Very late game rogue -- Any advice?

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  • hyperdex
    Scout
    • Nov 2012
    • 44

    Very late game rogue -- Any advice?

    Hi all,

    In the "Father Christmas" thread I referenced my near-winner rogue character who just found Power Dragon Scale Mail. Here he is. Any advice would be appreciated...

    Notes:
    • All resistances are covered. In fact, everything is covered except for HLife and RBlind.
    • HP are a bit low. I have not run across a huge number of good stat boosters.
    • Thinking about switching out the RoD+12, but not sure what to replace it with.
    • Looking to accumulate source of healing for the final two battles.
    Attached Files
  • debo
    Veteran
    • Oct 2011
    • 2402

    #2
    HP maxes out at 18/200 Con, and you get a LOT of HP for the higher con levels.

    Someone here smarter than me can probably figure out how to get you there, but at first glance you could probably use that longbow of +2 con (unless you're using the crossbow as an actual weapon). You don't need the speed boost really (20 base speed + haste is more than enough) and I think you might still be at high enough dex for max blows after the swap ??? ?

    You could even trade out your PDSM for that other armor of +2con, none of those other resists are really going to help you much against Sauron or Morgoth who basically just spam mana storm. I could be wrong there though.

    I guess you do want to grind for more healing things, which is sort of sad and boring but that's how it goes sometimes. You may find other randarts / things that help you boost Con.

    Edit: also, instead of attaching your dude as a text file, you can upload him to the ladder or even paste him into your post in between Code tags.

    Like so:

    Code:
      [Angband v3.5.0 Character Dump]
    
     Name   Bilbo V      Age            106          Self  RB  CB  EB   Best
     Sex    Male         Height        8'3"   STR! 18/100  +1  +0  +4 18/150
     Race   High-Elf     Weight    14st 9lb   INT! 18/100  +3  +1  +6 18/200
     Class  Rogue        Turns used:          WIS! 18/100  -1  -3  +7 18/130
     Title  Master Thief Game       2354986   DEX! 18/100  +3  +3 +11 18/***
     HP     520/856      Standard    382305   CON! 18/100  +1  -1  +6 18/160
     SP     363/363      Resting     100324
    
     Level                 50    Armor     [69,+119]    Saving Throw    100%
     Cur Exp         13581283    Melee       7d4,+49    Stealth       Heroic
     Max Exp         13581283    To-hit       90,+39    Disarming       100%
     Adv Exp         ********    Blows      7.0/turn    Magic Devices    113
                                 Rating       1768.9    Perception    1 in 1
     Gold             2442064                           Searching        55%
     Burden         215.4 lbs    Shoot to-dam    +15    Infravision    60 ft
     Speed         +30 (3.8x)    To-hit       80,+41
     Max Depth    4900' (L98)    Shots        1/turn
    
     You are the only child of a Telerin Ranger.  You have light grey eyes,
     wavy blond hair, and a fair 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 Bastard Sword of Ninarmar (7d4) (+9,+26) <+2> {@w0}
         Dropped by a Dark elven lord at 3450 feet (level 69).
         
         +2 dexterity, attack speed.
         Slays animals, demons, giants.
         Provides resistance to light.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Blessed by the gods.  Slows your metabolism.  
         
         When activated, it heals 1000 hit points.
         Takes 497 to 668 turns to recharge at your current speed.
         Your chance of success is 95.9%
         
         Combat info:
         7.0 blows/round.
         Average damage/round: 632.1 vs. animals, 766.5 vs. demons, 766.5
         vs. giants, and 497 vs. others.
         
    b) the Heavy Crossbow of Culin (x4) (+11,+15) [+5] <+5>
         Dropped by Medusa, the Gorgon at 2000 feet (level 40).
         
         +5 dexterity, speed.
         Provides resistance to fire, light.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it destroys all traps and doors surrounding you.
         Takes 186 to 205 turns to recharge at your current speed.
         Your chance of success is 96.8%
         
    c) a Ring of Speed <+14>
         Found lying on the floor in a vault at 4850 feet (level 97).
         
         +14 speed.
         
    d) a Ring of Damage (+0,+12)
         Found lying on the floor at 2200 feet (level 44).
         
    e) the Pendant 'Girisil' (+8,+0) <+2>
         Found lying on the floor in a vault at 2350 feet (level 47).
         
         +2 strength, intelligence, dexterity, constitution.
         Provides resistance to lightning, fire, cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.  Feather Falling.  
         
         When aimed, it lights up part of the dungeon in a straight line.
         Takes 186 to 205 turns to recharge at your current speed.
         Your chance of success is 93.4%
         
    f) the Arkenstone 'Mengolma' <+3>
         Found lying on the floor in a vault at 2150 feet (level 43).
         
         +3 wisdom.
         Provides protection from confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains dexterity.
         Speeds regeneration.  
         Radius 3 light.
         
         When activated, it maps the entire level and detects nearby
         objects, traps, doors, and stairs.
         Takes 193 to 380 turns to recharge at your current speed.
         Your chance of success is 95.0%
         
    g) Power Dragon Scale Mail (-3) [60,+24]
         Dropped by a Law drake at 4900 feet (level 98).
         
         Provides resistance to acid, lightning, fire, cold, poison, light,
         dark, sound, shards, chaos, disenchantment.
         Provides protection from confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) the Ethereal Cloak of Ingor [0,+19] <+4>
         Found lying on the floor in a vault at 2200 feet (level 44).
         
         +4 speed.
         Provides resistance to light, dark.
         Provides protection from stunning.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.  Prevents paralysis.  Grants the ability to
         see invisible things.  
         
         When aimed, it grants acid resistance for d20+20 turns and creates
         an acid ball of damage 70.
         Takes 342 to 418 turns to recharge at your current speed.
         Your chance of success is 94.0%
         
    i) the Wicker Shield of Glarmenor [2,+18]
         Found lying on the floor in a vault at 2300 feet (level 46).
         
         Provides resistance to acid, lightning, fire, cold, poison, nexus,
         nether.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.  
         
    j) the Golden Crown 'Aradrath' [0,+18] <+4>
         Found lying on the floor in a vault at 2200 feet (level 44).
         
         +4 intelligence, wisdom, constitution.
         +20% to searching.
         Provides resistance to lightning.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Grants telepathy.  Grants the ability to see invisible things.  
         
         When aimed, it destroys traps, unlocks doors and reveals all
         secret doors in a given direction.
         Takes 216 to 239 turns to recharge at your current speed.
         Your chance of success is 96.8%
         
    k) the Set of Gauntlets of Hilpion [3,+11] <+2>
         Found lying on the floor in a vault at 2300 feet (level 46).
         
         +2 strength, dexterity, infravision.
         Provides resistance to fire, cold, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
         Slows your metabolism.  Prevents paralysis.  
         
    l) a Pair of Iron Shod Boots of Elvenkind [4,+9] <+4, +9>
         Found lying on the floor in a vault at 2200 feet (level 44).
         
         +4 stealth.
         +9 speed.
         Cannot be harmed by acid, fire.
         Feather Falling.  
         
    
    
      [Character Quiver]
    
    n) 6 Mithril Bolts of Wounding (3d5) (+14,+14)
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 159.6.
         25% chance of breaking upon contact.
         
    o) 17 Seeker Bolts (4d5) (+8,+7)
         Hits targets up to 140 feet away.
         Average damage/round: 142.8.
         25% chance of breaking upon contact.
         
    
    
      [Character Inventory]
    
    a) 3 Books of Magic Spells [Magic for Beginners] {@b1@m1@G1}
    b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
    c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
    d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
    e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5}
    f) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7}
    g) a Book of Magic Spells [Tenser's Transformations] {@m8@b8@G8}
    h) a Book of Magic Spells [Kelek's Grimoire of Power] {@m9@b9@G9}
    i) 33 Potions of Cure Critical Wounds
    j) a Potion of *Healing*
    k) 2 Potions of Life
    l) 11 Potions of Enlightenment
    m) 9 Scrolls of Teleportation
    n) 2 Rods of Healing (1 charging)
    o) 2 Rods of Restoration (1 charging)
    p) 8 Rods of Teleport Other {@z0}
    q) 3 Rings of Speed <+12>
    r) the Black Dragon Scale Mail of Tiriend (-2) [16,+17] <+2>
         Dropped by Polyphemus, the Blind Cyclops at 2350 feet (level 47).
         
         +2 tunneling.
         Provides resistance to acid, lightning, fire, cold, sound, shards,
         disenchantment.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
    s) the Elven Cloak of Caras [6,+15] <+2>
         Dropped by a Great Ice Wyrm at 4400 feet (level 88).
         
         +2 strength, stealth, speed.
         Provides resistance to lightning, light, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains wisdom.
         
         When activated, it deals 60 damage to all undead creatures that
         you can see.
         Takes 277 to 307 turns to recharge at your current speed.
         Your chance of success is 97.5%
         
    t) the War Hammer of Marnim (3d3) (+12,+16) [+4] <+2>
         Dropped by Ancalagon the Black at 4900 feet (level 98).
         
         +2 attack speed.
         Slays trolls.
         Provides resistance to nexus.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it restores 10SP, cures confusion and
         hallucination, removes fear and grants you temporary resistance to
         confusion.
         Takes 247 to 273 turns to recharge at your current speed.
         Your chance of success is 97.5%
         
         Combat info:
         7.0 blows/round.
         Average damage/round: 424.2 vs. trolls, and 331.8 vs. others.
         
    u) the Great Hammer of Mingwin (13d1) (+10,+27) [+3] <+2> {@w0}
         Dropped by an Ancient red dragon at 2200 feet (level 44).
         
         +2 tunneling.
         Slays orcs, trolls, giants.
         *Slays* demons.
         Provides immunity to lightning.
         Provides resistance to acid, cold, dark, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 485.5 vs. orcs, 485.5 vs. trolls, 485.5 vs.
         giants, 631 vs. demons, and 340 vs. others.
         
    
    
      [Home Inventory]
    
    a) 3 Books of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6}
    b) the Serpent Ring 'Ancar' [+6] <+3>
         Found lying on the floor in a vault at 2350 feet (level 47).
         
         +3 strength, wisdom, stealth.
         Provides resistance to acid, lightning.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
    c) the Ring of Thian <+4>
         Found lying on the floor in a vault at 3250 feet (level 65).
         
         +4 intelligence.
         +20% to searching.
         Provides immunity to lightning, fire.
         Provides resistance to cold.
         Provides protection from blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it cures blindness and gives you telepathy for
         6d6+12 turns.
         Takes 311 to 380 turns to recharge at your current speed.
         Your chance of success is 92.8%
         
    d) an Amulet of Sustenance
         Found lying on the floor of a cavern at 3100 feet (level 62).
         
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, intelligence, wisdom, dexterity, constitution.
         Slows your metabolism.  Sustains your life force.  
         
    e) the Amulet of Barieleb <+1>
         Found lying on the floor in a vault at 2200 feet (level 44).
         
         +1 speed.
         Provides resistance to disenchantment.
         Provides protection from confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it heals 20 hitpoints, some cut damage, makes you
         a little less confused, and cures blindness.
         Takes 95 to 102 turns to recharge at your current speed.
         Your chance of success is 95.0%
         
    f) the Necklace of Barimar <+4>
         Found lying on the floor in a vault at 3750 feet (level 75).
         
         +4 strength, wisdom.
         Provides immunity to fire.
         Provides resistance to cold, poison.
         Provides protection from fear, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence.
         Feather Falling.  
         
    g) the Elfstone of Fauglas <+3>
         Dropped by Akhorahil the Blind at 2150 feet (level 43).
         
         +3 strength, intelligence, speed.
         Provides resistance to acid, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains wisdom.
         
    h) the Jewel 'Glorni' <+3>
         Found lying on the floor in a vault at 2150 feet (level 43).
         
         +3 stealth.
         Provides resistance to acid, lightning, fire, nexus.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.  Prevents paralysis.  
         
         When activated, it grants temporary resistance to electricity for
         1d10+10 turns.
         Takes 125 to 136 turns to recharge at your current speed.
         Your chance of success is 95.9%
         
    i) the Chain Mail of Garim (-2) [32,+17] <+2>
         Found lying on the floor at 2200 feet (level 44).
         
         +2 constitution.
         Provides resistance to acid, lightning, fire, cold, dark, nexus,
         chaos.
         Provides protection from blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         
    j) the Studded Leather Armour of Amlamand (-1) [12,+26]
         Found lying on the floor in a vault at 2050 feet (level 41).
         
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  
         
    k) the Leather Scale Mail of Losserun (-1) [20,+7]
         Dropped by Atlas, the Titan at 2350 feet (level 47).
         
         Provides resistance to acid, lightning, fire, cold, poison, light,
         dark, nether.
         Provides protection from fear, blindness, stunning.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         
         When aimed, it creates a frost bolt with damage 12d8.
         Takes 216 to 239 turns to recharge at your current speed.
         Your chance of success is 95.0%
         
    l) the Cloak 'Corol' [1,+11] <+4>
         Dropped by an Ancient blue dragon at 3500 feet (level 70).
         
         +4 intelligence, dexterity, stealth, infravision.
         +20% to searching.
         Provides resistance to acid, fire, cold, poison.
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it cures blindness and gives you telepathy for
         6d6+12 turns.
         Takes 311 to 380 turns to recharge at your current speed.
         Your chance of success is 97.5%
         
    m) the Cloak of Celion (+2,+3) [1,+13] <+3>
         
         
         +3 stealth.
         Provides resistance to acid, lightning, cold, light, sound,
         nether.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength.
         Grants the ability to see invisible things.  
         
         When activated, it causes an earthquake around you.
         Takes 155 to 171 turns to recharge at your current speed.
         Your chance of success is 96.8%
         
    n) the Metal Cap 'Sariquen' [3,+45] <+4>
         Dropped by Maeglin, the Traitor of Gondolin at 2200 feet (level
         44).
         
         +4 strength, wisdom.
         Provides resistance to lightning, nether.
         Provides protection from blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
    o) the Iron Helm of Falad [7,+8] <+3>
         Dropped by Kavlax the Many-Headed at 2050 feet (level 41).
         
         +3 intelligence, wisdom, dexterity, stealth.
         Provides resistance to acid, fire, cold, shards, chaos.
         Provides protection from fear, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains wisdom.
         
    p) the Set of Caestus of Essil (+0,+3) [5,+18] <+4>
         Found lying on the floor at 1300 feet (level 26).
         
         +4 strength.
         Cannot be harmed by acid, electricity, fire, cold.
         
    q) the Pair of Leather Boots 'Kelind' [2,+13] <+2>
         Found lying on the floor of a labyrinth at 1650 feet (level 33).
         
         +2 speed.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants telepathy.  
         
    r) the Pair of Ethereal Slippers of Emendi [0,+7] <+2>
         Found lying on the floor of a labyrinth at 1650 feet (level 33).
         
         +2 constitution, speed.
         Provides resistance to fire, chaos.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  Prevents paralysis.  
         
    s) the Rapier of Feiglan (3d6) (+8,+17) <+2>
         Found lying on the floor in a vault at 2050 feet (level 41).
         
         +2 wisdom, constitution.
         Slays animals, evil creatures, undead, demons, trolls.
         *Slays* dragons.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Blessed by the gods.  
         
         When activated, it attempts to magically enhance a piece of armour
         with high chance of success.  Also gives a chance to break a
         curse.
         Takes 467 to 627 turns to recharge at your current speed.
         Your chance of success is 97.5%
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 319 vs. animals, 319 vs. evil creatures, 375
         vs. undead, 375 vs. demons, 375 vs. trolls, 487.5 vs. dragons, and
         262.5 vs. others.
         
    t) the Rapier 'Alimon' (1d6) (+7,+21) <+2>
         Found lying on the floor in a vault at 1900 feet (level 38).
         
         +2 wisdom.
         Slays trolls.
         Branded with acid.
         Provides resistance to fire, nether.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.  Speeds regeneration.  
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 284 vs. trolls, 284 vs. creatures not
         resistant to acid, and 246.5 vs. others.
         
    u) the Broad Sword of Amrilma (2d5) (+5,+22) <+2>
         Found lying on the floor in a vault at 2250 feet (level 45).
         
         +2 intelligence, wisdom.
         Slays giants.
         *Slays* dragons, undead.
         Provides resistance to acid, shards.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Blessed by the gods.  Prevents paralysis.  
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 336 vs. giants, 402 vs. dragons, 402 vs.
         undead, and 270 vs. others.
         
    v) the Zweihander of Tanfaeron (3d6) (+13,+23) <+2>
         Found lying on the floor in a vault at 1900 feet (level 38).
         
         +2 speed.
         Cannot be harmed by acid, electricity, fire, cold.
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 305.5.
         
    w) the Spear of Duindor (2d6) (+14,+11) <+5>
         Dropped by a Ninja at 3250 feet (level 65).
         
         +5 strength, intelligence, wisdom, infravision.
         Slays evil creatures, orcs, trolls.
         Branded with acid.
         Provides resistance to lightning, light, nether.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.  Slows your metabolism.  Speeds regeneration. 
          Prevents paralysis.  
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 275.5 vs. evil creatures, 313.5 vs. orcs,
         313.5 vs. trolls, 313.5 vs. creatures not resistant to acid, and
         238 vs. others.
         
    x) the Long Bow of Apaldor (x3) (+13,+17) <+2>
         Found lying on the floor in a vault at 2350 feet (level 47).
         
         +2 constitution, stealth.
         Branded with weak lightning.
         Provides resistance to cold, poison, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
    Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

    Comment

    • hyperdex
      Scout
      • Nov 2012
      • 44

      #3
      Thanks for the tip about how best to upload a dump. I will remember that.

      Thanks, too, for the advice. Giving up the PDSM may end up being the right thing to do but it will be difficult. ;-) I do think I will swap the bows -- I do not use my bow at all other than as a speed ring.

      Comment

      • debo
        Veteran
        • Oct 2011
        • 2402

        #4
        I thought about giving up your boots for +2 con boots (so you could keep the PDSM) but I couldn't figure out a way of keeping your base speed at 20 if you did that.

        It seems to me like giving up the PDSM is the easiest thing to do in this case, but probably someone else will have a better idea. Also like I said, if you have to grind forever to get a good stack of !Healing or !Life, you'll probably find some other options.

        I wouldn't switch out the dam ring, your damage is p.good with 7 blows and I think it will drop a lot? if you swap out the ring. I kinda want at least 400dmg per round against Morgoth, maybe other people will have different ideas about that.
        Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

        Comment

        • hyperdex
          Scout
          • Nov 2012
          • 44

          #5
          I managed to get up to 18/200 CON with +20 base speed by switching my boots for the +2 SPD/CON ethereal slippers, and my +5 SPD/DEX crossbow for the +2 CON short bow. I still have 7.0 blows/round and am still doing 1400 points/round with my speed and weapon.

          I think you may have overlooked that my cloak was also +4 to SPD, so that and the Ring and the slippers still get me to +20.

          I am still searching for healing for the final battles, but I'll be going into them at 1051 HP instead of 855, so that's a plus that more than accounts for the speed difference.

          Are there any other rogue strategies I should be thinking about?

          Thanks!

          Comment

          • hyperdex
            Scout
            • Nov 2012
            • 44

            #6
            Sauron is now dead. It took 3 Healing potions, 2 *Healing* potions and a zap of a Rod of Healing. The extra CON helped as I was reduced to 150 HP once and the reduced SPD didn't seem to hinder me.

            Now to replenish my healing supplies and then take on the big guy...

            Comment

            • krazyhades
              Swordsman
              • Jun 2013
              • 428

              #7
              Good luck. Don't fuck up or get unlucky.

              Comment

              • Timo Pietilä
                Prophet
                • Apr 2007
                • 4096

                #8
                Originally posted by hyperdex
                Now to replenish my healing supplies and then take on the big guy...
                Morgoth doesn't do anything that resists help much against except summons. So high damage, HP, speed and *immunities*. You have ring that gives two immunities + INT. I would try to find a way to get that in the mix of the gear you use. It helps to get summons that are basically harmless, it saves you from too many TO turns.

                M is also only evil, no other slay affects him, so it is possible to find better weapon against him "497 vs. others" is not that much. Good big-dice HA could be better.

                You could get better gauntlets also. Ego "of power" are rather common and with good amount of STR beat your current set by large margin. Add to blows and damage (STR +5 18/150 -> 18/200 means +5 to dam, ->18/220 would be +7 to dam + whatever damage bonus it had)

                You actually have a better set of gauntlets in your inventory:
                Code:
                p) the Set of Caestus of Essil (+0,+3) [5,+18] <+4>
                     Found lying on the floor at 1300 feet (level 26).
                     
                     +4 strength.
                     Cannot be harmed by acid, electricity, fire, cold.
                That's +7 to_dam. 7*8 = 56. Not small improvement. Good ego would be better though.

                Comment

                • hyperdex
                  Scout
                  • Nov 2012
                  • 44

                  #9
                  Thanks for the reply. I tried switching out the gloves and was happy to see that my blows remained the same.

                  Just to confirm -- the "Your hands feel unsuitable for spellcasting" simply indicates a max SP hit, right? As far as I can tell it does not affect the success rate, but I want to confirm.

                  I tried swapping my damage ring (currently +15) for the ring that grants double immunities. My max damage takes a hit of course, but is still at 448/round, so that's OK. I had nothing better in my home, and will now look for *Slay Evil* items while also looking for Healing supplies. I am kicking myself because I know I have passed up at least one Holy Avenger Scythe of Slicing recently...

                  I did try Morgoth with what was my current set of supplies last night. After using most of my Healing I had knocked him down three stars. I then decided to bail and regroup.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #10
                    Timo: why the heck would immunities matter against Morgoth? Immunities are nice-to-have abilities when your enemies use elemental attacks, but as noted, Morgoth doesn't use attacks that can be resisted, and who knows what he's going to pull for his summons?

                    IMO especially for an arcane caster, immunities are not worth going out of your way for. Get your permanent resists, cast Resistance, bam. 1/9th damage from all basic elemental attacks, that's plenty of damage resistance. Far, far more important to damage Morgoth quickly. I bet you would have won, hyperdex, if you'd been wearing your damage ring.

                    Comment

                    • hyperdex
                      Scout
                      • Nov 2012
                      • 44

                      #11
                      Yesterday's attempt was with my old gloves and a RoD+15. I think things will go better with the new gloves. I think I will switch back in the RoD in order to get the big damage.

                      I still am going to look for source of Healing and possible a big *Slay Evil* weapon. Then I will feel ready to take him on.

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #12
                        Originally posted by Mondkalb
                        And, btw, I believe Timo meant, immunities help against summoned monsters by Morgoth so that you won't use to on them necessarily.
                        (Rerailing from the wrong thread) Given the choice between immunity and damage (all else being equal), damage is the right decision every time unless there's a big monster themed to that element nearby, in which case you use the immunity as a swap item for that one fight. Damage is useful in every fight; immunity is, statistically, useful in less than 25% of fights.

                        Comment

                        • fizzix
                          Prophet
                          • Aug 2009
                          • 3025

                          #13
                          Originally posted by Derakon
                          (Rerailing from the wrong thread) Given the choice between immunity and damage (all else being equal), damage is the right decision every time unless there's a big monster themed to that element nearby, in which case you use the immunity as a swap item for that one fight. Damage is useful in every fight; immunity is, statistically, useful in less than 25% of fights.
                          There are some edge cases where this may not be true. If most of your damage is with missiles, then fire/acid immunity is extremely useful to keep your arrows and bolts from being destroyed.

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #14
                            Originally posted by Derakon
                            Timo: why the heck would immunities matter against Morgoth?
                            Against summons. One of the Morgoth summons is ancient dragons. Resistances don't matter much, but immunities do because they render some of the summons completely harmless.

                            I would not suggest that otherwise, but that's two immunities from one slot. I think it is worth if the sacrifice to other stuff isn't too big.

                            Comment

                            • Derakon
                              Prophet
                              • Dec 2009
                              • 9022

                              #15
                              Originally posted by Timo Pietilä
                              Against summons. One of the Morgoth summons is ancient dragons. Resistances don't matter much, but immunities do because they render some of the summons completely harmless.

                              I would not suggest that otherwise, but that's two immunities from one slot. I think it is worth if the sacrifice to other stuff isn't too big.
                              Ehh, I can't help but think that the odds of Morgoth pulling a summon that is completely neutered by having an immunity are low enough that I'd much, much prefer to wear the damage ring. You know that will be useful.

                              Comment

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