It feels like this character can win if I do it right - help me do it right!

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  • Nemesis
    Adept
    • Jul 2009
    • 137

    It feels like this character can win if I do it right - help me do it right!

    I've been exploring the thirties lately, and it feels like my character is growing rather strong - and FAST (+21 speed)! I don't run into things I can't handle very often, and when the odd OOD monster shows up I just out-run it, dig my way around it or simply teleport it away.

    Even though I've never seen the deeper parts of the dungeon I really believe I can win with this High-Elf Ranger if I just take it nice and slowly, but what should my next move be?

    Should I max out my stats so that nexus swapping stops being a risk? And maybe get some poison resistance to stop the Drolem threat? Or should I dive deep into uncharted territories to find an Amulet of Trickery (bad idea I guess)?

    Also, I'm not wearing anything granting resistance to confusion and blindness,
    is this a problem? Those scrolls of teleport level could get me out of most troubles if I had those resistances, but then again I have lots of speed, ESP, good saving throw and resistance to light and dark, so I don't get blinded or confused much in first place?

    Except for general ideas on what I should do next, here are some more specific questions?

    1. I tried to teleport away Quaker today, but nothing happened. I'm sure I hit him (tried twice) and I didn't fail to use the device either. Are some monster immune to Teleport Other? Or could he have been inside a wall and therefore impossible to hit?

    2.Which artifacts should I keep an eye open for? I think I read that artifacts no longer have odd hit dice and armour rating in 3.12, but this is 3.11 and they're still possible to identify on the floor. Of course, I could read through the spoilers to check which items with unusal dice I want, which items I want that can't be identified by dice and at which levels the goodies start showing up, but if you'd just mention a handful of things to look for, you'd save me lots of time.

    3. Also, it would be nice to know which monsters (at this depth and a bit closer down) I should stay away from. Which are capable of taking this character down in one or just a couple of turns?

    This is what my character looks like right now. No, I'm not the world's slowest Angband player, I just have the habit of digging my way through the dungeon, that's why my turn count is so high!
    Code:
      [Angband 3.1.1 dev Character Dump]
    
     Name   Nemesis                                  Self  RB  CB  EB   Best
     Sex    Male         Age            122   STR:  18/95  +1  +2  +0 18/125
     Race   High-Elf     Height          85   INT! 18/100  +3  +2  +4 18/190
     Class  Ranger       Weight         194   WIS:     16  -1  +0  +0     15
     Title  Explorer     Social  Well-liked   DEX! 18/100  +3  +1  +3 18/170
     HP     433/433      Maximize         Y   CON:  18/86  +1  +1  +0 18/106
     SP     249/249                           CHR! 18/100  +5  +1  +0 18/160
    
    
     Level               33   Armor    [29,+84]     Saving Throw         83%
     Cur Exp         521274   Fight    (+18,+8)     Stealth           Superb
     Max Exp         521274   Melee   (+33,+23)     Fighting          Superb
     Adv Exp         632500   Shoot   (+23,+12)     Shooting       Legendary
     MaxDepth   1850' (L37)   Blows      5/turn     Disarming            82%
     Turns          1352348   Shots      3/turn     Magic Device      Heroic
     Gold            547847   Infra       80 ft     Perception       1 in 20
     Burden       111.9 lbs   Speed          21     Searching            27%
    
     You are one of several children of a Telerin Ranger.  You have light
     grey eyes, wavy 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) The Spear of Orome (4d6) (+15,+15) (+4)
         +4 intelligence, infravision, speed.
         Slays animals, giants.
         Branded with flames.
         Provides resistance to fire, light.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.  Feather Falling.  Grants the ability to see
         invisible things.  
         
         Combat info:
         5 blows/round.
         Average damage/hit: 53.6 vs. animals, 68.5 vs. giants, 68.5 vs.
         creatures not resistant to fire, and 38.8 vs. others.
         
         Radius 1 light.
    b) a Long Bow of Extra Shots (x3) (+5,+12) (+1)
         +1 shooting speed.
         
    c) a Ring of Speed (+7)
         +7 speed.
         
    d) a Ring of Delving (+5)
         +5 tunneling.
         
         When aimed, it turns rock into mud.
         Takes 52 to 108 turns to recharge at your current speed.
         
    e) an Amulet of Resist Lightning
         Provides resistance to lightning.
         Cannot be harmed by electricity.
         
    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 Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
         +3 dexterity, speed.
         Provides resistance to acid, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) a Cloak of Stealth [1,+2] (+3 stealth)
         +3 stealth.
         
    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) a Metal Cap of Telepathy [3,+7]
         Grants telepathy.  
         
    k) a Set of Mithril Gauntlets of Free Action [5,+11]
         Cannot be harmed by acid.
         Prevents paralysis.  
         
    l) a Pair of Steel Shod Boots of Speed [6,+7] (+7)
         +7 speed.
         
    
    
      [Character Inventory]
    
    a) 2 Books of Magic Spells [Magic for Beginners]
    b) 3 Books of Magic Spells [Conjurings and Tricks]
    c) 2 Books of Magic Spells [Incantations and Illusions]
    d) 15 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.
         
    e) 3 Potions of Enlightenment
         When drunk, it completely lights up and magically maps the level.
         
    f) 8 Potions of Speed
         When drunk, it hastens you for 2d10+20 turns.
         
    g) 8 Scrolls of Teleport Level
         When read, it teleports you one level up or down.
         
    h) 17 Rods of Treasure Location
         When activated, it detects gold and objects nearby.
         Takes 155 turns to recharge at your current speed.
         
    i) 2 Rods of Detection
         Cannot be harmed by electricity.
         
         When activated, it detects treasure, traps, doors, stairs, and all 
         creatures nearby.
         Takes 310 turns to recharge at your current speed.
         
    j) 2 Rods 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 186 turns to recharge at your current speed.
         
    k) 5 Wands of Teleport Other (36 charges)
         
         When aimed, it teleports a target monster away.
         
    l) 24 Arrows of Slay Dragon (1d4) (+8,+7)
         Slays dragons.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 199.3 vs. dragons, and 66.4 vs. others.
         35% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) a Book of Magic Spells [Sorcery and Evocations]
    b) 2 Books of Magic Spells [Raal's Tome of Destruction]
         Cannot be harmed by acid, electricity, fire, cold.
         
    c) 12 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.
         
    d) 7 Scrolls of Teleportation
         When read, it teleports you randomly up to 100 squares away.
         
    e) 5 Scrolls of Teleport Level
         When read, it teleports you one level up or down.
         
    f) 13 Scrolls of Enchant Weapon To-Dam
         When read, it attempts to magically enhance a weapon's to-dam bonu
         s.
         
    g) 3 Scrolls of *Destruction*
         When read, it destroys an area around you in the shape of a circle 
         radius 15, and blinds you for 1d10+10 turns.
         
    h) a Staff of *Destruction* (2 charges)
         
         When activated, it destroys an area around you in the shape of a c
         ircle radius 15, and blinds you for 1d10+10 turns.
         
    i) a Ring of Constitution (+4)
         +4 constitution.
         Sustains constitution.
         
    j) a Ring of Acid [+13]
         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 158 to 310 turns to recharge at your current speed.
         
    k) a Ring of Damage (+0,+10)
    l) 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.
         
    m) Augmented Chain Mail (Dwarven) (-2) [16,+5] (+1)
         +1 strength, constitution, infravision.
         Cannot be harmed by acid, fire.
         Prevents paralysis.  
         
    n) 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.
         
    o) Ribbed Plate Armour of Elvenkind (-3) [28,+17] (+3 stealth)
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
    p) an Iron Crown of Seeing [0,+13] (+5 searching)
         +25% to searching.
         Provides resistance to blindness.
         Grants the ability to see invisible things.  
         
    q) The Metal Cap of Thengel [3,+12] (+3)
         +3 wisdom, charisma.
         Provides resistance to confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    r) a Set of Leather Gloves of Power (+1,+5) [1,+9] (+5)
         +5 strength.
         
    s) a Pair of Leather Boots of Stability [2,+7]
         Provides resistance to nexus.
         Feather Falling.  
         
    t) a Pair of Steel Shod Boots of Stealth [6,+1] (+3)
         +3 stealth.
         
    u) a Pair of Steel Shod Boots of Free Action [6,+9]
         Prevents paralysis.  
         
    v) a Broad Sword (2d5) (+0,+0)
         Combat info:
         5 blows/round.
         Average damage/hit: 14.5.
         
    w) a Long Bow (x3) (+4,+7)
    
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          5272     50'    2   Reached level 2
         15447    150'    3   Reached level 3
         71423    100'    4   Reached level 4
         75535    150'    4   Killed Fang, Farmer Maggot's dog
         75535    150'    5   Reached level 5
         78426    200'    5   Killed Grip, Farmer Maggot's dog
         82560      0'    5   Killed Farmer Maggot
         90177    100'    6   Reached level 6
        107210    300'    7   Reached level 7
        132956    450'    8   Reached level 8
        153732    400'    9   Reached level 9
        160085    400'    9   Killed Bullroarer the Hobbit
        164678    450'   10   Reached level 10
        180342    550'   11   Reached level 11
        187060    650'   12   Reached level 12
        208617    700'   13   Reached level 13
        225992    750'   13   Killed Orfax, Son of Boldor
        225992    750'   14   Reached level 14
        235187    750'   15   Reached level 15
        241659    750'   16   Reached level 16
        250799    700'   16   Killed Brodda, the Easterling
        263811    750'   17   Reached level 17
        269163    800'   17   Killed Wormtongue, Agent of Saruman
        300024    800'   18   Reached level 18
        341401    900'   19   Reached level 19
        371576    900'   19   Killed Ulfast, Son of Ulfang
        394252    850'   20   Reached level 20
        449620     50'   20   Killed Smeagol
        483415    500'   21   Reached level 21
        494572    850'   21   Killed Mughash the Kobold Lord
        544823    850'   22   Reached level 22
        609961    850'   23   Reached level 23
        631183    900'   23   Killed Ufthak of Cirith Ungol
        631205    900'   23   Found The Phial of Galadriel
        664267    800'   24   Reached level 24
        703768    850'   24   Killed Lagduf, the Snaga
        714411    900'   24   Killed Nar, the Dwarf
        775203    800'   25   Reached level 25
        775593    800'   25   Killed Boldor, King of the Yeeks
        789432    850'   25   Found The Spear of Orome
        837142   1050'   25   Killed Shagrat, the Orc Captain
        873921   1050'   26   Reached level 26
        902662   1200'   26   Killed Sangahyando of Umbar
        912688   1200'   26   Killed Golfimbul, the Hill Orc Chief
        918875   1200'   26   Killed Gorbag, the Orc Captain
        927313   1200'   26   Killed Azog, King of the Uruk-Hai
        959983   1300'   27   Reached level 27
        967120   1300'   27   Found The Set of Gauntlets 'Paurnen' (LOST)
       1025670   1550'   27   Found The Chain Mail of Arvedui
       1030980   1500'   27   Found The Set of Gauntlets 'Pauraegen' (LOST)
       1047683   1550'   28   Reached level 28
       1078478   1500'   28   Killed Lokkak, the Ogre Chieftain
       1083331   1550'   28   Killed Grishnakh, the Hill Orc
       1084353   1550'   29   Reached level 29
       1084532   1550'   29   Killed Beorn, the Shape-Changer
       1127082   1500'   29   Killed Angamaite of Umbar
       1132528   1500'   29   Found The Metal Cap of Thengel
       1142658   1550'   30   Reached level 30
       1185984   1600'   30   Killed Bill the Stone Troll
       1195206   1650'   31   Reached level 31
       1203661   1600'   31   Killed Ugluk, the Uruk
       1235748   1650'   31   Found The Morning Star 'Firestar' (LOST)
       1250797   1750'   31   Found The Leather Scale Mail 'Thalkettoth'
       1275453   1800'   32   Reached level 32
       1285594   1850'   32   Killed Ulwarth, Son of Ulfang
       1292746   1850'   32   Found The Dagger 'Narthanc' (LOST)
       1305321   1800'   32   Found The Metal Brigandine Armour of the Rohirrim
       1309389   1800'   32   Found The Set of Gauntlets 'Paurhach'
       1323389   1850'   32   Found The Leather Shield of Celegorm
       1324987   1850'   33   Reached level 33
       1334873   1850'   33   Found The Dagger 'Nimthanc'
       1340973   1900'   33   Found The Star of Elendil
    
    
      [Options]
    
    Maximize effect of race/class bonuses        : yes (adult_maximize)
    Randomize some of the artifacts (beta)       : no  (adult_randarts)
    Restrict the use of stairs/recall            : no  (adult_ironman)
    Restrict the use of stores/home              : no  (adult_no_stores)
    Restrict creation of artifacts               : no  (adult_no_artifacts)
    Don't stack objects on the floor             : no  (adult_no_stacking)
    Lose artifacts when leaving level            : no  (adult_no_preserve)
    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        : no  (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)
  • buzzkill
    Prophet
    • May 2008
    • 2939

    #2
    It way early to start thinking in terms of winning. There's still a 1001 ways to die, and a lot of nasty uniques waiting for you. You're feeling invincible because you're moving so slowly down through the dungeon. You can't TO an enemy in a wall, though I believe he can still do nasty stuff to you.
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.

    Comment

    • Matthias
      Adept
      • Apr 2007
      • 201

      #3
      I would equip the const+4 ring (instead of delving) and Rohirrim. You have more than enough speed and confusion is much more important than shards. Sound is also very nice to have once you get into plasma breather territory. You should also put some of those healing potions into your inventory for emergencies. 17 rods of treasure detection sounds like overkill Other than that, with a ring of resist poison you are looking very good

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        Resistances should be the next thing you focus on plugging. Blindness and confusion are a must, poison is important, and the rest are nice-to-haves, but you'll want more and more of them as you descend. You're also going to want more hitpoints; 18/103 CON isn't that much. The more HP you have, the harder it is to kill you, full stop.

        Comment

        • Sirridan
          Knight
          • May 2009
          • 560

          #5
          Beware of poison breathers (Basilisk, Drolem, Ancient Green Dragons), and get any kind of poison resist you can find, even a ring of rPoison does well for a while. Although if you find haradrim, Don't use it until you're higher level with more hp, aggravate will still be too much for you. But for god's sake, if you find it keep it, that is if the version you have is the one with haradrim having +1 blows/shots.

          But yeah, you have more than enough speed, so drop the delving for the con (and later rPoison) And once you get rPoison, go down a little bit more to get some dungeon books and better loot. Be on the look out for resists & scabs, and Tenser's and Mordenkainens. The rest are really kind of meh.

          One last thing, after getting rPoison, going down is the best answer, however don' go down deeper than you feel comfortable with. There's no shame in saving and looking up spoilers on a monster you find that you have no idea about.

          Comment

          • Nemesis
            Adept
            • Jul 2009
            • 137

            #6
            Originally posted by buzzkill
            It way early to start thinking in terms of winning. There's still a 1001 ways to die, and a lot of nasty uniques waiting for you. You're feeling invincible because you're moving so slowly down through the dungeon.
            Heh, I remember a thread title (on this forum I think, at least it was an Angband internet discussion) that went something like "Too easy, too easy, too easy, BANG!". Maybe I'm about to enter that dangerous mindset?

            Anyway, I just found a ring of poison resistance at dlvl40. I guess I'll have to part with my ring of delving before venturing further. We shared many great memories together.

            Maybe a macro'ed stone to mud spell could replace the ring of delving? Of course, I'd run out of mana when digging longer tunnels, but then again I'd dig faster when not out of mana, so that ought to even out the time I have to spend resting.

            Is resistance to blindness really necessary when you have a good saving throw, both resistance to light and darkness, ESP detection and high speed? I mean, to suffer greatly from blindness, woulden't all of these stars have to align:

            *Someone has to cast a spell burning my eyes
            *I'd have to fail to resist it
            *That someone then has to kill me before I quaff a potion and escape (with my speed, I could perhaps do both these things before the monster gets another turn)
            *Also, I'd have to run into that dangerous foe in first place, as I can escape lots of dangers by just detecting and avoiding them before they engage me

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #7
              Originally posted by Nemesis
              Even though I've never seen the deeper parts of the dungeon I really believe I can win with this High-Elf Ranger if I just take it nice and slowly, but what should my next move be?
              IMO the game doesn't really start until DL 40. What you've been doing so far is just warming up. To use a poor sports analogy, it is like moving from the regular season to the playoffs in the NBA [basketball in USA]. But the change is much bigger than that.

              The recommendations for a con ring are good, but I wonder if you would be better off with bodykeeping, or strength if you cannot find bodykeeping. STR drainers are going to start showing up in sufficient quantities that you will be hard-pressed to avoid them all, particularly huge packs of dreads.

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                There's other ways to get blinded than the spell and light/dark attacks. In particular, the following enemies have blinding melee attacks: Bloodshot eye, King cobra, Catoblepas, Shimmering vortex, 7-headed hydra, Harowen the Black Hand, Gabriel, the Messenger, The Cat Lord, Giant brown tick, Chest mimic, and Giant firefly. You can also be blinded by the aftereffects of a Destruction spell, by ingesting blinding food/drink, and probably by a few other ways.

                And of course, even with a perfect saving throw you always have a 5% chance to fail, IIRC. So no, you aren't perfectly safe.

                Comment

                • fph
                  Veteran
                  • Apr 2009
                  • 1030

                  #9
                  Originally posted by Derakon
                  And of course, even with a perfect saving throw you always have a 5% chance to fail, IIRC. So no, you aren't perfectly safe.
                  I thought "perfect saving throw" meant 0% fail. Is this the same also for paralysis? Just to be sure if I can forget about wearing FA or not --- it would be disappointing to find out the hard way.
                  --
                  Dive fast, die young, leave a high-CHA corpse.

                  Comment

                  • Tiburon Silverflame
                    Swordsman
                    • Feb 2010
                    • 405

                    #10
                    Diver's right. The game's got a few phases:

                    --The warm-ups: through about DL 20. Almost no hard monsters; even the uniques are pretty much 1-trick ponies. There are almost no attacks against high resists (ie, poison *breath*)...or, the critter(s) that have them are weak.

                    --Pumping Iron: DL 20 to about DL 35-40. Starting around DL 20, the gear is getting MUCH better, and of course, starting on 25 you're boosting stats. The monsters are getting more complex and/or a good bit tougher. Critters with specials are getting a heckuva lot tougher, and may have multiples.

                    --It Did WHAT?: DL 40 to about DL 55-60. Uniques have multiple aspects to them. BIG attacks start hitting (drolems, ancient dragons, etc).

                    --Oh Please, Oh Please Get Me Through This One: 60 to 98. Uniques now have *most* of the nasty characteristics...high hit points, multiple defenses, high speed, AND special attacks or summonings (or both sometimes).

                    Comment

                    • Sirridan
                      Knight
                      • May 2009
                      • 560

                      #11
                      One more thing, with your strength digging tunnels shouldn't be a problem, even without delving. The spell stone to mud is useful, or wands if you feel you need a quick way to dig a hole. In either case, delving is really a waste of inventory space once you get some decent STR going (which you have)

                      Comment

                      • PowerDiver
                        Prophet
                        • Mar 2008
                        • 2820

                        #12
                        Originally posted by fph
                        I thought "perfect saving throw" meant 0% fail. Is this the same also for paralysis? Just to be sure if I can forget about wearing FA or not --- it would be disappointing to find out the hard way.
                        There is no minimum fail on saves. However, perfect save does not completely protect you from paralysis, if e.g. you set off a trap. That in particular has happened to me.

                        You generally do *not* get a saving throw for melee attacks such as confusion, but for some reason you do get one versus paralyzation. At least, Timo says you do and that it's always been that way.

                        The recent change that you cannot be further paralyzed while paralyzed means I have survived a couple times when in the old days I would have been toast. FA is a little less necessary than it used to be.

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 9022

                          #13
                          However, if you do have Free Action then you are completely immune to monster-induced paralysis effects. Though you can of course still be knocked out, which has the same effect. Don't melee mystics!

                          Comment

                          • Nemesis
                            Adept
                            • Jul 2009
                            • 137

                            #14
                            I found the small metal shield of Thorin on dlvl 41 and eager to try out my acid immunity I started meleeing the first black dragon I saw.

                            "You hit Kavlax, the Many-Headed. You hit Kavlax, the Many-Headed. It was a good hit!"

                            By removing my old shield (which gave all the base resistances but nothing more I think) I had lost my resistance to cold and electricity, could Kavalax have one-shotted me with one of those breaths (I had 500-something hit points)? However, I wisely decided to withdraw from the battle. Kavalax had already taken some heavy damage, but even if I would have beaten him, my inventory was full and the air around me was charged (recall on its way). So instead, I teleported away. I was a little nervous that I'd fail to concentrate hard enough, Murphey's law, you know. But everything went well. Found the Resistances dungeon book at the same vault as Thorin's shield too.

                            EDIT: A couple of more questions:

                            -Is Raal's Tome of Destruction worth using? Can I sell it?

                            -I've heard that if Morgoth summons the Queen Ant, you can use her brood as a human (or insect) shield against him. Which uniques can I benefit from sparing? How about the Stone Troll Trio? Are they too low level to be summoned by Morgoth (he only summons high level uniques, right?)?
                            Last edited by Nemesis; April 15, 2010, 10:55.

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                            • Derakon
                              Prophet
                              • Dec 2009
                              • 9022

                              #15
                              Kavlax can breathe the basic four elements, sound, confusion, shards, gravity, and nexus. He also has 1300 hitpoints, so at full health one breath of the basic 4 would deal 433 hitpoints, unresisted. Getting the heck out of dodge was a good idea.

                              Raal's Tome has attack spells in it. Being a ranger, you should be dealing most, if not all, of your ranged damage with a bow; however, you might find Rift useful for its limited teleport-away effect (keeps enemies out of melee range without sending them too far away to shoot).

                              When Morgoth summons uniques, he can pull any uniques that can appear at his depth, which is all of them still alive. He could theoretically pull Grip or Fang, though he couldn't grab Farmer Maggot. But honestly, I wouldn't worry too much about leaving specific uniques alive in an attempt to bias Morgoth's summons, since it'll only work if you go to the effort of hunting down every single other unique and killing them.

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