Hi all,
This is my first time beyond 3500' since I stopped save-scumming circa 2002. All advice appreciated - I have no idea how many consumables I need for the two questors, but I've saved every Healing/*Healing*/Life so far, and my one and only rune scroll. I've not paid too much attention to !resMana, and I've used the one ?massBanish and two ?Banish. Anything else I should be collecting? Presumably I don't need Kelek's?
Which uniques do I definitely need to kill before taking on Morgoth? I've been ignoring those with escorts and killing all summoners - I'm assuming that a sea of orc escorts will prevent people summoning anything more dangerous ...
I'm playing trunk (r1682) and I've noted a number of little bugs which I'll post in a separate thread. The only tweak I have made is my usual +2 to to the rarity of every Z. IMO this makes them just common enough to be challenging, without spoiling the game: there is still at least one hound pack on at least every other level.
This game is all about speed - and before you get speed items, it's all about stealth. I had only +2 perm speed until 4100'. The difference between this game and previous unsuccessful attempts at diving with no +speed is that from about 2000' to 4500', I had seemingly perfect stealth. (Actually I had only +10 stealth, when perfect stealth for a HE rogue is +21, but nothing ever seemed to wake up.) This allowed me to avoid faster monsters which would have killed me if they woke up. I think this is why I hate hounds so much - they are by far the most prevalent of the always-awake monsters (the only others seem to be Qs, fs and Saruman).
Memorable moments so far:
Finding the crossbow on the floor at 1900' - with the exception of one extra-shot sling, it's the only splendid launcher all game. At one point a tSelf landed me next to a death mold, who disenchanted it. Ouch. Of course, after I found it I then didn't see any ego ammo for about twenty levels, but once I found the cold bolts I went unique-hunting.
Luring a full pack of 21 ethereal hounds into destruction range in order to get to my first speed ring (+5 - I had only +2 perm at the time, at 4100').
Squelching {magical} chaos DSM and much much later realising that it was better than any of the three artifact armours I had.
Stepping out from a corridor to tele-away Saruman and a pit fiend, without realising that the PF could breathe chaos ... (scroll of *dest* saved me - I didn't know you could still read scrolls while hallucinating).
Trying three times to get rid of a greater rotting Q so that I could reach Tenser's. By the time I got it the level was teeming with tele-awayed liches (though I did at least kill a ringwraith).
Btw, no GVs all game ...!
Annotated dump follows:
[Angband 3.1.2 dev Character Dump]
[Character Equipment]
a) The Two-Handed Great Flail of Alaiatar (5d6) (+10,+8) [+7] (+4)
+4 charisma.
Slays dragons.
*Slays* undead.
Branded with lightning, venom.
Provides resistance to fire, light, sound.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Combat info:
4 blows/round.
Average damage/hit: 75.5 vs. dragons, 75.5 vs. creatures not
resistant to electricity, 75.5 vs. creatures not resistant to
poison, 116.1 vs. undead, and 34.9 vs. others.
CC> This was lying on the floor at 4600', the only extra-dice weapon all game (apart from a 3d8 Battle Axe which I destroyed, assuming it was an artifact ...). Shame about the low +dam, but otherwise pretty good.
b) a Heavy Crossbow of Extra Shots (x4) (+14,+11) (+1) {@w0}
+1 shooting speed.
c) a Mithril Ring of Intelligence (+4)
+4 intelligence.
Sustains intelligence.
CC> I've been mulling over what to wear in this ring slot for ages. I've tried both +6 CON and +4 STR rings, and damage and slaying. In the end I've settled on this, because it almost doubles my mana, and I kept running out and having to wait. I would wear STR if it got me an extra blow, but it doesn't at this point.
d) a Silver Ring of Speed (+11)
+11 speed.
CC> Dropped by Scatha at 4550', about 5 mins after getting the boots. In 450' I'd gone from +2 speed to +23 and I could finally kill things.
e) an Ivory Amulet of the Magi [+4] (+4)
+4 intelligence.
+20% to searching.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Prevents paralysis. Grants the ability to see invisible things.
CC> Dropped by Smaug at 3400'. I've not found Trickery or Weaponmastery or Sustenance yet, and only one crappy randart.
f) The Phial of Queth {!!}
Cannot be harmed by acid, electricity, fire, cold.
Sustains dexterity.
Slows your metabolism.
When activated, it maps the entire level and detects objects, trap
s, doors, and stairs.
Takes 37 to 68 turns to recharge at your current speed.
Radius 3 light.
CC> In a mini-vault at 4800'. I have no idea what's up with the activation - AFAICR I haven't done any randomisation yet. I've done a complete make clean and recompile, and this is the second time the Phial has shown up with this activation. I was using a bloody Torch of Brightness until 4800'!
g) The Bar Chain Mail 'Miryont' (-2) [18,+18] {ImmElec, rPois}
Provides immunity to lightning.
Provides resistance to acid, fire, cold, poison.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.
CC> Dropped by some random orc at 4250'. The least useless of four pisspoor randart body armours.
h) The Cloak of Orfinden [1,+13] (+3)
+3 strength, stealth.
Provides resistance to fire, chaos.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it attempts to magically enhance a weapon's to-hit
bonus.
Takes 190 to 374 turns to recharge at your current speed.
CC> On the floor in a mini-vault with the Phial at 4800'. I'd been wearing and Elven Cloak of Stealth with +5 stealth for most of the game. I decided that rchaos and +3 STR was worth sacrificing the +2 stealth. Is it just me or does this activation not exist on a normal artifact either??
i) The Mithril Shield of Mirming [10,+27] (+4)
+4 dexterity, constitution, stealth, speed.
Provides resistance to acid, lightning, fire, cold, dark,
blindness.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
CC> Dropped by Harowen at 4650' - my best randart so far. Replaced an elvenkind shield (+2 stealth, rdark), which I'd had since 1500' or so.
j) a Golden Crown of Lordliness [0,+14] (+3)
+3 wisdom, charisma.
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.
Sustains wisdom, charisma.
Grants telepathy.
CC> Dropped by Scatha at 4550', replacing an identical +2 one. I had no ESP until about 3500' and then found three hats and two weapons, culminating in this.
k) a Set of Gauntlets of Agility [3,+9] (+4)
+4 dexterity.
CC> I've been a bit unlucky with gloves - two rubbish randarts and two sets of Power which I can't yet afford the mana loss to use. I bought these for extra blows.
l) a Pair of Leather Boots of Speed [2,+11] (+10) {!d!k!v}
+10 speed.
CC> Kavlax dropped these at 4300'. I was wearing shop-bought +3 stealth boots until then. Apart from the crossbow and the amulet, my entire kit has been replaced since 4250'.
[Character Inventory]
a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!k!v}
CC> Really only carrying this for tSelf, but can't bring myself to bin it, in case there is an awesome extra-dice weapon or certain-to-be-artifact unIDd ring flavour on the other side of a graveyard ... I would also carry it for Spear of Light if it wasn't so insanely hard to cast (still at 32% fail).
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!k!v}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!k!v}
e) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!k!v}
CC> Didn't find my first one of these until around 4000'. Stair Creation massively speeds up diving - it's like a poor man's Alter Reality: can't see anything we want to fetch, let's have a new level.
f) 3 Potions of Cure Critical Wounds {@q1}
g) a Scroll titled "se eara" of Banishment
CC> Just found this (the dump is taken from still in the dungeon). I think this is the third I've seen, and I've used two. Should I stockpile these?
h) 2 Silver-Plated Rods of Magic Mapping (1 charging) {@z5!d!k!v!!}
CC> Odd that rogues don't get a spell for this. Do mages??
i) a Gold-Plated Rod of Acid Balls {@z4}
CC> I've been labouring under the impression that it's a good idea to have some sort of ball attack, for hitting things round corners etc. I think it's probably a waste of a slot - I've only ever found this one.
j) 4 Rods of Teleport Other {@z2!d!k!v!!}
CC> The fact that these now take 87 turns to charge instead of 25 is hugely painful. IMO this is a bug!
k) 3 Tungsten Rods of Light {@z1!!}
CC> I could probably bin these if I wait for the Phial to recharge before changing levels, but that feels like an exploit - every character I play has a stack of these because the spell never reaches reliable casting.
l) a Nickel-Plated Rod of Recall {!z!d!k!v}
Cannot be harmed by electricity.
CC> Hey I can finally bin this - I just learned the spell!
m) a Staff of *Destruction* (3 charges) {!u!d!k!v}
CC> Have only ever once used this - I'm almost pathologically opposed to untidy dungeons.
n) a Pine Staff of Speed (1 charge) {!u!d!k!v}
o) a Walnut Staff of the Magi (2 charges) {!u!d!k!v}
CC> I kept this at home for a long time, but realise it's no use in the final battle and started to carry it to speed things up - I was spending a lot of time waiting for mana to replenish (but that was when I only had 70-odd, before finding the INT ring).
p) The Great Hammer of Tareri (8d1) (+20,+19) [+3] (+5)
+5 charisma, speed.
Slays evil creatures, orcs, trolls.
*Slays* dragons, demons, undead.
Branded with frost.
Provides resistance to cold, light.
Cannot be harmed by acid, electricity, fire, cold.
Combat info:
5 blows/round.
Average damage/hit: 44.4 vs. evil creatures, 53.4 vs. orcs, 53.4
vs. trolls, 53.4 vs. creatures not resistant to cold, 71.3 vs.
dragons, 71.3 vs. demons, 71.3 vs. undead, and 35.4 vs. others.
CC> Just found this at 4900'. If I had a decent damage ring (best I've seen this game is +12) it would probably beat the flail. I just hate great hammers though - 8d1 is such a waste of dice.
q) The Long Bow 'Giori' (x3) (+10,+19) {@w0}
*Slays* undead.
Provides resistance to acid, fire.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
CC> Found this on the floor at 4000'. This is why I love randarts. It's no use for anything except killing undead, but I use two entire inv slots just for that.
r) 15 Bolts of Slay Animal (1d5) (+10,+11) {@f3}
Slays animals.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 208 vs. animals, and 104 vs. others.
25% chance of breaking upon contact.
s) 26 Bolts (1d5) (+6,+5) {@f0}
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 79.
25% chance of breaking upon contact.
t) 23 Bolts of Slay Evil (1d5) (+14,+15)
Slays evil creatures.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 243.6 vs. evil creatures, and 121.8 vs. others.
25% chance of breaking upon contact.
CC> Just found these - will stash at home for Morgy, although I'm a little sceptical that my xbow is good enough for the final fight.
u) 10 Seeker Bolts of Frost (4d5) (+15,+8) {@f1}
Branded with frost.
Cannot be harmed by cold.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 390.6 vs. creatures not resistant to cold, and
130.2 vs. others.
25% chance of breaking upon contact.
v) 11 Seeker Bolts of Venom (4d5) (+9,+9) {@f2}
Branded with venom.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 399.3 vs. creatures not resistant to poison,
and 133.1 vs. others.
25% chance of breaking upon contact.
w) 33 Arrows (1d4) (+10,+5)
[Home Inventory]
a) a Book of Magic Spells [Tenser's Transformations] {@m8@b8@G8!d!k!v}
Cannot be harmed by acid, electricity, fire, cold.
CC> At the moment this is only useful for Heroism, so leaving at home.
b) 38 Potions of Cure Critical Wounds {@q1}
c) 5 Potions of Healing {!q!d!k!v}
d) a Potion of *Healing* {!q!d!k!v}
e) a Smoky Potion of Life {!q!d!k!v}
f) 3 Potions of Restore Mana
g) 7 Potions of Restore Life Levels
CC> I know these aren't really vital, but it drives me crazy to recall to town and find none there when I need them - and I am still a way off cl50.
h) 4 Potions of Speed {!q!d!k!v}
CC> Along with Healing/*Healing*/Life, these are all I've found all game.
i) 10 Scrolls of Teleport Level {!r!d!k!v}
CC> I guess I should now carry these as my guaranteed escape, since I have a lock.
j) 10 Scrolls of Recharging
k) a Scroll titled "hum aratia" of Rune of Protection
l) a Scroll titled "go antio" of *Destruction*
Is it worth using these in the final battle? Does Morgy stay around, or disappear and respawn at full health?
m) 5 Staves of *Destruction* (14 charges) {!u!d!k!v}
n) a Ring of Acid [+15] {squelch}
It brands your melee attacks with acid.
Provides resistance to acid.
Cannot be harmed by acid.
CC> Kept for Sauron.
o) The Bar Chain Mail 'Uliolloeg' (+4,+9) [18,+17] (+1)
+1 constitution.
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
CC> Kept for the big +dam boost, in case I get rpois covered elsewhere.
p) The Jewel Encrusted Crown 'Galar' (+4,+3) [0,+19] (+4)
+4 strength, wisdom, dexterity.
Provides resistance to light.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution.
q) The Hard Leather Cap 'Nilod' [2,+9] (+2)
+2 intelligence, constitution.
Provides resistance to fire, blindness.
Cannot be harmed by acid, electricity, fire, cold.
r) a Set of Gauntlets of Power (+1,+5) [3,+12] (+4)
+4 strength.
s) The Broad Sword 'Naelin' (4d5) (+11,+14)
*Slays* dragons.
Branded with acid.
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.
Combat info:
5 blows/round.
Average damage/hit: 60.7 vs. creatures not resistant to acid, 87.3
vs. dragons, and 34 vs. others.
t) The Flail of Rhunim (2d6) (+19,+12) [+6] (+2)
+2 charisma, speed.
Slays undead, demons.
*Slays* dragons.
Branded with acid, flames.
Provides resistance to acid, poison.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution.
Grants the ability to see invisible things.
Combat info:
5 blows/round.
Average damage/hit: 41.8 vs. undead, 41.8 vs. demons, 41.8 vs.
creatures not resistant to acid, 41.8 vs. creatures not resistant
to fire, 57.4 vs. dragons, and 26.3 vs. others.
CC> I've had only five melee weapons this game: a normal main gauche to start with, a whip of slay dragon with +12dam I bought in a store, a blessed pike with ESP which I used during a missile-only phase, then this from wherever I found it (somewhere around 3000' I think).
u) 40 Bolts (1d5) (+8,+7) {@f0}
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 87.3.
25% chance of breaking upon contact.
v) 40 Bolts (1d5) (+7,+7) {@f0}
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 87.3.
25% chance of breaking upon contact.
CC> Of course there have been no scrolls of enchant to-hit for aeons.
w) 33 Seeker Bolts (4d5) (+9,+7)
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 124.8.
25% chance of breaking upon contact.
x) 30 Seeker Arrows of Flame (4d4) (+17,+10)
Branded with flames.
Cannot be harmed by fire.
Oh yes, that's the other tweak I make to default hounds - I turn off smart packs.
This is my first time beyond 3500' since I stopped save-scumming circa 2002. All advice appreciated - I have no idea how many consumables I need for the two questors, but I've saved every Healing/*Healing*/Life so far, and my one and only rune scroll. I've not paid too much attention to !resMana, and I've used the one ?massBanish and two ?Banish. Anything else I should be collecting? Presumably I don't need Kelek's?
Which uniques do I definitely need to kill before taking on Morgoth? I've been ignoring those with escorts and killing all summoners - I'm assuming that a sea of orc escorts will prevent people summoning anything more dangerous ...
I'm playing trunk (r1682) and I've noted a number of little bugs which I'll post in a separate thread. The only tweak I have made is my usual +2 to to the rarity of every Z. IMO this makes them just common enough to be challenging, without spoiling the game: there is still at least one hound pack on at least every other level.
This game is all about speed - and before you get speed items, it's all about stealth. I had only +2 perm speed until 4100'. The difference between this game and previous unsuccessful attempts at diving with no +speed is that from about 2000' to 4500', I had seemingly perfect stealth. (Actually I had only +10 stealth, when perfect stealth for a HE rogue is +21, but nothing ever seemed to wake up.) This allowed me to avoid faster monsters which would have killed me if they woke up. I think this is why I hate hounds so much - they are by far the most prevalent of the always-awake monsters (the only others seem to be Qs, fs and Saruman).
Memorable moments so far:
Finding the crossbow on the floor at 1900' - with the exception of one extra-shot sling, it's the only splendid launcher all game. At one point a tSelf landed me next to a death mold, who disenchanted it. Ouch. Of course, after I found it I then didn't see any ego ammo for about twenty levels, but once I found the cold bolts I went unique-hunting.
Luring a full pack of 21 ethereal hounds into destruction range in order to get to my first speed ring (+5 - I had only +2 perm at the time, at 4100').
Squelching {magical} chaos DSM and much much later realising that it was better than any of the three artifact armours I had.
Stepping out from a corridor to tele-away Saruman and a pit fiend, without realising that the PF could breathe chaos ... (scroll of *dest* saved me - I didn't know you could still read scrolls while hallucinating).
Trying three times to get rid of a greater rotting Q so that I could reach Tenser's. By the time I got it the level was teeming with tele-awayed liches (though I did at least kill a ringwraith).
Btw, no GVs all game ...!
Annotated dump follows:
[Angband 3.1.2 dev Character Dump]
Code:
Name Serious Sam II Self RB CB EB Best Sex Male Age 111 STR: 18/35 +1 +2 +3 18/95 Race High-Elf Height 78 INT: 17 +3 +1 +8 18/110 Class Rogue Weight 190 WIS: 16 -1 -2 +3 16 Title Rogue Social Respected DEX: 18 +3 +3 +8 18/140 HP 593/593 Maximize Y CON: 18/86 +1 +1 +4 18/146 SP 107/137 CHR: 14 +5 -1 +7 18/70 Level 36 Armor [34,+117] Saving Throw 86% Cur Exp 1068191 Fight (+33,+5) Stealth Heroic Max Exp 1068191 Melee (+43,+13) Fighting Heroic Adv Exp 1237500 Shoot (+47,+11) Shooting Heroic MaxDepth 4900' (L98) Blows 4/turn Disarming 100% Game Turns 421424 Shots 2/turn Magic Device Heroic Player Turns 55051 Infra 40 ft Perception 1 in 1 Active Turns 51434 Speed 24 Searching 55% CC> I think I'm going to change this in my local copy - I really need to know town turns, not active turns. I think I've spent about 1/3 of my time in town, and I really need to optimise that. Those +to-hit numbers include both Blessing and Heroism, btw. Gold 281860 Burden 196.9 lbs You are the only child of a Noldorin Ranger. You have light grey eyes, straight black hair, and a fair complexion. rAcid:......+.+.... rConf:....+........ rElec:......*.+.... Sound:+............ rFire:+.....+++.... Shard:............. rCold:......+.+.... Nexus:............. rPois:......+...... Nethr:............. rFear:.........+... Chaos:.......+..... rLite:+...........+ Disen:............. rDark:........+.... S.Dig:.....+....... rBlnd:........+.... Feath:......+...... PLite:............. Aggrv:............. Regen:........+.... Stea.:.......++.... ESP:.........+... Sear.:....+........ Invis:....+.......+ Infra:............+ FrAct:+...+........ Tunn.:............. HLife:............. Speed:...+....+..+. ImpHP:............. Blows:............. ImpSP:............. Shots:.+........... Fear:............. Might:.............
a) The Two-Handed Great Flail of Alaiatar (5d6) (+10,+8) [+7] (+4)
+4 charisma.
Slays dragons.
*Slays* undead.
Branded with lightning, venom.
Provides resistance to fire, light, sound.
Cannot be harmed by acid, electricity, fire, cold.
Prevents paralysis.
Combat info:
4 blows/round.
Average damage/hit: 75.5 vs. dragons, 75.5 vs. creatures not
resistant to electricity, 75.5 vs. creatures not resistant to
poison, 116.1 vs. undead, and 34.9 vs. others.
CC> This was lying on the floor at 4600', the only extra-dice weapon all game (apart from a 3d8 Battle Axe which I destroyed, assuming it was an artifact ...). Shame about the low +dam, but otherwise pretty good.
b) a Heavy Crossbow of Extra Shots (x4) (+14,+11) (+1) {@w0}
+1 shooting speed.
c) a Mithril Ring of Intelligence (+4)
+4 intelligence.
Sustains intelligence.
CC> I've been mulling over what to wear in this ring slot for ages. I've tried both +6 CON and +4 STR rings, and damage and slaying. In the end I've settled on this, because it almost doubles my mana, and I kept running out and having to wait. I would wear STR if it got me an extra blow, but it doesn't at this point.
d) a Silver Ring of Speed (+11)
+11 speed.
CC> Dropped by Scatha at 4550', about 5 mins after getting the boots. In 450' I'd gone from +2 speed to +23 and I could finally kill things.
e) an Ivory Amulet of the Magi [+4] (+4)
+4 intelligence.
+20% to searching.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Prevents paralysis. Grants the ability to see invisible things.
CC> Dropped by Smaug at 3400'. I've not found Trickery or Weaponmastery or Sustenance yet, and only one crappy randart.
f) The Phial of Queth {!!}
Cannot be harmed by acid, electricity, fire, cold.
Sustains dexterity.
Slows your metabolism.
When activated, it maps the entire level and detects objects, trap
s, doors, and stairs.
Takes 37 to 68 turns to recharge at your current speed.
Radius 3 light.
CC> In a mini-vault at 4800'. I have no idea what's up with the activation - AFAICR I haven't done any randomisation yet. I've done a complete make clean and recompile, and this is the second time the Phial has shown up with this activation. I was using a bloody Torch of Brightness until 4800'!
g) The Bar Chain Mail 'Miryont' (-2) [18,+18] {ImmElec, rPois}
Provides immunity to lightning.
Provides resistance to acid, fire, cold, poison.
Cannot be harmed by acid, electricity, fire, cold.
Feather Falling.
CC> Dropped by some random orc at 4250'. The least useless of four pisspoor randart body armours.
h) The Cloak of Orfinden [1,+13] (+3)
+3 strength, stealth.
Provides resistance to fire, chaos.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it attempts to magically enhance a weapon's to-hit
bonus.
Takes 190 to 374 turns to recharge at your current speed.
CC> On the floor in a mini-vault with the Phial at 4800'. I'd been wearing and Elven Cloak of Stealth with +5 stealth for most of the game. I decided that rchaos and +3 STR was worth sacrificing the +2 stealth. Is it just me or does this activation not exist on a normal artifact either??
i) The Mithril Shield of Mirming [10,+27] (+4)
+4 dexterity, constitution, stealth, speed.
Provides resistance to acid, lightning, fire, cold, dark,
blindness.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
CC> Dropped by Harowen at 4650' - my best randart so far. Replaced an elvenkind shield (+2 stealth, rdark), which I'd had since 1500' or so.
j) a Golden Crown of Lordliness [0,+14] (+3)
+3 wisdom, charisma.
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.
Sustains wisdom, charisma.
Grants telepathy.
CC> Dropped by Scatha at 4550', replacing an identical +2 one. I had no ESP until about 3500' and then found three hats and two weapons, culminating in this.
k) a Set of Gauntlets of Agility [3,+9] (+4)
+4 dexterity.
CC> I've been a bit unlucky with gloves - two rubbish randarts and two sets of Power which I can't yet afford the mana loss to use. I bought these for extra blows.
l) a Pair of Leather Boots of Speed [2,+11] (+10) {!d!k!v}
+10 speed.
CC> Kavlax dropped these at 4300'. I was wearing shop-bought +3 stealth boots until then. Apart from the crossbow and the amulet, my entire kit has been replaced since 4250'.
[Character Inventory]
a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!k!v}
CC> Really only carrying this for tSelf, but can't bring myself to bin it, in case there is an awesome extra-dice weapon or certain-to-be-artifact unIDd ring flavour on the other side of a graveyard ... I would also carry it for Spear of Light if it wasn't so insanely hard to cast (still at 32% fail).
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!k!v}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!k!v}
e) 2 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!k!v}
CC> Didn't find my first one of these until around 4000'. Stair Creation massively speeds up diving - it's like a poor man's Alter Reality: can't see anything we want to fetch, let's have a new level.
f) 3 Potions of Cure Critical Wounds {@q1}
g) a Scroll titled "se eara" of Banishment
CC> Just found this (the dump is taken from still in the dungeon). I think this is the third I've seen, and I've used two. Should I stockpile these?
h) 2 Silver-Plated Rods of Magic Mapping (1 charging) {@z5!d!k!v!!}
CC> Odd that rogues don't get a spell for this. Do mages??
i) a Gold-Plated Rod of Acid Balls {@z4}
CC> I've been labouring under the impression that it's a good idea to have some sort of ball attack, for hitting things round corners etc. I think it's probably a waste of a slot - I've only ever found this one.
j) 4 Rods of Teleport Other {@z2!d!k!v!!}
CC> The fact that these now take 87 turns to charge instead of 25 is hugely painful. IMO this is a bug!
k) 3 Tungsten Rods of Light {@z1!!}
CC> I could probably bin these if I wait for the Phial to recharge before changing levels, but that feels like an exploit - every character I play has a stack of these because the spell never reaches reliable casting.
l) a Nickel-Plated Rod of Recall {!z!d!k!v}
Cannot be harmed by electricity.
CC> Hey I can finally bin this - I just learned the spell!
m) a Staff of *Destruction* (3 charges) {!u!d!k!v}
CC> Have only ever once used this - I'm almost pathologically opposed to untidy dungeons.
n) a Pine Staff of Speed (1 charge) {!u!d!k!v}
o) a Walnut Staff of the Magi (2 charges) {!u!d!k!v}
CC> I kept this at home for a long time, but realise it's no use in the final battle and started to carry it to speed things up - I was spending a lot of time waiting for mana to replenish (but that was when I only had 70-odd, before finding the INT ring).
p) The Great Hammer of Tareri (8d1) (+20,+19) [+3] (+5)
+5 charisma, speed.
Slays evil creatures, orcs, trolls.
*Slays* dragons, demons, undead.
Branded with frost.
Provides resistance to cold, light.
Cannot be harmed by acid, electricity, fire, cold.
Combat info:
5 blows/round.
Average damage/hit: 44.4 vs. evil creatures, 53.4 vs. orcs, 53.4
vs. trolls, 53.4 vs. creatures not resistant to cold, 71.3 vs.
dragons, 71.3 vs. demons, 71.3 vs. undead, and 35.4 vs. others.
CC> Just found this at 4900'. If I had a decent damage ring (best I've seen this game is +12) it would probably beat the flail. I just hate great hammers though - 8d1 is such a waste of dice.
q) The Long Bow 'Giori' (x3) (+10,+19) {@w0}
*Slays* undead.
Provides resistance to acid, fire.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
CC> Found this on the floor at 4000'. This is why I love randarts. It's no use for anything except killing undead, but I use two entire inv slots just for that.
r) 15 Bolts of Slay Animal (1d5) (+10,+11) {@f3}
Slays animals.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 208 vs. animals, and 104 vs. others.
25% chance of breaking upon contact.
s) 26 Bolts (1d5) (+6,+5) {@f0}
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 79.
25% chance of breaking upon contact.
t) 23 Bolts of Slay Evil (1d5) (+14,+15)
Slays evil creatures.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 243.6 vs. evil creatures, and 121.8 vs. others.
25% chance of breaking upon contact.
CC> Just found these - will stash at home for Morgy, although I'm a little sceptical that my xbow is good enough for the final fight.
u) 10 Seeker Bolts of Frost (4d5) (+15,+8) {@f1}
Branded with frost.
Cannot be harmed by cold.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 390.6 vs. creatures not resistant to cold, and
130.2 vs. others.
25% chance of breaking upon contact.
v) 11 Seeker Bolts of Venom (4d5) (+9,+9) {@f2}
Branded with venom.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 399.3 vs. creatures not resistant to poison,
and 133.1 vs. others.
25% chance of breaking upon contact.
w) 33 Arrows (1d4) (+10,+5)
[Home Inventory]
a) a Book of Magic Spells [Tenser's Transformations] {@m8@b8@G8!d!k!v}
Cannot be harmed by acid, electricity, fire, cold.
CC> At the moment this is only useful for Heroism, so leaving at home.
b) 38 Potions of Cure Critical Wounds {@q1}
c) 5 Potions of Healing {!q!d!k!v}
d) a Potion of *Healing* {!q!d!k!v}
e) a Smoky Potion of Life {!q!d!k!v}
f) 3 Potions of Restore Mana
g) 7 Potions of Restore Life Levels
CC> I know these aren't really vital, but it drives me crazy to recall to town and find none there when I need them - and I am still a way off cl50.
h) 4 Potions of Speed {!q!d!k!v}
CC> Along with Healing/*Healing*/Life, these are all I've found all game.
i) 10 Scrolls of Teleport Level {!r!d!k!v}
CC> I guess I should now carry these as my guaranteed escape, since I have a lock.
j) 10 Scrolls of Recharging
k) a Scroll titled "hum aratia" of Rune of Protection
l) a Scroll titled "go antio" of *Destruction*
Is it worth using these in the final battle? Does Morgy stay around, or disappear and respawn at full health?
m) 5 Staves of *Destruction* (14 charges) {!u!d!k!v}
n) a Ring of Acid [+15] {squelch}
It brands your melee attacks with acid.
Provides resistance to acid.
Cannot be harmed by acid.
CC> Kept for Sauron.
o) The Bar Chain Mail 'Uliolloeg' (+4,+9) [18,+17] (+1)
+1 constitution.
Provides resistance to acid, lightning, fire, cold.
Cannot be harmed by acid, electricity, fire, cold.
CC> Kept for the big +dam boost, in case I get rpois covered elsewhere.
p) The Jewel Encrusted Crown 'Galar' (+4,+3) [0,+19] (+4)
+4 strength, wisdom, dexterity.
Provides resistance to light.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution.
q) The Hard Leather Cap 'Nilod' [2,+9] (+2)
+2 intelligence, constitution.
Provides resistance to fire, blindness.
Cannot be harmed by acid, electricity, fire, cold.
r) a Set of Gauntlets of Power (+1,+5) [3,+12] (+4)
+4 strength.
s) The Broad Sword 'Naelin' (4d5) (+11,+14)
*Slays* dragons.
Branded with acid.
Provides resistance to fear.
Cannot be harmed by acid, electricity, fire, cold.
Grants the ability to see invisible things.
Combat info:
5 blows/round.
Average damage/hit: 60.7 vs. creatures not resistant to acid, 87.3
vs. dragons, and 34 vs. others.
t) The Flail of Rhunim (2d6) (+19,+12) [+6] (+2)
+2 charisma, speed.
Slays undead, demons.
*Slays* dragons.
Branded with acid, flames.
Provides resistance to acid, poison.
Cannot be harmed by acid, electricity, fire, cold.
Sustains constitution.
Grants the ability to see invisible things.
Combat info:
5 blows/round.
Average damage/hit: 41.8 vs. undead, 41.8 vs. demons, 41.8 vs.
creatures not resistant to acid, 41.8 vs. creatures not resistant
to fire, 57.4 vs. dragons, and 26.3 vs. others.
CC> I've had only five melee weapons this game: a normal main gauche to start with, a whip of slay dragon with +12dam I bought in a store, a blessed pike with ESP which I used during a missile-only phase, then this from wherever I found it (somewhere around 3000' I think).
u) 40 Bolts (1d5) (+8,+7) {@f0}
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 87.3.
25% chance of breaking upon contact.
v) 40 Bolts (1d5) (+7,+7) {@f0}
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 87.3.
25% chance of breaking upon contact.
CC> Of course there have been no scrolls of enchant to-hit for aeons.
w) 33 Seeker Bolts (4d5) (+9,+7)
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 124.8.
25% chance of breaking upon contact.
x) 30 Seeker Arrows of Flame (4d4) (+17,+10)
Branded with flames.
Cannot be harmed by fire.
Code:
============================================================ CHAR. | TURN | DEPTH |LEVEL| EVENT ============================================================ 1 0' 1 Began the quest to destroy Morgoth. 3574 100' 1 Killed Fang, Farmer Maggot's dog 3574 100' 2 Reached level 2 3574 100' 3 Reached level 3 3634 100' 3 Killed Grip, Farmer Maggot's dog 6387 150' 4 Reached level 4 16192 250' 5 Reached level 5 17852 300' 6 Reached level 6 23112 350' 7 Reached level 7 28294 400' 8 Reached level 8 32497 450' 9 Reached level 9 40777 650' 9 Killed Bullroarer the Hobbit 40777 650' 10 Reached level 10 49902 800' 11 Reached level 11 54480 1000' 12 Reached level 12 59600 1000' 13 Reached level 13 62345 1050' 14 Reached level 14 71078 1100' 15 Reached level 15 78260 1200' 16 Reached level 16 84810 1200' 17 Reached level 17 91243 1400' 18 Reached level 18 107569 1900' 19 Reached level 19 109088 1900' 20 Reached level 20 110568 1900' 20 Found The Pair of Leather Boots 'Niphrodor' (LOST) 122714 1950' 21 Reached level 21 123639 1950' 21 Found The Chain Mail of Mingion (LOST) 125744 2000' 22 Reached level 22 128076 2000' 23 Reached level 23 128351 2000' 24 Reached level 24 140152 2100' 25 Reached level 25 155582 2150' 26 Reached level 26 190770 2550' 27 Reached level 27 211100 2650' 27 Killed Nar, the Dwarf 221233 2700' 28 Reached level 28 228148 2750' 28 Found The Hard Leather Cap 'Nilod' 242601 2800' 28 Found The Metal Scale Mail 'Maros' (LOST) 261211 2950' 28 Found The Set of Leather Gloves of Amorwar (LOST) 264972 3000' 29 Reached level 29 302631 3400' 29 Killed Smaug the Golden 302631 3400' 30 Reached level 30 312692 3550' 30 Found The Flail of Rhunim 327280 3650' 30 Killed Medusa, the Gorgon 346984 4000' 30 Found The Long Bow 'Giori' 364501 4200' 31 Reached level 31 366775 4250' 32 Reached level 32 367884 4250' 32 Found The Bar Chain Mail 'Miryont' 368282 4250' 32 Found The Pair of Steel Shod Boots of Silmarth (LOST) 375901 4250' 32 Found The Metal Cap 'Mingond' (LOST) 376140 4250' 32 Killed Smeagol 378041 4250' 32 Found The Metal Cap 'Calair' (LOST) 380135 4300' 32 Killed Kavlax the Many-Headed 382520 4400' 33 Reached level 33 388822 4450' 33 Killed Adunaphel the Quiet 390467 4450' 33 Found The Bar Chain Mail 'Uliolloeg' 392882 4550' 33 Killed Scatha the Worm 395752 4600' 34 Reached level 34 396983 4600' 34 Found The Two-Handed Great Flail of Alaiatar 400225 4650' 34 Killed Uvatha the Horseman 401356 4650' 34 Killed Harowen the Black Hand 401369 4650' 34 Found The Quarterstaff of Minyamas (LOST) 401375 4650' 34 Found The Mithril Shield of Mirming 404463 4700' 34 Found The Jewel Encrusted Crown 'Galar' 405489 4700' 35 Reached level 35 408337 4750' 35 Found The Broad Sword 'Naelin' 408416 4750' 35 Found The Set of Mithril Gauntlets of Camarvere 409438 4750' 34 Found The Metal Cap of Elingri 417191 4800' 35 Found The Phial of Queth 417530 4800' 35 Found The Amulet of Findolon (LOST) 418546 4800' 35 Found The Cloak of Orfinden 419761 4800' 36 Reached level 36 421133 4900' 36 Found The Small Metal Shield of Eithal 421368 4900' 36 Found The Great Hammer of Tareri [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : yes (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 : yes (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 : no (adult_ai_packs) Adult: Monsters learn from their mistakes : yes (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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