The Angband Ladder: Ug, Half-Troll Paladin by <iainuki at gmail.com>

  [Angband 3.0.6 Character Dump]

 Name   Ug                                       Self  RB  CB  EB   Best
 Sex    Male              Age        25   STR! 18/100  +4  +3 +10 18/270
 Race   Half-Troll        Height     89   INT! 18/100  -4  -3  +5  18/80
 Class  Paladin           Weight    237   WIS! 18/100  -2  +1  +7 18/160
 Title  ***WINNER***      Status      1   DEX! 18/100  -4  +0  +9 18/150
 HP     1143/1143         Maximize    Y   CON! 18/100  +3  +2  +9 18/240
 SP     224/342           Preserve    Y   CHR! 18/100  -6  +2  +5 18/110

 Level           50       Armor    [47,+146]     Saving Throw     Heroic
 Cur Exp   17127177       Fight    (+58,+43)     Stealth            Fair
 Max Exp   17127177       Melee    (+73,+56)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+78,+22)     Shooting      Legendary
 MaxDepth   5000 ft       Blows       7/turn     Disarming     Excellent
 Gold       3803378       Shots       2/turn     Magic Device     Superb
 Burden   321.3 lbs                              Perception         Poor
 Speed          +25       Infra        50 ft     Searching          Fair

 Your father was a Stone-Troll Warrior.  You have slime-green eyes,
 mangy sea-weed green hair, and black ulcerous skin.



      abcdefghijkl@       abcdefghijkl@
 Acid:......++*++.. Blind:.....+.......
 Elec:......+...... Confu:......+......
 Fire:..*.+.++..... Sound:......+.+....
 Cold:......++.+... Shard:.............
 Pois:....+........ Nexus:......+..+...
 Fear:..+.+...+.... Nethr:..+..........
 Lite:............. Chaos:.....+..+....
 Dark:.........+... Disen:.+...........

      abcdefghijkl@       abcdefghijkl@
S.Dig:..+.......... Stea.:.+.....+.....
Feath:............. Sear.:.....+.......
PLite:............. Infra:.....+.......
Regen:..+.........+ Tunn.:.............
Telep:.....+....... Speed:.++++..+...+.
Invis:..+..+....... Blows:+............
FrAct:..+.....+.+.. Shots:.+...........
HLife:............. Might:.............


  [Character Equipment]

a) a Mace of Disruption of Extra Attacks (5d8) (+15,+13) (+2) {!k!d!v}
   It increases your attack speed by 2.  It slays undead.  
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  It
   cannot be harmed by the elements.  
c) The Ring of Power 'Narya' (+6,+6) (+1) {@A6}
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
d) a Silver Ring of Speed (+15)
   It increases your speed by 15.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging) {@A7}
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  It
   activates for heal (500) every 200 turns.  It cannot be harmed by the
   elements.  
f) The Palantir of Westernesse (+2) (charging) {@A4}
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 turns.  It cannot be harmed by the
   elements.  
g) The Full Plate Armour of Isildur [25,+25] (+1) {!k!d!v}
   It increases your constitution by 1.  It provides resistance to acid, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
h) The Shadow Cloak of Luthien [6,+20] (+2) {@A8}
   It increases your intelligence, wisdom, and charisma by 2.  It
   increases your stealth and speed by 2.  It provides resistance to acid, 
   fire, and cold.  It activates for restore life levels every 250 turns.  
   It cannot be harmed by the elements.  
i) The Small Metal Shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides immunity
   to acid.  It provides resistance to fear, sound, and chaos.  It grants
   you immunity to paralysis.  It cannot be harmed by the elements.  
j) The Steel Helm of Hammerhand [6,+20] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, and nexus.  It sustains your 
   strength, dexterity, and constitution.  It aggravates creatures around
   you.  It cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {@A5}
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
l) a Pair of Soft Leather Boots of Speed [2,+11] (+9)
   It increases your speed by 9.  


  [Character Inventory]

a) a Holy Book of Prayers [Words of Wisdom] {@m5!d!k!v}
b) a Holy Book of Prayers [Chants and Blessings] {@m6!k!d!v}
c) a Holy Book of Prayers [Exorcism and Dispelling] {@m7!d!k!v}
d) a Holy Book of Prayers [Ethereal Openings] {@m8!d!k!v}
   It cannot be harmed by the elements.  
e) a Holy Book of Prayers [Godly Insights] {@m9!d!k!v}
   It cannot be harmed by the elements.  
f) a Holy Book of Prayers [Holy Infusions] {@m1!d!k!v}
   It cannot be harmed by the elements.  
g) a Holy Book of Prayers [Wrath of God] {@m2!d!k!v}
   It cannot be harmed by the elements.  
h) 10 Red Speckled Potions of Speed {!*}
i) 11 Yellow Speckled Potions of Healing {!*}
j) 2 Dark Red Potions of *Healing* {!*}
k) 4 Gloopy Green Potions of Life
l) 19 Cloudy Potions of Restore Mana {!*}
m) 6 Scrolls titled "satnep lechpot" of Teleportation {!*, 25% off}
n) 6 Scrolls titled "snare ood" of Rune of Protection
o) 9 Scrolls titled "pood fasta" of Banishment {!*}
p) 9 Scrolls titled "sosa conglen" of Mass Banishment {!*}
q) a Bronze Rod of Healing (charging) {@z6!d!k!v}
   It cannot be harmed by electricity.  
r) a Runed Rod of Speed {@z4!d!k!v}
   It cannot be harmed by electricity.  
s) a Gnarled Staff of the Magi
t) a Spruce Staff of Banishment (0 charges) {!d!k!v!u}
u) The Ring of Power 'Vilya' (+10,+10) (+3)
   It increases all your stats by 3.  It increases your speed by 3.  It
   cannot be harmed by the elements.  It might have hidden powers.
v) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It is cursed.  It cannot be harmed by the elements.  It might
   have hidden powers.
w) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It cannot be harmed by the elements.  It might have hidden powers.


  [Home Inventory]

a) 19 Scrolls titled "mur abarg" of *Identify*
b) The Ring of Barahir (+1)
   It increases all your stats by 1.  It increases your stealth by 1.  It
   provides resistance to poison and dark.  It cannot be harmed by the
   elements.  
c) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.  
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
d) a Ruby Amulet of Devotion (+4)
   It increases your wisdom and charisma by 4.  It provides resistance to 
   fire, light, dark, and life draining.  It sustains your wisdom and 
   charisma.  It lights the dungeon around you.  
e) The Arkenstone of Thrain {@A4}
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {@A6!d!k!v}
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates for 
   door and trap destruction every 10 turns.  It cannot be harmed by the
   elements.  
g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) {!k!d!v}
   It increases your strength and dexterity by 2.  It provides resistance
   to acid, lightning, fire, cold, fear, confusion, and sound.  It cannot
   be harmed by the elements.  
h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {!d!k!v}
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
i) The Cloak 'Colannon' [1,+15] (+3) {!d!k!v}
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be harmed
   by the elements.  
j) The Cloak 'Colluin' [1,+15] {!d!k!v}
   It provides resistance to acid, lightning, fire, cold, and poison.  It
   activates for resistance (20+d20 turns) every 111 turns.  It cannot be
   harmed by the elements.  
k) The Shadow Cloak of Tuor [6,+12] (+4)
   It increases your dexterity by 4.  It increases your stealth by 4.  It
   provides immunity to acid.  It grants you immunity to paralysis and the
   ability to see invisible things.  It cannot be harmed by the elements.  
   
l) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It cannot be harmed by the
   elements.  It might have hidden powers.
m) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides resistance
   to blindness.  It grants you the power of telepathy.  It cannot be
   harmed by the elements.  
n) The Iron Helm of Dor-Lomin [5,+20] (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to acid, lightning, fire, cold, and fear.  It 
   lights the dungeon around you.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
o) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5) {!d!k!v}
   It increases your dexterity by 5.  It provides resistance to confusion, 
   nether, and chaos.  It sustains your constitution.  It grants you 
   immunity to paralysis.  It activates for remove fear and cure poison
   every 5 turns.  It cannot be harmed by the elements.  
p) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  
q) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed)
   It increases your speed by 10.  It slays trolls, undead, and all evil
   creatures, and is especially deadly against demons.  It is branded with 
   frost.  It provides resistance to cold, fear, and light.  It is blessed
   by the gods, slows your metabolism, lights the dungeon around you, and 
   speeds your regeneration.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for frost ball (100)
   every 40 turns.  It cannot be harmed by the elements.  
r) a Blade of Chaos (Holy Avenger) (6d5) (+16,+19) [+4] (+2)
   It increases your wisdom by 2.  It slays demons, undead, and all evil
   creatures.  It provides resistance to fear and chaos.  It sustains your 
   dexterity.  It is blessed by the gods.  It grants you the ability to
   see invisible things.  
s) The Glaive of Pain (9d6) (+10,+30) {!k!d!v}
   It provides resistance to fear.  It cannot be harmed by the elements.  
t) a Light Crossbow of the Haradrim (x3) (+13,+15) (+1)
   It increases your shooting speed and shooting power by 1.  It cannot be
   harmed by acid or fire.  
u) 25 Seeker Bolts of Slay Evil (4d5) (+16,+16)
   It slays all evil creatures.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)



Posted on 3.4.2006 00:10
Last updated on 12.4.2006 00:57

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461. on the Angband Ladder (of 6562)

Comments

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On 3.4.2006 00:10 iainuki at gmail.com wrote:
This is my first dump on this site, and my first character to make it this far in the game.

I used to play human warriors because I wanted a challenge, but when my last human warrior died after coming down the stairs into a large room full of not-visible vibration hounds, I decided I was tired of dealing with the inventory management issues and other aggravations (see: explosive breeders) that come with not having access to magic, so I made a half-troll paladin.

I'm currently at 2600', in the process of trying to decide how far I want to go into a greater checkerboard vault. The corner of the first bottom line is blocked by Cantoras, who moves far too quickly for me to really want to fight him at only fast +22. The corner of the first top line is blocked by the Tarrasque, who I'm not sure I want to risk fighting for long enough to teleport away. Of the useful equipment in the vault, I know there's Calris and an unIDed ring type (I only have one elemental type left, so there's a fair likelihood it's speed or an artifact), but I'm not sure it's worth risking my hide and my equipment against the Tarrasque in the process. However, I still have a few chambers to go . . . maybe I'll get really lucky and find something with disenchantment resistance?

On 3.4.2006 16:54 donalde@pp.inet.fi wrote:
Go for vault, and teleport away anything you cannot handle. +22 speed is enough for Tarrasque, not for Cantorras. Also, protection from evil is nice spell.

One equipment note: Carry Celeborn around for its banishment. (when WAP shows something nasty, wear it, activate it, banish nasties, and then swap back to Rohirrim. Before entering new level, spend some time wearing Celeborn, until it is recharged) Also, consider using dor-lomin, due its boost to battle stats.

On 3.4.2006 23:43 iainuki at gmail.com wrote:
The vault was quite exciting. Let's start with the list of uniques I saw in the vault: Huan, the Tarrasque, the Emperor Quylthulg, Draugluin, Cantoras, the Mouth of Sauron, Tselakus, Kavlax, Ungoliant, Lungorthin, Kronos, Azriel, and Saruman.

The two corners of the entering corridors were held by Cantoras and the Tarrasque, respectively. I dug in to Cantoras, but I didn't even want to try to teleport him away because of mana bolts, nether bolts, and summoning at speed +30. I teleported away Lungorthin on my way to the Tarrasque, but I was doubting a great deal whether it would be wise to tackle the Tarrasque without disenchantment resistance. However, the artifact dagger I spotted outside the vault turned out to be Rilia. Disenchantment resistance! After some deliberation, I wielded it and put on Hammerhand (which I had also found by this point) to boost my hit points to a level where a double disenchantment breath from the Tarrasque wouldn't kill me. The Tarrasque breathed fire and burned up one of my books, but I managed to teleport it away after one spell failure.

The rest of the vault wasn't as hazardous as that, but mostly because as I got further into it, my equipment kept getting better and better. There were several times where I observed to myself that I wouldn't feel safe risking the uniques further in unless I got better equipment, and in every case, I did. By the end, I was up to speed +27 (with temporary speed) and teleported away Cantoras to check the hard leather boots he was standing on, on the off-chance they were Feanor. The Great Hell Wyrm I fought right after the Tarrasque burned up a bunch of my books, taking me down to one Exorcisms and Dispellings; I got more cautious about fire creatures after that. Tselakus summoned a Ringwraith, but I teleported away both of them. A Great Wyrm of Law gave me a scare when it breathed shards and took me down to less than half hp, but I quaffed !*healing* and teleported it away. The Great Wyrm of Chaos a few chambers later, though, died easily because I had chaos and disenchantment resistance by that point. I also killed Kavlax, the only unique I fought in the vault. (I would have killed Saruman, but he disenchanted and I didn't get disenchantment resistance until picking up Belthronding after I'd teleported him away.)

The rewards were well worth the risks, though. I was doubting whether I ought to continue diving with my pre-vault equipment, but now I think I'm clear to at least wyrm-farming at 3250'. I still need a way to get poison resistance that's not a ring, for which the good solutions are Elessar, Caspanion, or the crown of Gondor; I'd take Barahir in the meantime, though. I'd like to find good boots of speed at some point, since Thror's stat bonuses are no longer doing anything for me, and I can easily get resist fear off other equipment. I don't have nether resistance, but with hold life it's not as high a priority and I have lots of hp. Aside from those things, Wrath of God and Holy Infusions, and a better ring of speed, I think I'm approaching end-game quality equipment.

On 4.4.2006 03:59 jmiddendorf@hmc.edu wrote:
Awesome -- so you managed to clear the whole vault? That's quite a take!

If you find a weapon with a big wis bonus (say, Aule), you'll be in the clear to swap out the amulet. Caspanion would also be great. Barahir would be an improvement, but not really end-game quality, in general.

You could also swap in belegennon if you find a source of confusion resistance.

On 4.4.2006 08:43 donalde@pp.inet.fi wrote:
If you find another boots, wear isildur, and you'll still have 18/200 CON. Also, read aquirement asap, since it does no good sitting at home.

If you find nice shield, uncursed Calris + Tuor is another possibility, it will also give RDisen.

On 5.4.2006 09:41 iainuki at gmail.com wrote:
Not much has happened until I stumbled into a lesser vault at 3200' and found a ring of speed _+15_! This has taken me considerably closer to feeling going safe going up against fast opponents, and I'm easily clear to descend to 4000' now. At this point, I think it's likely that I'll go straight to 4900', sweeping each level for items and exterminating as many uniques as I can along the way, but we'll see.

Other than that, most of what I've done is kill uniques. Saruman went down at 2650' and dropped Barahir for me; it's not great, but it does give a slight boost to my spellcasting ability and a little more buffer against Dex draining. A greater vault a little lower had Fundin Bluecloak in it, but it was also packed with time hounds so I had to use *destruction*; it contained Thalkettoth, which was useless to me. I finished off Eol, Shelob, and The Phoenix, none of whom were hard, picking up the rest of the artifact elemental gauntlets on the way. At 3150', I found another greater vault with Ungoliant and Ancalagon. Ungoliant wasn't hard, but she took a long time to kill and lots of use of healing; I'm not really sure how less damage-resistant characters tackle her. Ancalagon had several great wyrms as companions, including a lightning great wyrm, and was in a chamber I would have had to dig into. I didn't feel safe doing this, so I used *destruction* again to confirm that the shield of deflection he was sitting on was not Gil-galad. I found Bard (which is sadly useless to me, despite being awesome for a ranger) and Gondricam (also useless) in the same vault.

In response to comments, here some of my thoughts on final equipment. At this point, I expect to wield the Glaive of Pain, the speed +15 ring, Belthronding, the amulet of wisdom or one like it (I think +6 is the max), the Arkenstone, Thorin, Thranduil, and Fingolfin to the end of the game.

Fingolfin is clearly the best gloves, and I don't expect I'll find a better ring of +speed ever. The Palantir would solve many of my equipment problems, at the cost(?) of aggravation, but I don't expect to find it. Likewise, Gondor is an obvious upgrade from Thranduil, but I don't expect to find it. I find it hard to imagine a shield that I would use instead of Thorin: Gil-galad offers +4 Wis, but the only resistance it gives is disenchantment, which I have covered in a hard-to-improve fashion, and the others don't offer much that's compelling. I might trade it out for Gil-galad or the Haradrim if I find them and my other equipment changes a lot, but I doubt it. I'll take Elessar if I find it and suck up the cost in spell points and failure rates on my high end spells, but again, I don't expect to find it. I'd only replace Belthronding if I become rich enough so I can afford to cover disenchantment on my other equipment without any significant costs in speed or other resistances, or if I need to use Amras with Fingolfin to cover my low resists. I agree that Aule is pretty much my ideal weapon, since the slays make it do about even damage with the Glaive and more on dragons, but again, I don't expect to find it. Calris is nice, but I don't know how annoying aggravate is and it still does less damage than the Glaive even against targets it slays, except for dragons, and I don't need the resistance to disenchantment.

If I need to swap out equipment, mostly likely Thror, Isildur's +1 Con could definitely come in handy. However, it, Barahir, and Thror are the three things I think I need to replace before I go kill Morgoth, at this point.

On 5.4.2006 16:07 jmiddendorf@hmc.edu wrote:
Well, Collanon isn't that great. If you found colluin, it'd be an easy choice. That'd provide poison so you could swap out barahir.

Also, caspanion might find it's way into your equipment, though you'd need to cover rbase elsewhere (dor-lomin?).

Your equipment, is however, good enough. More *healing* and life would be very useful though. I hear dragon pits/cloning wyrms is the easiest way to do this in Vanilla. You're immune to acid, and can double resist fire and cold.

I imagine you're planning on meleeing Morgy? If so, I might want to consider stockpiling mushrooms of restoration (to save sp).

On 6.4.2006 02:31 iainuki at gmail.com wrote:
This character continues to be lucky (which makes nervous about what horrible death the RNG is preparing for me). I picked up +9 boots of speed, which take me up to +28 unhasted. With that much speed, since hasted I'm now well into the diminishing returns part of the speed curve, I can afford to carry Celeborn for the recharing banishment. Without Thror, I swapped to Isildur to give myself a better buffer against Con damaging monsters and to improved my AC back above 50.

I found and discarded a few more artifacts, including Anarion and Umbar, just because I don't have room to store them and I doubt they'll be useful to me. I sold Aglarang, finally, because with as much speed as I have now, it's just not competitive with my other weapon choices. Himring is interesting, but since my only other source of confusion resistance is on a shield, it's not useful to me at the moment.

I've had a few scary fights with uniques who deal lots of unresistable or nether damage. My lack of nether resistance is definitely annoying, and I hope it doesn't become fatal, but even if I had it it wouldn't help me against the mana bolts many of these uniques are throwing. I think I'm just going to start using the heal spell earlier in fights, after I've taken 200 or so damage.

I _still_ haven't found Holy Infusions or Wrath of God. This is getting kind of ridiculous, and I'm wondering how much use I'll get out of them when I do find them.

On 7.4.2006 02:12 ferrat@kobold.rogue wrote:
Holy Infusions and Wrath of God aren't all that useful anyway. You already have all the spells you need.

You might consider carrying rods of teleport other as a complement to the spell. I reckon they're more reliable, and they save spell points for healing.

On 7.4.2006 03:20 iainuki at gmail.com wrote:
I've killed Hoarmurath, Omarax, and Glaurung, while botching an attempt on the Cat Lord because of a trap door. I've gotten several pieces of equipment, but nothing that really allows me to change my configuration in a way I'm satisfied with: everything requires either assembling the low resists in a suboptimal patchwork fashion, loses stats, or loses r nexus, or several of the above. I really want Elessar, the Palantir, Gondor, or one of the ring of power.

On 8.4.2006 03:46 iainuki at gmail.com wrote:
A Great Wyrm was kind enough to drop Elessar for me. I'd found Luthien on an immediately prior trip, and kicked myself when I realized that Isildur gives r nexus so I could just use Luthien instead of Colannon without losing anything important. I swapped in Elessar, the ring of +14 damage, and Luthien, and managed to come out with only about 50 less mana and up +21 damage.

At 3800', I found another great checkerboard vault, with the following uniques: the Tarrasque, Vecna, Lungorthin, the Balrog of Moria, Kronos, the Cat Lord, Qlzqqlzuup, and Carcharoth. Vecna summoned Pazuzu and Qlzqqlzuup summoned Atlas, and Tselakus was hanging around in another section of the level, making a total of eleven uniques. Unlike last time, I killed all of them, though I teleported away Pazuzu and Atlas while I finished off Vecna and Qlzqqlzuup and then hunted them down later. I found Wrath of God in the vault, and made the first use of a spell that I suspect I will learn to appreciate even more: banish evil, because it teleported the evil stuff Qlzqqlzuup summoned without teleporting Qlzqqlzuup itself. Celeborn proved its mettle when I banished L (to take care of some nasties Vecna had summoned and I'd teleported away), U (things in the vault I didn't want to deal with and stuff Qlzqqlzuup had summoned), and e (things in the vault I didn't want to deal with). A greater balrog that Lungorthin summoned managed to destroy all of my remaining Exorcisms and Dispellings, so I had to rely on healing potions for the rest of the vault; this wasn't so bad, but is not something I want to do on a regular basis.

The current situation I'm in is that I have a lot of equipment, most of which seems like it could potentially be useful, but which is altogether too much to store. My current configuration is pretty good, but I'm running on the edge of five blows with the Glaive and have no sustain for dex. If I could get more dex, I could wield the mace of disruption of extra attacks with seven blows, which actually does more damage and a lot more damage to undead. So far, the only way that's occurred to me to work this is to take the Palantir as my light source, wear Hammerhand, and then use the amulet of devotion or the amulet of +wisdom to make up hold life and resist light/dark and then get poison, confusion, and the basic four off my armor and cloack, which would mean Colluin and either Caspanion or Himring. (I don't care too much about resist light/dark, but not having hold life would be annoying when dealing with the various undead uniques I have coming up.) Of course, this costs Elessar's +7 damage, which I'm not sure the other benefits are worth giving up. A more radical alternative involves switching out Thorin at the same for the shield of elvenkind that grants confusion resistance, using Tuor for acid resistance, but this doesn't strike me as particularly strong.

If anyone sees a better configuration than I do, I'd be happy to hear it.

On 8.4.2006 09:37 donalde@pp.inet.fi wrote:
How about wearing MoD of attacks + palantir + rohirrim + dor-lomin? That would leave hole in hold life and nexus, but they are not killers, just annoying. Holes in lite and dark are more serious, so you need to figure out how to fill dark before morgy, but before that it will do. You'd also aggraate on that configuration, thus monsters will come to you. Battle stats will increase, WIS will stay same.

On 9.4.2006 23:38 iainuki at gmail.com wrote:
Well, time for another update. I've found a few more pieces of equipment, most of which is useless. Among potentially useful things, I've found Ringil (but I would only use this if I needed to make up speed from something else, which at this point would probably only be using, possibly, another of the rings of power) and Narya (which I'm using because fire immunity prevents equipment destruction; I decided that eliminating the risk of all my E&D and my _speed being burned, plus the other benefits such as the sustains and resist nether, was worth losing the damage).

I toyed around with a lot of different equipment configurations and settled on this one because it provides most of what I want. The mace of disruption of extra attacks is the highest damage weapon I've found, though it doesn't beat the glaive by much. Belthronding is still almost as good as the crossbow of the Haradrim and gives disenchantment resistance. I used the amulet of devotion for awhile to boost my wisdom, and get hold life, res light/dark, and sustain wisdom, but with Narya handling the sustains and giving nether resistance, Hamerhand providing res dark, and Luthian activating for restore life levels, I decided I could do without hold life for now. The Palantir is taking most of the burden off my helmet and activates for clairvoyance, which greatly speeds up my progress through levels. The only thing Isildur does for me at the moment is cover the lack of electricity and confusion resistance in my other equipment, which makes me sad. I'm wearing Luthien more or less just for the boost in wis, since I don't need the cloak slot for anything else. Thorin remains the only decent shield I've found, though I've now doubled almost all of its abilities elsewhere. Hammerhand is sustaining my dexterity, giving me res dark and nexus, and a nice set of stat boosts. My boots, as always, are speed.

There's not much more I can find to improve my equipment. I've been hoping for a high-base dice ego weapon, like a weapon of extra attacks with a better bonus to damage, or a good Holy Avenger, weapon of Fury, or weapon of Gondolin, but so far, no luck. Aule's slays make it competitive with my current weapon; given that it also weighs 28 less pounds and gives +4 wis, I'll use it if I find it. I could find Cubragol, but I'm considering using ranged attacks some in the battle with Morgoth, and given that Belthronding gives me disenchantment resistance, I'm probably not inclined to use it at the moment. If I get disenchantment resistance off something else, I'll swap in the crossbow of the Haradrim for more damage versus Morgoth. I don't know what I'll do if I find another of the rings of power. I'd like any of a number of armors, none of which I will ever find. Soulkeeper would give me hold life, but would require that I get electricity resistance somewhere else (probably Gil-galad, but I'm geting to that). I'd wear Razorback, but I'd have to get confusion elsewhere, which would involve either improving my helmet or using Dal-i-thalion (and if I do that, I'd need a lot of speed from somewhere, most likely Ringil). Bladeturner dominates every armor I have available, of course, but I'll never find it. Mediator would give me some flexibility in the rest of my equipment by granting resistance to confusion, sound, nexus, and disenchantment, but would again require something to patch lightning. Gil-galad would be difficult to work into my current equipment, but still might be worth it: it would sustain my dexterity, allowing me to possibly swap something else in for Hammerhand; patch lightning resistance, freeing up my armor if I can get confusion somewhere else; and give res disenchantment, letting me use the crossbow; and, of course, boost my wis by +5. With Tuor, I could retain acid immunity at the same time, leaving the only difficulties making sure I still have enough str and con to hit 18/220 and 18/200, and getting sound resistance. I don't see that either Gondor or Numenor is useful to me at the moment, but if I also find something else, such as another armor or Gil-galad, they might be helpful.

I'm trying to figure out what to get rid of. With a staff of banishment, Holy Infusions for recharging, and acid/fire immunity, it's almost as good as having the spell, so I don't think I need to carry Celeborn any more. I do, however, want to store it, so I need house space I don't have. With all my important stats sustained now (losing int will hurt my activation chances, but they'll still be above 93% even if my Int gets drained to 3, so I don't think I care), I'm not sure it's worthwhile keeping the mushrooms, but I'm worried I'll get some new equipment that will cause me to drop a sustain and thus leave me wanting them again. I've been carrying the staff of healing to save mana, but I'm honestly not sure it's worth the slot. I've been storing ?RoP in the hopes they'll be useful against Morgoth.

I've been net _losing_ potions, and not from using them either, just from frost enemies breaking them all. I don't know how to solve this: I don't have room to store them in my house, killing most frost enemies at range takes forever and just gives them more chances to cast frost bolts and breathe frost to destroy potions, and I don't get potions faster than frost enemies destroy them. Short of finding Nenya and somehow managing to wear it (How? It would cost a lot of damage to use Ringil; giving up Narya would let enemies hose my books and staffs again, which is just as bad as breaking potions; and dropping +15 speed is not acceptable.), I don't see how this problem is fixable.

The only uniques I have left are Gothmog, Huan, Draugluin, and Thuringwethil. I am _not_ looking forward to Huan, but the rest I'm not all that afraid of.

On 10.4.2006 01:53 jmiddendorf@hmc.edu wrote:
The simple solution to potions breaking is not fighting cold breathers. Or storing at home.

Honestly, I think you're best off dropping to Sauron, and them Morgoth. I doubt that any remaining uniques pose a large threat. And if Morgy summons them, just teleport away.

Oh, and a simple switch -- swap rohirrim for isildur if you need/want more dex.

On 11.4.2006 20:37 iainuki at gmail.com wrote:
I've dived to 4900', killing Draugluin and Huan along the way. I haven't found any really significant new equipment, so it's looking like I kill Morgoth with this stuff. I've been scumming 4900' in the hopes of finding Gothmog and more !*healing* and !life before I tackel Sauron and Morgoth, but so far, I haven't been making a whole lot of progress.

On 12.4.2006 00:57 iainuki at gmail.com wrote:
Got impatient, and figured I was getting close to being done anyways. I went to the closest downstairs and killed some great wyrm which was in the way; it dropped Nenya, which I decided wasn't worth wearing, but stashed in my pack.

I went down and found Sauron. He summoned the rest of the uniques for me: for Gothmog, I banished evil and then used the staff of banishment on 'U' to get rid of his escorts, which hurt with a demon pit on the level. I used arrows to kill Sauron himself, first acid then slay evil and holy might. I didn't have to use any important consumables on him. After I finished Sauron off, I killed Thuringwethil and then Gothmog; neither of them gave me any trouble.

Morgoth was more exciting, not least because there was an unIDed ring on his level. I dashed for it; it was Vilya, which I decided wasn't worth reconfiguring equipment for immediately. I used arrows for about the first half of Sauron's life, and then let him close to melee. Ranged was safer, on the whole, but every time Sauron mana stormed I had to drink *healing*, and because I kept having to banish evil or teleport away to clear a path to him for arrows, I was afraid it wouldn't last. I did more damage and melee and could easily heal from most of Morgoth's hits. I never got below about 500 hp, thankfully. Unfortunately, Morgoth didn't drop anything interesting at all.

This was my first winner, and I approve of the half-troll paladin as an all-around capable character.

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