Seeking advice for a warrior!

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  • guanlongwucaii
    Rookie
    • May 2012
    • 12

    #16
    Originally posted by debo
    Your melee is awesome, so I would just use Cubragol and keep both rings of power equipped for the immunities. Your speed will be a bit over the top (38?) but it will mean that you won't have to worry about carrying around sources of temp speed. More experienced folks here will probably have different opinions on this

    Even as a rogue, I barely used projectiles in the endgame, mostly because I hated messing with the keystrokes/macros You could always fill half your quiver with bolts and the other half with arrows, and use Amras as a swap.

    The anti-summoning corridor is generally dug out before you fight a unique, and then you draw the unique towards you. (I even do this when I open up the door to a monster pit -- I haaaaate being surrounded.)

    Just alternate digging diagonals, and then crawl all the way to the back. Slash away The only things that cause problems are monsters that pass through walls, or burrow through walls, but even then the corridor helps a bit.

    Kinda like this:
    Code:
    @ X X
     X X X
    If you dig one of these vs Sauron and you have enough healing, I imagine that you'll roflstomp him. He's not that much harder than Vecna.

    Morgoth is a different story -- I probably would not want him to summon the Tarrasque in mid-fight!
    Thanks for the help. I'm still considering whether to switch to Cubragol, because I am paranoid about its damage vs that of Amras. Also, I haven't been stockpiling bolts much; I only have 1 stack of Holy Might bolts in my home, so I don't really like using crossbows. Why I'm so paranoid about this I don't know, considering I *never* use projectile weapons against powerful enemies (considering that if I'm a distance away from these normally spell-casting enemies, they can also hit me with their spells)...

    Sauron also went down without much of a fight. I just had to quaff several !Healing and *Healing* to recover from his mana storms. The summoning corridor worked fine, and Sauron didn't summon any monsters of note (maybe because nearly all the uniques are dead?). But the cheap bastard didn't drop anything useful. Is the summoning corridor tactic still useful against Morgoth? He can dig through walls...

    I found Deathwreaker in a greater vault recently. Considering that Morgoth is never asleep, should I use Deathwreaker against him instead of Eonwe? It does much more damage to him, though Eonwe slays demons better and has a useful activation power.

    Comment

    • Taha
      Adept
      • Jun 2009
      • 128

      #17
      If you are ready for morgoth, aggravation is no longer a problem. You definitely want to use deathwreaker - it is a strong enough weapon that there is really no question there if you can survive the aggravate. If you don't want to fight at first on a level, swap it in right before battle.

      Comment

      • Raxmei
        Apprentice
        • Feb 2011
        • 94

        #18
        It's best to avoid open terrain even if Morgoth's earthquakes will demolish any particular defensive position. The quakes actually make things a little easier in a way since they interfere with his summons. You won't have perfect defensive terrain but neither will he. The big thing there is to avoid letting too many bad guys get LOS on you at once, so don't start the fight in terrain that lets that happen. Yes Morgoth will demolish your antisummoning corridor, but starting the fight with straight corridors on your flanks certainly won't help.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #19
          On the flipside, standing in an antisummoning corridor increases the likelihood that you'll be crushed by debris from his earthquakes, which does significant extra damage.

          I generally favor standing in a destroyed zone instead. Plenty of obstructions to line of sight, but also plenty of room to run (via phase door) if I need time to heal or want to switch to ranged combat.

          Comment

          • debo
            Veteran
            • Oct 2011
            • 2402

            #20
            I've played several warriors with the hopes of finding Deathwreaker... I've still never found it
            Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

            Comment

            • fizzix
              Prophet
              • Aug 2009
              • 3025

              #21
              Originally posted by guanlongwucaii
              Thanks for the help. I'm still considering whether to switch to Cubragol, because I am paranoid about its damage vs that of Amras. Also, I haven't been stockpiling bolts much; I only have 1 stack of Holy Might bolts in my home, so I don't really like using crossbows. Why I'm so paranoid about this I don't know, considering I *never* use projectile weapons against powerful enemies (considering that if I'm a distance away from these normally spell-casting enemies, they can also hit me with their spells)...
              Cubragol isn't really an offensive weapon. It's damage is pretty poor. You use it for the speed bonus. If you're going to wield Cubragol for the final fight (which is more than reasonable with deathwreaker), I'd just go with an empty quiver. One thing you're not carrying that you'll want is scrolls of phase door, and maybe scrolls of teleportation if you can find any. phase door in a destruction zone will almost definitely take you out of line of sight of Morgoth. Although with the 35 healing potions you have, you probably can just drink one of those whenever you get below 650 HP.

              Make sure you use up your staves (destruction and banishment) before meleeing Morgoth or Sauron. They drain charges and heal themselves in the process.

              Comment

              • guanlongwucaii
                Rookie
                • May 2012
                • 12

                #22
                Thanks to all for giving me advice on my character. It wasn't easy, but Morgoth is finally dead. I also found Vilya just before I went to kill him (it was probably the reason why I decided to get off my ass and go finish the game, because I wanted to collect all 3 elven Rings of Power before I went to do so).

                Morgoth was really difficult; I had trouble dealing with his undead summons (in my haste, I actually forgot to bring down my ?Mass Banishment which I had been saving for that very moment) and I quaffed around 7+ of my *Healing* potions.

                Anyway, Morgoth dropped the Trident of Wrath (a worthy switch for Eonwe, which doesn't aggravate but does massive damage to undead), but nothing much of note other than that. Ari the Dunadan warrior has come to great acclaim, having slain Morgoth Bauglir and ending his reign of terror. But he continues to adventure in the ruins of Angband, for he seeks even greater treasures, such as a Plain Gold Ring of immense power spoken of only in whispers...

                (also, what artifact does the Opal Ring represent?)

                Code:
                  [Angband v3.3.0-2-g26455fe Character Dump]
                
                 Name   Ari                                      Self  RB  CB  EB   Best
                 Sex    Male         Age             64   STR! 18/100  +1  +5 +11 18/***
                 Race   Dunadan      Height          81   INT! 18/100  +2  -2  +9 18/190
                 Class  Warrior      Weight         190   Wis! 18/100  +2  -2  +6 18/160  18/10
                 Title  ***WINNER*** Social  Well-liked   DEX! 18/100  +2  +2 +17 18/***
                 HP     1183/1183    Maximize         Y   CON! 18/100  +3  +2  +6 18/210
                 SP     0/0                               Chr! 18/100  +2  -1  +7 18/180  18/20
                
                 Level               50   Armor   [68,+117]     Saving Throw         76%
                 Cur Exp       22586712   Fight   (+44,+37)     Stealth           Superb
                 Max Exp       22991358   Melee   (+60,+55)     Fighting       Legendary
                 Adv Exp       ********   Shoot   (+56,+15)     Shooting       Legendary
                 MaxDepth  5050' (L101)   Blows    6.0/turn     Disarming           100%
                 Game Turns     3088409   Shots      2/turn     Magic Device          69
                 Standard Turns  733491   Infra       60 ft     Perception        1 in 1
                 Resting Turns    50962   Speed          28     Searching            62%
                 Gold           8692595   Burden  228.7 lbs
                
                 You are one of several children of a Yeoman.  You are the black sheep
                 of the family.  You have dark brown eyes, straight brown hair, and a
                 very dark complexion.
                
                
                rAcid:......+...... Nexus:....+......+.
                rElec:.+.*..+...... Nethr:.............
                rFire:.+*...+...... Chaos:.............
                rCold:.+....+..+... Disen:.......+.....
                rPois:...++...+.... Feath:...+.........
                rLite:+....+...+... pFear:..+...+.+...+
                rDark:+..+.+...+... pBlnd:........++...
                Sound:......+...... pConf:......+......
                Shard:.........+... pStun:.........+...
                
                Light:.........+... Tunn.:.............
                Regen:..++......... Speed:.++++..+...+.
                  ESP:..++......... Blows:.............
                Invis:+.++.+...+... Shots:.+...........
                FrAct:..++.....+... Might:.+...........
                HLife:...+.+....... S.Dig:.+++.........
                Stea.:....+..+..... ImpHP:.............
                Sear.:....+....+...  Fear:.............
                Infra:....+........ Aggrv:.............
                
                
                  [Character Equipment]
                
                a) the Trident of Wrath (3d10) (+16,+18) <+2>
                     Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100).
                     
                     +2 strength, dexterity.
                     Slays evil creatures.
                     *Slays* undead.
                     Branded with venom.
                     Provides resistance to light, dark.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Blessed by the gods.  Grants the ability to see invisible things. 
                     
                     
                     Combat info:
                     6.0 blows/round.
                     Average damage/round: 559.8 vs. evil creatures, 668.4 vs.
                     creatures not resistant to poison, 886.2 vs. undead, and 450.6 vs.
                     others.
                     
                b) the Short Bow of Amras (x3) (+12,+15) <+2, +1>
                     Found lying on the floor at 1500 feet (level 30).
                     
                     +2 intelligence, wisdom, dexterity.
                     +1 speed, shooting speed, shooting power.
                     Provides resistance to lightning, fire, cold.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Slows your metabolism.  
                     
                c) the Ring of Power 'Narya' (+2,+2) <+1, +5>
                     Dropped by a Great Ice Wyrm at 4300 feet (level 86).
                     
                     +1 strength, intelligence, wisdom, dexterity, constitution,
                     charisma.
                     +5 speed.
                     Provides immunity to fire.
                     Provides resistance to fire.
                     Provides protection from 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 836 to 1640 turns to recharge at your current speed.
                     Your chance of success is 84.2%
                     
                d) the Ring of Power 'Vilya' (+5,+5) <+3, +5>
                     Found lying on the floor in a vault at 4950 feet (level 99).
                     
                     +3 strength, intelligence, wisdom, dexterity, constitution,
                     charisma.
                     +5 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 828 to 1230 turns to recharge at your current speed.
                     Your chance of success is 76.7%
                     
                e) an Amulet of Trickery <+5, +3, +6>
                     +5 dexterity, stealth.
                     +3 speed.
                     +6 infravision.
                     +30% to searching.
                     Provides resistance to poison, nexus.
                     Sustains dexterity.
                     
                f) the Arkenstone of Thrain
                     Dropped by The Balrog of Moria at 2450 feet (level 49).
                     
                     Provides resistance to light, dark.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Sustains your life force.  Grants the ability to see invisible
                     things.  
                     
                     When activated, it maps the entire level and detects nearby
                     objects, traps, doors, and stairs.
                     Takes 209 to 410 turns to recharge at your current speed.
                     Your chance of success is 88.9%
                     
                     Radius 3 light.
                g) the Metal Brigandine Armour of the Rohirrim [50,+15] <+2>
                     Found lying on the floor in a vault at 3000 feet (level 60).
                     
                     +2 strength, dexterity.
                     Provides resistance to acid, lightning, fire, cold, sound.
                     Provides protection from fear, confusion.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                h) an Elven Cloak of Aman [6,+21] <+4, +1>
                     Dropped by a Dread at 3350 feet (level 67).
                     
                     +4 stealth.
                     +1 speed.
                     Provides resistance to disenchantment.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                i) the Leather Shield of the Haradrim (+5,+5) [9,+15] <+2>
                     Dropped by a Demilich at 2450 feet (level 49).
                     
                     +2 strength, constitution.
                     Provides resistance to poison.
                     Provides protection from fear, blindness.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Sustains strength, constitution.
                     
                     When activated, it puts you in a berserker rage for d50+50 turns.
                     Takes 205 turns to recharge at your current speed.
                     Your chance of success is 91.5%
                     
                j) the Jewel Encrusted Crown of Numenor [0,+18] <+3, +2>
                     Found lying on the floor in a vault at 3000 feet (level 60).
                     
                     +3 intelligence, charisma.
                     +2 dexterity.
                     +15% to searching.
                     Provides resistance to cold, light, dark, shards.
                     Provides protection from blindness, stunning.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Prevents paralysis.  Grants the ability to see invisible things.  
                     
                     Radius 1 light.
                k) a Set of Leather Gloves of Power (+2,+5) [1,+13] <+1>
                     Dropped by a Black pudding at 4950 feet (level 99).
                     
                     +1 strength.
                     
                l) the Pair of Leather Boots of Feanor [2,+20] <+15>
                     Dropped by a Dread at 3150 feet (level 63).
                     
                     +15 speed.
                     Provides resistance to nexus.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                     When activated, it hastens you for d20+20 turns.
                     Takes 820 turns to recharge at your current speed.
                     Your chance of success is 90.7%
                     
                
                
                  [Character Quiver]
                
                n) 25 Seeker Arrows of Wounding (4d4) (+12,+16)
                     Dropped by a Vrock at 4950 feet (level 99).
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 260.8.
                     35% chance of breaking upon contact.
                     
                o) 27 Mithril Arrows of Slay Evil (3d4) (+15,+19)
                     Found lying on the floor in a vault at 4950 feet (level 99).
                     
                     Slays evil creatures.
                     Cannot be harmed by acid, fire.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 439.8 vs. evil creatures, and 264 vs.
                     others.
                     35% chance of breaking upon contact.
                     
                p) 17 Seeker Arrows of Frost (4d4) (+15,+12)
                     Dropped by an Archlich at 4100 feet (level 82).
                     
                     Branded with frost.
                     Cannot be harmed by cold.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 470.6 vs. creatures not resistant to cold,
                     and 235.2 vs. others.
                     35% chance of breaking upon contact.
                     
                q) 15 Seeker Arrows of Lightning (4d4) (+7,+14)
                     Dropped by Lungorthin, the Balrog of White Fire at 4550 feet
                     (level 91).
                     
                     Branded with lightning.
                     Cannot be harmed by electricity.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 496 vs. creatures not resistant to
                     electricity, and 248 vs. others.
                     35% chance of breaking upon contact.
                     
                r) 25 Seeker Arrows of Holy Might (4d4) (+22,+20)
                     Found lying on the floor in a vault at 3800 feet (level 76).
                     
                     Slays evil creatures, undead, demons.
                     Cannot be harmed by acid, fire.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 481.4 vs. evil creatures, 577.8 vs. undead,
                     577.8 vs. demons, and 288.8 vs. others.
                     35% chance of breaking upon contact.
                     
                s) 17 Mithril Arrows of Slay Evil (3d4) (+11,+15)
                     Dropped by a Great Wyrm of Many Colours at 3950 feet (level 79).
                     
                     Slays evil creatures.
                     Cannot be harmed by acid, fire.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 397.4 vs. evil creatures, and 238.4 vs.
                     others.
                     35% chance of breaking upon contact.
                     
                t) 5 Seeker Arrows of Slay Undead (4d4) (+13,+13)
                     Dropped by a Great Storm Wyrm at 3850 feet (level 77).
                     
                     Slays undead.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 483.4 vs. undead, and 241.6 vs. others.
                     35% chance of breaking upon contact.
                     
                u) 8 Seeker Arrows of Slay Evil (4d4) (+11,+12)
                     Found lying on the floor in a vault at 4600 feet (level 92).
                     
                     Slays evil creatures.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 392.2 vs. evil creatures, and 235.2 vs.
                     others.
                     35% chance of breaking upon contact.
                     
                v) 20 Mithril Arrows of Slay Evil (3d4) (+12,+10)
                     Found lying on the floor in a vault at 3800 feet (level 76).
                     
                     Slays evil creatures.
                     Cannot be harmed by acid, fire.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 344.4 vs. evil creatures, and 206.6 vs.
                     others.
                     35% chance of breaking upon contact.
                     
                w) 24 Seeker Arrows of Lightning (4d4) (+11,+15)
                     Found lying on the floor in a vault at 4950 feet (level 99).
                     
                     Branded with lightning.
                     Cannot be harmed by electricity.
                     
                     Combat info:
                     Hits targets up to 120 feet away.
                     Average damage/round: 508.8 vs. creatures not resistant to
                     electricity, and 254.4 vs. others.
                     35% chance of breaking upon contact.
                     
                
                
                  [Character Inventory]
                
                a) 40 Potions of Cure Critical Wounds
                     
                     
                b) 18 Potions of Healing
                     
                     
                c) 8 Potions of *Healing*
                     It can be thrown at creatures with damaging effect.
                     
                d) 15 Scrolls of Phase Door
                     Bought from a store.
                     
                     
                     
                e) 6 Scrolls of Teleport Level
                     
                     
                f) 2 Scrolls of Banishment
                     
                     
                g) 9 Scrolls of Satisfy Hunger
                     
                     
                h) 4 Rods of Detection
                     Cannot be harmed by electricity.
                     
                i) 3 Rods of Healing
                     Cannot be harmed by electricity.
                     
                j) 5 Rods of Teleport Other
                     
                     
                k) 4 Rods of Recall
                     Cannot be harmed by electricity.
                     
                l) 10 Rods of Identify (1 charging)
                     Cannot be harmed by electricity.
                     
                m) 4 Staves of Banishment (11 charges)
                     
                     
                n) 4 Staves of Teleportation (31 charges)
                     
                     
                o) the Great Axe of Eonwe (5d4) (+15,+18) [+8] <+2>
                     Found lying on the floor at 2200 feet (level 44).
                     
                     +2 strength, intelligence, wisdom, dexterity, constitution,
                     charisma.
                     Slays evil creatures, undead, orcs.
                     *Slays* demons.
                     Branded with frost.
                     Provides immunity to cold.
                     Provides resistance to cold.
                     Provides protection from fear.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Blessed by the gods.  Prevents paralysis.  Grants the ability to
                     see invisible things.  
                     
                     When activated, it removes all non-unique monsters within 20
                     squares, dealing you damage in the process.
                     Takes 4100 turns to recharge at your current speed.
                     Your chance of success is 92.2%
                     
                     Combat info:
                     5.8 blows/round.
                     Average damage/round: 515 vs. evil creatures, 600.9 vs. undead,
                     600.9 vs. orcs, 600.9 vs. creatures not resistant to cold, 773.2
                     vs. demons, and 429.2 vs. others.
                     
                
                
                  [Home Inventory]
                
                a) 23 Potions of *Healing*
                     It can be thrown at creatures with damaging effect.
                     
                b) 14 Potions of Life
                     It can be thrown at creatures with damaging effect.
                     
                c) 6 Scrolls of Mass Banishment
                     
                     
                d) 8 Staves of *Destruction* (14 charges)
                     
                     
                e) a Ring of Speed <+17>
                     Found lying on the floor in a vault at 4550 feet (level 91).
                     
                     +17 speed.
                     
                f) the Ring of Power 'Nenya' (+3,+3) <+2, +5>
                     Found lying on the floor in a vault at 4000 feet (level 80).
                     
                     +2 strength, intelligence, wisdom, dexterity, constitution,
                     charisma.
                     +5 speed.
                     Provides immunity to cold.
                     Provides resistance to cold.
                     Provides protection from blindness.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Sustains intelligence, wisdom, constitution.
                     Feather Falling.  Speeds regeneration.  Prevents paralysis. 
                     Sustains your life force.  Grants telepathy.  Grants the ability
                     to see invisible things.  
                     
                     When activated, it restores your experience to full.
                     Takes 828 to 1230 turns to recharge at your current speed.
                     Your chance of success is 80.9%
                     
                g) the Elfstone 'Elessar' [+10] <+2> (charging)
                     Found lying on the floor in a pit at 3100 feet (level 62).
                     
                     +2 strength, wisdom, charisma, speed.
                     Provides resistance to fire, poison.
                     Provides protection from fear.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                     When activated, it heals 500 hit points.
                     Takes 820 turns to recharge at your current speed.
                     Your chance of success is 86.8%
                     
                h) the Augmented Chain Mail of Caspanion (-2) [45,+20] <+2, +3>
                     Dropped by Maeglin, the Traitor of Gondolin at 3800 feet (level
                     76).
                     
                     +2 intelligence, wisdom.
                     +3 constitution.
                     Provides resistance to acid, poison.
                     Provides protection from confusion.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                     When activated, it destroys all traps and doors surrounding you.
                     Takes 41 turns to recharge at your current speed.
                     Your chance of success is 92.9%
                     
                i) the Full Plate Armour of Isildur [75,+25] <+1>
                     Found lying on the floor in a vault at 3800 feet (level 76).
                     
                     +1 constitution.
                     Provides resistance to acid, lightning, fire, cold, sound, nexus.
                     Provides protection from confusion.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                j) the Mithril Chain Mail 'Belegennon' (-1) [35,+20] <+4, +2>
                     Found lying on the floor of a special room at 2850 feet (level
                     57).
                     
                     +4 dexterity.
                     +2 stealth.
                     Provides resistance to acid, lightning, fire, cold, poison.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                     When activated, it teleports you randomly up to 10 squares away.
                     Takes 8 turns to recharge at your current speed.
                     Your chance of success is 90.7%
                     
                k) the Mithril Plate Mail of Celeborn (-3) [65,+25] <+3, +4>
                     Dropped by a Dracolisk at 3650 feet (level 73).
                     
                     +3 strength.
                     +4 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 2050 turns to recharge at your current speed.
                     Your chance of success is 90.7%
                     
                l) the Cloak of Thingol [1,+18] <+3> (charging)
                     Dropped by a Chaos drake at 2250 feet (level 45).
                     
                     +3 dexterity, charisma.
                     Provides resistance to acid, fire, cold.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Prevents paralysis.  
                     
                     When activated, it tries to recharge a wand or staff, destroying
                     the wand or staff on failure.
                     Takes 287 turns to recharge at your current speed.
                     Your chance of success is 95.1%
                     
                m) the Large Metal Shield of Anarion [12,+20]
                     Found lying on the floor at 2150 feet (level 43).
                     
                     Provides resistance to acid, lightning, fire, cold.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Sustains strength, intelligence, wisdom, dexterity, constitution,
                     charisma.
                     
                n) the Mithril Shield of Gil-galad [20,+20] <+5>
                     Dropped by a Nightwalker at 4000 feet (level 80).
                     
                     +5 wisdom, charisma.
                     Provides resistance to acid, lightning, dark, disenchantment.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Sustains wisdom, dexterity, charisma.
                     
                     When activated, it fires a line of light in all directions, each
                     one causing 10d8 damage.
                     Takes 410 turns to recharge at your current speed.
                     Your chance of success is 84.2%
                     
                     Radius 1 light.
                o) the Massive Iron Crown of Morgoth [0,+0] <+125> {cursed}
                     Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100).
                     
                     Permanently cursed.
                     +125 strength, intelligence, wisdom, dexterity, constitution,
                     charisma, infravision.
                     Provides resistance to acid, lightning, fire, cold, poison, light,
                     dark, nexus, nether.
                     Provides protection from fear, confusion.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Grants telepathy.  Grants the ability to see invisible things.  
                     
                     Radius 1 light.
                p) the Iron Helm of Dor-Lomin [7,+20] <+4, +2, -1>
                     Found lying on the floor at 4000 feet (level 80).
                     
                     +4 strength, constitution.
                     +2 dexterity.
                     -1 stealth.
                     Provides resistance to acid, lightning, fire, cold.
                     Provides protection from fear.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Grants telepathy.  Grants the ability to see invisible things.  
                     
                     Radius 1 light.
                q) the Pair of Leather Boots 'Dal-i-thalion' [2,+15] <+5>
                     Found lying on the floor at 4600 feet (level 92).
                     
                     +5 dexterity, speed.
                     Provides resistance to nether.
                     Provides protection from confusion.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Sustains constitution.
                     Prevents paralysis.  
                     
                     When activated, it cures you of fear and poison.
                     Takes 20 turns to recharge at your current speed.
                     Your chance of success is 94.6%
                     
                r) the Pair of Mithril Shod Boots 'Stormwalker' [8,+24] <+6>
                     Dropped by a Mature red dragon at 4400 feet (level 88).
                     
                     +6 speed.
                     Provides immunity to lightning.
                     Provides resistance to sound.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                     When activated, it puts you in a berserker rage for d50+50 turns.
                     Takes 410 turns to recharge at your current speed.
                     Your chance of success is 92.2%
                     
                s) the Bastard Sword of Eowyn (4d4) (+12,+16) <+4, +2>
                     Dropped by an Ancient gold dragon at 4300 feet (level 86).
                     
                     +4 strength, charisma.
                     +2 stealth.
                     Slays animals, evil creatures, giants.
                     *Slays* undead.
                     Provides resistance to cold, dark, nether.
                     Provides protection from fear.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                     Combat info:
                     6.0 blows/round.
                     Average damage/round: 465 vs. animals, 465 vs. evil creatures,
                     532.2 vs. giants, 666.6 vs. undead, and 397.8 vs. others.
                     
                t) the Great Axe of Durin (4d4) (+10,+20) [+15] <+5, +3, -1>
                     Found lying on the floor in a vault at 3950 feet (level 79).
                     
                     +5 tunneling.
                     +3 strength, constitution.
                     -1 stealth.
                     Slays demons, orcs, trolls.
                     *Slays* dragons.
                     Branded with acid, flames.
                     Provides resistance to acid, fire, light, dark, chaos.
                     Provides protection from fear.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Prevents paralysis.  
                     
                     Combat info:
                     5.8 blows/round.
                     Average damage/round: 560.3 vs. demons, 560.3 vs. orcs, 560.3 vs.
                     trolls, 560.3 vs. creatures not resistant to acid, 560.3 vs.
                     creatures not resistant to fire, 696.7 vs. dragons, and 423.9 vs.
                     others.
                     
                u) the Two-Handed Great Flail 'Thunderfist' (4d6) (+6,+18) <+4, +3>
                     Dropped by a Demilich at 4450 feet (level 89).
                     
                     +4 strength.
                     +3 constitution.
                     Slays animals, orcs, trolls.
                     Branded with lightning, flames.
                     Provides resistance to lightning, fire, dark.
                     Provides protection from fear.
                     Cannot be harmed by acid, electricity, fire, cold.
                     
                     Combat info:
                     5.5 blows/round.
                     Average damage/round: 511.1 vs. animals, 603.8 vs. orcs, 603.8 vs.
                     trolls, 603.8 vs. creatures not resistant to electricity, 603.8
                     vs. creatures not resistant to fire, and 419 vs. others.
                     
                v) the Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) <+6, +4>
                     Found lying on the floor in a vault at 4900 feet (level 98).
                     
                     +6 strength.
                     +4 tunneling.
                     Slays animals, evil creatures, undead, dragons.
                     *Slays* undead.
                     Branded with flames.
                     Provides immunity to fire.
                     Provides resistance to fire, dark, chaos, disenchantment.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Aggravates creatures nearby.  
                     
                     Combat info:
                     5.2 blows/round.
                     Average damage/round: 734.2 vs. animals, 734.2 vs. evil creatures,
                     943.1 vs. dragons, 943.1 vs. creatures not resistant to fire,
                     1360.7 vs. undead, and 525.4 vs. others.
                     
                w) the Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
                     Dropped by Morgoth, Lord of Darkness at 5000 feet (level 100).
                     
                     Slays animals, evil creatures, orcs, trolls.
                     *Slays* dragons, demons, undead.
                     Cannot be harmed by acid, electricity, fire, cold.
                     Grants telepathy.  Grants the ability to see invisible things. 
                     Aggravates creatures nearby.  
                     
                     Combat info:
                     4.7 blows/round.
                     Average damage/round: 1075.7 vs. animals, 1075.7 vs. evil
                     creatures, 1425.1 vs. orcs, 1425.1 vs. trolls, 2123.4 vs. dragons,
                     2123.4 vs. demons, 2123.4 vs. undead, and 726.8 vs. others.
                     Sometimes creates earthquakes on impact.
                     
                x) the Light Crossbow 'Cubragol' (x3) (+10,+14) <+10>
                     Found lying on the floor at 4350 feet (level 87).
                     
                     +10 speed.
                     Branded with flames.
                     Provides resistance to fire.
                     Cannot be harmed by acid, electricity, fire, cold.

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