My first real potential winner...

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  • s0be
    Apprentice
    • Jan 2008
    • 96

    My first real potential winner...

    I've been playing for a while... not sure how long, but I think I started fall of 99 when I got to college. I've been playing this character for 2 years maybe, mostly just to relax after work. I have not save scummed, but I've been abusing recharging ?Summon. I got lucky at around Dlvl25 with Ringil and started to truly believe I had a shot. I'm now working my way down through the depths. I have an unmodified (or in this case, encumbered) speed of +32.

    Now, for those that have some time to think about it, anyone see any equipment changes that might improve my survivability?

    Code:
      [Angband 3.0.6 Character Dump]
    
     Name   s0be VI                                  Self  RB  CB  EB   Best
     Sex    Male              Age       110   STR! 18/100  +1  +3 +11 18/250
     Race   High-Elf          Height    106   INT! 18/100  +3  -3  +6 18/160
     Class  Paladin           Weight    204   WIS! 18/100  -1  +1  +6 18/160
     Title  Paladin Lord      Status     67   DEX! 18/100  +3  +0  +6 18/190
     HP     1009/1009         Maximize    Y   CON! 18/100  +1  +2 +14 18/270
     SP     345/345           Preserve    Y   CHR! 18/100  +5  +2  +1 18/180
    
     Level           50       Armor    [29,+115]     Saving Throw  Legendary
     Cur Exp   32551423       Fight    (+35,+28)     Stealth          Superb
     Max Exp   32551423       Melee    (+57,+53)     Fighting      Legendary
     Adv Exp   ********       Shoot    (+55,+22)     Shooting      Legendary
     MaxDepth   2750 ft       Blows       5/turn     Disarming        Superb
     Gold      14437959       Shots       2/turn     Magic Device  Legendary
     Burden   478.4 lbs                              Perception         Poor
     Speed          +22       Infra        40 ft     Searching          Poor
    
     You are one of several children of a Noldorin Warrior.  You have light
     grey eyes, straight black hair, and a fair complexion.
    
    
    
          abcdefghijkl@       abcdefghijkl@
     Acid:......++*+... Blind:.............
     Elec:.........+... Confu:......+......
     Fire:.........+... Sound:........+....
     Cold:+...+....+... Shard:.............
     Pois:...+..+...... Nexus:.............
     Fear:+.......++... Nethr:.............
     Lite:+....+......+ Chaos:........+....
     Dark:...+++....... Disen:.+...........
    
          abcdefghijkl@       abcdefghijkl@
    S.Dig:+............ Stea.:.+.+...+.....
    Feath:............. Sear.:.............
    PLite:+........+... Infra:.............
    Regen:+............ Tunn.:.............
    Telep:.........+... Speed:+++....+...+.
    Invis:+....+...+..+ Blows:.............
    FrAct:+.......+.+.. Shots:.+...........
    HLife:....++....... Might:.............
    
    
      [Character Equipment]
    
    a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed)
       It increases your speed by 10.  It slays trolls, undead, and all evil
       creatures, and is especially deadly against demons.  It is branded with 
       frost.  It provides resistance to cold, fear, and light.  It is blessed
       by the gods, slows your metabolism, lights the dungeon around you, and 
       speeds your regeneration.  It grants you immunity to paralysis and the
       ability to see invisible things.  It activates for frost ball (100)
       every 40 turns.  It cannot be harmed by the elements.  
    b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
       It increases your dexterity by 1.  It increases your stealth, speed, 
       and shooting speed by 1.  It provides resistance to disenchantment.  It
       cannot be harmed by the elements.  
    c) a Zircon Ring of Speed (+9)
       It increases your speed by 9.  
    d) The Ring of Barahir (+1)
       It increases all your stats by 1.  It increases your stealth by 1.  It
       provides resistance to poison and dark.  It cannot be harmed by the
       elements.  
    e) The Jewel 'Evenstar'
       It provides resistance to cold, dark, and life draining.  It sustains
       your intelligence, wisdom, and constitution.  It activates for restore
       life levels every 150 turns.  It cannot be harmed by the elements.  
    f) The Arkenstone of Thrain
       It provides resistance to light, dark, and life draining.  It lights
       the dungeon around you.  It grants you the ability to see invisible
       things.  It activates for detection every 30+d30 turns.  It cannot be
       harmed by the elements.  
    g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
       It increases your intelligence, wisdom, and constitution by 3.  It
       provides resistance to acid, poison, and confusion.  It activates for 
       door and trap destruction every 10 turns.  It cannot be harmed by the
       elements.  
    h) The Cloak 'Holcolleth' [1,+10] (+2)
       It increases your intelligence and wisdom by 2.  It increases your 
       stealth and speed by 2.  It provides resistance to acid.  It activates
       for sleep II every 55 turns.  It cannot be harmed by the elements.  
    i) The Small Metal Shield of Thorin [3,+25] (+4)
       It increases your strength and constitution by 4.  It provides immunity
       to acid.  It provides resistance to fear, sound, and chaos.  It grants
       you immunity to paralysis.  It cannot be harmed by the elements.  
    j) The Iron Helm of Dor-Lomin [5,+20] (+4)
       It increases your strength, dexterity, and constitution by 4.  It
       provides resistance to acid, lightning, fire, cold, and fear.  It 
       lights the dungeon around you.  It grants you the power of telepathy 
       and the ability to see invisible things.  It cannot be harmed by the
       elements.  
    k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
       It increases your strength and constitution by 2.  It grants you 
       immunity to paralysis.  It cannot be harmed by the elements.  
    l) a Pair of Hard Leather Boots of Speed [3,+11] (+10)
       It increases your speed by 10.  
    
    
      [Character Inventory]
    
    a) 9 Holy Books of Prayers [Beginners Handbook] {@p1!d!k!v}
    b) 14 Holy Books of Prayers [Words of Wisdom] {@p2@b2!d!k!v}
    c) 20 Holy Books of Prayers [Chants and Blessings] {@p3@b3!d!k!v}
    d) 16 Holy Books of Prayers [Exorcism and Dispelling]
    e) 19 Holy Books of Prayers [Ethereal Openings] {@p4!d!k!v=g}
       It cannot be harmed by the elements.  
    f) 6 Holy Books of Prayers [Godly Insights] {@p5@b1!d!k!v}
       It cannot be harmed by the elements.  
    g) 8 Holy Books of Prayers [Purifications and Healing]
       It cannot be harmed by the elements.  
    h) a Holy Book of Prayers [Holy Infusions]
       It cannot be harmed by the elements.  
    i) 2 Holy Books of Prayers [Wrath of God]
       It cannot be harmed by the elements.  
    j) 8 Dark Blue Potions of Speed
    k) 13 Brown Potions of *Healing*
    l) 21 Pungent Potions of Restore Mana
    m) 23 White Potions of Restore Life Levels
    n) 28 Scrolls titled "mieep derviv" of *Identify* {=g}
    o) 3 Ivory Rods of Teleport Other
    p) a Dogwood Staff of Summoning (1 charge)
    q) a Cypress Staff of Enlightenment
    r) The Amulet of Carlammas (+2)
       It increases your constitution by 2.  It provides resistance to fire.  
       It activates for protection from evil every 225+d225 turns.  It cannot
       be harmed by the elements.  
    s) Multi-Hued Dragon Scale Mail (-2) [30,+15] {Archon 2600 ft}
       It provides resistance to acid, lightning, fire, cold, and poison.  It
       activates for breathe multi-hued (250) every 225+d225 turns.  It cannot
       be harmed by the elements.  
    t) The Set of Gauntlets 'Camlost' (-12,-12) [2,+0] (-3) {cursed}
       It decreases your strength and dexterity by 3.  It provides resistance
       to fire and disenchantment.  It grants you immunity to paralysis, but
       it also aggravates creatures around you, drains experience, and is
       heavily cursed.  It cannot be harmed by the elements.  
    u) The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) (+2)
       It increases your strength by 2.  It is especially deadly against 
       dragons.  It is branded with fire and poison.  It provides resistance
       to fire and poison.  It slows your metabolism and speeds your
       regeneration.  It grants you immunity to paralysis.  It cannot be
       harmed by the elements.  
    v) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
       It slays orcs, trolls, giants, dragons, undead, and all evil creatures.
       It grants you the ability to see invisible things.  It cannot be harmed
       by the elements.  
    w) 27 Seeker Arrows of Slay Undead (4d4) (+8,+11)
       It slays undead.  
    
    
      [Home Inventory]
    
    a) The Phial of Galadriel {@A1!d!k!v}
       It lights the dungeon around you.  It activates for illumination every
       10+d10 turns.  It cannot be harmed by the elements.  
    b) The Star of Elendil
       It lights the dungeon around you.  It grants you the ability to see
       invisible things.  It activates for magic mapping every 50+d50 turns.  
       It cannot be harmed by the elements.  
    c) The Full Plate Armour of Isildur [25,+25] (+1)
       It increases your constitution by 1.  It provides resistance to acid, 
       lightning, fire, cold, confusion, sound, and nexus.  It cannot be
       harmed by the elements.  
    d) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
       It increases your strength and charisma by 4.  It provides resistance
       to acid, lightning, fire, cold, dark, and disenchantment.  It activates
       for banishment every 500 turns.  It cannot be harmed by the elements.  
    e) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
       It increases your dexterity by 3.  It increases your speed by 3.  It
       provides resistance to acid and shards.  It cannot be harmed by the
       elements.  
    f) The Cloak 'Colluin' [1,+15]
       It provides resistance to acid, lightning, fire, cold, and poison.  It
       activates for resistance (20+d20 turns) every 111 turns.  It cannot be
       harmed by the elements.  
    g) The Large Leather Shield of Celegorm [4,+20]
       It provides resistance to acid, lightning, fire, cold, light, and dark.
       It cannot be harmed by the elements.  
    h) The Large Metal Shield of Anarion [5,+20]
       It provides resistance to acid, lightning, fire, and cold.  It sustains
       all your stats.  It cannot be harmed by the elements.  
    i) The Iron Helm of Gorlim (+8,+8) [5,+10] (-5) {cursed}
       It decreases your intelligence and wisdom by 5.  It decreases your 
       searching by 5.  It provides resistance to fear.  It grants you 
       immunity to paralysis and the ability to see invisible things, but it
       also aggravates creatures around you and is heavily cursed.  It cannot
       be harmed by the elements.  
    j) The Pair of Soft Leather Boots of Wormtongue (-8,-8) [2,+0] (+3) {cursed}
       It increases your intelligence and dexterity by 3.  It increases your 
       stealth and speed by 3.  It makes you fall like a feather.  It is cursed.
       It activates for phase door every 20 turns.  It cannot be harmed by the
       elements.  
    k) The Broken Sword 'Narsil' (3d2) (+6,+10) (+2)
       It increases your strength and dexterity by 2.  It increases your 
       attack speed by 2.  It slays orcs and trolls.  It provides resistance
       to fire.  It is blessed by the gods.  It cannot be harmed by the
       elements.  
    l) The Dagger 'Angrist' (2d4) (+10,+15) [+5] (+4)
       It increases your dexterity by 4.  It increases your speed by 4.  It
       slays orcs, trolls, and all evil creatures.  It is branded with acid.  
       It provides resistance to acid and dark.  It sustains your dexterity.  
       It grants you immunity to paralysis.  It cannot be harmed by the
       elements.  
    m) The Dagger of Rilia (2d4) (+4,+3)
       It slays orcs.  It is branded with poison.  It provides resistance to 
       poison and disenchantment.  It activates for stinking cloud (12) every
       4+d4 turns.  It cannot be harmed by the elements.  
    n) The Small Sword 'Sting' (1d6) (+7,+8) (+2)
       It increases your strength, dexterity, and constitution by 2.  It
       increases your speed and attack speed by 2.  It slays animals, orcs, 
       undead, and all evil creatures.  It provides resistance to fear and 
       light.  It lights the dungeon around you.  It grants you immunity to
       paralysis and the ability to see invisible things.  It cannot be harmed
       by the elements.  
    o) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2)
       It increases your attack speed by 2.  It slays animals.  It is branded
       with poison.  It slows your metabolism and speeds your regeneration.  
       It cannot be harmed by the elements.  
    p) The Broad Sword 'Orcrist' (2d5) (+10,+15) (+3)
       It increases your searching by 3.  It slays orcs, dragons, and all evil
       creatures.  It is branded with frost.  It provides resistance to cold 
       and dark.  It is blessed by the gods, slows your metabolism, and lights
       the dungeon around you.  It cannot be harmed by the elements.  
    q) The Broad Sword 'Glamdring' (2d5) (+10,+15) (+1)
       It increases your searching by 1.  It cannot be harmed by the elements.
       It might have hidden powers.
    r) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2)
       It increases your dexterity and charisma by 2.  It increases your 
       stealth by 2.  It slays orcs and trolls.  It makes you fall like a
       feather.  It grants you the ability to see invisible things.  It cannot
       be harmed by the elements.  
    s) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 to stealth)
       It increases your strength and charisma by 4.  It increases your 
       stealth and speed by 4.  It slays animals, giants, and all evil
       creatures, and is especially deadly against undead.  It provides
       resistance to cold, fear, dark, and nether.  It cannot be harmed by the
       elements.  
    t) The Bastard Sword 'Calris' (5d4) (+9,+20) (+5)
       It increases your constitution by 5.  It slays trolls, demons, and all
       evil creatures, and is especially deadly against dragons.  It provides
       resistance to disenchantment.  It aggravates creatures around you.  It
       cannot be harmed by the elements.  
    u) The Two-Handed Sword 'Mormegil' (3d6) (-15,-15) [-10] (-10) {cursed}
       It decreases your speed by 10.  It slays undead, and is especially
       deadly against dragons.  It is branded with poison.  It provides
       resistance to life draining.  It grants you the ability to see
       invisible things, but it also aggravates creatures around you, drains
       experience, and is heavily cursed.  It cannot be harmed by the
       elements.  
    v) The Glaive of Pain (9d6) (+0,+30)
       It provides resistance to fear.  It cannot be harmed by the elements.  
    w) The Short Bow of Amras (x2) (+12,+15) (+1 to speed)
       It increases your intelligence, wisdom, and dexterity by 1.  It
       increases your speed, shooting speed, and shooting power by 1.  It
       provides resistance to lightning, fire, and cold.  It slows your
       metabolism.  It cannot be harmed by the elements.  
    x) The Long Bow of Bard (x3) (+17,+19) (+2)
       It increases your dexterity by 2.  It increases your speed and shooting
       power by 2.  It grants you immunity to paralysis.  It cannot be harmed
       by the elements.  
    
    
      [Options]
    
    Adult: Allow purchase of stats using points  : no  (adult_point_based)
    Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
    Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
    Adult: Preserve artifacts when leaving level : yes (adult_preserve)
    Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
    Adult: Restrict the use of stores/home       : no  (adult_no_stores)
    Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
    Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
    Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
    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)
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9648

    #2
    That looks pretty close to final gear to me. You could use more WIS; in fact, "WIS is probably better than Evenstar at the moment. Filling some of the resistance holes would be nice, too - especially RBlind (although you only really have to worry about things that hit to blind now, I think). You are certainly safe to go quite a bit deeper - I'm not going to give any more aggressive advice to someone who's being playing this character for two years, though
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • s0be
      Apprentice
      • Jan 2008
      • 96

      #3
      Haha, I was actually at about this strength hanging around at Dlvl40. When you're just sitting there slaughtering stuff, you don't realize how strong you are. I'm not 'attached' to this one any more than it's dozens of predecessors (just read the idea a couple years ago about appending iterators to the end to keep track of failed attempts... this should probably be something like s0be CXVII, haha). I've been working on diving today (day off from work thanks to crashing into a plow truck on my way in) and will see how far it goes. I think around 65 I'll stop. I'll try out higher Wis when I stumble across a big "Wis.

      As an aside, I just ran into Saruman of Many Colours and slaughtered him a lot more quickly than I expected. I had more troubles with the Lernaean Hydra. Maybe RNG was being good to me though.

      Comment

      • Paffa
        Scout
        • May 2007
        • 38

        #4
        You'll definitely survive much deeper, just don't become too confident. And pray that you find Narya

        Comment

        • s0be
          Apprentice
          • Jan 2008
          • 96

          #5
          Well, first time at 3000' I encountered a (L.Dark A).... A few whacks at Azriel then a teleport away... recover whack teleport... rinse repeat. Took maybe half an hour, but got him. I made sure he never got be below 600hp in case he got me twice big in a row when teleport failed (which, never happened somehow). Didn't drop squat though.

          Comment

          • s0be
            Apprentice
            • Jan 2008
            • 96

            #6
            Originally posted by Nick
            That looks pretty close to final gear to me. You could use more WIS; in fact, "WIS is probably better than Evenstar at the moment. Filling some of the resistance holes would be nice, too - especially RBlind (although you only really have to worry about things that hit to blind now, I think). You are certainly safe to go quite a bit deeper - I'm not going to give any more aggressive advice to someone who's being playing this character for two years, though

            You weren't joking about rBlind... I almost got smoked by Gabriel and a horde of minions. I ended up luring him into one corner, teleported away, collected my loot and WoR'd... I'm not going after him until I'm rBlind.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              You are carrying way to much stuff. Your base speed should be +30, but at 430lbs burden, you are slowed down to +22. You don't need to carry nearly so many books. You only need 1 each of the dungeon books, and usually 3 is enough for the basic 4. And certainly sell all the garbage in your home, and in your inventory. Almost all those weapon artifacts are worthless compared to Ringil, and most of those cursed artifacts are worthless in all situations. (Calris is a better sword than Ringil vs dragons, though you are unlikely to use it.)

              You should be stockpiling Healing potions (3 types), Restore Mana, and scrolls of (Mass) Banishment instead.

              Finally, one nasty thing about Paladins is that you end up carrying too many different books. You may want to use use the Star, and don't carry book 3. (Alternatively, use The Phial and don't carry book 1.)

              And certainly don't carry !Restore Life or Purifications and Healing as a level 50 Paladin. You are playing with fire in that you are carrying NO guaranteed escapes. You should always carry either *Destruction*, or Teleport Level, or both.

              Comment

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