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

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  • Nemesis
    Adept
    • Jul 2009
    • 137

    #31
    Murphey's law! Five minutes after I had maxed my last stat I found a Potion of Augmentation! Sigh...

    Comment

    • Sirridan
      Knight
      • May 2009
      • 560

      #32
      Originally posted by Nemesis
      Murphey's law! Five minutes after I had maxed my last stat I found a Potion of Augmentation! Sigh...
      Hah, cest la vie.

      Save those though, nice restore all in a pinch. Or a chunk of gold if you see ?*Acquirement*

      Comment

      • Nemesis
        Adept
        • Jul 2009
        • 137

        #33
        As I found a store who offered 30 000 for it, I sold it. I have a Mushroom of Vigor, so I'm not without means of curing drained stats anyway.

        I did find a Scroll of Aquirement, by the way. On what depth should I read it? If I'd dive deep, it could generate those high end-artifacts but then again, many of those seem to aggrevate monsters and neither Bard, Feanor nor Ringil is native to the really low levels.

        Right now I'm at clvl 38 and dlvl 55. The biggest change since last time is that I now have 718 hit points. I recently took out a Dracolisk without having to phase away and heal or anything. All I did was to cast Haste Self, walk up to it and smack it upside the head. The Dracolisk took damage very slowly, but so did I and when the battle was over the Dracolisk was dead and I had more than half of my hitpoints left.

        I've also meleed an AMHD and Drolem to the death, works like a charm! When you have all the resistances and double them with a spell, the AMHD isn't so scary!

        This is what my @ looks like at the moment, how deep in the dungeon should I be with this character. This is the very first time I am this deep, but I always have the monster.txt opened and detect a lot.

        Code:
          [Angband 3.1.1 dev Character Dump]
        
         Name   Nemesis                                  Self  RB  CB  EB   Best
         Sex    Male         Age            122   STR! 18/100  +1  +2  +4 18/170
         Race   High-Elf     Height          85   INT! 18/100  +3  +2  +6 18/210
         Class  Ranger       Weight         194   WIS! 18/100  -1  +0  +2 18/110
         Title  Pathfinder   Social   Respected   DEX! 18/100  +3  +1  +4 18/180
         HP     718/718      Maximize         Y   CON! 18/100  +1  +1  +7 18/190
         SP     282/282                           CHR! 18/100  +5  +1  +0 18/160
        
        
         Level               38   Armor   [44,+104]     Saving Throw         94%
         Cur Exp        1727815   Fight   (+30,+15)     Stealth           Superb
         Max Exp        1727815   Melee   (+45,+30)     Fighting          Heroic
         Adv Exp        1955000   Shoot   (+39,+13)     Shooting       Legendary
         MaxDepth   2750' (L55)   Blows      5/turn     Disarming            87%
         Turns          1517176   Shots      3/turn     Magic Device   Legendary
         Gold           1072528   Infra       80 ft     Perception        1 in 1
         Burden       156.3 lbs   Speed          18     Searching            47%
        
         You are one of several children of a Telerin Ranger.  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 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: 61.1 vs. animals, 76.1 vs. giants, 76.1 vs.
             creatures not resistant to fire, and 46.1 vs. others.
             
             Radius 1 light.
        b) a Long Bow of Extra Shots (x3) (+9,+13) (+1)
             +1 shooting speed.
             
        c) a Ring of Speed (+7)
             +7 speed.
             
        d) a Ring of Resist Poison
             Provides resistance to poison.
             
        e) The Amulet of Carlammas (+2)
             +2 constitution.
             Provides resistance to fire.
             Cannot be harmed by acid, electricity, fire, cold.
             
        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 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 Stealth [6,+6] (+4 stealth)
             +4 stealth.
             
        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) a Set of Alchemist's Gloves of Thievery (+5,+2) [0,+16] (+4)
             +4 dexterity.
             +20% to searching.
             Cannot be harmed by acid, electricity, fire, cold.
             Feather Falling.  Prevents paralysis.  
             
        l) a Pair of Steel Shod Boots of Speed [6,+9] (+7)
             +7 speed.
             
        
        
          [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) a Book of Magic Spells [Resistances of Scarabtarices]
             Cannot be harmed by acid, electricity, fire, cold.
             
        f) a Mushroom of Vigor
             
             When eaten, it restores all your stats.
             
        g) 10 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.
             
        h) 3 Potions of Enlightenment
             When drunk, it completely lights up and magically maps the level.
             
        i) 7 Potions of Speed
             When drunk, it hastens you for 2d10+20 turns.
             
        j) 7 Scrolls of Teleport Level
             When read, it teleports you one level up or down.
             
        k) 20 Rods of Treasure Location
             When activated, it detects gold and objects nearby.
             Takes 140 turns to recharge at your current speed.
             
        l) 3 Rods of Detection
             Cannot be harmed by electricity.
             
             When activated, it detects treasure, traps, doors, stairs, and all 
             creatures nearby.
             Takes 280 turns to recharge at your current speed.
             
        m) 2 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 168 turns to recharge at your current speed.
             
        n) 4 Wands of Teleport Other (24 charges)
             
             When aimed, it teleports a target monster away.
             
        o) 3 Staves of Mapping (8 charges)
             
             When activated, it maps the area around you.
             
        p) 20 Arrows of Slay Dragon (1d4) (+8,+7)
             Slays dragons.
             
             Combat info:
             Hits targets up to 120 feet away.
             Average damage/hit: 210.6 vs. dragons, and 70.2 vs. others.
             35% chance of breaking upon contact.
             
        
        
          [Home Inventory]
        
        a) 16 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.
             
        b) 6 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.
             
        c) 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.
             
        d) 7 Scrolls of Teleportation
             When read, it teleports you randomly up to 100 squares away.
             
        e) 5 Scrolls of Teleport Level
             When read, it teleports you one level up or down.
             
        f) 13 Scrolls of Enchant Weapon To-Dam
             When read, it attempts to magically enhance a weapon's to-dam bonu
             s.
             
        g) a Scroll of Acquirement
             When read, it creates a good object nearby.
             
        h) 2 Scrolls 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.
             
        i) 7 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.
             
        j) a Rod of Teleport Other
             When aimed, it teleports a target monster away.
             Takes 70 turns to recharge at your current speed.
             
        k) 3 Staves of *Destruction* (9 charges)
             
             When activated, it destroys an area around you in the shape of a c
             ircle radius 15, and blinds you for 1d10+10 turns.
             
        l) a Ring of Constitution (+4)
             +4 constitution.
             Sustains constitution.
             
        m) a Ring of Damage (+0,+10)
        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) Ribbed Plate Armour of Elvenkind (-3) [28,+17] (+3 stealth)
             +3 stealth.
             Provides resistance to acid, lightning, fire, cold, disenchantment.
             Cannot be harmed by acid, electricity, fire, cold.
             
        p) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
             +3 dexterity, speed.
             Provides resistance to acid, shards.
             Cannot be harmed by acid, electricity, fire, cold.
             
        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 Short Sword 'Sting' (1d6) (+7,+8) (+2)
             +2 strength, dexterity, constitution, speed, attack speed.
             Slays animals, evil creatures, undead, orcs.
             Provides resistance to fear, light.
             Cannot be harmed by acid, electricity, fire, cold.
             Prevents paralysis.  Grants the ability to see invisible things.  
             
             Combat info:
             7 blows/round.
             Average damage/hit: 33.3 vs. animals, 33.3 vs. evil creatures, 
             37.1 vs. undead, 37.1 vs. orcs, and 29.5 vs. others.
             
             Radius 1 light.
        s) a Broad Sword (2d5) (+0,+0)
             Combat info:
             5 blows/round.
             Average damage/hit: 21.7.
             
        t) The Bastard Sword 'Calris' (5d4) (-19,+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: 63.2 vs. evil creatures, 76.6 vs. demons, 76.6
             vs. trolls, 103.4 vs. dragons, and 49.9 vs. others.
             
        u) The Lance of Eorlingas (3d8) (+13,+21) (+2)
             +2 strength, dexterity, speed.
             Slays evil creatures, orcs, trolls.
             Provides resistance to fear.
             Cannot be harmed by acid, electricity, fire, cold.
             Grants the ability to see invisible things.  
             
             Combat info:
             5 blows/round.
             Average damage/hit: 75 vs. evil creatures, 91.2 vs. orcs, 91.2 vs.
             trolls, and 58.8 vs. others.
             
        v) a Long Bow (x3) (+4,+7)
        
        
        ============================================================
                           CHAR.
        |   TURN  | DEPTH |LEVEL| EVENT
        ============================================================
                 1      0'    1   Began the quest to destroy Morgoth.
              5272     50'    2   Reached level 2
             15447    150'    3   Reached level 3
             71423    100'    4   Reached level 4
             75535    150'    4   Killed Fang, Farmer Maggot's dog
             75535    150'    5   Reached level 5
             78426    200'    5   Killed Grip, Farmer Maggot's dog
             82560      0'    5   Killed Farmer Maggot
             90177    100'    6   Reached level 6
            107210    300'    7   Reached level 7
            132956    450'    8   Reached level 8
            153732    400'    9   Reached level 9
            160085    400'    9   Killed Bullroarer the Hobbit
            164678    450'   10   Reached level 10
            180342    550'   11   Reached level 11
            187060    650'   12   Reached level 12
            208617    700'   13   Reached level 13
            225992    750'   13   Killed Orfax, Son of Boldor
            225992    750'   14   Reached level 14
            235187    750'   15   Reached level 15
            241659    750'   16   Reached level 16
            250799    700'   16   Killed Brodda, the Easterling
            263811    750'   17   Reached level 17
            269163    800'   17   Killed Wormtongue, Agent of Saruman
            300024    800'   18   Reached level 18
            341401    900'   19   Reached level 19
            371576    900'   19   Killed Ulfast, Son of Ulfang
            394252    850'   20   Reached level 20
            449620     50'   20   Killed Smeagol
            483415    500'   21   Reached level 21
            494572    850'   21   Killed Mughash the Kobold Lord
            544823    850'   22   Reached level 22
            609961    850'   23   Reached level 23
            631183    900'   23   Killed Ufthak of Cirith Ungol
            631205    900'   23   Found The Phial of Galadriel (LOST)
            664267    800'   24   Reached level 24
            703768    850'   24   Killed Lagduf, the Snaga
            714411    900'   24   Killed Nar, the Dwarf
            775203    800'   25   Reached level 25
            775593    800'   25   Killed Boldor, King of the Yeeks
            789432    850'   25   Found The Spear of Orome
            837142   1050'   25   Killed Shagrat, the Orc Captain
            873921   1050'   26   Reached level 26
            902662   1200'   26   Killed Sangahyando of Umbar
            912688   1200'   26   Killed Golfimbul, the Hill Orc Chief
            918875   1200'   26   Killed Gorbag, the Orc Captain
            927313   1200'   26   Killed Azog, King of the Uruk-Hai
            959983   1300'   27   Reached level 27
            967120   1300'   27   Found The Set of Gauntlets 'Paurnen' (LOST)
           1025670   1550'   27   Found The Chain Mail of Arvedui
           1030980   1500'   27   Found The Set of Gauntlets 'Pauraegen' (LOST)
           1047683   1550'   28   Reached level 28
           1078478   1500'   28   Killed Lokkak, the Ogre Chieftain
           1083331   1550'   28   Killed Grishnakh, the Hill Orc
           1084353   1550'   29   Reached level 29
           1084532   1550'   29   Killed Beorn, the Shape-Changer
           1127082   1500'   29   Killed Angamaite of Umbar
           1132528   1500'   29   Found The Metal Cap of Thengel (LOST)
           1142658   1550'   30   Reached level 30
           1185984   1600'   30   Killed Bill the Stone Troll
           1195206   1650'   31   Reached level 31
           1203661   1600'   31   Killed Ugluk, the Uruk
           1235748   1650'   31   Found The Morning Star 'Firestar' (LOST)
           1250797   1750'   31   Found The Leather Scale Mail 'Thalkettoth'
           1275453   1800'   32   Reached level 32
           1285594   1850'   32   Killed Ulwarth, Son of Ulfang
           1292746   1850'   32   Found The Dagger 'Narthanc' (LOST)
           1305321   1800'   32   Found The Metal Brigandine Armour of the Rohirrim
           1309389   1800'   32   Found The Set of Gauntlets 'Paurhach' (LOST)
           1323389   1850'   32   Found The Leather Shield of Celegorm (LOST)
           1324987   1850'   33   Reached level 33
           1334873   1850'   33   Found The Dagger 'Nimthanc' (LOST)
           1340973   1900'   33   Found The Star of Elendil
           1380756   1850'   34   Reached level 34
           1381891   1950'   34   Found The Bastard Sword 'Calris'
           1397878   2050'   34   Found The Small Metal Shield of Thorin
           1405006   2100'   34   Found The Iron Helm 'Holhenneth'
           1417825   2050'   34   Found The Large Metal Shield of Anarion
           1429686   2000'   35   Reached level 35
           1434793   2000'   35   Found The Dagger 'Belangil' (LOST)
           1454247   2400'   35   Found The Hard Leather Cap of Thranduil
           1454922   2400'   36   Reached level 36
           1456913   2500'   36   Found The Lance of Eorlingas
           1462947   2500'   36   Found The Set of Gauntlets 'Paurnimmen' (LOST)
           1469739   2400'   37   Reached level 37
           1469752   2400'   37   Found The Set of Gauntlets 'Camlost' (LOST)
           1486067   2550'   37   Killed Lorgan, Chief of the Easterlings
           1486072   2550'   37   Found The Amulet of Carlammas
           1490596   2550'   37   Found The Cutlass 'Gondricam'
           1501425   2600'   37   Found The Set of Leather Gloves 'Cammithrim'
           1502170   2600'   37   Found The Full Plate Armour of Isildur
           1504670   2600'   38   Reached level 38
           1510691   2750'   38   Found The Short Sword 'Sting'
           1513413   2750'   38   Found The Dagger 'Angrist'
        
        
          [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        : no  (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

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #34
          I'd just read the scroll now. There's probably an optimal point to read them, but so long as you're at a depth where useful artifacts can occur (and you are), in my opinion it's better to use the thing early than to hold out against the hope of getting something even better. Honestly 90% of the time you're going to get junk anyway.

          If you'd found it early, the tactically right thing to do would be to sell it, but it's not like you need cash at this point. Even then I usually read them, just because selling them seems lame.

          Comment

          • Nemesis
            Adept
            • Jul 2009
            • 137

            #35
            Originally posted by Derakon
            If you'd found it early, the tactically right thing to do would be to sell it, but it's not like you need cash at this point. Even then I usually read them, just because selling them seems lame.
            I agree, I think Scrolls of Aquirement are rather exciting (I found a few when I played Quickband). If I would find one really early in the game I wouldn't sell it either, I'd keep at home until I'd reach a deeper dungeon level. By doing so, I would still be able to change my mind and sell the scroll if something I'd really want was to show up at the black market.

            Another exciting thing with those scrolls is that they encourage players to dive down to dangerous depths just to get as much from the scrolls as possible. That's why Angband is by far my favourite roguelike, the contrast between safety and danger is excellent! In NetHack, Rouge and Dungeon Crawl you are more or less always in danger. You have your "food clock" constantly driving you deeper in the dungeon and lots of basic items are very hard to find.

            Andband on the other hand, lets players take their time to scum and grind for items and artifacts while being pretty safe. By playing safe and slow, I guess an experienced player could win almost every game if he or she just was careful. But playing safe gets boring after a while, and thus players are driven deeper into the dungeon out of lust for adventure, not need of food.

            These contrasts make diving adventures and vaults feel even more adventurous and intense than they are, and at the same time the feeling of security when you're safe is increased. Does anybody agree with me that this is one of the best things with Angband?

            Comment

            • LostTemplar
              Knight
              • Aug 2009
              • 670

              #36
              IMHO difference between dlvls about 60 and 98 is not safe versus danger, really
              it is equally easy(or hard) to survive. What really changes is just percentage of monsters you can kill, and others you have to avoid. For me it is boring to lurk at deep dlvls with weak characters, avoiding 99% of monsters, shooting death molds for expirience and picking artifacts from the ground, I like killing hordes of monsters much more. Regardless of playing style one mistake and a bit of bad luck can kill your character, so it is no really safe way to play.

              Comment

              • Nemesis
                Adept
                • Jul 2009
                • 137

                #37
                Originally posted by LostTemplar
                IMHO difference between dlvls about 60 and 98 is not safe versus danger, really
                it is equally easy(or hard) to survive. What really changes is just percentage of monsters you can kill, and others you have to avoid. For me it is boring to lurk at deep dlvls with weak characters, avoiding 99% of monsters, shooting death molds for expirience and picking artifacts from the ground, I like killing hordes of monsters much more. Regardless of playing style one mistake and a bit of bad luck can kill your character, so it is no really safe way to play.
                Well, I guess not even well equipped clvl 50 adventurers can big groups of breathers, manastormers or grand master mystics without care, but for much of the game you can slowly grow in strenght by grinding the levels where you're character already has defeated their challenges. But after doing that for a while, the game gets boring and you'd rather dive deep and carefully detect and pick your fights. On the other hand, when you've escaped alive from great peril might want to take it easy on the shallower depths for a while before taking risks again. That's what I meant with contrats between safety and adventure.

                Comment

                • Nemesis
                  Adept
                  • Jul 2009
                  • 137

                  #38
                  Right now I'm adventuring in my game. Maybe it's a bit stupid as I've never ever been this deep before, but it's way too tempting to dive. I'm at dlvl 57 and I've just found a vault. As I've come to love speed and there's a pair of leather boots [2] in there, I really want to check if I've found Feanor. Also, there's a longbow lying on the floor, maybe I've found Bard! I really have go and check!

                  The problem is that the golden treasures are guarded by two golden nasties: Smaug and Ar-Pharazon, but it shouldn't get so ugly, the rest of the monsters in there are pushovers and I can haste myself, activate double resistamce and teleport monsters away.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #39
                    Originally posted by Nemesis
                    Right now I'm adventuring in my game. Maybe it's a bit stupid as I've never ever been this deep before, but it's way too tempting to dive. I'm at dlvl 57 and I've just found a vault. As I've come to love speed and there's a pair of leather boots [2] in there, I really want to check if I've found Feanor. Also, there's a longbow lying on the floor, maybe I've found Bard! I really have go and check!

                    The problem is that the golden treasures are guarded by two golden nasties: Smaug and Ar-Pharazon, but it shouldn't get so ugly, the rest of the monsters in there are pushovers and I can haste myself, activate double resistamce and teleport monsters away.
                    No, and yes. The odds of any given pair of boots being Feanor are extremely poor. Ditto longbow being bard.
                    But smaug and Ar-pharazon are easy to get rid of by teleportation.
                    Actually, with double resistance and haste self, Smaug is easy to kill. Just don't melee him. Ar-pharazon is tough and summons a lot, but he doesn't have any distance attacks. Just teleport him away.

                    Comment

                    • Nemesis
                      Adept
                      • Jul 2009
                      • 137

                      #40
                      Originally posted by Pete Mack
                      No, and yes. The odds of any given pair of boots being Feanor are extremely poor. Ditto longbow being bard.
                      But smaug and Ar-pharazon are easy to get rid of by teleportation.
                      Actually, with double resistance and haste self, Smaug is easy to kill. Just don't melee him. Ar-pharazon is tough and summons a lot, but he doesn't have any distance attacks. Just teleport him away.
                      There were even two pair of leather boots and two longbows, but none of them turned out to be unique artifacts. I wanted to kill Smaug with Bard.

                      I did however find a Seeker Bolts of *SLAY* Dragon, which did 700 damage per shot. Smaug did get to melee me as he came together with some Nether hounds that I met in a corridor, but he hardly did any damage to me at all.

                      I also found the Ring of Barahir, which was nice as it felt a little annoying to have to occupy a ring slot with a puny Ring of Resist Poison. Now I get that resistence together with resistance to dark and +1 to all stats and stealth.

                      I also found the Arkenstone. I'm not sure if I want to use it, though. As I already resist light and dark, the only thing that it offers me that the Star doesn't give is Hold Life. The Star, on the other hand, can be activated for magic mapping, which I really like to have without taking up an inventory slot. What does Hold Life really do? It stops most experience drain, but none of the pure hit point damage from nether attacks, right? Do I lose big amounts of xp when fighting nether based monsters?

                      796 hit points now, by the way. My @ is growing strong.

                      Comment

                      • Sirridan
                        Knight
                        • May 2009
                        • 560

                        #41
                        Yeah, you can lose lots of xp fighting nether breathers and undead. Its the undead touching you that drains the most, nether breathers can usually be avoided.

                        Arkenstone is nice because you can activate it for detection, which does all monsters treasure, traps, etc. But as a ranger you can detect monsters and traps and stairs, so its not as necessary like if you were a priest/paladin without the detection spell.

                        Hold life is nice but not necessary.

                        Comment

                        • Nemesis
                          Adept
                          • Jul 2009
                          • 137

                          #42
                          Originally posted by Sirridan
                          Yeah, you can lose lots of xp fighting nether breathers and undead. Its the undead touching you that drains the most, nether breathers can usually be avoided.

                          Arkenstone is nice because you can activate it for detection, which does all monsters treasure, traps, etc. But as a ranger you can detect monsters and traps and stairs, so its not as necessary like if you were a priest/paladin without the detection spell.

                          Hold life is nice but not necessary.
                          As I both have a three Rods of Detection and my spell books, I like the Magic Mapping function of Star better, but I guess I'll go with Akrenstone for Hold Life. Staffs of Magic Mapping are easy to come by and as such they're disposable should you need more room in your inventory.

                          By the way, I have Calris lying around at home. I was thinking about removing the woeful to-hit penalty and wielding it against Tarrasque when I'm strong enough to face him. Of course I could just uncurse it with enchant scrolls, but I'd like to ask this question anyway. The last time I read *Remove Curse* I just lost the scroll. Calris, which was in my inventory, kept its heavily cursed status. Would I have needed to wear Calris before reading the scroll? Or is there a chance that *Remove Curse* fails? Or was it a bug? I'm playing v3.11, by the way.

                          Comment

                          • Sirridan
                            Knight
                            • May 2009
                            • 560

                            #43
                            You have to wear Calris for the remove curse to work.

                            Also don't melee the Tarrasque, just shoot him with lightning branded arrows. He'll die rather fast (especially since you are a ranger).

                            You can wear some piece of junk with rDisen if you're worried about him breathing. Just be sure to have resistance or some kind of double resist heat/cold up. (Or better yet, immunity to both) and blow him away.

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              #44
                              Originally posted by Sirridan
                              Also don't melee the Tarrasque, just shoot him with lightning branded arrows. He'll die rather fast (especially since you are a ranger).
                              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.

                              Comment

                              • Nemesis
                                Adept
                                • Jul 2009
                                • 137

                                #45
                                Had a look at dlvl 60.

                                The Greater What commands me to return?! And it wasn't just one Greater Titan. That marks the spot where I wouldn't have done very well without confusion resistance.

                                Comment

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