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#1 |
Apprentice
Join Date: Sep 2014
Posts: 84
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Help a newbie... what am I lacking for Sauron and Morgoth?
This is the furthest I've ever gotten, so now I'm reaching out to the community before I go any further. This could be my first win ever... what should I farm up before going to 4950'? What do I need for the little p and Big P?
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[Angband 4.0.5 Character Dump] Name Oraticus Age 115 Self RB CB EB Best Race High-Elf Height 6'9" STR! 18/100 +1 +0 +6 18/170 Class Ranger Weight 13st 10lb INT! 18/100 +3 +2 +3 18/180 Title Ranger Turns used: WIS! 18/100 -1 -2 +5 18/120 HP 675/675 Game 621188 DEX! 18/100 +3 +1 +13 18/*** SP 216/337 Standard 110917 CON! 18/100 +1 -1 +6 18/160 Resting 23153 Level 44 Armor [50,+138] Saving Throw 100% Cur Exp 4888486 Stealth Superb Max Exp 4888486 Melee 3d6,+31 Disarming 91% Adv Exp 5520000 To-hit 66,+52 Magic Devices 106 Blows 5.0/turn Perception 1 in 1 Gold 783392 Searching 100% Burden 169.7 lb Shoot to-dam +14 Infravision 100 ft Overweight -10.2 lb To-hit 98,+45 Speed 31 Max Depth 4800' (L96) Shots 3/turn You are the only child of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. rAcid:*..+....+.... Nexus:....+........ rElec:...+....+.+.. Nethr:...+......... rFire:*..+.*.++.... Chaos:............. rCold:...+...++.*.! Disen:........+.... rPois:...++++...... pFear:...+..+.+++.. rLite:...+........+ pBlnd:............. rDark:...+....+.... pConf:.........+... Sound:......+..+... pStun:.........+... Shard:........+.... HLife:..........+.. Regen:.+.+....+.... Stea.:....+..+..... ESP:..........+.. Sear.:....+......+. Invis:+...........+ Infra:....+.......+ FrAct:.+........+.. Tunn.:+............ Feath:+..........+. Speed:..+.+.+++.++! S.Dig:...+......... Blows:............. ImpHP:............. Shots:............. Fear:............. Might:.+........... Aggrv:............. Light:.....+....... [Character Equipment] a) the Spear 'Suldo' (3d6) (+20,+16) [+12] <+4> Dropped by Qlzqqlzuup, the Emperor Quylthulg at 4650 feet (level 93) +4 tunneling. Slays giants, undead, demons (powerfully), trolls, evil creatures, animals, dragons (powerfully). Branded with weak fire. Provides immunity to acid, fire. Cannot be harmed by acid, fire. Sustains intelligence. Blessed by the gods. Feather Falling. Grants the ability to see invisible things. Combat info: 5.0 blows/round. Average damage/round: 275.5 vs. creatures not resistant to fire, 332 vs. giants, 332 vs. undead, 445.5 vs. demons, 332 vs. trolls, 275.5 vs. evil creatures, 275.5 vs. animals, 445.5 vs. dragons, and 218.5 vs. others. b) a Short Bow of Lothlórien (x4) (+13,+14) <+3, +2> {!d} Found lying on the floor in a vault at 4350 feet (level 87) +3 dexterity. +2 shooting power. Cannot be harmed by acid, fire. Speeds regeneration. Prevents paralysis. c) a Ring of Speed <+11> Found lying on the floor in a vault at 3750 feet (level 75) +11 speed. d) the Ring of Fire 'Tirima' (+7,+2) <+3> Dropped by Harowen the Black Hand at 3200 feet (level 64) +3 strength. +3 intelligence. +3 wisdom. +3 dexterity. +3 constitution. Provides resistance to acid, lightning, fire, frost, poison gas, light, dark, nether. Provides protection from fear. Cannot be harmed by lightning. Slows your metabolism. Speeds regeneration. When activated, it restores your dexterity. Takes 306 to 340 turns to recharge at your current speed. Your chance of success is 91.8% e) an Amulet of Trickery <+5, +2, +7, +6, +3> Found lying on the floor in a vault at 4800 feet (level 96) +5 dexterity. +2 stealth. +7 searching skill. +6 infravision. +3 speed. Provides resistance to poison gas, nexus. Sustains dexterity. f) the Arkenstone of Issear <+3> (charging) Found lying on the floor in a vault at 4350 feet (level 87) Provides immunity to fire. Provides resistance to poison gas. Cannot be harmed by fire. Radius 3 light. When activated, it maps the entire level and detects nearby objects, traps, doors, and stairs. Takes 214 to 420 turns to recharge at your current speed. Your chance of success is 94.3% g) the Gold Dragon Scale Mail of Tarfin (-2) [28,+26] <+1> Dropped by Ji Indur Dawndeath at 3300 feet (level 66) +1 speed. Provides resistance to poison gas, sound. Provides protection from fear. When aimed, it fires a ball of sound with radius 2, dealing 150 damage at the centre, which your device skill increases by 66 per cent. Takes 210 turns to recharge at your current speed. Your chance of success is 95.3% h) the Elven Cloak 'Aelevas' [6,+16] <+3> Found lying on the floor in a vault at 4000 feet (level 80) +3 strength. +3 constitution. +3 stealth. +3 speed. Provides resistance to fire, frost. Cannot be harmed by acid, fire. i) the Large Metal Shield 'Lathel' [12,+17] <+1> Dropped by a Sorcerer at 3750 feet (level 75) +1 speed. Provides resistance to acid, lightning, fire, frost, dark, shards, disenchantment. Provides protection from fear. Cannot be harmed by acid. Sustains dexterity. Speeds regeneration. When activated, it attempts to magically enhance a weapon's to-hit bonus. Also gives a chance to break a curse. Takes 516 to 693 turns to recharge at your current speed. Your chance of success is 96.6% j) an Iron Crown of Serenity [0,+11] Found lying on the floor in a vault at 3800 feet (level 76) Provides resistance to sound. Provides protection from fear, confusion, stunning. k) the Set of Gauntlets of Arast [3,+20] <+2> Taken from a chest found at 4650 feet (level 93) +2 wisdom. +2 dexterity. +2 speed. Provides immunity to frost. Provides resistance to lightning. Provides protection from fear. Cannot be harmed by acid, fire. Prevents paralysis. Sustains your life force. Grants telepathy. l) the Pair of Leather Sandals of Habil [1,+21] <+10> Dropped by a Black pudding at 2500 feet (level 50) +10 searching skill. +10 speed. Cannot be harmed by acid, fire. Feather Falling. When activated, it grants temporary resistance to fire and cold, cures 200HP, but also makes you hallucinate wildly. Takes 239 to 264 turns to recharge at your current speed. Your chance of success is 96.2% [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Conjurings and Tricks] c) a Book of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Sorcery and Evocations] e) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by fire. f) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by fire. g) 36 Potions of Cure Critical Wounds h) 35 Seeker Arrows of Wounding (4d4) (+19,+24) Combat info: Hits targets up to 140 feet away. Average damage/round: 604.8. 35% chance of breaking upon contact. i) 27 Seeker Arrows of Frost (4d4) (+10,+11) Branded with cold. Combat info: Hits targets up to 140 feet away. Average damage/round: 771.6 vs. creatures not resistant to cold, and 441 vs. others. 35% chance of breaking upon contact. j) 13 Seeker Arrows of Frost (4d4) (+16,+13) Branded with cold. Combat info: Hits targets up to 140 feet away. Average damage/round: 815.7 vs. creatures not resistant to cold, and 466.2 vs. others. 35% chance of breaking upon contact. k) 34 Seeker Arrows of Holy Might (4d4) (+25,+20) Slays undead, demons, evil creatures. Cannot be harmed by acid, fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 979.5 vs. undead, 979.5 vs. demons, 839.4 vs. evil creatures, and 559.5 vs. others. 35% chance of breaking upon contact. l) 26 Mithril Arrows of Slay Undead (3d4) (+12,+11) Slays undead. Cannot be harmed by acid, fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 716.7 vs. undead, and 409.5 vs. others. 35% chance of breaking upon contact. m) 22 Mithril Arrows of Frost (3d4) (+13,+14) Branded with cold. Cannot be harmed by acid, fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 782.7 vs. creatures not resistant to cold, and 447.3 vs. others. 35% chance of breaking upon contact. n) 8 Mithril Arrows of Wounding (3d4) (+27,+25) Cannot be harmed by acid, fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 591.3. 35% chance of breaking upon contact. [Character Quiver] 0) 21 Arrows of Lightning (1d4) (+12,+14) Branded with lightning. Combat info: Hits targets up to 140 feet away. Average damage/round: 672.6 vs. creatures not resistant to lightning, and 384.3 vs. others. 35% chance of breaking upon contact. 1) 22 Arrows of Wounding (1d4) (+22,+26) Combat info: Hits targets up to 140 feet away. Average damage/round: 540.6. 35% chance of breaking upon contact. 2) 27 Arrows (1d4) {magical} You do not know the full extent of this item's powers. Combat info: Hits targets up to 140 feet away. Average damage/round: 205.8. 35% chance of breaking upon contact. 3) 36 Arrows (1d4) {magical} You do not know the full extent of this item's powers. Combat info: Hits targets up to 140 feet away. Average damage/round: 205.8. 35% chance of breaking upon contact. 4) 30 Seeker Arrows of Wounding (4d4) (+20,+19) Combat info: Hits targets up to 140 feet away. Average damage/round: 541.8. 35% chance of breaking upon contact. 5) 27 Seeker Arrows of Venom (4d4) (+10,+8) Branded with poison. Combat info: Hits targets up to 140 feet away. Average damage/round: 705.6 vs. creatures not resistant to poison, and 403.2 vs. others. 35% chance of breaking upon contact. 6) 21 Seeker Arrows of Venom (4d4) (+8,+10) Branded with poison. Combat info: Hits targets up to 140 feet away. Average damage/round: 749.7 vs. creatures not resistant to poison, and 428.4 vs. others. 35% chance of breaking upon contact. 7) 28 Seeker Arrows of Venom (4d4) (+9,+10) Branded with poison. Combat info: Hits targets up to 140 feet away. Average damage/round: 749.7 vs. creatures not resistant to poison, and 428.4 vs. others. 35% chance of breaking upon contact. 8) 13 Seeker Arrows of Flame (4d4) (+9,+10) Branded with fire. Cannot be harmed by fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 749.7 vs. creatures not resistant to fire, and 428.4 vs. others. 35% chance of breaking upon contact. 9) 40 Seeker Arrows of Flame (4d4) (+9,+11) Branded with fire. Cannot be harmed by fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 771.6 vs. creatures not resistant to fire, and 441 vs. others. 35% chance of breaking upon contact. [Home Inventory] a) a Book of Magic Spells [Tenser's Transformations] Cannot be harmed by fire. b) a Mushroom of Vigor c) 30 Potions of Healing d) 13 Potions of *Healing* It can be thrown at creatures with damaging effect. e) 4 Potions of Life It can be thrown at creatures with damaging effect. f) 7 Scrolls of Banishment g) 3 Scrolls of Mass Banishment h) 2 Staves of *Destruction* (6 charges) i) 2 Staves of the Magi (7 charges) j) the Serpent Ring of Annath [+6] <+2, +1> Dropped by Itangast the Fire Drake at 3150 feet (level 63) +2 constitution. Provides resistance to fire, light. Provides protection from confusion, stunning. Cannot be harmed by lightning. Slows your metabolism. Radius 1 light. k) the Ring of Brian <+4, +1> Found lying on the floor in a vault at 4100 feet (level 82) +4 constitution. Provides immunity to acid. Provides resistance to lightning, disenchantment. Provides protection from fear. Cannot be harmed by lightning. Speeds regeneration. Prevents paralysis. Sustains your life force. Radius 1 light. When activated, it cures confusion. Takes 138 to 151 turns to recharge at your current speed. Your chance of success is 91.8% l) the Pendant of Nendi <+4, +1> Found lying on the floor in a vault at 3800 feet (level 76) +4 wisdom. +4 infravision. Provides resistance to disenchantment. Prevents paralysis. Grants telepathy. Radius 1 light. m) a Lantern of True Sight (11493 turns) <+2> Dropped by an Ancient white dragon at 2050 feet (level 41) Provides protection from blindness. Cannot be harmed by fire. Grants the ability to see invisible things. Radius 2 light. n) the Cloak 'Targuin' (+0,+3) [1,+11] <+2> Dropped by Uvatha the Horseman at 3750 feet (level 75) +2 strength. +2 constitution. Provides immunity to fire. Provides resistance to lightning. Cannot be harmed by acid, fire. Prevents paralysis. Sustains your life force. When activated, it increases your AC and to-hit bonus for 1d24+12 turns. Takes 239 to 264 turns to recharge at your current speed. Your chance of success is 97.0% o) the Fur Cloak of Medhor [3,+12] <+4, +1> Dropped by a Dracolich at 4650 feet (level 93) +4 wisdom. +4 constitution. Provides resistance to light. Cannot be harmed by acid, fire. Sustains wisdom. Prevents paralysis. Radius 1 light. p) the Leather Shield of Dimoros (+1,+1) [8,+21] <+3> Dropped by Shagrat, the Orc Captain at 900 feet (level 18) +3 strength. +3 intelligence. +3 wisdom. +3 dexterity. Provides resistance to acid, lightning, fire, frost, chaos. Cannot be harmed by acid. Speeds regeneration. q) the Leather Shield of Hanenond [8,+17] <+3> Found lying on the floor in a vault at 2500 feet (level 50) +3 strength. +3 wisdom. +3 constitution. Provides immunity to acid. Provides resistance to lightning, fire, frost, light. Provides protection from fear. Cannot be harmed by acid. r) the Iron Helm of Agduin [7,+11] <+2> Dropped by Rogrog the Black Troll at 3750 feet (level 75) +2 speed. Provides resistance to acid, frost. Cannot be harmed by acid. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. s) the Pair of Steel Shod Boots of Ungornul [7,+21] <+9> Found lying on the floor in a vault at 4800 feet (level 96) +9 speed. Provides resistance to disenchantment. Cannot be harmed by acid, fire. t) the Pair of Ethereal Slippers of Oiondor [0,+19] <+4> Found lying on the floor in a vault at 2500 feet (level 50) +4 wisdom. +4 constitution. +4 stealth. Provides immunity to acid. Provides resistance to dark, nether. Cannot be harmed by acid, fire. Slows your metabolism. Feather Falling. u) the Cutlass of Amrand (1d8) (+7,+19) [+9] <+5> Found lying on the floor in a vault at 4400 feet (level 88) +5 strength. +5 dexterity. +5 speed. Slays undead (powerfully), demons, trolls, dragons, orcs, animals, evil creatures. Branded with poison, acid, cold. Provides immunity to frost. Provides resistance to light. Provides protection from confusion. Cannot be harmed by acid. Sustains strength. Blessed by the gods. Slows your metabolism. Combat info: 5.0 blows/round. Average damage/round: 288 vs. creatures not resistant to poison, 288 vs. creatures not resistant to acid, 288 vs. creatures not resistant to cold, 337 vs. undead, 288 vs. demons, 288 vs. trolls, 288 vs. dragons, 288 vs. orcs, 263 vs. animals, 263 vs. evil creatures, and 238.5 vs. others. v) the Morning Star of Dangilyar (2d6) (+14,+15) <+1> Conjured forth by magic at 3750 feet (level 75) +1 dexterity. +1 speed. +1 attack speed. Slays demons (powerfully), dragons. Branded with weak cold. Provides immunity to fire. Provides resistance to acid. Provides protection from confusion. Cannot be harmed by acid, fire. When activated, it heals 60 hitpoints, cut damage, and cures stunning, poisoning, blindness, and confusion. Takes 306 to 340 turns to recharge at your current speed. Your chance of success is 92.5% Combat info: 6.0 blows/round. Average damage/round: 284.4 vs. creatures not resistant to cold, 424.2 vs. demons, 330.6 vs. dragons, and 237.6 vs. others. w) the Mattock of Imornach (2d8) (+18,+13) [+7] <+1, +3> Found lying on the floor in a vault at 4350 feet (level 87) +1 stealth. +3 tunneling. Slays dragons (powerfully), undead (powerfully), giants. Branded with acid. Provides resistance to fire, frost, disenchantment. Provides protection from fear. Speeds regeneration. Prevents paralysis. Sustains your life force. Grants telepathy. Combat info: 5.0 blows/round. Average damage/round: 308.5 vs. creatures not resistant to acid, 413 vs. dragons, 413 vs. undead, 308.5 vs. giants, and 204 vs. others. |
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#2 |
Knight
Join Date: Apr 2007
Posts: 982
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You could use some more hitpoints, everything else is fine.
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#3 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,858
Donated: $40
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You're a bit light on mass banishment and *destruction* (tho for the latter, Kelek would help a lot.) You are exceedingly short on restore Mana. And you're primary weapon kind of sucks (an x4, +14 damage bow is very much a midgame weapon for a ranger.) And you are rather short on Holy Might/Slay Evil ammo. You can get by without this, but you'd want at least ammo of Wounding with such a mediocre bow. It's not unreasonable to expect an x5 longbow of Lothlorien roughly equivalent to Bard in damge. Or at the very least, an x4 bow with significantly higher damage bonus than +14.
It's also reasonable to take on Sauron in melee with a big three ego weapon, either +attacks , HA, or *slay evil*, even as a Ranger. You can easily but to +85 or so, which makes getting hits in melee easy. And Rune of Protection means Sauron can't really hit back in an anti-sunmoning corridor. Yeah no it's expensive, but you can set up the corridor in advance, without wasting !rMana. You have a lot of junk at home: all your melee weapons suck, as do the slippers of Oindor. Get rid of them already. |
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#4 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,858
Donated: $40
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This deserves a second post: evaluating ewuioment left at home isn't super hard. Once you've got a good kit, there are only two fights that really matter. Versus Sauron, you'll need rDisenchantment in melee. Vs Morgoth, you need sustains on your significant stats. Other than that, there are really only three god-stats to keep in mind: Constitution, Speed, and Damage. (Strength and Dex only matter insofar as they contribute to the latter. For a Ranger or Mage in particular, this means: almost not at all.)
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#5 |
Prophet
Join Date: Apr 2008
Posts: 2,972
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1) Ring of Speed goes away, Ring of Brian replaces it. You won't win vs Sauron or Morgoth with 675 hps if it's your first fight. But you still can with +20 speed.
2) Your Arkenstone is useless. You don't have pBlind, so equip that Lantern of True Sight. 3) Drop the magical arrows (or brand them), there's no point to them. Having a stack of arrows of acid would be great for Sauron.
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#6 |
Knight
Join Date: Apr 2007
Posts: 982
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I usually go up and down the last levels to maximize level (and HP), there is good stuff around, although it is also a bit dangerous.
With a High-elf, this might be too boring, because it will take a while to get those last levels due to the experience penalty. |
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#7 |
Veteran
Join Date: Apr 2008
Location: Germany
Posts: 2,298
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It is not impossible to win with that character as is, but if this is your first attempt, youre going to die.
What everyone has said - more hp, better bow, more arrows. I assume you are wielding your melee weapon for the immunities, and that is a good reason with a ranger; however, for the final fights immunities dont matter. You can wield either a damage weapon to melee or a weapon with con. You only need +20 speed, if you keep up haste self for +30. that means you can replace your speed ring, for example with con. One good greater vault should normally net you everything youre missing. |
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#8 | |||||||
Apprentice
Join Date: Sep 2014
Posts: 84
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So: 1.) Get a better launcher (yeah, I was feeling that was the case) 2.) Get better ammo (was feeling that as well) 3.) Get a super weapon of death in case 1 & 2 take too long Quote:
Agreed, though… I was keeping them around for gear swapping though as I'm just not used to optimizing a character (thus the post). The slippers I had been keeping in case the speed I gave up was more sensible on the feet for the +4 CON, but as has been previously pointed out I can store the ring of speed and get the better Ring of Brian for +4 CON which gives me a lot more goodness out of it than the slippers do. Quote:
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I was wearing the true sight for a long time while keeping the Arkenstone in my home, but I figured with 100% save and rDark that I'm only susceptible to blind if I try to melee a mob that hits for blindness, right (am I understanding this correctly)? Do P/p have blind attached to their attacks? I'll probably still keep it equipped while searching for gear as that activation is what I wanted it for. The magical arrows are there simply 'cause I picked them up shortly before taking the char dump. Normally I'd dump magic-only arrows as I can buy stacks in town and make better variations myself via Tenser's. Quote:
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#9 |
Apprentice
Join Date: Sep 2014
Posts: 84
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Also, is my healing enough? Looks like it should be. How much Mass Banishment and *Destruction* do I need? Pete Mack said I needed more of both, but that Kelek's could work for *Destruction*, though when I looked at my success rate for casting *Destruction* it looked super unreliable and a potential mass waste of SP.
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#10 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,858
Donated: $40
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A ranger can do pretty well in melee against all but the most dangerous monsters IF he uses Rune f Protection and both buffing spells (heroism and berserk strength.) But to do this, he needs a good (big dice) weapon. As others have pointed out, a +CON ring can make up for the CON on the weapon. It's certainly worth keeping your +CON stat stick as a backup. But using melee is a lot less work for your fingers than shooting absolutely everything--especially if your bow sucks.
And really, do leave the Holy Might ammo at home (and any acid brand if you find it.) That is valuable stuff, and should be reserved for the Bosses. |
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Stun Protection vs Sauron and Morgoth | Scraper | Vanilla | 6 | September 19, 2016 15:38 |
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This sounds more like Morgoth's build system than Sauron's. | zaimoni | Idle chatter | 1 | May 8, 2010 05:45 |
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