Hey guys, I"m down to '4950 again with a Rogue this time. I thought I'd try one since they are a bit improved in this new version. I've been down here a few times, but never challenged Sauron before dying. Here is my info:
Anyone mind taking a look and let me know if I'm doing anything stupid, like not wearing the right thing or not carrying something important? At the moment, I'm just going around collecting artifacts and consumables. Any advice to help me finally get a winner will be appreciated.
Code:
[Angband 3.1.0 beta Character Dump] Sex Male Age 113 STR: 18/59 +1 +2 +14 18/*** Race High-Elf Height 87 INT: 18/86 +3 +1 +6 18/186 Class Rogue Weight 201 WIS: 17 -1 -2 +9 18/50 Title Sharper Social Role model DEX: 18/64 +3 +3 +1 18/134 HP 764/764 Maximize Y CON: 18/83 +1 +1 +10 18/203 SP 196/249 CHR: 18/22 +5 -1 +6 18/122 Level 35 Armor [19,+99] Saving Throw 87% Cur Exp 994250 Fight (+36,+34) Stealth Superb Max Exp 1032419 Melee (+49,+51) Fighting Heroic Adv Exp 1012500 Shoot (+46,+14) Shooting Heroic MaxDepth 4950' (L99) Blows 5/turn Disarming 100% Turns 564303 Shots 1/turn Magic Device Heroic Gold 134000 Infra 70 ft Perception 1 in 12 Burden 213.8 lbs Speed 24 Searching 35% You are the only child of a Telerin Warrior. You have light grey eyes, wavy black hair, and a fair complexion. Acid:....+.++*.... Confu:.........+... Elec:....+.+...... Sound:........++... Fire:++.*..+..+... Shard:......+...... Cold:....+.+..+... Nexus:......+...... Pois:+............ Nethr:............. Fear:...+....+.... Chaos:........++... Lite:.........+..+ Disen:............. Dark:............. S.Dig:+..+......... Blind:.........+... Feath:............. PLite:.........+... Aggrv:............. Regen:+..+.....+... Stea.:.......+...+. Telep:...+......... Sear.:............. Invis:...++....+..+ Infra:....+.......+ FrAct:+..++...+.+.. Tunn.:............. HLife:............. Speed:.+++...+.+... ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:............. [Character Equipment] a) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2) +2 strength. Provides resistance to fire, poison. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. Prevents paralysis. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 82.5 against fire-vulnerable creatures, 82.5 against poison-vulnerable creatures, 103.5 against dragons, and 61.5 against normal creatures. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) a Sapphire Ring of Speed (+10) +10 speed. d) The Ring of Power 'Narya' (+6,+6) (+1) (charging) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 200 turns to recharge after use. e) The Amulet of Ingwe (+3) (charging) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it deals five times your level's damage to all evi l creatures that you can see. It takes 50 turns to recharge after use. f) The Phial of Galadriel Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. It takes 10 turns to recharge after use. Radius 3 light. g) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Holcolleth' [1,+4] (+2) +2 intelligence, wisdom, stealth, speed. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts to sleep the monsters around you. It takes 55 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+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 Golden Crown of Gondor [0,+15] (+3) +3 strength, wisdom, constitution, speed. Provides resistance to fire, cold, light, blindness, confusion, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Grants the ability to see invisible things. When activated, it heals 500 hit points. It takes 250 turns to recharge after use. Radius 1 light. 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 Ethereal Slippers of Stealth [0,+16] (+2) +2 stealth. Cannot be harmed by acid, electricity, fire, cold. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@1} b) 2 Books of Magic Spells [Conjurings and Tricks] {@2} c) 2 Books of Magic Spells [Incantations and Illusions] {@3} d) 3 Books of Magic Spells [Sorcery and Evocations] {@4} e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@5} Cannot be harmed by acid, electricity, fire, cold. f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@6} Cannot be harmed by acid, electricity, fire, cold. g) a Book of Magic Spells [Tenser's Transformations] {@7} Cannot be harmed by acid, electricity, fire, cold. h) 2 Magenta Potions of Healing i) 11 Scrolls titled "ula tatia" of Phase Door j) 6 Scrolls titled "re pum lemis" of Magic Mapping k) 4 Scrolls titled "inverio puro" of Word of Recall l) 4 Gold Wands of Teleport Other (15 charges) m) 2 Ironwood Staffs of *Destruction* (3 charges) n) 2 Locust Staffs of Speed (7 charges) o) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. p) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. q) The Mithril Shield of Gil-galad [10,+20] (+5) +5 wisdom, charisma. Provides resistance to acid, lightning, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains wisdom, dexterity, charisma. When activated, it fires a line of light in all directions, each o ne causing 10d8 damage. It takes 100 turns to recharge after use. Radius 1 light. r) The Set of Gauntlets 'Pauraegen' [3,+14] Provides resistance to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it creates a lightning bolt with damage 6d6. It takes 6 turns to recharge after use. Radius 1 light. s) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth) +2 stealth. Provides resistance to fire, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it confuses a target monster. It takes 15 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 59 against evil creatures, 69.5 against fire-vulnerable creatures, and 48.5 against normal creatures. t) 32 Bolts (1d5) (+0,+0) {@0} Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 153 against fire-vulnerable creatures, and 51 against normal creatures. 25% chance of breaking upon contact. u) 9 Seeker Bolts of Slay Dragon (4d5) (+15,+14) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 360 against dragons, 360 against fire-vulnerable creatures, and 120 against normal creatures. 25% chance of breaking upon contact. v) 16 Seeker Bolts of Venom (4d5) (+13,+15) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 369 against fire-vulnerable creatures, 369 against poison-vulnerable creatures, and 123 against normal creatures. 25% chance of breaking upon contact. [Home Inventory] a) 2 Light Blue Potions of *Healing* When ingested, it restores 1200 hit points, heals cut damage, and cures stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. b) 5 Scrolls titled "vollo frus vo" of Teleportation When read, it teleports you randomly up to 100 squares away. c) 4 Scrolls titled "re pum lemis" of Magic Mapping When read, it maps the area around you in a 30-radius circle. d) 3 Scrolls titled "cas obvienuo" of *Destruction* When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. e) a Lead-Plated Rod of Teleport Other When aimed, it teleports a target monster away. It takes 25 turns to recharge after use. f) 3 Gold Wands of Teleport Other (12 charges) When aimed, it teleports a target monster away. g) an Ivory Staff of Mapping (5 charges) When used, it maps the area around you in a 30-radius circle. h) The Ring of Tulkas (+4) (charging) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. It takes 150 turns to recharge after use. i) The Amulet of Carlammas (+2) +2 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. It takes 225 turns to recharge after use. j) The Jewel 'Evenstar' Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. When activated, it restores your experience to full. It takes 150 turns to recharge after use. k) 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. l) The Cloak 'Colannon' [1,+15] (+3) +3 stealth, speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 100 squares away. It takes 45 turns to recharge after use. m) The Iron Helm of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. n) The Iron Helm 'Holhenneth' [5,+10] (+2) +2 intelligence, wisdom, searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, o) a Set of Leather Gloves of Thievery (+4,+1) [1,+14] (+4) w+4 dexterity, searching. Feather Falling. Prevents paralysis. p) The Short Sword 'Sting' (1d6) (+7,+8) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 7 blows per round. Each blow will do an average damage of 49 against animals, 49 against evil creatures, 52.5 against orcs, 52.5 against undead, and 45.5 against normal creatures. q) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4) +4 dexterity. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Feather Falling. Prevents paralysis. When activated, it creates a frost bolt with damage 12d8. It takes 50 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 69 against orcs, 69 against demons, and 51 against normal creatures. r) The Spear of Orome (4d6) (+15,+15) (+4) +4 intelligence, infravision, speed. 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 activated, it turns rock into mud. It takes 5 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 73 against animals, 87 against giants, 87 against fire-vulnerable creatures, and 59 against normal creatures. s) The Spear 'Nimloth' (1d6) (+11,+13) (+3) +3 stealth, speed. Provides resistance to cold. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Grants the ability to see invisible things. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 53.5 against undead, 53.5 against frost-vulnerable creatures, and 46.5 against normal creatures. t) The Beaked Axe of Hurin (3d6) (+12,+15) (+2) +2 strength, constitution. Provides resistance to acid, fire, dark. Cannot be harmed by acid, electricity, fire, cold. When activated, it puts you in a berserker rage for d50+50 turns. It takes 80 turns to recharge after use. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 80.5 against trolls, 80.5 against dragons, 80.5 against acid-vulnerable creatures, 101.5 against demons, and 59.5 against normal creatures. u) a War Hammer of Gondolin (3d3) (+11,+25) Provides resistance to dark. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 73 against orcs, 73 against trolls, 73 against dragons, 73 against demons, and 61 against normal creatures. v) The Mattock of Nain (2d8) (+12,+18) (+6 searching) +6 strength, searching, infravision, tunneling. Provides resistance to dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it turns rock into mud. It takes 2 turns to recharge after use. With this weapon, you would currently get 5 blows per round. Each blow will do an average damage of 79 against orcs, 79 against trolls, 79 against giants, 79 against dragons, and 61 against normal creatures. w) 21 Seeker Bolts of Slay Demon (4d5) (+14,+9) Fired from your current missile launcher, this arrow will hit targets up to 120 feet away, inflicting an average damage of 315 against demons, 315 against fire-vulnerable creatures, and 105 against normal creatures. 25% chance of breaking upon contact. x) 22 Mithril Arrows of Slay Animal (3d4) (+16,+11) Cannot be harmed by acid, fire. [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)
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