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#1 |
Adept
Join Date: Mar 2008
Posts: 133
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My best game so far...
Hi All,
I'm having my best game ever by far and I would welcome any advice you all have for staying a live. Here is my character: Code:
Name Canticle Self RB CB EB Best Sex Male Age 45 STR: 18/95 +2 -1 +2 18/125 Race Dwarf Height 46 INT: 18/68 -3 -3 +6 18/68 Class Priest Weight 165 WIS: 18/94 +2 +3 +5 18/194 Title Canon Status 1 DEX! 18/100 -2 -1 +2 18/90 HP 677/677 Maximize Y CON: 18/96 +2 +0 +8 18/196 SP 263/272 CHR: 18/83 -3 +2 +0 18/73 Level 35 Armor [25,+68] Saving Throw Heroic Cur Exp 510830 Fight (+8,+6) Stealth Fair Max Exp 515698 Melee (+21,+27) Fighting Superb Adv Exp 630000 Shoot (+8,+0) Shooting Excellent MaxDepth 2450 ft Blows 2/turn Disarming Excellent Turns 2490897 Shots 0/turn Magic Device Superb Gold 144486 Infra 50 ft Perception Fair Burden 187.4 lbs Speed 1 Searching Fair You are the only child of a Dwarven Miner. You are the black sheep of the family. You have dark brown eyes, straight brown hair, a two foot beard, and a dark 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 Lance of Eorlingas (3d8) (+13,+21) (+2) It increases your strength and dexterity by 2. It increases your speed by 2. It slays orcs, trolls, and all evil creatures. It provides resistance to fear. It grants you the ability to see invisible things. It cannot be harmed by the elements. b) (nothing) c) an Aquamarine Ring of Constitution (+2) It increases your constitution by 2. It sustains your constitution. d) an Aquamarine Ring of Constitution (+3) It increases your constitution by 3. It sustains your constitution. e) a Sea Shell Amulet of Wisdom (+2) It increases your wisdom by 2. It sustains your wisdom. f) a Phial It usually provides light of radius 3. g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) 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. h) a Cloak of the Magi [1,+7] (+1) It increases your intelligence by 1. It increases your stealth by 1. It sustains your intelligence. It grants you immunity to paralysis. It cannot be harmed by acid. i) a Small Metal Shield [3,+5] j) a Golden Crown of the Magi [0,+12] (+2) It increases your intelligence by 2. It provides resistance to acid, lightning, fire, and cold. It sustains your intelligence. It slows your metabolism. It cannot be harmed by the elements. k) The Set of Gauntlets 'Paurhach' [2,+15] It provides resistance to fire. It speeds your regeneration. It activates for fire bolt (9d8) every 8+d8 turns. It cannot be harmed by the elements. l) a Pair of Hard Leather Boots of Stability [3,+4] It provides resistance to nexus. It makes you fall like a feather. [Character Inventory] a) 2 Holy Books of Prayers [Beginners Handbook] {@1} b) 3 Holy Books of Prayers [Words of Wisdom] {@2} c) 4 Holy Books of Prayers [Chants and Blessings] {@3} d) 3 Holy Books of Prayers [Exorcism and Dispelling] {@4} e) a Holy Book of Prayers [Ethereal Openings] {@5} It cannot be harmed by the elements. f) a Holy Book of Prayers [Godly Insights] {@7} It cannot be harmed by the elements. g) a Holy Book of Prayers [Holy Infusions] {@6} It cannot be harmed by the elements. h) 2 Books of Magic Spells [Resistances of Scarabtarices] It cannot be harmed by the elements. i) 6 Purple Speckled Potions of Speed j) 8 Vermilion Potions of Cure Critical Wounds k) 4 Blue Potions of Healing l) 5 Brown Speckled Potions of Restore Mana m) 4 Scrolls titled "mistor lea" of Word of Recall n) a Scroll titled "undes deo" of *Destruction* o) 6 Mithril-Plated Rods of Light p) a Molybdenum Wand of Teleport Other (2 charges) q) an Eucalyptus Staff of Teleportation (4 charges) r) a Willow Staff of *Destruction* (3 charges) s) Hard Studded Leather [7] t) a Lucerne Hammer (2d5) [Home Inventory] a) 2 Holy Books of Prayers [Exorcism and Dispelling] {@4} b) a Holy Book of Prayers [Ethereal Openings] {@5} It cannot be harmed by the elements. c) a Bubbling Potion of Restore Life Levels d) 2 Pink Speckled Potions of Restore Wisdom e) 2 Pungent Potions of Restore Dexterity f) 2 Metallic Blue Potions of Restore Charisma g) a Scroll titled "mulatto ius" of Teleportation h) a Scroll titled "faudic reter" of Teleport Level i) a Maple Staff of Power (3 charges) j) a Beryl Ring of Resist Poison It provides resistance to poison. k) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) 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. l) a Hard Leather Cap of Seeing [2,+11] (+4 to searching) It increases your searching by 4. It provides resistance to blindness. It grants you the ability to see invisible things. m) a Steel Helm of Intelligence [6,+6] (+1) It increases your intelligence by 1. It sustains your intelligence. n) The Dagger 'Narthanc' (2d4) (+4,+6) It is branded with fire. It provides resistance to fire. It activates for fire bolt (9d8) every 8+d8 turns. It cannot be harmed by the elements. o) The Dagger 'Nimthanc' (2d4) (+4,+6) It cannot be harmed by the elements. It might have hidden powers. p) The Long Sword 'Elvagil' (2d5) (+2,+7) (+2) It increases your dexterity and charisma by 2. It increases your stealth by 2. It slays orcs and trolls. It makes you fall like a feather. It grants you the ability to see invisible things. It cannot be harmed by the elements. q) The Bastard Sword 'Calris' (5d4) (-18,+20) (+5) {cursed} 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 and is heavily cursed. It cannot be harmed by the elements. r) a Mace of Westernesse (2d4) (+4,+12) (+2) It increases your strength, dexterity, and constitution by 2. It slays orcs, trolls, and giants. It grants you immunity to paralysis and the ability to see invisible things. s) The Morning Star 'Firestar' (2d6) (+5,+7) [+2] It is branded with fire. It provides resistance to fire. It activates for fire ball (72) every 20 turns. It cannot be harmed by the elements. t) a Heavy Crossbow of Power (x4) (+11,+11) [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 : no (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 : no (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 : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (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) I'm using the items that cover the most resists right now. Any recommendations on a different setup? I usually don't make it past '1900 or so. Any particular nasty monsters I should stay away from? Which uniques should I try to kill and which should I run from? Any conspicous items missing from my inventory that I should have? I've read that I shouldn't dive any deeper than '2700 or so without Chaos and Nether resistance. I want to play this game safe. Does this sound accurate? Are any Ancient Dragons much of threat? I've killed a few and haven't had any problems, but I heard that they can "breathe" for nasty amounts of damage. Thanks in advance for any advice you can offer. I've never been this far before and I'd like to keep it up for as long as I can. Loving the priest, by the way! ~Wraith |
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#2 |
Adept
Join Date: Dec 2007
Posts: 113
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I would for sure swap the Westernesse mace in for your weapon. Also carry the crossbow for damaging non-evil monsters.
I would watch out for gravity hounds, plasma hounds, and mystics. You could be paralyzed from the stunning effect of these due to lack of RSound. I might carry Rohirrim for an RSound swap, but it looks like you would lose a lot of WIS, CON, and RPois with it equipped. Might not be worthwhile. Don't let great crystal drakes breathe on you at close quarters. Heavy shards breath. Cast Resist Heat and Cold before fighting any unique dragons. Ancient multi-hued dragons do a lot more damage than single-colored ones. |
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#3 |
Adept
Join Date: Mar 2008
Posts: 133
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Thanks for the tips. I was using the lance strictly for the minor speed boost. I haven't used my melee weapon hardly at all, but perhaps I'm at the point where it should be used more.
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#4 |
Veteran
Join Date: Jun 2008
Location: Los Angeles
Posts: 1,069
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In my opinion, any character no matter what class they are should be able to hold their own in melee if they want to survive. Arrows and mana are too sparse at the worst times to rely on fully. DEX potions + nice artifact weapon = lots of high damage hits per round.
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#5 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,856
Donated: $40
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Once you have a few blows with a decent weapon, there's no question it' a the way to fight. 150 dam/turn from OOD just doesn't cut it.
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#6 |
Adept
Join Date: Dec 2007
Posts: 113
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As for uniques, I would be very careful with any 'p', particularly Ar-Pharazon, Gorlim, and Lorgan.
Before meleeing too much, I would want to make sure I have a good fail % on Healing spell. Also, don't melee tough breathers until you've softened them up a little. Breath damage decreases with range and also with monster HP, so a full health monster does a lot more breath damage up close. Don't melee monsters that hit to disenchant (Khim, Ibun, Mim, etc) or who hit to stun (mystics) |
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