It feels like this character can win if I do it right - help me do it right!

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  • Sirridan
    Knight
    • May 2009
    • 560

    #46
    Originally posted by Pete Mack
    Don't waste lightning-brand ammo on the Tarrasque. Poison brand, which you can make yourself, works as well; save the lightning brand for high-level undead uniques and the like.
    Ah, I didn't think of that. My last character found loads of slay undead ammo, so I never had to save it, I forgot he was also vulnerable to poison.

    Comment

    • Nemesis
      Adept
      • Jul 2009
      • 137

      #47
      I'm so proud of myself!

      My character is now thriving at dlvl 98 and even though there are some monsters I avoid (like pits of Balrogs and undead) I still don't have any problems getting what I want from the levels as I am too fast, resistant and tough to get killed in one turn and can teleport away and *Destruct*. Of course, the Random Number God loves to break the haughty and if several dangerous monsters attack me at once I can die. I was careless enough to drop down to 50 hit points when killing a few white wolves - guess who I ran into!

      For now I'm rather fine, what I have left to do before facing Morgoth is mostly to take out dangerous uniques and to stack consumables. I had amassed a very large supply of Healing potions and scrolls of *Destruction* when my save file was corrupted, and to get my character back I had to tinker with the edit files. I made the artifacts I had already found in my game piror to the crash ultracommon and made useless potions have the effect of !Experience and !Augumentation. But I swear I didn't give myself ANY advantage whatsoever, so this is most certainly a clean win without any kind of cheating. The turn count might be a false but I don't play for turncount, I just want to win as this is my first serious Vanilla character.

      I think it really is possible to play Angband without dying a lot, even when you're new to the game. Actually, I've only lost two characters that had reached clvl 20 (both in Quickband, where you level up rapidly and thus won't always have equipment to match your level). One was a level 27 Dunadan Paladin who had to smell several Basilisk breaths when I was holding down the key to run through a corridor, one was a Trollish Warrior who got killed by some really nasty Creepong Cons that I think only exist in NPP/Quickband. Apart from those two, I've only lost really new characters that I was taking lots of very big risks with as they had nothing to lose yet.

      I won Quickband with my third serious character, another Dunadan Paladin and then I made one more Dunadan Paladin and tried my hand in NPP. However, NPP bored me and thus I decided to try Vanilla, and here I am now, at dlvl 98. But instead of boasting about how good I am (sorry about that, but I feel great I can't help it!) I'd like share my survival strategies to other new Angband players:

      1. I used monster spoilers and asked on this forum to find out what I had to avoid or be careful with. If you're a puritan who consider monster spoilers and hints from forum members as cheating, you could use a rod/spell of Probing each time you run into a new monster.
      2. I tried to detect as often as possible, and I also had telepathy. That way I could see dangers coming before it was too late.
      3. I tried to make sure I couldn't be one-shotted. For that, you'll need the base resistances plus resistance to poison. Resistance to blindness and confusion are also quite important as you can't read your failsafe, lifesaving scrolls when blind or confused.
      4. Those scrolls are Teleport Level and *Destruction*. I don't put my trust in Teleportation (within the same level) when my life is in danger, if you do that you might find yourself going out of the frying-pan into the fire.
      5. Be fast! The more speed you have, the less likely it is that monsters breathe. You'll also get more time to escape and you'll kill them more quickly.
      6. Be stealthy! While stealth isn't as important as speed, it's certainly useful. And if you're both fast and stealthy at the same time, it's even better! The faster you sneak past a monster, the less time will it have to wake up.
      7. Be resourceful, I like Rangers and Paladins as the usually have several options. Having several options increases the chance that one of them will save my life. Being resourceful isn't all about character class, though, your most important resources are your spells, potions and magic items.
      8. Don't try to kill everything! This can't be stressed enough. Some monsters are just not worth it and some are very dangerous. Some are dangerous but worth it, in those cases you'll have to be very careful, but once you've reached the point where you have teleport others, faster speed than your enemies and enough hit points/resistances you can probably reach any goodie you detect on the level. Anyway, most of the times you meet dangerous monsters, just stay away. And when you meet a new uniqe for the first time it is likely that you can't defeat him or her until later.
      9. Don't be bored. While it's true that you shouldn't dive down to depths you can't handle, playing too safe might ironically have the opposite effect. When you actually feel you're in danger, you're going to be careful. When you're bored, you'll get overconfident. When I empty black/blue dragon pits I am tempted to just hold down the key as I'm immune to their breath attacks. However, while doing so, some other dangerous monster might sneak up on me. And they're not necessarrily sneak into the pit through the door, some can come right out of the wall!
      10. Start stacking Teleport Level scrolls as soon as your game has started. If you see them on the black market, buy them all (they aren't expensive). Lots of dangerous monsters, Liches and Titans, can command you to return and if that means you'll end up next to several of them, you could lose your life in one turn. Sure, both Priests and Mages have the Teleport Level spell, and if they can cast it with 0% fail they might not need the scrolls (but I'm not sure they can get it to 0% fail). For everyone else, though, failing to cast that spell in a critical moment could mean the end of your adventure! You can of course use *Destruction* too, but those scrols are a bit harder to come by and if you get to Morgoth you'll need them. Even if you only use them in rare situations, carrying them around means that some of them most probably will burn up when fighting some fire based baddie.

      I hope these hints help someone, but keep in mind that these are newbie hints from a newbie perspective. More experiences players might disagree with some of the things I say.

      By the way, I have a couple of questions myself:

      1. What should I do if I really want to find Bard, Feanor and Ringil? They don't have that high depth rating, does that mean that I'm more likely to find them at shallower depths?
      2. What's the best way of gaining experience?
      3. If I can't find those weapons, what should I shoot and melee with? It seems like most good artifact weapons come with aggrevate monsters. And when it comes to shooting, the cross bow I have right now isn't very good to kill things with, right (even though it speeds me up)? What should I use instead when the final battle comes?

      Sorry for the long post and for the bad English that's probably to be find in there. I'm tired and a bit drunk - which brings us to "11. Don't play Angband while drunk or tired".

      "Ah, distincly I remember, it was in the bleak december,
      each and every forum member, said they'd seen it all before.
      Players getting bored and risky, getting silly, getting frisky,
      playing tired or drunk from whiskey, getting what they're asking for.
      That's exactly what I did, I got what I was asking for.
      Grim demise and nothing more!"


      Code:
        [Angband 3.1.1 dev Character Dump]
      
       Name   Nemesis                                  Self  RB  CB  EB   Best
       Sex    Male         Age            108   STR! 18/100  +1  +2  +9 18/***
       Race   High-Elf     Height          99   INT! 18/100  +3  +2  +9 18/***
       Class  Ranger       Weight         197   WIS! 18/100  -1  +0  +5 18/140
       Title  Ranger       Social      Feared   DEX! 18/100  +3  +1  +7 18/210
       HP     922/922      Maximize         Y   CON! 18/100  +1  +1  +8 18/200
       SP     341/341                           CHR! 18/100  +5  +1  +3 18/190
      
      
       Level               45   Armor   [45,+139]     Saving Throw        100%
       Cur Exp        6010480   Fight   (+54,+45)     Stealth           Superb
       Max Exp        6010480   Melee   (+69,+60)     Fighting          Heroic
       Adv Exp        6210000   Shoot   (+64,+14)     Shooting       Legendary
       MaxDepth   4850' (L97)   Blows      5/turn     Disarming            94%
       Turns           348750   Shots      1/turn     Magic Device   Legendary
       Gold            669495   Infra       80 ft     Perception       1 in 20
       Burden       176.8 lbs   Speed          36     Searching            27%
      
       You are the only child of a Telerin Warrior.  You have light grey
       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) The Spear of Orome (4d6) (+15,+15) (+4)
           +4 intelligence, infravision, speed.
           Slays animals, giants.
           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.  
           
           Combat info:
           5 blows/round.
           Average damage/hit: 92.5 vs. animals, 107.9 vs. giants, 107.9 vs.
           creatures not resistant to fire, and 77.1 vs. others.
           
           Radius 1 light.
      b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
           +10 speed.
           Branded with flames.
           Provides resistance to fire.
           Cannot be harmed by acid, electricity, fire, cold.
           
      c) a Ring of Speed (+10)
           +10 speed.
           
      d) 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.  
           
      e) an Amulet of Weaponmastery (+4,+5) (+2)
           +2 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.  
           
           Radius 3 light.
      g) 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.
           
      h) an Elven Cloak of Aman [6,+26] (+4 stealth)
           +4 stealth.
           Provides resistance to confusion.
           Cannot be harmed by acid, electricity, fire, cold.
           
      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 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.  
           
      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.  
           
      l) a Pair of Leather Boots of Speed [2,+18] (+9)
           +9 speed.
           
      
      
        [Character Inventory]
      
      a) 2 Books of Magic Spells [Magic for Beginners]
      b) 3 Books of Magic Spells [Conjurings and Tricks]
      c) 3 Books of Magic Spells [Incantations and Illusions]
      d) 5 Books of Magic Spells [Sorcery and Evocations]
      e) 4 Books of Magic Spells [Resistances of Scarabtarices]
           Cannot be harmed by acid, electricity, fire, cold.
           
      f) 5 Books of Magic Spells [Mordenkainen's Escapes]
           Cannot be harmed by acid, electricity, fire, cold.
           
      g) 5 Books of Magic Spells [Tenser's Transformations]
           Cannot be harmed by acid, electricity, fire, cold.
           
      h) a Book of Magic Spells [Kelek's Grimoire of Power]
           Cannot be harmed by acid, electricity, fire, cold.
           
      i) 9 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) a Potion 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.
           
      k) a Potion 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.
           
      l) 2 Potions of Enlightenment
           When drunk, it completely lights up and magically maps the level.
           
      m) 5 Potions of Speed
           When drunk, it hastens you for 2d10+20 turns.
           
      n) a Scroll of *Destruction*
           When read, it destroys an area around you in the shape of a circle 
           radius 15, and blinds you for 1d10+10 turns.
           
      o) 6 Rods of Treasure Location
           When activated, it detects gold and objects nearby.
           Takes 200 turns to recharge at your current speed.
           
      p) a Rod of Magic Mapping
           When activated, it maps the area around you.
           Takes 400 turns to recharge at your current speed.
           
      q) 3 Rods of Teleport Other
           When aimed, it teleports a target monster away.
           Takes 100 turns to recharge at your current speed.
           
      r) an Amulet of Trickery (+4)
           +4 dexterity, stealth, infravision, speed.
           +20% to searching.
           Provides resistance to poison, nexus.
           Sustains dexterity.
           
      s) 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.
      t) 26 Seeker Bolts of Acid (4d5) (+8,+13)
           Branded with acid.
           Cannot be harmed by acid.
           
           Combat info:
           Hits targets up to 120 feet away.
           Average damage/hit: 372 vs. creatures not resistant to acid, 372
           vs. creatures not resistant to fire, and 124 vs. others.
           25% chance of breaking upon contact.
           
      
      
        [Home Inventory]
      
      a) a Potion 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.
           
      b) a Potion 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.
           
      c) 10 Scrolls of Phase Door
           When read, it destroys an area around you in the shape of a circle 
           radius 15, and blinds you for 1d10+10 turns.
           
      d) a Scroll of Mass Banishment
           When read, it removes all non-unique monsters within 20 squares, d
           ealing you damage in the process.
           
      e) 2 Scrolls of *Destruction*
           When read, it destroys an area around you in the shape of a circle 
           radius 15, and blinds you for 1d10+10 turns.
           
      f) 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.
           
      g) The Ring of Tulkas (+4)
           +4 strength, dexterity, constitution.
           Provides resistance to fear.
           Cannot be harmed by acid, electricity, fire, cold.
           
      h) 2 Amulets of Trickery (+3)
           +3 dexterity, stealth, infravision, speed.
           +15% to searching.
           Provides resistance to poison, nexus.
           Sustains dexterity.
           
      i) The Amulet of Carlammas (+2)
           +2 constitution.
           Provides resistance to fire.
           Cannot be harmed by acid, electricity, fire, cold.
           
      j) 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.  
           
      k) The Jewel 'Evenstar'
           Provides resistance to cold, dark.
           Cannot be harmed by acid, electricity, fire, cold.
           Sustains intelligence, wisdom, constitution.
           Stops experience drain.  
           
      l) The Star of Elendil
           Cannot be harmed by acid, electricity, fire, cold.
           Grants the ability to see invisible things.  
           
           Radius 3 light.
      m) 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.
           
      n) 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.
           
      o) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
           +4 strength, charisma.
           Provides resistance to acid, lightning, fire, cold, dark, 
           disenchantment.
           Cannot be harmed by acid, electricity, fire, cold.
           
      p) The Cloak of Thingol [1,+18] (+3)
           +3 dexterity, charisma.
           Provides resistance to acid, fire, cold.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.  
           
      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 Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
           +2 strength, constitution.
           Cannot be harmed by acid, electricity, fire, cold.
           Prevents paralysis.  
           
      s) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
           +3 strength, constitution, speed.
           Provides resistance to fear.
           Cannot be harmed by acid, electricity, fire, cold.
           
      t) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed}
           Heavily cursed.
           +5 constitution.
           Slays evil creatures, demons, trolls.
           *Slays* dragons.
           Provides resistance to disenchantment.
           Cannot be harmed by acid, electricity, fire, cold.
           Aggravates creatures nearby.  
           
           Combat info:
           5 blows/round.
           Average damage/hit: 94.7 vs. evil creatures, 108.4 vs. demons, 
           108.4 vs. trolls, 135.9 vs. dragons, and 80.9 vs. others.
           
      u) The Trident of Ulmo (4d8) (+15,+19) (+4)
           +4 dexterity.
           Slays animals, dragons.
           Provides immunity to acid.
           Provides resistance to acid, nether.
           Cannot be harmed by acid, electricity, fire, cold.
           Blessed by the gods.  Slows your metabolism.  Speeds regeneration.
           Prevents paralysis.  Stops experience drain.  Grants the ability
           to see invisible things.  
           
           Combat info:
           5 blows/round.
           Average damage/hit: 106.2 vs. animals, 126.2 vs. dragons, and 86.2
           vs. others.
           
      v) The Whip of Gothmog (6d3) (+13,+15) (-3) {cursed}
           Heavily cursed.
           -3 intelligence, wisdom, dexterity.
           Slays animals, trolls, giants.
           *Slays* dragons.
           Branded with flames.
           Provides immunity to fire.
           Provides resistance to lightning, dark.
           Cannot be harmed by acid, electricity, fire, cold.
           Aggravates creatures nearby.  
           
           Combat info:
           5 blows/round.
           Average damage/hit: 88.5 vs. animals, 101.8 vs. trolls, 101.8 vs.
           giants, 101.8 vs. creatures not resistant to fire, 128.4 vs.
           dragons, and 75.1 vs. others.
           
           Radius 1 light.
      w) 29 Seeker Arrows of Slay Dragon (4d4) (+10,+10)
           Slays dragons.
           
      x) 20 Mithril Arrows of Slay Evil (3d4) (+13,+12)
           Slays evil creatures.
           Cannot be harmed by acid, fire.
           
      
      
      ============================================================
                         CHAR.
      |   TURN  | DEPTH |LEVEL| EVENT
      ============================================================
               1      0'    1   Began the quest to destroy Morgoth.
            2953     50'    2   Reached level 2
            2953     50'    3   Reached level 3
            2953     50'    4   Reached level 4
            2953     50'    5   Reached level 5
            2953     50'    6   Reached level 6
            2953     50'    7   Reached level 7
            2953     50'    8   Reached level 8
            2953     50'    9   Reached level 9
            2953     50'   10   Reached level 10
            2953     50'   11   Reached level 11
            2953     50'   12   Reached level 12
            2953     50'   13   Reached level 13
            2953     50'   14   Reached level 14
            2953     50'   15   Reached level 15
            2953     50'   16   Reached level 16
            2953     50'   17   Reached level 17
            2953     50'   18   Reached level 18
            2953     50'   19   Reached level 19
            2953     50'   20   Reached level 20
            2953     50'   21   Reached level 21
            2953     50'   22   Reached level 22
            2953     50'   23   Reached level 23
            2953     50'   24   Reached level 24
            2953     50'   25   Reached level 25
            2953     50'   26   Reached level 26
            2953     50'   27   Reached level 27
            2953     50'   28   Reached level 28
            2953     50'   29   Reached level 29
            2953     50'   30   Reached level 30
           13459     50'   31   Reached level 31
           34765    100'   31   Killed Fang, Farmer Maggot's dog
           36607     50'   31   Found The Spear of Orome
           43157    100'   32   Reached level 32
           43319    100'   32   Killed Grip, Farmer Maggot's dog
           51571      0'   33   Reached level 33
           51821      0'   34   Reached level 34
           51826      0'   35   Reached level 35
           51839      0'   36   Reached level 36
           51848      0'   37   Reached level 37
           51867      0'   38   Reached level 38
           51880      0'   39   Reached level 39
           57824    100'   40   Reached level 40
           63409    100'   40   Found The Dagger 'Nimthanc' (LOST)
           63414    100'   40   Found The Cloak of Thingol
           65228    100'   40   Found The Dagger 'Narthanc' (LOST)
           79319    700'   40   Killed Nar, the Dwarf
           82094    700'   40   Found The Phial of Galadriel (LOST)
           82813    750'   40   Found The Bastard Sword 'Calris'
           82818    750'   40   Found The Dagger 'Dethanc' (LOST)
           82846    750'   40   Found The Set of Caestus of Fingolfin
           82930    750'   40   Found The Small Metal Shield of Thorin
           86470    700'   40   Found The Star of Elendil
           86894    700'   40   Killed Brodda, the Easterling
           88453    800'   40   Found The Set of Gauntlets 'Pauraegen' (LOST)
           90419    800'   40   Found The Ring of Barahir
           90441    800'   40   Found The Arkenstone of Thrain
          116369   2150'   40   Found The Full Plate Armour of Isildur
          117046   2150'   40   Found The Dagger 'Belangil' (LOST)
          123427   2350'   40   Found The Amulet of Carlammas
          125397   2400'   40   Killed Bert the Stone Troll
          125406   2400'   40   Found The Main Gauche of Maedhros (LOST)
          129305   2550'   40   Found The Large Metal Shield of Anarion
          130296   2750'   40   Killed Gorbag, the Orc Captain
          131659   2900'   40   Killed Wormtongue, Agent of Saruman
          131667   2900'   40   Found The Pair of Steel Shod Boots of Thror
          131763   2950'   40   Killed Vargo, Tyrant of Fire
          141302   3500'   40   Found The Amulet of Ingwe
          145287   3550'   40   Killed Golfimbul, the Hill Orc Chief
          147164   3600'   40   Found The Mithril Plate Mail of Celeborn
          151992   3600'   40   Found The Jewel 'Evenstar'
          152241   3600'   40   Found The Chain Mail of Arvedui
          195314   4250'   40   Killed Kavlax the Many-Headed
          198509   4400'   40   Killed The Balrog of Moria
          198588   4400'   40   Found The Iron Helm of Gorlim (LOST)
          201517   4450'   40   Killed The Lernaean Hydra
          215054   4500'   40   Killed Ulfast, Son of Ulfang
          218382   4500'   41   Reached level 41
          228516   4550'   41   Killed Ariel, Queen of Air
          242751   4750'   41   Killed Ar-Pharazon the Golden
          298667   4700'   42   Reached level 42
          299477   4700'   42   Found The Ring of Power 'Vilya'
          302242   4700'   42   Found The Metal Brigandine Armour of the Rohirrim
          307225   4700'   42   Found The Trident of Ulmo
          307240   4700'   42   Found The Whip of Gothmog
          311614   4700'   42   Found The Set of Leather Gloves 'Cambeleg'
          320648   4800'   43   Reached level 43
          323060   4800'   43   Killed Lorgan, Chief of the Easterlings
          325476   4750'   43   Found The Ring of Tulkas
          328068   4700'   43   Found The Light Crossbow 'Cubragol'
          338602   4850'   43   Killed Harowen the Black Hand
          340620   4900'   43   Killed Polyphemus, the Blind Cyclops
          340620   4900'   44   Reached level 44
          341978   4850'   45   Reached level 45
          345064   4900'   45   Found The Cloak of Thorongil
          345359   4900'   45   Found The Necklace of the Dwarves
          346181   4900'   45   Found The Metal Cap of Thengel
      
      
        [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)

      Comment

      • Nemesis
        Adept
        • Jul 2009
        • 137

        #48
        At last I found Bard! But I'm not content, I still want Ringil!

        Comment

        • fyonn
          Adept
          • Jul 2007
          • 217

          #49
          Originally posted by Nemesis
          Sure, both Priests and Mages have the Teleport Level spell, and if they can cast it with 0% fail they might not need the scrolls (but I'm not sure they can get it to 0% fail).
          FYI, priests get get 0% fail on all the spells in ethereal openings including teleport other. my current level 49 priest with 18/200 WIS has 0% fail on all but 2 spells in the bottom 8 books (the ones I've got). the only really difficult spells I've got are "Holy Word" and the somewhat useless "Elemental Brand".

          not got WoG yet mind.

          dave

          Comment

          • Fendell Orcbane
            Swordsman
            • Apr 2010
            • 460

            #50
            Well good luck! How did you get down to 50 hp! were you already in the red? See once I get down to 500 or less hit points I tend to use a healing potion or device.

            With the dragon pits i would just kill the great wyrms and as many of the other dragons that I needed to get to the Wyrms.

            Your advice seems pretty solid though. But I'd add that the higher end hounds are to be avoided at all cost! Especially the time hounds. They can reduce your stats no matter what.

            Comment

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