Help a newbie... what am I lacking for Sauron and Morgoth?

Collapse
X
Collapse
+ More Options
Posts
 
  • Time
  • Show
Clear All
new posts
  • Oraticus
    Apprentice
    • Sep 2014
    • 84

    #16
    Thanks for all the suggestions. I managed to find a longbow of power the night after I first posted, which made me realize just how crappy that Shortbow of Lothlorien was. Since then I’ve…
    - Found a Longbow of Lothlorien
    - Pushed my CON to 18/200 thanks to the switch to the Ring of Brian
    - Upgraded my weapon to something that hits a bit harder.
    - Gotten another stack of Slay Evil ammo

    Here’s the dump:
    Code:
      [Angband 4.0.5 Character Dump]
    
     Name   Oraticus     Age            115          Self  RB  CB  EB   Best
     Race   High-Elf     Height        6'9"   STR! 18/100  +1  +0  +6 18/170
     Class  Ranger       Weight   13st 10lb   INT! 18/100  +3  +2  +3 18/180
     Title  Ranger Lord  Turns used:          WIS! 18/100  -1  -2  +5 18/120
     HP     911/911      Game        664252   DEX! 18/100  +3  +1 +14 18/***
     SP     217/353      Standard    125654   CON! 18/100  +1  -1 +10 18/200
                         Resting      29347
    
     Level                 46    Armor     [50,+129]    Saving Throw    100%
     Cur Exp          6453455                           Stealth       Superb
     Max Exp          6453455    Melee       3d6,+34    Disarming        92%
     Adv Exp          6900000    To-hit       68,+49    Magic Devices    108
                                 Blows      7.0/turn    Perception    1 in 1
     Gold              877002                           Searching       100%
     Burden          177.9 lb    Shoot to-dam    +24    Infravision   100 ft
     Overweight       -2.0 lb    To-hit      101,+61    Speed             20
     Max Depth    4900' (L98)    Shots        3/turn
    
     You are the only child of a Telerin Ranger.  You have light grey eyes,
     straight black hair, and a fair complexion.
    
    
    
    rAcid:..*+....+.... Nexus:....+........
    rElec:..++....+.+.. Nethr:...+.........
    rFire:...+.*.++.... Chaos:.............
    rCold:...+...++.*.. Disen:..+.....+....
    rPois:...++++...... pFear:..++..+.+++..
    rLite:...+........+ pBlnd:.............
    rDark:...+....+.... pConf:.........+...
    Sound:......+..+... pStun:.........+...
    Shard:........+.... HLife:..+.......+..
    
    Regen:..++....+.... Stea.:....+..+.....
      ESP:..........+.. Sear.:....+......+.
    Invis:............+ Infra:....+.......+
    FrAct:.++.......+.. Tunn.:.............
    Feath:.+.........+. Speed:....+.+++.++.
    S.Dig:...+......... Blows:+............
    ImpHP:............. Shots:.............
     Fear:............. Might:.+...........
    Aggrv:............. Light:..+..+.......
    
    
      [Character Equipment]
    
    a) a Zweihander of Extra Attacks (3d6) (+17,+19) <+2>
         Found lying on the floor in a vault at 4800 feet (level 96)
         
         +2 attack speed.
         
         Combat info:
         7.0 blows/round.
         Average damage/round: 342.3.
         
    b) a Long Bow of Lothl&#195;&#179;rien (x5) (+29,+24) <+4, +2>
         Found lying on the floor in a vault at 4900 feet (level 98)
         
         +4 dexterity.
         +2 shooting power.
         Cannot be harmed by acid, fire.
         Feather Falling.  Prevents paralysis.  
         
    c) the Ring of Brian <+4, +1>
         Found lying on the floor in a vault at 4100 feet (level 82)
         
         +4 constitution.
         Provides immunity to acid.
         Provides resistance to lightning, disenchantment.
         Provides protection from fear.
         Cannot be harmed by lightning.
         Speeds regeneration.  Prevents paralysis.  Sustains your life
         force.  
         Radius 1 light.
         
         When activated, it cures confusion.
         Takes 99 to 108 turns to recharge at your current speed.
         Your chance of success is 92.1%
         
    d) the Ring of Fire 'Tirima' (+7,+2) <+3>
         Dropped by Harowen the Black Hand at 3200 feet (level 64)
         
         +3 strength.
         +3 intelligence.
         +3 wisdom.
         +3 dexterity.
         +3 constitution.
         Provides resistance to acid, lightning, fire, frost, poison gas,
         light, dark, nether.
         Provides protection from fear.
         Cannot be harmed by lightning.
         Slows your metabolism.  Speeds regeneration.  
         
         When activated, it restores your dexterity.
         Takes 219 to 243 turns to recharge at your current speed.
         Your chance of success is 92.1%
         
    e) an Amulet of Trickery <+5, +2, +7, +6, +3>
         Found lying on the floor in a vault at 4800 feet (level 96)
         
         +5 dexterity.
         +2 stealth.
         +7 searching skill.
         +6 infravision.
         +3 speed.
         Provides resistance to poison gas, nexus.
         Sustains dexterity.
         
    f) the Arkenstone of Issear <+3>
         Found lying on the floor in a vault at 4350 feet (level 87)
         
         Provides immunity to fire.
         Provides resistance to poison gas.
         Cannot be harmed by fire.
         Radius 3 light.
         
         When activated, it maps the entire level and detects nearby
         objects, traps, doors, and stairs.
         Takes 153 to 300 turns to recharge at your current speed.
         Your chance of success is 94.5%
         
    g) the Gold Dragon Scale Mail of Tarfin (-2) [28,+26] <+1>
         Dropped by Ji Indur Dawndeath at 3300 feet (level 66)
         
         +1 speed.
         Provides resistance to poison gas, sound.
         Provides protection from fear.
         
         When aimed, it fires a ball of sound with radius 2, dealing 150
         damage at the centre, which your device skill increases by 68 per
         cent.
         Takes 150 turns to recharge at your current speed.
         Your chance of success is 95.5%
         
    h) the Elven Cloak 'Aelevas' [6,+16] <+3>
         Found lying on the floor in a vault at 4000 feet (level 80)
         
         +3 strength.
         +3 constitution.
         +3 stealth.
         +3 speed.
         Provides resistance to fire, frost.
         Cannot be harmed by acid, fire.
         
    i) the Large Metal Shield 'Lathel' [12,+17] <+1>
         Dropped by a Sorcerer at 3750 feet (level 75)
         
         +1 speed.
         Provides resistance to acid, lightning, fire, frost, dark, shards,
         disenchantment.
         Provides protection from fear.
         Cannot be harmed by acid.
         Sustains dexterity.
         Speeds regeneration.  
         
         When activated, it attempts to magically enhance a weapon's to-hit
         bonus.  Also gives a chance to break a curse.
         Takes 369 to 495 turns to recharge at your current speed.
         Your chance of success is 96.8%
         
    j) an Iron Crown of Serenity [0,+14]
         Found lying on the floor in a vault at 3800 feet (level 76)
         
         Provides resistance to sound.
         Provides protection from fear, confusion, stunning.
         
    k) the Set of Gauntlets of Arast [3,+20] <+2>
         Taken from a chest found at 4650 feet (level 93)
         
         +2 wisdom.
         +2 dexterity.
         +2 speed.
         Provides immunity to frost.
         Provides resistance to lightning.
         Provides protection from fear.
         Cannot be harmed by acid, fire.
         Prevents paralysis.  Sustains your life force.  Grants telepathy. 
         
         
    l) the Pair of Leather Sandals of Habil [1,+21] <+10>
         Dropped by a Black pudding at 2500 feet (level 50)
         
         +10 searching skill.
         +10 speed.
         Cannot be harmed by acid, fire.
         Feather Falling.  
         
         When activated, it grants temporary resistance to fire and cold,
         cures 200HP, but also makes you hallucinate wildly.
         Takes 171 to 189 turns to recharge at your current speed.
         Your chance of success is 96.4%
         
    
    
    
    
      [Character Inventory]
    
    a) a Book of Magic Spells [Magic for Beginners] {@m1}
    b) 2 Books of Magic Spells [Incantations and Illusions] {@m3}
    c) 2 Books of Magic Spells [Sorcery and Evocations] {@m4}
    d) 2 Books of Magic Spells [Resistances of Scarabtarices] {@m5}
         Cannot be harmed by fire.
         
    e) a Book of Magic Spells [Mordenkainen's Escapes] {@m6}
         Cannot be harmed by fire.
         
    f) a Book of Magic Spells [Tenser's Transformations] {@m7}
         Cannot be harmed by fire.
         
    g) a Book of Magic Spells [Kelek's Grimoire of Power]
         Cannot be harmed by fire.
         
    h) 37 Potions of Cure Critical Wounds
    i) 5 Potions of Healing
    j) 2 Scrolls of Mass Banishment
    k) the Cloak 'Eolivras' [1,+18] <+6, +1>
         Found lying on the floor in a vault at 4900 feet (level 98)
         
         +6 constitution.
         +6 stealth.
         +6 searching skill.
         Provides resistance to poison gas, disenchantment.
         Cannot be harmed by acid, fire.
         Prevents paralysis.  
         Radius 1 light.
         
         When activated, it heals 35% of max HP (minimum 300HP), cut
         damage, and cures stunning, poisoning, blindness, and confusion.
         Takes 294 to 360 turns to recharge at your current speed.
         Your chance of success is 93.4%
         
    l) 36 Mithril Arrows of Frost (3d4) (+7,+10)
         Branded with cold.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1045.8 vs. creatures not resistant to cold,
         and 653.7 vs. others.
         35% chance of breaking upon contact.
         
    m) 26 Mithril Arrows of Slay Undead (3d4) (+12,+11)
         Slays undead.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1071 vs. undead, and 669.3 vs. others.
         35% chance of breaking upon contact.
         
    n) 22 Mithril Arrows of Frost (3d4) (+13,+14)
         Branded with cold.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1146.6 vs. creatures not resistant to cold,
         and 716.7 vs. others.
         35% chance of breaking upon contact.
         
    o) 8 Mithril Arrows of Wounding (3d4) (+27,+25)
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 898.2.
         35% chance of breaking upon contact.
         
    p) 29 Mithril Arrows of Slay Evil (3d4) (+11,+18)
         Slays evil creatures.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1091.4 vs. evil creatures, and 779.7 vs.
         others.
         35% chance of breaking upon contact.
         
    
    
    
    
      [Character Quiver]
    
    0) 23 Seeker Arrows of Wounding (4d4) (+18,+18)
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 819.
         35% chance of breaking upon contact.
         
    1) 21 Seeker Arrows of Flame (4d4) (+7,+9)
         Branded with fire.
         Cannot be harmed by fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1083.6 vs. creatures not resistant to fire,
         and 677.1 vs. others.
         35% chance of breaking upon contact.
         
    2) 10 Seeker Arrows of Flame (4d4) (+9,+7)
         Branded with fire.
         Cannot be harmed by fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1033.2 vs. creatures not resistant to fire,
         and 645.6 vs. others.
         35% chance of breaking upon contact.
         
    3) 30 Seeker Arrows of Wounding (4d4) (+20,+19)
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 842.7.
         35% chance of breaking upon contact.
         
    4) 13 Seeker Arrows of Venom (4d4) (+10,+8)
         Branded with poison.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1058.4 vs. creatures not resistant to
         poison, and 661.5 vs. others.
         35% chance of breaking upon contact.
         
    5) 28 Seeker Arrows of Venom (4d4) (+10,+10)
         Branded with poison.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1108.8 vs. creatures not resistant to
         poison, and 693 vs. others.
         35% chance of breaking upon contact.
         
    6) 35 Seeker Arrows of Wounding (4d4) (+19,+24)
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 913.5.
         35% chance of breaking upon contact.
         
    7) 11 Seeker Arrows of Frost (4d4) (+10,+11)
         Branded with cold.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1134 vs. creatures not resistant to cold,
         and 708.6 vs. others.
         35% chance of breaking upon contact.
         
    8) 36 Seeker Arrows of Flame (4d4) (+10,+11)
         Branded with fire.
         Cannot be harmed by fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1134 vs. creatures not resistant to fire,
         and 708.6 vs. others.
         35% chance of breaking upon contact.
         
    9) 11 Seeker Arrows of Frost (4d4) (+16,+13)
         Branded with cold.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1184.4 vs. creatures not resistant to cold,
         and 740.1 vs. others.
         35% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) a Book of Magic Spells [Tenser's Transformations]
         Cannot be harmed by fire.
         
    b) a Mushroom of Vigor
    c) 30 Potions of Healing
    d) 13 Potions of *Healing*
         It can be thrown at creatures with damaging effect.
         
    e) 4 Potions of Life
         It can be thrown at creatures with damaging effect.
         
    f) 7 Scrolls of Banishment
    g) 4 Scrolls of Mass Banishment
    h) 2 Staves of *Destruction* (6 charges)
    i) 2 Staves of the Magi (7 charges)
    j) a Ring of Speed <+11>
         Found lying on the floor in a vault at 3750 feet (level 75)
         
         +11 speed.
         
    k) the Serpent Ring of Annath [+6] <+2, +1>
         Dropped by Itangast the Fire Drake at 3150 feet (level 63)
         
         +2 constitution.
         Provides resistance to fire, light.
         Provides protection from confusion, stunning.
         Cannot be harmed by lightning.
         Slows your metabolism.  
         Radius 1 light.
         
    l) the Pendant of Nendi <+4, +1>
         Found lying on the floor in a vault at 3800 feet (level 76)
         
         +4 wisdom.
         +4 infravision.
         Provides resistance to disenchantment.
         Prevents paralysis.  Grants telepathy.  
         Radius 1 light.
         
    m) a Lantern of True Sight (11493 turns) <+2>
         Dropped by an Ancient white dragon at 2050 feet (level 41)
         
         Provides protection from blindness.
         Cannot be harmed by fire.
         Grants the ability to see invisible things.  
         Radius 2 light.
         
    n) the Fur Cloak of Medhor [3,+12] <+4, +1>
         Dropped by a Dracolich at 4650 feet (level 93)
         
         +4 wisdom.
         +4 constitution.
         Provides resistance to light.
         Cannot be harmed by acid, fire.
         Sustains wisdom.
         Prevents paralysis.  
         Radius 1 light.
         
    o) the Leather Shield of Dimoros (+1,+1) [8,+21] <+3>
         Dropped by Shagrat, the Orc Captain at 900 feet (level 18)
         
         +3 strength.
         +3 intelligence.
         +3 wisdom.
         +3 dexterity.
         Provides resistance to acid, lightning, fire, frost, chaos.
         Cannot be harmed by acid.
         Speeds regeneration.  
         
    p) the Leather Shield of Hanenond [8,+17] <+3>
         Found lying on the floor in a vault at 2500 feet (level 50)
         
         +3 strength.
         +3 wisdom.
         +3 constitution.
         Provides immunity to acid.
         Provides resistance to lightning, fire, frost, light.
         Provides protection from fear.
         Cannot be harmed by acid.
         
    q) the Iron Helm of Agduin [7,+11] <+2>
         Dropped by Rogrog the Black Troll at 3750 feet (level 75)
         
         +2 speed.
         Provides resistance to acid, frost.
         Cannot be harmed by acid.
         Speeds regeneration.  Prevents paralysis.  Grants telepathy. 
         Grants the ability to see invisible things.  
         
    r) the Pair of Steel Shod Boots of Ungornul [7,+21] <+9>
         Found lying on the floor in a vault at 4800 feet (level 96)
         
         +9 speed.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, fire.
         
    s) the Spear 'Suldo' (3d6) (+20,+16) [+12] <+4>
         Dropped by Qlzqqlzuup, the Emperor Quylthulg at 4650 feet (level
         93)
         
         +4 tunneling.
         Slays giants, undead, demons (powerfully), trolls, evil creatures,
         animals, dragons (powerfully).
         Branded with weak fire.
         Provides immunity to acid, fire.
         Cannot be harmed by acid, fire.
         Sustains intelligence.
         Blessed by the gods.  Feather Falling.  Grants the ability to see
         invisible things.  
         
         Combat info:
         5.0 blows/round.
         Average damage/round: 275.5 vs. creatures not resistant to fire,
         332 vs. giants, 332 vs. undead, 445.5 vs. demons, 332 vs. trolls,
         275.5 vs. evil creatures, 275.5 vs. animals, 445.5 vs. dragons,
         and 218.5 vs. others.
         
    t) 34 Seeker Arrows of Holy Might (4d4) (+25,+20)
         Slays undead, demons, evil creatures.
         Cannot be harmed by acid, fire.
         
         Combat info:
         Hits targets up to 160 feet away.
         Average damage/round: 1373.7 vs. undead, 1373.7 vs. demons, 1202.1
         vs. evil creatures, and 858.6 vs. others.
         35% chance of breaking upon contact.
    Originally posted by Monkey Face
    You want to try and get your CON up to 18/200. That will maximize your HP for the character level. If you're willing to grind it out to CL50 you'll get your absolute maximum HP. Otherwise you'll have less.
    I’m wondering about my CON, though… 18/220 is the max, right? Is there any benefit in that last 2 points of CON? I’ve recently found a cloak that would give me +6 CON, but I can’t swap it out because I’d drop below +20 speed.

    How many consumables are recommended for the end game, and how many slay evil/holy might arrows should I bank on for Sauron and Morgoth?

    Any other suggestions before this encounter? After this run, I’ll probably switch over to the new version of Angband (tried it a bit… man it feels different).

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6697

      #17
      You have that nice +6 CON cloak from inventory. I suspect that if you use it, you can swap in a big old ring of speed. Your instinct is correct: if you are using archery, better speed (up to about 28 native) matters more than a couple points of accuracy (and it's more important than high resists.)
      Your biggest weakness, such as it is, is lack of slay evil ammo. But that bow is so over-the-top that ordinary enchanted ammo is more than enough--and ammo of Wounding does more damage than any warrior in combat.
      Bottom line: you are good to go, with one exception: WHERE ARE YOUR POTIONS OF RESTORE MANA??? Staves of restore Mana are OK, but if you use them, you cannot let the big boys get in any melee at all.
      Final note: remember to carry ?PD as well as ?Chant to the final battle, and use both buffing spells in Tenser's. Full buffing makes a noticeable difference in a drawn out fight vs. Morgoth.

      Comment

      • Monkey Face
        Adept
        • Feb 2009
        • 244

        #18
        There is no difference between 18/200 and 18/220 CON.

        Comment

        • Sky
          Veteran
          • Oct 2016
          • 2309

          #19
          Kill Sauron, go to DL100, recall. Reset all your rods, do your prep, go down, drink 1 Enlightment, and win.
          "i can take this dracolich"

          Comment

          • AnonymousHero
            Veteran
            • Jun 2007
            • 1322

            #20
            Originally posted by Sky
            Kill Sauron, go to DL100, recall. Reset all your rods, do your prep, go down, drink 1 Enlightment, and win.
            "You lucky bastard" — Bullet-tooth Tony, probably.

            Comment

            • Sky
              Veteran
              • Oct 2016
              • 2309

              #21
              enlightment is really good to have, as you can assert what is waiting for you - such as having two graveyards spewing tons of passwall undead. i've lost an AMAZING character to "morgoth casts mana storm; the black reaver casts mana storm. you die."
              no shame in recalling out if the level is too full of bad stuff.

              otoh, maybe there's a vault that you can set up an ASC in.
              "i can take this dracolich"

              Comment

              • kandrc
                Swordsman
                • Dec 2007
                • 299

                #22
                Originally posted by Sky
                otoh, maybe there's a vault that you can set up an ASC in.
                Fighting M in a vault is a bad idea. I did it once, in my very first legit win, actually. I was way over-prepared (and a bit lucky), else I wouldn't have survived. I thought "Oh! How lucky! I can lore him in here, get permanent walls on 7 sides, and melee without having to deal with summons."

                I used (I don't recall the exact numbers anymore, but) at least 30 *healing* and life and countless healing. M can't summon effectively, true, but you can't phase, so it always leads to melee, and because you're in the vault, you get hit by rock, which is good for a few hundred HP at a shot. The latter means that you often must heal after melee attacks, when normally you'd only heal after mana storms. This stretches out the fight, since you're spending a greater portion of your fight healing.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6697

                  #23
                  With one exception, I agree. The nautiloid vault is a phenomenal location for a Ranger to fight. If you're faster than Morgoth, you can either retreat around corners or phase out of the vault to heal. If he summons, you can retreat to the next corner and teleport the summons before M comes around the corner.

                  That said, it's not so good as it was in development a while back, where breath attenuation left M helpless if he summoned higher breathers behind him. (He'd take 500 damage while you took less than 100--a very good trade.

                  Comment

                  • Oraticus
                    Apprentice
                    • Sep 2014
                    • 84

                    #24
                    Alright, I'm well beyond ready, I think. At least I have way more than I need to take on Sauron (been bumming around trying to find some more uniques to kill).

                    Code:
                      [Angband 4.0.5 Character Dump]
                    
                     Name   Oraticus     Age            115          Self  RB  CB  EB   Best
                     Race   High-Elf     Height        6'9"   STR! 18/100  +1  +0  +8 18/190
                     Class  Ranger       Weight   13st 10lb   INT! 18/100  +3  +2  +7 18/***
                     Title  Ranger Lord  Turns used:          WIS! 18/100  -1  -2 +11 18/180
                     HP     928/928      Game        700987   DEX! 18/100  +3  +1 +16 18/***
                     SP     355/355      Standard    139178   CON! 18/100  +1  -1 +15 18/***
                                         Resting      32995
                    
                     Level                 47    Armor     [67,+130]    Saving Throw    100%
                     Cur Exp          7977886                           Stealth       Superb
                     Max Exp          7977886    Melee       3d6,+52    Disarming        95%
                     Adv Exp          8050000    To-hit       69,+63    Magic Devices    112
                                                 Blows      7.0/turn    Perception    1 in 1
                     Gold             1124297                           Searching       100%
                     Burden          182.5 lb    Shoot to-dam    +24    Infravision    40 ft
                     Overweight        2.6 lb    To-hit      102,+75    Speed             23
                     Max Depth    4900' (L98)    Shots        3/turn
                    
                     You are the only child of a Telerin Ranger.  You have light grey eyes,
                     straight black hair, and a fair complexion.
                    
                    
                    
                    rAcid:..++....+.... Nexus:....+........
                    rElec:..+++...+.+.. Nethr:...+.........
                    rFire:..++.*..+.... Chaos:......+.+....
                    rCold:..*+....+.*.. Disen:......++.....
                    rPois:...+.+.+..... pFear:...+....+++..
                    rLite:..++........+ pBlnd:..+..........
                    rDark:..++....+.... pConf:.........+...
                    Sound:......+..+... pStun:.........+...
                    Shard:..+...+...... HLife:..+.....+.+..
                    
                    Regen:...+......... Stea.:.......+.....
                      ESP:..+.......+.. Sear.:.......+...+.
                    Invis:............+ Infra:............+
                    FrAct:.++....++.+.. Tunn.:.............
                    Feath:.+.........+. Speed:..+.+.+.+.++.
                    S.Dig:...+......... Blows:+............
                    ImpHP:............. Shots:.............
                     Fear:............. Might:.+...........
                    Aggrv:............. Light:..+..+.+.....
                    
                    
                      [Character Equipment]
                    
                    a) a Zweihander of Extra Attacks (3d6) (+17,+19) <+2> {!d, ignore}
                         Found lying on the floor in a vault at 4800 feet (level 96)
                         
                         +2 attack speed.
                         
                         Combat info:
                         7.0 blows/round.
                         Average damage/round: 472.5.
                         
                    b) a Long Bow of Lothl&#195;&#179;rien (x5) (+29,+24) <+4, +2>
                         Found lying on the floor in a vault at 4900 feet (level 98)
                         
                         +4 dexterity.
                         +2 shooting power.
                         Cannot be harmed by acid, fire.
                         Feather Falling.  Prevents paralysis.  
                         
                    c) the Ring of Firmament 'Faladaia' (+4,+8) <+4, +1>
                         Found lying on the floor in a vault at 4900 feet (level 98)
                         
                         +4 intelligence.
                         +4 wisdom.
                         +4 dexterity.
                         +4 constitution.
                         +4 speed.
                         Provides immunity to frost.
                         Provides resistance to acid, lightning, fire, light, dark, shards.
                         Provides protection from blindness.
                         Cannot be harmed by lightning.
                         Sustains wisdom.
                         Prevents paralysis.  Sustains your life force.  Grants telepathy. 
                         
                         Radius 1 light.
                         
                    d) the Ring of Fire 'Tirima' (+7,+2) <+3>
                         Dropped by Harowen the Black Hand at 3200 feet (level 64)
                         
                         +3 strength.
                         +3 intelligence.
                         +3 wisdom.
                         +3 dexterity.
                         +3 constitution.
                         Provides resistance to acid, lightning, fire, frost, poison gas,
                         light, dark, nether.
                         Provides protection from fear.
                         Cannot be harmed by lightning.
                         Slows your metabolism.  Speeds regeneration.  
                         
                         When activated, it restores your dexterity.
                         Takes 240 to 267 turns to recharge at your current speed.
                         Your chance of success is 92.6%
                         
                    e) the Jewel of Curhon <+2>
                         Found lying on the floor in a vault at 4950 feet (level 99)
                         
                         +2 strength.
                         +2 wisdom.
                         +2 constitution.
                         +2 speed.
                         Provides resistance to lightning, nexus.
                         
                    f) the Arkenstone of Issear <+3>
                         Found lying on the floor in a vault at 4350 feet (level 87)
                         
                         Provides immunity to fire.
                         Provides resistance to poison gas.
                         Cannot be harmed by fire.
                         Radius 3 light.
                         
                         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 94.9%
                         
                    g) Balance Dragon Scale Mail of Speed (-2) [50,+24] <+3>
                         Found lying on the floor in a vault at 4850 feet (level 97)
                         
                         +3 speed.
                         Provides resistance to sound, shards, chaos, disenchantment.
                         
                    h) the Cloak 'Eolivras' [1,+18] <+6, +1>
                         Found lying on the floor in a vault at 4900 feet (level 98)
                         
                         +6 constitution.
                         +6 stealth.
                         +6 searching skill.
                         Provides resistance to poison gas, disenchantment.
                         Cannot be harmed by acid, fire.
                         Prevents paralysis.  
                         Radius 1 light.
                         
                         When activated, it heals 35% of max HP (minimum 300HP), cut
                         damage, and cures stunning, poisoning, blindness, and confusion.
                         Takes 323 to 396 turns to recharge at your current speed.
                         Your chance of success is 93.9%
                         
                    i) the Large Metal Shield of Orost (+8,+8) [12,+18] <+3>
                         Dropped by an Ancient green dragon at 4850 feet (level 97)
                         
                         +3 strength.
                         +3 dexterity.
                         +3 speed.
                         Provides resistance to acid, lightning, fire, frost, dark, chaos.
                         Provides protection from fear.
                         Cannot be harmed by acid.
                         Prevents paralysis.  Sustains your life force.  
                         
                         When activated, it hastens you for 2d10+20 turns.
                         Takes 270 to 330 turns to recharge at your current speed.
                         Your chance of success is 96.7%
                         
                    j) an Iron Crown of Serenity [0,+14]
                         Found lying on the floor in a vault at 3800 feet (level 76)
                         
                         Provides resistance to sound.
                         Provides protection from fear, confusion, stunning.
                         
                    k) the Set of Gauntlets of Arast [3,+20] <+2>
                         Taken from a chest found at 4650 feet (level 93)
                         
                         +2 wisdom.
                         +2 dexterity.
                         +2 speed.
                         Provides immunity to frost.
                         Provides resistance to lightning.
                         Provides protection from fear.
                         Cannot be harmed by acid, fire.
                         Prevents paralysis.  Sustains your life force.  Grants telepathy. 
                         
                         
                    l) the Pair of Leather Sandals of Habil [1,+21] <+10>
                         Dropped by a Black pudding at 2500 feet (level 50)
                         
                         +10 searching skill.
                         +10 speed.
                         Cannot be harmed by acid, fire.
                         Feather Falling.  
                         
                         When activated, it grants temporary resistance to fire and cold,
                         cures 200HP, but also makes you hallucinate wildly.
                         Takes 188 to 207 turns to recharge at your current speed.
                         Your chance of success is 96.7%
                         
                    
                    
                    
                    
                      [Character Inventory]
                    
                    a) a Book of Magic Spells [Magic for Beginners] {@m1}
                    b) a Book of Magic Spells [Incantations and Illusions] {@m3}
                    c) a Book of Magic Spells [Sorcery and Evocations] {@m4}
                    d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5}
                         Cannot be harmed by fire.
                         
                    e) a Book of Magic Spells [Mordenkainen's Escapes] {@m6}
                         Cannot be harmed by fire.
                         
                    f) a Book of Magic Spells [Tenser's Transformations]
                         Cannot be harmed by fire.
                         
                    g) a Book of Magic Spells [Kelek's Grimoire of Power]
                         Cannot be harmed by fire.
                         
                    h) 8 Potions of Healing
                    i) 17 Potions of *Healing*
                         It can be thrown at creatures with damaging effect.
                         
                    j) 36 Seeker Arrows of Flame (4d4) (+10,+11)
                         Branded with fire.
                         Cannot be harmed by fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1144.8 vs. creatures not resistant to fire,
                         and 715.5 vs. others.
                         35% chance of breaking upon contact.
                         
                    k) 36 Mithril Arrows of Frost (3d4) (+7,+10)
                         Branded with cold.
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1055.7 vs. creatures not resistant to cold,
                         and 659.7 vs. others.
                         35% chance of breaking upon contact.
                         
                    l) 23 Mithril Arrows of Flame (3d4) (+9,+14)
                         Branded with fire.
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1157.4 vs. creatures not resistant to fire,
                         and 723.3 vs. others.
                         35% chance of breaking upon contact.
                         
                    m) 23 Mithril Arrows of Slay Undead (3d4) (+12,+11)
                         Slays undead.
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1081.2 vs. undead, and 675.6 vs. others.
                         35% chance of breaking upon contact.
                         
                    n) 22 Mithril Arrows of Frost (3d4) (+13,+14)
                         Branded with cold.
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1157.4 vs. creatures not resistant to cold,
                         and 723.3 vs. others.
                         35% chance of breaking upon contact.
                         
                    o) 32 Mithril Arrows of Wounding (3d4) (+25,+25)
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 906.9.
                         35% chance of breaking upon contact.
                         
                    
                    
                    
                    
                      [Character Quiver]
                    
                    0) 30 Arrows of Wounding (1d4) (+22,+22)
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 778.5.
                         35% chance of breaking upon contact.
                         
                    1) 32 Arrows of Wounding (1d4) (+25,+23)
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 794.4.
                         35% chance of breaking upon contact.
                         
                    2) 7 Seeker Arrows of Flame (4d4) (+8,+8)
                         Branded with fire.
                         Cannot be harmed by fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1068.3 vs. creatures not resistant to fire,
                         and 667.8 vs. others.
                         35% chance of breaking upon contact.
                         
                    3) 25 Seeker Arrows of Wounding (4d4) (+20,+19)
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 850.5.
                         35% chance of breaking upon contact.
                         
                    4) 21 Seeker Arrows of Flame (4d4) (+10,+8)
                         Branded with fire.
                         Cannot be harmed by fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1068.3 vs. creatures not resistant to fire,
                         and 667.8 vs. others.
                         35% chance of breaking upon contact.
                         
                    5) 19 Seeker Arrows of Frost (4d4) (+9,+11)
                         Branded with cold.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1144.8 vs. creatures not resistant to cold,
                         and 715.5 vs. others.
                         35% chance of breaking upon contact.
                         
                    6) 31 Seeker Arrows of Wounding (4d4) (+19,+24)
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 930.9.
                         35% chance of breaking upon contact.
                         
                    7) 21 Seeker Arrows of Flame (4d4) (+10,+10)
                         Branded with fire.
                         Cannot be harmed by fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1119.3 vs. creatures not resistant to fire,
                         and 699.6 vs. others.
                         35% chance of breaking upon contact.
                         
                    8) 26 Seeker Arrows of Wounding (4d4) (+20,+23)
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 914.7.
                         35% chance of breaking upon contact.
                         
                    9) 14 Seeker Arrows of Venom (4d4) (+11,+10)
                         Branded with poison.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1119.3 vs. creatures not resistant to
                         poison, and 699.6 vs. others.
                         35% chance of breaking upon contact.
                         
                    
                    
                      [Home Inventory]
                    
                    a) 40 Potions of Healing
                    b) 8 Potions of Life
                         It can be thrown at creatures with damaging effect.
                         
                    c) 3 Potions of Restore Mana
                    d) 7 Scrolls of Banishment
                    e) 6 Scrolls of Mass Banishment
                    f) 2 Staves of *Destruction* (6 charges)
                    g) 2 Staves of the Magi (7 charges)
                    h) a Ring of Speed <+11>
                         Found lying on the floor in a vault at 3750 feet (level 75)
                         
                         +11 speed.
                         
                    i) the Serpent Ring of Annath [+6] <+2, +1>
                         Dropped by Itangast the Fire Drake at 3150 feet (level 63)
                         
                         +2 constitution.
                         Provides resistance to fire, light.
                         Provides protection from confusion, stunning.
                         Cannot be harmed by lightning.
                         Slows your metabolism.  
                         Radius 1 light.
                         
                    j) the Ring of Brian <+4, +1>
                         Found lying on the floor in a vault at 4100 feet (level 82)
                         
                         +4 constitution.
                         Provides immunity to acid.
                         Provides resistance to lightning, disenchantment.
                         Provides protection from fear.
                         Cannot be harmed by lightning.
                         Speeds regeneration.  Prevents paralysis.  Sustains your life
                         force.  
                         Radius 1 light.
                         
                         When activated, it cures confusion.
                         Takes 108 to 118 turns to recharge at your current speed.
                         Your chance of success is 92.6%
                         
                    k) the Pendant of Nendi <+4, +1>
                         Found lying on the floor in a vault at 3800 feet (level 76)
                         
                         +4 wisdom.
                         +4 infravision.
                         Provides resistance to disenchantment.
                         Prevents paralysis.  Grants telepathy.  
                         Radius 1 light.
                         
                    l) the Elven Cloak 'Aelevas' [6,+16] <+3>
                         Found lying on the floor in a vault at 4000 feet (level 80)
                         
                         +3 strength.
                         +3 constitution.
                         +3 stealth.
                         +3 speed.
                         Provides resistance to fire, frost.
                         Cannot be harmed by acid, fire.
                         
                    m) the Leather Shield of Hanenond [8,+17] <+3>
                         Found lying on the floor in a vault at 2500 feet (level 50)
                         
                         +3 strength.
                         +3 wisdom.
                         +3 constitution.
                         Provides immunity to acid.
                         Provides resistance to lightning, fire, frost, light.
                         Provides protection from fear.
                         Cannot be harmed by acid.
                         
                    n) the Large Metal Shield 'Lathel' [12,+17] <+1>
                         Dropped by a Sorcerer at 3750 feet (level 75)
                         
                         +1 speed.
                         Provides resistance to acid, lightning, fire, frost, dark, shards,
                         disenchantment.
                         Provides protection from fear.
                         Cannot be harmed by acid.
                         Sustains dexterity.
                         Speeds regeneration.  
                         
                         When activated, it attempts to magically enhance a weapon's to-hit
                         bonus.  Also gives a chance to break a curse.
                         Takes 405 to 544 turns to recharge at your current speed.
                         Your chance of success is 97.1%
                         
                    o) the Iron Helm of Agduin [7,+11] <+2>
                         Dropped by Rogrog the Black Troll at 3750 feet (level 75)
                         
                         +2 speed.
                         Provides resistance to acid, frost.
                         Cannot be harmed by acid.
                         Speeds regeneration.  Prevents paralysis.  Grants telepathy. 
                         Grants the ability to see invisible things.  
                         
                    p) the Set of Leather Gloves of Harin [1,+14]
                         Found lying on the floor of a special room at 4950 feet (level 99)
                         
                         Provides resistance to lightning, fire, frost, chaos.
                         Provides protection from blindness.
                         Cannot be harmed by acid, fire.
                         Prevents paralysis.  Grants telepathy.  
                         
                    q) the Pair of Steel Shod Boots of Ungornul [7,+21] <+9>
                         Found lying on the floor in a vault at 4800 feet (level 96)
                         
                         +9 speed.
                         Provides resistance to disenchantment.
                         Cannot be harmed by acid, fire.
                         
                    r) the Spear 'Suldo' (3d6) (+20,+16) [+12] <+4>
                         Dropped by Qlzqqlzuup, the Emperor Quylthulg at 4650 feet (level
                         93)
                         
                         +4 tunneling.
                         Slays giants, undead, demons (powerfully), trolls, evil creatures,
                         animals, dragons (powerfully).
                         Branded with weak fire.
                         Provides immunity to acid, fire.
                         Cannot be harmed by acid, fire.
                         Sustains intelligence.
                         Blessed by the gods.  Feather Falling.  Grants the ability to see
                         invisible things.  
                         
                         Combat info:
                         5.0 blows/round.
                         Average damage/round: 369 vs. creatures not resistant to fire, 427
                         vs. giants, 427 vs. undead, 542.5 vs. demons, 427 vs. trolls, 369
                         vs. evil creatures, 369 vs. animals, 542.5 vs. dragons, and 311.5
                         vs. others.
                         
                    s) 30 Seeker Arrows of Holy Might (4d4) (+25,+20)
                         Slays undead, demons, evil creatures.
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1386.6 vs. undead, 1386.6 vs. demons, 1213.2
                         vs. evil creatures, and 866.7 vs. others.
                         35% chance of breaking upon contact.
                         
                    t) 33 Seeker Arrows of Holy Might (4d4) (+23,+22)
                         Slays undead, demons, evil creatures.
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1437.9 vs. undead, 1437.9 vs. demons, 1258.2
                         vs. evil creatures, and 898.8 vs. others.
                         35% chance of breaking upon contact.
                         
                    u) 34 Seeker Arrows of Holy Might (4d4) (+25,+20)
                         Slays undead, demons, evil creatures.
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1386.6 vs. undead, 1386.6 vs. demons, 1213.2
                         vs. evil creatures, and 866.7 vs. others.
                         35% chance of breaking upon contact.
                         
                    v) 29 Mithril Arrows of Slay Evil (3d4) (+11,+18)
                         Slays evil creatures.
                         Cannot be harmed by acid, fire.
                         
                         Combat info:
                         Hits targets up to 160 feet away.
                         Average damage/round: 1101.9 vs. evil creatures, and 786.9 vs.
                         others.
                         35% chance of breaking upon contact.
                    I've got 3 stacks of Holy Might ammo, and a stack of slay evil, but for Sauron I think I'm going to be fine with a insane barrage of wounding. It's been enough to take down every other multi-ele resist mob before they got halfway through my shooting gallery lined with runes of warding.

                    Comment

                    • Oraticus
                      Apprentice
                      • Sep 2014
                      • 84

                      #25
                      OK... Sauron is gone. First time I've ever even gotten to him, let alone defeated him, so this is a big day for me! It may be cheap, but I cheesed the crap outta him with the LoS rules. He never stood a chance... heck, he didn't even manage to break down more than 1 of my glyphs of warding. He couldn't do anything besides helplessly beat on them. I know many peeps dig ASCs for Sauron, but man it's not necessary for a ranger. I built something like this...

                      Code:
                      ############
                      @;##########
                      ##;#########
                      ###;########
                      ####;#######
                      #####;######
                      ######;#####
                      #######;####
                      ########;###
                      #########;##
                      ##########;p
                      ############
                      ... and it never gave him a chance to act. Cheap, I know, but I'm not risking my first win on scruples! :P

                      I want to bask in the glow of the success, but I know that next up is the big P himself, Morgy, and he won't be swayed by silly things like runes and the "tunnel of love" with his ability to just chew through walls wherever he goes. I've narrowed down the list of uniques he can summon to Vecna, Ancalagon, Radagast, Osse, Baphomet... and the dreaded UGLUK!

                      I think I'm gonna just save him for another night... tackle him when it's not super late. Wish me luck, and let me know if you have any final suggestions!

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6697

                        #26
                        You're good to go! M should be a walkover for that character.

                        Comment

                        • Sky
                          Veteran
                          • Oct 2016
                          • 2309

                          #27
                          You should be able to tank Baphomet easily, but he can cast mana bolts so you want him dead. Vecna summons undead and Ancalong summons great dragons, so guess what, you want them dead too.
                          "i can take this dracolich"

                          Comment

                          • Ingwe Ingweron
                            Veteran
                            • Jan 2009
                            • 2110

                            #28
                            Originally posted by Sky
                            You should be able to tank Baphomet easily, but he can cast mana bolts so you want him dead. Vecna summons undead and Ancalong summons great dragons, so guess what, you want them dead too.
                            just go kill Morgoth and TO or destruct those parade of horribles if, and when, they show up.
                            “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                            ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6697

                              #29
                              Mana bolt is a wimpy spell. Baphomet just isn't that strong a monster. Just go win, already. You've got unlimited 1200HP heal. You'd have to be extremely unlucky for those uniques to (a) be summoned together and (b) do max damage in a single turn. Ancalagon is no threat, since he can't do more than 266 damage to a priest with double fire& cold resist. And summons of undead and greater dragons aren't much of a threat with banishment, mass banishment, and Banish Evil spell.

                              Comment

                              • Oraticus
                                Apprentice
                                • Sep 2014
                                • 84

                                #30
                                Code:
                                                 #
                                               #####
                                                 #
                                           ,,,  $$$  ,,,
                                      ,,=$   \"$$$$$\"   $=,,
                                     ,$$        $$$        $$,
                                     *>         <*>         <*
                                     $$         $$$         $$
                                     "$$        $$$        $$"
                                      "$$       $$$       $$"
                                       *#########*#########*
                                       *#########*#########*
                                
                                         Veni, Vidi, Vici!
                                     I came, I saw, I conquered!
                                WHOOOOO! FIRST EVER WIN! The blood is pumping!!!

                                Activated word of recall from the town, then threw up haste self shortly before descending. Landed on D100 on the western edge of the map, nuked the area I landed in with Word of Destruction from Kelek's, used the Arkenstone to view the level, then threw up the two buffs from Tenser's to get improved accuracy... then waited.

                                And waited...

                                And waited...

                                Dude must have been on the opposite side of the level... either that, or it just felt like a lot of waiting from being extra nervous, but soon enough I saw the edge of my destructed area change, and then there he was. Navigated through the destructed area to a spot with some firing distance and poor LoS for him, then began the first volley. Very first arrow did 775 damage (wow), but average was more like 375 per shot. He threw a total of 2 nether balls at me, then by the time he was at about 10% health, he finally got a summon in. Pulled Ancalagon and Radagast. Figured it'd pay to play safe instead of stupid, so TO'd Morgy, then Radagast, and finally Ancalagon (because he didn't have LoS on me anyways).

                                Morgy rolled on back pretty quickly, probably just barely over 10% (had two stars). Plugged another half-dozen arrows into him, and he summoned major demons. Scroll of Banishment took care of them, and two more arrows sealed his fate. Didn't use any consumables besides one ?Banishment and one !Healing (figured I'd heal up the damage from Nether balls while waiting for him to return, even though I wasn't yet in danger).

                                Thanks all for your awesome suggestions! I attribute the win to all of you too! Now to give 4.1 a shot!

                                Comment

                                Working...
                                😀
                                😂
                                🥰
                                😘
                                🤢
                                😎
                                😞
                                😡
                                👍
                                👎