I've been playing for a couple of weeks now and have finally made it to clvl 50.
What more do I need to take on Sauron/Morgoth? There are still a few uniques I can't kill (like the Tarrasque) but other than that I can take on pretty much anything with relative ease.
should I use the plantir/Umbar/harradrim or is aggravate just not worth it?
What more do I need to take on Sauron/Morgoth? There are still a few uniques I can't kill (like the Tarrasque) but other than that I can take on pretty much anything with relative ease.
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[Angband 3.1.2v2 Character Dump] Name Natasha Self RB CB EB Best Sex Female Age 64 STR! 18/100 +1 +3 +6 18/200 Race Dunadan Height 80 INT! 18/100 +2 -3 +2 18/110 Class Paladin Weight 165 WIS! 18/100 +2 +1 +4 18/170 Title Paladin Lord Social Role model DEX! 18/100 +2 +0 +11 18/*** HP 1004/1004 Maximize Y CON! 18/100 +3 +2 +4 18/190 SP 376/376 CHR! 18/100 +2 +2 +2 18/160 Level 50 Armor [59,+160] Saving Throw 99% Cur Exp 15172817 Fight (+43,+32) Stealth Excellent Max Exp 15172817 Melee (+60,+46) Fighting Legendary Adv Exp ******** Shoot (+60,+19) Shooting Heroic MaxDepth 4950' (L99) Blows 7/turn Disarming 74% Game Turns 5321312 Shots 1/turn Magic Device 86 Player Turns 1001999 Infra 0 ft Perception 1 in 35 Active Turns 343246 Speed 17 Searching 15% Gold 994989 Burden 217.6 lbs You are one of several children of a Yeoman. You are a credit to the family. You have green eyes, wavy auburn hair, and an average complexion. rAcid:..+...+.*.+.. rConf:......+....+. rElec:......+...... Sound:......+.+.... rFire:....+.+...... Shard:......+...... rCold:......+...... Nexus:............. rPois:....+.+...... Nethr:...........+. rFear:....+..++.... Chaos:......+.+..+. rLite:......+...... Disen:......+...... rDark:......+...... S.Dig:............. rBlnd:.........+... Feath:............. Light:............. Aggrv:............. Regen:............. Stea.:.......+..... ESP:.........+... Sear.:............. Invis:............. Infra:............. FrAct:.+......+.++. Tunn.:............. HLife:............. Speed:.+.++......+. ImpHP:............. Blows:+............ ImpSP:............. Shots:............. Fear:............. Might:.+........... [Character Equipment] a) a Mace of Disruption of Extra Attacks (5d8) (+17,+14) (+2) {!k} +2 attack speed. Slays undead. Combat info: 7 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 135.3 vs. undead, 135.3 vs. creatures not resistant to acid, and 78.6 vs. others. b) The Long Bow of Bard (x5) (+17,+19) (+2) +2 dexterity, speed, shooting power. Slays dragons. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) a Ring of Acid [+18] It brands your melee attacks with acid. Provides resistance to acid. Cannot be harmed by acid. d) a Ring of Speed (+10) +10 speed. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. Takes 540 turns to recharge at your current speed. Your chance of success is 90.2% f) The Phial of Galadriel Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. Takes 29 to 54 turns to recharge at your current speed. Your chance of success is 96.6% Radius 3 light. g) Power Dragon Scale Mail (-3) [40,+21] Provides resistance to acid, lightning, fire, cold, poison, light, dark, confusion, sound, shards, chaos, disenchantment. Cannot be harmed by acid, electricity, fire, cold. h) an Elven Cloak of Aman [6,+32] (+4 stealth) +4 stealth. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. i) The Small Metal Shield of Thorin [4,+22] (+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 (+9,+9) [5,+19] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. When aimed, it fires a magical arrow with damage 150. Takes 83 to 162 turns to recharge at your current speed. Your chance of success is 93.1% l) The Pair of Leather Boots 'Dal-i-thalion' [2,+13] (+5) +5 dexterity, speed. Provides resistance to confusion, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When activated, it cures you of fear and poison. Takes 13 turns to recharge at your current speed. Your chance of success is 96.2% [Character Quiver] n) (nothing) o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Character Inventory] a) 2 Holy Books of Prayers [Beginners Handbook] b) 3 Holy Books of Prayers [Words of Wisdom] c) 3 Holy Books of Prayers [Chants and Blessings] d) 2 Holy Books of Prayers [Exorcism and Dispelling] e) 2 Holy Books of Prayers [Ethereal Openings] Cannot be harmed by acid, electricity, fire, cold. f) a Holy Book of Prayers [Godly Insights] Cannot be harmed by acid, electricity, fire, cold. g) a Holy Book of Prayers [Purifications and Healing] Cannot be harmed by acid, electricity, fire, cold. h) a Holy Book of Prayers [Holy Infusions] Cannot be harmed by acid, electricity, fire, cold. i) a Holy Book of Prayers [Wrath of God] Cannot be harmed by acid, electricity, fire, cold. j) 13 Potions of Cure Critical Wounds k) 2 Potions of Healing l) 4 Potions of Speed m) 11 Scrolls of Phase Door n) 10 Scrolls of Teleportation o) a Scroll of Banishment p) a Scroll of Mass Banishment q) 10 Scrolls of Satisfy Hunger r) a Rod of Teleport Other s) The Leather Shield of the Haradrim (+5,+5) [4,+15] (+1) +1 strength, constitution, attack speed, shooting speed. Provides resistance to poison, fear, blindness. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Aggravates creatures nearby. When activated, it puts you in a berserker rage for d50+50 turns. Takes 135 turns to recharge at your current speed. Your chance of success is 93.7% t) a Mace of Disruption of Fury (5d8) (+24,+22) (+1) {squelch} +1 strength, attack speed. Slays undead. Provides resistance to fear. Cannot be harmed by acid, fire. Aggravates creatures nearby. Combat info: 6 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 148.3 vs. undead, 148.3 vs. creatures not resistant to acid, and 91.1 vs. others. u) 3 Arrows of Acid (1d4) (+17,+20) Branded with acid. Cannot be harmed by acid. Combat info: Hits targets up to 160 feet away. Average damage/hit: 659.8 vs. dragons, 659.8 vs. creatures not resistant to acid, and 219.9 vs. others. 35% chance of breaking upon contact. v) 29 Arrows of Frost (1d4) (+18,+11) Branded with frost. Cannot be harmed by cold. Combat info: Hits targets up to 160 feet away. Average damage/hit: 516.7 vs. dragons, 516.7 vs. creatures not resistant to cold, and 172.2 vs. others. 35% chance of breaking upon contact. w) 27 Arrows of Acid (1d4) (+15,+9) Branded with acid. Cannot be harmed by acid. Combat info: Hits targets up to 160 feet away. Average damage/hit: 484.9 vs. dragons, 484.9 vs. creatures not resistant to acid, and 161.6 vs. others. 35% chance of breaking upon contact. [Home Inventory] a) 3 Potions of Life It can be thrown at creatures with damaging effect. b) a Ring of Speed (+10) +10 speed. c) The Ring of Tulkas (+4) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d75+75 turns. Takes 407 to 810 turns to recharge at your current speed. Your chance of success is 88.4% d) The Ring of Power 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. Takes 550 to 1080 turns to recharge at your current speed. Your chance of success is 88.4% e) 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. Sustains your life force. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. Takes 545 to 810 turns to recharge at your current speed. Your chance of success is 83.3% f) The Amulet of Ingwe (+3) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold, confusion. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. When activated, it deals five times your level's damage to all evi l creatures that you can see. Takes 137 to 270 turns to recharge at your current speed. Your chance of success is 89.3% g) The Necklace of the Dwarves (+4) +4 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. h) The Jewel 'Evenstar' Provides resistance to cold, dark, nether. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Sustains your life force. When activated, it restores your experience to full. Takes 405 turns to recharge at your current speed. Your chance of success is 93.1% i) The Palantir of Westernesse (+2) (charging) +2 intelligence, wisdom, infravision. +10% to searching. Provides resistance to blindness, chaos. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Drains experience. When activated, it maps the entire level and detects objects, trap s, doors, and stairs. Takes 137 to 270 turns to recharge at your current speed. Your chance of success is 87.3% Radius 3 light. j) 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. k) 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. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. Takes 1350 turns to recharge at your current speed. Your chance of success is 93.1% l) The Cloak 'Colluin' [1,+15] Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricit y, fire, cold and poison for 1d20+20 turns. Takes 299 turns to recharge at your current speed. Your chance of success is 96.6% m) The Jewel Encrusted Crown of Numenor [0,+18] (+3) +3 intelligence, dexterity, charisma, speed. +15% to searching. Provides resistance to cold, light, dark, blindness, sound, shards. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. n) a Pair of Leather Boots of Speed [2,+10] (+10) +10 speed. o) 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. p) The Dagger of Rilia (2d4) (+14,+13) Slays orcs, trolls. Branded with venom. Provides resistance to poison, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When aimed, it fires a stinking cloud with damage 12. Takes 13 to 21 turns to recharge at your current speed. Your chance of success is 96.6% Combat info: 5 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 62.4 vs. orcs, 62.4 vs. trolls, 62.4 vs. creatures not resistant to acid, 62.4 vs. creatures not resistant to poison, and 51.6 vs. others. q) The Main Gauche of Azaghal (2d5) (+12,+14) *Slays* dragons. Provides immunity to fire. Provides resistance to acid, fear. Cannot be harmed by acid, electricity, fire, cold. Combat info: 5 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 67 vs. creatures not resistant to acid, 80.1 vs. dragons, and 53.9 vs. others. r) The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] Slays animals, evil creatures, demons, trolls. *Slays* dragons. Branded with frost. Provides resistance to acid, lightning, fire, cold, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. Aggravates creatures nearby. Combat info: 5 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 105.9 vs. animals, 105.9 vs. evil creatures, 126.6 vs. demons, 126.6 vs. trolls, 126.6 vs. creatures not resistant to acid, 126.6 vs. creatures not resistant to cold, 168 vs. dragons, and 85.2 vs. others. s) a Scythe of Slicing of Westernesse (8d4) (+12,+13) (+2) {squelch} +2 strength, dexterity, constitution. Slays orcs, trolls, giants. Prevents paralysis. Grants the ability to see invisible things. Combat info: 5 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 121.7 vs. orcs, 121.7 vs. trolls, 121.7 vs. giants, 121.7 vs. creatures not resistant to acid, and 74.9 vs. others. t) The Lucerne Hammer 'Turmil' (2d5) (+10,+11) [+8] (+4) +4 wisdom, infravision. Slays orcs. Branded with frost. Provides immunity to cold. Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Speeds regeneration. When aimed, it drains up to 90 hit points of life from a target cr eature. Takes 108 turns to recharge at your current speed. Your chance of success is 95.3% Combat info: 5 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 64.4 vs. orcs, 64.4 vs. creatures not resistant to acid, 64.4 vs. creatures not resistant to cold, and 51.1 vs. others. Radius 1 light. u) The Morning Star 'Firestar' (2d6) (+15,+17) [+2] Branded with flames. Provides immunity to fire. Cannot be harmed by acid, electricity, fire, cold. When aimed, it creates a fire ball with damage 72. Takes 54 turns to recharge at your current speed. Your chance of success is 95.3% Combat info: 5 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 75.2 vs. creatures not resistant to acid, 75.2 vs. creatures not resistant to fire, and 59.3 vs. others. v) The Mace 'Taratol' (3d4) (+12,+12) *Slays* dragons. Branded with lightning. Provides immunity to lightning. Cannot be harmed by acid, electricity, fire, cold. When activated, it hastens you for d20+20 turns. Takes 272 to 540 turns to recharge at your current speed. Your chance of success is 95.3% Combat info: 5 blows/round. This weapon benefits from one or more off-weapon brands or slays. Average damage/hit: 71.9 vs. creatures not resistant to acid, 71.9 vs. creatures not resistant to electricity, 89.2 vs. dragons, and 54.7 vs. others. w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. x) The Heavy Crossbow of Umbar (x7) (+18,+18) (+3) +3 strength, constitution, shooting power. Provides resistance to lightning, light, dark, blindness. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. When aimed, it fires a magical arrow with damage 150. Takes 56 to 108 turns to recharge at your current speed. Your chance of success is 90.2%
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