Murphey's law! Five minutes after I had maxed my last stat I found a Potion of Augmentation! Sigh...
It feels like this character can win if I do it right - help me do it right!
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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)
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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
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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
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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
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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
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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
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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.
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
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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.
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
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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
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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.
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
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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
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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
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