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.
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)
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