Feel free to tell me my equipment decisions are daft and/or that I
should have just run away :)
Matthew
[Angband 3.1.0 beta Character Dump]
Sex Male Age 119 STR: 18/48 +1 -5 +6 18/68
Race High-Elf Height 73 INT: 18 +3 +3 +0 18/60
Class Mage Weight 161 WIS: 12 -1 +0 +3 14
Title Conjurer Social Lordly DEX: 18 +3 +1 +0 18/40
HP 227/227 Maximize Y CON: 16 +1 -2 +5 18/20
SP 64/73 Chr: 14 +5 +1 +3 18/50 18/20
Level 32 Armor [17,+89] Saving Throw 79%
Cur Exp 358523 Fight (+12,+11) Stealth Superb
Max Exp 358523 Melee (+21,+22) Fighting Excellent
Adv Exp 460000 Shoot (+31,+18) Shooting Excellent
MaxDepth 1950' (L39) Blows 3/turn Disarming 62%
Turns 1785809 Shots 1/turn Magic Device Heroic
Gold 258877 Infra 40 ft Perception 1 in 16
Burden 137.0 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) 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.
b) a Light Crossbow of Extra Might (x3) (+19,+18) (+1)
+1 shooting power.
c) a Bronze Ring of Strength (+4)
+4 strength.
Sustains strength.
d) a Sapphire Ring of Constitution (+3)
+3 constitution.
Sustains constitution.
e) a Golden Amulet of Regeneration {uncursed}
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) 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.
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 Holy Book of Prayers [Ethereal Openings]
Cannot be harmed by acid, electricity, fire, cold.
g) 10 Vermilion Potions of Cure Critical Wounds
h) 7 Gold Potions of Healing
i) 6 Cyan Potions of Restore Mana
j) 4 Dark Red Potions of Speed
k) a Molybdenum Rod of Lightning Balls
l) a Gold Rod of Recall
Cannot be harmed by electricity.
m) a Zirconium Wand of Lightning Balls (5 charges)
Cannot be harmed by electricity.
n) a Steel Wand of Cold Balls (4 charges)
Cannot be harmed by cold.
o) 2 Copper Wands of Teleport Other (12 charges)
p) a Beryl Ring of Dexterity (+3)
+3 dexterity.
Sustains dexterity.
q) a Glaive of Extra Attacks (2d6) (+8,+9) (+1)
+1 attack speed.
With this weapon, you would currently get 2 blows per round. Each
blow will do an average damage of 27 against normal creatures.
r) a War Hammer of Acid (3d3) (+7,+10)
Provides resistance to acid.
Cannot be harmed by acid.
With this weapon, you would currently get 1 blow per round,
averaging a damage of 39 against acid-vulnerable creatures, and 27
against normal creatures.
s) 6 Bolts of Slay Evil (1d5) (+8,+10)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 248 against
evil creatures, and 124 against normal creatures.
25% chance of breaking upon contact.
t) 19 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.
u) 11 Bolts (1d5) (+9,+9)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 120 against
normal creatures.
25% chance of breaking upon contact.
[Home Inventory]
a) 4 Books of Magic Spells [Magic for Beginners]
b) 4 Books of Magic Spells [Conjurings and Tricks]
c) a Book 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) 11 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 Fluorite Ring of Intelligence (+2)
+2 intelligence.
Sustains intelligence.
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 45 against orcs, 45 against trolls, 45
against giants, and 33 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) 22 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.
t) 24 Bolts (1d5) (+4,+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.
u) 28 Arrows of Slay Undead (1d4) (+9,+7)
v) 25 Arrows of Slay Giant (1d4) (+11,+3)
w) 16 Arrows (1d4) (+8,+9)
x) 19 Arrows (1d4) (+8,+4)
--
Rapun.sel - outermost outpost of the Pick Empire
http://www.pick.ucam.org
> Feel free to tell me my equipment decisions are daft and/or that I
> should have just run away :)
I'd use Thranduil over Thengel, except to swap in special circumstances.
> e) a Golden Amulet of Regeneration {uncursed}
> Speeds regeneration.
How'd you manage that?
I don't recall seeing a cursed amulet with no pval in 3.1.
Eddie
> Matthew Vernon <mat...@debian.org> writes:
>
> > Feel free to tell me my equipment decisions are daft and/or that I
> > should have just run away :)
>
> I'd use Thranduil over Thengel, except to swap in special circumstances.
I was somewhat tempted, but rConf is very handy.
> > e) a Golden Amulet of Regeneration {uncursed}
> > Speeds regeneration.
>
> How'd you manage that?
> I don't recall seeing a cursed amulet with no pval in 3.1.
I found a cursed Amulet of Regeneration, put it on and read a
?removecurse.
Matthew