Nearly there but always die

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  • mixer
    Scout
    • Dec 2011
    • 25

    Nearly there but always die

    Been playing this game for too many years but have never finish it. Would like to do just the once. Any help with what equipment to keep/wear would be appreciated.
    [Angband 3.3.2 Character Dump]

    Code:
     Name   Maren                                    Self  RB  CB  EB   Best
     Sex    Male         Age             40   STR! 18/100  +2  -1  +8 18/190
     Race   Dwarf        Height          54   INT! 18/100  -3  -3  +3  18/70
     Class  Priest       Weight         162   WIS! 18/100  +2  +3  +5 18/200
     Title  Patriarch    Social      Lordly   DEX! 18/100  -2  -1 +10 18/170
     HP     944/944      Maximize         Y   CON! 18/100  +2  +0 +10 18/***
     SP     384/384                           CHR! 18/100  -3  +2  +1 18/100
    
     Level               49   Armor   [90,+115]     Saving Throw        100%
     Cur Exp        5756344   Fight   (+29,+29)     Stealth              Bad
     Max Exp        5756344   Melee   (+42,+41)     Fighting          Superb
     Adv Exp        6300000   Shoot   (+41,+15)     Shooting          Superb
     MaxDepth   3650' (L73)   Blows    5.0/turn     Disarming            72%
     Game Turns     1203462   Shots      2/turn     Magic Device          93
     Standard Turns  191225   Infra       50 ft     Perception       1 in 32
     Resting Turns    65737   Speed          16     Searching            23%
     Gold           1028113   Burden  141.0 lbs
    
     You are one of two children of a Dwarven King.  You are a credit to
     the family.  You have dark brown eyes, straight black hair, a two foot
     beard, and a 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 Katana 'Aglarang' (6d5) (+13,+12) <+5, +1>
         Dropped by an Ancient white dragon at 2300 feet (level 46).
         
         +5 dexterity, speed.
         +1 attack speed.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains dexterity.
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 307.5.
         
    b) the Short Bow of Amras (x3) (+12,+15) <+2, +1>
         Dropped by a Green glutton ghost at 3600 feet (level 72).
         
         +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 Barahir <+1>
         Dropped by an Ancient green dragon at 3150 feet (level 63).
         
         +1 strength, intelligence, wisdom, dexterity, constitution,
         charisma, stealth.
         Provides resistance to poison, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    d) a Ring of Damage (+0,+11)
         Dropped by a Spirit naga at 2000 feet (level 40).
         
         
         
    e) the Jewel 'Evenstar' <+2>
         Found lying on the floor in a vault at 1800 feet (level 36).
         
         +2 wisdom.
         Provides resistance to cold, dark, nether.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains wisdom, constitution.
         Speeds regeneration.  Sustains your life force.  
         
         When activated, it restores your experience to full.
         Takes 390 turns to recharge at your current speed.
         Your chance of success is 94.0%
         
    f) the Phial of Galadriel
         Found lying on the floor in a vault at 1250 feet (level 25).
         
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it lights up the surrounding area, hurting
         light-sensitive creatures.
         Takes 28 to 52 turns to recharge at your current speed.
         Your chance of success is 97.1%
         
         Radius 3 light.
    g) the Full Plate Armour of Isildur [75,+23] <+1>
         Dropped by a Dracolisk at 3150 feet (level 63).
         
         +1 constitution.
         Provides resistance to acid, lightning, fire, cold, sound, nexus.
         Provides protection from confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) the Cloak 'Colluin' [1,+15]
         Dropped by a Soldier at 1800 feet (level 36).
         
         Provides resistance to acid, lightning, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it grants temporary resistance to acid,
         electricity, fire, cold and poison for 1d20+20 turns.
         Takes 288 turns to recharge at your current speed.
         Your chance of success is 97.1%
         
    i) the Small Metal Shield of Thorin [5,+24] <+4, +3, -1>
         Found lying on the floor at 2150 feet (level 43).
         
         +4 constitution.
         +3 strength.
         -1 stealth.
         Provides immunity to acid.
         Provides resistance to sound, chaos.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
    j) the Iron Helm of Dor-Lomin [7,+20] <+4, +2, -1>
         Dropped by Hoarmurath of Dir at 3550 feet (level 71).
         
         +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.
    k) the Set of Leather Gloves 'Cammithrim' (+5,+5) [1,+11]
         Dropped by a Mature gold dragon at 2700 feet (level 54).
         
         Provides resistance to light.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Prevents paralysis.  
         
         When aimed, it fires a magic missile with damage 3d4.
         Takes 5 turns to recharge at your current speed.
         Your chance of success is 96.8%
         
         Radius 1 light.
    l) a Pair of Leather Sandals of Speed [1,+10] <+10>
         Dropped by a Chaos drake at 2050 feet (level 41).
         
         +10 speed.
         
    
    
      [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) 4 Holy Books of Prayers [Words of Wisdom]
         
         
    b) 4 Holy Books of Prayers [Chants and Blessings]
         
         
    c) a Holy Book of Prayers [Exorcism and Dispelling]
         Bought from a store.
         
         
         
    d) a Holy Book of Prayers [Ethereal Openings]
         Cannot be harmed by acid, electricity, fire, cold.
         
    e) a Holy Book of Prayers [Godly Insights]
         Cannot be harmed by acid, electricity, fire, cold.
         
    f) a Holy Book of Prayers [Purifications and Healing]
         Cannot be harmed by acid, electricity, fire, cold.
         
    g) a Holy Book of Prayers [Holy Infusions]
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) 10 Potions of Healing
         
         
    i) 3 Potions of *Healing*
         It can be thrown at creatures with damaging effect.
         
    j) 4 Potions of Restore Mana
         
         
    k) 3 Scrolls of Teleport Level
         
         
    l) a Scroll of *Remove Curse*
         Dropped by a Dreadmaster at 3600 feet (level 72).
         
         
         
    m) a Scroll of Deep Descent
         
         
    n) a Scroll of *Destruction*
         
         
    o) 7 Rods of Curing
         
         
    p) the Hard Leather Cap of Thranduil [2,+10] <+2>
         Dropped by a Marilith at 2700 feet (level 54).
         
         +2 intelligence, wisdom.
         Provides protection from blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.  
         
    q) the Iron Helm 'Holhenneth' [7,+10] <+2>
         Dropped by a Demilich at 3600 feet (level 72).
         
         +2 intelligence, wisdom.
         +10% to searching.
         Provides protection from blindness, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         When activated, it detects treasure, traps, doors, stairs, and all
         creatures nearby.
         Takes 145 to 286 turns to recharge at your current speed.
         Your chance of success is 95.9%
         
    r) the Spear 'Aiglos' (3d6) (+15,+25) [+5] <+4, +2>
         Dropped by a Greater Balrog at 3550 feet (level 71).
         
         +4 dexterity.
         +2 wisdom.
         Slays evil creatures, orcs, trolls.
         *Slays* undead.
         Branded with frost.
         Provides resistance to cold.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.  Slows your metabolism.  Prevents paralysis. 
         
         
         When aimed, it creates a frost ball with damage 100.
         Takes 91 turns to recharge at your current speed.
         Your chance of success is 96.4%
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 315.2 vs. evil creatures, 360.4 vs. orcs,
         360.4 vs. trolls, 360.4 vs. creatures not resistant to cold, 451.2
         vs. undead, and 269.6 vs. others.
         
    s) the Lucerne Hammer 'Turmil' (2d5) (+10,+11) [+8] <+4>
         Dropped by an Elder vampire at 3200 feet (level 64).
         
         +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
         creature.
         Takes 104 turns to recharge at your current speed.
         Your chance of success is 95.9%
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 243.2 vs. orcs, 243.2 vs. creatures not
         resistant to cold, and 190.8 vs. others.
         
         Radius 1 light.
    t) the Long Bow 'Belthronding' (x3) (+20,+22) <+3, +1>
         Dropped by a Great Storm Wyrm at 3350 feet (level 67).
         
         +3 dexterity.
         +1 stealth, speed, shooting speed.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
    
    
      [Home Inventory]
    
    a) the Chain Mail of Arvedui (-2) [40,+15] <+2>
         Dropped by an Archangel at 2050 feet (level 41).
         
         +2 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, shards, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    b) the Augmented Chain Mail of Caspanion (-2) [45,+20] <+2, +3>
         Found lying on the floor of a special room at 2050 feet (level
         41).
         
         +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 26 turns to recharge at your current speed.
         Your chance of success is 95.5%
         
    c) the Metal Brigandine Armour of the Rohirrim [50,+15] <+2>
         Dropped by a Gelugon at 3200 feet (level 64).
         
         +2 strength, dexterity.
         Provides resistance to acid, lightning, fire, cold, sound.
         Provides protection from fear, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    d) the Mithril Chain Mail 'Belegennon' (-1) [35,+20] <+4, +2>
         Dropped by a Bile Demon at 3250 feet (level 65).
         
         +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 5 turns to recharge at your current speed.
         Your chance of success is 94.0%
         
    e) the Hard Leather Armour of Himring [20,+15]
         Dropped by an unknown monster at 3300 feet (level 66).
         
         Provides resistance to poison, nether, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it grants you protection from evil for 1d25 plus 3
         times your character level turns.
         Takes 262 to 520 turns to recharge at your current speed.
         Your chance of success is 92.8%
         
    f) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3>
         Conjured forth by magic at 1700 feet (level 34).
         
         +3 dexterity, speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
    g) the Cloak of Thingol [1,+18] <+3>
         Found lying on the floor at 2950 feet (level 59).
         
         +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 182 turns to recharge at your current speed.
         Your chance of success is 97.1%
         
    h) the Cloak 'Holcolleth' [1,+4] <+3, +2>
         Found lying on the floor in a vault at 1800 feet (level 36).
         
         +3 stealth.
         +2 intelligence, wisdom.
         Provides resistance to acid.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it puts to sleep the monsters around you.
         Takes 143 turns to recharge at your current speed.
         Your chance of success is 97.1%
         
    i) the Leather Shield of the Haradrim (+5,+5) [9,+15] <+2>
         Dropped by a Mature blue dragon at 2750 feet (level 55).
         
         +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 130 turns to recharge at your current speed.
         Your chance of success is 94.5%
         
    j) the Leather Shield of Celegorm [8,+20]
         Dropped by Rogrog the Black Troll at 1700 feet (level 34).
         
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Provides protection from blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         
    k) the Metal Cap of Thengel [3,+12] <+3>
         Dropped by a Shade at 2850 feet (level 57).
         
         +3 wisdom, charisma.
         Provides protection from confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    l) the Steel Helm of Hammerhand [9,+20] <+3>
         Dropped by a Master vampire at 2850 feet (level 57).
         
         +3 strength, dexterity, constitution.
         Provides resistance to acid, cold, dark, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
    m) the Pair of Steel Shod Boots of Thror [7,+20] <+3, -1>
         Dropped by a Glabrezu at 3150 feet (level 63).
         
         +3 strength, constitution, speed.
         -1 stealth.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
    n) the Cutlass 'Gondricam' (1d8) (+10,+11) [+50] <+4, +2>
         Conjured forth by magic at 3200 feet (level 64).
         
         +4 dexterity.
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  Speeds regeneration.  Prevents paralysis. 
         Grants the ability to see invisible things.  
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 184.
         
    o) the Long Sword 'Anguirel' (2d5) (+10,+12) <+3, +2>
         Dropped by an Ettin at 2700 feet (level 54).
         
         +3 speed.
         +2 strength, constitution, attack speed.
         Slays evil creatures, demons.
         Branded with venom.
         Provides resistance to lightning, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  Grants the ability to see invisible things. 
         Aggravates creatures nearby.  
         
         Combat info:
         6.0 blows/round.
         Average damage/round: 351.6 vs. evil creatures, 391.2 vs. demons,
         391.2 vs. creatures not resistant to poison, and 312 vs. others.
         
         Radius 1 light.
    p) the Zweihander 'Gurthang' (3d6) (+13,+17) <+2>
         Dropped by a Master thief at 1800 feet (level 36).
         
         +2 strength.
         *Slays* dragons.
         Branded with flames, venom.
         Provides resistance to fire, poison.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.  Speeds regeneration.  Prevents paralysis. 
         
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 348 vs. creatures not resistant to fire, 348
         vs. creatures not resistant to poison, 443.2 vs. dragons, and
         253.2 vs. others.
         
    q) the Spear of Orome (4d6) (+15,+15) <+4>
         Found lying on the floor of a cavern at 900 feet (level 18).
         
         +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.  
         
         When aimed, it turns rock into mud.
         Takes 13 turns to recharge at your current speed.
         Your chance of success is 96.4%
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 300.4 vs. animals, 360.4 vs. giants, 360.4
         vs. creatures not resistant to fire, and 240.4 vs. others.
         
         Radius 1 light.
    r) the Trident of Wrath (3d10) (+16,+18) <+2>
         Found lying on the floor in a vault at 2050 feet (level 41).
         
         +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:
         4.0 blows/round.
         Average damage/round: 348.8 vs. evil creatures, 420 vs. creatures
         not resistant to poison, 562.8 vs. undead, and 277.6 vs. others.
         
    s) the Halberd 'Osondir' (3d5) (+16,+12) <+3, +2>
         Dropped by a Master vampire at 2500 feet (level 50).
         
         +3 strength, wisdom.
         +2 charisma.
         Slays undead, giants.
         Branded with flames.
         Provides resistance to fire, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.  Feather Falling.  Grants the ability to see
         invisible things.  
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 310 vs. undead, 310 vs. giants, 310 vs.
         creatures not resistant to fire, and 230 vs. others.
         
    t) the Beaked Axe of Hurin (3d6) (+12,+15) <+2>
         Dropped by a Lesser titan at 2800 feet (level 56).
         
         +2 strength, constitution.
         Slays trolls, dragons.
         *Slays* demons.
         Branded with acid.
         Provides resistance to acid, fire, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it puts you in a berserker rage for d50+50 turns.
         Takes 210 to 416 turns to recharge at your current speed.
         Your chance of success is 95.9%
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 337.2 vs. trolls, 337.2 vs. dragons, 337.2
         vs. creatures not resistant to acid, 431.2 vs. demons, and 243.2
         vs. others.
         
         Radius 1 light.
    u) the Broad Axe 'Barukkheled' (2d6) (+13,+19) <+3>
         Dropped by a Quasit at 850 feet (level 17).
         
         +3 constitution.
         Slays evil creatures, orcs, trolls, giants.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 263.2 vs. evil creatures, 294.4 vs. orcs,
         294.4 vs. trolls, 294.4 vs. giants, and 232 vs. others.
         
    v) the Lance of the Eorlingas (3d8) (+13,+21) <+2>
         Dropped by a Dread at 2850 feet (level 57).
         
         +2 strength, dexterity, speed.
         Slays evil creatures, orcs, trolls.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Combat info:
         3.3 blows/round.
         With +1 STR and +0 DEX you would get 3.8 blows
         With +0 STR and +1 DEX you would get 4.0 blows
         Average damage/round: 299.7 vs. evil creatures, 353.6 vs. orcs,
         353.6 vs. trolls, and 245.7 vs. others.
         
    w) the Flail 'Totila' (3d6) (+16,+12) <+2>
         Dropped by Scatha the Worm at 2000 feet (level 40).
         
         +2 stealth, speed.
         Slays evil creatures.
         Branded with flames.
         Provides resistance to fire.
         Provides protection from confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When aimed, it confuses a target monster.
         Takes 39 turns to recharge at your current speed.
         Your chance of success is 95.9%
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 271.2 vs. evil creatures, 318 vs. creatures
         not resistant to fire, and 224.8 vs. others.
         
    x) the Quarterstaff of Olorin (2d9) (+10,+13) <+4, +2>
         Dropped by a Stone giant at 3200 feet (level 64).
         
         +4 intelligence, wisdom.
         +2 charisma.
         Slays evil creatures, orcs, trolls.
         *Slays* demons.
         Branded with flames.
         Provides resistance to fire, nether.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains your life force.  Grants the ability to see invisible
         things.  
         
         When activated, it gives you information on the health and
         abilities of monsters you can see.
         Takes 52 turns to recharge at your current speed.
         Your chance of success is 95.0%
         
         Combat info:
         4.0 blows/round.
         Average damage/round: 271.2 vs. evil creatures, 315.6 vs. orcs,
         315.6 vs. trolls, 315.6 vs. creatures not resistant to fire, 404.4
         vs. demons, and 226.8 vs. others.
    [Options]

    Maximise effect of race/class bonuses : yes (birth_maximize)
    Randomise the artifacts (except a very few) : no (birth_randarts)
    Restrict the use of stairs/recall : no (birth_ironman)
    Restrict the use of stores/home : no (birth_no_stores)
    Restrict creation of artifacts : no (birth_no_artifacts)
    Don't stack objects on the floor : no (birth_no_stacking)
    Lose artifacts when leaving level : no (birth_no_preserve)
    Don't generate connected stairs : no (birth_no_stairs)
    Don't show level feelings : no (birth_no_feelings)
    Items always sell for 0 gold : no (birth_no_selling)
    Use previous set of randarts : yes (birth_keep_randarts)
    Monsters chase recent locations : yes (birth_ai_smell)
    Monsters act smarter in groups : yes (birth_ai_packs)
    Monsters learn from their mistakes : no (birth_ai_learn)
    Monsters exploit player's weaknesses : no (birth_ai_cheat)
    Monsters behave more intelligently (broken) : no (birth_ai_smart)
    Last edited by mixer; January 14, 2013, 08:59.
  • Estie
    Veteran
    • Apr 2008
    • 2347

    #2
    Its really hard to read through your file the way you posted it. If you ´d make a ladder dump, it would be possible to see things at a glance.

    Comment

    • Derakon
      Prophet
      • Dec 2009
      • 9022

      #3
      Or just enclose the dump in "[ code ]" and "[ /code ]" tags (remove the spaces).

      Comment

      • Timo Pietilä
        Prophet
        • Apr 2007
        • 4096

        #4
        Originally posted by mixer
        Been playing this game for too many years but have never finish it. Would like to do just the once. Any help with what equipment to keep/wear would be appreciated.
        [Angband 3.3.2 Character Dump]
        Evenstar & Barahir are next to useless but best of what you have (nothing to swap to), if Aglarang increases your failure rate swap to Orome.

        Maybe Caspanion & Belthronding rather than Isildur & Amras. You do lose rNexus but gain rDisenchantment (I find disenchantment really annoying) and Belthronding is better shooter than Amras. Trickery amulet would help against that. Be careful with Nexus hounds: perfect saving prevents stat scrambling and level teleports, but you still get teleported within the level.

        [EDIT] typo corrected
        Last edited by Timo Pietilä; January 14, 2013, 11:26.

        Comment

        • mixer
          Scout
          • Dec 2011
          • 25

          #5
          Thanks for the help will do the swaps and try it tonight. After finishing I plan to help out with development. Just want the one win .

          Comment

          • mixer
            Scout
            • Dec 2011
            • 25

            #6
            Update

            I am very nearly there. What items should I be looking out for? and what equipment should I get rid off?
            Thanks in advance
            Ken
            Code:
             Name   Maren                                    Self  RB  CB  EB   Best
             Sex    Male         Age             40   STR! 18/100  +2  -1 +14 18/***
             Race   Dwarf        Height          54   INT! 18/100  -3  -3  +5  18/90
             Class  Priest       Weight         162   WIS! 18/100  +2  +3  +7 18/***
             Title  Patriarch    Social      Lordly   DEX! 18/100  -2  -1  +8 18/150
             HP     960/960      Maximize         Y   CON! 18/100  +2  +0 +14 18/***
             SP     392/392                           CHR! 18/100  -3  +2  +3 18/120
            
             Level               50   Armor   [69,+120]     Saving Throw        100%
             Cur Exp       13251230   Fight   (+29,+29)     Stealth             Fair
             Max Exp       13251230   Melee   (+44,+47)     Fighting          Superb
             Adv Exp       ********   Shoot   (+49,+22)     Shooting          Superb
             MaxDepth   4250' (L85)   Blows    4.0/turn     Disarming            75%
             Game Turns     1561320   Shots      2/turn     Magic Device          95
             Standard Turns  298432   Infra       50 ft     Perception       1 in 32
             Resting Turns   123860   Speed          23     Searching            23%
             Gold           2289310   Burden  318.8 lbs
            
             You are one of two children of a Dwarven King.  You are a credit to
             the family.  You have dark brown eyes, straight black hair, a two foot
             beard, and a 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 Great Axe of Eonwe (5d4) (+15,+18) [+8] <+2>
                 Dropped by a Great Storm Wyrm at 3800 feet (level 76).
                 
                 +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 3300 turns to recharge at your current speed.
                 Your chance of success is 95.2%
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 314.8 vs. evil creatures, 372.4 vs. undead,
                 372.4 vs. orcs, 372.4 vs. creatures not resistant to cold, 487.2
                 vs. demons, and 257.2 vs. others.
                 
            b) the Long Bow 'Belthronding' (x3) (+20,+22) <+3, +1>
                 Dropped by a Great Storm Wyrm at 3350 feet (level 67).
                 
                 +3 dexterity.
                 +1 stealth, speed, shooting speed.
                 Provides resistance to disenchantment.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            c) the Ring of Power 'Narya' (+2,+2) <+1, +5>
                 Dropped by an Archlich at 4100 feet (level 82).
                 
                 +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 673 to 1320 turns to recharge at your current speed.
                 Your chance of success is 90.0%
                 
            d) a Ring of Speed <+11>
                 Found lying on the floor in a vault at 3850 feet (level 77).
                 
                 +11 speed.
                 
            e) the Jewel 'Evenstar' <+2>
                 Found lying on the floor in a vault at 1800 feet (level 36).
                 
                 +2 wisdom.
                 Provides resistance to cold, dark, nether.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains wisdom, constitution.
                 Speeds regeneration.  Sustains your life force.  
                 
                 When activated, it restores your experience to full.
                 Takes 495 turns to recharge at your current speed.
                 Your chance of success is 94.2%
                 
            f) the Arkenstone of Thrain
                 Dropped by an Archlich at 3900 feet (level 78).
                 
                 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 168 to 330 turns to recharge at your current speed.
                 Your chance of success is 93.0%
                 
                 Radius 3 light.
            g) the Augmented Chain Mail of Caspanion (-2) [45,+20] <+2, +3>
                 Found lying on the floor of a special room at 2050 feet (level
                 41).
                 
                 +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 33 turns to recharge at your current speed.
                 Your chance of success is 95.7%
                 
            h) an Elven Cloak of Protection [6,+13] <+2, +1>
                 Dropped by a Mature green dragon at 4100 feet (level 82).
                 
                 +2 stealth.
                 +1 speed.
                 Provides resistance to shards.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            i) the Small Metal Shield of Thorin [5,+24] <+4, +3, -1>
                 Found lying on the floor at 2150 feet (level 43).
                 
                 +4 constitution.
                 +3 strength.
                 -1 stealth.
                 Provides immunity to acid.
                 Provides resistance to sound, chaos.
                 Provides protection from fear.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Prevents paralysis.  
                 
            j) the Iron Helm of Dor-Lomin [7,+20] <+4, +2, -1>
                 Dropped by Hoarmurath of Dir at 3550 feet (level 71).
                 
                 +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.
            k) a Set of Caestus of Power (+4,+7) [5,+13] <+4>
                 Found lying on the floor in a vault at 3950 feet (level 79).
                 
                 +4 strength.
                 
            l) a Pair of Leather Sandals of Speed [1,+12] <+10>
                 Dropped by a Chaos drake at 2050 feet (level 41).
                 
                 +10 speed.
                 
            
            
              [Character Quiver]
            
            n) 21 Mithril Arrows of Slay Evil (3d4) (+12,+15)
                 Dropped by a Mature black dragon 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: 467.2 vs. evil creatures, and 280.4 vs.
                 others.
                 35% chance of breaking upon contact.
                 
            o) 16 Mithril Arrows of Flame (3d4) (+8,+10)
                 Dropped by a Black pudding at 3800 feet (level 76).
                 
                 Branded with flames.
                 Cannot be harmed by acid, fire.
                 
                 Combat info:
                 Hits targets up to 120 feet away.
                 Average damage/round: 497.6 vs. creatures not resistant to fire,
                 and 248.8 vs. others.
                 35% chance of breaking upon contact.
                 
            p) 21 Mithril Arrows of Wounding (3d4) (+14,+11)
                 Dropped by a Nether wraith at 3900 feet (level 78).
                 
                 Cannot be harmed by acid, fire.
                 
                 Combat info:
                 Hits targets up to 120 feet away.
                 Average damage/round: 255.2.
                 35% chance of breaking upon contact.
                 
            q) 13 Seeker Arrows of Holy Might (4d4) (+23,+9)
                 Found in a chest from 4100 feet (level 82).
                 
                 Slays evil creatures, undead, demons.
                 Cannot be harmed by acid, fire.
                 
                 Combat info:
                 Hits targets up to 120 feet away.
                 Average damage/round: 434.6 vs. evil creatures, 521.4 vs. undead,
                 521.4 vs. demons, and 260.8 vs. others.
                 35% chance of breaking upon contact.
                 
            r) 28 Mithril Arrows of Wounding (3d4) (+14,+13)
                 Conjured forth by magic at 4100 feet (level 82).
                 
                 Cannot be harmed by acid, fire.
                 
                 Combat info:
                 Hits targets up to 120 feet away.
                 Average damage/round: 267.8.
                 35% chance of breaking upon contact.
                 
            s) (nothing)
            t) (nothing)
            u) (nothing)
            v) (nothing)
            w) (nothing)
            
            
              [Character Inventory]
            
            a) 8 Holy Books of Prayers [Words of Wisdom]
                 
                 
            b) 8 Holy Books of Prayers [Chants and Blessings]
                 
                 
            c) 8 Holy Books of Prayers [Exorcism and Dispelling]
                 
                 
            d) 2 Holy Books of Prayers [Ethereal Openings]
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            e) 4 Holy Books of Prayers [Godly Insights]
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            f) a Holy Book of Prayers [Purifications and Healing]
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            g) a Holy Book of Prayers [Holy Infusions]
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            h) 21 Potions of Healing
                 
                 
            i) 17 Potions of *Healing*
                 It can be thrown at creatures with damaging effect.
                 
            j) 7 Potions of Restore Mana
                 
                 
            k) 4 Scrolls of Teleportation
                 
                 
            l) 2 Scrolls of Teleport Level
                 
                 
            m) 7 Scrolls of *Destruction*
                 
                 
            n) 3 Rods of Healing
                 Cannot be harmed by electricity.
                 
            o) 2 Staves of Speed (2 charges)
                 
                 
            p) the Amulet of Ingwe <+3, +4>
                 Dropped by a Great Hell Wyrm at 4150 feet (level 83).
                 
                 +3 intelligence, wisdom.
                 +4 charisma, infravision.
                 Provides resistance to acid, lightning, cold.
                 Provides protection from 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
                 evil creatures that you can see.
                 Takes 168 to 330 turns to recharge at your current speed.
                 Your chance of success is 90.9%
                 
            q) the Mithril Plate Mail of Celeborn (-3) [65,+25] <+3, +4>
                 Found lying on the floor in a vault at 4250 feet (level 85).
                 
                 +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 1650 turns to recharge at your current speed.
                 Your chance of success is 94.2%
                 
            r) the Bastard Sword of Eowyn (4d4) (+12,+16) <+4, +2>
                 Dropped by an Ancient red dragon at 4100 feet (level 82).
                 
                 +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:
                 4.0 blows/round.
                 Average damage/round: 276.4 vs. animals, 276.4 vs. evil creatures,
                 320.8 vs. giants, 409.6 vs. undead, and 232 vs. others.
                 
            s) the Katana 'Aglarang' (6d5) (+13,+12) <+5, +1>
                 Dropped by an Ancient white dragon at 2300 feet (level 46).
                 
                 +5 dexterity, speed.
                 +1 attack speed.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains dexterity.
                 
                 Combat info:
                 5.0 blows/round.
                 Average damage/round: 307.5.
                 
            t) the Mace 'Taratol' (3d4) (+12,+12)
                 Dropped by a Greater titan at 4250 feet (level 85).
                 
                 *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 333 to 660 turns to recharge at your current speed.
                 Your chance of success is 96.1%
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 272.8 vs. creatures not resistant to
                 electricity, 340.8 vs. dragons, and 205.2 vs. others.
                 
            u) the Quarterstaff of Olorin (2d9) (+10,+13) <+4, +2>
                 Dropped by a Stone giant at 3200 feet (level 64).
                 
                 +4 intelligence, wisdom.
                 +2 charisma.
                 Slays evil creatures, orcs, trolls.
                 *Slays* demons.
                 Branded with flames.
                 Provides resistance to fire, nether.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains your life force.  Grants the ability to see invisible
                 things.  
                 
                 When activated, it gives you information on the health and
                 abilities of monsters you can see.
                 Takes 66 turns to recharge at your current speed.
                 Your chance of success is 95.2%
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 263.2 vs. evil creatures, 307.6 vs. orcs,
                 307.6 vs. trolls, 307.6 vs. creatures not resistant to fire, 396.4
                 vs. demons, and 218.8 vs. others.
                 
            v) the Great Hammer of Aule (18d1) (+19,+21) [+5] <+8, +4>
                 Dropped by The Witch-King of Angmar at 4150 feet (level 83).
                 
                 +8 tunneling.
                 +4 wisdom.
                 Slays evil creatures, undead, demons.
                 *Slays* dragons.
                 Branded with acid.
                 Provides resistance to acid, lightning, fire, cold, nexus.
                 Provides protection from fear.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Prevents paralysis.  Grants the ability to see invisible things.  
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 369.6 vs. evil creatures, 449.6 vs. undead,
                 449.6 vs. demons, 449.6 vs. creatures not resistant to acid, 609.6
                 vs. dragons, and 290 vs. others.
                 
            
            
              [Home Inventory]
            
            a) the Necklace of the Dwarves <+3, +5>
                 Dropped by Ungoliant, the Unlight at 3800 feet (level 76).
                 
                 +3 strength, constitution.
                 +5 infravision.
                 Provides protection from fear.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Speeds regeneration.  Prevents paralysis.  Grants the ability to
                 see invisible things.  
                 
                 Radius 1 light.
            b) Multi-Hued Dragon Scale Mail of Craftsmanship [45,+32]
                 Found lying on the floor in a vault at 4100 feet (level 82).
                 
                 Provides resistance to acid, lightning, fire, cold, poison.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            c) the Chain Mail of Arvedui (-2) [40,+15] <+2>
                 Dropped by an Archangel at 2050 feet (level 41).
                 
                 +2 strength, charisma.
                 Provides resistance to acid, lightning, fire, cold, shards, nexus.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            d) the Metal Brigandine Armour of the Rohirrim [50,+15] <+2>
                 Dropped by a Gelugon at 3200 feet (level 64).
                 
                 +2 strength, dexterity.
                 Provides resistance to acid, lightning, fire, cold, sound.
                 Provides protection from fear, confusion.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            e) the Full Plate Armour of Isildur [75,+23] <+1>
                 Dropped by a Dracolisk at 3150 feet (level 63).
                 
                 +1 constitution.
                 Provides resistance to acid, lightning, fire, cold, sound, nexus.
                 Provides protection from confusion.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            f) the Mithril Chain Mail 'Belegennon' (-1) [35,+20] <+4, +2>
                 Dropped by a Bile Demon at 3250 feet (level 65).
                 
                 +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 6 turns to recharge at your current speed.
                 Your chance of success is 94.2%
                 
            g) the Hard Leather Armour of Himring [20,+15]
                 Dropped by an unknown monster at 3300 feet (level 66).
                 
                 Provides resistance to poison, nether, chaos.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 When activated, it grants you protection from evil for 1d25 plus 3
                 times your character level turns.
                 Takes 333 to 660 turns to recharge at your current speed.
                 Your chance of success is 93.0%
                 
            h) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3>
                 Conjured forth by magic at 1700 feet (level 34).
                 
                 +3 dexterity, speed.
                 Provides resistance to acid, shards.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Prevents paralysis.  
                 
            i) the Cloak 'Colluin' [1,+15]
                 Dropped by a Soldier at 1800 feet (level 36).
                 
                 Provides resistance to acid, lightning, fire, cold, poison.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 When activated, it grants temporary resistance to acid,
                 electricity, fire, cold and poison for 1d20+20 turns.
                 Takes 366 turns to recharge at your current speed.
                 Your chance of success is 97.3%
                 
            j) the Leather Shield of the Haradrim (+5,+5) [9,+15] <+2>
                 Dropped by a Mature blue dragon at 2750 feet (level 55).
                 
                 +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 165 turns to recharge at your current speed.
                 Your chance of success is 94.7%
                 
            k) the Leather Shield of Celegorm [8,+20]
                 Dropped by Rogrog the Black Troll at 1700 feet (level 34).
                 
                 Provides resistance to acid, lightning, fire, cold, light, dark.
                 Provides protection from blindness.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            l) the Large Metal Shield of Anarion [12,+20]
                 Found lying on the floor in a vault at 3850 feet (level 77).
                 
                 Provides resistance to acid, lightning, fire, cold.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains strength, intelligence, wisdom, dexterity, constitution,
                 charisma.
                 
            m) the Mithril Shield of Gil-galad [20,+20] <+5>
                 Found lying on the floor at 3800 feet (level 76).
                 
                 +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 330 turns to recharge at your current speed.
                 Your chance of success is 90.0%
                 
                 Radius 1 light.
            n) the Iron Helm 'Holhenneth' [7,+10] <+2>
                 Dropped by a Demilich at 3600 feet (level 72).
                 
                 +2 intelligence, wisdom.
                 +10% to searching.
                 Provides protection from blindness, confusion.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Grants the ability to see invisible things.  
                 
                 When activated, it detects treasure, traps, doors, stairs, and all
                 creatures nearby.
                 Takes 184 to 363 turns to recharge at your current speed.
                 Your chance of success is 96.1%
                 
            o) the Steel Helm of Hammerhand [9,+20] <+3>
                 Dropped by a Master vampire at 2850 feet (level 57).
                 
                 +3 strength, dexterity, constitution.
                 Provides resistance to acid, cold, dark, nexus.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Prevents paralysis.  
                 
            p) the Pair of Steel Shod Boots of Thror [7,+20] <+3, -1>
                 Dropped by a Glabrezu at 3150 feet (level 63).
                 
                 +3 strength, constitution, speed.
                 -1 stealth.
                 Provides protection from fear.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
            q) the Long Sword 'Anduril' (3d5) (+10,+15) [+10] <+4>
                 Dropped by a Great Wyrm of Chaos at 4100 feet (level 82).
                 
                 +4 strength, dexterity.
                 Slays evil creatures, undead, orcs, trolls.
                 Branded with flames.
                 Provides resistance to fire, disenchantment.
                 Provides protection from fear.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Sustains strength, dexterity.
                 Blessed by the gods.  Prevents paralysis.  Grants the ability to
                 see invisible things.  
                 
                 When aimed, it creates a fire ball with damage 72.
                 Takes 132 turns to recharge at your current speed.
                 Your chance of success is 96.1%
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 262 vs. evil creatures, 301.6 vs. undead,
                 301.6 vs. orcs, 301.6 vs. trolls, 301.6 vs. creatures not
                 resistant to fire, and 222.4 vs. others.
                 
            r) the Spear of Orome (4d6) (+15,+15) <+4>
                 Found lying on the floor of a cavern at 900 feet (level 18).
                 
                 +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.  
                 
                 When aimed, it turns rock into mud.
                 Takes 16 turns to recharge at your current speed.
                 Your chance of success is 96.5%
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 302 vs. animals, 362.8 vs. giants, 362.8 vs.
                 creatures not resistant to fire, and 241.6 vs. others.
                 
                 Radius 1 light.
            s) the Spear 'Aiglos' (3d6) (+15,+25) [+5] <+4, +2>
                 Dropped by a Greater Balrog at 3550 feet (level 71).
                 
                 +4 dexterity.
                 +2 wisdom.
                 Slays evil creatures, orcs, trolls.
                 *Slays* undead.
                 Branded with frost.
                 Provides resistance to cold.
                 Provides protection from fear.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Blessed by the gods.  Slows your metabolism.  Prevents paralysis. 
                 
                 
                 When aimed, it creates a frost ball with damage 100.
                 Takes 115 turns to recharge at your current speed.
                 Your chance of success is 96.5%
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 315.2 vs. evil creatures, 360.4 vs. orcs,
                 360.4 vs. trolls, 360.4 vs. creatures not resistant to cold, 451.2
                 vs. undead, and 270 vs. others.
                 
            t) the Trident of Wrath (3d10) (+16,+18) <+2>
                 Found lying on the floor in a vault at 2050 feet (level 41).
                 
                 +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:
                 4.0 blows/round.
                 Average damage/round: 338.8 vs. evil creatures, 410.8 vs.
                 creatures not resistant to poison, 554.8 vs. undead, and 266.8 vs.
                 others.
                 
            u) the Halberd 'Osondir' (3d5) (+16,+12) <+3, +2>
                 Dropped by a Master vampire at 2500 feet (level 50).
                 
                 +3 strength, wisdom.
                 +2 charisma.
                 Slays undead, giants.
                 Branded with flames.
                 Provides resistance to fire, sound.
                 Cannot be harmed by acid, electricity, fire, cold.
                 Blessed by the gods.  Feather Falling.  Grants the ability to see
                 invisible things.  
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 290 vs. undead, 290 vs. giants, 290 vs.
                 creatures not resistant to fire, and 210 vs. others.
                 
            v) the Glaive of Pain (9d6) (+7,+30)
                 Dropped by a Dracolisk at 3850 feet (level 77).
                 
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 Combat info:
                 3.8 blows/round.
                 With +0 STR and +2 DEX you would get 4.0 blows
                 Average damage/round: 388.9.
                 
            w) the Lucerne Hammer 'Turmil' (2d5) (+10,+11) [+8] <+4>
                 Dropped by an Elder vampire at 3200 feet (level 64).
                 
                 +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
                 creature.
                 Takes 132 turns to recharge at your current speed.
                 Your chance of success is 96.1%
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 244.4 vs. orcs, 244.4 vs. creatures not
                 resistant to cold, and 191.6 vs. others.
                 
                 Radius 1 light.
            x) the Flail 'Totila' (3d6) (+16,+12) <+2>
                 Dropped by Scatha the Worm at 2000 feet (level 40).
                 
                 +2 stealth, speed.
                 Slays evil creatures.
                 Branded with flames.
                 Provides resistance to fire.
                 Provides protection from confusion.
                 Cannot be harmed by acid, electricity, fire, cold.
                 
                 When aimed, it confuses a target monster.
                 Takes 49 turns to recharge at your current speed.
                 Your chance of success is 96.1%
                 
                 Combat info:
                 4.0 blows/round.
                 Average damage/round: 264.4 vs. evil creatures, 311.6 vs.
                 creatures not resistant to fire, and 217.6 vs. others.

            Comment

            • mixer
              Scout
              • Dec 2011
              • 25

              #7
              Well I died. So I have now spent 24 year trying to beat this game. At least I was fighting Morgoth when I died.

              Comment

              • Estie
                Veteran
                • Apr 2008
                • 2347

                #8
                Really sorry to hear

                How exactly did you die ?

                Comment

                • mixer
                  Scout
                  • Dec 2011
                  • 25

                  #9
                  The cave floor twists in an unnatural way! You are severely crushed! Morgoth, Lord of Darkness hits you. ! The cave quakes! You are pummeled with debris! You are severely crushed! You die.

                  Whoops!!!

                  Comment

                  • Oramin
                    Swordsman
                    • Jun 2012
                    • 371

                    #10
                    Don't melee Morgoth. Shoot him on approach and when he gets within a few square teleport him away. Don't worry, he'll be back soon enough.

                    Comment

                    • Estie
                      Veteran
                      • Apr 2008
                      • 2347

                      #11
                      I dont know. Morgoth´s melee isnt his most fearsome weapon. It looks like you attacked while too low on hp, instead of healing.
                      Also your speed is listed as 23, which gives Morgoth a fair chance for double move. For that fight, I try to get at least +30; probably exchange Narya for a 2nd RoS and Thorin for Haradrim, to keep sustain str.

                      Again, sorry for your loss, and also for the too late advice.

                      Edit: counted your speed items and got to 28, the difference probably being accounted for by overweight. That means either 1) you have no speed buff going or 2) got slowed by a gravity attack. So no need for any equipment changes. Just keep an eye on your speed during the fight, and refresh buff if it falls off or disengage if you get slowed till it wears off. Fighting M at 23 speed for any lenghth of time is borderline suicidal.
                      Last edited by Estie; January 26, 2013, 21:49.

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #12
                        The main thing when meleeing Morgoth is to try to avoid being surrounded by too many walls. The more walls around you, the more likely you are to be crushed by earthquake debris, and that really hurts -- IIRC it's an extra 100-200 damage or something. But it is very unlikely to happen if you have open space around you.

                        Comment

                        • mixer
                          Scout
                          • Dec 2011
                          • 25

                          #13
                          Thanks for the advice. I kept being surrounded by the summoned monsters so went into the corner by digging a tunnel there. Next time I will teleport away Morgoth, then banish evil, and prepare by generating an open space to fight in. I liked the corner as I a could not be surrounded by archlich which seemed to be the main summoned monster! Will need to have less equipment as it was the main cause of being so slow.

                          Comment

                          • Oramin
                            Swordsman
                            • Jun 2012
                            • 371

                            #14
                            I should note that it also helps to start the fight with a bunch of Scrolls of Banishment/Mass Banishment and Potions of Healing, *Healing*, Restore Mana, and Speed (depending on your class). Priests can omit the Healing/*Healing*, Mages the Banishment/Mass Banishment/Speed, and Warriors the Restore Mana.

                            Comment

                            • mixer
                              Scout
                              • Dec 2011
                              • 25

                              #15
                              Well I had all the healing, and some speed potions but banishment scrolls were almost impossible to find. I found "Wrath of gods" on second visit to level 100. The RNG did not like me. As I stated every summon either contained a ancient chaos, and multi dragon or Archlich * (2 or 3). I believe I may have been able to pin cushion him if I sat in a cleared space near the corner of the dungeon and banish the summoned creatures after teleporting Morgoth away. If I get to this stage again that is what I am going to try.

                              Comment

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