Playing rogue with selling on

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  • ewert
    Knight
    • Jul 2009
    • 702

    Playing rogue with selling on

    Well, been a long time since I last played with selling on, I reckon ever since I first made the branch with the no-sell option. I can say definitely good to have it as option not as core choice, because I have found playing with selling to be fun as well, you can definitely get more gold, but more trips to town certainly. I guess the biggest thing was that midgame you could more easily buy a couple more big items from black market whereas with nosell wouldn't be able to afford so many between trips.

    I had a loooot of rogues die on me due to stupidity, some with pretty sick early finds (one had a +10 boots of speed AND a good weapon, that one decided to tap a death mold in a vault haha). This current one has had fair luck, just rehashed my equipment after found a major power ring, so pretty much has everything covered now.

    I have also used, for first time ever, nuking with wands! You can have an insane stack of charges ready if after everything is empty you just drop them 1 by 1 on the ground and recharge all from zero before picking up. Have killed probably half a dozen big uniques just zapping em dead. I even stopped carrying ammo ... Never found a major sling/ammo combo, did have a fair one for early game.

    I don't like tossing artifacts, so as you see I play with big home allowed. I also have played most of the game with Legendary stealth, and it sure is nifty.

    Code:
      [Angband 4.2.4 Character Dump]
    
     Name   Rogue        Age             16          Self  RB  CB  EB   Best
     Race   Kobold       Height        3'4"   STR! 18/100  -1  +0 +12 18/210
     Class  Rogue        Weight     4st 9lb   INT! 18/100  -1  +1  +3 18/130
     Title  Master Thief Turns used:          WIS:  18/85  +0  -3  +7 18/125
     HP     874/874      Game        631100   DEX! 18/100  +2  +3 +10 18/***
     SP     232/232      Standard    101466   CON:  18/90  +2  -1 +15 18/***
                         Resting      25525
    
     Level                 46    Armor     [26,+121]    Saving Throw     83%
     Cur Exp          3386728                           Stealth    Legendary
     Max Exp          3386728    Melee       1d5,+51    Disarm - phys.  100%
     Adv Exp          3600000    To-hit       79,+40    Disarm - magic  100%
                                 Blows      5.0/turn    Magic Devices     91
     Gold              280597                           Searching       100%
     Burden          191.3 lb    Shoot to-dam    +12    Infravision    50 ft
     Overweight       11.4 lb    To-hit       71,+51    Speed      3.5x (25)
     Max Depth    3700' (L74)    Shots      1.0/turn
    
     You are the runt of a litter of 5 pups. Your father was a fungus
     farmer, and your mother was a cook. You have dark brown eyes, a dark
     brown hide, and large, flat teeth.
    
    Resistances         Abilities
     Acid:.++...+...+.. pFear:.++......+...
     Elec:.++...+...... pBlnd:+.....+..+...
     Fire:..*...+++.... pConf:..+.....++...
     Cold:..+.+.+...... pStun:....+........
     Pois:..+.........+ HLife:.............
    Light:..+......+... Regen:.+...........
     Dark:..+.+.+...+..   ESP:+............
    Sound:........+.... S.Inv:++......+....
    Shard:..+..+.+..... FrAct:.++..+.......
    Nexus:....+........ Feath:..........++.
    Nethr:......+...... S.Dig:..+.......+..
    Chaos:......+...... TrpIm:.............
    Disen:.+........... Bless:.............
    
    Hindrances          Modifiers
    ImpHP:............. Stea.:.......+...+.
    ImpSP:............. Sear.:..+..........
     Fear:............. Infra:............+
    Aggrv:............. Tunn.:..+..........
    NoTel:............. Speed:..++.....+.+.
    DrExp:............. Blows:.............
    Stick:............. Shots:.............
    Fragl:............. Might:.............
                        Light:.+...+..+....
                        D.Red:.............
                        Moves:.............
    
    
      [Character Equipment]
    
    a) the Main Gauche 'Entar' (1d5) (+11,+33) [+8] {@w1}
         Found lying on the floor at 2000 feet (level 40)
         
         Slays undead (powerfully), giants.
         Branded with weak fire, cold.
         Provides protection from blindness.
         Cannot be harmed by Acid.
         Sustains dexterity.
         Grants telepathy.  Grants the ability to see invisible things.  
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 372 vs undead, 337 vs giants and creatures
         not resistant to cold, 319.5 vs creatures not resistant to fire,
         and 302 vs. others.
         
    b) the Long Bow of Brinast (x3) (+22,+12) [+4] <+4, +1>
         Found lying on the floor in a vault at 2550 feet (level 51)
         
         +4 constitution.
         +1 light.
         Provides resistance to Acid, Lightning, Disenchantment.
         Provides protection from fear.
         Cannot be harmed by Acid, Fire.
         Sustains wisdom.
         Speeds regeneration.  Grants the ability to see invisible things. 
         Prevents paralysis.  
         
         When activated, it creates random and unpredictable effects.
         Takes 255 to 283 turns to recharge at your current speed.
         Your chance of success is 96.2%
         
    c) the Band of Sauglos <+3, +6, +2, +4>
         Taken from a chest found at 3700 feet (level 74)
         
         +3 intelligence.
         +6 dexterity.
         +2 constitution.
         +4 searching skill.
         +2 tunneling.
         +3 speed.
         Provides immunity to Fire.
         Provides resistance to Acid, Lightning, Cold, Poison, Light, Dark,
         Shards.
         Provides protection from fear, confusion.
         Cannot be harmed by Lightning.
         Slows your metabolism.  Prevents paralysis.  
         
         When activated, it increases your AC and to-hit bonus for 1d48+24
         turns.
         Takes 227 to 252 turns to recharge at your current speed.
         Your chance of success is 96.5%
         
    d) a Ring of Speed <+11>
         Found lying on the floor in a vault at 3200 feet (level 64)
         
         +11 speed.
         
    e) the Elfstone of Amingor <+4>
         Found lying on the floor in a vault at 3450 feet (level 69)
         
         +4 strength.
         +4 wisdom.
         Provides resistance to Cold, Dark, Nexus.
         Provides protection from stunning.
         Sustains strength.
         
    f) the Phial 'Marin' <+2, +3>
         Found lying on the floor in a pit at 2050 feet (level 41)
         
         +2 strength.
         +3 light.
         Provides resistance to Shards.
         Cannot be harmed by Fire.
         Sustains dexterity.
         Prevents paralysis.  
         Intensity 3 light.
         
         When activated, it lights up the surrounding area and creates a
         ball of weak light with radius 3, centred on and hitting the
         player, with full intensity to radius 3, dealing 2d15 damage at
         the centre, which your device skill increases by 35% for an
         average of 21.6 damage.
         Takes 38 to 70 turns to recharge at your current speed.
         Your chance of success is 96.5%
         
    g) the Studded Leather Armour of Alman (-1) [12,+13] <+3>
         Taken from a chest found at 3700 feet (level 74)
         
         +3 constitution.
         Provides resistance to Acid, Lightning, Fire, Cold, Dark, Nether,
         Chaos.
         Provides protection from blindness.
         Cannot be harmed by Acid, Fire.
         
    h) the Cloak of Ninwen [1,+19] <+3, +6>
         Dropped by Bullroarer the Hobbit at 1450 feet (level 29)
         
         +3 strength.
         +6 stealth.
         Provides resistance to Fire, Shards.
         Cannot be harmed by Acid, Fire.
         
    i) the Small Metal Shield 'Erunt' [5,+11] <+4, +3, +1>
         Dropped by Baphomet the Minotaur Lord at 3100 feet (level 62)
         
         +4 dexterity.
         +3 constitution.
         +1 light.
         Provides resistance to Fire, Sound.
         Provides protection from confusion.
         Cannot be harmed by Acid.
         Sustains wisdom.
         Grants the ability to see invisible things.  
         
    j) the Metal Cap of Lorgormen [3,+20] <+3, +5>
         Found lying on the floor in a vault at 2050 feet (level 41)
         
         +3 wisdom.
         +3 constitution.
         +5 speed.
         Provides resistance to Light.
         Provides protection from fear, blindness, confusion.
         Cannot be harmed by Acid.
         
    k) the Set of Leather Gloves 'Tanor' [1,+21] <+3>
         Dropped by M&#195;&#174;m, Betrayer of Turin, at 2000 feet (level 40)
         
         +3 strength.
         Provides resistance to Acid, Dark.
         Cannot be harmed by Acid, Fire.
         Slows your metabolism.  Feather Falling.  
         
    l) a Pair of Iron Shod Boots of Elvenkind [4,+10] <+3, +7>
         Found lying on the floor of a special room at 3700 feet (level 74)
         
         +3 stealth.
         +7 speed.
         Cannot be harmed by Acid, Fire.
         Feather Falling.  
         
    
    
    
    
      [Character Inventory]
    
    a) 2 Books of Magic Spells [First Spells] {@m1}
         
         You can read this book.
         
    b) 2 Books of Magic Spells [Arcane Control] {@m4}
         Cannot be harmed by Fire.
         
         You can read this book.
         
    c) 25 Potions of Cure Critical Wounds
    d) 5 Potions of Healing
    e) a Potion of Enlightenment
    f) 4 Scrolls of Deep Descent
    g) 2 Scrolls of *Destruction*
    h) 4 Rods of Magic Mapping {@z3}
    i) 2 Rods of Probing {@z8}
    j) 5 Rods of Slow Monster {@z4}
    k) 3 Rods of Recall {!z!d@z0}
         Cannot be harmed by Lightning.
         
    l) 2 Wands of Dragon's Breath (4 charges)
         Cannot be harmed by Lightning.
         
    m) 9 Wands of Drain Life (31 charges)
    n) 4 Wands of Annihilation (14 charges)
         Cannot be harmed by Lightning.
         
    o) 2 Staves of Healing (1 charge)
    p) 2 Staves of Power (4 charges)
    q) 2 Staves of Speed (7 charges)
    r) the Two-Handed Great Flail of Valdol (8d6) (+15,+10) <+1, +4> {@w1}
         Dropped by Glaurung, Father of the Dragons, at 3700 feet (level
         74)
         
         +1 strength.
         +4 dexterity.
         Slays demons, giants, animals, evil creatures.
         Branded with cold.
         Provides resistance to Acid, Lightning, Cold, Chaos.
         Provides protection from fear, blindness.
         Cannot be harmed by Acid, Fire.
         Sustains strength.
         Feather Falling.  Grants the ability to see invisible things. 
         Aggravates creatures nearby.  
         
         When activated, it cures blindness and gives you telepathy for
         9d9+24 turns.
         Takes 287 to 350 turns to recharge at your current speed.
         Your chance of success is 96.5%
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 709 vs demons, giants, and creatures not
         resistant to cold, 528.5 vs evil creatures and animals, and 348
         vs. others.
         
    s) a Mace of Disruption of Extra Attacks (5d8) (+13,+18) <+2> {@w2}
         Found lying on the floor in a vault at 3700 feet (level 74)
         
         +2 extra blows.
         Slays undead.
         
         Combat info:
         7.0 blows/round.
         Average damage/round: 957.6 vs undead and 522.9 vs. others.
         
    
    
    
    
      [Character Quiver]
    
    
    
      [Home Inventory]
    
    a) 3 Books of Magic Spells [Arcane Control] {@m4}
         Cannot be harmed by Fire.
         
         You can read this book.
         
    b) 9 Mushrooms of Vigor
    c) 40 Potions of Cure Critical Wounds
    d) 15 Potions of Healing
    e) 18 Potions of *Healing*
         It can be thrown at creatures with damaging effect.
         
    f) 3 Potions of Life
         It can be thrown at creatures with damaging effect.
         
    g) 9 Potions of Restore Mana
    h) 8 Potions of Enlightenment
    i) 21 Potions of Speed
    j) 2 Scrolls of Teleport Level
    k) 6 Scrolls of Identify Rune
    l) 2 Scrolls of *Enchant Weapon*
    m) 3 Scrolls of *Remove Curse*
    n) 9 Scrolls of Banishment
    o) 2 Scrolls of Mass Banishment
    p) 8 Scrolls of *Destruction*
    q) a Rod of Magic Mapping {@z3}
    r) 4 Rods of Probing (1 charging) {@z8}
    s) 3 Wands of Slow Monster (14 charges)
    t) 4 Wands of Stone to Mud (23 charges)
    u) 2 Staves of *Destruction* (4 charges)
    v) a Staff of Holiness (2 charges)
    w) 3 Staves of Speed (9 charges)
    x) a Staff of the Magi (3 charges)
    y) a Ring of Speed <+9>
         Dropped by The Balrog of Moria at 2050 feet (level 41)
         
         +9 speed.
         
    z) a Ring of Damage (+0,+15)
         Dropped by a Maia of Nienna at 3400 feet (level 68)
         
    {) the Ring of Marcarim <+3, +1, +5>
         Dropped by Tselakus, the Dreadlord, at 3700 feet (level 74)
         
         +3 dexterity.
         +1 constitution.
         +5 speed.
         Provides immunity to Cold.
         Provides resistance to Acid, Lightning, Fire, Light.
         Provides protection from fear.
         Cannot be harmed by Lightning.
         Sustains wisdom.
         Prevents paralysis.  
         
         When activated, it increases your AC and to-hit bonus for 1d48+24
         turns.
         Takes 227 to 252 turns to recharge at your current speed.
         Your chance of success is 95.7%
         
    |) an Amulet of ESP {!k}
         Found lying on the floor in a pit at 2050 feet (level 41)
         
         Grants telepathy.  
         
    }) an Amulet of Trickery <+3, +2, +7, +6>
         Found lying on the floor in a vault at 3400 feet (level 68)
         
         +3 dexterity.
         +2 stealth.
         +7 searching skill.
         +6 infravision.
         +2 speed.
         Provides resistance to Poison, Nexus.
         Sustains dexterity.
         
    ~) the Amulet of Oiomen <+4, +2>
         Dropped by Ulfang the Black at 1700 feet (level 34)
         
         +4 intelligence.
         +2 constitution.
         +2 infravision.
         Provides resistance to Cold, Nether.
         Provides protection from stunning.
         Prevents paralysis.  
         
         When activated, it increases your AC and to-hit bonus for 1d12+6
         turns.
         Takes 171 to 189 turns to recharge at your current speed.
         Your chance of success is 96.5%
         
    ) the Pendant 'Balion'
         Found lying on the floor in a vault at 3450 feet (level 69)
         
         Provides immunity to Fire.
         Provides resistance to Cold, Dark, Nexus, Nether, Chaos.
         
    €) the Pendant of Astir <+3, +1>
         Dropped by Itangast the Fire Drake at 2850 feet (level 57)
         
         +3 dexterity.
         +1 light.
         Provides immunity to Fire.
         Provides resistance to Acid, Lightning, Nether.
         Slows your metabolism.  Speeds regeneration.  Prevents paralysis. 
         
         
    ?) the Elfstone 'Osser' <+6>
         Taken from a chest found at 1700 feet (level 34)
         
         +6 strength.
         Provides resistance to Acid, Lightning, Cold, Light, Sound.
         Provides protection from fear, confusion.
         Slows your metabolism.  Prevents paralysis.  
         
         When activated, it cures blindness and allows you to see invisible
         things for 2d6+12 turns.
         Takes 199 to 220 turns to recharge at your current speed.
         Your chance of success is 92.0%
         
    ‚) the Jewel of Ondorol <+4, +3, +2, +1>
         Found lying on the floor in a vault at 2050 feet (level 41)
         
         +4 strength.
         +3 wisdom.
         +2 dexterity.
         +1 light.
         Provides resistance to Lightning, Nether.
         
    ƒ) the Jewel of Lomuruth <+3, +1>
         Dropped by Gorlim, Betrayer of Barahir, at 2050 feet (level 41)
         
         +3 intelligence.
         +1 shooting speed.
         Provides resistance to Acid, Dark.
         Feather Falling.  
         
         When activated, it restores some mana but also drains either your
         strength or constitution.
         Takes 143 to 157 turns to recharge at your current speed.
         Your chance of success is 93.1%
         
    „) the Jewel of Eingonwe <+3, +2, +1>
         Dropped by Lokkak, the Ogre Chieftain, at 2050 feet (level 41)
         
         +3 strength.
         +2 intelligence.
         +1 constitution.
         Provides resistance to Disenchantment.
         Sustains wisdom.
         Prevents paralysis.  
         
         When activated, it cures confusion.
         Takes 115 to 126 turns to recharge at your current speed.
         Your chance of success is 95.7%
         
    …) the Phial 'Elros' <+1, +3>
         Found lying on the floor in a vault at 2050 feet (level 41)
         
         +1 constitution.
         +3 light.
         Provides resistance to Chaos.
         Provides protection from confusion.
         Cannot be harmed by Fire.
         Intensity 3 light.
         
         When activated, it lights up the surrounding area and creates a
         ball of weak light with radius 3, centred on and hitting the
         player, with full intensity to radius 3, dealing 2d15 damage at
         the centre, which your device skill increases by 20% for an
         average of 19.2 damage.
         Takes 38 to 70 turns to recharge at your current speed.
         Your chance of success is 95.0%
         
    †) the Phial of Valar <+1, +3>
         Dropped by Ulfang the Black at 1700 feet (level 34)
         
         +1 strength.
         +3 light.
         Cannot be harmed by Fire.
         Sustains strength.
         Intensity 3 light.
         
         When activated, it lights up the surrounding area and creates a
         ball of weak light with radius 3, centred on and hitting the
         player, with full intensity to radius 3, dealing 2d15 damage at
         the centre, which your device skill increases by 25% for an
         average of 20.0 damage.
         Takes 38 to 70 turns to recharge at your current speed.
         Your chance of success is 95.7%
         
    ‡) the Star 'Earaurath' <+3>
         Found lying on the floor in a vault at 1700 feet (level 34)
         
         +3 light.
         Provides resistance to Nether.
         Cannot be harmed by Fire.
         Grants the ability to see invisible things.  
         Intensity 3 light.
         
         When activated, it maps the area around you.
         Takes 178 to 350 turns to recharge at your current speed.
         Your chance of success is 96.7%
         
    ˆ) Metal Brigandine Armour of Elvenkind (-3) [48,+13] <+2>
         Taken from a chest found at 1450 feet (level 29)
         
         +2 stealth.
         Provides resistance to Acid, Lightning, Fire, Cold, Nexus.
         Cannot be harmed by Acid.
         
    ‰) the Robe of Amarverim [2,+11] <+1, +3>
         Dropped by M&#195;&#174;m, Betrayer of Turin, at 2000 feet (level 40)
         
         +1 constitution.
         +3 stealth.
         Provides resistance to Light, Shards, Nether.
         Provides protection from fear, confusion.
         Cannot be harmed by Acid, Fire.
         Sustains intelligence, wisdom, constitution.
         Sustains your life force.  
         
         When activated, it destroys doors.
         Takes 143 to 157 turns to recharge at your current speed.
         Your chance of success is 87.7%
         
    ©) the Fur Cloak of Lothorin [3,+18] <+3, +1>
         Dropped by Scatha the Worm at 3100 feet (level 62)
         
         +3 dexterity.
         +1 stealth.
         Provides resistance to Dark.
         Provides protection from fear.
         Cannot be harmed by Acid, Fire.
         Speeds regeneration.  
         
    ‹) the Elven Cloak of Ilyama [6,+21] <+3, +1>
         Found lying on the floor of a labyrinth at 3100 feet (level 62)
         
         +3 intelligence.
         +1 dexterity.
         +1 stealth.
         +1 speed.
         Provides resistance to Lightning, Fire, Poison.
         Cannot be harmed by Acid, Fire.
         
    Œ) the Elven Cloak of Vainost [6,+19] <+1, +3>
         Dropped by Draebor, the Imp, at 2050 feet (level 41)
         
         +1 stealth.
         +3 infravision.
         +1 speed.
         Provides resistance to Fire.
         Cannot be harmed by Acid, Fire.
         
    Ť) the Large Metal Shield 'Helembar' [12,+16] <+5>
         Found lying on the floor at 3500 feet (level 70)
         
         +5 speed.
         Cannot be harmed by Acid.
         
    ®) a Large Metal Shield of Elvenkind [12,+13] <+2>
         Dropped by Smaug the Golden at 3100 feet (level 62)
         
         +2 stealth.
         Provides resistance to Acid, Lightning, Fire, Cold,
         Disenchantment.
         Cannot be harmed by Acid.
         
    Ź) a Large Metal Shield of Elvenkind [12,+13] <+1>
         Dropped by an illusionist at 3450 feet (level 69)
         
         +1 stealth.
         Provides resistance to Acid, Lightning, Fire, Cold,
         Disenchantment.
         Cannot be harmed by Acid.
         
    ?) a Jewel Encrusted Crown of Might [0,+16] <+2, +3, +1>
         Found lying on the floor in a vault at 3700 feet (level 74)
         
         +2 strength.
         +3 dexterity.
         +1 constitution.
         Cannot be harmed by Acid.
         Sustains strength, dexterity, constitution.
         Prevents paralysis.  
         
    ‘) the Jewel Encrusted Crown of Mirdair [0,+32] <+3, +1>
         Dropped by Uldor the Accursed at 2050 feet (level 41)
         
         +3 intelligence.
         +1 wisdom.
         Provides resistance to Fire, Cold, Light.
         Provides protection from blindness.
         Cannot be harmed by Acid.
         Grants the ability to see invisible things.  
         
    ’) the Hard Leather Cap 'Camborgon' [2,+22] <+3, +4, +2>
         Dropped by a white wraith at 2050 feet (level 41)
         
         +3 intelligence.
         +4 wisdom.
         +3 dexterity.
         +2 searching skill.
         Provides resistance to Dark.
         Provides protection from confusion.
         Cannot be harmed by Acid.
         Grants the ability to see invisible things.  
         
    “) the Hard Leather Cap of Finion [2,+14] <+6, +1>
         Found lying on the floor in a vault at 3700 feet (level 74)
         
         +6 strength.
         +1 light.
         Provides resistance to Light, Nexus.
         Cannot be harmed by Acid.
         Feather Falling.  Grants the ability to see invisible things.  
         
    ”) a Metal Cap of Telepathy [3,+12]
         Found lying on the floor in a vault at 2050 feet (level 41)
         
         Grants telepathy.  
         
    •) the Iron Helm of Doldagnor (+4,+7) [7,+11]
         Dropped by M&#195;&#174;m, Betrayer of Turin, at 2000 feet (level 40)
         
         Provides resistance to Nether.
         Cannot be harmed by Acid.
         Speeds regeneration.  Grants the ability to see invisible things. 
         Prevents paralysis.  
         
    –) the Iron Helm of Oimar [7,+22] <+6, +2>
         Found lying on the floor in a vault at 1450 feet (level 29)
         
         +6 wisdom.
         +2 stealth.
         Provides protection from fear.
         Cannot be harmed by Acid.
         
         When activated, it attempts to induce magical fear in a single
         monster.
         Takes 87 to 94 turns to recharge at your current speed.
         Your chance of success is 96.5%
         
    —) a Set of Leather Gloves of Thievery (+1,+1) [1,+12] <+5>
         Dropped by Glaurung, Father of the Dragons, at 3700 feet (level
         74)
         
         +5 dexterity.
         +5 searching skill.
         Feather Falling.  Prevents paralysis.  
         
    ˜) the Set of Leather Gloves of Alama (+2,+7) [1,+19]
         Dropped by Draugluin, Sire of All Werewolves, at 3700 feet (level
         74)
         
         Provides resistance to Poison, Disenchantment.
         Cannot be harmed by Acid, Fire.
         Grants the ability to see invisible things.  
         
    ™) a Set of Leather Gloves of Slaying (+5,+1) [1,+10]
         Dropped by a hill troll at 1700 feet (level 34)
         
    ą) a Set of Mithril Gauntlets of Free Action [6,+9]
         Dropped by a mature gold dragon at 2050 feet (level 41)
         
         Cannot be harmed by Acid, Fire.
         Prevents paralysis.  
         
    ›) the Pair of Ethereal Slippers of Auldor [0,+8] <+8, +1>
         Dropped by The Mouth of Sauron at 3200 feet (level 64)
         
         +8 speed.
         +1 light.
         Cannot be harmed by Acid, Fire.
         
    œ) the Dagger 'Angrim' (1d4) (+15,+12) <+3, +2, +4>
         Dropped by Tevildo, Prince of Cats, at 3500 feet (level 70)
         
         +3 wisdom.
         +2 constitution.
         +3 searching skill.
         +4 infravision.
         +3 tunneling.
         Slays undead (powerfully), dragons, orcs.
         Branded with lightning.
         Provides resistance to Acid, Nether.
         Provides protection from confusion.
         Cannot be harmed by Acid.
         Speeds regeneration.  Blessed by the gods (combat bonuses for holy
         casters).  
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 234.5 vs undead, 205.5 vs dragons, orcs, and
         creatures not resistant to lightning, and 176 vs. others.
         Average thrown damage: 228.4 vs undead, 137 vs dragons, orcs, and
         creatures not resistant to lightning, and 45.7 vs. others.
         
    ť) the Tulwar of Malegri (3d4) (+15,+8) [+4] <+1>
         Dropped by Kh&#195;&#174;m, Son of M&#195;&#174;m, at 1200 feet (level 24)
         
         +1 extra blows.
         Slays undead, dragons, giants.
         Provides resistance to Shards.
         Cannot be harmed by Acid.
         Slows your metabolism.  
         
         Combat info:
         6.0 blows/round.
         Average damage/round: 330 vs undead, dragons, and giants, and 222
         vs. others.
         
    ľ) the Scimitar 'Lornion' (6d2) (-5,+10) <+4, +2, +1>
         Dropped by a great crystal drake at 2850 feet (level 57)
         
         +4 intelligence.
         +4 wisdom.
         +2 dexterity.
         +1 searching skill.
         Slays dragons (powerfully), undead, orcs, animals.
         Branded with poison.
         Provides resistance to Acid, Cold, Poison, Light, Chaos.
         Cannot be harmed by Acid.
         Grants the ability to see invisible things.  Blessed by the gods
         (combat bonuses for holy casters).  Aggravates creatures nearby.  
         
         When activated, it detects gold and objects nearby.
         Takes 171 to 189 turns to recharge at your current speed.
         Your chance of success is 97.0%
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 416 vs dragons, 310 vs undead, orcs, and
         creatures not resistant to poison, 257 vs animals, and 203.5 vs.
         others.
         
    Ÿ) the Zweihander 'Bered' (3d6) (+11,+8) [+2] <+3, +4>
         Dropped by Angamait&#195;&#171; of Umbar at 1400 feet (level 28)
         
         +3 strength.
         +4 intelligence.
         +3 dexterity.
         Slays dragons (powerfully), demons, giants, orcs, evil creatures.
         Branded with fire.
         Cannot be harmed by Acid.
         Grants the ability to see invisible things.  Blessed by the gods
         (combat bonuses for holy casters).  
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 480.5 vs dragons, 349.5 vs demons, giants,
         orcs, and creatures not resistant to fire, 283.5 vs evil
         creatures, and 218 vs. others.
         
     ) the Battle Axe of Osserin (4d8) (+17,+19) <+4>
         Found lying on the floor in a pit at 2050 feet (level 41)
         
         +4 dexterity.
         Slays demons (powerfully), dragons, giants.
         Branded with lightning.
         Provides resistance to Cold.
         Cannot be harmed by Acid, Fire.
         Slows your metabolism.  Grants the ability to see invisible
         things.  Prevents paralysis.  Blessed by the gods (combat bonuses
         for holy casters).  
         
         When activated, it fires a ball of fire with radius 2, dealing 80
         damage at the centre, which your device skill increases by 35% for
         an average of 108.0 damage and extends fire resistance for 20+1d20
         turns.
         Takes 315 to 385 turns to recharge at your current speed.
         Your chance of success is 96.5%
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 762.5 vs demons, 541 vs dragons, giants, and
         creatures not resistant to lightning, and 319.5 vs. others.
         
    &#161;) the Battle Axe of Gulinwe (2d8) (+15,+13) [+14] <+1>
         Found lying on the floor in a vault at 2000 feet (level 40)
         
         +1 light.
         Slays dragons (powerfully), demons (powerfully), animals.
         Branded with lightning.
         Provides immunity to Acid.
         Provides resistance to Lightning, Cold.
         Cannot be harmed by Acid, Fire.
         Blessed by the gods (combat bonuses for holy casters).  
         
         When activated, it heals cut damage, and cures all stunning,
         poison, blindness and confusion.
         Takes 255 to 283 turns to recharge at your current speed.
         Your chance of success is 95.7%
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 452 vs dragons and demons, 340 vs creatures
         not resistant to lightning, 284.5 vs animals, and 228.5 vs.
         others.
         
    &#162;) the Glaive of Tumaromal (2d6) (+14,+14) [+3] <+2>
         Found lying on the floor in a vault at 3200 feet (level 64)
         
         +2 strength.
         Slays evil creatures.
         Provides resistance to Lightning, Cold.
         Cannot be harmed by Acid, Fire.
         Prevents paralysis.  
         
         When activated, it extends your infravision by 50 feet for
         4d25+100 turns.
         Takes 143 to 157 turns to recharge at your current speed.
         Your chance of success is 95.7%
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 277.5 vs evil creatures and 233.5 vs.
         others.
         
    &#163;) the Sling of Taros (x2) (+13,+12) <+3, +1>
         Found lying on the floor in a vault at 1700 feet (level 34)
         
         +3 intelligence.
         +3 constitution.
         +1 speed.
         Provides resistance to Lightning, Fire, Dark.
         Provides protection from confusion.
         Cannot be harmed by Acid, Fire.
         Sustains intelligence.
         
         When activated, it increases your AC and to-hit bonus for 1d48+24
         turns.
         Takes 227 to 252 turns to recharge at your current speed.
         Your chance of success is 93.1%
         
    ¤) a Sling of Extra Might (x3) (+17,+18) <+1>
         Found lying on the floor in a vault at 3700 feet (level 74)
         
         +1 shooting power.
         
    &#165;) the Short Bow of Garodrast (x2) (+10,+27) <+2, +20>
         Found lying on the floor in a vault at 2050 feet (level 41)
         
         +2 dexterity.
         +20 shooting speed.
         Provides resistance to Lightning, Cold.
         Provides protection from confusion.
         Cannot be harmed by Acid, Fire.
         Speeds regeneration.  
         
         When activated, it teleports you randomly about 60 per cent of the
         largest distance you could go.
         Takes 171 to 189 turns to recharge at your current speed.
         Your chance of success is 96.5%
         
    &#166;) a Long Bow of Extra Might (x4) (+17,+15) <+1>
         Found lying on the floor in a vault at 3700 feet (level 74)
         
         +1 shooting power.
         
    §) 39 Arrows of Acid (1d4) (+3,+9)
         Branded with acid.
         Cannot be harmed by Acid.
         
         Combat info:
         When fired, hits targets up to 120 feet away.
         Average damage/round: 146.6 vs creatures not resistant to acid and
         73.3 vs. others.
         35% chance of breaking upon contact.
         
    ¨) 19 Seeker Arrows of Slay Undead (4d4) (+10,+10)
         Slays undead.
         
         Combat info:
         When fired, hits targets up to 120 feet away.
         Average damage/round: 201.6 vs undead and 100.8 vs. others.
         35% chance of breaking upon contact.
         
    &#169;) 8 Seeker Arrows of Slay Undead (4d4) (+14,+11)
         Slays undead.
         
         Combat info:
         When fired, hits targets up to 120 feet away.
         Average damage/round: 207.9 vs undead and 103.9 vs. others.
         35% chance of breaking upon contact.
         
    &#170;) 27 Mithril Bolts of Slay Demon (3d6) (+16,+18)
         Slays demons.
         Cannot be harmed by Acid.
         
    &#171;) 20 Rounded Pebbles of Frost (1d2) (+5,+7) {=g}
         Branded with cold.
         
         Combat info:
         Average thrown damage: 53 vs creatures not resistant to cold and
         17.7 vs. others.
         
    &#172;) 19 Rounded Pebbles of Flame (1d2) (+9,+9) {@f0=g}
         Branded with fire.
         
         Combat info:
         Average thrown damage: 65.5 vs creatures not resistant to fire and
         21.8 vs. others.
         
    *) 24 Mithril Shots of Venom (2d4) (+17,+17)
         Branded with poison.
         
         Combat info:
         Average thrown damage: 138.6 vs creatures not resistant to poison
         and 46.2 vs. others.
  • archolewa
    Swordsman
    • Feb 2019
    • 400

    #2
    I *love* nuking with wands as a Rogue. Really makes me feel like a warrior-mage hybrid, while also feeling like a crafty fighter who will use any tool available to them, which is what I think when I think Rogue.

    It also helps to give my Rogues a very distinct playstyle compared to the classes I usually play (Blackguard, Warrior, Paladin) so it makes for a lot of fun.

    Comment

    • ewert
      Knight
      • Jul 2009
      • 702

      #3


      Finished the run, melee'd Morgoth with the MoD +2 attacks, was pretty painful process went through a crapload of heal consumables ... Didn't scum for a perfect deadend vault, probably should have to have an easier time.

      Considering how harsh it was, I could definitely see scumming for annihilation wands/rods and instead just slowly zap him to death instead.

      Comment

      • Estie
        Veteran
        • Apr 2008
        • 2347

        #4
        Meleeing Morgoth is always a luxury. Its hard to see how you will ever be able to melee him before you can kill him with range.

        Comment

        • Bill Peterson
          Adept
          • Jul 2007
          • 190

          #5
          Originally posted by Estie
          Meleeing Morgoth is always a luxury. Its hard to see how you will ever be able to melee him before you can kill him with range.
          My winners, even the mage and ranger, have always melee'd Morgoth. I've thought at times it was a failure on my part. But I play so slowly that I've usually found a great weapon and plenty of consumables by the time I'm at 5000'

          Comment

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