thomasgronning@[EMAIL PROTECTED]
writes:
> Apologies for the version. Guess I should upgrade? Just need to win
> one first...
The savefiles can be read by later versions. I don't know whether there
are
any substaintial differences in 3.0.9 other than bugfixes and UI
improvements.
Wand stacking and draining keeps changing. That might be different.
Warning: I do not play mages much.
> Dump:
> [Angband 3.0.6 Character Dump]
>
> Name Jiamas XXX Self RB CB EB
> Best
> *** Male Age 106 STR! 18/100 +1 -5 +11
> 18/170
> Race High-Elf Height 91 INT! 18/100 +3 +3 +1
> 18/170
Generally speaking, if you can get 18/200 for 0% fail, that's your
priority.
> Class Mage Weight 158 WIS! 18/100 -1 +0 +4
> 18/130
> Title Sorcerer Status 39 DEX! 18/100 +3 +1 +1
> 18/150
> HP 678/724 Maximize Y CON! 18/100 +1 -2 +12
> 18/210
> SP 130/292 Preserve Y CHR! 18/100 +5 +1 +3
> 18/190
>
> Level 41 Armor [27,+112] Saving Throw
> Heroic
> Cur Exp 3007293 Fight (+20,+13) Stealth
> Excellent
> Max Exp 3007293 Melee (+33,+30) Fighting
> Heroic
> Adv Exp 3450000 Shoot (+30,+9) Shooting
> Heroic
> MaxDepth 3150 ft Blows 4/turn Disarming
> Superb
> Gold 1072157 Shots 2/turn Magic Device
> Legendary
> Burden 210.7 lbs Perception
> Good
> Speed +4 Infra 40 ft Searching
> Fair
>
> You are the only child of a Telerin Ranger. You have light grey
> eyes,
> straight black hair, and a fair complexion.
>
>
>
> abcdefghijkl@[EMAIL PROTECTED]
abcdefghijkl@[EMAIL PROTECTED]
> Acid:......+.+.... Blind:.........+...
> Elec:......+.+.... Confu:.........+...
> Fire:+.....+.++... Sound:.........+...
> Cold:......+.++... Shard:......+......
> Pois:+..+......... Nexus:......+......
> Fear:...........+. Nethr:.............
> Lite:.........++.+ Chaos:.......+.+...
> Dark:...+......... Disen:.............
>
> abcdefghijkl@[EMAIL PROTECTED]
abcdefghijkl@[EMAIL PROTECTED]
> S.Dig:+............ Stea.:...+...+.....
> Feath:............. Sear.:.............
> PLite:.........++.. Infra:.............
> Regen:+........+... Tunn.:.............
> Telep:............. Speed:.........+.+.
> Invis:.........+..+ Blows:.............
> FrAct:+.........+.. Shots:.+...........
> HLife:............. Might:.............
>
>
> [Character Equipment]
>
> a) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
> It increases your strength by 2. It is especially deadly against
> dragons. It is branded with fire and poison. It provides
> resistance
> to fire and poison. It slows your metabolism and speeds your
> regeneration. It grants you immunity to paralysis. It cannot be
> harmed by the elements.
> b) a Short Bow of Extra Shots (x2) (+10,+9) (+1)
> It increases your shooting speed by 1.
That's a wimpy bow.
> c) a Quartz Ring of Constitution (+3)
> It increases your constitution by 3. It sustains your
> constitution.
> d) The Ring of Barahir (+1)
> It increases all your stats by 1. It increases your stealth by 1.
> It
> provides resistance to poison and dark. It cannot be harmed by the
> elements.
> e) The Amulet of Carlammas (+2)
> It increases your constitution by 2. It cannot be harmed by the
> elements. It might have hidden powers.
> f) The Star of Elendil
> It lights the dungeon around you. It cannot be harmed by the
> elements.
> It might have hidden powers.
> g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
> It increases your strength and charisma by 2. It provides
> resistance
> to acid, lightning, fire, cold, shards, and nexus. It cannot be
> harmed
> by the elements.
> h) a Cloak of Aman [1,+22] (+1 to stealth)
> It increases your stealth by 1. It provides resistance to chaos.
> It
> cannot be harmed by the elements.
> i) The Large Metal ****eld of Anarion [5,+20]
> It provides resistance to acid, lightning, fire, and cold. It
> sustains
> all your stats. It cannot be harmed by the elements.
The resists are covered by Arvedui, and the sustains are not that
im****tant,
especially if you use a ring of int for 0% fail. If weight is an issue,
leave it at home.
> j) The Golden Crown of Gondor [0,+15] (+3)
> It increases your strength, wisdom, and constitution by 3. It
> increases your speed by 3. It provides resistance to fire, cold,
> light,
> blindness, confusion, sound, and chaos. It lights the dungeon
> around
> you and speeds your regeneration. It grants you the ability to see
> invisible things. It activates for heal (500) every 250 turns. It
> cannot be harmed by the elements.
> k) The Set of Leather Gloves 'Cammithrim' [1,+10]
> It provides resistance to light. It sustains your constitution.
> It
> lights the dungeon around you. It grants you immunity to
> paralysis.
> It activates for magic missile (2d6) every 2 turns. It cannot be
> harmed by the elements.
> l) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
> It increases your strength and constitution by 3. It increases
> your
> speed by 3. It provides resistance to fear. It cannot be harmed
> by
> the elements.
>
>
> [Character Inventory]
>
> a) 4 Books of Magic Spells [Magic for Beginners]
> b) 3 Books of Magic Spells [Conjurings and Tricks]
> c) 6 Books of Magic Spells [Incantations and Illusions]
> d) 8 Books of Magic Spells [Sorcery and Evocations]
That looks like too much weight in spellbooks. Personally, playing
priests, I
only carry one of each and I recall immediately if one gets burnt. Surely
3
of each is enough.
> e) a Book of Magic Spells [Resistances of Scarabtarices]
> It cannot be harmed by the elements.
> f) a Book of Magic Spells [Raal's Tome of Destruction]
> It cannot be harmed by the elements.
> g) a Book of Magic Spells [Mordenkainen's Escapes]
> It cannot be harmed by the elements.
> h) a Book of Magic Spells [Tenser's Transformations]
> It cannot be harmed by the elements.
> i) 9 Indigo Potions of Cure Critical Wounds
> j) 3 Clotted Red Potions of Healing
> k) 2 Smoky Potions of Restore Mana
> l) a Vermilion Potion of Enlightenment
> m) 6 Scrolls titled "blaame con wah" of Tele****tation
You are getting deep enough these should be considered a last resort,
or even no resort at all. Use tele****t other instead. The spell, with
0% fail, when it matters.
> n) a Scroll titled "bin i fidzun" of Tele****t Level
> o) a Gold-Plated Rod of Perception
> It cannot be harmed by electricity.
> p) 3 Titanium Rods of Tele****t Other
> q) a Runed Wand of Dragon's Frost (3 charges)
> It cannot be harmed by the elements.
> r) a Moonstone Ring of Intelligence (+4)
> It increases your intelligence by 4. It sustains your
> intelligence.
That's good enough you don't need Barahir as well for 0% fail.
> s) The Jewel 'Evenstar'
> It cannot be harmed by the elements. It might have hidden powers.
> t) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
> It increases your strength and constitution by 3. It increases
> your
> tunneling by 3. It cannot be harmed by the elements. It might
> have
> hidden powers.
Durin + Barahir or Gurthang + =con+3? It's not obvious to me.
If you swap out Gondor, Gurthang's regen might make the difference.
> u) a Heavy Crossbow of Power (x4) (+14,+25)
Now *that's* a launcher.
> v) 25 Arrows of Flame (1d4) (+9,+8)
> It is branded with fire. It cannot be harmed by fire.
You might want to save these until you get a better bow, unless you can
brand
arrows with Tenser's.
>
>
> [Home Inventory]
>
> a) 3 Clotted Red Potions of Healing
> b) 2 Blue Speckled Potions of *Healing*
> c) 34 Smoky Potions of Restore Mana
> d) 12 Scrolls titled "temfid vom" of *Identify*
> e) 16 Scrolls titled "ti staarg" of Protection from Evil
> f) 4 Scrolls titled "ipip maresh" of *Destruction*
Is there a good reason to hoard these for later? I would carry them
instead
of ?tele****tation.
> g) 3 Scrolls titled "trolri eep" of Banishment
> h) The Phial of Galadriel
> It lights the dungeon around you. It cannot be harmed by the
> elements.
> It might have hidden powers.
> i) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
> It increases your strength and dexterity by 2. It provides
> resistance
> to acid, lightning, fire, cold, fear, confusion, and sound. It
> cannot
> be harmed by the elements.
> j) The Full Plate Armour of Isildur [25,+25] (+1)
> It increases your constitution by 1. It provides resistance to
> acid,
> lightning, fire, cold, confusion, sound, and nexus. It cannot be
> harmed by the elements.
> k) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
> It increases your dexterity by 3. It increases your speed by 3.
> It
> provides resistance to acid and shards. It cannot be harmed by the
> elements.
> l) The Hard Leather Cap of Thranduil [2,+10] (+2)
> It increases your intelligence and wisdom by 2. It provides
> resistance
> to blindness. It grants you the power of telepathy. It cannot be
> harmed by the elements.>
I love telepathy. I'd swap in Thranduil and Isildur.
That doesn't necessarily make it the right choice. :)
> m) The Set of Gauntlets 'Camlost' (-12,-12) [2,+0] (-3) {cursed}
> It decreases your strength and dexterity by 3. It provides
> resistance
> to fire and disenchantment. It grants you immunity to paralysis,
> but
> it also aggravates creatures around you, drains experience, and is
> heavily cursed. It cannot be harmed by the elements.
No ?*REMOVE_CURSE yet in black market? If you could remove the curse,
this might be useful as a swap, but that's purely theoretical. I've never
used it.
> n) The Sabre 'Careth Asdriag' (1d7) (+7,+8) (+1)
> It increases your attack speed by 1. It slays animals, orcs,
> trolls,
> giants, and dragons. It cannot be harmed by the elements.
> o) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
> It increases your dexterity by 4. It slays orcs and demons. It
> provides resistance to cold. It slows your metabolism and makes
> you
> fall like a feather. It grants you immunity to paralysis. It
> activates for frost bolt (12d8) every 50 turns. It cannot be
> harmed by
> the elements.
You'll always prefer Durin to either of those, I believe.
> p) The Long Sword 'Anguirel' (2d5) (+8,+12) (+2)
> It increases your strength and constitution by 2. It increases
> your
> speed by 2. It slays demons and all evil creatures. It is branded
> with poison. It provides resistance to lightning, light, and
> dark. It
> lights the dungeon around you. It grants you immunity to paralysis
> and
> the ability to see invisible things, but it also aggravates
> creatures
> around you. It cannot be harmed by the elements.
> q) a Long Sword of Westernesse (2d5) (+10,+10) (+2)
> It increases your strength, dexterity, and constitution by 2. It
> slays
> orcs, trolls, and giants. It grants you immunity to paralysis and
> the
> ability to see invisible things.
The westernesse is obsolete.
> r) a Heavy Crossbow of Extra Might (x4) (+9,+11) (+1)
> It increases your shooting power by 1.
Not nearly as good as the other xbow.


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