Hi All,
I haven't won Angband since the cheesy days where mages had banishment/Globe of invulnerability It almost doesn't count.
I have the following endgame questions.
If any of the following is in an FAQ, feel free to point me towards that. I wrote the ancient (and severely outdated) Angband Strategy Guide. Is there a replacement? Mine barely touched the endgame.
1) Roughly what do you need to kill Morgoth?
How many HP? How much damage per turn?
What should I be stockpiling? healing, TO, for sure,
but also items to 'buff' myself also? Like potions of
bless/heroism/etc?
2) I'm currently trolling level 98 for whatever I need/
need to kill before killing Morgoth. (I'm assuming 98 = 99 in terms
of items).
What is the most efficient way to do this?
Eddie had an interesting quote, where he said:
What does that mean, in terms of end-game dynamics?
Do a quick loop around the level, kill of any uniques you find, take a quick peek at any items, then bail the level?
Just use TO to push monsters out of the way and check the items on the floor?
3) It seems that at this point in the game, (perhaps even as early as the mid-game), offensive magic items are useless, and it's far more efficient to just fight things directly via melee or range weapons (bow/crossbow) Is that true or am I missing something?
- Frank
My character:
I haven't won Angband since the cheesy days where mages had banishment/Globe of invulnerability It almost doesn't count.
I have the following endgame questions.
If any of the following is in an FAQ, feel free to point me towards that. I wrote the ancient (and severely outdated) Angband Strategy Guide. Is there a replacement? Mine barely touched the endgame.
1) Roughly what do you need to kill Morgoth?
How many HP? How much damage per turn?
What should I be stockpiling? healing, TO, for sure,
but also items to 'buff' myself also? Like potions of
bless/heroism/etc?
2) I'm currently trolling level 98 for whatever I need/
need to kill before killing Morgoth. (I'm assuming 98 = 99 in terms
of items).
What is the most efficient way to do this?
Eddie had an interesting quote, where he said:
It used to be that you could kill monsters to get your stuff. Now, you have to collect it from the ground.
Do a quick loop around the level, kill of any uniques you find, take a quick peek at any items, then bail the level?
Just use TO to push monsters out of the way and check the items on the floor?
3) It seems that at this point in the game, (perhaps even as early as the mid-game), offensive magic items are useless, and it's far more efficient to just fight things directly via melee or range weapons (bow/crossbow) Is that true or am I missing something?
- Frank
My character:
Code:
[Angband 3.1.2 dev Character Dump] Name crud XX Self RB CB EB Best Sex Female Age 104 STR: 18/81 +1 +2 +9 18/201 Race High-Elf Height 74 INT: 18/66 +3 +2 +3 18/146 Class Ranger Weight 179 WIS: 18/36 -1 +0 +1 18/36 Title Pathfinder Social Role model DEX! 18/100 +3 +1 +8 18/*** HP 783/783 Maximize Y CON! 18/100 +1 +1 +10 18/*** SP 229/229 CHR: 18/81 +5 +1 +0 18/141 Level 40 Armor [33,+98] Saving Throw 91% Cur Exp 2826969 Fight (+32,+16) Stealth Superb Max Exp 2826969 Melee (+49,+28) Fighting Heroic Adv Exp 2875000 Shoot (+44,+15) Shooting Legendary MaxDepth 4900' (L98) Blows 5/turn Disarming 84% Turns 1592137 Shots 4/turn Magic Device Heroic Gold 396597 Infra 50 ft Perception 1 in 15 Burden 289.7 lbs Speed 17 Searching 32% You are the only child of a Telerin Warrior. You have light blue eyes, straight black hair, and a fair complexion. rAcid:......+.++... rConf:......+...... rElec:.+....+.++... Sound:......+...... rFire:.+....+.++... Shard:............. rCold:.+....+.++... Nexus:....+........ rPois:....+........ Nethr:............. rFear:......+..+... Chaos:............. rLite:........+...+ Disen:............. rDark:........+.... S.Dig:.+........... rBlnd:............. Feath:............. PLite:.........+... Aggrv:............. Regen:............. Stea.:....+..+..... ESP:.........+... Sear.:....+........ Invis:.....+...+..+ Infra:....+.......+ FrAct:.......+..... Tunn.:............. HLife:............. Speed:.+.++......+. ImpHP:............. Blows:............. ImpSP:............. Shots:.+........... Fear:............. Might:.+........... [Character Equipment] a) a Mace of Disruption of Slay Dragon (5d8) (+17,+12) Slays undead, dragons. Combat info: 5 blows/round. Average damage/hit: 114.3 vs. undead, 114.3 vs. dragons, and 58.9 vs. others. b) The Short Bow of Amras (x2) (+12,+15) (+1 speed) +1 intelligence, wisdom, dexterity, speed, shooting speed, shooting power. Provides resistance to lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. c) a Ring of Constitution (+6) +6 constitution. Sustains constitution. d) a Ring of Speed (+9) +9 speed. e) an Amulet of Trickery (+1) +1 dexterity, stealth, infravision, speed. +5% to searching. Provides resistance to poison, nexus. Sustains dexterity. f) The Star of Elendil Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. Radius 3 light. g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2) +2 strength, dexterity. Provides resistance to acid, lightning, fire, cold, fear, confusion, sound. Cannot be harmed by acid, electricity, fire, cold. h) a Fur Cloak of the Magi [3,+12] (+2) +2 intelligence, stealth. Cannot be harmed by acid. Sustains intelligence. Prevents paralysis. i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark. Cannot be harmed by acid, electricity, fire, cold. j) The Iron Helm of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. k) a Set of Alchemist's Gloves of Power (+2,+0) [0,+11] (+3) +3 strength. Cannot be harmed by acid, electricity, fire, cold. l) a Pair of Leather Sandals of Speed [1,+5] (+10) +10 speed. [Character Inventory] a) 4 Books of Magic Spells [Magic for Beginners] b) 4 Books of Magic Spells [Conjurings and Tricks] c) 6 Books of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Sorcery and Evocations] e) 5 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) 5 Books of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. g) 6 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. h) 4 Books of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. i) 6 Potions of Cure Critical Wounds When drunk, it heals you a large amount (1/4 of your wounds, minim um 30HP), heals cut damage, and cures stunning, poisoning, blindne ss, and confusion. j) 2 Potions of Healing When drunk, it heals you a really large amount (35% of max HP, min imum 300HP), heals cut damage, and cures stunning, poisoning, blin dness, and confusion. k) a Scroll of Teleport Level When read, it teleports you one level up or down. l) 2 Scrolls of Word of Recall When read, it returns you from the dungeon or takes you to the dun geon after a short delay. m) 10 Rods of Treasure Location When activated, it detects gold and objects nearby. Takes 135 turns to recharge at your current speed. n) 2 Rods of Probing When activated, it gives you information on the health and abiliti es of monsters you can see. Takes 270 turns to recharge at your current speed. o) 2 Wands of Teleport Other (11 charges) When aimed, it teleports a target monster away. p) a Staff of Banishment (3 charges) When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. q) 3 Staves of Teleportation (18 charges) When activated, it teleports you randomly up to 100 squares away. r) a Ring of Speed (+8) +8 speed. s) The Jewel 'Evenstar' Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. t) The Battle Axe of Balli Stonehand (3d8) (+8,+9) [+4] (+3) +3 strength, constitution, stealth. Slays demons, orcs, trolls. Provides resistance to acid, lightning, fire, cold, blindness. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Combat info: 5 blows/round. Average damage/hit: 75.1 vs. demons, 75.1 vs. orcs, 75.1 vs. trolls, and 45.2 vs. others. u) a Lochaber Axe of Venom (3d8) (+14,+15) Branded with venom. Combat info: 5 blows/round. Average damage/hit: 80.1 vs. creatures not resistant to poison, and 49 vs. others. v) 38 Arrows of Flame (1d4) (+7,+9) Branded with flames. Cannot be harmed by fire. Combat info: Hits targets up to 120 feet away. Average damage/hit: 248 vs. creatures not resistant to fire, and 82.7 vs. others. 35% chance of breaking upon contact. w) 31 Seeker Arrows of Wounding (4d4) (+14,+19) Combat info: Hits targets up to 120 feet away. Average damage/hit: 138.6. 35% chance of breaking upon contact. [Home Inventory] a) 2 Books of Magic Spells [Raal's Tome of Destruction] Cannot be harmed by acid, electricity, fire, cold. b) 2 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. c) a Book of Magic Spells [Kelek's Grimoire of Power] Cannot be harmed by acid, electricity, fire, cold. d) 5 Potions of *Healing* When drunk, it restores 1200 hit points, heals cut damage, and cur es stunning, poisoning, blindness, and confusion. It can be thrown at creatures with damaging effect. e) 3 Potions of Life When drunk, it restores 5000 hit points, restores experience and s tats, heals cut damage, and cures stunning, poison, blindness, and confusion. It can be thrown at creatures with damaging effect. f) 8 Potions of Restore Mana When drunk, it restores your mana points to maximum. g) 2 Rods of Probing When activated, it gives you information on the health and abiliti es of monsters you can see. Takes 270 turns to recharge at your current speed. h) a Rod of Healing Cannot be harmed by electricity. When activated, it heals 500 hit points, heals cut damage, and cur es stunning. Takes 2700 turns to recharge at your current speed. i) 2 Rods of Teleport Other When aimed, it teleports a target monster away. Takes 67 turns to recharge at your current speed. j) a Rod of Recall Cannot be harmed by electricity. When activated, it returns you from the dungeon or takes you to th e dungeon after a short delay. Takes 162 turns to recharge at your current speed. k) 4 Wands of Teleport Other (36 charges) When aimed, it teleports a target monster away. l) a Staff of Healing (3 charges) When activated, it heals you a really large amount (35% of max HP, minimum 300HP), heals cut damage, and cures stunning, poisoning, b lindness, and confusion. m) 2 Staves of Teleportation (13 charges) When activated, it teleports you randomly up to 100 squares away. n) a Ring of Constitution (+4) +4 constitution. Sustains constitution. o) a Ring of Speed (+8) +8 speed. p) a Ring of Acid [+8] It brands your melee attacks with acid. Provides resistance to acid. Cannot be harmed by acid. When aimed, it grants acid resistance for d20+20 turns and creates an acid ball of damage 70. Takes 137 to 270 turns to recharge at your current speed. q) a Ring of Damage (+0,+14) r) The Ring of Barahir (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, stealth. Provides resistance to poison, dark. Cannot be harmed by acid, electricity, fire, cold. s) an Amulet of Weaponmastery (+2,+2) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. t) The Amulet of Ingwe (+3) +3 intelligence, wisdom, charisma, infravision. Provides resistance to acid, lightning, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. u) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. v) a Set of Alchemist's Gloves of Thievery (+3,+1) [0,+10] (+4) +4 dexterity. +20% to searching. Cannot be harmed by acid, electricity, fire, cold. Feather Falling. Prevents paralysis. w) a Pair of Leather Boots of Stability [2,+11] Provides resistance to nexus. Feather Falling. x) a Lance of Extra Attacks (2d8) (+10,+11) (+1) +1 attack speed. Combat info: 6 blows/round. Average damage/hit: 39.7.
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