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Old October 10, 2017, 06:40   #1
Oraticus
Scout
 
Join Date: Sep 2014
Posts: 31
Oraticus is on a distinguished road
Help a newbie... what am I lacking for Sauron and Morgoth?

This is the furthest I've ever gotten, so now I'm reaching out to the community before I go any further. This could be my first win ever... what should I farm up before going to 4950'? What do I need for the little p and Big P?

Code:
  [Angband 4.0.5 Character Dump]

 Name   Oraticus     Age            115          Self  RB  CB  EB   Best
 Race   High-Elf     Height        6'9"   STR! 18/100  +1  +0  +6 18/170
 Class  Ranger       Weight   13st 10lb   INT! 18/100  +3  +2  +3 18/180
 Title  Ranger       Turns used:          WIS! 18/100  -1  -2  +5 18/120
 HP     675/675      Game        621188   DEX! 18/100  +3  +1 +13 18/***
 SP     216/337      Standard    110917   CON! 18/100  +1  -1  +6 18/160
                     Resting      23153

 Level                 44    Armor     [50,+138]    Saving Throw    100%
 Cur Exp          4888486                           Stealth       Superb
 Max Exp          4888486    Melee       3d6,+31    Disarming        91%
 Adv Exp          5520000    To-hit       66,+52    Magic Devices    106
                             Blows      5.0/turn    Perception    1 in 1
 Gold              783392                           Searching       100%
 Burden          169.7 lb    Shoot to-dam    +14    Infravision   100 ft
 Overweight      -10.2 lb    To-hit       98,+45    Speed             31
 Max Depth    4800' (L96)    Shots        3/turn

 You are the only child 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) the Spear 'Suldo' (3d6) (+20,+16) [+12] <+4>
     Dropped by Qlzqqlzuup, the Emperor Quylthulg at 4650 feet (level
     93)
     
     +4 tunneling.
     Slays giants, undead, demons (powerfully), trolls, evil creatures,
     animals, dragons (powerfully).
     Branded with weak fire.
     Provides immunity to acid, fire.
     Cannot be harmed by acid, fire.
     Sustains intelligence.
     Blessed by the gods.  Feather Falling.  Grants the ability to see
     invisible things.  
     
     Combat info:
     5.0 blows/round.
     Average damage/round: 275.5 vs. creatures not resistant to fire,
     332 vs. giants, 332 vs. undead, 445.5 vs. demons, 332 vs. trolls,
     275.5 vs. evil creatures, 275.5 vs. animals, 445.5 vs. dragons,
     and 218.5 vs. others.
     
b) a Short Bow of Lothlórien (x4) (+13,+14) <+3, +2> {!d}
     Found lying on the floor in a vault at 4350 feet (level 87)
     
     +3 dexterity.
     +2 shooting power.
     Cannot be harmed by acid, fire.
     Speeds regeneration.  Prevents paralysis.  
     
c) a Ring of Speed <+11>
     Found lying on the floor in a vault at 3750 feet (level 75)
     
     +11 speed.
     
d) the Ring of Fire 'Tirima' (+7,+2) <+3>
     Dropped by Harowen the Black Hand at 3200 feet (level 64)
     
     +3 strength.
     +3 intelligence.
     +3 wisdom.
     +3 dexterity.
     +3 constitution.
     Provides resistance to acid, lightning, fire, frost, poison gas,
     light, dark, nether.
     Provides protection from fear.
     Cannot be harmed by lightning.
     Slows your metabolism.  Speeds regeneration.  
     
     When activated, it restores your dexterity.
     Takes 306 to 340 turns to recharge at your current speed.
     Your chance of success is 91.8%
     
e) an Amulet of Trickery <+5, +2, +7, +6, +3>
     Found lying on the floor in a vault at 4800 feet (level 96)
     
     +5 dexterity.
     +2 stealth.
     +7 searching skill.
     +6 infravision.
     +3 speed.
     Provides resistance to poison gas, nexus.
     Sustains dexterity.
     
f) the Arkenstone of Issear <+3> (charging)
     Found lying on the floor in a vault at 4350 feet (level 87)
     
     Provides immunity to fire.
     Provides resistance to poison gas.
     Cannot be harmed by fire.
     Radius 3 light.
     
     When activated, it maps the entire level and detects nearby
     objects, traps, doors, and stairs.
     Takes 214 to 420 turns to recharge at your current speed.
     Your chance of success is 94.3%
     
g) the Gold Dragon Scale Mail of Tarfin (-2) [28,+26] <+1>
     Dropped by Ji Indur Dawndeath at 3300 feet (level 66)
     
     +1 speed.
     Provides resistance to poison gas, sound.
     Provides protection from fear.
     
     When aimed, it fires a ball of sound with radius 2, dealing 150
     damage at the centre, which your device skill increases by 66 per
     cent.
     Takes 210 turns to recharge at your current speed.
     Your chance of success is 95.3%
     
h) the Elven Cloak 'Aelevas' [6,+16] <+3>
     Found lying on the floor in a vault at 4000 feet (level 80)
     
     +3 strength.
     +3 constitution.
     +3 stealth.
     +3 speed.
     Provides resistance to fire, frost.
     Cannot be harmed by acid, fire.
     
i) the Large Metal Shield 'Lathel' [12,+17] <+1>
     Dropped by a Sorcerer at 3750 feet (level 75)
     
     +1 speed.
     Provides resistance to acid, lightning, fire, frost, dark, shards,
     disenchantment.
     Provides protection from fear.
     Cannot be harmed by acid.
     Sustains dexterity.
     Speeds regeneration.  
     
     When activated, it attempts to magically enhance a weapon's to-hit
     bonus.  Also gives a chance to break a curse.
     Takes 516 to 693 turns to recharge at your current speed.
     Your chance of success is 96.6%
     
j) an Iron Crown of Serenity [0,+11]
     Found lying on the floor in a vault at 3800 feet (level 76)
     
     Provides resistance to sound.
     Provides protection from fear, confusion, stunning.
     
k) the Set of Gauntlets of Arast [3,+20] <+2>
     Taken from a chest found at 4650 feet (level 93)
     
     +2 wisdom.
     +2 dexterity.
     +2 speed.
     Provides immunity to frost.
     Provides resistance to lightning.
     Provides protection from fear.
     Cannot be harmed by acid, fire.
     Prevents paralysis.  Sustains your life force.  Grants telepathy. 
     
     
l) the Pair of Leather Sandals of Habil [1,+21] <+10>
     Dropped by a Black pudding at 2500 feet (level 50)
     
     +10 searching skill.
     +10 speed.
     Cannot be harmed by acid, fire.
     Feather Falling.  
     
     When activated, it grants temporary resistance to fire and cold,
     cures 200HP, but also makes you hallucinate wildly.
     Takes 239 to 264 turns to recharge at your current speed.
     Your chance of success is 96.2%
     




  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by fire.
     
f) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by fire.
     
g) 36 Potions of Cure Critical Wounds
h) 35 Seeker Arrows of Wounding (4d4) (+19,+24)
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 604.8.
     35% chance of breaking upon contact.
     
i) 27 Seeker Arrows of Frost (4d4) (+10,+11)
     Branded with cold.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 771.6 vs. creatures not resistant to cold,
     and 441 vs. others.
     35% chance of breaking upon contact.
     
j) 13 Seeker Arrows of Frost (4d4) (+16,+13)
     Branded with cold.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 815.7 vs. creatures not resistant to cold,
     and 466.2 vs. others.
     35% chance of breaking upon contact.
     
k) 34 Seeker Arrows of Holy Might (4d4) (+25,+20)
     Slays undead, demons, evil creatures.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 979.5 vs. undead, 979.5 vs. demons, 839.4
     vs. evil creatures, and 559.5 vs. others.
     35% chance of breaking upon contact.
     
l) 26 Mithril Arrows of Slay Undead (3d4) (+12,+11)
     Slays undead.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 716.7 vs. undead, and 409.5 vs. others.
     35% chance of breaking upon contact.
     
m) 22 Mithril Arrows of Frost (3d4) (+13,+14)
     Branded with cold.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 782.7 vs. creatures not resistant to cold,
     and 447.3 vs. others.
     35% chance of breaking upon contact.
     
n) 8 Mithril Arrows of Wounding (3d4) (+27,+25)
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 591.3.
     35% chance of breaking upon contact.
     




  [Character Quiver]

0) 21 Arrows of Lightning (1d4) (+12,+14)
     Branded with lightning.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 672.6 vs. creatures not resistant to
     lightning, and 384.3 vs. others.
     35% chance of breaking upon contact.
     
1) 22 Arrows of Wounding (1d4) (+22,+26)
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 540.6.
     35% chance of breaking upon contact.
     
2) 27 Arrows (1d4) {magical}
     You do not know the full extent of this item's powers.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 205.8.
     35% chance of breaking upon contact.
     
3) 36 Arrows (1d4) {magical}
     You do not know the full extent of this item's powers.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 205.8.
     35% chance of breaking upon contact.
     
4) 30 Seeker Arrows of Wounding (4d4) (+20,+19)
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 541.8.
     35% chance of breaking upon contact.
     
5) 27 Seeker Arrows of Venom (4d4) (+10,+8)
     Branded with poison.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 705.6 vs. creatures not resistant to poison,
     and 403.2 vs. others.
     35% chance of breaking upon contact.
     
6) 21 Seeker Arrows of Venom (4d4) (+8,+10)
     Branded with poison.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 749.7 vs. creatures not resistant to poison,
     and 428.4 vs. others.
     35% chance of breaking upon contact.
     
7) 28 Seeker Arrows of Venom (4d4) (+9,+10)
     Branded with poison.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 749.7 vs. creatures not resistant to poison,
     and 428.4 vs. others.
     35% chance of breaking upon contact.
     
8) 13 Seeker Arrows of Flame (4d4) (+9,+10)
     Branded with fire.
     Cannot be harmed by fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 749.7 vs. creatures not resistant to fire,
     and 428.4 vs. others.
     35% chance of breaking upon contact.
     
9) 40 Seeker Arrows of Flame (4d4) (+9,+11)
     Branded with fire.
     Cannot be harmed by fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 771.6 vs. creatures not resistant to fire,
     and 441 vs. others.
     35% chance of breaking upon contact.
     


  [Home Inventory]

a) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by fire.
     
b) a Mushroom of Vigor
c) 30 Potions of Healing
d) 13 Potions of *Healing*
     It can be thrown at creatures with damaging effect.
     
e) 4 Potions of Life
     It can be thrown at creatures with damaging effect.
     
f) 7 Scrolls of Banishment
g) 3 Scrolls of Mass Banishment
h) 2 Staves of *Destruction* (6 charges)
i) 2 Staves of the Magi (7 charges)
j) the Serpent Ring of Annath [+6] <+2, +1>
     Dropped by Itangast the Fire Drake at 3150 feet (level 63)
     
     +2 constitution.
     Provides resistance to fire, light.
     Provides protection from confusion, stunning.
     Cannot be harmed by lightning.
     Slows your metabolism.  
     Radius 1 light.
     
k) the Ring of Brian <+4, +1>
     Found lying on the floor in a vault at 4100 feet (level 82)
     
     +4 constitution.
     Provides immunity to acid.
     Provides resistance to lightning, disenchantment.
     Provides protection from fear.
     Cannot be harmed by lightning.
     Speeds regeneration.  Prevents paralysis.  Sustains your life
     force.  
     Radius 1 light.
     
     When activated, it cures confusion.
     Takes 138 to 151 turns to recharge at your current speed.
     Your chance of success is 91.8%
     
l) the Pendant of Nendi <+4, +1>
     Found lying on the floor in a vault at 3800 feet (level 76)
     
     +4 wisdom.
     +4 infravision.
     Provides resistance to disenchantment.
     Prevents paralysis.  Grants telepathy.  
     Radius 1 light.
     
m) a Lantern of True Sight (11493 turns) <+2>
     Dropped by an Ancient white dragon at 2050 feet (level 41)
     
     Provides protection from blindness.
     Cannot be harmed by fire.
     Grants the ability to see invisible things.  
     Radius 2 light.
     
n) the Cloak 'Targuin' (+0,+3) [1,+11] <+2>
     Dropped by Uvatha the Horseman at 3750 feet (level 75)
     
     +2 strength.
     +2 constitution.
     Provides immunity to fire.
     Provides resistance to lightning.
     Cannot be harmed by acid, fire.
     Prevents paralysis.  Sustains your life force.  
     
     When activated, it increases your AC and to-hit bonus for 1d24+12
     turns.
     Takes 239 to 264 turns to recharge at your current speed.
     Your chance of success is 97.0%
     
o) the Fur Cloak of Medhor [3,+12] <+4, +1>
     Dropped by a Dracolich at 4650 feet (level 93)
     
     +4 wisdom.
     +4 constitution.
     Provides resistance to light.
     Cannot be harmed by acid, fire.
     Sustains wisdom.
     Prevents paralysis.  
     Radius 1 light.
     
p) the Leather Shield of Dimoros (+1,+1) [8,+21] <+3>
     Dropped by Shagrat, the Orc Captain at 900 feet (level 18)
     
     +3 strength.
     +3 intelligence.
     +3 wisdom.
     +3 dexterity.
     Provides resistance to acid, lightning, fire, frost, chaos.
     Cannot be harmed by acid.
     Speeds regeneration.  
     
q) the Leather Shield of Hanenond [8,+17] <+3>
     Found lying on the floor in a vault at 2500 feet (level 50)
     
     +3 strength.
     +3 wisdom.
     +3 constitution.
     Provides immunity to acid.
     Provides resistance to lightning, fire, frost, light.
     Provides protection from fear.
     Cannot be harmed by acid.
     
r) the Iron Helm of Agduin [7,+11] <+2>
     Dropped by Rogrog the Black Troll at 3750 feet (level 75)
     
     +2 speed.
     Provides resistance to acid, frost.
     Cannot be harmed by acid.
     Speeds regeneration.  Prevents paralysis.  Grants telepathy. 
     Grants the ability to see invisible things.  
     
s) the Pair of Steel Shod Boots of Ungornul [7,+21] <+9>
     Found lying on the floor in a vault at 4800 feet (level 96)
     
     +9 speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, fire.
     
t) the Pair of Ethereal Slippers of Oiondor [0,+19] <+4>
     Found lying on the floor in a vault at 2500 feet (level 50)
     
     +4 wisdom.
     +4 constitution.
     +4 stealth.
     Provides immunity to acid.
     Provides resistance to dark, nether.
     Cannot be harmed by acid, fire.
     Slows your metabolism.  Feather Falling.  
     
u) the Cutlass of Amrand (1d8) (+7,+19) [+9] <+5>
     Found lying on the floor in a vault at 4400 feet (level 88)
     
     +5 strength.
     +5 dexterity.
     +5 speed.
     Slays undead (powerfully), demons, trolls, dragons, orcs, animals,
     evil creatures.
     Branded with poison, acid, cold.
     Provides immunity to frost.
     Provides resistance to light.
     Provides protection from confusion.
     Cannot be harmed by acid.
     Sustains strength.
     Blessed by the gods.  Slows your metabolism.  
     
     Combat info:
     5.0 blows/round.
     Average damage/round: 288 vs. creatures not resistant to poison,
     288 vs. creatures not resistant to acid, 288 vs. creatures not
     resistant to cold, 337 vs. undead, 288 vs. demons, 288 vs. trolls,
     288 vs. dragons, 288 vs. orcs, 263 vs. animals, 263 vs. evil
     creatures, and 238.5 vs. others.
     
v) the Morning Star of Dangilyar (2d6) (+14,+15) <+1>
     Conjured forth by magic at 3750 feet (level 75)
     
     +1 dexterity.
     +1 speed.
     +1 attack speed.
     Slays demons (powerfully), dragons.
     Branded with weak cold.
     Provides immunity to fire.
     Provides resistance to acid.
     Provides protection from confusion.
     Cannot be harmed by acid, fire.
     
     When activated, it heals 60 hitpoints, cut damage, and cures
     stunning, poisoning, blindness, and confusion.
     Takes 306 to 340 turns to recharge at your current speed.
     Your chance of success is 92.5%
     
     Combat info:
     6.0 blows/round.
     Average damage/round: 284.4 vs. creatures not resistant to cold,
     424.2 vs. demons, 330.6 vs. dragons, and 237.6 vs. others.
     
w) the Mattock of Imornach (2d8) (+18,+13) [+7] <+1, +3>
     Found lying on the floor in a vault at 4350 feet (level 87)
     
     +1 stealth.
     +3 tunneling.
     Slays dragons (powerfully), undead (powerfully), giants.
     Branded with acid.
     Provides resistance to fire, frost, disenchantment.
     Provides protection from fear.
     Speeds regeneration.  Prevents paralysis.  Sustains your life
     force.  Grants telepathy.  
     
     Combat info:
     5.0 blows/round.
     Average damage/round: 308.5 vs. creatures not resistant to acid,
     413 vs. dragons, 413 vs. undead, 308.5 vs. giants, and 204 vs.
     others.
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Old October 10, 2017, 07:17   #2
Mondkalb
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You could use some more hitpoints, everything else is fine.
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Old October 10, 2017, 07:23   #3
Pete Mack
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You're a bit light on mass banishment and *destruction* (tho for the latter, Kelek would help a lot.) You are exceedingly short on restore Mana. And you're primary weapon kind of sucks (an x4, +14 damage bow is very much a midgame weapon for a ranger.) And you are rather short on Holy Might/Slay Evil ammo. You can get by without this, but you'd want at least ammo of Wounding with such a mediocre bow. It's not unreasonable to expect an x5 longbow of Lothlorien roughly equivalent to Bard in damge. Or at the very least, an x4 bow with significantly higher damage bonus than +14.

It's also reasonable to take on Sauron in melee with a big three ego weapon, either +attacks , HA, or *slay evil*, even as a Ranger. You can easily but to +85 or so, which makes getting hits in melee easy. And Rune of Protection means Sauron can't really hit back in an anti-sunmoning corridor. Yeah no it's expensive, but you can set up the corridor in advance, without wasting !rMana.

You have a lot of junk at home: all your melee weapons suck, as do the slippers of Oindor. Get rid of them already.
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Old October 10, 2017, 07:28   #4
Pete Mack
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This deserves a second post: evaluating ewuioment left at home isn't super hard. Once you've got a good kit, there are only two fights that really matter. Versus Sauron, you'll need rDisenchantment in melee. Vs Morgoth, you need sustains on your significant stats. Other than that, there are really only three god-stats to keep in mind: Constitution, Speed, and Damage. (Strength and Dex only matter insofar as they contribute to the latter. For a Ranger or Mage in particular, this means: almost not at all.)
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Old October 10, 2017, 09:50   #5
PowerWyrm
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1) Ring of Speed goes away, Ring of Brian replaces it. You won't win vs Sauron or Morgoth with 675 hps if it's your first fight. But you still can with +20 speed.

2) Your Arkenstone is useless. You don't have pBlind, so equip that Lantern of True Sight.

3) Drop the magical arrows (or brand them), there's no point to them. Having a stack of arrows of acid would be great for Sauron.
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Old October 10, 2017, 10:00   #6
Mondkalb
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I usually go up and down the last levels to maximize level (and HP), there is good stuff around, although it is also a bit dangerous.
With a High-elf, this might be too boring, because it will take a while to get those last levels due to the experience penalty.
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Old October 10, 2017, 10:22   #7
Estie
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It is not impossible to win with that character as is, but if this is your first attempt, youre going to die.

What everyone has said - more hp, better bow, more arrows.

I assume you are wielding your melee weapon for the immunities, and that is a good reason with a ranger; however, for the final fights immunities dont matter. You can wield either a damage weapon to melee or a weapon with con.

You only need +20 speed, if you keep up haste self for +30. that means you can replace your speed ring, for example with con.

One good greater vault should normally net you everything youre missing.
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Old October 10, 2017, 14:26   #8
Oraticus
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Quote:
Originally Posted by Pete Mack View Post
You're a bit light on mass banishment and *destruction* (tho for the latter, Kelek would help a lot.) You are exceedingly short on restore Mana. And you're primary weapon kind of sucks (an x4, +14 damage bow is very much a midgame weapon for a ranger.) And you are rather short on Holy Might/Slay Evil ammo. You can get by without this, but you'd want at least ammo of Wounding with such a mediocre bow. It's not unreasonable to expect an x5 longbow of Lothlorien roughly equivalent to Bard in damge. Or at the very least, an x4 bow with significantly higher damage bonus than +14.

It's also reasonable to take on Sauron in melee with a big three ego weapon, either +attacks , HA, or *slay evil*, even as a Ranger. You can easily but to +85 or so, which makes getting hits in melee easy. And Rune of Protection means Sauron can't really hit back in an anti-sunmoning corridor. Yeah no it's expensive, but you can set up the corridor in advance, without wasting !rMana.
Sadly, this is the best bow I've found so far. I found a single randart short bow, but it had the same shooting power, no dex bonus, and a comparative to-dam value. As for ammo, I was pretty sure I was going to need to scrounge up some more holy might or slay evil, especially since most of my ammo is crap-on-a-cracker against P and p. I wasn't planning on a melee route, but failing better ammo, I can see how that at least will let me slide past little p.

So:
1.) Get a better launcher (yeah, I was feeling that was the case)
2.) Get better ammo (was feeling that as well)
3.) Get a super weapon of death in case 1 & 2 take too long

Quote:
Originally Posted by Pete Mack View Post
You have a lot of junk at home: all your melee weapons suck, as do the slippers of Oindor. Get rid of them already.
Lol… ow… no punches pulled. You could just pat the noob on the head while reassuringly repeating the phrase: "It's ok, you poor, poor stupid noob". Also, that mattock served me well for a good while! It's like an old friend!

Agreed, though… I was keeping them around for gear swapping though as I'm just not used to optimizing a character (thus the post). The slippers I had been keeping in case the speed I gave up was more sensible on the feet for the +4 CON, but as has been previously pointed out I can store the ring of speed and get the better Ring of Brian for +4 CON which gives me a lot more goodness out of it than the slippers do.

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Originally Posted by Pete Mack View Post
This deserves a second post: evaluating ewuioment left at home isn't super hard. Once you've got a good kit, there are only two fights that really matter. Versus Sauron, you'll need rDisenchantment in melee. Vs Morgoth, you need sustains on your significant stats. Other than that, there are really only three god-stats to keep in mind: Constitution, Speed, and Damage. (Strength and Dex only matter insofar as they contribute to the latter. For a Ranger or Mage in particular, this means: almost not at all.)
I got rDisench on one piece of gear. If I go full ranged, do I need multi-sustains?

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Originally Posted by PowerWyrm View Post
1) Ring of Speed goes away, Ring of Brian replaces it. You won't win vs Sauron or Morgoth with 675 hps if it's your first fight. But you still can with +20 speed.

2) Your Arkenstone is useless. You don't have pBlind, so equip that Lantern of True Sight.

3) Drop the magical arrows (or brand them), there's no point to them. Having a stack of arrows of acid would be great for Sauron.
I knew I was probably overdoing it with +31 base speed, so yeah, storing the speed ring for Brian makes lots of sense. What kind of base HP/CON should I be aiming for?

I was wearing the true sight for a long time while keeping the Arkenstone in my home, but I figured with 100% save and rDark that I'm only susceptible to blind if I try to melee a mob that hits for blindness, right (am I understanding this correctly)? Do P/p have blind attached to their attacks? I'll probably still keep it equipped while searching for gear as that activation is what I wanted it for.

The magical arrows are there simply 'cause I picked them up shortly before taking the char dump. Normally I'd dump magic-only arrows as I can buy stacks in town and make better variations myself via Tenser's.

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Originally Posted by Mondkalb View Post
I usually go up and down the last levels to maximize level (and HP), there is good stuff around, although it is also a bit dangerous.
With a High-elf, this might be too boring, because it will take a while to get those last levels due to the experience penalty.
Yeah… grinding. At least I got lots of arrows for sticking into hard targets.

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Originally Posted by Estie View Post
It is not impossible to win with that character as is, but if this is your first attempt, youre going to die.
Lol… reassuring!

Quote:
Originally Posted by Estie View Post
What everyone has said - more hp, better bow, more arrows.

I assume you are wielding your melee weapon for the immunities, and that is a good reason with a ranger; however, for the final fights immunities dont matter. You can wield either a damage weapon to melee or a weapon with con.

You only need +20 speed, if you keep up haste self for +30. that means you can replace your speed ring, for example with con.

One good greater vault should normally net you everything youre missing.
I've read in the past that playing a ranger as a warrior is a quick way to get your backside handed to you, so I focused on using melee as a stat stick with damage as an aft thought. I see now that I should dig up a heavy hitter, though.
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Old October 10, 2017, 14:32   #9
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Also, is my healing enough? Looks like it should be. How much Mass Banishment and *Destruction* do I need? Pete Mack said I needed more of both, but that Kelek's could work for *Destruction*, though when I looked at my success rate for casting *Destruction* it looked super unreliable and a potential mass waste of SP.
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Old October 10, 2017, 15:47   #10
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A ranger can do pretty well in melee against all but the most dangerous monsters IF he uses Rune f Protection and both buffing spells (heroism and berserk strength.) But to do this, he needs a good (big dice) weapon. As others have pointed out, a +CON ring can make up for the CON on the weapon. It's certainly worth keeping your +CON stat stick as a backup. But using melee is a lot less work for your fingers than shooting absolutely everything--especially if your bow sucks.

And really, do leave the Holy Might ammo at home (and any acid brand if you find it.) That is valuable stuff, and should be reserved for the Bosses.
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