your current speed.
           Your chance of success is 97.9%
           
           Combat info:
           2.3 blows/round.
           With +3 STR and +0 DEX you would get 2.7 blows
           With +0 STR and +1 DEX you would get 2.8 blows
           Average damage/round: 109.2 vs. dragons, 109.2 vs. demons, 83.7
           vs. undead, 83.7 vs. giants, 83.7 vs. trolls, 83.7 vs. orcs, 70.9
           vs. evil creatures, and 58.3 vs. others.
           
      v) the Broad Sword of Haurungil (2d5) (+10,+24) <+5, +1>
           Found lying on the floor at 2250 feet (level 45)
           
           +5 speed.
           +1 light.
           Slays undead (powerfully), giants, trolls, orcs, animals.
           Provides resistance to cold, light.
           Cannot be harmed by acid.
           Slows your metabolism.  Feather Falling.  Grants the ability to
           see invisible things.  
           Radius 1 light.
           
           Combat info:
           2.0 blows/round.
           With +3 STR and +0 DEX you would get 2.3 blows
           With +0 STR and +1 DEX you would get 2.3 blows
           Average damage/round: 122.8 vs. undead, 97 vs. giants, 97 vs.
           trolls, 97 vs. orcs, 84 vs. animals, and 71 vs. others.
           
      w) the Flail of Atarama (2d6) (+10,+11) <+4, +2>
           Dropped by Itangast the Fire Drake at 2000 feet (level 40)
           
           +4 strength.
           +2 wisdom.
           Slays undead (powerfully), demons, giants, trolls, orcs, evil
           creatures.
           Branded with weak acid.
           Provides resistance to acid, cold, shards.
           Cannot be harmed by acid, fire.
           Sustains strength.
           Grants the ability to see invisible things.  Sustains your life
           force.  
           
           Combat info:
           2.3 blows/round.
           With +7 STR and +0 DEX you would get 2.7 blows
           With +0 STR and +1 DEX you would get 2.8 blows
           Average damage/round: 81.8 vs. creatures not resistant to acid,
           136.3 vs. undead, 99.9 vs. demons, 99.9 vs. giants, 99.9 vs.
           trolls, 99.9 vs. orcs, 81.8 vs. evil creatures, and 63.7 vs.
           others.
           
      x) a Light Crossbow of Extra Shots (x3) (+14,+10) <+1>
           Dropped by Gorlim, Betrayer of Barahir at 2050 feet (level 41)
           
           +1 shooting speed.
           
      
      
      [Player history]
            Turn   Depth  Note
               0      0'  Began the quest to destroy Morgoth.
             160      0'  Killed Farmer Maggot
             464    100'  Reached level 2
             750    100'  Killed Grip, Farmer Maggot's Dog
             750    100'  Reached level 3
            1881    200'  Reached level 4
            2985    150'  Reached level 5
            5264    100'  Reached level 6
            7029    200'  Reached level 7
            7629    450'  Reached level 8
            7779    450'  Reached level 9
            8815    450'  Reached level 10
            9568    450'  Killed Fang, Farmer Maggot's Dog
           10454    500'  Reached level 11
           11803    500'  Killed Orfax, Son of Boldor
           12013    500'  Reached level 12
           14196    500'  Reached level 13
           14318    500'  Killed Ufthak of Cirith Ungol
           14951    550'  Reached level 14
           16695    550'  Killed Brodda, the Easterling
           16695    550'  Reached level 15
           17737    600'  Killed Lagduf, the Snaga
           18133    600'  Reached level 16
           18263    600'  Killed Wormtongue, Agent of Saruman
           18801    600'  Killed Bullroarer the Hobbit
           21934    600'  Reached level 17
           25106    650'  Reached level 18
           27509    700'  Killed Boldor, King of the Yeeks
           30982    700'  Reached level 18
           33319    750'  Killed Sm&#195;&#169;agol
           34646    800'  Killed N&#195;&#161;r, the Dwarf
           34646    800'  Reached level 19
           37480    800'  Killed Grishn&#195;&#161;kh, the Hill Orc
           37480    800'  Reached level 20
           40765    900'  Reached level 21
           41701    900'  Killed Golfimbul, the Hill Orc Chief
           44759   1000'  Reached level 22
           47959   1050'  Reached level 23
           48547   1050'  Killed Bolg, Son of Azog
           51336   1050'  Killed Gorbag, the Orc Captain
           51336   1050'  Reached level 24
           56176   1100'  Reached level 25
           56841   1100'  Killed Shagrat, the Orc Captain
           60263   1150'  Reached level 26
           63391   1200'  Killed Angamait&#195;&#171; of Umbar
           63622   1200'  Killed Sangahyando of Umbar
           63792   1200'  Found the Cutlass of Earninas (LOST)
           69318   1250'  Killed Ulfast, Son of Ulfang
           71273   1300'  Reached level 27
           72925   1300'  Killed Ugl&#195;&#186;k, the Uruk
           72935   1300'  Killed Lugdush, the Uruk
           78311   1400'  Killed Kh&#195;&#174;m, Son of M&#195;&#174;m
           80142   1450'  Killed M&#195;&#174;m, Betrayer of Turin
           80169   1450'  Found the Wicker Shield of Frost
           80370   1450'  Killed Ibun, Son of M&#195;&#174;m
           80595   1450'  Reached level 28
           81518   1450'  Killed Uldor the Accursed
           85477   1500'  Killed Mughash the Kobold Lord
           85850   1500'  Found the Pendant of Tirhor
           86050   1500'  Killed Beorn, the Shape-Changer
           86058   1500'  Found the Necklace of Runil
           87828   1500'  Reached level 29
           91060   1550'  Killed Ulwarth, Son of Ulfang
           91598   1550'  Killed Ulfang the Black
           91780   1550'  Found the Wooden Torch 'Miondi'
           91942   1550'  Found the Necklace of Nosgale
           92523   1550'  Found the Awl-Pike of Alroth (LOST)
           95567   1600'  Killed Lokkak, the Ogre Chieftain
           97481   1600'  Reached level 30
           98571   1700'  Reached level 31
          100863   1800'  Found the Whip of Elcarin (LOST)
          101668   1800'  Killed Bill the Stone Troll
          101671   1800'  Killed Bert the Stone Troll
          101675   1800'  Found the Set of Mithril Gauntlets of Ezeluin
          101786   1800'  Killed Tom the Stone Troll
          103243   1850'  Killed The Queen Ant
          103259   1850'  Found the Necklace 'Estelos'
          103268   1850'  Found the Lochaber Axe of Tirin (LOST)
          104532   1900'  Reached level 32
          108914   1900'  Found the Large Metal Shield of Lonar
          112157   2000'  Killed Itangast the Fire Drake
          112165   2000'  Found the Flail of Atarama
          112173   2000'  Found the Pair of Leather Sandals of Arthor
          112895   2000'  Found the Pair of Leather Sandals 'Bauramach'
          113369   2000'  Reached level 33
          115452   2050'  Killed Gorlim, Betrayer of Barahir
          117773   2100'  Killed Medusa, the Gorgon
          118279   2100'  Found the Hard Leather Cap of Glacalimo
          119610   2100'  Killed Lorgan, Chief of the Easterlings
          121042   2100'  Killed E&#195;&#182;l, the Dark Elf
          121367   2100'  Reached level 34
          121408   2100'  Killed Draebor, the Imp
          121410   2100'  Found the Scimitar 'Nostirest' (LOST)
          121465   2100'  Killed Azog, King of the Uruk-Hai
          121672   2100'  Found the Band of Beoron
          121733   2100'  Found the Large Metal Shield 'Manor'
          121920   2100'  Killed Waldern, King of Water
          123084   2100'  Found the Set of Leather Gloves of Aromen (LOST)
          129742   2200'  Killed Castamir the Usurper
          130370   2250'  Found the Large Metal Shield 'Marmen'
          132266   2250'  Killed Uvatha the Horseman
          132973   2250'  Reached level 35
          134818   2250'  Found the Broad Sword of Haurungil
          137896   2250'  Found the Set of Leather Gloves of Melen
          144262   2300'  Killed Adunaphel the Quiet
          150705   2300'  Found the Scimitar of Milianim (LOST)
          152133   2350'  Reached level 36
          157784   2450'  Killed Ariel, Queen of Air
          162031   2500'  Found the Tulwar of Ildaur
          162436   2500'  Reached level 37
          164142   2500'  Found the Halberd of Londun (LOST)
          165378   2550'  Found the Dagger of Elind (LOST)
          167932   2600'  Killed The Balrog of Moria
          170909   2600'  Reached level 38
          172099   2600'  Killed Scatha the Worm
          172112   2600'  Found the Bar Chain Mail of Ninglan (LOST)
          173348   2650'  Found the Ring 'Feanwe'
          176452   2700'  Killed Rogrog the Black Troll
          176753   2700'  Found the Cloak of Andagar
          180301   2750'  Killed Smaug the Golden
          180741   2750'  Found the Metal Cap of Medadhele
          181760   2800'  Killed Ar-Pharaz&#195;´n the Golden
          181760   2800'  Reached level 39
          181802   2800'  Found the Set of Caestus of Deleb (LOST)
      
      
        [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                          : no  (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)
      Highlight player with cursor between turns   : no  (highlight_player)
      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          : yes (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                    : yes (notify_recharge)
      
        [Birth]
      
      Generate a new, random artifact set          : yes (birth_randarts)
      Generate connected stairs                    : yes (birth_connect_stairs)
      Force player descent (never make up stairs)  : no  (birth_force_descend)
      Word of Recall has no effect                 : no  (birth_no_recall)
      Restrict creation of artifacts               : no  (birth_no_artifacts)
      Stack objects on the floor                   : yes (birth_stacking)
      Lose artifacts when leaving level            : no  (birth_lose_arts)
      Show level feelings                          : yes (birth_feelings)
      Increase gold drops but disable selling      : yes (birth_no_selling)
      Start with a kit of useful gear              : yes (birth_start_kit)
      Monsters learn from their mistakes           : no  (birth_ai_learn)
      Know all runes on birth                      : no  (birth_know_runes)

      Comment

      • Sky
        Veteran
        • Oct 2016
        • 2321

        #18
        sell / ditch these things:

        crossbox of shots (you use launchers for stats, not for damage)
        the Broad Sword of Haurungil (you have a flail of acid, although this *might* come in handy)
        the Pair of Leather Sandals of Arthor (you'll never used them, +10 speed is just so much better)
        Elven Cloak of Stealth (you find these by the dozen)
        an Aquamarine Ring of Intelligence <+6>
        an Amethyst Ring of Constitution <+4>
        again, those slots will be for rings of speed or rings of power.
        10! Cypress Staves of Teleportation (you have 0% teleport-self)
        rods of magic mapping (the 3 you carry are enough for the rest of the game)

        store your cap of telepathy and wear the Metal Cap of Medadhele instead, you get ESP from the sword anyway. or alternatively, keep the helm, but use the flail of acid, or even the braodsword, the +5 speed is nice.
        "i can take this dracolich"

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2347

          #19
          You are 8 con points away from 18/200, which caps out the hp gain; I would get that now, and if that that means dumping the mouse ring for con, so be it.

          You have various options; if you use tulwar + con shield, you can keep mouse ring for now till you find speed ring. You would lose 4 speed that way, leaving you at +19 which is fine. I would hold onto the con ring in either case; whatever combinations youre going to use, you will never want to go below 18/200 con again.

          Benefits from int also stop at 18/200 if you were wondering, no point in going higher than that. Only str increases melee damage past that value.

          As for teleport staves, I like to carry 2 of those for emergencies when I dont have both pblind and pconf. There are nasty monsters that can chain confuse with their melee attack, regardless of saving throw, and when that happens the only way out is a staff of teleportation. Once you have pconf covered, you can ditch the staves. There is no need to store any at home.

          Otherwise, what Sky said.

          One more thing: you dont have disenchantment resistance covered, which is not a big deal but you have to keep an eye on monsters that can disenchant and avoid them. You could use the preservation shield, but the cold immunity you get from the constitution shield is also nice.

          edit: oh and youre only at dlvl 56 ? you can go straight down to 98.
          Last edited by Estie; August 29, 2017, 00:20.

          Comment

          • Sky
            Veteran
            • Oct 2016
            • 2321

            #20
            i wouldn't go any lower then DL60~ish.

            at DL60, you can still find greater vaults with DL100 gear in it. and you won't find greater graveyards, which are otherwise a plague of the lower levels. Nothing like half a dozen passwall undead chasing you around the level to make you delete a potential winner.
            I would keep working towards upping your artifact collection and looking for a Kelek Grimoire Of Power.
            "i can take this dracolich"

            Comment

            • Monkey Face
              Adept
              • Feb 2009
              • 244

              #21
              I would use the Band of Beorn rather than the mouse ring (I haven't played with randarts but I'm assuming band is a ring). Protection from stunning keeps your spell failure rates down. Drop the wands of Teleport Other and scrolls of phase door, your spell failure rate should be 0% by now. You've got 4 wasted points of intelligence although all of your sources of intelligence have something else going for them.

              Comment

              • Megawott06
                Rookie
                • Jul 2017
                • 12

                #22
                Thanks for the tips. Does anyone have any opinions about the amulets? They sem to mostly take up space, or is there something in any of them I'm failning to notice? It's completely possible as I'm pretty bad at planning without some type of guide to follow.

                Edit: I just noticed that my ring is granting me telepathy, that shold free up some options.
                Last edited by Megawott06; August 29, 2017, 09:32.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #23
                  Get your CON up. You can't worry about melee until you are getting 4 blows with a big weapon. (With buffs and Rune of Protection and/or stunning from ice storm/shock wave, you can take down pretty significant enemies.)

                  In the mean time, you have Tenser's: that improves your damage by quite a lot, between magic devices and branded ammo. Archery can be a big help to a mage, especially to a High Elf. Again, use buffing. EXP and CON are currently your biggest shortcomings. You can fix the first immediately. You can fix the latter by going deeper and sniping for high-value targets. With 18/200 CON, you can face down any monster in the dungeon. You just can't kill them all yet, with your puny damage output. (The wands of Drain Life are a good start on that. But you may wish to save Annihilation for Morgoth.)

                  Comment

                  • Sky
                    Veteran
                    • Oct 2016
                    • 2321

                    #24
                    speaking of annihilation and morgoth, how many charges do you reckon it would take?
                    i went down with 36 Drain Life and 16 Annihilation and still managed to lose. CL47, 16 *heal, 18 heal, 8 restore mana. all this in a sweet anti-summoning corridor all lined up with perma walls and runes.
                    "i can take this dracolich"

                    Comment

                    • Estie
                      Veteran
                      • Apr 2008
                      • 2347

                      #25
                      Originally posted by Sky
                      speaking of annihilation and morgoth, how many charges do you reckon it would take?
                      i went down with 36 Drain Life and 16 Annihilation and still managed to lose. CL47, 16 *heal, 18 heal, 8 restore mana. all this in a sweet anti-summoning corridor all lined up with perma walls and runes.
                      I dont know how many charges you need, but you are aware that mage has 2 recharge spells ?

                      Comment

                      • Sky
                        Veteran
                        • Oct 2016
                        • 2321

                        #26
                        that's what i carry Tensner's for.
                        "i can take this dracolich"

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          #27
                          16 -Annihilation is more than enough assuming you have remotely sane luck with Greater Recharging. Don't let Morgoth get into melee with you, of course, or else he'll drain charges and heal in the process.

                          Morgoth has 20k hitpoints, Annihilation does 250 damage, a mage should be able to boost that to at least 350 (a 40% boost which requires a magic device skill of 100). So that's 58 zaps, ignoring Morgoth's regeneration. I wouldn't bother with the Drain Life. Use wands until their charges are out, then use Mana Storm until you have to teleport Morgoth away, then recharge while he's gone.

                          Comment

                          • Estie
                            Veteran
                            • Apr 2008
                            • 2347

                            #28
                            Originally posted by Megawott06
                            Thanks for the tips. Does anyone have any opinions about the amulets? They sem to mostly take up space, or is there something in any of them I'm failning to notice? It's completely possible as I'm pretty bad at planning without some type of guide to follow.

                            Edit: I just noticed that my ring is granting me telepathy, that shold free up some options.
                            Amulets ? Lets see:

                            1) the Necklace 'Estelos' (+5,+3) <+3, +1>
                            Dropped by The Queen Ant at 1850 feet (level 37)

                            +3 constitution.
                            +1 light.
                            Provides resistance to chaos.
                            Provides protection from fear.
                            Slows your metabolism. Feather Falling. Sustains your life
                            force.
                            Radius 1 light.

                            2) the Pendant of Tirhor <+1>
                            Found lying on the floor at 1500 feet (level 30)

                            +1 light.
                            Provides resistance to lightning, fire, chaos.
                            Provides protection from fear, blindness.
                            Sustains wisdom.
                            Slows your metabolism. Prevents paralysis.
                            Radius 1 light.

                            When activated, it teleports you randomly up to 10 squares away.
                            Takes 135 to 148 turns to recharge at your current speed.
                            Your chance of success is 94.1%

                            3) the Necklace of Runil <+1, +2, +5>
                            Dropped by Beorn, the Shape-Changer at 1500 feet (level 30)

                            +1 wisdom.
                            +2 constitution.
                            +5 tunneling.
                            +1 light.
                            Provides resistance to lightning, fire, cold, poison.
                            Prevents paralysis.
                            Radius 1 light.

                            4) the Necklace of Nosgale <+3, +5>
                            Found lying on the floor in a vault at 1550 feet (level 31)

                            +3 strength.
                            +3 intelligence.
                            +5 wisdom.
                            Provides resistance to dark.
                            Sustains strength.
                            Slows your metabolism.

                            When activated, it cures blindness.
                            Takes 108 to 118 turns to recharge at your current speed.
                            Your chance of success is 93.5%


                            1) gives 3 con which makes it potential endgame material, 2) gives free action but 3) does same and is better, theres also an ego amulet of magi which does that and more so you can dump this, 3) has 2 con and poison resistance, I would keep that, 4) has str and int, it is unlikely that you will really need that combo unless you plan on going full melee, I would scrap 4) too if low on space.



                            I am in a very similar situation as you where my priest is short on base con and waiting to make the ring switch; currently, replacing my rings with con rings would put me at ~500 hps, not quite enough to be 1-hit proof so I keep stealth + speed rings, but hopefully soon I will be able to get ~600 hps and then its all con rings.

                            edit: 1 greater vault later, the new setup looks like this:

                            Last edited by Estie; August 29, 2017, 18:14. Reason: typo

                            Comment

                            • petvan
                              Rookie
                              • Jun 2015
                              • 22

                              #29
                              Hey Estie...jumped in here but working on diving and curious what you wait for in the way of stats or resists before you dive to 95+. You seem to get there a lot faster than me and clearly you are finding great gear for it.

                              THis is a good thread btw, thanks for sharing OP, learning lots.

                              P

                              Comment

                              • Estie
                                Veteran
                                • Apr 2008
                                • 2347

                                #30
                                I take downstairs as I find them and read all descent scrolls. I might slow down at some points:

                                - When rods first start to appear, to get a -treasure detection.
                                - Before Dread depth, when I have no see invis. See invis is the property I take over all alse; I can avoid paralyzers at need if I see them.
                                - There is a less clearcut area in the mid game. If I have good stealth (heroic or better), I go down asap, when I have, say, a half troll warrior who hasnt found usable stealth items and no teleport other wand, I rather linger where I can fight most monsters. It is a belly feeling based on experience when to go deeper.

                                The principle is avoiding > protecting at this stage; so if the choice is, for example, between a mouse ring and one of poison resistance, I take mouse.

                                These halting points arent absolute; when I dont find a rod of treasure detection for a while, I simply go down without. If I really dont find see invis, well then sooner or later something will get me and I start a new character.
                                Last edited by Estie; August 31, 2017, 03:43. Reason: typo

                                Comment

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