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[V, YACD] Equipment questions

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Matthew Vernon

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Dec 22, 2009, 6:02:54 AM12/22/09
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I found some better artifacts ;-) Character level 33 is as far as I've
got on the beta (I have 4 deaths at clvl 33, so this char may not have
long to live!), although I've managed better on older versions.

Anyhow, I've been fettling my equipment, and was wondering if I'd got
it right. Balli's Axe does less melee damage than the katana of extra
attacks, but the stat gains and rBlind make up for that. I swapped out
Hithlomir for the Elvenkind robe - since I have rBlind, Nether seemed
better than Dark. Similarly, now I get +3 STR from Balli, I swapped in
a =INT for the=STR in the previous dump, as that gets me 66 more SP,
and pushes my min-fail to 2% from 4%.

I'm hoping to be able to swap in Thranduil at some point, but lack any
other rConf, which is kindof vital for a mage :) I seem to be burning
through missile ammo at a rate of knots, though! The bolts of slay
evil I had for a while were particularly fine - about 400 damage a
pop.

My home is a bit full - is there cruft there I should be ditching?

Thanks :)

[Angband 3.1.0 beta Character Dump]

Sex Male Age 119 STR: 18/48 +1 -5 +5 18/58
Race High-Elf Height 73 INT: 18/25 +3 +3 +4 18/125
Class Mage Weight 161 WIS: 12 -1 +0 +3 14
Title Conjurer Social Lordly DEX: 18 +3 +1 +0 18/40
HP 261/261 Maximize Y CON: 16 +1 -2 +8 18/50
SP 101/166 Chr: 16 +5 +1 +3 18/70 18/60


Level 33 Armor [15,+97] Saving Throw 80%
Cur Exp 525099 Fight (+12,+11) Stealth Superb
Max Exp 525099 Melee (+20,+22) Fighting Excellent
Adv Exp 632500 Shoot (+31,+18) Shooting Excellent
MaxDepth 2100' (L42) Blows 1/turn Disarming 68%
Turns 1994747 Shots 1/turn Magic Device Legendary
Gold 344976 Infra 40 ft Perception 1 in 16
Burden 145.4 lbs Speed Normal Searching 19%

You are one of several children of a Telerin Ranger. You have light
grey eyes, straight black hair, and a fair complexion.

Acid:+.....+.+.... Confu:.........+...
Elec:+.....+.+.... Sound:.............
Fire:+.....+.+.... Shard:.............
Cold:+.....+.+.... Nexus:...........+.
Pois:............. Nethr:......+......
Fear:............. Chaos:.............
Lite:............+ Disen:.............
Dark:............. S.Dig:.............
Blind:+......+..... Feath:+..........+.

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


[Character Equipment]

a) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3)
+3 strength, constitution, stealth.
Provides resistance to acid, lightning, fire, cold, blindness.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.
Speeds regeneration.
Prevents paralysis.
Grants the ability to see invisible things.
With this weapon, you would currently get 1 blow per round,
averaging a damage of 62.5 against orcs, 62.5 against trolls, 62.5
against demons, and 35.5 against normal creatures.
b) a Light Crossbow of Extra Might (x3) (+19,+18) (+1)
+1 shooting power.
c) a Fluorite Ring of Intelligence (+4)
+4 intelligence.
Sustains intelligence.
d) a Sapphire Ring of Constitution (+3)
+3 constitution.
Sustains constitution.
e) a Golden Amulet of Regeneration
Speeds regeneration.
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.
It takes 10 turns to recharge after use.
Radius 3 light.
g) a Robe of Elvenkind [2,+23] (+3 stealth)
+3 stealth.
Provides resistance to acid, lightning, fire, cold, nether.
Cannot be harmed by acid, electricity, fire, cold.
h) a Fur Cloak of Aman [3,+14] (+1 stealth)
+1 stealth.
Provides resistance to blindness.
Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Resistance [4,+18]
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
j) The Metal Cap of Thengel [3,+12] (+3)
+3 wisdom, charisma.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
+2 strength, constitution.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
l) a Pair of Leather Boots of Stability [2,+8]
Provides resistance to nexus.
Feather Falling.


[Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction]
Cannot be harmed by acid, electricity, fire, cold.
g) 10 Vermilion Potions of Cure Critical Wounds
h) 5 Gold Potions of Healing
i) 3 Cyan Potions of Restore Mana
j) a Dark Red Potion of Speed
k) a Molybdenum Rod of Lightning Balls
l) a Gold Rod of Recall
Cannot be harmed by electricity.
m) 2 Copper Wands of Teleport Other (6 charges)
n) a Bronze Ring of Strength (+4)
+4 strength.
Sustains strength.
o) a Fluorite Ring of Intelligence (+2)
+2 intelligence.
Sustains intelligence.
p) The Soft Leather Armour 'Hithlomir' [4,+20] (+4)
+4 stealth.
Provides resistance to acid, lightning, fire, cold, dark.
Cannot be harmed by acid, electricity, fire, cold.
q) a Katana of Extra Attacks (3d5) (+9,+11) (+2)
+2 attack speed.
With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 31 against normal creatures.
r) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
+3 charisma.
Provides resistance to fire, sound.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.
Grants the ability to see invisible things.
With this weapon, you would currently get 1 blow per round,
averaging a damage of 47 against giants, 47 against undead, 47
against fire-vulnerable creatures, and 29 against normal creatures.
s) 6 Bolts of Slay Giant (1d5) (+10,+6)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 324 against
giants, and 108 against normal creatures.
25% chance of breaking upon contact.
t) 9 Bolts (1d5) (+7,+5)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 104 against
normal creatures.
25% chance of breaking upon contact.
u) a Bolt (1d5) (+8,+4)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 100 against
normal creatures.
25% chance of breaking upon contact.
v) 31 Mithril Shots (2d4) (+14,+11)
Cannot be harmed by acid.


[Home Inventory]

a) 4 Books of Magic Spells [Magic for Beginners]
b) 4 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) 2 White Mushrooms of Vigor
When ingested, it restores all your stats.
Provides nourishment for about 250 turns under normal conditions.
f) a Yellow Speckled Potion of *Healing*
When ingested, it restores 1200 hit points, heals cut damage, and
cures stunning, poisoning, blindness, and confusion.
It can be thrown at creatures with damaging effect.
g) 2 Puce Potions of Restore Intelligence
When ingested, it restores your intelligence.
h) 5 Scrolls titled "ulchato sco" of Enchant Armour
When read, it attempts to magically enhance a piece of armour.
i) a Bronze Ring of Strength (+3)
+3 strength.
Sustains strength.

j) a Beryl Ring of Dexterity (+3)
+3 dexterity.
Sustains dexterity.

k) Metal Scale Mail (Dwarven) (-2) [12,+7] (+1)
+1 strength, constitution, infravision.
Cannot be harmed by acid, fire.
Prevents paralysis.

l) The Hard Leather Cap of Thranduil [2,+10] (+2)
+2 intelligence, wisdom.
Provides resistance to blindness.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.

m) a Set of Gauntlets of Agility [3,+8] (+4)
+4 dexterity.

n) a Pair of Steel Shod Boots of Free Action [6,+7]
Prevents paralysis.

o) a Pike of Westernesse (2d5) (+16,+14) (+2)
+2 strength, dexterity, constitution.
Prevents paralysis.
Grants the ability to see invisible things.

With this weapon, you would currently get 1 blow per round,
averaging a damage of 43 against orcs, 43 against trolls, 43
against giants, and 31 against normal creatures.
p) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
+4 wisdom, infravision.
Provides resistance to cold, light.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.
Speeds regeneration.

When activated, it drains up to 90 hit points of life from a targe
t creature.
It takes 40 turns to recharge after use.
Radius 1 light.
With this weapon, you would currently get 1 blow per round,
averaging a damage of 35 against orcs, 35 against frost-vulnerable
creatures, and 23 against normal creatures.
q) a Short Bow of Extra Shots (x2) (+15,+10) (+1)
+1 shooting speed.

r) a Long Bow (x3) (+7,+5)
s) 20 Bolts (1d5) (+4,+6)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 108 against
normal creatures.
25% chance of breaking upon contact.
t) 20 Bolts (1d5) (+5,+4)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 100 against
normal creatures.
25% chance of breaking upon contact.
u) 24 Bolts (1d5) (+5,+1)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 88 against
normal creatures.
25% chance of breaking upon contact.
v) 28 Arrows of Slay Undead (1d4) (+9,+7)
w) 25 Arrows of Slay Giant (1d4) (+11,+3)

--
Rapun.sel - outermost outpost of the Pick Empire
http://www.pick.ucam.org

Timo Pietilä

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Dec 22, 2009, 7:28:06 AM12/22/09
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Matthew Vernon wrote:

> I'm hoping to be able to swap in Thranduil at some point, but lack any
> other rConf, which is kindof vital for a mage :)

Use Thranduil as your main headgear and Thengel as swap against
confusion attacks. ESP helps a lot.

Timo Pietil�

Wally the Grey

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Dec 22, 2009, 1:44:11 PM12/22/09
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Matthew Vernon wrote:
> My home is a bit full - is there cruft there I should be ditching?

> h) 5 Scrolls titled "ulchato sco" of Enchant Armour


> When read, it attempts to magically enhance a piece of armour.

Use.

> j) a Beryl Ring of Dexterity (+3)
> +3 dexterity.
> Sustains dexterity.

Sell.

> k) Metal Scale Mail (Dwarven) (-2) [12,+7] (+1)
> +1 strength, constitution, infravision.
> Cannot be harmed by acid, fire.
> Prevents paralysis.

Probably sell.

> m) a Set of Gauntlets of Agility [3,+8] (+4)
> +4 dexterity.

Sell.

> n) a Pair of Steel Shod Boots of Free Action [6,+7]
> Prevents paralysis.

Sell. Heavy and free action is plentiful.

> o) a Pike of Westernesse (2d5) (+16,+14) (+2)
> +2 strength, dexterity, constitution.
> Prevents paralysis.
> Grants the ability to see invisible things.
>
> With this weapon, you would currently get 1 blow per round,
> averaging a damage of 43 against orcs, 43 against trolls, 43
> against giants, and 31 against normal creatures.

Sell. Balli beats this in every way.

> r) a Long Bow (x3) (+7,+5)

Sell.

> w) 25 Arrows of Slay Giant (1d4) (+11,+3)

Probably sell.

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