Furthest I've gotten

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  • Raajaton
    Swordsman
    • May 2012
    • 296

    Furthest I've gotten

    So here is my current character dump. I have been playing Angband off and on for the last 2 years or so, and haven't won yet. Haven't even come close in the majority of my games. This is the furthest I've gotten so far, and I'm looking for some advise on how I should proceed from here.

    I'm getting to the point where a lot of the uniques I'm coming across are summoners, and are very tough to take down. I am avoiding the majority of the big fights, and still feel like i'm too weak to take on some of the vaults and stuff I come across.

    Should I be looking to swap out some of the equipment I have? Are there certain resistances I should look around for before going any deeper? I have a good feeling about this playthrough, and any advise to prevent me from making a stupid mistake would be great.

    Code:
      [Angband 3.3.2 Character Dump]
    
     Name   Raaj                                     Self  RB  CB  EB   Best
     Sex    Female       Age             38   STR! 18/100  +2  -1  +2 18/130
     Race   Dwarf        Height          43   INT! 18/100  -3  -3  +2  18/60
     Class  Priest       Weight         127   WIS! 18/100  +2  +3  +4 18/190
     Title  Patriarch    Social      Lordly   DEX! 18/100  -2  -1  +3 18/100
     HP     654/654      Maximize         Y   CON! 18/100  +2  +0  +2 18/140
     SP     377/377                           CHR! 18/100  -3  +2  +0  18/90
    
     Level               47   Armor    [46,+99]     Saving Throw        100%
     Cur Exp        4735347   Fight    (+13,+9)     Stealth             Fair
     Max Exp        4735347   Melee   (+24,+26)     Fighting          Superb
     Adv Exp        4900000   Shoot   (+25,+15)     Shooting          Superb
     MaxDepth   4000' (L80)   Blows    2.8/turn     Disarming            68%
     Game Turns     3028204   Shots      1/turn     Magic Device          90
     Standard Turns  342182   Infra       50 ft     Perception       1 in 22
     Resting Turns     9710   Speed          35     Searching            33%
     Gold           1462485   Burden  179.6 lbs
    
     You are the only child of a Dwarven Miner.  You are a well liked
     child.  You have dark brown eyes, straight black hair, a three 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) a Mace of Disruption of Gondolin (5d8) (+11,+17)
         Dropped by an Archlich at 3850 feet (level 77).
         
         Slays undead, demons, orcs, trolls, dragons.
         Provides resistance to dark.
         Cannot be harmed by acid, fire.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
         Combat info:
         2.8 blows/round.
         With +0 STR and +2 DEX you would get 3.3 blows
         Average damage/round: 315.7 vs. undead, 315.7 vs. demons, 315.7
         vs. orcs, 315.7 vs. trolls, 315.7 vs. dragons, and 161.8 vs.
         others.
         
         Radius 1 light.
    b) the Short Bow of Amrod (x4) (+12,+15) <+2>
         Conjured forth by magic at 1850 feet (level 37).
         
         +2 strength, constitution, shooting power.
         Provides resistance to lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.  
         
    c) a Ring of Speed <+11>
         Dropped by a Nightcrawler at 3600 feet (level 72).
         
         +11 speed.
         
    d) a Ring of Speed <+9>
         Dropped by a Bile Demon at 3500 feet (level 70).
         
         +9 speed.
         
    e) the Jewel 'Evenstar' <+2>
         Dropped by a Greater Balrog at 3500 feet (level 70).
         
         +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 600 turns to recharge at your current speed.
         Your chance of success is 93.6%
         
    f) the Phial of Galadriel
         Dropped by a Cave orc at 1150 feet (level 23).
         
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it lights up the surrounding area, hurting
         light-sensitive creatures.
         Takes 44 to 80 turns to recharge at your current speed.
         Your chance of success is 96.9%
         
         Radius 3 light.
    g) the Leather Scale Mail 'Thalkettoth' (-1) [20,+25] <+3>
         Dropped by a Dread at 3200 feet (level 64).
         
         +3 dexterity, speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
    h) the Cloak 'Colannon' [1,+15] <+2>
         Dropped by a Great Storm Wyrm at 3650 feet (level 73).
         
         +2 stealth, speed.
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it teleports you randomly up to 100 squares away.
         Takes 180 turns to recharge at your current speed.
         Your chance of success is 96.9%
         
    i) the Leather Shield of Celegorm [8,+17]
         Found lying on the floor in a vault at 2800 feet (level 56).
         
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Provides protection from blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         
    j) the Iron Helm 'Holhenneth' [7,+11] <+2>
         Dropped by Ji Indur Dawndeath at 2700 feet (level 54).
         
         +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 224 to 440 turns to recharge at your current speed.
         Your chance of success is 95.7%
         
    k) the Set of Gauntlets 'Paurhach' [3,+14]
         Found lying on the floor at 3000 feet (level 60).
         
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.  
         
         When aimed, it creates a fire bolt with damage 9d8.
         Takes 36 to 64 turns to recharge at your current speed.
         Your chance of success is 97.2%
         
    l) a Pair of Steel Shod Boots of Speed [7,+11] <+10>
         Dropped by an Ogre at 3400 feet (level 68).
         
         +10 speed.
         Cannot be harmed by fire.
         
    
    
      [Character Quiver]
    
    n) 9 Arrows of Slay Evil (1d4) (+12,+10)
         Dropped by a Lesser Balrog at 3500 feet (level 70).
         
         Slays evil creatures.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 169.9 vs. evil creatures, and 113.3 vs.
         others.
         35% chance of breaking upon contact.
         
    o) 3 Arrows of Slay Animal (1d4) (+12,+12)
         Dropped by a Dracolisk at 3650 feet (level 73).
         
         Slays animals.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 182.3 vs. animals, and 121.5 vs. others.
         35% chance of breaking upon contact.
         
    p) 13 Seeker Arrows (4d4) (+5,+5)
         Dropped by a Nightcrawler at 3600 feet (level 72).
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 123.6.
         35% chance of breaking upon contact.
         
    q) 29 Seeker Arrows of Slay Giant (4d4) (+9,+15)
         Dropped by Fundin Bluecloak at 3800 feet (level 76).
         
         Slays giants.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 288.4 vs. giants, and 164.8 vs. others.
         35% chance of breaking upon contact.
         
    r) 18 Seeker Arrows of Slay Demon (4d4) (+9,+10)
         Dropped by a Nightcrawler at 3850 feet (level 77).
         
         Slays demons.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 252.3 vs. demons, and 144.2 vs. others.
         35% chance of breaking upon contact.
         
    s) 4 Mithril Arrows of Holy Might (4d4) (+19,+19)
         Found lying on the floor in a vault at 2800 feet (level 56).
         
         Slays evil creatures, undead, demons.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 274.5 vs. evil creatures, 320.3 vs. undead,
         320.3 vs. demons, and 183 vs. others.
         35% chance of breaking upon contact.
         
    t) 3 Arrows of Venom (1d4) (+12,+16)
         Dropped by a Great Bile Wyrm at 3500 feet (level 70).
         
         Branded with venom.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 241.5 vs. creatures not resistant to poison,
         and 138 vs. others.
         35% chance of breaking upon contact.
         
    u) (nothing)
    v) (nothing)
    w) (nothing)
    
    
      [Character Inventory]
    
    a) 3 Holy Books of Prayers [Beginners Handbook]
         
         
    b) 2 Holy Books of Prayers [Words of Wisdom]
         
         
    c) a Holy Book of Prayers [Chants and Blessings]
         
         
    d) a Holy Book of Prayers [Exorcism and Dispelling]
         
         
    e) a Holy Book of Prayers [Ethereal Openings]
         Cannot be harmed by acid, electricity, fire, cold.
         
    f) a Holy Book of Prayers [Godly Insights]
         Dropped by Gorlim, Betrayer of Barahir at 2150 feet (level 43).
         
         Cannot be harmed by acid, electricity, fire, cold.
         
    g) a Holy Book of Prayers [Purifications and Healing]
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) a Holy Book of Prayers [Holy Infusions]
         Cannot be harmed by acid, electricity, fire, cold.
         
    i) 8 Potions of Cure Serious Wounds
         
         
    j) 10 Potions of Cure Critical Wounds
         
         
    k) 3 Potions of Healing
         
         
    l) 8 Potions of Restore Mana
         
         
    m) 6 Potions of Speed
         
         
    n) an Amulet of Trickery <+4, +2, +5>
         Found lying on the floor at 3800 feet (level 76).
         
         +4 dexterity, stealth.
         +2 speed.
         +5 infravision.
         +25% to searching.
         Provides resistance to poison, nexus.
         Sustains dexterity.
         
    o) the Elfstone 'Elessar' [+10] <+2>
         Dropped by a Dracolisk at 3600 feet (level 72).
         
         +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 800 turns to recharge at your current speed.
         Your chance of success is 90.9%
         
    p) the Mithril Plate Mail of Celeborn (-3) [65,+25] <+3, +4>
         Dropped by a Great Storm Wyrm at 4000 feet (level 80).
         
         +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 2000 turns to recharge at your current speed.
         Your chance of success is 93.6%
         
    q) a Quarterstaff of Gondolin (1d9) (+12,+9)
         Dropped by a Law drake at 2100 feet (level 42).
         
         Slays demons, orcs, trolls, dragons.
         Provides resistance to dark.
         Cannot be harmed by acid, fire.
         Prevents paralysis.  Grants telepathy.  Grants the ability to see
         invisible things.  
         
         Combat info:
         3.5 blows/round.
         With +5 STR and +0 DEX you would get 4.0 blows
         With +0 STR and +2 DEX you would get 4.0 blows
         Average damage/round: 126 vs. demons, 126 vs. orcs, 126 vs.
         trolls, 126 vs. dragons, and 87.1 vs. others.
         
         Radius 1 light.
    r) 25 Arrows (1d4) {magical}
         Dropped by a Young gold dragon at 3650 feet (level 73).
         
         You do not know the full extent of this item's powers.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 71.4.
         35% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) 34 Potions of Cure Critical Wounds
         
         
    b) 5 Potions of Healing
         
         
    c) 6 Potions of *Healing*
         It can be thrown at creatures with damaging effect.
         
    d) 6 Potions of Speed
         
         
    e) a Scroll of Banishment
         Bought from a store.
         
         
         
    f) 2 Scrolls of Mass Banishment
         
         
    g) 4 Scrolls of *Destruction*
         
         
    h) a Staff of *Destruction* (3 charges)
         Dropped by a Knight Templar at 3900 feet (level 78).
         
         
         
    i) 2 Staves of Speed (9 charges)
         
         
    j) a Ring of Soulkeeping
         Dropped by an unknown monster at 1500 feet (level 30).
         
         Sustains strength, intelligence, wisdom.
         
    k) 2 Rings of Damage (+0,+9)
         
         
    l) the Ring of Barahir <+1>
         Found lying on the floor in a vault at 3200 feet (level 64).
         
         +1 strength, intelligence, wisdom, dexterity, constitution,
         charisma, stealth.
         Provides resistance to poison, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    m) the Amulet of Carlammas <+3, +1>
         Dropped by a Bile Demon at 3400 feet (level 68).
         
         +3 constitution.
         +1 strength.
         Provides resistance to fire.
         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 904 to 1800 turns to recharge at your current speed.
         Your chance of success is 92.4%
         
    n) the Metal Brigandine Armour of the Rohirrim [50,+13] <+2>
         Found lying on the floor in a vault at 2250 feet (level 45).
         
         +2 strength, dexterity.
         Provides resistance to acid, lightning, fire, cold, sound.
         Provides protection from fear, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    o) a Cloak of Protection [1,+8]
         Dropped by a Mature gold dragon at 2000 feet (level 40).
         
         Provides resistance to shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
    p) a Fur Cloak of Aman [3,+15] <+3>
         Dropped by M�m, Betrayer of Turin at 1450 feet (level 29).
         
         +3 stealth.
         Provides resistance to nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         
    q) the Spear 'Nimloth' (1d6) (-1,-2) <+3>
         Dropped by a Mature green dragon at 1600 feet (level 32).
         
         +3 stealth, speed.
         Slays undead.
         Branded with frost.
         Provides resistance to cold.
         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: 63.6 vs. undead, 63.6 vs. creatures not
         resistant to cold, and 34.4 vs. others.
         
    r) the Halberd 'Osondir' (3d5) (+15,+11) <+3, +2>
         Dropped by a Dread at 2200 feet (level 44).
         
         +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:
         3.5 blows/round.
         With +1 STR and +0 DEX you would get 4.0 blows
         With +0 STR and +2 DEX you would get 4.0 blows
         Average damage/round: 184.2 vs. undead, 184.2 vs. giants, 184.2
         vs. creatures not resistant to fire, and 113.8 vs. others.
         
    s) the Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] <+3, +1>
         Dropped by a Cyclops at 3800 feet (level 76).
         
         +3 strength, constitution.
         +1 stealth.
         Slays demons, orcs, trolls.
         Provides resistance to acid, lightning, fire, cold.
         Provides protection from blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  Speeds regeneration.  Prevents paralysis. 
         Grants the ability to see invisible things.  
         
         Combat info:
         3.5 blows/round.
         With +5 STR and +0 DEX you would get 4.0 blows
         With +0 STR and +2 DEX you would get 4.0 blows
         Average damage/round: 236.6 vs. demons, 236.6 vs. orcs, 236.6 vs.
         trolls, and 131.7 vs. others.
         
    t) the Scythe 'Avavir' (5d3) (+18,+12) [+30] <+3>
         Found lying on the floor at 3600 feet (level 72).
         
         +3 dexterity, charisma, speed.
         Branded with flames, frost.
         Provides resistance to fire, cold, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
         When activated, it returns you from the dungeon or takes you to
         the dungeon after a short delay.
         Takes 800 turns to recharge at your current speed.
         Your chance of success is 93.6%
         
         Combat info:
         3.8 blows/round.
         With +3 STR and +0 DEX you would get 4.0 blows
         With +0 STR and +2 DEX you would get 4.0 blows
         Average damage/round: 206.5 vs. creatures not resistant to fire,
         206.5 vs. creatures not resistant to cold, and 121.3 vs. others.
         
         Radius 1 light.
    u) the Flail 'Totila' (3d6) (+16,+12) <+2>
         Dropped by a Cave ogre at 1950 feet (level 39).
         
         +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 60 turns to recharge at your current speed.
         Your chance of success is 95.7%
         
         Combat info:
         3.5 blows/round.
         With +5 STR and +0 DEX you would get 4.0 blows
         With +0 STR and +2 DEX you would get 4.0 blows
         Average damage/round: 162.4 vs. evil creatures, 203.4 vs.
         creatures not resistant to fire, and 121 vs. others.
         
    v) the Mace 'Taratol' (3d4) (+12,+12)
         Dropped by Ulwarth, Son of Ulfang at 1600 feet (level 32).
         
         *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 404 to 800 turns to recharge at your current speed.
         Your chance of success is 95.7%
         
         Combat info:
         3.3 blows/round.
         With +5 STR and +0 DEX you would get 3.5 blows
         With +0 STR and +2 DEX you would get 3.8 blows
         Average damage/round: 158.1 vs. creatures not resistant to
         electricity, 213.4 vs. dragons, and 102.5 vs. others.
         
    w) 26 Bolts of Slay Dragon (1d5) (+12,+13)
         Found lying on the floor in a vault at 2250 feet (level 45).
         
         Slays dragons.
         
    
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          9013     50'    2   Reached level 2
         14626     50'    3   Reached level 3
         22260     50'    4   Reached level 4
         47190    100'    5   Reached level 5
         65297     50'    6   Reached level 6
         83385    150'    7   Reached level 7
        117529      0'    8   Reached level 8
        143357    100'    9   Reached level 9
        171078    100'    9   Killed Fang, Farmer Maggot's dog
        189476    150'    9   Killed Smeagol
        189476    150'   10   Reached level 10
        194560    150'   10   Killed Grip, Farmer Maggot's dog
        219357    100'   11   Reached level 11
        244386      0'   11   Killed Farmer Maggot
        333683    250'   12   Reached level 12
        373921    350'   13   Reached level 13
        481730    250'   14   Reached level 14
        546360    350'   15   Reached level 15
        561615    350'   15   Killed Bullroarer the Hobbit
        591211    350'   16   Reached level 16
        729173    400'   17   Reached level 17
        801443    500'   18   Reached level 18
        814066    550'   18   Killed Mughash the Kobold Lord
        826663    550'   18   Killed Orfax, Son of Boldor
        830542    550'   19   Reached level 19
        845466    550'   19   Killed Wormtongue, Agent of Saruman
        848429    600'   19   Killed Brodda, the Easterling
        880018    600'   20   Reached level 20
        893181    650'   21   Reached level 21
        903955    650'   21   Killed Golfimbul, the Hill Orc Chief
        930985    700'   22   Reached level 22
        957426    750'   22   Reached level 22
        977063    800'   22   Killed Boldor, King of the Yeeks
        999553    800'   23   Reached level 23
       1085338    550'   23   Killed Grishnakh, the Hill Orc
       1203644    750'   24   Reached level 24
       1207753    750'   24   Killed Shagrat, the Orc Captain
       1283469    850'   25   Reached level 25
       1312955    900'   25   Killed Nar, the Dwarf
       1387690    950'   25   Killed Lagduf, the Snaga
       1395243    950'   26   Reached level 26
       1409182   1000'   26   Killed Gorbag, the Orc Captain
       1439780   1050'   26   Killed Lugdush, the Uruk
       1468340   1100'   26   Killed Ugluk, the Uruk
       1527751   1150'   26   Killed Bolg, Son of Azog
       1527751   1150'   27   Reached level 27
       1529155   1150'   27   Found the Phial of Galadriel
       1552871   1150'   27   Killed Angamaite of Umbar
       1605673   1200'   27   Killed Ibun, Son of Mim
       1668568   1200'   27   Reached level 27
       1745599   1300'   27   Killed Ulfast, Son of Ulfang
       1759871   1350'   27   Killed Azog, King of the Uruk-Hai
       1770242   1450'   28   Reached level 28
       1780343   1450'   28   Killed Mim, Betrayer of Turin
       1810858   1550'   28   Killed Khim, Son of Mim
       1838710   1600'   28   Killed Sangahyando of Umbar
       1854383   1600'   28   Killed Ulwarth, Son of Ulfang
       1868510   1600'   28   Found the Mace 'Taratol'
       1871500   1600'   29   Reached level 29
       1907347   1600'   29   Found the Spear 'Nimloth'
       1940899   1700'   30   Reached level 30
       2012316   1800'   30   Killed Uldor the Accursed
       2015314   1800'   31   Reached level 31
       2024214   1850'   31   Reached level 31
       2094142   1850'   31   Found the Short Bow of Amrod
       2097383   1850'   31   Killed Beorn, the Shape-Changer
       2097553   1850'   31   Found the Dagger 'Narthanc' (LOST)
       2114774   1950'   31   Killed Draebor, the Imp
       2116470   1950'   32   Reached level 32
       2117840   1950'   32   Killed Ufthak of Cirith Ungol
       2129120   1950'   32   Killed Lokkak, the Ogre Chieftain
       2142250      0'   32   Reached level 32
       2180013   2250'   33   Reached level 33
       2181094   2250'   33   Killed Ulfang the Black
       2191656   2250'   32   Reached level 32
       2191656   2250'   33   Reached level 33
       2196690      0'   33   Reached level 33
       2197897   2250'   33   Killed Tom the Stone Troll
       2199809   2200'   33   Reached level 33
       2207954   2200'   31   Killed Uvatha the Horseman
       2225436   2250'   31   Found the Metal Brigandine Armour of the Rohirrim
       2230912   2250'   32   Reached level 32
       2234429   2200'   31   Found the Halberd 'Osondir'
       2237808   2200'   32   Reached level 32
       2240613      0'   33   Reached level 33
       2252076   2200'   33   Killed Bert the Stone Troll
       2280033   2150'   34   Reached level 34
       2280046   2150'   34   Killed The Queen Ant
       2284990   2100'   34   Found the Long Sword 'Elvagil' (LOST)
       2333147   2050'   34   Killed Scatha the Worm
       2334727   2050'   34   Found the Iron Helm of Gorlim (LOST)
       2360486   2000'   35   Reached level 35
       2373059   1950'   35   Reached level 35
       2379584   1950'   33   Killed Lorgan, Chief of the Easterlings
       2380940   1950'   33   Found the Flail 'Totila'
       2383582   1950'   34   Reached level 34
       2383582   1950'   35   Reached level 35
       2400158   1950'   35   Reached level 35
       2413863   2000'   35   Killed Kavlax the Many-Headed
       2447156   2100'   36   Reached level 36
       2450758   2100'   35   Killed Medusa, the Gorgon
       2450758   2100'   36   Reached level 36
       2451576   2100'   36   Found the Soft Leather Armour 'Hithlomir' (LOST)
       2457206   2100'   36   Killed Rogrog the Black Troll
       2466226   2100'   36   Reached level 36
       2479158   2150'   36   Reached level 36
       2485081   2150'   36   Killed Castamir the Usurper
       2486178   2150'   36   Found the Broad Axe 'Barukkheled' (LOST)
       2488264   2150'   36   Found the Beaked Axe of Hurin (LOST)
       2492327   2150'   36   Killed Vargo, Tyrant of Fire
       2495302   2150'   36   Killed Gorlim, Betrayer of Barahir
       2520030   2250'   37   Reached level 37
       2524131   2250'   37   Reached level 37
       2571663   2450'   37   Killed Akhorahil the Blind
       2571705   2450'   37   Found the Bastard Sword 'Calris' (LOST)
       2574058   2450'   37   Killed Waldern, King of Water
       2580860   2450'   37   Reached level 37
       2583660   2450'   37   Killed Itangast the Fire Drake
       2602077   2500'   37   Killed Adunaphel the Quiet
       2607474   2550'   38   Reached level 38
       2619131   2600'   38   Killed Bill the Stone Troll
       2622882   2600'   38   Killed Ariel, Queen of Air
       2644519   2700'   38   Reached level 38
       2644798   2700'   38   Killed Ji Indur Dawndeath
       2644838   2700'   38   Found the Iron Helm 'Holhenneth'
       2655180   2750'   38   Reached level 38
       2670059   2750'   38   Killed Smaug the Golden
       2686233   2800'   39   Reached level 39
       2687508   2800'   39   Found the Leather Shield of Celegorm
       2691655   2800'   38   Killed Eol, the Dark Elf
       2691655   2800'   39   Reached level 39
       2694319   2800'   38   Reached level 38
       2694319   2800'   39   Reached level 39
       2698557   2850'   39   Reached level 39
       2712059   3000'   39   Found the Set of Gauntlets 'Paurhach'
       2736409      0'   40   Reached level 40
       2744030   3050'   40   Reached level 40
       2748912   3050'   39   Reached level 39
       2749349   3050'   40   Reached level 40
       2750771   3050'   40   Reached level 40
       2751960   3050'   40   Reached level 40
       2753626   3050'   40   Reached level 40
       2754168   3050'   40   Killed Baphomet the Minotaur Lord
       2757349   3050'   40   Found the Set of Gauntlets 'Pauraegen' (LOST)
       2757925   3050'   40   Reached level 40
       2765368   3100'   40   Killed Quaker, Master of Earth
       2769106   3100'   40   Found the Cutlass 'Gondricam' (LOST)
       2769857   3100'   40   Found the Pike 'Til-i-arc' (LOST)
       2799103   3200'   40   Found the Ring of Barahir
       2808485   3200'   39   Killed Hoarmurath of Dir
       2810466   3200'   40   Reached level 40
       2812016   3200'   40   Found the Leather Scale Mail 'Thalkettoth'
       2842260   3350'   40   Reached level 40
       2847615   3350'   39   Reached level 39
       2847615   3350'   40   Reached level 40
       2851201   3400'   41   Reached level 41
       2854226   3400'   41   Found the Amulet of Carlammas
       2855715   3400'   41   Found the Augmented Chain Mail of Caspanion (LOST)
       2860774   3400'   41   Killed Ar-Pharazon the Golden
       2865385   3450'   40   Killed Dwar, Dog Lord of Waw
       2866383   3450'   41   Reached level 41
       2867953   3450'   41   Killed Shelob, Spider of Darkness
       2881251   3500'   41   Killed Khamul, the Black Easterling
       2881670   3500'   41   Found the Large Metal Shield of Anarion (LOST)
       2884396   3500'   42   Reached level 42
       2886046   3500'   42   Reached level 42
       2887403   3500'   42   Found the Zweihander 'Mormegil' (LOST)
       2887614   3500'   42   Reached level 42
       2919063   3500'   42   Killed Harowen the Black Hand
       2920471   3500'   42   Found the Iron Crown of Beruthiel (LOST)
       2920475   3500'   42   Found the Jewel 'Evenstar'
       2921233   3500'   42   Killed The Balrog of Moria
       2921233   3500'   43   Reached level 43
       2938749   3600'   43   Found the Scythe 'Avavir'
       2939600   3600'   44   Reached level 44
       2942212   3650'   44   Reached level 44
       2949275   3650'   44   Found the Cloak 'Colannon'
       2959567   3650'   44   Killed The Cat Lord
       2963803   3600'   44   Found the Dagger of Rilia (LOST)
       2966036   3600'   44   Found the Dagger 'Belangil' (LOST)
       2966497   3600'   44   Found the Elfstone 'Elessar'
       2968371   3600'   44   Killed The Phoenix
       2968371   3600'   45   Reached level 45
       2977840   3650'   45   Found the Lucerne Hammer 'Turmil' (LOST)
       2986585   3800'   45   Killed Ren the Unclean
       2991391   3800'   46   Reached level 46
       2995878   3800'   46   Found the Battle Axe of Balli Stonehand
       3004021   3800'   46   Killed Fundin Bluecloak
       3006082   3850'   46   Killed Thuringwethil, the Vampire Messenger
       3010230   3850'   47   Reached level 47
       3022971   3950'   47   Killed Atlas, the Titan
       3023007   3950'   47   Found the Metal Cap of Thengel (LOST)
       3025618   4000'   47   Found the Mithril Plate Mail of Celeborn
    
    
      [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)
  • debo
    Veteran
    • Oct 2011
    • 2402

    #2
    Other people will give you more specific and exhaustive advice, but some glaring things:

    a) You don't need 35 base speed. 30 is more than enough, 20 is great if you have a reliable method of haste to get you up to 30 (potions, rods, etc)

    b) I'm not sure how you're surviving with no rPois -- there are some big poison breathers that I'm pretty sure could do at least 600 unresisted damage.

    c) Get more CON. CON has greatly increasing returns for each point closer that you get to 18/***, and more HP = more of a cushion against the unknown, which is very helpful on a first play all the way through.

    An obvious thing to do would be looking at your equipment to see how you could remove some emphasis on speed and put more emphasis on CON, IMO (e.g. switching one of your speed rings for Barahir -- you get rpois this way too)

    While I'm here -- I personally think Dwarf Priest is a terrible choice for a first winner because it's so damn boring (which leads to autopilot play), but if it's working for you, keep going with it It is a very hard-to-kill character, that's for sure.

    Edit: Oh yeah, my next biggest item on the wish-list for this character would be ESP. Super helpful in picking your fights / paths in the late game when you still don't know what all the monsters do yet.
    Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

    Comment

    • fph
      Veteran
      • Apr 2009
      • 1030

      #3
      Another important thing is: have a 0%-failure-rate way to escape from fights. Or, even better, many of them. As a priest, you should aim for 18/200 WIS, which would make the failure rate of your spells drop to 0%. Moreover, carry ?deep descent, ?teleport level, ?destruction, ?teleport (good only for the early game, after a while the probability of landing in a room full of time hounds is too large).

      1% is not enough. In an average game, you don't want to find yourself 50 times in a 1%-probability-to-die situation.

      Staves, rods and wands can fail and should not be trusted in a matter of life or death, but they are still useful to keep around (_destruction, -teleport other, /teleport other). Morgoth drains charges from staves, so they are useless in the big fight (unless you attack it from a distance and manage to never get hit). You should keep them in your inventory and use them now.
      --
      Dive fast, die young, leave a high-CHA corpse.

      Comment

      • Oramin
        Swordsman
        • Jun 2012
        • 371

        #4
        RoS +9 -> Ro CON +6

        654 HP -> 1054 HP

        Or thereabouts.

        Debo has it right. +35 is nice but most monsters don't go above +20; you want to be non-one-shot-able (new word).

        Also, Telepathy = good. Poison Resistance = good.

        No Disenchantment Resistance = annoying + 500 damage from Tarrasque if it breathes on you.

        Finally, Thalkettoth is handy for the early game. Not so much for the late game.

        Edit:

        typo

        Edit2:

        Just so you know, permanent forms of resistance don't stack. In other words, you only need one permanent source for any given resistance. Temporary sources (such as spells) *do* stack with permanent sources.

        Comment

        • Oramin
          Swordsman
          • Jun 2012
          • 371

          #5
          And one more thing, you're only getting 2.8 attacks/rd from that Mace of Disruption. Stick that in your home until you have higher STR/DEX and use something like Sting enchanted up to (+15, +15).

          That's if you have it, of course. Use 'I' to look at your weapon choices and find the one that does the best damage/rd in conjunction with the slays (and other abilities) that you want. Looking at your options, try enchanting Nimloth back up to (+15, +15) and see how that works out.

          Comment

          • Philip
            Knight
            • Jul 2009
            • 909

            #6
            Honestly, I suggest the Gondolin quarterstaff just for ESP. Since you're playing a priest, doing damage with spells isn't impossible and ESP is excellent even with perfect detection. Oh and while having a swap for poison resist is good, I'd swap elessar in instead of evenstar. 2 speed and poison resist is probably better than nether resist, hold life and regen, because as a priest, you should have restoration, healing and the damage cap on poison is 800, while nether doesn't reduce damage reliably and the damage cap is 550.

            Comment

            • Oramin
              Swordsman
              • Jun 2012
              • 371

              #7
              Originally posted by Philip
              Honestly, I suggest the Gondolin quarterstaff just for ESP. Since you're playing a priest, doing damage with spells isn't impossible and ESP is excellent even with perfect detection. Oh and while having a swap for poison resist is good, I'd swap elessar in instead of evenstar. 2 speed and poison resist is probably better than nether resist, hold life and regen, because as a priest, you should have restoration, healing and the damage cap on poison is 800, while nether doesn't reduce damage reliably and the damage cap is 550.
              Good suggestion. With a couple of my chars I used Theoden for Telepathy but carried around a swap weapon for when I knew I was going into combat and wanted to deal more damage.

              Comment

              • Raajaton
                Swordsman
                • May 2012
                • 296

                #8
                Thanks everybody for the suggestions!

                I actually hadn't realized at the time of posting that I had just recently swapped out my only rpois item! I definitely was wearing it before, and still had a few items to swap in for it, so I'm glad you guys caught it for me before I got myself in too much trouble.

                Yeah, I was keeping that quarterstaff in my inventory with me to swap in for ESP for just that reason. Just last night I picked up some Scythe that did fairly decent damage and had ESP as well, so I'll probably start using that as my main weapon for the time being. I was using that Mace of Disruption because, even though I was only getting I think 2.8 swings, it was still dealing more damage than the other weapons I have. I haven't been taking advantage of enchanting however. Is there a limit to how much you can enchant with priest spells? It may be a good idea to spend some trying to enchant up my lighter weapons if so.

                I definitely have been on the hunt for equipment with more Con on it. I did swap brahir in for one of my rings of speed, which helps a little bit for now. I've been travelling a lot the last few days, but tonight when I get home I intend to sit down and play for a while again. Hopefully she makes it through the night!

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  The absolute limit on enchanting is +15; it's impossible to go higher. Depending on your patience, +10 or +12 may prove a more practical limit; the odds of successful enchantments reduce sharply as the plus on the weapon increases. The odds of any given enchant attempt going from +14 to +15 are only .1% (note that *Enchant Weapon* scrolls simply make multiple attempts).

                  Comment

                  • Raajaton
                    Swordsman
                    • May 2012
                    • 296

                    #10
                    Ok, thanks.

                    The priest spell will only enchant to-dam correct? You can see in my Home that my Nimloth got owned by curse weapon. I would need to accrue a ton of to-hit scrolls in order to bring that back up to snuff?

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #11
                      Originally posted by Raajaton
                      Ok, thanks.

                      The priest spell will only enchant to-dam correct? You can see in my Home that my Nimloth got owned by curse weapon. I would need to accrue a ton of to-hit scrolls in order to bring that back up to snuff?
                      Uh, I don't recall exactly what the priest spell does, but I suspect it randomly does either to-hit or to-dam. In any case, any attempt to enchant a weapon, even if that attempt is doomed to failure, has a chance of breaking the curse on it. You could have a cursed (+20, +20) weapon and still break its curse using enchantment scrolls/spells.

                      Comment

                      • Raajaton
                        Swordsman
                        • May 2012
                        • 296

                        #12
                        Ah ha, so the enchant attempts will be attempting to return the item to it's former glory, rather than having to re-enchant each of those points of to-dam and to-hit individually? Good to know. I was very disheartened when that happened, as at the time it was my only useful item. I kept it around just in case there was a solution, but had until now forgotten about it.

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          #13
                          Originally posted by Raajaton
                          Ah ha, so the enchant attempts will be attempting to return the item to it's former glory, rather than having to re-enchant each of those points of to-dam and to-hit individually? Good to know. I was very disheartened when that happened, as at the time it was my only useful item. I kept it around just in case there was a solution, but had until now forgotten about it.
                          Alas no, the game has no memory of the item's maximum enchantment, so you're still stuck at +15 at best. But even if you can't make the item more powerful, you can remove the curse.

                          Comment

                          • Oramin
                            Swordsman
                            • Jun 2012
                            • 371

                            #14
                            The Enchant Weapon for both Priest and Mage spells has multiple attempts to bump up both To Hit and Damage (although, IIRC, the specifics vary; e.g. the number of attempts per casting). It typically takes me less than 10 minutes of hanging out on DLVL 1 constantly casting the spell and resting to regain mana to get things up to (+15, +15).

                            Comment

                            • Raajaton
                              Swordsman
                              • May 2012
                              • 296

                              #15
                              Originally posted by Oramin
                              The Enchant Weapon for both Priest and Mage spells has multiple attempts to bump up both To Hit and Damage (although, IIRC, the specifics vary; e.g. the number of attempts per casting). It typically takes me less than 10 minutes of hanging out on DLVL 1 constantly casting the spell and resting to regain mana to get things up to (+15, +15).
                              Is there a benefit to doing the enchanting in the dungeon rather than doing it in town?

                              Comment

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