The Angband Ladder: PoohBear, Half-Troll Mage by roustk

  [Angband 3.0.9 Character Dump]

 Name   PoohBear                                 Self  RB  CB  EB   Best
 Sex    Male              Age        26   STR! 18/100  +4  -5 +13 18/220
 Race   Half-Troll        Height    101   INT! 18/100  -4  +3 +12 18/210
 Class  Mage              Weight    269   WIS! 18/100  -2  +0  +9 18/170
 Title  ***WINNER***      Status      1   Dex! 18/100  -4  +1  +9 18/160 18/140
 HP     982/982           Maximize    Y   CON! 18/100  +3  -2  +9 18/200
 SP     237/360                           CHR! 18/100  -6  +1  +8 18/130

 Level           50       Armor   [56,+112]     Saving Throw      Superb
 Cur Exp   25185142       Fight   (+38,+38)     Stealth             Fair
 Max Exp   25185142       Melee   (+56,+56)     Fighting          Superb
 Adv Exp   ********       Shoot   (+48,+14)     Shooting       Excellent
 MaxDepth   5000 ft       Blows      4/turn     Disarming         Superb
 Turns      7046200       Shots      1/turn     Magic Device   Legendary
 Gold      14767590       Infra       80 ft     Perception     Excellent
 Burden   259.5 lbs       Speed          28     Searching      Very Good

 Your father was a Stone-Troll Warrior.  You have slime-green eyes,
 mangy dark purple 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:.............


  [Last Messages]

> On the ground: Metal Scale Mail (-2) [13,+7].
> You destroy Metal Scale Mail (-2) [13,+7].
> You see no more Metal Scale Mails (-2) [13,+7].
> You have found 270 gold pieces worth of adamantite.
> You see a Scroll of *Remove Curse*.
> You see a Massive Iron Crown [0].
> On the ground: The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}.
> You have 5 Scrolls of *Identify* (p).
> You have The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed} (s).
> You have no room for a Mighty Hammer (9d9).
> On the ground: The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10].
> You have 4 Scrolls of *Identify* (p).
> Character dump successful.
> You can learn 8 more spells.
> You have a very good feeling...


  [Character Equipment]

a) The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) (+6) {Wyrms 3950'}
   It increases your strength by 6.  It increases your tunneling by 6.  
   It slays animals, dragons, and all evil creatures, and is especially
   deadly against undead.  It is branded with fire.  It provides
   immunity to fire.  It provides resistance to dark, chaos, and 
   disenchantment.  It aggravates creatures around you.  It cannot be
   harmed by the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) {DemonPit 4900'}
   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 'Nenya' (+8,+8) (+2) {Lungorthin 4350'}
   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 Ring of Speed (+11) {Floor 3950'}
   It increases your speed by 11.  
e) The Amulet of Ingwe (+3) {GThunderWyrm 3350'}
   It increases your intelligence, wisdom, and charisma by 3.  It
   increases your infravision by 3.  It provides resistance to acid, 
   lightning, and cold.  It grants you immunity to paralysis and the
   ability to see invisible things.  It activates for dispel evil (x5)
   every 50+d50 turns.  It cannot be harmed by the elements.  
f) The Palantir of Westernesse (+2) (charging) {Wyrms 3950'}
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It usually provides light of radius 3.  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 Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) (charging) {Lungo}
   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) The Cloak 'Holcolleth' [1,+10] (+2) {GnomeMage 2350'}
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It
   activates for sleep II every 55 turns.  It cannot be harmed by the
   elements.  
i) The Large Leather Shield of the Haradrim [4,+15] (+2) {AWhiteD 3350'}
   It increases your strength and constitution by 2.  It provides
   resistance to poison, fear, and blindness.  It sustains your 
   strength and constitution.  It aggravates creatures around you.  It
   activates for berserk rage (50+d50 turns) every 50 turns.  It cannot
   be harmed by the elements.  
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3) {Nightcrawler 3550'}
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It usually
   provides light of radius 4.  It grants you immunity to paralysis and 
   the ability to see invisible things.  It cannot be harmed by the
   elements.  
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4) {VampireLord 3600'}
   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) The Pair of Metal Shod Boots of Thror [6,+20] (+3) {Glaurung 3500'}
   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) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!d!v!k}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!d!v!k}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!d!v!k}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4!d!v!k}
e) a Book of Magic Spells [Resistances of Scarabtarices] {Floor 600' @m5@b5@G5}
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction] {RewardVault 1800' @m6@}
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes] {Saruman 2750' @m7@b7@G7!d!}
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations] {Floor 1700' @m8@b8@G8!d!}
   It cannot be harmed by the elements.  
i) a Book of Magic Spells [Kelek's Grimoire of Power] {Graveyard 2800' @m9@b9@}
   It cannot be harmed by the elements.  
j) 10 Potions of Speed {!*}
k) 6 Potions of Healing {!*}
l) 16 Potions of *Healing* {!*!*}
m) 9 Potions of Life {!*!*}
n) 11 Potions of Restore Mana
o) 6 Scrolls of Teleportation {!*}
p) 4 Scrolls of *Identify*
q) 2 Rods of Healing (2 charging) {YBronzeD 4700'}
   It cannot be harmed by electricity.  
r) 7 Rods of Teleport Other
s) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision
   by 125.  It provides resistance to acid, lightning, fire, cold, 
   poison, fear, light, dark, confusion, nexus, and nether.  It usually
   provides light of radius 4.  It grants you the power of telepathy 
   and the ability to see invisible things, but it also is permanently
   cursed.  It cannot be harmed by the elements.  
t) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) {BlackDPit 4500'}
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
u) The Long Bow of Bard (x3) (+17,+19) (+2) {Ancalagon 4500'}
   It increases your dexterity by 2.  It increases your speed and 
   shooting power by 2.  It grants you immunity to paralysis.  It
   cannot be harmed by the elements.  
v) 11 Bolts of Wounding (1d5) (+19,+22)
w) 9 Seeker Bolts of Slay Evil (4d5) (+12,+18) {@f0=g}
   It slays all evil creatures.  


  [Home Inventory]

a) The Ring of Tulkas (+4) {Wyrms 3950'}
   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.  
b) The Ring of Power 'Narya' (+6,+6) (+1) {Nightwalker 4450'}
   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.  
c) The Necklace of the Dwarves (+3) {BlackReaver 3600'}
   It increases your strength and constitution by 3.  It increases your 
   infravision by 3.  It provides resistance to fear.  It usually
   provides light of radius 4.  It speeds your regeneration.  It grants
   you immunity to paralysis and the ability to see invisible things.  
   It cannot be harmed by the elements.  
d) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {GSwampWyrm 3200'}
   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.  
e) an Amulet of Trickery (+4) {GCrystalDrake 3500'}
   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 {BileDemon 3050'}
   It provides resistance to light, dark, and life draining.  It
   usually provides light of radius 3.  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 Chain Mail of Arvedui (-2) [14,+15] (+2) {RewardVault 1800'}
   It increases your strength and charisma by 2.  It provides
   resistance to acid, lightning, fire, cold, shards, and nexus.  It
   cannot be harmed by the elements.  
h) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {DiagVault 3200'}
   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.  
i) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) {AGoldD 1800'}
   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.  
j) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) {Demilich 3650'}
   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.  
k) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {NetherWraith 3200'}
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
l) The Large Metal Shield of Anarion [5,+20] {Ancalagon 4500'}
   It provides resistance to acid, lightning, fire, and cold.  It
   sustains all your stats.  It cannot be harmed by the elements.  
m) a Shield of Deflection of Preservation [10,+38] {Archlich 3800'}
   It provides resistance to nether, disenchantment, and life draining.
   It sustains your strength, dexterity, and constitution.  It cannot
   be harmed by the elements.  
n) The Golden Crown of Gondor [0,+15] (+3) {SphereVault 3350'}
   It increases your strength, wisdom, and constitution by 3.  It
   increases your speed by 3.  It provides resistance to fire, cold, 
   light, blindness, confusion, sound, and chaos.  It usually provides
   light of radius 4.  It speeds your regeneration.  It grants you the
   ability to see invisible things.  It activates for heal (500) every
   250 turns.  It cannot be harmed by the elements.  
o) The Metal Cap of Celebrimbor [3,+18] (+3 to searching) {Vecna 4350'}
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching by 3.  It provides resistance to acid, fire,
   shards, and disenchantment.  It cannot be harmed by the elements.  
p) The Steel Helm of Hammerhand [6,+20] (+3) {Archlich 2800'}
   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.  
q) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5) {Carcharoth 450}
   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.  
r) The Small Sword 'Sting' (1d6) (+7,+9) (+2) {RewardVault 1800'}
   It increases your strength, dexterity, and constitution by 2.  It
   increases your speed and attack speed by 2.  It slays animals, orcs, 
   undead, and all evil creatures.  It provides resistance to fear and 
   light.  It usually provides light of radius 4.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
s) The Katana 'Aglarang' (8d4) (+0,+0) (+5) {BalanceWyrm 4300'}
   It increases your dexterity by 5.  It increases your speed by 5.  It
   sustains your dexterity.  It cannot be harmed by the elements.  
t) The Spear of Orome (4d6) (+15,+15) (+4) {RewardVault 1800'}
   It increases your intelligence by 4.  It increases your infravision 
   and speed by 4.  It slays animals and giants.  It is branded with 
   fire.  It provides resistance to fire and light.  It usually
   provides light of radius 4.  It is blessed by the gods and makes you
   fall like a feather.  It grants you the ability to see invisible
   things.  It activates for stone to mud every 5 turns.  It cannot be
   harmed by the elements.  
u) The Beaked Axe of Theoden (2d6) (+9,+10) (+3) {GThunderWyrm 3400'}
   It increases your wisdom and constitution by 3.  It slays dragons.  
   It slows your metabolism.  It grants you the power of telepathy.  It
   activates for drain life (120) every 40 turns.  It cannot be harmed
   by the elements.  
v) The Short Bow of Amras (x2) (+12,+15) (+1 to speed) {Ar-Pharazon 2600'}
   It increases your intelligence, wisdom, and dexterity by 1.  It
   increases your speed, shooting speed, and shooting power by 1.  It
   provides resistance to lightning, fire, and cold.  It slows your
   metabolism.  It cannot be harmed by the elements.  
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) {EtherealD 3600'}
   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.  
x) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2) {Cantoras 3850'}
   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: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
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: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : yes (adult_no_preserve)
Adult: Don't generate connected stairs       : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : yes (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : yes (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): yes (adult_ai_smart)
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 26.9.2007 05:14
Last updated on 11.1.2008 01:32

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Comments

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On 26.9.2007 05:14 roustk@alumni.caltech.edu wrote:
My first time with a mage at these depths (although I've won with a Half-Troll Priest). I've been taking long dives so far, but things are starting to get noticably harder. First trip (to 450' and level 11) generated great gear, but there were no S&E books in the town. Second trip (to 900' and level 25) was cut short to gain Haste Self. Third trip (to 1200' and level 29) ended with the loss of most of my staffs. Fourth trip (to 1450' and level 31) could have gone further, but I was down to 2 !CCW and 2 !Speed.

This is the gear for my fifth trip, hoping to get down to 1800' before things get consumed. I tend to beat on (or magic missle) most creatures, but I've been needing to rely on Haste Self and the various Rods (and arrows) quite a bit lately.

Are there any monsters I should be particularly watching out for? Any gear I should try to obtain? Most of the equipped stuff is disposable, and I haven't used the Rod of Curing since finding Holhenneth -- is there anything I should get rid of right now?


On 26.9.2007 05:17 roustk@alumni.caltech.edu wrote:
I should add -- everything in the Home is disposable as well, but I haven't needed the cash so I'm waiting for higher CHR.

On 4.10.2007 02:13 roustk@alumni.caltech.edu wrote:
I'm part way through the second dive after the Sep 26 dump, and just killed an Ancient Gold Dragon at 1700'. My gear is essentially the same as shown on Sep 26:
Dagger of Westernesse, Long Bow Power (+12,+19), =oDam (+9 and +7),
Robe of Permanence, Shadow Cloak, Holhenneth

Took the AGoldD out using Arrows of Acid (+7,+5) and rods of elemental bolts.

Given that I had under 300 HP, was I unbelievably lucky or do I have RSound that I don't know about? The only drop of note was Thingol.

On 4.10.2007 21:28 Paffa wrote:
HT mage? not the best combination out there.. At least your stats suck :D

Try to find a better ring, that Acid one's useless. Nice INT and CON rings would work better than either of your current rings.

You're carrying quite a lot of staves and rods. I'd dump those sleep & slow monsters staves and replace the dagger with mace, it has better hit die and you have only one blow with dagger anyway. Once you get more STR/DEX, swap back to the dagger for more blows. Unless you find a better weapon of course.

On 1.11.2007 02:12 roustk@alumni.caltech.edu wrote:
Proceeding downward, dropping about 250' per trip. Have taken out almost all uniques to depth (2750'), plus Saruman. Some strategy/philosophy notes:
(1) Always clear entire levels.
(2) Never take Up stairs (except when townscumming at 50').
(3) Townscum for ?PhaseDoor and !CCW when missing.
(4) Use Tenser's only in town (to brand two stacks of ammo).
(5) Never use *Destruction*. Only exception was the "The Reward is Worth It" vault on 1800', where my 250HP were not enough to take on a Drolem, GWoC, and 2 Greater Draconic Qs in one room (with Sting). The other side of the vault was easy enough.
(6) Maintain Haste Self and Resistance. Rely heavily on Shock Wave (m6a) and Ice Storm (m6e) for their stunning effects. Lots of magic missle and arrows, replacing the stacks of Rods of (element) Bolts I relied on before.
(7) No anti-summon corridors, minimal exploiting knight-move LOS. Happily use ball spells (even at knight move) to splash mosters out of LOS, although have some guilt about "smart" monsters that refuse to walk into rooms. No guilt about Saruman, however -- I stayed in the open just outside his LOS and could splash him a few dozen times before the next wave of ancient dragons was summonned (the three druj summon was rather rude...).
(8) I'd really like more Healing, but I've been finding only one every couple levels. Probably should store some of my speed potions.

Comments? Anything wrong with the kit?

On 5.11.2007 16:27 roustk@alumni.caltech.edu wrote:
Ready to go down after a *long* trip to 2800' (300K game turns over a couple of days).

Undead pits are downright pleasant without Black Reavers (even though I lack RNether). ArchLiches, Elder Vampires, and Dreadlords are a bit of a bother (as they pass walls and summon), but Rift and a stack of tele away rods took care of most problems. And I picked off 4 or 5 Ringwraiths in the summons with little trouble. After hunting down all the mobile undead, I splashed the two dozen or so Druj with ball spells and sorted through the junk on the floor.

Of course, all I got out of it was a +6 Con ring (replacing +12 Damage), clevels 46 and 47, Dagmor, Hammerhand, and Kelek's (after I was done).

And then I took two steps towards some cash and hit a trap door -- someone must have created traps and I missed it.

On 6.12.2007 21:28 roustk wrote:
The same Half-Troll Mage I've been working on for months.

The last dive brought me to plevel 50, 3200', and a long list of new artifacts: Elessar, the Arkenstone, Caspanion, Thalkettoth, Paurhach, Rilia, Nar-i-vagil, and an Amulet of Sustenance. This leaves me with a complicated equipment choice, so I've emptied my home.

Normal dive inventory is 3 or 1 of each book except Tenser's,
about 20 !Speed, 50 !CCW, 10 !Heal, 10 !Mana, 20 ?PhaseDoor, 10 ?Teleport, rods of Teleport Other, 2-4 staves of Teleport, and the
new staff of Healing. I'll also carry about 200 branded arrows, enchanted as much as the town allows.

What mix of equipment seems best? The equipped set maximizes speed at +12, but I end up with no ESP or RSound but do have RConf and RShards. I could go back to Rohirrim and Thranduil, at a speed of +9, with ESP, RSound, and RConf but no RShards. Shards does little for me, but it seems that there is a potential big difference between +12/+22 and +9/+19 speed.

See also AAR thread.

On 7.12.2007 05:53 aeneas wrote:
I posted in your thread. I'd go with Caspanion and Thranduil and hope for Thror. Also, go to speed ring depth and get a good one. 3750', even 4000', is not more dangerous than 3000' if you avoid the nastiest opponents, but you get much better stuff and are much more likely to find a good RoS... that would help you a lot. You could take Morgoth now if you were faster.

On 9.12.2007 05:19 roustk wrote:
Found a Sphere Vault at 3350', so a new wave of artifacts to consider. Including =Speed, Ingwe, amulets of Weaponmastery and Trickery, Isildur, Belegennon, Himring, Thorongil, Haradrim, Gondor, and Balli Stonehand.

Considering the wielded equipment with Elessar as a swap (when I need healing more than RDisenchant). Would sell amulets of sustenance and trickery (replacable), Evenstar, Elendil, Isildur, Belegennon, Thorongil, and Rilia. Then can buy !CCW, ?Phase Door, and about 200 arrows to brand and enchant from the store.

This kit (Orome, Amras, Speed+8, Speed+10, Weaponmastery, Arkenstone, Caspanion, Holcolleth, Haradrim, Gondor, Free Action, and Agility+5) gives 907 HP, 380 SP, ludicrous speed +28 unhasted, and all resistances except shards and nether -- however, this has 1% fail, no ESP, and aggravation.

See also AAR posts from before.

On 10.12.2007 20:01 roustk wrote:
Another 200' (to 3600'), another pile of artifacts:
* Nimloth, Theoden, Belthronding, Dwarves,
* Numenor, Fingolfin, Thror

After I found Thror, I wore it instead of my Boots of Stability, so I was hit by a nexus effect for the first time this game -- teleport level by Khamul when he was at 1 star. (Wormtongue dropped a robe of Permanence at 450' which I wore to into stat gain.)

This kit should carry me until I fill up on artifacts again, maybe 4000'. Nothing like a mage with 18/210 STR at 900 HP.

Only holes are Nether and ESP, although I'm wearing Arvedui rather than Thalkettoth to fill Elec resist. Not happy about selling off my library for home space, but I can probably afford an extra 20lbs of burden at this speed.


On 10.12.2007 20:06 roustk wrote:
That bit about my home library was confusing. I had been keeping dungeon spellbooks at home (not selling them because I didn't need the room or cash) and then carrying only 1 of each. I freed up 3 home slots (raising 1.5M gold), but now want to carry 2 of each book to avoid having my only copy stolen. The extra weight is actually only 12lbs, because books weigh 3lbs, not 5lbs.

On 8.1.2008 03:09 roustk wrote:
After a month of real life, PoohBear is moving again. Cleared 8 levels in the last trip -- killed Khamul the Easterling, Ungoliant, the Witch-King, and Cantoras. Lots of loot, much from a flock of several dozen Ds, including several summoners. Important finds:
Maedhros, Osondir, Lotharang, Deathwreaker, Umbar, Tulkas,
Palantir, Celeborn, Shield of Deflection of Preservation (Nether)

This new kit looks amazing -- there are a few things I'd like to swap out, but it should be good enough for the next 1000' or so.
Wearing:
* Deathwreaker, Amras, Tulkas, =Speed+11, Trickery+4, Palantir,
* Caspanion, Holcolleth, Shield of Deflection of Preservation,
* Numenor, Fingolfin, Thror
Carrying:
* 1 of each book (except Tenser's) -- ImmFire and 18/150 Dex
* All potions of Speed (27), Healing (14), and Mana (2).
* A few *Healing*.
* About 10 Phase Door and all scrolls of Teleportation (5).
* Some Rods of Teleport Other
* About 200 branded ammo

Everything else I'm carrying will be sold.

My biggest concern is healing -- I didn't need to drink any potions of Healing in the last trip (400') because that kit included both Elessar and Gondor (with useful activations). I can't find a kit that includes either of those and doesn't have a major hole -- Numenor is needed for zero-fail and Trickery is giving a tiny bit of speed and RNexus (pet peeve).


On 9.1.2008 06:03 roustk wrote:
Another trip, another 400' down (to 4350').

Almost caught up on uniques, killing Omarax, Atlas, Maeglin, and Qlzqqlzuup with his two summons: Pazuzu and Lungorthin.

Deathwreaker has shifted my playing style to more confrontational, especially with respect to major demons. Between its heavy damage, fire immunity, and my lack of wands and staves, I've been meleeing most liches and fire demons (not to mention many dragons).

Question: is Atlas weak, or was I lucky? I approached him like a Greater Titan (keep at a distance in corridors), but he never used any magic. He also showed no fear and kept on coming straight back to me when Rifted (like Morgoth and unlike most ghosts) -- this is an odd quirk for the AI.

This is my first deep game with the new monster list -- I really like the variety of demons, although it took me a while to identify Pazuzu's new character when he appeared on the 'visible' list. Qlzz..p summoned a roc and a winged horror at about the same time as Pazuzu, so I had plenty of "B" monsters on-screen.

Artifacts were fairly sparse. No artifacts on 3950' through 4250'. 4300' had Haradekket (abandonned), Aglarang, and Amrod. 4350' brought Mundwine (abandonned) and then both Soulkeeper and Nenya from one drop. Finished the level and returned with plenty of found arrows, because I wanted to use Nenya (at least).

Current kit is very heavy, but functional:
* Deathwreaker, Amras, Nenya, =Speed+11, Ingwe, Palantir.
* Soulkeeper, Holcolleth, Haradrim, Numenor, Fingolfin, Thror.
All resists are covered with fire and cold immunities. Base speed is +22, but my equipment and 1 of each book weigh 159lbs, so I'm already overweight -- a mere 22lbs of potions and arrows will slow me to +21 and a more reasonable 50lbs puts me at +20. There will have to be be a careful consideration of every item picked up, as I'm 5lbs from +19 (+29 hasted).

I still can't get enough healing activations, but Soulkeeper will help.


On 9.1.2008 06:14 roustk wrote:
Uniques left (after 3950 to 4350 trip): Azog, Draugluin, Ancalagon, Tarrasque, Kronos, Huan, Carcharoth, Vecna, Gothmog, and the questors.

I find it interesting that the canine uniques are either very early or very late: levels 2, 2, 83, 90, and 90.

On 9.1.2008 22:52 roustk wrote:
A very busy trip, cut short due to the burden of artifacts.

I recalled to 4350' and had Vecna on-screen and the Tarrasque on the map. He dropped Celegorm (left on floor) and Celebrimbor. The Tarrasque didn't drop anything, but the Enchantress caught in the crossfire dropped Avavir. It was tempting to recall back just to unload these, but I continued down.

I started 4400' surrounded by orcs -- I finally found Azog. Elsewhere on the level I found (and left) Meklor. It could have been useful earlier, but probably not. Not much happened on 4450' -- no dangerous fights, but a lone Nightwalker dropped Narya.

However, 4500' featured (within sight of the stairs) my first greater vault in a long time and third of the game: a Twisted Cube. (Found a "The reward is worth it" vault and *Destructed* part of it at 1800' and a Sphere at 3350'.) The vault contained nothing valuable, but included both Carcharoth and Gothmog. Before I cleared the vault I cleared the rest of the level, including Ancalagon (who dropped Bard and Anarion). Carcharoth only summoned once (plasma hounds with no LOS because I was fighting through the outer wall of the vault), but dropped Dal-i-thalion. Gothmog summoned quite a few demons in addition to his escort, but fire and ice immunities served me well. He dropped Bloodspike.

Then, having killed 6 uniques and collected 10 artifacts, I recalled home to unload. Only Draugluin, Kronos, and Huan left with 10 levels to go to Sauron.

On 11.1.2008 01:32 roustk wrote:
Finished with a long dive from 4500' to 5000'. Found the three surviving uniques, five junk artifacts, and Cubragol on the way to 4900', so decided to just finish it with new-found bolts of Slay Evil.

In addition to the listed equipment, I also had lots of spare books and potions (at least 20 of each and 50 Mana) stashed in a remote corner to maintain speed.

See posts in AAR thread: http://angband.oook.cz/forum/showthread.php?t=397

Kevin

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