lvl 35 dlvl 41 HE Warrior Randart game

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  • Philip
    Knight
    • Jul 2009
    • 909

    lvl 35 dlvl 41 HE Warrior Randart game

    I have a High-elf warrior as in title and am wondering what i should do. All help much appreciated. He has all resists except conf ,nexus ,chaos ,sound ,shard and dark. He has SI, FA, single Regen +18/161 CON, ESP. He has 7 speed, 653 HP. Six blows with a weapon that does 58 dam/blow against non-evil, 66 dam/blow against evil and 89 against dragons and demons. So a considerably weak (40 young 50 mature and 10 ancient) green dragon pit would not be bad. I can kill nearly all ancient dragons i meet in two blows. No AMHD's yet. Azog, Ibun and Bert have been eluding me so far. Gorlim and Kavlax are dead tho. 82% Saving Throw , Legendary fighting and shooting (320 per shot against cold vulnerable 112 against cold resistant) Superb magic device.
  • Marble Dice
    Swordsman
    • Jun 2008
    • 412

    #2
    At the very least you should go to DL43 and kill some AMHDs. I would probably dive to DL67 and kill some great wyrms. Get some potions of resist cold/fire/poison and look for those wyrms if you want to play it safe. I assume you have some sources of phase/CCW/teleport/TO/haste. Watch out for titans (DL56) which have a melee confusion attack.

    Comment

    • Seany C
      Swordsman
      • Apr 2007
      • 283

      #3
      Yep - make sure you have plenty of !CCW and some source of temp speed in case you get confused - I'm guessing the fail rate on a Teleport staff isn't great for a confused Warrior...

      Comment

      • Seany C
        Swordsman
        • Apr 2007
        • 283

        #4
        PS If you submit a char dump, you'll probably get some more feedback on equipment optimisation and the like...

        Comment

        • Philip
          Knight
          • Jul 2009
          • 909

          #5
          Thanks guys.

          Comment

          • Philip
            Knight
            • Jul 2009
            • 909

            #6
            Character Dump

            As you can see, he's no longer clvl 35 dlvl 41.
            Any advice?

            Code:
            [Angband 3.1.1 dev Character Dump]
             Name   Angwe                                    Self  RB  CB  EB   Best
             Sex    Male         Age            102   Str! 18/100  +1  +5  +4 18/200 18/140
             Race   High-Elf     Height          82   INT! 18/100  +3  -2  +3 18/140
             Class  Warrior      Weight         227   WIS! 18/100  -1  -2 +13 18/200
             Title  Lord         Social  Role model   DEX! 18/100  +3  +2  +6 18/210
             HP     1170/1170    Maximize         Y   CON! 18/100  +1  +2  +9 18/***
             SP     0/0                               CHR! 18/100  +5  -1  +6 18/200
            
            
             Level               50   Armor   [30,+133]     Saving Throw        100%
             Cur Exp       14640210   Fight   (+25,+22)     Stealth           Heroic
             Max Exp       14640210   Melee   (+41,+39)     Fighting       Legendary
             Adv Exp       ********   Shoot   (+35,+13)     Shooting       Legendary
             MaxDepth   4050' (L81)   Blows      5/turn     Disarming            97%
             Turns          2395677   Shots      3/turn     Magic Device      Heroic
             Gold           5429411   Infra       80 ft     Perception       1 in 19
             Burden       166.4 lbs   Speed          33     Searching            32%
            
             You are one of several children of a Telerin Archer.  You have light
             grey eyes, wavy 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) The Scythe of Slicing 'Finien' (8d4) (+16,+17) [+5] (+4)
                 +4 stealth, tunneling.
                 Slays trolls, dragons.
                 *Slays* demons.
                 Branded with lightning.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Prevents paralysis.  
                 
                 Combat info:
                 5 blows/round.
                 Average damage/hit: 110.8 vs. trolls, 110.8 vs. dragons, 110.8 vs.
                 creatures not resistant to electricity, 156.8 vs. demons, and 64.8
                 vs. others.
                 
            b) a Sling of Buckland (x2) (+10,+13) (+2)
                 +2 dexterity, shooting speed, shooting power.
                 Cannot be harmed by acid, fire.
                 
            c) a Ring of Speed (+11)
                 +11 speed.
                 
            d) a Ring of Speed (+9)
                 +9 speed.
                 
            e) The Elfstone of Yarsirion (+3)
                 +3 wisdom, constitution.
                 Provides resistance to lightning, poison, dark, disenchantment.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains constitution.
                 Prevents paralysis.  
                 
            f) The Arkenstone 'Duind' (+2)
                 +2 wisdom, charisma.
                 Provides immunity to cold.
                 Provides resistance to dark.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains intelligence.
                 
                 Radius 3 light.
            g) The Leather Scale Mail of Mornin (-1) [10,+15] (+2)
                 +2 constitution, speed.
                 Provides resistance to lightning, fire, confusion.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            h) an Elven Cloak of the Magi [6,+12] (+3)
                 +3 intelligence, stealth.
                 Cannot be harmed by acid.
                 Sustains intelligence.
                 Grants telepathy.  
                 
            i) The Leather Shield 'Varir' (+2,+4) [6,+25] (+4)
                 +4 strength, dexterity, infravision, speed.
                 Provides resistance to acid, lightning, fire, cold, shards.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains intelligence.
                 Speeds regeneration.  Stops experience drain.  
                 
            j) The Jewel Encrusted Crown of Norion (+0,+5) [0,+23] (+4)
                 +4 wisdom.
                 Provides immunity to fire.
                 Provides resistance to blindness.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            k) The Set of Caestus of Saerioron (+0,+3) [2,+24] (+3)
                 +3 speed.
                 +15% to searching.
                 Provides resistance to cold, dark, chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains intelligence, wisdom, dexterity, constitution, charisma.
                 Prevents paralysis.  
                 
                 Radius 1 light.
            l) The Pair of Steel Shod Boots of Turin [6,+14] (+4)
                 +4 wisdom, constitution, charisma, stealth, speed.
                 Provides resistance to acid, fire, fear, dark, chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Feather Falling.  Grants the ability to see invisible things.  
                 
                 Radius 1 light.
            
            
              [Character Inventory]
            
            a) a Holy Book of Prayers [Ethereal Openings]
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            b) a Holy Book of Prayers [Godly Insights]
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            c) 5 Rations of Food
                 
            d) 17 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.
                 
            e) 11 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.
                 
            f) 7 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.
                 
            g) 14 Potions of Speed
                 When drunk, it hastens you for 2d10+20 turns.
                 
            h) 14 Scrolls of Phase Door
                 When read, it teleports you randomly up to 10 squares away.
                 
            i) 5 Scrolls of Teleportation
                 When read, it teleports you randomly up to 100 squares away.
                 
            j) 9 Scrolls of Teleport Level
                 When read, it teleports you one level up or down.
                 
            k) a Scroll of Banishment
                 When read, it removes all non-unique monsters represented by a cho
                 sen symbol from the level, dealing you damage in the process.
                 
            l) 2 Scrolls of Mass Banishment
                 When read, it removes all non-unique monsters within 20 squares, d
                 ealing you damage in the process.
                 
            m) 4 Rods of Detection (1 charging)
                 Cannot be harmed by electricity.
                 
                 When activated, it detects treasure, traps, doors, stairs, and all 
                 creatures nearby.
                 Takes 390 turns to recharge at your current speed.
                 
            n) 4 Rods of Teleport Other
                 When aimed, it teleports a target monster away.
                 Takes 97 turns to recharge at your current speed.
                 
            o) 5 Rods 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 234 turns to recharge at your current speed.
                 
            p) 9 Rods of Identify {!!}
                 Cannot be harmed by electricity.
                 
                 When activated, it reveals to you the extent of an item's magical 
                 powers.
                 Takes 39 turns to recharge at your current speed.
                 
            q) The Amulet of Araglin (+2,+0)
                 Provides resistance to nether.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Stops experience drain.  
                 
                 Radius 1 light.
            r) 12 Rounded Pebbles of Venom (1d2) (+15,+13)
                 Branded with venom.
                 
                 Combat info:
                 Hits targets up to 140 feet away.
                 Average damage/hit: 346.5 vs. creatures not resistant to poison, 
                 and 115.5 vs. others.
                 25% chance of breaking upon contact.
                 
            s) 19 Rounded Pebbles of Frost (1d2) (+11,+14)
                 Branded with frost.
                 Cannot be harmed by cold.
                 
                 Combat info:
                 Hits targets up to 140 feet away.
                 Average damage/hit: 355.7 vs. creatures not resistant to cold, and 
                 118.5 vs. others.
                 25% chance of breaking upon contact.
                 
            t) 26 Mithril Shots of Acid (2d4) (+15,+16)
                 Branded with acid.
                 Cannot be harmed by acid.
                 
                 Combat info:
                 Hits targets up to 140 feet away.
                 Average damage/hit: 428.4 vs. creatures not resistant to acid, and 
                 142.8 vs. others.
                 25% chance of breaking upon contact.
                 
            
            
              [Home Inventory]
            
            a) 5 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.
                 
            b) The Ring 'Brith' (+2)
                 +2 constitution, speed.
                 Provides resistance to acid, nexus, disenchantment.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains wisdom, dexterity.
                 
            c) The Ring 'Fauglor' [+6] (+3) (charging)
                 +3 strength, dexterity, constitution, charisma.
                 Provides resistance to disenchantment.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Slows your metabolism.  
                 
            d) The Jewel of Nendilion (+0,+3) (+1)
                 +1 intelligence.
                 Provides resistance to light, chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains charisma.
                 Speeds regeneration.  
                 
            e) The Palantir of Elind (+4)
                 +4 dexterity, constitution.
                 Provides resistance to lightning, fire, cold, poison, 
                 disenchantment.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Prevents paralysis.  
                 
                 Radius 3 light.
            f) The Bar Chain Mail of Teithin (-2) [18,+11] (+3)
                 +3 intelligence.
                 Provides resistance to acid, dark, chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Grants telepathy.  
                 
            g) The Adamantite Plate Mail 'Hunil' (-4) [40,+12] (+1)
                 +1 wisdom.
                 Provides resistance to fear, nether.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            h) Studded Leather Armour of Elvenkind (-1) [6,+9] (+2 stealth)
                 +2 stealth.
                 Provides resistance to acid, lightning, fire, cold, poison.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            i) The Fur Cloak of Thragon (+1,+2) [3,+24] (+4)
                 +4 dexterity, stealth.
                 Provides resistance to cold, dark, shards, nexus.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            j) The Ethereal Cloak 'Valior' [0,+21] (+3)
                 +3 strength, constitution, charisma, speed.
                 Provides resistance to acid, lightning, fire, cold, chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Slows your metabolism.  Speeds regeneration.  
                 
                 Radius 1 light.
            k) The Jewel Encrusted Crown 'Hirianwe' [0,+20] (+3)
                 +3 intelligence, constitution, charisma.
                 Provides resistance to fire, confusion.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Prevents paralysis.  Grants the ability to see invisible things.  
                 
            l) The Iron Helm 'Anachorn' (+2,+14) [5,+17] (+5)
                 +5 wisdom, charisma.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Slows your metabolism.  Grants the ability to see invisible
                 things.  
                 
            m) The Steel Helm 'Losse' (+6,+2) [6,+11]
                 Provides resistance to light, blindness, disenchantment.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains strength.
                 Prevents paralysis.  Grants telepathy.  Grants the ability to see
                 invisible things.  
                 
            n) The Set of Leather Gloves of Belen (+6,+0) [1,+25] (+3)
                 +3 stealth.
                 Provides immunity to fire.
                 Provides resistance to lightning, cold, fear.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 Radius 1 light.
            o) The Broad Sword of Aeriol (2d5) (+7,+6) (+3)
                 +3 constitution.
                 Slays animals.
                 Provides resistance to lightning.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Speeds regeneration.  
                 
                 Combat info:
                 6 blows/round.
                 Average damage/hit: 42 vs. animals, and 35.4 vs. others.
                 
            p) a Bastard Sword (Defender) (3d4) (+10,+12) [+8] (+4 stealth)
                 +4 stealth.
                 Provides resistance to acid, lightning, fire, cold.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains charisma.
                 Feather Falling.  Speeds regeneration.  Prevents paralysis.  
                 Grants the ability to see invisible things.  
                 
                 Combat info:
                 6 blows/round.
                 Average damage/hit: 43.6.
                 
            q) The Executioner's Sword of Hundor (4d5) (+24,+10) [+5] (+4)
                 +4 strength.
                 Slays animals.
                 *Slays* dragons, demons.
                 Branded with flames, venom.
                 Provides resistance to acid, fire, fear, sound, disenchantment.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 Combat info:
                 5 blows/round.
                 Average damage/hit: 66.1 vs. animals, 80.1 vs. creatures not
                 resistant to fire, 80.1 vs. creatures not resistant to poison, 
                 108.2 vs. dragons, 108.2 vs. demons, and 52.1 vs. others.
                 
            r) The Blade of Chaos of Imlos (6d5) (+5,+19) (+4)
                 +4 dexterity, constitution.
                 Slays evil creatures, orcs, giants.
                 Provides resistance to fire, cold, confusion, chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains dexterity.
                 Grants the ability to see invisible things.  
                 
                 Combat info:
                 5 blows/round.
                 Average damage/hit: 83.2 vs. evil creatures, 103.2 vs. orcs, 103.2
                 vs. giants, and 63.3 vs. others.
                 
            s) The Pike 'Amdagol' (3d5) (+14,+13) [+5] (+4)
                 +4 charisma, stealth.
                 Slays orcs.
                 *Slays* demons.
                 Branded with lightning, venom.
                 Provides resistance to lightning.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Grants the ability to see invisible things.  
                 
                 Combat info:
                 6 blows/round.
                 Average damage/hit: 66.6 vs. orcs, 66.6 vs. creatures not
                 resistant to electricity, 66.6 vs. creatures not resistant to
                 poison, 86.6 vs. demons, and 46.6 vs. others.
                 
            t) The Beaked Axe of Nastirn (4d6) (+12,+9) (+3)
                 +3 strength, dexterity, speed.
                 Slays dragons.
                 Branded with acid.
                 Provides resistance to light.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains dexterity.
                 Slows your metabolism.  Aggravates creatures nearby.  
                 
                 Combat info:
                 6 blows/round.
                 Average damage/hit: 82.3 vs. dragons, 82.3 vs. creatures not
                 resistant to acid, and 51 vs. others.
                 
            u) The Lochaber Axe of Cirianas (5d8) (+13,+12) [+6] (+2)
                 +2 intelligence, dexterity.
                 Slays trolls.
                 *Slays* demons, undead.
                 Branded with frost.
                 Provides resistance to acid, lightning, blindness, nexus, chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Blessed by the gods.  Grants the ability to see invisible things.  
                 
                 
                 Combat info:
                 5 blows/round.
                 Average damage/hit: 112.1 vs. trolls, 112.1 vs. creatures not
                 resistant to cold, 162.9 vs. demons, 162.9 vs. undead, and 61.2
                 vs. others.
                 
            v) The Sling 'Lastiri' (x2) (+19,+18) (+2)
                 +2 intelligence, wisdom, dexterity, charisma.
                 *Slays* demons.
                 Provides resistance to acid, lightning, fire, cold, fear, dark, 
                 chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains charisma.
                 Feather Falling.  Speeds regeneration.  
                 
            w) The Heavy Crossbow 'Naelenor' (x4) (+18,+17) (+4)
                 +4 intelligence, charisma, infravision, tunneling.
                 +20% to searching.
                 Provides resistance to fire, poison, fear, dark, nexus.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            x) The Heavy Crossbow of Imbrinog (x4) (+13,+13) (+8)
                 +8 speed.
                 Cannot be harmed by acid, electricity, fire, cold.

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