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Old January 27, 2009, 19:15   #1
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
Endgame equipment advice

Hi folks - another compatriot needs assistance in figuring out how best to equip a late-game character. This is my second trip to the bottom of the dungeon, but it's definitely a stronger char than the first. My main problem is that I'm out of space at home and I'm having trouble prioritizing resists/speed/con/aggravation... that kind of thing. Here's the dump, reproduced below.

Some things I wonder about: whether rBlind is worth preserving now that I have rDark and rLight, as well as telepathy; whether I should wear Hammerhand and Calris for the CON and screw aggravation; whether lacking rShards is worth worrying about this late in the game. Also, is there anything at home that is clearly disposable? Thanks in advance for any help.

Code:
 [Angband 3.1.1 dev (r1122) Character Dump]

 Sex    Male         Age            112   STR! 18/100  +1  +2  +9 18/***
 Race   High-Elf     Height          78   INT:  18/94  +3  +1  +5 18/184
 Class  Rogue        Weight         194   WIS:  18/66  -1  -2  +7 18/106
 Title  Thief        Social      Lordly   DEX:  18/88  +3  +3  +8 18/***
 HP     731/731      Maximize         Y   CON:  18/68  +1  +1  +8 18/168
 SP     289/289                           CHR! 18/100  +5  -1  +5 18/190


 Level               42   Armor   [40,+138]     Saving Throw         97%
 Cur Exp        3432473   Fight   (+43,+36)     Stealth           Superb
 Max Exp        3432473   Melee   (+58,+54)     Fighting       Legendary
 Adv Exp        4050000   Shoot   (+63,+22)     Shooting       Legendary
 MaxDepth   4700' (L94)   Blows      5/turn     Disarming           100%
 Turns          3567514   Shots      2/turn     Magic Device   Legendary
 Gold            970843   Infra       40 ft     Perception       1 in 12
 Burden       216.7 lbs   Speed          26     Searching            35%

 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 Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Provides immunity to cold.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it removes all non-unique monsters within 20 squar
     es, dealing you damage in the process.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 79 against evil creatures, 91.5
     against orcs, 91.5 against undead, 91.5 against frost-vulnerable
     creatures, 116.5 against demons, and 66.5 against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
d) a Ring of Speed (+14)
     +14 speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain {!!}
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
g) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of Aman [1,+16] (+3 stealth)
     +3 stealth.
     Provides resistance to nether.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) 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.
k) a Set of Caestus of Agility (+0,+3) [2,+16] (+4)
     +4 dexterity.
l) a Pair of Steel Shod Boots of Speed [6,+13] (+10)
     +10 speed.


  [Character Inventory]

a) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
b) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
c) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
d) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Tenser's Transformations] {@m9@b9@G9!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Potion of Healing
g) 4 Scrolls of Teleportation {!*}
h) a Scroll of Mass Banishment
i) 2 Rods of Teleport Other {@z5}
j) a Rod of Recall {!*!*}
     Cannot be harmed by electricity.
k) 2 Wands of Teleport Other (18 charges)
l) a Staff of Mapping (1 charge) {@u3}
m) 2 Staffs of Healing (5 charges)
n) 7 Staffs of Dispel Evil (34 charges)
o) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
p) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15%  to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
q) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 77 against evil creatures, 89.5
     against trolls, 89.5 against demons, 114.5 against dragons, and 
     64.5 against normal creatures.
r) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
     +4 intelligence, wisdom.
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     When activated, it reveals to you the extent of an item's magical 
     powers.
     It takes 10 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 47 against evil creatures, and 
     42 against normal creatures.
s) 19 Seeker Bolts of Venom (4d5) (+16,+16)
t) 30 Arrows of Frost (1d4) (+3,+3) {@f0}
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 247.5 against
     frost-vulnerable creatures, and 82.5 against normal creatures.
     35% chance of breaking upon contact.
u) 21 Seeker Arrows of Holy Might (4d4) (+20,+19)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 306 against
     evil creatures, 459 against demons, 459 against undead, and 153
     against normal creatures.
     35% chance of breaking upon contact.
v) 23 Seeker Arrows of Slay Giant (4d4) (+18,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 414 against
     giants, and 138 against normal creatures.
     35% chance of breaking upon contact.
w) 27 Seeker Arrows of Wounding (4d4) (+16,+15)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 141 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 8 Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
b) a 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.
c) 2 Potions of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
d) 3 Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
e) 15 Scrolls of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
f) a Staff of Power (2 charges)
     When used, it deals 120 damage to all creatures that you can see.
g) a Ring of Speed (+9)
     +9 speed.
     
h) a Ring of Acid [+11]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
i) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) an Amulet of Resistance
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) The Amulet of Carlammas (+2)
     +2 constitution.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 225 turns to recharge after use.
l) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
o) a Small Metal Shield of Preservation [4,+20]
     Provides resistance to nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
p) a Small Metal Shield of Elvenkind [4,+20] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
r) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
s) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 52 against animals, 52 against
     evil creatures, 55.5 against orcs, 55.5 against undead, and 48.5
     against normal creatures.
t) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 84 against evil creatures, 97.5
     against orcs, 97.5 against trolls, and 70.5 against normal
     creatures.
u) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
     +2 stealth.
     Provides resistance to fire, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it confuses a target monster.
     It takes 15 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 61 against evil creatures, 71.5
     against fire-vulnerable creatures, and 50.5 against normal
     creatures.
v) The Pick of Erebor (3d4) (+5,+20) (+5)
     +5 strength, constitution, tunneling.
     Provides resistance to light, dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 78.5 against orcs, 78.5 against
     trolls, 78.5 against demons, 78.5 against acid-vulnerable
     creatures, and 63.5 against normal creatures.
w) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
x) 26 Seeker Arrows of Frost (4d4) (+14,+14)
     Cannot be harmed by cold.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 414 against
     frost-vulnerable creatures, and 138 against normal creatures.
     35% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)
__________________
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Old January 27, 2009, 22:20   #2
Pete Mack
Prophet
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,698
Donated: $40
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Replacing RBlind with ESP, RDark and RLight is an easy choice, especially if you already rely on Rods/Wands of teleport other for getting rid of annoying foes. There are only 2 big uniques that hit to blind--Gabriel, who you should probably avoid anyway, and the cat lord, who is very tough but only has a melee attack, so is not dangerous. Shimmering vortices, 5- and 7-headed hydras also hit to blind, but you are plenty strong to handle them anyway.

Also, if you have a good bow (you do), it helps to save Acid Brand ammo for Sauron, and Holy Might/Slay Evil for Morgoth. Using archery really cuts down on the amount of healing you need to do, though you need to use fairly tight quarters to avoid excessive summons.

I would use Calris (after enchanting to +9) against the bosses, since it grants you a lot of HP. Until you are ready, there's no reason to aggravate.

Last edited by Pete Mack; January 27, 2009 at 22:27.
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Old January 28, 2009, 08:45   #3
NeoWizard
Adept
 
Join Date: Dec 2008
Location: Sherbrooke, Quebec
Posts: 102
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Quote:
Originally Posted by Pete Mack View Post
it helps to save Acid Brand ammo for Sauron, and Holy Might/Slay Evil for Morgoth.
That's good to know, thank you!
__________________
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-. . --- .-- .. --.. .- .-. -..

aoccdrnig to a rscheearch at Cmabrigde Uinervtisy, it dseno't mtaetr in waht oerdr the ltteres in a wrod are, the olny iproamtnt tihng is taht the frsit and lsat ltteer be in the rghit pclae. Tihs is bcuseae the huamn mnid deos not raed ervey lteter by istlef, but the wrod as a wlohe. fi yuo cna raed tihs, palce it in yuor siantugre. Olny 55% of plepoe can. mtat
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Old January 28, 2009, 11:14   #4
tigpup
Apprentice
 
Join Date: Apr 2007
Location: Scotland
Posts: 94
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Quote:
Originally Posted by Donald Jonker View Post
whether lacking rShards is worth worrying about this late in the game. Also, is there anything at home that is clearly disposable
I think the only shard attack that ever killed me down there was from a pack of Gelugons, but I was playing carelessly and recklessly (well slightly drunk on the train after a night out)

Any reason you're holding onto these:

s) 19 Seeker Bolts of Venom (4d5) (+16,+16)

-Neil.
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Old January 28, 2009, 14:27   #5
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
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Ready for Sauron?

Thanks for the advice, folks. After a bit more grinding, I've improved my kit somewhat, found Vilya, a crown of might, bumped up my clvl. Ready for Sauron? And with some more consumables and clvls, ready for Morgoth?

In fighting Sauron is it worth swapping out an elven or speed ring for a ring of acid? I'm also thinking of exchanging Belthrondong for Bard, but that would require using swapping headgear, and then using Vilya rather than Narya for CON... and I'm guessing fire immunity is more important in the final fights.

Code:
  [Angband 3.1.1 dev (r1122) Character Dump]

 Sex    Male         Age            112   STR! 18/100  +1  +2 +12 18/***
 Race   High-Elf     Height          78   INT:  18/99  +3  +1  +3 18/169
 Class  Rogue        Weight         194   WIS:  18/85  -1  -2  +5 18/105
 Title  Thief        Social      Lordly   DEX:  18/97  +3  +3 +11 18/***
 HP     964/964      Maximize         Y   CON:  18/73  +1  +1 +11 18/203
 SP     263/263                           CHR! 18/100  +5  -1  +5 18/190


 Level               44   Armor   [38,+139]     Saving Throw         99%
 Cur Exp        4889452   Fight   (+43,+36)     Stealth           Superb
 Max Exp        4889452   Melee   (+58,+54)     Fighting       Legendary
 Adv Exp        5400000   Shoot   (+63,+22)     Shooting       Legendary
 MaxDepth   4900' (L98)   Blows      5/turn     Disarming           100%
 Turns          3608351   Shots      2/turn     Magic Device   Legendary
 Gold           1130433   Infra       40 ft     Perception       1 in 12
 Burden       211.0 lbs   Speed          26     Searching            35%

 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 Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Provides immunity to cold.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it removes all non-unique monsters within 20 squar
     es, dealing you damage in the process.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 79 against evil creatures, 91.5
     against orcs, 91.5 against undead, 91.5 against frost-vulnerable
     creatures, 116.5 against demons, and 66.5 against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
d) a Ring of Speed (+14)
     +14 speed.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain {!!}
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
g) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of Aman [1,+16] (+3 stealth)
     +3 stealth.
     Provides resistance to nether.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) a Jewel Encrusted Crown of Might [0,+11] (+3)
     +3 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.
k) a Set of Caestus of Agility (+0,+3) [2,+16] (+4)
     +4 dexterity.
l) a Pair of Steel Shod Boots of Speed [6,+13] (+10)
     +10 speed.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
c) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
d) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
e) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Tenser's Transformations] {@m9@b9@G9!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
g) 18 Scrolls of Teleportation {!*}
h) 2 Rods of Teleport Other {@z5}
i) a Rod of Recall {!*!*}
     Cannot be harmed by electricity.
j) 2 Wands of Teleport Other (1 charge)
k) 2 Staffs of Mapping (2 charges) {@u3}
l) 3 Staffs of Healing (3 charges)
m) 7 Staffs of Dispel Evil (6 charges)
n) a Staff of the Magi (4 charges)
o) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
p) 21 Seeker Arrows of Holy Might (4d4) (+20,+19)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 306 against
     evil creatures, 459 against demons, 459 against undead, and 153
     against normal creatures.
     35% chance of breaking upon contact.
q) 31 Seeker Arrows of Slay Evil (4d4) (+16,+17)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 294 against
     evil creatures, and 147 against normal creatures.
     35% chance of breaking upon contact.
r) 11 Seeker Arrows of Wounding (4d4) (+16,+15) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 141 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 11 Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
b) a 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.
c) 2 Potions of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
d) 3 Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
e) 2 Scrolls of Banishment
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
f) 2 Scrolls of Mass Banishment
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.
g) 3 Scrolls of Rune of Protection
     When read, it inscribes a glyph of warding beneath you, which mons
     ters cannot move onto.
h) a Staff of Power (2 charges)
     When used, it deals 120 damage to all creatures that you can see.
i) a Ring of Acid [+11]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
j) an Amulet of ESP (+2)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
k) an Amulet of Weaponmastery (+5,+5) (+2)
     +2 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
     
l) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
m) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
o) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
p) a Small Metal Shield of Preservation [4,+20]
     Provides resistance to nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
q) 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.
     
r) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15%  to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
s) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
t) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 52 against animals, 52 against
     evil creatures, 55.5 against orcs, 55.5 against undead, and 48.5
     against normal creatures.
u) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 81 against evil creatures, 93.5
     against trolls, 93.5 against demons, 118.5 against dragons, and 
     68.5 against normal creatures.
v) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
     +3 dexterity, charisma.
     Provides resistance to fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     It takes 200 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 74 against fire-vulnerable
     creatures, 74 against frost-vulnerable creatures, and 54 against
     normal creatures.
w) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 84 against evil creatures, 97.5
     against orcs, 97.5 against trolls, and 70.5 against normal
     creatures.
x) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
__________________
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Old January 28, 2009, 14:32   #6
Zikke
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On my HE Warrior, I was using a +10 speed ring and Narya. I swapped out the speed ring for a =Acid for Sauron and it worked famously.


I need some advice on killing morgoth as a warrior, though, if anybody has any. I've never gotten this far as a melee class.... O_o
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Old January 28, 2009, 14:55   #7
tigpup
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Quote:
Originally Posted by Donald Jonker View Post
Ready for Sauron? And with some more consumables and clvls, ready for Morgoth?

In fighting Sauron is it worth swapping out an elven or speed ring for a ring of acid? I'm also thinking of exchanging Belthrondong for Bard, but that would require using swapping headgear, and then using Vilya rather than Narya for CON... and I'm guessing fire immunity is more important in the final fights.
Your turncount indicates that you're probably not diving , so I would say it's worthwhile gaining CLv's, hunting down as many unkilled uniques as you can and amassing as much banishment & healing as possible. In my experience, immunities are a luxury against the last 2.

I can't answer you question about =Acid, as I don't know in new version of V if that affects artifact weapons.

If you know of an artifact that you *really* want, it may be worth taking on Sauron in the hope that he drops it. If not, it's probably best to keep plugging away for a while before taking him on - IF you can avoid death by boredom/over-confidence.

Looks like a nice character - good luck!.

-Neil
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Old January 28, 2009, 16:20   #8
Donald Jonker
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Posts: 593
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Quote:
Originally Posted by tigpup View Post
Your turncount indicates that you're probably not diving ,so I would say it's worthwhile gaining CLv's, hunting down as many unkilled uniques as you can and amassing as much banishment & healing as possible. In my experience, immunities are a luxury against the last 2.
It may be hard to believe, but I did dive. The turncount is the sorry result of townscumming - a body's gotta get stat pots somehow... I've slowed down quite a bit since I've hit bottom.
Quote:
If you know of an artifact that you *really* want, it may be worth taking on Sauron in the hope that he drops it. If not, it's probably best to keep plugging away for a while before taking him on - IF you can avoid death by boredom/over-confidence.
I suppose Cubragol would be nice, but I'm pretty happy with my gear. Boredom/over-confidence is definitely becoming an issue. I think I'll make a go of it.
Quote:
Looks like a nice character - good luck!.
Thanks- catch you on the flip-side!
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Old January 28, 2009, 16:44   #9
Donald Jonker
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Sauron's dead! Used 4 healing pots and a couple of !CCW.. didn't bother with Calris or the ring of acid. He dropped Taratol and an Awl-Pike of Slay Animal... that's it.
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Old January 28, 2009, 16:46   #10
Colbey
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I often see the inscription {!!} in the forums. What does it mean?
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