What stupid thing am I doing now?

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  • Namdeht
    Rookie
    • Feb 2012
    • 18

    What stupid thing am I doing now?

    I'm trying out the strategy Ingwe described in the How fast do you dive thread and after a couple of false starts I have a promising looking @ on the go. I hung around DL1-3 until I had most of the basic stuff ID'd and found a set of FA gloves, then dove fast for DL30. At the moment I'm hanging around DL30-40 going for stat gain, then intending to dive deep again once I've maxed DEX, STR & CON.

    Before I kill this one by doing something needlessly stupid (as opposed to the needfully stupid way I'll kill him later :P) I thought I'd run it up the flagpole and see what advice anyone has: http://angband.oook.cz/ladder-show.php?id=21000

    Code:
      [Angband 4.1.0 Character Dump]
    
     Name   Rilmar XI    Age            103          Self  RB  CB  EB   Best
     Race   High-Elf     Height        7'6"   STR:  18/26  +1  +0  +0  18/36
     Class  Rogue        Weight    15st 6lb   INT:     15  +3  +1  +2  18/30
     Title  Sharper      Turns used:          WIS:     12  -1  -3  +2     10
     HP     175/304      Game        358807   DEX:  18/58  +3  +3  +8 18/198
     SP     49/49        Standard     36047   CON:     12  +1  -1  +3     15
                         Resting        962
    
     Level                 31    Armor      [39,+94]    Saving Throw     80%
     Cur Exp           233721                           Stealth       Superb
     Max Exp           233721    Melee       4d2,+14    Disarm - phys.  100%
     Adv Exp           337500    To-hit       64,+23    Disarm - magic  100%
                                 Blows      6.3/turn    Magic Devices     86
     Gold               49209                           Searching        89%
     Burden          142.6 lb    Shoot to-dam    +11    Infravision    40 ft
     Overweight      -13.3 lb    To-hit       61,+30    Speed              3
     Max Depth    1900' (L38)    Shots        1/turn
    
     You are one of several children of a Noldorin Ranger.  You have light
     blue eyes, straight silver hair, and a fair complexion.
    
    
    
    rAcid:......+.+.... Nexus:...........+.
    rElec:........+.... Nethr:........+....
    rFire:........+.... Chaos:.............
    rCold:........+.... Disen:.............
    rPois:............. pFear:.............
    rLite:............+ pBlnd:.........+...
    rDark:............. pConf:.........+...
    Sound:............. pStun:.............
    Shard:......+...... HLife:.............
    
    Regen:....+........ Stea.:.......++....
      ESP:............. Sear.:.........+...
    Invis:+........+..+ Infra:............+
    FrAct:......+...+.. Tunn.:.............
    Feath:...........+. Speed:......+......
    S.Dig:............. Blows:+............
    ImpHP:............. Shots:.............
     Fear:............. Might:.............
    Aggrv:............. Light:.....+.......
    
    
      [Character Equipment]
    
    a) the Scimitar 'Haradekket' (4d2) (+9,+11) <+2>
         Dropped by Lagduf, the Snaga at 1300 feet (level 26)
         
         +2 dexterity.
         +2 attack speed.
         Slays undead, animals, evil creatures.
         Cannot be harmed by acid.
         Grants the ability to see invisible things.  
         
         Combat info:
         6.3 blows/round.
         With +2 STR and +0 DEX you would get 6.7 blows
         With +0 STR and +1 DEX you would get 6.7 blows
         Average damage/round: 216.1 vs. undead, 175.6 vs. animals, 175.6
         vs. evil creatures, and 135 vs. others.
         
    b) a Light Crossbow of Accuracy (x3) (+16,+11)
         Dropped by a white wraith at 1650 feet (level 33)
         
    c) a Ring of Dexterity <+3>
         Found lying on the floor of a cavern at 1750 feet (level 35)
         
         +3 dexterity.
         Sustains dexterity.
         
    d) a Ring of Constitution <+3>
         Found lying on the floor at 1700 feet (level 34)
         
         +3 constitution.
         Sustains constitution.
         
    e) an Amulet of Regeneration
         Found lying on the floor at 1650 feet (level 33)
         
         Speeds regeneration.  
         
    f) the Phial of Galadriel <+3>
         Dropped by Angamait� of Umbar at 1900 feet (level 38)
         
         +3 light.
         Cannot be harmed by fire.
         Radius 3 light.
         
         When activated, it lights up the surrounding area, hurting
         light-sensitive creatures.
         Takes 14 to 26 turns to recharge at your current speed.
         Your chance of success is 96.6%
         
    g) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3>
         Found lying on the floor at 1750 feet (level 35)
         
         +3 dexterity.
         +3 speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, fire.
         Prevents paralysis.  
         
    h) a Fur Cloak of Stealth [3,+8] <+3>
         Found lying on the floor at 1700 feet (level 34)
         
         +3 stealth.
         
    i) a Small Metal Shield of Elvenkind [5,+11] <+2>
         Found lying on the floor in a vault at 1750 feet (level 35)
         
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold, nether.
         Cannot be harmed by acid.
         
    j) the Iron Helm 'Holhenneth' [7,+10] <+2>
         Taken from a chest found at 1650 feet (level 33)
         
         +2 intelligence.
         +2 wisdom.
         +2 searching skill.
         Provides protection from blindness, confusion.
         Cannot be harmed by acid.
         Grants the ability to see invisible things.  
         
         When activated, it detects treasure and all creatures and maps an
         area nearby.
         Takes 72 to 143 turns to recharge at your current speed.
         Your chance of success is 95.3%
         
    k) a Set of Alchemist's Gloves of Free Action [0,+16]
         Found lying on the floor in a vault at 1750 feet (level 35)
         
         Cannot be harmed by acid, fire.
         Prevents paralysis.  
         
    l) a Pair of Iron Shod Boots of Stability [4,+10]
         Found lying on the floor in a vault at 1750 feet (level 35)
         
         Provides resistance to nexus.
         Cannot be harmed by fire.
         Feather Falling.  
         
    
    
    
    
      [Character Inventory]
    
    a) 2 Books of Magic Spells [Magic for Beginners] {@m1@G1@b1!k}
    b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@G2@b2!k}
    c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@G3@b3!k}
    d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@G4@b4!k}
    e) 2 Mushrooms of Clear Mind
    f) 20 Potions of Cure Serious Wounds
    g) 16 Potions of Cure Critical Wounds
    h) 2 Potions of Healing
    i) a Potion of Enlightenment
    j) 17 Scrolls of Phase Door {@r1!*}
    k) 2 Scrolls of Teleportation {@r9!*}
    l) 10 Scrolls of Word of Recall {@r0!*}
    m) a Rod of Magic Mapping
    n) a Rod of Curing (charging)
    o) 2 Rods of Light {@z1}
    p) a Rod of Recall {@z0!*}
         Cannot be harmed by lightning.
         
    q) a Wand of Lightning Balls (5 charges)
         Cannot be harmed by lightning.
         
    r) a Wand of Teleport Other (7 charges)
    s) a Staff of Mapping (7 charges)
    t) a Staff of Teleportation (5 charges) {@u9!*}
    u) the Soft Leather Armour 'Hithlomir' [10,+20] <+3>
         Dropped by a mummified human at 1800 feet (level 36)
         
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, dark, nether.
         Cannot be harmed by acid, fire.
         
    v) the Leather Shield of Celegorm [8,+20]
         Found lying on the floor of a cavern at 1600 feet (level 32)
         
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Provides protection from blindness.
         Cannot be harmed by acid.
         
    
    
    
    
      [Character Quiver]
    
    0) 8 Bolts (1d5) (+3,+4) {=g}
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 55.
         25% chance of breaking upon contact.
         
    1) 8 Mithril Shots of Wounding (2d4) (+17,+23) {=g}
    
    
      [Home Inventory]
    
    a) 2 Mushrooms of Second Sight
    b) a Scroll of Remove Curse
    c) 2 Scrolls of Banishment
    d) a Scroll of Deep Descent {!*}
    e) a Wand of Door Destruction (12 charges)
    f) 5 Staves of Mapping (15 charges)
    g) 2 Staves of Teleportation (4 charges) {@u9!*}
    h) a Ring of Strength <+3>
         Found lying on the floor at 1800 feet (level 36)
         
         +3 strength.
         Sustains strength.
         
    i) a Ring of Free Action
         Found lying on the floor at 900 feet (level 18)
         
         Prevents paralysis.  
         
    j) an Amulet of Resist Lightning
         Found lying on the floor at 1050 feet (level 21)
         
         Provides resistance to lightning.
         
    k) White Dragon Scale Mail of Craftsmanship [14,+18]
         Found lying on the floor of a labyrinth at 1550 feet (level 31)
         
         Provides resistance to cold.
         
    l) a Hard Leather Cap of Seeing [2,+10] <+4>
         Dropped by a dark elven lord at 1400 feet (level 28)
         
         +4 searching skill.
         Provides protection from blindness.
         Grants the ability to see invisible things.  
         
    m) the Set of Gauntlets 'Paurhach' [3,+14]
         Found lying on the floor at 1650 feet (level 33)
         
         Provides resistance to fire.
         Cannot be harmed by acid, fire.
         Speeds regeneration.  
         
         When activated, it creates a fire bolt with damage 9d8.
         Takes 11 to 20 turns to recharge at your current speed.
         Your chance of success is 96.9%
         
    n) a Pair of Leather Boots of Free Action [2,+2]
         Found lying on the floor of a special room at 1550 feet (level 31)
         
         Prevents paralysis.  
         
    o) the Cutlass 'Gondricam' (1d8) (+10,+11) [+50] <+4, +2>
         Dropped by Shagrat, the Orc Captain at 1850 feet (level 37)
         
         +4 dexterity.
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid.
         Feather Falling.  Speeds regeneration.  Grants the ability to see
         invisible things.  Prevents paralysis.  
         
         Combat info:
         4.7 blows/round.
         With +1 STR and +0 DEX you would get 5.0 blows
         Average damage/round: 93.7.
         
    p) the Long Sword 'Elvagil' (2d5) (+12,+12) <+2>
         Dropped by Mughash the Kobold Lord at 1250 feet (level 25)
         
         +2 dexterity.
         +2 stealth.
         Slays trolls, orcs.
         Cannot be harmed by acid.
         Feather Falling.  Grants the ability to see invisible things.  
         
         Combat info:
         4.3 blows/round.
         With +2 STR and +0 DEX you would get 4.7 blows
         With +0 STR and +1 DEX you would get 4.7 blows
         Average damage/round: 152.7 vs. trolls, 152.7 vs. orcs, and 97.2
         vs. others.
         
    q) the Lochaber Axe 'Mundwine' (3d8) (+12,+17)
         Taken from a chest found at 1650 feet (level 33)
         
         Slays demons, animals, evil creatures.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, fire.
         
         Combat info:
         3.3 blows/round.
         With +1 STR and +0 DEX you would get 4.0 blows
         With +0 STR and +1 DEX you would get 4.0 blows
         Average damage/round: 223.1 vs. demons, 173.1 vs. animals, 173.1
         vs. evil creatures, and 123.2 vs. others.
         
    r) a Long Bow of Accuracy (x3) (+15,+9)
         Found lying on the floor of a cavern at 1800 feet (level 36)
         
    s) 11 Arrows (1d4) (+0,+0) {=g}
  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #2
    Looks good to me. In fact I'd say you're probably good to dive a decent amount. Haradekket is a pretty nice weapon for this stage in the game.

    Do be on the lookout for Rings of Damage though; see how they compare vs. the DEX/CON rings you're using now. With 6 blows/round, a +10 damage ring is another 60 damage, or about a 33% increase against most enemies.

    Comment

    • Ingwe Ingweron
      Veteran
      • Jan 2009
      • 2129

      #3
      Looking pretty good. You should continue to descend to the extent you are comfortable; picking up stat-gain and improvements along the way. Once you are about DL60, you might as well dive fast for DL98, since the comparative danger levels aren't all that much higher as long as you are careful.

      A few minor notes:

      Don't know what you mean about having maxed Str, Dex, Con. 18/100 natural is max. You have sufficient to keep moving down, though.

      You can ditch the ?Word of Recall, you don't need them. The rod is lightning proof and Dex is high enough that it won't be stolen.

      You have blindness and confusion protection now. So, no longer need to carry mushrooms of clear mind. You should also start getting more scrolls of Teleportation, so you can soon ditch the staff. You'll have zero-fail with the scrolls.
      “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
      ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

      Comment

      • Namdeht
        Rookie
        • Feb 2012
        • 18

        #4
        Originally posted by Derakon
        Looks good to me. In fact I'd say you're probably good to dive a decent amount. Haradekket is a pretty nice weapon for this stage in the game.

        Do be on the lookout for Rings of Damage though; see how they compare vs. the DEX/CON rings you're using now. With 6 blows/round, a +10 damage ring is another 60 damage, or about a 33% increase against most enemies.
        Thanks Derakon, I'll check that out.

        There might be a decent ring of damage on the floor of the dungeon level I'm on right now, I know I passed one recently. Now I'm wishing I'd asked for advice earlier
        Last edited by Namdeht; August 6, 2017, 23:44.

        Comment

        • Namdeht
          Rookie
          • Feb 2012
          • 18

          #5
          Originally posted by Ingwe Ingweron
          Looking pretty good. You should continue to descend to the extent you are comfortable; picking up stat-gain and improvements along the way. Once you are about DL60, you might as well dive fast for DL98, since the comparative danger levels aren't all that much higher as long as you are careful.

          A few minor notes:

          Don't know what you mean about having maxed Str, Dex, Con. 18/100 natural is max. You have sufficient to keep moving down, though.

          You can ditch the ?Word of Recall, you don't need them. The rod is lightning proof and Dex is high enough that it won't be stolen.

          You have blindness and confusion protection now. So, no longer need to carry mushrooms of clear mind. You should also start getting more scrolls of Teleportation, so you can soon ditch the staff. You'll have zero-fail with the scrolls.
          Thanks for the tips, I'll take it on.

          It's an interesting tip regarding DEX and the rod of recall, I didn't know high DEX stops things being stolen, I thought that was a saving throw roll. How high does DEX need to be to provide protection from stealing?

          ?Teleport - I didn't join the dots on pconf and pblind making scrolls reliable. I guess hallucinating is still an issue? And what about stunning, I don't recall ever trying to read a scroll while stunned, is it possible?

          (As a side note, I still find after playing all these years there's a lot I don't know about the game's mechanics. I'm always picking up handy hints from these forums but is there a good up to date faq anywhere, or any other good sources for this kind of information?)

          Regarding me aiming for those max stats I am referring to natural, I feel like I'm supposed to max those once stat gain is available and I imagine the stat gain potions are less frequent lower down because of all the extra items which can generate, plus I really like to have the extra HP before I start running into U and D all over the place. (Although now that I think about it I suspect this is another false sense of security thing!)

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #6
            Originally posted by Namdeht
            Thanks for the tips, I'll take it on.

            It's an interesting tip regarding DEX and the rod of recall, I didn't know high DEX stops things being stolen, I thought that was a saving throw roll. How high does DEX need to be to provide protection from stealing?
            18/150, a.k.a. 33 on the linear scale.

            ?Teleport - I didn't join the dots on pconf and pblind making scrolls reliable. I guess hallucinating is still an issue? And what about stunning, I don't recall ever trying to read a scroll while stunned, is it possible?
            Reading scrolls is always binary: either you can, or you can't. Blindness, confusion, and lack of light are IIRC the only things that prevent reading. Drinking potions always works regardless of status (well, unless you're paralyzed or knocked out, I guess).

            Regarding me aiming for those max stats I am referring to natural, I feel like I'm supposed to max those once stat gain is available and I imagine the stat gain potions are less frequent lower down because of all the extra items which can generate, plus I really like to have the extra HP before I start running into U and D all over the place. (Although now that I think about it I suspect this is another false sense of security thing!)
            More stats is of course always better, but you don't need to max them before you continue. Stat potions will show up in greater numbers deeper in the dungeon, if for no other reason than that more items of all types show up deeper in the dungeon.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              Your biggest weakness is CON--a bit surprising that INT is higher here. But there's not much you can do for quite a while. The difference between 15 and 18/40 just isn't that great. Stealth (and speed) are the critical stats for rogues until CON is high. !CON and !AUG show up in deep vaults pretty often.

              Comment

              • Namdeht
                Rookie
                • Feb 2012
                • 18

                #8
                Originally posted by Pete Mack
                Your biggest weakness is CON--a bit surprising that INT is higher here. But there's not much you can do for quite a while. The difference between 15 and 18/40 just isn't that great. Stealth (and speed) are the critical stats for rogues until CON is high. !CON and !AUG show up in deep vaults pretty often.
                It's just been the (bad) luck of the draw - I've been up and down between DL30 - DL38 a couple of times and not found many stat potions, the ones I have found have skewed towards !INT (from memory I've found about half a dozen !INT, maybe two !CON and one each !DEX and !STR).

                Comment

                • Namdeht
                  Rookie
                  • Feb 2012
                  • 18

                  #9
                  Some progress, found that ring of damage and picked up a ring of rPois, a little more stat gain (identified !augmentation). Resumed moving down slowly but now with rPois thinking of reading the deep descent scroll I have at home.

                  Code:
                    [Angband 4.1.0 Character Dump]
                  
                   Name   Rilmar XI    Age            103          Self  RB  CB  EB   Best
                   Race   High-Elf     Height        7'6"   STR:  18/55  +1  +0  +0  18/65
                   Class  Rogue        Weight    15st 6lb   INT:     17  +3  +1  +2  18/50
                   Title  Sharper      Turns used:          WIS:     13  -1  -3  +2     11
                   HP     283/299      Game        419210   DEX:  18/72  +3  +3  +5 18/182
                   SP     30/57        Standard     44006   CON:     14  +1  -1  +0     14
                                       Resting       1081
                  
                   Level                 32    Armor      [39,+91]    Saving Throw     81%
                   Cur Exp           369786                           Stealth       Superb
                   Max Exp           369786    Melee       4d2,+24    Disarm - phys.  100%
                   Adv Exp           450000    To-hit       66,+22    Disarm - magic  100%
                                               Blows      6.7/turn    Magic Devices     88
                   Gold               92629                           Searching        91%
                   Burden          130.6 lb    Shoot to-dam    +11    Infravision    40 ft
                   Overweight      -49.3 lb    To-hit       62,+29    Speed              3
                   Max Depth    2200' (L44)    Shots        1/turn
                  
                   You are one of several children of a Noldorin Ranger.  You have light
                   blue eyes, straight silver hair, and a fair complexion.
                  
                  
                  
                  rAcid:......+.+.... Nexus:...........+.
                  rElec:........+.... Nethr:........+....
                  rFire:........+.... Chaos:.............
                  rCold:........+.... Disen:.............
                  rPois:...+......... pFear:.............
                  rLite:............+ pBlnd:.........+...
                  rDark:............. pConf:.........+...
                  Sound:............. pStun:.............
                  Shard:......+...... HLife:.............
                  
                  Regen:....+........ Stea.:.......++....
                    ESP:............. Sear.:.........+...
                  Invis:+........+..+ Infra:............+
                  FrAct:......+...+.. Tunn.:.............
                  Feath:...........+. Speed:......+......
                  S.Dig:............. Blows:+............
                  ImpHP:............. Shots:.............
                   Fear:............. Might:.............
                  Aggrv:............. Light:.....+.......
                  
                  
                    [Character Equipment]
                  
                  a) the Scimitar 'Haradekket' (4d2) (+9,+11) <+2>
                       Dropped by Lagduf, the Snaga at 1300 feet (level 26)
                       
                       +2 dexterity.
                       +2 attack speed.
                       Slays undead, animals, evil creatures.
                       Cannot be harmed by acid.
                       Grants the ability to see invisible things.  
                       
                       Combat info:
                       6.7 blows/round.
                       With +2 STR and +0 DEX you would get 7.0 blows
                       With +0 STR and +2 DEX you would get 7.0 blows
                       Average damage/round: 298.1 vs. undead, 254.8 vs. animals, 254.8
                       vs. evil creatures, and 211.5 vs. others.
                       
                  b) a Light Crossbow of Accuracy (x3) (+16,+11)
                       Dropped by a white wraith at 1650 feet (level 33)
                       
                  c) a Ring of Damage (+0,+10)
                       Dropped by a troll priest at 2150 feet (level 43)
                       
                  d) a Ring of Resist Poison
                       Found lying on the floor at 2150 feet (level 43)
                       
                       Provides resistance to poison.
                       
                  e) an Amulet of Regeneration
                       Found lying on the floor at 1650 feet (level 33)
                       
                       Speeds regeneration.  
                       
                  f) the Phial of Galadriel <+3>
                       Dropped by Angamait� of Umbar at 1900 feet (level 38)
                       
                       +3 light.
                       Cannot be harmed by fire.
                       Radius 3 light.
                       
                       When activated, it lights up the surrounding area, hurting
                       light-sensitive creatures.
                       Takes 14 to 26 turns to recharge at your current speed.
                       Your chance of success is 96.8%
                       
                  g) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3>
                       Found lying on the floor at 1750 feet (level 35)
                       
                       +3 dexterity.
                       +3 speed.
                       Provides resistance to acid, shards.
                       Cannot be harmed by acid, fire.
                       Prevents paralysis.  
                       
                  h) a Fur Cloak of Stealth [3,+8] <+3>
                       Found lying on the floor at 1700 feet (level 34)
                       
                       +3 stealth.
                       
                  i) a Small Metal Shield of Elvenkind [5,+11] <+2>
                       Found lying on the floor in a vault at 1750 feet (level 35)
                       
                       +2 stealth.
                       Provides resistance to acid, lightning, fire, cold, nether.
                       Cannot be harmed by acid.
                       
                  j) the Iron Helm 'Holhenneth' [7,+10] <+2>
                       Taken from a chest found at 1650 feet (level 33)
                       
                       +2 intelligence.
                       +2 wisdom.
                       +2 searching skill.
                       Provides protection from blindness, confusion.
                       Cannot be harmed by acid.
                       Grants the ability to see invisible things.  
                       
                       When activated, it detects treasure and all creatures and maps an
                       area nearby.
                       Takes 72 to 143 turns to recharge at your current speed.
                       Your chance of success is 95.5%
                       
                  k) a Set of Alchemist's Gloves of Free Action [0,+16]
                       Found lying on the floor in a vault at 1750 feet (level 35)
                       
                       Cannot be harmed by acid, fire.
                       Prevents paralysis.  
                       
                  l) a Pair of Iron Shod Boots of Stability [4,+8]
                       Found lying on the floor in a vault at 1750 feet (level 35)
                       
                       Provides resistance to nexus.
                       Cannot be harmed by fire.
                       Feather Falling.  
                       
                  
                  
                  
                  
                    [Character Inventory]
                  
                  a) a Book of Magic Spells [Magic for Beginners] {@m1@G1@b1!k}
                  b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@G2@b2!k}
                  c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@G3@b3!k}
                  d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@G4@b4!k}
                  e) 23 Potions of Cure Serious Wounds
                  f) 19 Potions of Cure Critical Wounds
                  g) 2 Potions of Enlightenment
                  h) 3 Potions of Speed
                  i) 13 Scrolls of Phase Door {@r1!*}
                  j) 7 Scrolls of Teleportation {@r9!*}
                  k) a Scroll of Teleport Level {!*}
                  l) a Scroll of *Destruction*
                  m) a Rod of Magic Mapping
                  n) a Rod of Probing {@z5}
                  o) a Rod of Fire Bolts
                  p) a Rod of Curing
                  q) 2 Rods of Light {@z1}
                  r) a Rod of Recall {@z0!*}
                       Cannot be harmed by lightning.
                       
                  s) a Wand of Lightning Balls (2 charges)
                       Cannot be harmed by lightning.
                       
                  t) a Wand of Confuse Monster (6 charges)
                  u) a Staff of Power (2 charges)
                  v) a Staff of Speed (1 charge)
                  
                  
                  
                  
                    [Character Quiver]
                  
                  0) 9 Bolts (1d5) (+3,+4) {=g}
                       Combat info:
                       Hits targets up to 120 feet away.
                       Average damage/round: 55.
                       25% chance of breaking upon contact.
                       
                  1) 17 Bolts (1d5) (+7,+4) {=g}
                       Combat info:
                       Hits targets up to 120 feet away.
                       Average damage/round: 55.
                       25% chance of breaking upon contact.
                       
                  2) a Bolt of Slay Animal (1d5) (+3,+5) {=g}
                       Slays animals.
                       
                       Combat info:
                       Hits targets up to 120 feet away.
                       Average damage/round: 96.9 vs. animals, and 58.1 vs. others.
                       25% chance of breaking upon contact.
                       
                  
                  
                    [Home Inventory]
                  
                  a) 2 Mushrooms of Second Sight
                  b) a Potion of Enlightenment
                  c) a Scroll of Remove Curse
                  d) 2 Scrolls of Banishment
                  e) a Scroll of Deep Descent {!*}
                  f) a Wand of Door Destruction (12 charges)
                  g) 5 Staves of Mapping (15 charges)
                  h) 2 Staves of Teleportation (4 charges) {@u9!*}
                  i) a Ring of Strength <+3>
                       Found lying on the floor at 1800 feet (level 36)
                       
                       +3 strength.
                       Sustains strength.
                       
                  j) an Amulet of Resist Lightning
                       Found lying on the floor at 1050 feet (level 21)
                       
                       Provides resistance to lightning.
                       
                  k) White Dragon Scale Mail of Craftsmanship [14,+18]
                       Found lying on the floor of a labyrinth at 1550 feet (level 31)
                       
                       Provides resistance to cold.
                       
                  l) the Soft Leather Armour 'Hithlomir' [10,+20] <+3>
                       Dropped by a mummified human at 1800 feet (level 36)
                       
                       +3 stealth.
                       Provides resistance to acid, lightning, fire, cold, dark, nether.
                       Cannot be harmed by acid, fire.
                       
                  m) the Leather Shield of Celegorm [8,+20]
                       Found lying on the floor of a cavern at 1600 feet (level 32)
                       
                       Provides resistance to acid, lightning, fire, cold, light, dark.
                       Provides protection from blindness.
                       Cannot be harmed by acid.
                       
                  n) a Hard Leather Cap of Seeing [2,+10] <+4>
                       Dropped by a dark elven lord at 1400 feet (level 28)
                       
                       +4 searching skill.
                       Provides protection from blindness.
                       Grants the ability to see invisible things.  
                       
                  o) the Set of Gauntlets 'Paurhach' [3,+14]
                       Found lying on the floor at 1650 feet (level 33)
                       
                       Provides resistance to fire.
                       Cannot be harmed by acid, fire.
                       Speeds regeneration.  
                       
                       When activated, it creates a fire bolt with damage 9d8.
                       Takes 11 to 20 turns to recharge at your current speed.
                       Your chance of success is 97.1%
                       
                  p) a Pair of Leather Boots of Free Action [2,+2]
                       Found lying on the floor of a special room at 1550 feet (level 31)
                       
                       Prevents paralysis.  
                       
                  q) the Main Gauche of Maedhros (2d5) (+12,+15) <+3>
                       Found lying on the floor in a vault at 1750 feet (level 35)
                       
                       +3 intelligence.
                       +3 dexterity.
                       Slays giants, trolls.
                       Cannot be harmed by acid.
                       Grants the ability to see invisible things.  Prevents paralysis.  
                       
                       Combat info:
                       5.0 blows/round.
                       Average damage/round: 238.5 vs. giants, 238.5 vs. trolls, and
                       175.5 vs. others.
                       
                  r) the Cutlass 'Gondricam' (1d8) (+10,+11) [+50] <+4, +2>
                       Dropped by Shagrat, the Orc Captain at 1850 feet (level 37)
                       
                       +4 dexterity.
                       +2 stealth.
                       Provides resistance to acid, lightning, fire, cold.
                       Cannot be harmed by acid.
                       Feather Falling.  Speeds regeneration.  Grants the ability to see
                       invisible things.  Prevents paralysis.  
                       
                       Combat info:
                       5.0 blows/round.
                       Average damage/round: 148.5.
                       
                  s) the Long Sword 'Elvagil' (2d5) (+12,+12) <+2>
                       Dropped by Mughash the Kobold Lord at 1250 feet (level 25)
                       
                       +2 dexterity.
                       +2 stealth.
                       Slays trolls, orcs.
                       Cannot be harmed by acid.
                       Feather Falling.  Grants the ability to see invisible things.  
                       
                       Combat info:
                       4.7 blows/round.
                       With +2 STR and +0 DEX you would get 5.0 blows
                       With +0 STR and +2 DEX you would get 5.0 blows
                       Average damage/round: 215.1 vs. trolls, 215.1 vs. orcs, and 154.2
                       vs. others.
                       
                  t) the Broad Sword 'Orcrist' (2d5) (+10,+15) <+1>
                       Dropped by a kobold archer at 2000 feet (level 40)
                       
                       +1 searching skill.
                       +1 light.
                       Slays dragons, orcs, evil creatures.
                       Branded with cold.
                       Provides resistance to cold, dark.
                       Cannot be harmed by acid.
                       Slows your metabolism.  Blessed by the gods.  
                       Radius 1 light.
                       
                       Combat info:
                       4.3 blows/round.
                       With +4 STR and +0 DEX you would get 4.5 blows
                       With +0 STR and +2 DEX you would get 4.7 blows
                       Average damage/round: 211.7 vs. creatures not resistant to cold,
                       211.7 vs. dragons, 211.7 vs. orcs, 183.5 vs. evil creatures, and
                       155.3 vs. others.
                       
                  u) the Lochaber Axe 'Mundwine' (3d8) (+12,+17)
                       Taken from a chest found at 1650 feet (level 33)
                       
                       Slays demons, animals, evil creatures.
                       Provides resistance to acid, lightning, fire, cold.
                       Cannot be harmed by acid, fire.
                       
                       Combat info:
                       4.0 blows/round.
                       With +4 STR and +0 DEX you would get 4.3 blows
                       With +0 STR and +2 DEX you would get 4.3 blows
                       Average damage/round: 308 vs. demons, 248 vs. animals, 248 vs.
                       evil creatures, and 188 vs. others.
                       
                  v) a Long Bow of Accuracy (x3) (+15,+9)
                       Found lying on the floor of a cavern at 1800 feet (level 36)
                       
                  w) 11 Arrows (1d4) (+0,+0) {=g}
                  x) 8 Mithril Shots of Wounding (2d4) (+17,+23) {=g}

                  Comment

                  • Ingwe Ingweron
                    Veteran
                    • Jan 2009
                    • 2129

                    #10
                    Looking good! Careful going until you can replace one of your MB1 copies. Once home, you can do some house cleaning, getting rid of some stuff, like weapons that will not be better than what you have now, amulet of lightning, etc.
                    “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                    ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                    Comment

                    • Namdeht
                      Rookie
                      • Feb 2012
                      • 18

                      #11
                      Originally posted by Ingwe Ingweron
                      Looking good! Careful going until you can replace one of your MB1 copies. Once home, you can do some house cleaning, getting rid of some stuff, like weapons that will not be better than what you have now, amulet of lightning, etc.
                      I've done a bit of tidying up around the place, I find it really hard to squelch artifact weapons. I nearly had to grab my wrist to force myself to press the keys. I wish there was a museum in town where you could drop/sell artifacts. You wouldn't be able to get them back from the museum but it would be nice to know they were there.

                      I've updated the dump again, currently I have a bit of a dilemma. I found a crown of the magi which will give me ESP but I would lose pConf from Holhenneth. I feel like @ will survive longer if I stick with pConf but I really really do want telepathy. Now I write it out it seems pretty clear that sticking with pConf is the right play.

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        #12
                        ESP is huge. Carry Holhenneth as a swap if you're worried about confusion. ESP prevents so many player errors. rConf is only useful in limited melee situations (and fighting Gorlim and the like, which you are nowhere near strong enough to do.)

                        Comment

                        • Namdeht
                          Rookie
                          • Feb 2012
                          • 18

                          #13
                          Well, I found my stupid thing. Went all John Rambo on the Balrog of Moria, just to see what loot he'd drop. The really (and I do mean really) stupid thing was that he woke up and breathed fire for half my HP so I teleported away, but then instead of just leaving the level like I should have I healed up and went back to see if I could take him. There aren't enough facepalms for that sort of stupidity

                          Comment

                          • Sky
                            Veteran
                            • Oct 2016
                            • 2321

                            #14
                            You got yourself killed by that poor excuse of a balrog? Shame on you. He should be buffed, he's pathetic.
                            "i can take this dracolich"

                            Comment

                            • Estie
                              Veteran
                              • Apr 2008
                              • 2347

                              #15
                              Originally posted by Namdeht
                              Well, I found my stupid thing. Went all John Rambo on the Balrog of Moria, just to see what loot he'd drop. The really (and I do mean really) stupid thing was that he woke up and breathed fire for half my HP so I teleported away, but then instead of just leaving the level like I should have I healed up and went back to see if I could take him. There aren't enough facepalms for that sort of stupidity
                              He is usually not a good target; if you are fire immune, have teleport other charges to spare and are doing 1000 dam/round vs demons, then kill him asap of course, but normally he is best left alone. Chances are his drop wont make up for the invested resources even if the risk of death is negligible.

                              Comment

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