Character dump and endgame questions

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  • ChodTheWacko
    Adept
    • Jul 2007
    • 155

    Character dump and endgame questions

    Hi All,

    I haven't won Angband since the cheesy days where mages had banishment/Globe of invulnerability It almost doesn't count.

    I have the following endgame questions.
    If any of the following is in an FAQ, feel free to point me towards that. I wrote the ancient (and severely outdated) Angband Strategy Guide. Is there a replacement? Mine barely touched the endgame.


    1) Roughly what do you need to kill Morgoth?
    How many HP? How much damage per turn?
    What should I be stockpiling? healing, TO, for sure,
    but also items to 'buff' myself also? Like potions of
    bless/heroism/etc?

    2) I'm currently trolling level 98 for whatever I need/
    need to kill before killing Morgoth. (I'm assuming 98 = 99 in terms
    of items).

    What is the most efficient way to do this?

    Eddie had an interesting quote, where he said:
    It used to be that you could kill monsters to get your stuff. Now, you have to collect it from the ground.
    What does that mean, in terms of end-game dynamics?
    Do a quick loop around the level, kill of any uniques you find, take a quick peek at any items, then bail the level?
    Just use TO to push monsters out of the way and check the items on the floor?

    3) It seems that at this point in the game, (perhaps even as early as the mid-game), offensive magic items are useless, and it's far more efficient to just fight things directly via melee or range weapons (bow/crossbow) Is that true or am I missing something?

    - Frank


    My character:

    Code:
      [Angband 3.1.2 dev Character Dump]
    
     Name   crud XX                                  Self  RB  CB  EB   Best
     Sex    Female       Age            104   STR:  18/81  +1  +2  +9 18/201
     Race   High-Elf     Height          74   INT:  18/66  +3  +2  +3 18/146
     Class  Ranger       Weight         179   WIS:  18/36  -1  +0  +1  18/36
     Title  Pathfinder   Social  Role model   DEX! 18/100  +3  +1  +8 18/***
     HP     783/783      Maximize         Y   CON! 18/100  +1  +1 +10 18/***
     SP     229/229                           CHR:  18/81  +5  +1  +0 18/141
    
    
     Level               40   Armor    [33,+98]     Saving Throw         91%
     Cur Exp        2826969   Fight   (+32,+16)     Stealth           Superb
     Max Exp        2826969   Melee   (+49,+28)     Fighting          Heroic
     Adv Exp        2875000   Shoot   (+44,+15)     Shooting       Legendary
     MaxDepth   4900' (L98)   Blows      5/turn     Disarming            84%
     Turns          1592137   Shots      4/turn     Magic Device      Heroic
     Gold            396597   Infra       50 ft     Perception       1 in 15
     Burden       289.7 lbs   Speed          17     Searching            32%
    
     You are the only child of a Telerin Warrior.  You have light blue
     eyes, straight black hair, and a fair complexion.
    
    
    
    rAcid:......+.++... rConf:......+......
    rElec:.+....+.++... Sound:......+......
    rFire:.+....+.++... Shard:.............
    rCold:.+....+.++... Nexus:....+........
    rPois:....+........ Nethr:.............
    rFear:......+..+... Chaos:.............
    rLite:........+...+ Disen:.............
    rDark:........+.... S.Dig:.+...........
    rBlnd:............. Feath:.............
    
    PLite:.........+... Aggrv:.............
    Regen:............. Stea.:....+..+.....
      ESP:.........+... Sear.:....+........
    Invis:.....+...+..+ Infra:....+.......+
    FrAct:.......+..... Tunn.:.............
    HLife:............. Speed:.+.++......+.
    ImpHP:............. Blows:.............
    ImpSP:............. Shots:.+...........
     Fear:............. Might:.+...........
    
    
      [Character Equipment]
    
    a) a Mace of Disruption of Slay Dragon (5d8) (+17,+12)
         Slays undead, dragons.
         
         Combat info:
         5 blows/round.
         Average damage/hit: 114.3 vs. undead, 114.3 vs. dragons, and 58.9
         vs. others.
         
    b) 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.  
         
    c) a Ring of Constitution (+6)
         +6 constitution.
         Sustains constitution.
         
    d) a Ring of Speed (+9)
         +9 speed.
         
    e) an Amulet of Trickery (+1)
         +1 dexterity, stealth, infravision, speed.
         +5% to searching.
         Provides resistance to poison, nexus.
         Sustains dexterity.
         
    f) The Star of Elendil
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Radius 3 light.
    g) 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.
         
    h) a Fur Cloak of the Magi [3,+12] (+2)
         +2 intelligence, stealth.
         Cannot be harmed by acid.
         Sustains intelligence.
         Prevents paralysis.  
         
    i) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    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) a Set of Alchemist's Gloves of Power (+2,+0) [0,+11] (+3)
         +3 strength.
         Cannot be harmed by acid, electricity, fire, cold.
         
    l) a Pair of Leather Sandals of Speed [1,+5] (+10)
         +10 speed.
         
    
    
      [Character Inventory]
    
    a) 4 Books of Magic Spells [Magic for Beginners]
    b) 4 Books of Magic Spells [Conjurings and Tricks]
    c) 6 Books of Magic Spells [Incantations and Illusions]
    d) a Book of Magic Spells [Sorcery and Evocations]
    e) 5 Books of Magic Spells [Resistances of Scarabtarices]
         Cannot be harmed by acid, electricity, fire, cold.
         
    f) 5 Books of Magic Spells [Raal's Tome of Destruction]
         Cannot be harmed by acid, electricity, fire, cold.
         
    g) 6 Books of Magic Spells [Mordenkainen's Escapes]
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) 4 Books of Magic Spells [Tenser's Transformations]
         Cannot be harmed by acid, electricity, fire, cold.
         
    i) 6 Potions of Cure Critical Wounds
         
         When drunk, it heals you a large amount (1/4 of your wounds, minim
         um 30HP), heals cut damage, and cures stunning, poisoning, blindne
         ss, and confusion.
         
    j) 2 Potions of Healing
         
         When drunk, it heals you a really large amount (35% of max HP, min
         imum 300HP), heals cut damage, and cures stunning, poisoning, blin
         dness, and confusion.
         
    k) a Scroll of Teleport Level
         When read, it teleports you one level up or down.
         
    l) 2 Scrolls of Word of Recall
         When read, it returns you from the dungeon or takes you to the dun
         geon after a short delay.
         
    m) 10 Rods of Treasure Location
         When activated, it detects gold and objects nearby.
         Takes 135 turns to recharge at your current speed.
         
    n) 2 Rods of Probing
         When activated, it gives you information on the health and abiliti
         es of monsters you can see.
         Takes 270 turns to recharge at your current speed.
         
    o) 2 Wands of Teleport Other (11 charges)
         
         When aimed, it teleports a target monster away.
         
    p) a Staff of Banishment (3 charges)
         
         When activated, it removes all non-unique monsters represented by 
         a chosen symbol from the level, dealing you damage in the process.
         
    q) 3 Staves of Teleportation (18 charges)
         
         When activated, it teleports you randomly up to 100 squares away.
         
    r) a Ring of Speed (+8)
         +8 speed.
         
    s) The Jewel 'Evenstar'
         Provides resistance to cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence, wisdom, constitution.
         Stops experience drain.  
         
    t) The Battle Axe of Balli Stonehand (3d8) (+8,+9) [+4] (+3)
         +3 strength, constitution, stealth.
         Slays demons, orcs, trolls.
         Provides resistance to acid, lightning, fire, cold, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  Speeds regeneration.  Prevents paralysis.  
         Grants the ability to see invisible things.  
         
         Combat info:
         5 blows/round.
         Average damage/hit: 75.1 vs. demons, 75.1 vs. orcs, 75.1 vs.
         trolls, and 45.2 vs. others.
         
    u) a Lochaber Axe of Venom (3d8) (+14,+15)
         Branded with venom.
         
         Combat info:
         5 blows/round.
         Average damage/hit: 80.1 vs. creatures not resistant to poison, 
         and 49 vs. others.
         
    v) 38 Arrows of Flame (1d4) (+7,+9)
         Branded with flames.
         Cannot be harmed by fire.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 248 vs. creatures not resistant to fire, and 
         82.7 vs. others.
         35% chance of breaking upon contact.
         
    w) 31 Seeker Arrows of Wounding (4d4) (+14,+19)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 138.6.
         35% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) 2 Books of Magic Spells [Raal's Tome of Destruction]
         Cannot be harmed by acid, electricity, fire, cold.
         
    b) 2 Books of Magic Spells [Mordenkainen's Escapes]
         Cannot be harmed by acid, electricity, fire, cold.
         
    c) a Book of Magic Spells [Kelek's Grimoire of Power]
         Cannot be harmed by acid, electricity, fire, cold.
         
    d) 5 Potions of *Healing*
         When drunk, it restores 1200 hit points, heals cut damage, and cur
         es stunning, poisoning, blindness, and confusion.
         
         It can be thrown at creatures with damaging effect.
         
    e) 3 Potions of Life
         When drunk, it restores 5000 hit points, restores experience and s
         tats, heals cut damage, and cures stunning, poison, blindness, and 
         confusion.
         
         It can be thrown at creatures with damaging effect.
         
    f) 8 Potions of Restore Mana
         When drunk, it restores your mana points to maximum.
         
    g) 2 Rods of Probing
         When activated, it gives you information on the health and abiliti
         es of monsters you can see.
         Takes 270 turns to recharge at your current speed.
         
    h) a Rod of Healing
         Cannot be harmed by electricity.
         
         When activated, it heals 500 hit points, heals cut damage, and cur
         es stunning.
         Takes 2700 turns to recharge at your current speed.
         
    i) 2 Rods of Teleport Other
         When aimed, it teleports a target monster away.
         Takes 67 turns to recharge at your current speed.
         
    j) a Rod of Recall
         Cannot be harmed by electricity.
         
         When activated, it returns you from the dungeon or takes you to th
         e dungeon after a short delay.
         Takes 162 turns to recharge at your current speed.
         
    k) 4 Wands of Teleport Other (36 charges)
         
         When aimed, it teleports a target monster away.
         
    l) a Staff of Healing (3 charges)
         
         When activated, it heals you a really large amount (35% of max HP, 
         minimum 300HP), heals cut damage, and cures stunning, poisoning, b
         lindness, and confusion.
         
    m) 2 Staves of Teleportation (13 charges)
         
         When activated, it teleports you randomly up to 100 squares away.
         
    n) a Ring of Constitution (+4)
         +4 constitution.
         Sustains constitution.
         
    o) a Ring of Speed (+8)
         +8 speed.
         
    p) a Ring of Acid [+8]
         It brands your melee attacks with acid.
         Provides resistance to acid.
         Cannot be harmed by acid.
         
         When aimed, it grants acid resistance for d20+20 turns and creates 
         an acid ball of damage 70.
         Takes 137 to 270 turns to recharge at your current speed.
         
    q) a Ring of Damage (+0,+14)
    r) 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.
         
    s) an Amulet of Weaponmastery (+2,+2) (+2)
         +2 strength.
         Provides resistance to fear, disenchantment.
         Sustains strength, constitution.
         Prevents paralysis.  
         
    t) 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.  
         
    u) 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.
         
    v) a Set of Alchemist's Gloves of Thievery (+3,+1) [0,+10] (+4)
         +4 dexterity.
         +20% to searching.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  Prevents paralysis.  
         
    w) a Pair of Leather Boots of Stability [2,+11]
         Provides resistance to nexus.
         Feather Falling.  
         
    x) a Lance of Extra Attacks (2d8) (+10,+11) (+1)
         +1 attack speed.
         
         Combat info:
         6 blows/round.
         Average damage/hit: 39.7.
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    You are playing a ranger--of course you can do more damage with arrows than with any other weapon. And you can do plenty with melee, too. So yes, offensive magic devices aren't of use to you.

    Amras is a pretty weak bow, however. You can do a lot more with a bow of extra might. (In practice, this means Bard or a big bow of Lothlorien.)

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