Risk assessment skills...

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  • Fendell Orcbane
    Swordsman
    • Apr 2010
    • 460

    Risk assessment skills...

    So I found a crazy vault full of some scary monsters and uniques that were way more powerful than my character. A few months ago I would have most likely just left it alone...however now? I just had to see if I could raid the sucker. Lucky for me it was mostly constructed of permanent walls. So even monsters that could bore through rock couldn't harm me unless I either moved so that they could go through the few patches of normal rock or I tunneled in through said rock. Hell I even opened up a passage with three time hounds...and I teleported them away before they breathed time. I did get jammed up with a vampire lord and a master vampire with 4 black reavers nearby...but again the permanent rock and a *destruction scroll* saved the day. I got four artifacts out of the deal...all of them useful. Thorin,Isildur, Carlammas and the star of Elendil( well I guess three good artifacts). I've also been diving with little fear the whole game, now part of this is because I'm playing a warrior...you can't play a mage like that in my admittedly limited experience. I guess what I'm asking is have the rest of you found that you are more willing to take risks the longer you have played the game? Or is it just me?

    And here is my character who gained almost 300 hps from the artifacts in that vault. Any suggestions for what I should be using would be welcome. I think I have a good kit going but who knows?

    Code:
      [Angband 3.1.2v2 Character Dump]
    
     Name   Garnelth                                 Self  RB  CB  EB   Best
     Sex    Male         Age            121   STR:  18/86  +1  +5  +8 18/***
     Race   High-Elf     Height          94   INT:     17  +3  -2  +3  18/30
     Class  Warrior      Weight         197   WIS:     14  -1  -2  +3     14
     Title  Commando     Social  Role model   DEX:  18/80  +3  +2  +3 18/160
     HP     642/642      Maximize         Y   CON:     16  +1  +2 +17 18/180
     SP     2/2                               CHR:     18  +5  -1  +0  18/40
    
     Level               35   Armor   [42,+106]     Saving Throw         74%
     Cur Exp         857702   Fight   (+34,+28)     Stealth           Superb
     Max Exp         857702   Melee   (+47,+49)     Fighting       Legendary
     Adv Exp         900000   Shoot   (+46,+15)     Shooting       Legendary
     MaxDepth   3700' (L74)   Blows      5/turn     Disarming            72%
     Game Turns      646232   Shots      2/turn     Magic Device          65
     Player Turns     70969   Infra       40 ft     Perception       1 in 34
     Active Turns     69428   Speed           5     Searching            17%
     Gold            135073   Burden  236.8 lbs
    
     You are one of several children of a Noldorin Warrior.  You have light
     green eyes, wavy 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:...........+.
    
    Light:............. Aggrv:.............
    Regen:............. Stea.:.......+...+.
      ESP:.........+... Sear.:.............
    Invis:+....+......+ Infra:............+
    FrAct:........+.+.. Tunn.:.............
    HLife:............. Speed:++.........+.
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.+...........
     Fear:............. Might:.+...........
    
    
      [Character Equipment]
    
    a) The Lance of Eorlingas (3d8) (+13,+21) (+2)
         +2 strength, dexterity, speed.
         Slays evil creatures, orcs, trolls.
         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: 86 vs. evil creatures, 102.2 vs. orcs, 102.2
         vs. trolls, and 69.8 vs. others.
         
    b) The Short Bow of Amras (x3) (+12,+15) (+1 speed)
         +1 intelligence, wisdom, dexterity, speed, shooting speed, 
         shooting power.
         Provides resistance to lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.  
         
    c) a Ring of Resist Poison
         Provides resistance to poison.
         
    d) a Ring of Constitution (+6)
         +6 constitution.
         Sustains constitution.
         
    e) The Amulet of Carlammas (+4)
         +4 constitution.
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it grants you protection from evil for 1d25 plus 3 
         times your character level turns.
         Takes 339 to 675 turns to recharge at your current speed.
         Your chance of success is 88.1%
         
    f) The Star of Elendil
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         When activated, it maps the area around you.
         Takes 76 to 150 turns to recharge at your current speed.
         Your chance of success is 91.6%
         
         Radius 3 light.
    g) The Full Plate Armour of Isildur [26,+25] (+1)
         +1 constitution.
         Provides resistance to acid, lightning, fire, cold, confusion, 
         sound, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) an Elven Cloak of Protection [6,+10] (+2 stealth)
         +2 stealth.
         Provides resistance to shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
    i) The Small Metal Shield of Thorin [4,+25] (+4)
         +4 strength, constitution.
         Provides immunity to acid.
         Provides resistance to fear, sound, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
    j) The Hard Leather Cap of Thranduil [2,+10] (+2)
         +2 intelligence, wisdom.
         Provides resistance to blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.  
         
    k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
         +2 strength, constitution.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
    l) a Pair of Iron Shod Boots of Elvenkind [3,+10] (+4)
         +4 stealth, speed.
         Cannot be harmed by acid, fire.
         Feather Falling.  
         
    
    
      [Character Quiver]
    
    n) 28 Arrows (1d4) (+0,+0)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 54.6.
         35% chance of breaking upon contact.
         
    o) 11 Arrows (1d4) (+1,+5)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 70.2.
         35% chance of breaking upon contact.
         
    p) 12 Arrows (1d4) (+5,+7)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 76.4.
         35% chance of breaking upon contact.
         
    q) 20 Arrows (1d4) (+6,+5)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 70.2.
         35% chance of breaking upon contact.
         
    r) 6 Arrows of Slay Giant (1d4) (+6,+13)
         Slays giants.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 285.5 vs. giants, and 95.1 vs. others.
         35% chance of breaking upon contact.
         
    s) 2 Arrows of Wounding (1d4) (+7,+11)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 88.9.
         35% chance of breaking upon contact.
         
    t) 19 Bolts of Acid (1d5) (+10,+17)
         Branded with acid.
         Cannot be harmed by acid.
         
    u) 26 Seeker Bolts (4d5) (+8,+7)
    v) (nothing)
    w) (nothing)
    
    
      [Character Inventory]
    
    a) 16 Potions of Cure Serious Wounds
         
    b) 10 Potions of Cure Critical Wounds
         
    c) a Potion of Life
         It can be thrown at creatures with damaging effect.
         
    d) 16 Scrolls of Phase Door
    e) a Scroll of *Enchant Weapon*
    f) a Scroll of *Destruction*
    g) 3 Rods of Treasure Location
    h) 3 Rods of Door/Stair Location
    i) 2 Rods of Trap Location
    j) 2 Rods of Disarming
    k) a Rod of Light
    l) 3 Wands of Teleport Other (8 charges)
         
    m) a Wand of Dragon's Breath (3 charges)
         Cannot be harmed by acid, electricity, fire, cold.
         
    n) 4 Staves of Mapping (2 charges)
         
    o) 4 Staves of Speed (2 charges)
         
    p) a Staff of Identify (11 charges)
         
    q) The Chain Mail of Arvedui (-2) [14,+13] (+2)
         +2 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, shards, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    r) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
         +3 intelligence, dexterity, charisma.
         +15% to searching.
         Provides resistance to acid, fire, shards, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
    s) The Morning Star 'Firestar' (2d6) (+15,+17) [+2]
         Branded with flames.
         Provides immunity to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When aimed, it creates a fire ball with damage 72.
         Takes 30 turns to recharge at your current speed.
         Your chance of success is 93.0%
         
         Combat info:
         5 blows/round.
         With an additional 2 strength and 0 dex you would get 6 blows
         With an additional 0 strength and 1 dex you would get 6 blows
         Average damage/hit: 66.4 vs. creatures not resistant to fire, and 
         50.8 vs. others.
         
    
    
      [Home Inventory]
    
    a) 5 Potions of Cure Serious Wounds
         
    b) a Potion of Restore Intelligence
    c) a Potion of Restore Wisdom
    d) a Potion of Restore Constitution
    e) 4 Potions of Restore Life Levels
    f) 2 Potions of Berserk Strength
    g) a Scroll of Mass Banishment
    h) 20 Scrolls of Word of Recall
    i) a Scroll of *Destruction*
    j) 2 Rods of Teleport Other
    k) a Wand of Dragon's Flame (0 charges)
         Cannot be harmed by acid, electricity, fire, cold.
         
    l) a Staff of Healing (2 charges)
         
    m) 2 Staves of Speed (1 charge)
         
    n) a Ring of Acid [+13]
         It brands your melee attacks with acid.
         Provides resistance to acid.
         Cannot be harmed by acid.
         
    o) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
         +3 intelligence, wisdom, constitution.
         Provides resistance to acid, poison, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it destroys all traps and doors surrounding you.
         Takes 15 turns to recharge at your current speed.
         Your chance of success is 92.4%
         
    p) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark, 
         blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         
    q) The Set of Gauntlets 'Paurnen' (+4,+4) [3,+14]
         Provides resistance to acid.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  
         
         When aimed, it creates an acid bolt with damage 5d8.
         Takes 9 to 15 turns to recharge at your current speed.
         Your chance of success is 95.1%
         
    r) The Set of Gauntlets 'Pauraegen' [3,+14]
         Provides resistance to lightning, light.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When aimed, it creates a lightning bolt (that always beams) with d
         amage 6d6.
         Takes 10 to 18 turns to recharge at your current speed.
         Your chance of success is 95.1%
         
         Radius 1 light.
    s) The Bastard Sword 'Calris' (5d4) (-6,+20) (+5)
         +5 constitution.
         Slays evil creatures, demons, trolls.
         *Slays* dragons.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Aggravates creatures nearby.  
         
         Combat info:
         5 blows/round.
         With an additional 1 strength and 0 dex you would get 6 blows
         With an additional 0 strength and 1 dex you would get 6 blows
         Average damage/hit: 72.7 vs. evil creatures, 86.2 vs. demons, 86.2
         vs. trolls, 113.2 vs. dragons, and 59.2 vs. others.
         
    t) The Spear of Orome (4d6) (+15,+15) (+4)
         +4 intelligence, infravision, speed.
         Slays animals, giants.
         Branded with flames.
         Provides resistance to fire, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.  Feather Falling.  Grants the ability to see
         invisible things.  
         
         When aimed, it turns rock into mud.
         Takes 7 turns to recharge at your current speed.
         Your chance of success is 93.6%
         
         Combat info:
         6 blows/round.
         Average damage/hit: 70.1 vs. animals, 85.1 vs. giants, 85.1 vs.
         creatures not resistant to fire, and 55.1 vs. others.
         
         Radius 1 light.
    u) 33 Bolts of Slay Evil (1d5) (+8,+9)
         Slays evil creatures.
         
    v) 21 Bolts (1d5) {ego}
         You do not know the full extent of this item's powers.
         
    w) 27 Seeker Bolts of Acid (4d5) (+10,+15)
         Branded with acid.
         Cannot be harmed by acid.
         
    x) 25 Mithril Bolts of Slay Evil (3d5) (+9,+10)
         Slays evil creatures.
         Cannot be harmed by acid, fire.
         
    
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          2538    150'    2   Reached level 2
          5098    200'    2   Killed Fang, Farmer Maggot's dog
          5098    200'    3   Reached level 3
          5663    250'    4   Reached level 4
         16154    350'    4   Killed Grip, Farmer Maggot's dog
         28055    100'    5   Reached level 5
         37413    250'    6   Reached level 6
         47157    350'    7   Reached level 7
         52047    400'    8   Reached level 8
         66021    400'    9   Reached level 9
         66441    400'   10   Reached level 10
         68900      0'   10   Killed Farmer Maggot
         86521    500'   11   Reached level 11
         87598    500'   12   Reached level 12
        104913    600'   13   Reached level 13
        115753    700'   13   Killed Mughash the Kobold Lord
        115974    700'   14   Reached level 14
        137219    750'   14   Found The Set of Gauntlets 'Pauraegen'
        137965    750'   15   Reached level 15
        151166    850'   16   Reached level 16
        157302    950'   16   Killed Lagduf, the Snaga
        173292    950'   17   Reached level 17
        184450   1000'   17   Killed Bullroarer the Hobbit
        198993   1100'   18   Reached level 18
        199853   1100'   18   Found The Iron Helm of Gorlim (LOST)
        207404   1100'   19   Reached level 19
        220655   1150'   20   Reached level 20
        222280   1150'   21   Reached level 21
        224183   1100'   21   Killed Smeagol
        239772   1150'   21   Found The Set of Gauntlets 'Paurhach' (LOST)
        240809   1150'   22   Reached level 22
        248189   1250'   22   Killed Angamaite of Umbar
        253320   1300'   23   Reached level 23
        268373   1400'   24   Reached level 24
        273510   1450'   25   Reached level 25
        273750   1450'   25   Killed Shagrat, the Orc Captain
        306751   1500'   26   Reached level 26
        330814   1600'   26   Killed Sangahyando of Umbar
        338542   1650'   26   Found The Broad Axe 'Barukkheled' (LOST)
        351354   1700'   26   Killed Wormtongue, Agent of Saruman
        351364   1700'   26   Found The Rapier 'Forasgil' (LOST)
        352934   1700'   27   Reached level 27
        354943   1750'   27   Found The Set of Gauntlets 'Paurnen'
        356849   1750'   27   Found The Leather Shield of Celegorm
        369630   1800'   27   Found The Soft Leather Armour 'Hithlomir'
        374094   1800'   27   Found The Long Sword 'Elvagil' (LOST)
        376709   1800'   27   Killed Ugluk, the Uruk
        383940   1800'   28   Reached level 28
        397740   1850'   28   Found The Set of Gauntlets 'Camlost' (LOST)
        436811   2000'   29   Reached level 29
        471723   2100'   29   Found The Beaked Axe of Theoden (LOST)
        483622   2100'   29   Found The Hard Leather Cap of Thranduil
        483741   2100'   30   Reached level 30
        484020   2100'   30   Found The Dagger 'Narthanc' (LOST)
        484781   2100'   30   Found The Bastard Sword 'Calris'
        489742   2100'   30   Found The Lance of Eorlingas
        489762   2100'   30   Found The Set of Leather Gloves 'Cambeleg'
        490241   2100'   30   Found The Short Bow of Amras
        490311   2100'   30   Found The Set of Leather Gloves 'Cammithrim' (LOST)
        501716   2200'   31   Reached level 31
        501916   2200'   31   Killed Uldor the Accursed
        502113   2200'   31   Found The Phial of Galadriel (LOST)
        502700   2300'   31   Killed Brodda, the Easterling
        510175   2550'   31   Killed Quaker, Master of Earth
        525573   2600'   32   Reached level 32
        553858   2850'   33   Reached level 33
        558604   2850'   33   Found The Augmented Chain Mail of Caspanion
        559337   2850'   33   Found The Chain Mail of Arvedui
        559544   2850'   33   Found The Morning Star 'Firestar'
        574880   2750'   33   Killed Vargo, Tyrant of Fire
        592274   3300'   33   Killed Lorgan, Chief of the Easterlings
        592613   3300'   33   Killed Smaug the Golden
        604192   3500'   34   Reached level 34
        608322   3500'   34   Found The Spear of Orome
        624082   3600'   34   Killed Adunaphel the Quiet
        626792   3600'   34   Found The Metal Cap of Celebrimbor
        627136   3600'   34   Found The Halberd 'Osondir' (LOST)
        632489   3650'   34   Killed The Phoenix
        632489   3650'   35   Reached level 35
        639618   3700'   35   Found The Full Plate Armour of Isildur
        639643   3700'   35   Found The Small Metal Shield of Thorin
        640450   3700'   35   Found The Star of Elendil
        642082   3700'   35   Found The Amulet of Carlammas
    
    
      [Options]
    
    Maximize effect of race/class bonuses        : yes (adult_maximize)
    Randomize some of the artifacts (beta)       : no  (adult_randarts)
    Restrict the use of stairs/recall            : no  (adult_ironman)
    Restrict the use of stores/home              : no  (adult_no_stores)
    Restrict creation of artifacts               : no  (adult_no_artifacts)
    Don't stack objects on the floor             : no  (adult_no_stacking)
    Lose artifacts when leaving level            : no  (adult_no_preserve)
    Don't generate connected stairs              : no  (adult_no_stairs)
    Adult: Monsters chase current location       : yes (adult_ai_sound)
    Adult: Monsters chase recent locations       : yes (adult_ai_smell)
    Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
    Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
    Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
    Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
    Score: Peek into object creation             : no  (score_peek)
    Score: Peek into monster creation            : no  (score_hear)
    Score: Peek into dungeon creation            : no  (score_room)
    Score: Peek into something else              : no  (score_xtra)
    Score: Know complete monster info            : no  (score_know)
    Score: Allow player to avoid death           : no  (score_live)
  • Timo Pietilä
    Prophet
    • Apr 2007
    • 4096

    #2
    Originally posted by Fendell Orcbane

    And here is my character who gained almost 300 hps from the artifacts in that vault. Any suggestions for what I should be using would be welcome. I think I have a good kit going but who knows?
    Swap Isildur to Caspanion and use that Ring of Acid instead of RoRPoison.

    Also, Eorlingas is heavy, so you are restricted to 5 blows with it. I think Orome would be better. That +4 to speed will help also. As long as you are not hasted it gives you ~27% damage increase alone: energy 15 - 19. With haste it is a bit less (16%), but moving nearly at speed +10 is much better than moving at +5.

    Comment

    • Fendell Orcbane
      Swordsman
      • Apr 2010
      • 460

      #3
      Originally posted by Timo Pietilä
      Swap Isildur to Caspanion and use that Ring of Acid instead of RoRPoison.

      Also, Eorlingas is heavy, so you are restricted to 5 blows with it. I think Orome would be better. That +4 to speed will help also. As long as you are not hasted it gives you ~27% damage increase alone: energy 15 - 19. With haste it is a bit less (16%), but moving nearly at speed +10 is much better than moving at +5.
      i'm glad I didn't sell Orome. I was actually considering using Orome...but Eorlingas does a lot a damage : ) I'll swap the gear on my next trip down and let you know how it goes : ) Thanks.

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #4
        Originally posted by Fendell Orcbane
        i'm glad I didn't sell Orome. I was actually considering using Orome...but Eorlingas does a lot a damage : ) I'll swap the gear on my next trip down and let you know how it goes : ) Thanks.
        Fast calc:

        Orome normal vs Eorlingas slay evil

        1.27 * 6/5 * 55.1 vs 86
        = 83.9 vs 86

        With acid+fire brands it is clear winner against most, and those that are not vulnerable to either and are evil are very rare (beholders, AMHD, GWoMC, some uniques).

        There is one caveat in swapping Caspanion and Isildur: you lose rNexus. Avoid Nexus Hounds and Vortices, Greater Basilisks and Dracolisks like plague after that. With Warrior saving throw stat-scrambling is a real danger. Luckily nexus breathers are relatively rare (nexus vortices are maybe most difficult to avoid).

        Comment

        • Fendell Orcbane
          Swordsman
          • Apr 2010
          • 460

          #5
          Originally posted by Timo Pietilä
          Fast calc:

          Orome normal vs Eorlingas slay evil

          1.27 * 6/5 * 55.1 vs 86
          = 83.9 vs 86

          With acid+fire brands it is clear winner against most, and those that are not vulnerable to either and are evil are very rare (beholders, AMHD, GWoMC, some uniques).

          There is one caveat in swapping Caspanion and Isildur: you lose rNexus. Avoid Nexus Hounds and Vortices, Greater Basilisks and Dracolisks like plague after that. With Warrior saving throw stat-scrambling is a real danger. Luckily nexus breathers are relatively rare (nexus vortices are maybe most difficult to avoid).
          I actually did think about the nexus thing before I went to bed...its too risky IMO. I have no way of detecting a nexus vortex...other than it hitting me.

          Comment

          • Timo Pietilä
            Prophet
            • Apr 2007
            • 4096

            #6
            Originally posted by Fendell Orcbane
            I actually did think about the nexus thing before I went to bed...its too risky IMO. I have no way of detecting a nexus vortex...other than it hitting me.
            I still think +4 speed in Orome is worth using it instead of Eorlingas, even that you lose a bit damage. Speed just makes living easier.

            Comment

            • Fendell Orcbane
              Swordsman
              • Apr 2010
              • 460

              #7
              Originally posted by Timo Pietilä
              I still think +4 speed in Orome is worth using it instead of Eorlingas, even that you lose a bit damage. Speed just makes living easier.
              I did switch Eorlingas out for Orome. I just swap with Firestar when I see firebreathers.

              Comment

              • myshkin
                Angband Devteam member
                • Apr 2007
                • 334

                #8
                A couple other pieces of advice:

                Code:
                 
                 HP     642/642      Maximize         Y   CON:     16  +1  +2 +17 18/180
                Be nice to the RNG, so that it will give you some CON potions.

                Code:
                t) 19 Bolts of Acid (1d5) (+10,+17)
                     Branded with acid.
                     Cannot be harmed by acid.
                Save these and a quality crossbow for Sauron, if you can. Also, be on the lookout for slay evil and holy might ammo.

                Code:
                     
                c) a Potion of Life
                     It can be thrown at creatures with damaging effect.
                You should be stashing these (and !*Healing*) at home for the final fight(s). They're at risk in your inventory.

                Code:
                g) a Scroll of Mass Banishment
                Something else to save for the final fight.

                Code:
                     
                p) The Leather Shield of Celegorm [4,+20]
                     Provides resistance to acid, lightning, fire, cold, light, dark, 
                     blindness.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                q) The Set of Gauntlets 'Paurnen' (+4,+4) [3,+14]
                     Provides resistance to acid.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Feather Falling.
                You are unlikely to use these, except possibly Celegorm late in the game for big darkness storm casters.

                Code:
                     
                r) The Set of Gauntlets 'Pauraegen' [3,+14]
                     Provides resistance to lightning, light.
                     Cannot be harmed by acid, electricity, fire, cold.
                There is the off-chance that you'll use these; some artifact kits will have rElec holes.

                Code:
                s) The Bastard Sword 'Calris' (5d4) (-6,+20) (+5)
                     +5 constitution.
                     Slays evil creatures, demons, trolls.
                     *Slays* dragons.
                     Provides resistance to disenchantment.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Aggravates creatures nearby.  
                     
                     Combat info:
                     5 blows/round.
                     With an additional 1 strength and 0 dex you would get 6 blows
                     With an additional 0 strength and 1 dex you would get 6 blows
                     Average damage/hit: 72.7 vs. evil creatures, 86.2 vs. demons, 86.2
                     vs. trolls, 113.2 vs. dragons, and 59.2 vs. others.
                You may want to carry this around as a swap for killing dragons, when the surroundings are safe for aggravation. Getting the sixth blow and enchanting it up to a decent plus to-hit are important.

                Comment

                • Fendell Orcbane
                  Swordsman
                  • Apr 2010
                  • 460

                  #9
                  Originally posted by myshkin
                  A couple other pieces of advice:

                  Code:
                   
                   HP     642/642      Maximize         Y   CON:     16  +1  +2 +17 18/180
                  Be nice to the RNG, so that it will give you some CON potions.

                  Code:
                  t) 19 Bolts of Acid (1d5) (+10,+17)
                       Branded with acid.
                       Cannot be harmed by acid.
                  Save these and a quality crossbow for Sauron, if you can. Also, be on the lookout for slay evil and holy might ammo.

                  Code:
                       
                  c) a Potion of Life
                       It can be thrown at creatures with damaging effect.
                  You should be stashing these (and !*Healing*) at home for the final fight(s). They're at risk in your inventory.

                  Code:
                  g) a Scroll of Mass Banishment
                  Something else to save for the final fight.

                  Code:
                       
                  p) The Leather Shield of Celegorm [4,+20]
                       Provides resistance to acid, lightning, fire, cold, light, dark, 
                       blindness.
                       Cannot be harmed by acid, electricity, fire, cold.
                       
                  q) The Set of Gauntlets 'Paurnen' (+4,+4) [3,+14]
                       Provides resistance to acid.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Feather Falling.
                  You are unlikely to use these, except possibly Celegorm late in the game for big darkness storm casters.

                  Code:
                       
                  r) The Set of Gauntlets 'Pauraegen' [3,+14]
                       Provides resistance to lightning, light.
                       Cannot be harmed by acid, electricity, fire, cold.
                  There is the off-chance that you'll use these; some artifact kits will have rElec holes.

                  Code:
                  s) The Bastard Sword 'Calris' (5d4) (-6,+20) (+5)
                       +5 constitution.
                       Slays evil creatures, demons, trolls.
                       *Slays* dragons.
                       Provides resistance to disenchantment.
                       Cannot be harmed by acid, electricity, fire, cold.
                       Aggravates creatures nearby.  
                       
                       Combat info:
                       5 blows/round.
                       With an additional 1 strength and 0 dex you would get 6 blows
                       With an additional 0 strength and 1 dex you would get 6 blows
                       Average damage/hit: 72.7 vs. evil creatures, 86.2 vs. demons, 86.2
                       vs. trolls, 113.2 vs. dragons, and 59.2 vs. others.
                  You may want to carry this around as a swap for killing dragons, when the surroundings are safe for aggravation. Getting the sixth blow and enchanting it up to a decent plus to-hit are important.
                  Thanks for taking the time to write all of this stuff. I've pretty much followed all the advice that you have given except I might dump Calris so I can store more consumables in my home : ) I already dumped the crappy gauntlets you mentioned: ) I think I might have sold Celegorn as well.

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #10
                    Originally posted by Fendell Orcbane
                    Thanks for taking the time to write all of this stuff. I've pretty much followed all the advice that you have given except I might dump Calris so I can store more consumables in my home : ) I already dumped the crappy gauntlets you mentioned: ) I think I might have sold Celegorn as well.
                    Don't sell Calris unless you must. It is one of the endgame-quality items and resistance to disenchantment is valuable. Quite a few monsters deep in dungeon disenchant in melee or by breath. You could use it as swap if you don't like aggravation.

                    Comment

                    • nullfame
                      Adept
                      • Dec 2007
                      • 167

                      #11
                      Originally posted by Timo Pietilä
                      Don't sell Calris unless you must.
                      I've won 3 times. In 2 of those I killed Sauron with Calris (good damage and he disenchants). 1 of them I killed Morgoth with it (the other I found Doomcaller after I killed Sauron). It is a good weapon. Enchanting the to-hit is a *lot* of work buying out the stores. Don't bother with that. I found standard overdosing of !hero, !berserk, ?bless was enough (I would hoard !berserk).

                      Comment

                      • Fendell Orcbane
                        Swordsman
                        • Apr 2010
                        • 460

                        #12
                        Originally posted by Timo Pietilä
                        Don't sell Calris unless you must. It is one of the endgame-quality items and resistance to disenchantment is valuable. Quite a few monsters deep in dungeon disenchant in melee or by breath. You could use it as swap if you don't like aggravation.
                        I will keep this in mind: ) I just hate that my home ends up stuffed with good items and I have to get rid of stuff eventually. But I guess hat is part of the game: ) But aggravation isn't too bad by the end game because your character can generally take most things out : )

                        Comment

                        • Fendell Orcbane
                          Swordsman
                          • Apr 2010
                          • 460

                          #13
                          Originally posted by nullfame
                          I've won 3 times. In 2 of those I killed Sauron with Calris (good damage and he disenchants). 1 of them I killed Morgoth with it (the other I found Doomcaller after I killed Sauron). It is a good weapon. Enchanting the to-hit is a *lot* of work buying out the stores. Don't bother with that. I found standard overdosing of !hero, !berserk, ?bless was enough (I would hoard !berserk).
                          Hmm, I was planning on using acid bolts on Sauron. But Melee would work too I guess.

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #14
                            Originally posted by Fendell Orcbane
                            Hmm, I was planning on using acid bolts on Sauron. But Melee would work too I guess.
                            You would love to have the weapon I have been using lately:

                            MoD of Fury (5d8) (+18,+19) (+2). With six blows (playing priest) and Acid-ring I can kill pretty much anything in just few turns. Something like Lesser Balrogs take two turns to kill, and because I move at nearly double of their speed I usually can kill them before they can do anything to me.

                            Waiting to kill Vecna (last of the big ones before endgame).

                            This has been a weird game. Using Belegennon most of the game for basic4 and poison resist and only source to rconf has been Ingwe. I rarely had to use either of them before. Have played way longer I used to, but winning with this gear feels wrong somehow. I'm good at things priest is not supposed to be (melee, archery) and lack things I used to have multitude of sources at this point (CON, rConf, ESP), and have plenty of sources to things that are supposed to be rare (all immunities, imm_cold twice, speed, swimming in potions of life).

                            One "trick" to easy playing is to use swaps. That MoD I mentioned aggravates, so I use it as swap. Main weapon is Taratol. You can do that same with Calris. Use it only when needed, otherwise just keep it in inventory.

                            Comment

                            • Fendell Orcbane
                              Swordsman
                              • Apr 2010
                              • 460

                              #15
                              Originally posted by Timo Pietilä
                              You would love to have the weapon I have been using lately:

                              MoD of Fury (5d8) (+18,+19) (+2). With six blows (playing priest) and Acid-ring I can kill pretty much anything in just few turns. Something like Lesser Balrogs take two turns to kill, and because I move at nearly double of their speed I usually can kill them before they can do anything to me.

                              Waiting to kill Vecna (last of the big ones before endgame).

                              This has been a weird game. Using Belegennon most of the game for basic4 and poison resist and only source to rconf has been Ingwe. I rarely had to use either of them before. Have played way longer I used to, but winning with this gear feels wrong somehow. I'm good at things priest is not supposed to be (melee, archery) and lack things I used to have multitude of sources at this point (CON, rConf, ESP), and have plenty of sources to things that are supposed to be rare (all immunities, imm_cold twice, speed, swimming in potions of life).

                              One "trick" to easy playing is to use swaps. That MoD I mentioned aggravates, so I use it as swap. Main weapon is Taratol. You can do that same with Calris. Use it only when needed, otherwise just keep it in inventory.
                              Funny that you mention Belegennon, because I think that would suit my needs perfectly. I need to be able to wear a ring other than my res poi but I need resist nexus because I'm not maxed out stat wise yet. But that Mace sounds sick, I'm definitely a believer in MoD myself.BTW I have been swapping for a while now : )

                              Comment

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