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Big hydras will turn-up in animal nests, and for animal-nest quests, some will be OOD. Combined with some of the nastier hounds (gravity, time etc), animal nests in NPP are dangeous places.
Do not (as I did once) mistake Azathoth for a black-pudding; which is also a dark-grey j.
Was Azathoth orginally a replacement for vanilla's Azriel?
Competition 100
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Also, starting out this comparatively physically-weak warrior-type with a quest for Golfimbul is cruel. I thought I might be able to take him with some iron shots and a sling I'd found, but the sling turned out to be cursed...at clvl 9 with a magic dagger (only two blows!) in melee, with heroism and bless running, I got him down about three stars before he slaughtered me. Saving up for the crossbow in the weapons store doesn't really seem feasible when you only have access to dlvl 1. Maybe I should try to buy a wand of Magic Missiles with my starting cash?Leave a comment:
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Don't forget "can blink toward you out of a vault and breathe nether" - six years ago, but it still stings.
This brings in my mind. In NPP it is important to be able to escape level. Not just region of dungeon.Leave a comment:
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In the event of a tie (ie multiple people have killed all 104 uniques), the tiebreaker is lowest turncount.Leave a comment:
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I'll give the traps a shot. The help described brigands as being nearly as good as warriors at melee and good with slings; I was all set to take him on when I found a sling, then it was cursed, so I said "Ah, screw it, might as well go down fighting". Did a credible job on his Snaga escort but the boss himself was a tough nut to crack.
Just completing the task for this competition is a major feat in and of itself. Personally I wouldn't worry too much about turn count. Who wins in the (not terribly unlikely IMO) event that nobody manages to kill every unique? Most uniques killed? First to kill Morgoth?Leave a comment:
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Don't forget "can blink toward you out of a vault and breathe nether" - six years ago, but it still stings.Leave a comment:
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Another thing to be aware of is that monsters that can teleport to you can do so from across the dungeon if they're awake. Thus it can be nigh-impossible to shake e.g. Radagast (to pick a comparatively minor example) once he's taken a shine to you; you can teleport him away but he'll just keep coming back a few turns later. You'll have to deal with him more permanently or leave the level, which can be nasty if you have a quest there.
Also, starting out this comparatively physically-weak warrior-type with a quest for Golfimbul is cruel. I thought I might be able to take him with some iron shots and a sling I'd found, but the sling turned out to be cursed...at clvl 9 with a magic dagger (only two blows!) in melee, with heroism and bless running, I got him down about three stars before he slaughtered me. Saving up for the crossbow in the weapons store doesn't really seem feasible when you only have access to dlvl 1. Maybe I should try to buy a wand of Magic Missiles with my starting cash?
Back to the traps, set the traps where the monsters can't see them, then lure them into walking onto them. (If they see you set them, they are much more likely to disarm them).Leave a comment:
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That is an awesome typo
Azathoth (lowecase black 'j') is probably the most dangerous NPP addition. It starts showing up at around 3000', can pass through walls, and dish out damage like Morgoth.Leave a comment:
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Another thing to be aware of is that monsters that can teleport to you can do so from across the dungeon if they're awake. Thus it can be nigh-impossible to shake e.g. Radagast (to pick a comparatively minor example) once he's taken a shine to you; you can teleport him away but he'll just keep coming back a few turns later. You'll have to deal with him more permanently or leave the level, which can be nasty if you have a quest there.
Also, starting out this comparatively physically-weak warrior-type with a quest for Golfimbul is cruel. I thought I might be able to take him with some iron shots and a sling I'd found, but the sling turned out to be cursed...at clvl 9 with a magic dagger (only two blows!) in melee, with heroism and bless running, I got him down about three stars before he slaughtered me. Saving up for the crossbow in the weapons store doesn't really seem feasible when you only have access to dlvl 1. Maybe I should try to buy a wand of Magic Missiles with my starting cash?Leave a comment:
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The ones with over 10 heads are extremely dangerous. They breathe things like gravity, nether, nexus, or inertia. Also, hydras breathe ball spells, instead of cone shaped breaths like dragon sand demons. Cne shaped breaths damage is like vanilla, in that it gets weaker as the monster HP is reduced. Ball spells are different. They hit for a fixed damage every time. So if you have a hydra down to one star, it can still breathe at you for 350+ hp damage.
As a general rule, if the monster is in NPP but not vanilla, it is probably pretty nasty for its depth. Azathoth (lowecase black 'j') is probably the most dangerous NPP addition. It starts showing up at around 3000', can pass through walls, and dish out damage like Morgoth. You probably won't be ready to face it until you are close to being ready for Morgoth himself.
The player has plenty of help to counter all of this. The high level brigand can set and improve traps that, at later stages are strong enough to kill an ancient dragon. They can dish out a great deal of damage with slings as well. Due to the way the extra damage is calculated, the true damage isn't properly reflected on the to-hit and to-dam on the character screen.Leave a comment:
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(unless they have been weakened, I haven't played NPP for a long time).Leave a comment:
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Vanilla isn't complete -- I don't think it gives average life rating or AC, for example -- but it does give almost everything.Leave a comment:
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Vanilla probing used to give you almsot nothing. I made it much more informative in NPP. Then I think Vanilla went further than I did and gave you complete knowledge of a monster.Leave a comment:
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Sounds like an interesting competition.
Every monster race in the game has been probed once, so the lore already has plenty of information about every creature.Leave a comment:
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I am a maintainer. I hate all classes.
Warriors should be helped greatly by the stores. Most of the things they need are standard inventory or can be bought via a service in the stores. They can haul many more things back from the dungeon than to sell than the other classes, and use that extra money on store services for things like healing potions, scrolls of mass genocide, brand ammo.
There are other little things to help warriors in NPP. I have been coding this variant since 2002, so I don't remember all of them, but they aren't an unusually difficult class.Leave a comment:
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