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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #16
    690HP might be adequate for a 0-fail spellcaster, but not for a Rogue.

    Also, more damage would help. 87*5 = 435 is a bit on the low side with Aule. Surely you have seen some decent Gloves of Power/Slaying/Combat by now? Weaponmastery or Ellessar would be good too.

    Comment

    • bebo
      Adept
      • Jan 2009
      • 213

      #17
      how crucial is it to kill all the nasty uniques before fighting sauron?

      atm i feel like the terminator, but i'm afraid that massive summoning of dangerous monsters might spell my doom....

      Code:
        [Angband 3.1.1 dev (r1266) Character Dump]
      
       Name   Kain                                     Self  RB  CB  EB   Best
       Sex    Male         Age            130   STR:  18/90  +1  +2 +16 18/***
       Race   High-Elf     Height          85   INT! 18/100  +3  +1  +7 18/210
       Class  Rogue        Weight         178   WIS! 18/100  -1  -2 +11 18/180
       Title  Thief        Social   Respected   DEX! 18/100  +3  +3 +13 18/***
       HP     914/914      Maximize         Y   CON! 18/100  +1  +1 +14 18/***
       SP     303/303                           CHR! 18/100  +5  -1  +5 18/190
      
      
       Level               44   Armor   [48,+131]     Saving Throw        100%
       Cur Exp        4729401   Fight   (+62,+52)     Stealth           Superb
       Max Exp        4729401   Melee   (+81,+73)     Fighting       Legendary
       Adv Exp        5400000   Shoot   (+71,+13)     Shooting       Legendary
       MaxDepth   4900' (L98)   Blows      5/turn     Disarming           100%
       Turns           541938   Shots      1/turn     Magic Device   Legendary
       Gold           1160225   Infra       40 ft     Perception       1 in 12
       Burden       197.0 lbs   Speed          25     Searching            35%
      
       You are the only child of a Telerin Ranger.  You have light grey eyes,
       straight 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 Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
           +4 wisdom, tunneling.
           Provides resistance to acid, lightning, fire, cold, fear, nexus.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
           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 117.2 against evil creatures, 
           137.7 against demons, 137.7 against undead, 137.7 against
           acid-vulnerable creatures, 178.8 against dragons, and 96.7 against
           normal creatures.
           
           With this item, you can expect to clear rubble in 1.0 turn, magma
           veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11 
           turns.
      b) The Light Crossbow 'Cubragol' (x3) (+9,+13) (+10)
           +10 speed.
           Provides resistance to fire.
           Cannot be harmed by acid, electricity, fire, cold.
      c) The Ring of Power 'Vilya' (+10,+10) (+3) {!!}
           +3 strength, intelligence, wisdom, dexterity, constitution, 
           charisma, speed.
           Provides immunity to lightning.
           Provides resistance to lightning, poison, dark.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains intelligence, dexterity, constitution.
           Slows your metabolism.
           Feather Falling.
           Speeds regeneration.
           Prevents paralysis.
           Stops experience drain.
           Grants telepathy.
           Grants the ability to see invisible things.
           When activated, it heals 1000 hit points.
           It takes 707 to 1050 turns to recharge after use at your current
           speed.
      d) The Ring of Power 'Nenya' (+8,+8) (+2) {!!}
           +2 strength, intelligence, wisdom, dexterity, constitution, 
           charisma, speed.
           Provides immunity to cold.
           Provides resistance to cold, blindness.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains intelligence, wisdom, constitution.
           Feather Falling.
           Speeds regeneration.
           Prevents paralysis.
           Stops experience drain.
           Grants telepathy.
           Grants the ability to see invisible things.
           When activated, it restores your experience to full.
           It takes 707 to 1050 turns to recharge after use at your current
           speed.
      e) a Sea Shell Amulet of Weaponmastery (+4,+4) (+3)
           +3 strength.
           Provides resistance to fear, disenchantment.
           Sustains strength, constitution.
           Prevents paralysis.
      f) The Arkenstone of Thrain {!!}
           Provides resistance to light, dark.
           Cannot be harmed by acid, electricity, fire, cold.
           Stops experience drain.
           Grants the ability to see invisible things.
           When activated, it detects treasure, traps, doors, stairs, and all 
           creatures nearby.
           It takes 108 to 210 turns to recharge after use at your current
           speed.
           Radius 3 light.
      g) The Full Plate Armour of Isildur [26,+24] (+1)
           +1 constitution.
           Provides resistance to acid, lightning, fire, cold, confusion, 
           sound, nexus.
           Cannot be harmed by acid, electricity, fire, cold.
      h) The Cloak 'Holcolleth' [1,+8] (+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 192 turns to recharge after use at your current speed.
      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 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.
      k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!}
           +4 dexterity.
           Provides resistance to acid.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
           When activated, it fires a magical arrow with damage 150.
           It takes 108 to 210 turns to recharge after use at your current
           speed.
      l) a Pair of Mithril Shod Boots of Speed [7,+14] (+9)
           +9 speed.
           Cannot be harmed by acid.
      
      
        [Character Inventory]
      
      a) 5 Books of Magic Spells [Magic for Beginners] {@m1@b1}
      b) 5 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
      c) 5 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
      d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
      e) 4 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
           Cannot be harmed by acid, electricity, fire, cold.
      f) 4 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
           Cannot be harmed by acid, electricity, fire, cold.
      g) 4 Books of Magic Spells [Tenser's Transformations] {@m8@b8}
           Cannot be harmed by acid, electricity, fire, cold.
      h) 10 Light Green Potions of Cure Critical Wounds
      i) a Scroll titled "necclus ineo" of Banishment {!*}
      j) 6 Scrolls titled "lentudeo nus" of *Destruction* {!*}
      k) 6 Silver-Plated Rods of Teleport Other {!!}
      l) 10 Magnesium Wands of Teleport Other (46 charges)
      m) a Tortoise Shell Amulet of Trickery (+4)
           +4 dexterity, stealth, infravision, speed.
           +20%  to searching.
           Provides resistance to poison, nexus.
           Sustains dexterity.
      n) The Main Gauche of Azaghal (2d5) (+12,+14)
           Provides immunity to fire.
           Provides resistance to acid, fear.
           Cannot be harmed by acid, electricity, fire, cold.
           With this weapon, you would currently get 5 blows per round.  Each
           blow will do an average damage of 100.5 against dragons, and 74.1
           against normal creatures.
           
           With this item, you can expect to clear rubble in 1.9 turns, magma
           veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 
           turns.
      
      
        [Home Inventory]
      
      a) 14 Dark Red Potions of Healing {!*}
           
           When ingested, it heals you a really large amount (35% of max HP, 
           minimum 300HP), heals cut damage, and cures stunning, poisoning, b
           lindness, and confusion.
           Provides nourishment for about 100 turns under normal conditions.
      b) 2 Shimmering 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.
      c) 2 Green Potions of Life {!*}
           When ingested, it restores 5000 hit points, restores experience an
           d stats, heals cut damage, and cures stunning, poison, blindness, 
           and confusion.
           It can be thrown at creatures with damaging effect.
      d) 6 Cyan Potions of Restore Mana {!*}
           When ingested, it restores your mana points to maximum.
      e) 7 Silver Staves of *Destruction* (18 charges) {!*}
           
           When used, it destroys an area around you in the shape of a circle 
           radius 15, and blinds you for 1d10+10 turns.
      f) 9 Hawthorn Staves of Healing (23 charges) {!*}
           
           When used, it heals you a really large amount (35% of max HP, mini
           mum 300HP), heals cut damage, and cures stunning, poisoning, blind
           ness, and confusion.
      g) 3 Bamboo Staves of Banishment (7 charges) {!*}
           
           When used, it removes all non-unique monsters represented by a cho
           sen symbol from the level, dealing you damage in the process.
      h) 6 Cottonwood Staves of the Magi (18 charges) {!*}
           
           When used, it restores both intelligence and manapoints to maximum.
      i) a Moonstone Ring of Speed (+11)
           +11 speed.
           
      j) 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.
           
      k) The Ring of Tulkas (+4) {!!}
           +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 528 to 1050 turns to recharge after use at your current
           speed.
      l) The Amulet of Ingwe (+3) {!!}
           +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 178 to 350 turns to recharge after use at your current
           speed.
      m) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25] {!!}
           Provides immunity to lightning.
           Provides resistance to acid, lightning, fire, cold, poison, light, 
           dark.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.
           Grants the ability to see invisible things.
           Aggravates creatures nearby.
           
           When activated, it fires a ball of electricity in all directions, 
           each one causing 150 damage.
           It takes 3500 turns to recharge after use at your current speed.
           Radius 1 light.
      n) 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.
           
      o) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
           +2 strength, dexterity.
           Provides resistance to acid, lightning, fire, cold, fear, 
           confusion, sound.
           Cannot be harmed by acid, electricity, fire, cold.
           
      p) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4) {!!}
           +4 stealth.
           Provides resistance to acid, lightning, fire, cold, poison.
           Cannot be harmed by acid, electricity, fire, cold.
           
           When activated, it teleports you randomly up to 10 squares away.
           It takes 7 turns to recharge after use at your current speed.
      q) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
           +3 dexterity, speed.
           Provides resistance to acid, shards.
           Cannot be harmed by acid, electricity, fire, cold.
           
      r) The Large Metal Shield of Anarion [5,+20]
           Provides resistance to acid, lightning, fire, cold.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains strength, intelligence, wisdom, dexterity, constitution, 
           charisma.
           
      s) 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.
           
      t) The Metal Cap of Thengel [3,+12] (+3)
           +3 wisdom, charisma.
           Provides resistance to confusion.
           Cannot be harmed by acid, electricity, fire, cold.
           
      u) The Bastard Sword 'Calris' (5d4) (+4,+20) (+5) {uncursed}
           +5 constitution.
           It is especially deadly to evil creatures, trolls, demons.
           It is a great bane of dragons.
           Provides resistance to disenchantment.
           Cannot be harmed by acid, electricity, fire, cold.
           Aggravates creatures nearby.
           
           With this weapon, you would currently get 5 blows per round.  Each
           blow will do an average damage of 103.1 against evil creatures, 
           117.2 against trolls, 117.2 against demons, 145.4 against dragons, 
           and 88.9 against normal creatures.
           
           With this item, you can expect to clear rubble in 1.7 turns, magma
           veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 
           turns.
      v) The Spear of Orome (4d6) (+15,+15) (+4) {!!}
           +4 intelligence, infravision, speed.
           It is especially deadly to animals, giants.
           It is 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 activated, it turns rock into mud.
           It takes 17 turns to recharge after use at your current speed.
           Radius 1 light.
           With this weapon, you would currently get 5 blows per round.  Each
           blow will do an average damage of 99.9 against animals, 115.4
           against giants, 115.4 against fire-vulnerable creatures, and 84.4
           against normal creatures.
           
           With this item, you can expect to clear rubble in 1.9 turns, magma
           veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 
           turns.
      w) The Short Bow of Amras (x2) (+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.
           
      x) The Short Bow of Amrod (x2) (+12,+15) (+2)
           +2 strength, constitution, shooting power.
           Provides resistance to lightning, fire, cold.
           Cannot be harmed by acid, electricity, fire, cold.
           Speeds regeneration.
           
      
      
        [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)
      My first winner! http://angband.oook.cz/ladder-show.php?id=8681
      And my second! http://angband.oook.cz/ladder-show.php?id=8872
      And the third! http://angband.oook.cz/ladder-show.php?id=9452
      And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
      And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
      And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

      Comment

      • Zikke
        Veteran
        • Jun 2008
        • 1069

        #18
        I never had a problem with Sauron summoning nasty uniques; I did have a problem with Morgoth doing that. Not sure if Sauron can summon them, maybe I just got lucky.

        There are a few hot-button uniques that you may want to take out before you fight Morgoth because they are a pain the butt. Others are easily -TO'ed or broken up by his earthquakes and you won't care they are there.
        A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
        A/FA W H- D c-- !f PV+++ s? d P++ M+
        C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

        Comment

        • Mondkalb
          Knight
          • Apr 2007
          • 982

          #19
          From the spoiler file:
          ... summon monsters, summon Greater Undead, summon Ancient Dragons, summon Greater Demons, summon Ring Wraiths or summon Unique Monsters...
          My Angband winners so far

          My FAangband efforts so far

          Comment

          • Magnate
            Angband Devteam member
            • May 2007
            • 5110

            #20
            Originally posted by Zikke
            I never had a problem with Sauron summoning nasty uniques; I did have a problem with Morgoth doing that. Not sure if Sauron can summon them, maybe I just got lucky.

            There are a few hot-button uniques that you may want to take out before you fight Morgoth because they are a pain the butt. Others are easily -TO'ed or broken up by his earthquakes and you won't care they are there.
            More importantly, there are lots of uniques who will fill valuable squares and prevent nastier things being summoned, while being almost completely unable to damage you. For this reason I now try to leave alive all the orcs (and Brodda, Lokkak, Ulfast, Ulfang etc.) if at all possible. Morgoth summoning a unique who brings a massive escort of orcs makes things a lot safer - until they all get crisped by wryms a round or two later, of course. But hey, every little helps. Or so I gather.

            CC
            "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

            Comment

            • bebo
              Adept
              • Jan 2009
              • 213

              #21
              ok, i'm almost fully kitted out, soulkeeper was a great find, now i have rNether finally covered - now i only need a cloak with rShard and i'm ready to go (i'm keeping the amulet of weaponmastery to have rDisenchant as a swap)

              almost all dangerous (ie below dlvl50) uniques are dead, about 5 or 6 more and i'm done

              i have two questions:
              1) how many potion consumables are necessary to take out Sauron + Morgoth in your experience? i think i don't have nearly enough (even counting the 3 artifact activations i have)
              2) is it worth to bring with me staves of healing/banishment/*Destruction*/magi?

              Turn count is getting pretty high considering my previous diving rhythm, i've spent as many game turns loitering at dlvls 95-98 as those it took me to get there in the first place - and this is without taking in consideration my permanent +25 speed or so

              Code:
                [Angband 3.1.1 dev (r1266) Character Dump]
              
               Name   Kain                                     Self  RB  CB  EB   Best
               Sex    Male         Age            130   STR! 18/100  +1  +2 +15 18/***
               Race   High-Elf     Height          85   INT! 18/100  +3  +1  +7 18/210
               Class  Rogue        Weight         178   WIS! 18/100  -1  -2 +13 18/200
               Title  Master Thief Social  Role model   DEX! 18/100  +3  +3 +13 18/***
               HP     982/982      Maximize         Y   CON! 18/100  +1  +1 +15 18/***
               SP     264/315                           CHR! 18/100  +5  -1  +7 18/210
              
              
               Level               47   Armor   [62,+138]     Saving Throw        100%
               Cur Exp        7279178   Fight   (+61,+55)     Stealth           Superb
               Max Exp        7279178   Melee   (+80,+76)     Fighting       Legendary
               Adv Exp        7875000   Shoot   (+70,+13)     Shooting       Legendary
               MaxDepth   4900' (L98)   Blows      5/turn     Disarming           100%
               Turns           614216   Shots      1/turn     Magic Device   Legendary
               Gold           1467298   Infra       40 ft     Perception       1 in 12
               Burden       324.9 lbs   Speed          23     Searching            35%
              
               You are the only child of a Telerin Ranger.  You have light grey eyes,
               straight 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 Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
                   +4 wisdom, tunneling.
                   Provides resistance to acid, lightning, fire, cold, fear, nexus.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Prevents paralysis.
                   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 120.2 against evil creatures, 
                   140.7 against demons, 140.7 against undead, 140.7 against
                   acid-vulnerable creatures, 181.8 against dragons, and 99.7 against
                   normal creatures.
                   
                   With this item, you can expect to clear rubble in 1.0 turn, magma
                   veins in 2.1 turns, quartz veins in 4.6 turns, and granite in 11 
                   turns.
              b) The Light Crossbow 'Cubragol' (x3) (+9,+13) (+10)
                   +10 speed.
                   Provides resistance to fire.
                   Cannot be harmed by acid, electricity, fire, cold.
              c) The Ring of Power 'Vilya' (+10,+10) (+3) {!!}
                   +3 strength, intelligence, wisdom, dexterity, constitution, 
                   charisma, speed.
                   Provides immunity to lightning.
                   Provides resistance to lightning, poison, dark.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Sustains intelligence, dexterity, constitution.
                   Slows your metabolism.
                   Feather Falling.
                   Speeds regeneration.
                   Prevents paralysis.
                   Stops experience drain.
                   Grants telepathy.
                   Grants the ability to see invisible things.
                   When activated, it heals 1000 hit points.
                   It takes 666 to 990 turns to recharge after use at your current
                   speed.
              d) The Ring of Power 'Nenya' (+8,+8) (+2) {!!}
                   +2 strength, intelligence, wisdom, dexterity, constitution, 
                   charisma, speed.
                   Provides immunity to cold.
                   Provides resistance to cold, blindness.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Sustains intelligence, wisdom, constitution.
                   Feather Falling.
                   Speeds regeneration.
                   Prevents paralysis.
                   Stops experience drain.
                   Grants telepathy.
                   Grants the ability to see invisible things.
                   When activated, it restores your experience to full.
                   It takes 666 to 990 turns to recharge after use at your current
                   speed.
              e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {!!}
                   +2 strength, wisdom, charisma, speed.
                   Provides resistance to fire, poison, fear.
                   Cannot be harmed by acid, electricity, fire, cold.
                   When activated, it heals 500 hit points.
                   It takes 660 turns to recharge after use at your current speed.
              f) The Arkenstone of Thrain {!!}
                   Provides resistance to light, dark.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Stops experience drain.
                   Grants the ability to see invisible things.
                   When activated, it detects treasure, traps, doors, stairs, and all 
                   creatures nearby.
                   It takes 102 to 198 turns to recharge after use at your current
                   speed.
                   Radius 3 light.
              g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) {!!}
                   +2 constitution.
                   Provides resistance to acid, cold, fear, dark, confusion, nexus, 
                   nether, chaos.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Sustains constitution.
                   Stops experience drain.
                   When activated, it heals 1000 hit points.
                   It takes 1465 turns to recharge after use at your current speed.
              h) The Cloak 'Holcolleth' [1,+9] (+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 181 turns to recharge after use at your current speed.
              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 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.
              k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) {!!}
                   +4 dexterity.
                   Provides resistance to acid.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Prevents paralysis.
                   When activated, it fires a magical arrow with damage 150.
                   It takes 102 to 198 turns to recharge after use at your current
                   speed.
              l) a Pair of Mithril Shod Boots of Speed [7,+14] (+9)
                   +9 speed.
                   Cannot be harmed by acid.
              
              
                [Character Inventory]
              
              a) 5 Books of Magic Spells [Magic for Beginners] {@m1@b1}
              b) 5 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
              c) 5 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
              d) 5 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
              e) 3 Books of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
                   Cannot be harmed by acid, electricity, fire, cold.
              f) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
                   Cannot be harmed by acid, electricity, fire, cold.
              g) 3 Books of Magic Spells [Tenser's Transformations] {@m8@b8}
                   Cannot be harmed by acid, electricity, fire, cold.
              h) 2 Light Green Potions of Cure Critical Wounds
              i) 6 Scrolls titled "lentudeo nus" of *Destruction* {!*}
              j) 3 Tin-Plated Rods of Probing
              k) 7 Silver-Plated Rods of Teleport Other {!!}
              l) 11 Magnesium Wands of Teleport Other (40 charges)
              m) 12 Silver Staves of *Destruction* (39 charges) {!*}
              n) 3 Mistletoe Staves of Mapping (20 charges)
              o) 3 Bamboo Staves of Banishment (9 charges) {!*}
              p) The Ring of Power 'Narya' (+6,+6) (+1) {!!}
                   +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 673 to 1320 turns to recharge after use at your current
                   speed.
              q) a Sea Shell Amulet of Weaponmastery (+4,+4) (+3)
                   +3 strength.
                   Provides resistance to fear, disenchantment.
                   Sustains strength, constitution.
                   Prevents paralysis.
              r) The Main Gauche of Azaghal (2d5) (+12,+14)
                   Provides immunity to fire.
                   Provides resistance to acid, fear.
                   Cannot be harmed by acid, electricity, fire, cold.
                   With this weapon, you would currently get 5 blows per round.  Each
                   blow will do an average damage of 103.5 against dragons, and 77.1
                   against normal creatures.
                   
                   With this item, you can expect to clear rubble in 1.9 turns, magma
                   veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 
                   turns.
              s) The Mace 'Taratol' (3d4) (+12,+12) {!!}
                   Provides immunity to lightning.
                   Provides resistance to lightning.
                   Cannot be harmed by acid, electricity, fire, cold.
                   When activated, it hastens you for d20+20 turns.
                   It takes 333 to 660 turns to recharge after use at your current
                   speed.
                   With this weapon, you would currently get 5 blows per round.  Each
                   blow will do an average damage of 95.7 against
                   electricity-vulnerable creatures, 113.2 against dragons, and 78.1
                   against normal creatures.
                   
                   With this item, you can expect to clear rubble in 1.6 turns, magma
                   veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20 
                   turns.
              t) 18 Seeker Bolts of Acid (4d5) (+15,+14)
                   Cannot be harmed by acid.
                   Fired from your current missile launcher, this arrow will hit targets
                   up to 120 feet away, inflicting an average damage of 379.1 against
                   acid-vulnerable creatures, 379.1 against fire-vulnerable
                   creatures, and 126.4 against normal creatures.
                   25% chance of breaking upon contact.
              
              
                [Home Inventory]
              
              a) 17 Dark Red Potions of Healing {!*}
                   
                   When ingested, it heals you a really large amount (35% of max HP, 
                   minimum 300HP), heals cut damage, and cures stunning, poisoning, b
                   lindness, and confusion.
                   Provides nourishment for about 100 turns under normal conditions.
              b) 2 Shimmering 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.
              c) 4 Green Potions of Life {!*}
                   When ingested, it restores 5000 hit points, restores experience an
                   d stats, heals cut damage, and cures stunning, poison, blindness, 
                   and confusion.
                   It can be thrown at creatures with damaging effect.
              d) 8 Cyan Potions of Restore Mana {!*}
                   When ingested, it restores your mana points to maximum.
              e) 10 Hawthorn Staves of Healing (36 charges) {!*}
                   
                   When used, it heals you a really large amount (35% of max HP, mini
                   mum 300HP), heals cut damage, and cures stunning, poisoning, blind
                   ness, and confusion.
              f) 7 Cottonwood Staves of the Magi (21 charges) {!*}
                   
                   When used, it restores both intelligence and manapoints to maximum.
              g) a Moonstone Ring of Speed (+11)
                   +11 speed.
                   
              h) 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.
                   
              i) The Ring of Tulkas (+4) {!!}
                   +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 498 to 990 turns to recharge after use at your current
                   speed.
              j) a Tortoise Shell Amulet of Trickery (+4)
                   +4 dexterity, stealth, infravision, speed.
                   +20%  to searching.
                   Provides resistance to poison, nexus.
                   Sustains dexterity.
                   
              k) The Amulet of Ingwe (+3) {!!}
                   +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 168 to 330 turns to recharge after use at your current
                   speed.
              l) 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.
                   It takes 168 to 330 turns to recharge after use at your current
                   speed.
                   Radius 3 light.
              m) The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25] {!!}
                   Provides immunity to lightning.
                   Provides resistance to acid, lightning, fire, cold, poison, light, 
                   dark.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Prevents paralysis.
                   Grants the ability to see invisible things.
                   Aggravates creatures nearby.
                   
                   When activated, it fires a ball of electricity in all directions, 
                   each one causing 150 damage.
                   It takes 3300 turns to recharge after use at your current speed.
                   Radius 1 light.
              n) 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.
                   
              o) The Full Plate Armour of Isildur [26,+24] (+1)
                   +1 constitution.
                   Provides resistance to acid, lightning, fire, cold, confusion, 
                   sound, nexus.
                   Cannot be harmed by acid, electricity, fire, cold.
                   
              p) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
                   +3 dexterity, speed.
                   Provides resistance to acid, shards.
                   Cannot be harmed by acid, electricity, fire, cold.
                   
              q) The Large Metal Shield of Anarion [5,+20]
                   Provides resistance to acid, lightning, fire, cold.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Sustains strength, intelligence, wisdom, dexterity, constitution, 
                   charisma.
                   
              r) 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.
                   
              s) The Iron Helm 'Holhenneth' [5,+10] (+2) {!!}
                   +2 intelligence, wisdom.
                   +10%  to 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, traps, doors, stairs, and all 
                   creatures nearby.
                   It takes 184 to 363 turns to recharge after use at your current
                   speed.
              t) The Bastard Sword 'Calris' (5d4) (+4,+20) (+5) {uncursed}
                   +5 constitution.
                   It is especially deadly to evil creatures, trolls, demons.
                   It is a great bane of dragons.
                   Provides resistance to disenchantment.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Aggravates creatures nearby.
                   
                   With this weapon, you would currently get 5 blows per round.  Each
                   blow will do an average damage of 106.1 against evil creatures, 
                   120.2 against trolls, 120.2 against demons, 148.4 against dragons, 
                   and 91.9 against normal creatures.
                   
                   With this item, you can expect to clear rubble in 1.7 turns, magma
                   veins in 3.8 turns, quartz veins in 8.5 turns, and granite in 22 
                   turns.
              u) The Spear of Orome (4d6) (+15,+15) (+4) {!!}
                   +4 intelligence, infravision, speed.
                   It is especially deadly to animals, giants.
                   It is 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 activated, it turns rock into mud.
                   It takes 16 turns to recharge after use at your current speed.
                   Radius 1 light.
                   With this weapon, you would currently get 5 blows per round.  Each
                   blow will do an average damage of 102.9 against animals, 118.4
                   against giants, 118.4 against fire-vulnerable creatures, and 87.4
                   against normal creatures.
                   
                   With this item, you can expect to clear rubble in 1.9 turns, magma
                   veins in 4.2 turns, quartz veins in 9.4 turns, and granite in 25 
                   turns.
              v) The Short Bow of Amras (x2) (+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.
                   
              w) The Short Bow of Amrod (x2) (+12,+15) (+2)
                   +2 strength, constitution, shooting power.
                   Provides resistance to lightning, fire, cold.
                   Cannot be harmed by acid, electricity, fire, cold.
                   Speeds regeneration.
                   
              
              
                [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)
              My first winner! http://angband.oook.cz/ladder-show.php?id=8681
              And my second! http://angband.oook.cz/ladder-show.php?id=8872
              And the third! http://angband.oook.cz/ladder-show.php?id=9452
              And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
              And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
              And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

              Comment

              • Jungle_Boy
                Swordsman
                • Nov 2008
                • 434

                #22
                hehe, 600k is a high turncount? The first (and only) character I ever got to Morgoth with had a turncount of about 8 million.
                My first winner: http://angband.oook.cz/ladder-show.php?id=10138

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #23
                  You're good to go. S doesn't take a lot of supplies to fight--maybe a couple !Heal for emergencies. You can use ASC's or other favorable terrain (destroyed area) against him. Carry lots of !CCW to save on !heal.
                  1. Take lots of ?Phase for both fights. You need to be able to escape for a breather, reliably.
                  2. Use Hero/Chant/Berserk
                  3. DON'T carry lots of charged items to these fights. Sauron and M both hit to drain charges. You can carry a couple empty staffs and wands, and plenty of ?Recharge. Just make sure everything is empty when you are in melee. (Drop on the floor or use them up before they hit.)
                  4. Sauron hits for Disenchantment. He also has a teleport level spell, but you don't have to worry about that with rNexus, not to mention 100% save.
                  5. Morgoth does up to 550 damage/turn. You should heal at 650HP.
                  6. Morgoth hits to drain all stats. Sustains are useful.

                  @Jungle_Boy: there are advantages to playing a Rogue, although I agree that 600K turns is an impressive first win.

                  Comment

                  • Magnate
                    Angband Devteam member
                    • May 2007
                    • 5110

                    #24
                    Originally posted by Pete Mack
                    5. Morgoth does up to 550 damage/turn. You should heal at 650HP.
                    Shouldn't that be 750 in melee? I read somewhere that you can take up to about 700 damage in a single turn, because of damage from falling rock adding to Morgoth's blows. Maye that's out of date now?

                    CC
                    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #25
                      No. He only does 20d10+20d10+300 ~= 520 damage, including an earthquake. (There's essentially no chance with 40d10 of doing much more than the average damage from dice.)

                      220 of that damage is reduced by armor. Assuming an AC of >= 150, the expected damage is:
                      20d10*2*150/250 + 300 = 432
                      Even if he rolls all 10s, he would do:
                      40*10*3/5 + 300 = 640 damage

                      A successful earthquake crush automatically breaks the current monster turn, so he wouldn't get the other 10d12

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6883

                        #26
                        Turn count is getting pretty high considering my previous diving rhythm, i've spent as many game turns loitering at dlvls 95-98 as those it took me to get there in the first place - and this is without taking in consideration my permanent +25 speed or so
                        BTW: I suspect much of the reason you needed to spend so long at dl 98 was the nexus attack that swapped CON and CHA. That pretty much puts the kibosh on your chances for a really epic dive. 600K turns is extremely good given the handicap.

                        Comment

                        • bebo
                          Adept
                          • Jan 2009
                          • 213

                          #27
                          maybe i got lucky, but sauron was easy! it took me 2 artifact activations, 1 potion of healing (plus one destroyed by his mana storm) and 3 potions of CCW to take him down! the ASC was great, when he summoned ancient dragons they didn't have line of sight. On the other hand the only artifact he dropped was the jewel evenstar .... bummer; i actually "wasted" 40 or so scrolls of blessing and holy chant to get ready for him ... and killed all uniques except Kronos (which i wasn't able to find in god knows how many tries) to get ready, although this will pay dividends also against morgoth

                          ...on to war!
                          My first winner! http://angband.oook.cz/ladder-show.php?id=8681
                          And my second! http://angband.oook.cz/ladder-show.php?id=8872
                          And the third! http://angband.oook.cz/ladder-show.php?id=9452
                          And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                          And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                          And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                          Comment

                          • bebo
                            Adept
                            • Jan 2009
                            • 213

                            #28
                            yessssssssssss! down he goes!!!! http://angband.oook.cz/ladder-show.php?id=8681
                            My first winner! http://angband.oook.cz/ladder-show.php?id=8681
                            And my second! http://angband.oook.cz/ladder-show.php?id=8872
                            And the third! http://angband.oook.cz/ladder-show.php?id=9452
                            And the fourth! http://angband.oook.cz/ladder-show.php?id=10513
                            And the fifth! http://angband.oook.cz/ladder-show.php?id=10631
                            And the sixth! http://angband.oook.cz/ladder-show.php?id=10990

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              #29
                              With 600 Dam/turn and 3(!) heal activations, Sauron should be easy to kill--no luck involved there. Morgoth is a lot tougher, although you should have it pretty easy with that much !Heal. (?Chant and !hero make a bigger difference for him.)

                              Comment

                              • Mondkalb
                                Knight
                                • Apr 2007
                                • 982

                                #30
                                Congratulations!
                                Last edited by Mondkalb; March 2, 2009, 17:38.
                                My Angband winners so far

                                My FAangband efforts so far

                                Comment

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