The Angband Ladder: raq, Human Mage by <raq1975 at gmail dot com>

  [Angband 3.0.6 Character Dump]

 Name   raq                                      Self  RB  CB  EB   Best
 Sex    Male              Age        16   STR! 18/100  +0  -5 +14 18/190
 Race   Human             Height     75   INT! 18/100  +0  +3  +9 18/220
 Class  Mage              Weight    159   WIS! 18/100  +0  +0  +7 18/170
 Title  ***WINNER***      Status     73   DEX! 18/100  +0  +1  +9 18/200
 HP     928/928           Maximize    Y   CON! 18/100  +0  -2 +16 18/240
 SP     243/366           Preserve    Y   CHR! 18/100  +0  +1  +5 18/160

 Level           50       Armor    [61,+126]     Saving Throw     Heroic
 Cur Exp   15368906       Fight    (+51,+41)     Stealth          Superb
 Max Exp   15368906       Melee    (+73,+66)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+61,+14)     Shooting      Legendary
 MaxDepth   Lev 100       Blows       4/turn     Disarming        Superb
 Gold       2933485       Shots       1/turn     Magic Device  Legendary
 Burden   208.2 lbs                              Perception       Superb
 Speed          +31       Infra        40 ft     Searching     Excellent

 You are the illegitimate but acknowledged child of a Titled Noble.
 You are a credit to the family.  You have brown eyes, straight brown
 hair, and an average complexion.


      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) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 to speed) {@w0@w1!d!k!v}
   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.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {!d!k!v}
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) The Ring of Power 'Vilya' (+10,+10) (+3) {!*!*!*}
   It increases all your stats by 3.  It increases your speed by 3.  It
   provides immunity to lightning.  It provides resistance to poison, 
   disenchantment, and life draining.  It sustains your strength, 
   dexterity, and constitution.  It slows your metabolism, makes you fall
   like a feather, and speeds your regeneration.  It grants you immunity
   to paralysis and the ability to see invisible things.  It activates for 
   large lightning ball (250) every 20+d20 turns.  It cannot be harmed by
   the elements.  
d) 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.  
e) an Amulet of Trickery (+4)
   It increases your dexterity by 4.  It increases your stealth, searching,
   infravision, and speed by 4.  It provides resistance to poison and 
   nexus.  It sustains your dexterity.  
f) The Arkenstone of Thrain {!*!*!*}
   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.  
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) {!*!*!*}
   It increases your constitution by 2.  It provides resistance to acid, 
   cold, fear, dark, confusion, nexus, nether, chaos, and life draining.  
   It sustains your constitution.  It activates for heal (1000) every 444
   turns.  It cannot be harmed by the elements.  
h) a Shadow Cloak of the Magi [6,+21] (+2) {!*!*!*}
   It increases your intelligence by 2.  It increases your stealth by 2.  
   It sustains your intelligence.  It grants you immunity to paralysis.  
   It cannot be harmed by acid.  
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 Iron Helm 'Holhenneth' [5,+10] (+2) {!*!*!*}
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  It
   grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
l) 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.  


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!k!v}
b) 4 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!k!v}
c) 4 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!k!v}
d) 4 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!k!v}
e) a Book of Magic Spells [Resistances of Scarabtarices] {!d!k!v}
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction] {!d!k!v}
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes] {!d!k!v}
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations] {!d!k!v}
   It cannot be harmed by the elements.  
i) a Book of Magic Spells [Kelek's Grimoire of Power] {!d!k!v}
   It cannot be harmed by the elements.  
j) 19 Potions of Healing
k) 12 Potions of *Healing*
l) 2 Potions of Life
m) 19 Potions of Restore Mana
n) a Potion of *Enlightenment*
o) 2 Scrolls of *Identify*
p) a Scroll of *Destruction*
q) 2 Scrolls of Mass Banishment
r) a Staff of Enlightenment (1 charge)
s) 4 Staffs of the Magi (2 charges)
t) 21 Bolts of Wounding (1d5) (+23,+16)


  [Home Inventory]

a) 16 Books of Magic Spells [Resistances of Scarabtarices] {!d!k!v}
   It cannot be harmed by the elements.  
b) 13 Books of Magic Spells [Raal's Tome of Destruction] {!d!k!v}
   It cannot be harmed by the elements.  
c) 5 Books of Magic Spells [Mordenkainen's Escapes] {!d!k!v}
   It cannot be harmed by the elements.  
d) a Book of Magic Spells [Tenser's Transformations] {!d!k!v}
   It cannot be harmed by the elements.  
e) a Book of Magic Spells [Kelek's Grimoire of Power] {!d!k!v}
   It cannot be harmed by the elements.  
f) 11 Potions of Life
g) 10 Scrolls of *Identify*
h) 12 Scrolls of *Destruction*
i) a Scroll of *Acquirement*
j) The Ring of Tulkas (+4) {!*!*!*}
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to fear.  It activates for haste self (75+d75
   turns) every 150+d150 turns.  It cannot be harmed by the elements.  
k) The Ring of Power 'Narya' (+6,+6) (+1)
   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.  
l) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   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.  
m) The Star of Elendil {!*!*!*}
   It lights the dungeon around you.  It grants you the ability to see
   invisible things.  It activates for magic mapping every 50+d50 turns.  
   It cannot be harmed by the elements.  
n) The Palantir of Westernesse (+2)
   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.  
o) a Cloak of Protection [1,+21]
   It provides resistance to shards.  It cannot be harmed by the elements.
   
p) The Shield of Deflection of Gil-galad [10,+20] (+5)
   It increases your wisdom and charisma by 5.  It provides resistance to 
   acid, lightning, dark, and disenchantment.  It sustains your wisdom, 
   dexterity, and charisma.  It lights the dungeon around you.  It
   activates for starlight (10d8) every 100 turns.  It cannot be harmed by
   the elements.  
q) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
   It increases your strength and dexterity by 4.  It slays orcs, trolls, 
   undead, and all evil creatures.  It is branded with fire.  It provides
   resistance to fire, fear, and disenchantment.  It sustains your 
   strength and dexterity.  It is blessed by the gods.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for fire ball (72) every 40 turns.  It cannot be harmed by
   the elements.  
r) The Bastard Sword 'Calris' (5d4) (+10,+20) (+5) {@w0@w1!d!k!v}
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and is especially deadly against dragons.  It provides
   resistance to disenchantment.  It aggravates creatures around you.  It
   cannot be harmed by the elements.  
s) The Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] (+4) {@w0@w1!d}
   It increases your strength and wisdom by 4.  It increases your speed by
   4.  It slays undead and all evil creatures.  It provides resistance to 
   lightning, fire, nether, and life draining.  It lights the dungeon
   around you.  It activates for dispel evil (x5) every 100+d100 turns.  
   It cannot be harmed by the elements.  
t) The Dwarven Pick of Erebor (3d4) (+5,+20) (+5)
   It increases your strength and constitution by 5.  It increases your 
   tunneling by 5.  It slays orcs, trolls, and demons.  It is branded with 
   acid.  It provides resistance to light, dark, and chaos.  It sustains
   your strength.  It lights the dungeon around you.  It cannot be harmed
   by the elements.  
u) The Mattock of Nain (2d8) (+12,+18) (+6 to searching)
   It increases your strength by 6.  It increases your searching, 
   infravision, and tunneling by 6.  It slays orcs, trolls, giants, and 
   dragons.  It provides resistance to dark and disenchantment.  It
   activates for stone to mud every 2 turns.  It cannot be harmed by the
   elements.  
v) The Heavy Crossbow of Umbar (x4) (+17,+17) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, light, dark, 
   and blindness.  It aggravates creatures around you.  It activates for a
   magical arrow (150) every 20+d20 turns.  It cannot be harmed by the
   elements.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : no  (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 8.11.2006 17:56
Last updated on 1.12.2006 23:04

Download this dump

2634. on the Ladder (of 19090)
582. on the Angband Ladder (of 6561)

Related screenshots:
Ringil on a bare floor... Ain't it nice? :)
Morggy, be so kind and wait while I am looting...

Comments

Jump to latest

On 8.11.2006 17:56 raq1975 at gmail dot com wrote:
Posting it, so others can give me hints... We'll see how it works.

On 9.11.2006 04:52 roblt97@hotmail.com wrote:
Dive, dive, dive.

Use your teleport spells to remove and/or park big names while you clear out vaults. Heck, with your spells, you could just kill most stuff at this point. You're thousands of feet shallow right now. Your gear will catch up as you go down. Just detect well to avoid nether breath at this point, and find ResNether.

On 9.11.2006 14:29 Paffa wrote:
For god's sake use Thorin you need much more CON. With that HP you're killed byt one Nether breath.

Try to find another source of FA and use Calris.

On 11.11.2006 20:38 raq1975 at gmail dot com wrote:
Thanks guys! I am now using the Shield of Thorin and it pays.
BTW: How do I update my dump? Just submit it again under the same name?

On 11.11.2006 23:28 pav wrote:
Yes, you post the new dump with same email address.

On 12.11.2006 02:31 raq1975 at gmail dot com wrote:
I got to clv 48, wore Thorin, found boots of speed +9 (yeah!), dived to dlv 59, killed a few uniques and am going to use Carlis, but...

How do I uncurse it wisely? I have never done it. Can someone write a short 'Uncursing Calris for Dummies', please? :)

On 12.11.2006 02:48 Dragonboneman wrote:
Calris can be uncursed by using many scrolls of Enchant Weapon To-Hit. After getting into positive figures you will have a chance to randomly break the curse with each additional enchantment.

On 12.11.2006 11:22 Paffa wrote:
Or just read a scroll of *Remove Curse* ( You seem to have 2 of them in your home inv.) When you're wearing it. emphasis on wearing, you need to have it on or otherwise it won't be uncursed. Then read mass amounts of ?Enchant to-hit on it until it has at least +0 value on to-hit.

You should get couple hundred more hp once CON is 18/200.

On 12.11.2006 21:11 raq1975 at gmail dot com wrote:
Yep! Calris uncursed the first time I used the scroll, now I am looking for to-hit scrolls.
I am clv48. How deep do you think I can dive? (I am a slow diver, I know.) Is dlv65 ok for me now or should I wait for Calris? (I met Mr. Skull Druj. Ha! I was so lame fighting him. Then I noticed he slowed me down dramatically. Almost died. That's why I am so cautious.)
Do you think I should swap the ring of int for some dex or con band?

On 12.11.2006 21:18 raq1975 at gmail dot com wrote:
Diving to dlv60. Very good feeling. Ok, let's have some walk and see...

On 13.11.2006 13:15 raq1975 at gmail dot com wrote:
I thought I'd share my playing style and philosophy:

A(3.0.6) CFDS "raq" HM L:48 DL:60 A+ R+ Sp+
Am/W H- D- c f- PV+ s d P++ M+
C+ S I- !So B-- !ac !GHB SQ? !RQ V?

On 13.11.2006 15:32 raq1975 at gmail dot com wrote:
Hell, hell, hell! A superb feeling but... Saruman and Polyphemus in a vault. And I have just a few potions: 3 of Healing and 1 of Life. I found the crown of might. Should I swap it with Holhenneth? I'll gain great HP, but lose resistance to blindness. Is it worth it? Or should I even wait with the bad guys till some other time. (preserve mode is on)

On 13.11.2006 17:12 Matthias wrote:
With all the stuff you've found I wonder why you still lack any wield-able gloves. Just in case: Mages can wield any gloves that give free action or dexterity without a penalty.

Something else: It is rarely a good idea to use healing potions to kill uniques and the higher ones are for the Morgy fight or emergencies. Saruman and some odd Giant in a Vault? Think you can't beat them without heal? Use teleport other!

On 13.11.2006 17:30 Matthias wrote:
237.4 lbs makes you slow -2. No need to waste that speed...
some of the following might only be in your inventory because you just picked them up. In that case ignore :)

e) 5 Books of Magic Spells [Resistances of Scarabtarices] {!d!k!v}
It cannot be harmed by the elements.

The dungeon books cannot be destroyed and you have more than 18/150 so they cannot be stolen. Carry only one of e) f) and g) and safe 40lbs

i) drop at home, rarely needed in dungeon
j) your spell should do, drop or sell
l) drop at home, too valuable to carry without imCold
m) drop at home, with hlife you'll never need them as even high draining attacks won't drain that much
n) use
o) kill or drop at home for extra *id*
p) you have the book, no need for that one


It might also be a good idea to carry those *destruction* scrolls as a 0% fail for situation where you find yourself surrounded without mana...

On 13.11.2006 17:52 raq1975 at gmail dot com wrote:
Matthias, thanks for the hits!

Here are my answers for the things you pointed out:
1) I don't have hands protection because I haven't found any dex/FA gloves yet.
2) Do you mean teleport one of the nasties and finish the other one? Am I strong enough for Saruman?
3) Well, although I keep on finding Raal's ALL THE TIME, I thought I should keep the higher books just in case. Yep! It does not make sense. I'll drop them or sell.
4) I sometimes get touched by some nasties. That's why I carry those mushrooms and potions of RLL, when my stats get lowered. I can't find a better solution to be safe.
5) Ok, I could recall with the spell, but speed charges 12 mana. All right... it is not much... :)
6) I don't get what you mean by "extra *id* by dropping potion of SK at home"

Anyway, shall I proceed with Mr. Saruman now?


On 13.11.2006 19:11 roblt97@hotmail.com wrote:
He means any time you see a monster in your way that will be hard to kill without using up your valuable healing, teleport it away. If you want to plunder a vault, get inside and zap every dangerous thing you see with teleport other, then kill the rest.

Potions of Self-Knowledge are worthless unless you want to know what an item is doing for you without using a scroll of *ID* on it. Just destroy/drink them all at once.

Teleport Saruman away. I try not to kill any uniques until I absolutely have to, or at deeper than level 80.

On 13.11.2006 21:35 raq1975 at gmail dot com wrote:
Dived a little deeper while avoiding uniques. Should I go dlv70?
And should I swap ring of INT for Barahir?

On 13.11.2006 21:38 Matthias wrote:
hehe thanks rob :)

On 13.11.2006 23:10 roblt97@hotmail.com wrote:
Heh...no problem.

A mage of your level should be at level 95-98 (you'll have to deal with Sauron if you go lower). I've got a lvl38 human paladin with a slew of resist holes currently at 90. That's a bit extreme, but you get the idea.

Dive into the 90s and start clearing things out. Genocide problem monsters like Z, Q, G (if you have problems with Dread packs). Use your detection skills to scout out the level. Teleport dangerous things, kill easy things. Once you finish your kit and feel comfortable at that depth, start taking out the dangerous uniques that Morgoth can summon, then go kill him.

On 13.11.2006 23:23 raq1975 at gmail dot com wrote:
Thanks guys! You are a great help with my quest to unknown.
I collected all the books. Time to dive...

On 16.11.2006 02:15 raq1975 at gmail dot com wrote:
Got to dlv86. Looking for artifacts and potions. I crave rNether and some more INT boosters...

On 16.11.2006 12:54 Matthias wrote:
Summary: Put on:
Calris, Umbar, Narja (for tulkas), Palantir. Dor Lomin.

Details:
Life is sooo much easier with ESP, and Dor Lomin is the perfect helm for that. Umbar will then give you max cons even without tulkas making room for narja.
If you do that you are aggrevating anyway, so you could switch in Calris for resDis, what I consider a lot more important than nether.
While we are at switching in aggrevation items: The palantir gives another 2 int :)

If I didn't miss anything you'll gain:
resLight, resDark, resNether, resDis, 5 cons, 2 int, ESP, +50% xbow damage; all at the cost of aggrevation. Sounds really worth it...




On 16.11.2006 15:51 raq1975 at gmail dot com wrote:
Thanks for hints.
But look... I got Cubragol. I definitely want to use it. Thus I must re-think it. :)

On 16.11.2006 18:14 raq1975 at gmail dot com wrote:
Found Nenya and cesti (finally!) suiting my mage... Can you believe Amulet of Trickery is the only source of rPoison for me now?..
Well, I am now walking middle dlv80's to finish all uniques I missed and then will dive to shallow 90's.
See you!..

On 18.11.2006 04:27 raq1975 at gmail dot com wrote:
Down to dlv93, speed rose to +38, yet still afraid of shards (haha!) and disenchantment...
Keep on digging in the Morgy world...

On 18.11.2006 18:22 Matthias wrote:
You are playing at an unneed high risk of dieing with only 703 hp. You should defenitly try to get to 18/200 cons. Those 4 points should give you at least another 250hp, what will also help you collecting potions. Collecting healing potions of all three types should be your first priority now.l Speed higher than +20 is nice but not needed.

On 20.11.2006 16:21 raq1975 at gmail dot com wrote:
Matthias, you are absolutely right. That is why I carry Calris: to kick CON up, patch DISEN vulnerability and feel more comfortable with the nasty uniques. Yet, to sneak throughout the levels to collect some potions. Calris aggravates and lacks two resistances that make me weak even for some lame electric creatures.
Now my tactics is: kill all uniques up to level 95, find all artifacts that should be seen at these levels, then make myself strong enough to dive to dlv 98-99 and see what is happening there...
See this is my first advanced character. I am getting familiar with the abyss. :) That is why I am a slow-diver and a save file abuser once in a while (more a coward than a cheater).
My next character will be a non-cheat gnome priest probably, or maybe I will switch to another variant.

On 20.11.2006 18:14 raq1975 at gmail dot com wrote:
Haha! Vilya!!!! How's that? :)

On 29.11.2006 21:24 raq1975 at gmail dot com wrote:
I thought I'd post an update...
Dived to dlv97 and killed a few uniques. Still looking for Qlzqqlzuup (keeps on teleporting away; earlier in the game summoned loads of uniques - now this bustard will be all mine) and Tarrasque (shoots some nasty sh*t making me flee). I still miss rShards. I think of exchanging my cloak to anything of shard protection.
Surprisingly Gothmog was not that difficult... Well... Keep on diving...

On 29.11.2006 22:16 raq1975 at gmail dot com wrote:
Ha! The Tarrasque is down... It was disenchantment that did me harm. I should read log more often.

On 30.11.2006 03:13 raq1975 at gmail dot com wrote:
"Superb feeling"... Small vault... A few minor monsters... Something shining on the bare floor... What? what?! RINGIL !!!
Yagshemash... I like you... Nice... :)

On 30.11.2006 10:07 Matthias wrote:
Yeah nice!
Time for the final two

On 30.11.2006 19:03 raq1975 at gmail dot com wrote:
I wish I had Feanor boots. They are typically on dlv40. I dive deeper. Does it mean I have a better chance to find them somewhere on dlv90's?..

On 30.11.2006 21:43 Paffa wrote:
practically yes. Items have are more probable to become artifacts deeper.

But if you're going to begin scumming for those boots, you might be hanging around that depth at 2008 =) I have never found Feanor boots myself. Try that *Acquirement*?

I'd say you're ready for Sauron at least if not for Morg as well.

On 30.11.2006 22:19 raq1975 at gmail dot com wrote:
Naaah.. I don't scum. I only cheated savefiles on shallower levels. :) Now I play responsibly [=slowly] and try to gain monster/artifact know-how for the next no-cheat character I will play later.
I don't want to deal with Sauron before I kill Qlzqqlzuup. That guy summons too much for me. Need to get rid of him (her?, it?).

On 30.11.2006 22:40 jmiddendorf@hmc.edu wrote:
Don't wait for the Quylthulg. Just kill Sauron. If he is summoned, either teleport or teleport away. He doesn't move, right?

On 30.11.2006 22:52 raq1975 at gmail dot com wrote:
No, he does not. Neither did he summon even once! Haha! A simple line of sight trick... What a dummy!... Dlv97. Down to 99... E-haaa!...

Any tips for Sauron, guys?

On 30.11.2006 23:29 raq1975 at gmail dot com wrote:
Don't bother. Sauron is dead. Costed me 3 !Heal and 1 !Mana. Kept him in corridors, he kept on summoning dogs. :) Well, dragons too...

Ok, but seriously now: any tips for Morgoth? Please.

On 1.12.2006 00:59 Matthias wrote:
For a mage with decent healing resources (and you have more than enough of those) Morgy is simple Math. 20k hp devided by 400 damage each mana storm :)

Beside that: Don't let hp fall below 600 or his mana storm might kill you. Keep out of melee range and this one shouldn't be harder than Sauron.

On 1.12.2006 02:04 raq1975 at gmail dot com wrote:
Haha! All right, Mat. I will kindly ask Morggy to stand still, not heal nor summon. It's 50 shots of MS you say, huh? :)

Nope, I meant: what's the tactics not strategy. Not what to do, but how. Yet, since you are saying he is just a tougher Sauron-like, I guess I might have some bad news for him...

I still haven't moved from that dlv99. Down-stairs appeared on Saurons remains. Do I have to use THESE stairs only or can I dive back to any dlv99 some time later and find another way down to Morgoth?

By the way: Mr. Burning Eye dropped some useless (at this time) junk only, no artifacts, not even a potion... Heh... Cheap ass.

On 1.12.2006 16:57 Paffa wrote:
Level 99 works as all previous 98 levels after Sauron is beaten.

As for morgy, with a mage (cheater) I've beaten him once. Rather simple. If you want, you can create a sea of runes to an open room, but that's not necessary, an open room works just fine.

When he arrives, mana storm him with every turn you have over 600 hp. If it falls below that, heal by any means available, preferably staff of healing. When mana runs out, use a staff of magi. Once the charges run out, use greater recharging. And there you have unlimited mana. When he gets next to you or if things get tough otherwise, teleport him away. If he summons anything nasty, cast mass banishment.

That's at least how I killed him, didn't even need to cheat by any means in the particular fight.

On 1.12.2006 20:54 raq1975 at gmail dot com wrote:
Ok, so I am on dlv100. Stepped down the stairs. My telepathy spots an unknown creature a few squares away. Look him up. It's Mr. Melkor, Bauglir, Dark Lord, you name it... Yeah, teleported away...
Wish me luck!...

On 1.12.2006 21:33 raq1975 at gmail dot com wrote:
Guys, have a look at my screen dump #2... Heh... I use default settings for monster intelligence. Morggy is just another dumb (though powerful) creature...

On 1.12.2006 22:52 djabanete@gmail.com wrote:
That might not be a bad place to fight Morgoth, actually... Nice long corridors mean that he'll waste time in transit only to have you blink away (and blinking can't land you inside the vault), and also mean that his summons can't surround you and pound on you.

When you fight him (which you may be doing right now as I type!), you will probably find that he's just like every other monster - you shoot him with mana storms and heal when you're at low life (here <600 as someone pointed out). That's basically all there is to it. He'll take more mana storms and healing by far than any other monster, but the idea is the same: shoot stuff at him and don't die.

Good luck!

On 1.12.2006 23:04 raq1975 at gmail dot com wrote:
And so it is complete... :)

I am attaching my dump file a few moments after killing Mr. Bad Guy.

He dropped just 4 items worth looking among other junk:
1) Crown of M
2) 'Grond'
3) Trident of Wrath
4) Gloves of Thievery

He costed me 6 !Healing and 1 !Mana, just because I used staffs of magi.

Now I am going to wear his crown, dive more and find all the artifacts I can. Just for fun...

I'd like to thank everyone who helped me or showed the way for my first Angband character, especially Matthias, Paffa and roblt97...

I thought of a gnome priest as a next character, but I like magic so much that I might try a ranger. Don't know yet.

All right... time to let my eyes rest a bit...

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