Killing Morgoth in Melee?

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  • Quirk
    Swordsman
    • Mar 2016
    • 462

    #16
    Originally posted by wobbly
    Had an idle thought on what might work to kill him as is. If you can find Nevrast and something like a great axe of final rest, maybe you can punch through on raw brute force? That bit of extra FA saves a chunk of will that could go elsewhere.
    What are you singing for this? Presumably not Staying?

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    • Infinitum
      Swordsman
      • Oct 2013
      • 315

      #17
      8 points in smithing + Weaponsmith, Artifice, Masterpiece is only 6600 xp though (5900 if you go through the hassle of making a Masterpiece Hammer), and gets you a 4d5 Sharp Greataxe with a few picked up smithing boosters, as well as a free action (and see invisible) shortbow (in case you don't pick up that new free action longbow artifact).

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      • Quirk
        Swordsman
        • Mar 2016
        • 462

        #18
        Originally posted by Infinitum
        8 points in smithing + Weaponsmith, Artifice, Masterpiece is only 6600 xp though (5900 if you go through the hassle of making a Masterpiece Hammer), and gets you a 4d5 Sharp Greataxe with a few picked up smithing boosters, as well as a free action (and see invisible) shortbow (in case you don't pick up that new free action longbow artifact).
        Largely what is tearing Morgoth up late game is Smithing-inflated stats and extra damage sides. That said, the smithing investments across the rest of the wins are quite diverse, but mostly taken early to take advantage of the 100' forge - some with long-term Artifice in mind, some making early enchanted gear at 100' and upgrading to resist gear or stat-boost gear at the 500' forge, some just grabbing a guaranteed bow at 100'. Personally I tend to find the guaranteed Feanorian lamp a decent pull toward Jeweller.

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        • wobbly
          Prophet
          • May 2012
          • 2631

          #19
          These discussions always get confusing as people use the word "smith" to mean a lot of different things. My current run is doing a fair bit to convince me that brute force melee/evasion on the fingolfin is still king, at least in terms of simplicity. Though it'll still be a couple of days before I get a chance to test if it's enough for a kill.

          I agree jeweller and extra lights is strong. Getting caught in the dark has always been the no. 1 killer of experienced players. Also there's shadow cloaks, these are just crazy, if you can find a way to still see...

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          • HugoVirtuoso
            Veteran
            • Jan 2012
            • 1237

            #20
            Originally posted by Quirk
            ...the guaranteed Feanorian lamp...
            Really? When is it guaranteed? (Sorry, if I never realized this earlier.)
            My best try at PosChengband 7.0.0's nightmare-mode on Angband.live:
            https://www.youtube.com/watch?v=rwAR0WOphUA

            If I'm offline I'm probably in the middle of maintaining Gentoo or something-Linux or other.

            As of February 18th, 2022, my YouTube username is MidgardVirtuoso

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            • Quirk
              Swordsman
              • Mar 2016
              • 462

              #21
              Originally posted by HugoTheGreat2011
              Really? When is it guaranteed? (Sorry, if I never realized this earlier.)
              Any mithril item can be turned into Feanorian lamps at a forge (and forges are guaranteed at 500' and 900'). Guaranteed might be slight hyperbole, but the chances of seeing no mithril all game are low.

              Multiple lamps are beneficial because you can drop them on the floor around you and significantly increase your light level. I am not sure I love this interaction, but the game would be a good deal harder without it (perhaps the light radius of various things would need buffed to compensate).

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