I finally did it!!

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  • miner
    Rookie
    • Apr 2009
    • 15

    I finally did it!!

    After many tries and many years, I FINALLY killed Morgoth!!! YEAH!!! I'm almost in disbelief, and not quite sure what to do now - I guess I'll have to start a new character...lol

    Thanks to everyone who maintains this awesome game, and to all the advice that is given to people here. It is greatly appreciated.

    Here is my final character dump.

    Code:
      [Angband 3.1.0 beta Character Dump]
    
     Sex    Male         Age             32   Str! 18/100  +0  +2 +18 18/*** 18/***
     Race   Half-Elf     Height          65   INT! 18/100  +1  +2  +6 18/190
     Class  Ranger       Weight         116   WIS! 18/100  -1  +0  +8 18/170
     Title  ***WINNER*** Social      Lordly   DEX! 18/100  +1  +1 +12 18/***
     HP     990/990      Maximize         Y   CON! 18/100  -1  +1 +12 18/***
     SP     361/361                           Chr! 18/100  +1  +1  +6 18/180 18/175
    
    
     Level               50   Armor   [61,+150]     Saving Throw         95%
     Cur Exp       18429421   Fight   (+51,+45)     Stealth        Excellent
     Max Exp       18429421   Melee   (+69,+63)     Fighting          Heroic
     Adv Exp       ********   Shoot   (+68,+19)     Shooting       Legendary
     MaxDepth  5050' (L101)   Blows      5/turn     Disarming            95%
     Turns         12872835   Shots      3/turn     Magic Device      Heroic
     Gold           1843032   Infra       40 ft     Perception       1 in 13
     Burden       214.9 lbs   Speed          31     Searching            40%
    
     Your father was of the Avari. You are one of several children of a
     Townsman.  You are the black sheep of the family.  You have dark brown
     eyes, straight blond hair, and an average 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 Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6)
         +6 strength, tunneling.
         Provides immunity to fire.
         Provides resistance to fire, dark, chaos, 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 126 against animals, 126 against
         evil creatures, 157.5 against dragons, 157.5 against
         fire-vulnerable creatures, 220.5 against undead, and 94.5 against
         normal creatures.
    b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
         +2 dexterity, speed, shooting power.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
    c) 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 200 turns to recharge after use.
    d) a Calcite Ring of Speed (+10)
         +10 speed.
    e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
         +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 200 turns to recharge after use.
    f) The Palantir of Westernesse (+2)
         +2 intelligence, wisdom, searching, infravision.
         Provides resistance to blindness, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.
         Grants the ability to see invisible things.
         Aggravates creatures nearby.
         Drains experience.
         When activated, it maps the entire level and detects objects, trap
         s, doors, and stairs.
         It takes 50 turns to recharge after use.
         Radius 3 light.
    g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) (charging)
         +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 444 turns to recharge after use.
    h) The Elven Cloak of Luthien [6,+20] (+2)
         +2 intelligence, wisdom, charisma, stealth, speed.
         Provides resistance to acid, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it restores your experience to full.
         It takes 250 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 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 30 turns to recharge after use.
    l) The Pair of Leather Boots of Feanor [2,+20] (+15) (charging)
         +15 speed.
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         When activated, it hastens you for d20+20 turns.
         It takes 200 turns to recharge after use.
    
    
      [Character Inventory]
    
    a) 2 Books of Magic Spells [Magic for Beginners]
    b) 2 Books of Magic Spells [Conjurings and Tricks]
    c) 2 Books of Magic Spells [Incantations and Illusions]
    d) 2 Books of Magic Spells [Sorcery and Evocations]
    e) 2 Books of Magic Spells [Resistances of Scarabtarices]
         Cannot be harmed by acid, electricity, fire, cold.
    f) 2 Books of Magic Spells [Raal's Tome of Destruction]
         Cannot be harmed by acid, electricity, fire, cold.
    g) 2 Books of Magic Spells [Mordenkainen's Escapes]
         Cannot be harmed by acid, electricity, fire, cold.
    h) 2 Books of Magic Spells [Tenser's Transformations]
         Cannot be harmed by acid, electricity, fire, cold.
    i) 2 Books of Magic Spells [Kelek's Grimoire of Power]
         Cannot be harmed by acid, electricity, fire, cold.
    j) 10 Viscous Pink Potions of Healing
    k) 5 Silver Speckled Potions of *Healing*
         It can be thrown at creatures with damaging effect.
    l) 4 Blue Potions of Life
         It can be thrown at creatures with damaging effect.
    m) 30 Scrolls titled "ago ca" of Phase Door
    n) 2 Scrolls titled "am repuer us" of Teleportation
    o) a Zirconium Rod of Healing (charging)
         Cannot be harmed by electricity.
    p) 13 Seeker Arrows of Venom (4d4) (+13,+15)
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 660 against
         dragons, 660 against poison-vulnerable creatures, and 220 against
         normal creatures.
         35% chance of breaking upon contact.
    q) 10 Seeker Arrows of Frost (4d4) (+11,+12)
         Cannot be harmed by cold.
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 615 against
         dragons, 615 against frost-vulnerable creatures, and 205 against
         normal creatures.
         35% chance of breaking upon contact.
    r) 10 Mithril Arrows of Frost (3d4) (+17,+18)
         Cannot be harmed by acid, fire, cold.
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 667.5 against
         dragons, 667.5 against frost-vulnerable creatures, and 222.5
         against normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) 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.
         
    b) 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 200 turns to recharge after use.
    c) 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.
    d) The Necklace of the Dwarves (+3)
         +3 strength, constitution, infravision.
         Provides resistance to fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         Radius 1 light.
    e) 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.
         
    f) 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.
         
    g) 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 2 turns to recharge after use.
    h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
         +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.
    i) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
         +3 intelligence, dexterity, charisma, searching, speed.
         Provides resistance to cold, light, dark, blindness, sound, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         Radius 1 light.
    j) 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, k) The Steel Helm of Hammerhand [6,+20] (+3)
    
         w+3 strength, dexterity, constitution.
         Provides resistance to acid, cold, dark, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, dexterity, constitution.
         Aggravates creatures nearby.
         
    l) The Set of Leather Gloves 'Cammithrim' [1,+10]
         Provides resistance to light.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Prevents paralysis.
         
         When activated, it fires a magic missile with damage 3d4.
         It takes 2 turns to recharge after use.
         Radius 1 light.
    m) 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 60 against animals, 60 against
         evil creatures, 63.5 against orcs, 63.5 against undead, and 56.5
         against normal creatures.
    n) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
         +4 strength, dexterity.
         Provides resistance to fire, fear, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, dexterity.
         Blessed by the gods.
         Prevents paralysis.
         Grants the ability to see invisible things.
         
         When activated, it creates a fire bolt with damage 72.
         It takes 40 turns to recharge after use.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 78 against evil creatures, 87
         against orcs, 87 against trolls, 87 against undead, 87 against
         fire-vulnerable creatures, and 69 against normal creatures.
    o) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
         +3 searching.
         Provides resistance to cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.
         Slows your metabolism.
         
         Radius 1 light.
         With this weapon, you would currently get 5 blows per round.  Each
         blow will do an average damage of 72 against evil creatures, 78
         against orcs, 78 against dragons, 78 against frost-vulnerable
         creatures, and 66 against normal creatures.
    p) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
         Heavily cursed.
         +5 constitution.
         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 90 against evil creatures, 102.5
         against trolls, 102.5 against demons, 127.5 against dragons, and 
         77.5 against normal creatures.
    q) 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 102 against evil creatures, 120
         against demons, 120 against undead, 120 against acid-vulnerable
         creatures, 156 against dragons, and 84 against normal creatures.
    r) 31 Arrows of Flame (1d4) (+14,+15)
         Cannot be harmed by fire.
         
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 547.5 against
         dragons, 547.5 against fire-vulnerable creatures, and 182.5
         against normal creatures.
         35% chance of breaking upon contact.
    s) 29 Arrows of Slay Giant (1d4) (+12,+11)
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 487.5 against
         giants, 487.5 against dragons, and 162.5 against normal creatures.
         35% chance of breaking upon contact.
    t) 5 Arrows of Slay Evil (1d4) (+11,+11)
         Fired from your current missile launcher, this arrow will hit targets
         up to 160 feet away, inflicting an average damage of 325 against
         evil creatures, 487.5 against dragons, and 162.5 against normal
         creatures.
         35% chance of breaking upon contact.
    
    
      [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)
  • LCC
    Adept
    • Jul 2009
    • 168

    #2
    Congratulations! My first win was with Deathwreaker too - a legendary weapon.
    Lonnie Courtney Clay - see:
    http://groups.google.com/group/lonni...ney-clay?hl=en

    Comment

    • Zikke
      Veteran
      • Jun 2008
      • 1069

      #3
      Good work! Now try to win with a class that is nothing like a ranger for a completely different game (or a variant).


      Deathwreaker is pretty awesome.
      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

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