It feels like this character can win if I do it right - help me do it right!
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I'm so proud of myself!
My character is now thriving at dlvl 98 and even though there are some monsters I avoid (like pits of Balrogs and undead) I still don't have any problems getting what I want from the levels as I am too fast, resistant and tough to get killed in one turn and can teleport away and *Destruct*. Of course, the Random Number God loves to break the haughty and if several dangerous monsters attack me at once I can die. I was careless enough to drop down to 50 hit points when killing a few white wolves - guess who I ran into!
For now I'm rather fine, what I have left to do before facing Morgoth is mostly to take out dangerous uniques and to stack consumables. I had amassed a very large supply of Healing potions and scrolls of *Destruction* when my save file was corrupted, and to get my character back I had to tinker with the edit files. I made the artifacts I had already found in my game piror to the crash ultracommon and made useless potions have the effect of !Experience and !Augumentation. But I swear I didn't give myself ANY advantage whatsoever, so this is most certainly a clean win without any kind of cheating. The turn count might be a false but I don't play for turncount, I just want to win as this is my first serious Vanilla character.
I think it really is possible to play Angband without dying a lot, even when you're new to the game. Actually, I've only lost two characters that had reached clvl 20 (both in Quickband, where you level up rapidly and thus won't always have equipment to match your level). One was a level 27 Dunadan Paladin who had to smell several Basilisk breaths when I was holding down the key to run through a corridor, one was a Trollish Warrior who got killed by some really nasty Creepong Cons that I think only exist in NPP/Quickband. Apart from those two, I've only lost really new characters that I was taking lots of very big risks with as they had nothing to lose yet.
I won Quickband with my third serious character, another Dunadan Paladin and then I made one more Dunadan Paladin and tried my hand in NPP. However, NPP bored me and thus I decided to try Vanilla, and here I am now, at dlvl 98. But instead of boasting about how good I am (sorry about that, but I feel great I can't help it!) I'd like share my survival strategies to other new Angband players:
1. I used monster spoilers and asked on this forum to find out what I had to avoid or be careful with. If you're a puritan who consider monster spoilers and hints from forum members as cheating, you could use a rod/spell of Probing each time you run into a new monster.
2. I tried to detect as often as possible, and I also had telepathy. That way I could see dangers coming before it was too late.
3. I tried to make sure I couldn't be one-shotted. For that, you'll need the base resistances plus resistance to poison. Resistance to blindness and confusion are also quite important as you can't read your failsafe, lifesaving scrolls when blind or confused.
4. Those scrolls are Teleport Level and *Destruction*. I don't put my trust in Teleportation (within the same level) when my life is in danger, if you do that you might find yourself going out of the frying-pan into the fire.
5. Be fast! The more speed you have, the less likely it is that monsters breathe. You'll also get more time to escape and you'll kill them more quickly.
6. Be stealthy! While stealth isn't as important as speed, it's certainly useful. And if you're both fast and stealthy at the same time, it's even better! The faster you sneak past a monster, the less time will it have to wake up.
7. Be resourceful, I like Rangers and Paladins as the usually have several options. Having several options increases the chance that one of them will save my life. Being resourceful isn't all about character class, though, your most important resources are your spells, potions and magic items.
8. Don't try to kill everything! This can't be stressed enough. Some monsters are just not worth it and some are very dangerous. Some are dangerous but worth it, in those cases you'll have to be very careful, but once you've reached the point where you have teleport others, faster speed than your enemies and enough hit points/resistances you can probably reach any goodie you detect on the level. Anyway, most of the times you meet dangerous monsters, just stay away. And when you meet a new uniqe for the first time it is likely that you can't defeat him or her until later.
9. Don't be bored. While it's true that you shouldn't dive down to depths you can't handle, playing too safe might ironically have the opposite effect. When you actually feel you're in danger, you're going to be careful. When you're bored, you'll get overconfident. When I empty black/blue dragon pits I am tempted to just hold down the key as I'm immune to their breath attacks. However, while doing so, some other dangerous monster might sneak up on me. And they're not necessarrily sneak into the pit through the door, some can come right out of the wall!
10. Start stacking Teleport Level scrolls as soon as your game has started. If you see them on the black market, buy them all (they aren't expensive). Lots of dangerous monsters, Liches and Titans, can command you to return and if that means you'll end up next to several of them, you could lose your life in one turn. Sure, both Priests and Mages have the Teleport Level spell, and if they can cast it with 0% fail they might not need the scrolls (but I'm not sure they can get it to 0% fail). For everyone else, though, failing to cast that spell in a critical moment could mean the end of your adventure! You can of course use *Destruction* too, but those scrols are a bit harder to come by and if you get to Morgoth you'll need them. Even if you only use them in rare situations, carrying them around means that some of them most probably will burn up when fighting some fire based baddie.
I hope these hints help someone, but keep in mind that these are newbie hints from a newbie perspective. More experiences players might disagree with some of the things I say.
By the way, I have a couple of questions myself:
1. What should I do if I really want to find Bard, Feanor and Ringil? They don't have that high depth rating, does that mean that I'm more likely to find them at shallower depths?
2. What's the best way of gaining experience?
3. If I can't find those weapons, what should I shoot and melee with? It seems like most good artifact weapons come with aggrevate monsters. And when it comes to shooting, the cross bow I have right now isn't very good to kill things with, right (even though it speeds me up)? What should I use instead when the final battle comes?
Sorry for the long post and for the bad English that's probably to be find in there. I'm tired and a bit drunk - which brings us to "11. Don't play Angband while drunk or tired".
"Ah, distincly I remember, it was in the bleak december,
each and every forum member, said they'd seen it all before.
Players getting bored and risky, getting silly, getting frisky,
playing tired or drunk from whiskey, getting what they're asking for.
That's exactly what I did, I got what I was asking for.
Grim demise and nothing more!"
Code:[Angband 3.1.1 dev Character Dump] Name Nemesis Self RB CB EB Best Sex Male Age 108 STR! 18/100 +1 +2 +9 18/*** Race High-Elf Height 99 INT! 18/100 +3 +2 +9 18/*** Class Ranger Weight 197 WIS! 18/100 -1 +0 +5 18/140 Title Ranger Social Feared DEX! 18/100 +3 +1 +7 18/210 HP 922/922 Maximize Y CON! 18/100 +1 +1 +8 18/200 SP 341/341 CHR! 18/100 +5 +1 +3 18/190 Level 45 Armor [45,+139] Saving Throw 100% Cur Exp 6010480 Fight (+54,+45) Stealth Superb Max Exp 6010480 Melee (+69,+60) Fighting Heroic Adv Exp 6210000 Shoot (+64,+14) Shooting Legendary MaxDepth 4850' (L97) Blows 5/turn Disarming 94% Turns 348750 Shots 1/turn Magic Device Legendary Gold 669495 Infra 80 ft Perception 1 in 20 Burden 176.8 lbs Speed 36 Searching 27% You are the only child of a Telerin Warrior. You have light grey 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) 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: 92.5 vs. animals, 107.9 vs. giants, 107.9 vs. creatures not resistant to fire, and 77.1 vs. others. Radius 1 light. b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10) +10 speed. Branded with flames. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. c) a Ring of Speed (+10) +10 speed. d) The Ring of Power 'Vilya' (+10,+10) (+3) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. e) an Amulet of Weaponmastery (+4,+5) (+2) +2 strength. Provides resistance to fear, disenchantment. Sustains strength, constitution. Prevents paralysis. f) The Arkenstone of Thrain Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. Radius 3 light. g) The Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. h) an Elven Cloak of Aman [6,+26] (+4 stealth) +4 stealth. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. i) The Small Metal Shield of Thorin [4,+25] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4) +4 dexterity. Provides resistance to acid. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. l) a Pair of Leather Boots of Speed [2,+18] (+9) +9 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) 3 Books of Magic Spells [Conjurings and Tricks] c) 3 Books of Magic Spells [Incantations and Illusions] d) 5 Books of Magic Spells [Sorcery and Evocations] e) 4 Books of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by acid, electricity, fire, cold. f) 5 Books of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by acid, electricity, fire, cold. g) 5 Books of Magic Spells [Tenser's Transformations] Cannot be harmed by acid, electricity, fire, cold. h) a Book of Magic Spells [Kelek's Grimoire of Power] Cannot be harmed by acid, electricity, fire, cold. i) 9 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) a Potion 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. k) a Potion 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. l) 2 Potions of Enlightenment When drunk, it completely lights up and magically maps the level. m) 5 Potions of Speed When drunk, it hastens you for 2d10+20 turns. n) a Scroll 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. o) 6 Rods of Treasure Location When activated, it detects gold and objects nearby. Takes 200 turns to recharge at your current speed. p) a Rod of Magic Mapping When activated, it maps the area around you. Takes 400 turns to recharge at your current speed. q) 3 Rods of Teleport Other When aimed, it teleports a target monster away. Takes 100 turns to recharge at your current speed. r) an Amulet of Trickery (+4) +4 dexterity, stealth, infravision, speed. +20% to searching. Provides resistance to poison, nexus. Sustains dexterity. s) The Necklace of the Dwarves (+3) +3 strength, constitution, infravision. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. t) 26 Seeker Bolts of Acid (4d5) (+8,+13) Branded with acid. Cannot be harmed by acid. Combat info: Hits targets up to 120 feet away. Average damage/hit: 372 vs. creatures not resistant to acid, 372 vs. creatures not resistant to fire, and 124 vs. others. 25% chance of breaking upon contact. [Home Inventory] a) a Potion 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. b) a Potion 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. c) 10 Scrolls of Phase Door When read, it destroys an area around you in the shape of a circle radius 15, and blinds you for 1d10+10 turns. d) a Scroll of Mass Banishment When read, it removes all non-unique monsters within 20 squares, d ealing you damage in the process. e) 2 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. f) 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. g) The Ring of Tulkas (+4) +4 strength, dexterity, constitution. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. h) 2 Amulets of Trickery (+3) +3 dexterity, stealth, infravision, speed. +15% to searching. Provides resistance to poison, nexus. Sustains dexterity. i) The Amulet of Carlammas (+2) +2 constitution. Provides resistance to fire. Cannot be harmed by acid, electricity, fire, cold. j) 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. k) The Jewel 'Evenstar' Provides resistance to cold, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, wisdom, constitution. Stops experience drain. l) The Star of Elendil Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. Radius 3 light. m) 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. 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) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. p) The Cloak of Thingol [1,+18] (+3) +3 dexterity, charisma. Provides resistance to acid, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. q) The Large Metal Shield of Anarion [5,+20] Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, intelligence, wisdom, dexterity, constitution, charisma. r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. s) The Pair of Steel Shod Boots of Thror [6,+20] (+3) +3 strength, constitution, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. t) The Bastard Sword 'Calris' (5d4) (-20,+20) (+5) {cursed} Heavily cursed. +5 constitution. Slays evil creatures, demons, trolls. *Slays* dragons. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. Combat info: 5 blows/round. Average damage/hit: 94.7 vs. evil creatures, 108.4 vs. demons, 108.4 vs. trolls, 135.9 vs. dragons, and 80.9 vs. others. u) The Trident of Ulmo (4d8) (+15,+19) (+4) +4 dexterity. Slays animals, dragons. Provides immunity to acid. Provides resistance to acid, nether. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Slows your metabolism. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants the ability to see invisible things. Combat info: 5 blows/round. Average damage/hit: 106.2 vs. animals, 126.2 vs. dragons, and 86.2 vs. others. v) The Whip of Gothmog (6d3) (+13,+15) (-3) {cursed} Heavily cursed. -3 intelligence, wisdom, dexterity. Slays animals, trolls, giants. *Slays* dragons. Branded with flames. Provides immunity to fire. Provides resistance to lightning, dark. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. Combat info: 5 blows/round. Average damage/hit: 88.5 vs. animals, 101.8 vs. trolls, 101.8 vs. giants, 101.8 vs. creatures not resistant to fire, 128.4 vs. dragons, and 75.1 vs. others. Radius 1 light. w) 29 Seeker Arrows of Slay Dragon (4d4) (+10,+10) Slays dragons. x) 20 Mithril Arrows of Slay Evil (3d4) (+13,+12) Slays evil creatures. Cannot be harmed by acid, fire. ============================================================ CHAR. | TURN | DEPTH |LEVEL| EVENT ============================================================ 1 0' 1 Began the quest to destroy Morgoth. 2953 50' 2 Reached level 2 2953 50' 3 Reached level 3 2953 50' 4 Reached level 4 2953 50' 5 Reached level 5 2953 50' 6 Reached level 6 2953 50' 7 Reached level 7 2953 50' 8 Reached level 8 2953 50' 9 Reached level 9 2953 50' 10 Reached level 10 2953 50' 11 Reached level 11 2953 50' 12 Reached level 12 2953 50' 13 Reached level 13 2953 50' 14 Reached level 14 2953 50' 15 Reached level 15 2953 50' 16 Reached level 16 2953 50' 17 Reached level 17 2953 50' 18 Reached level 18 2953 50' 19 Reached level 19 2953 50' 20 Reached level 20 2953 50' 21 Reached level 21 2953 50' 22 Reached level 22 2953 50' 23 Reached level 23 2953 50' 24 Reached level 24 2953 50' 25 Reached level 25 2953 50' 26 Reached level 26 2953 50' 27 Reached level 27 2953 50' 28 Reached level 28 2953 50' 29 Reached level 29 2953 50' 30 Reached level 30 13459 50' 31 Reached level 31 34765 100' 31 Killed Fang, Farmer Maggot's dog 36607 50' 31 Found The Spear of Orome 43157 100' 32 Reached level 32 43319 100' 32 Killed Grip, Farmer Maggot's dog 51571 0' 33 Reached level 33 51821 0' 34 Reached level 34 51826 0' 35 Reached level 35 51839 0' 36 Reached level 36 51848 0' 37 Reached level 37 51867 0' 38 Reached level 38 51880 0' 39 Reached level 39 57824 100' 40 Reached level 40 63409 100' 40 Found The Dagger 'Nimthanc' (LOST) 63414 100' 40 Found The Cloak of Thingol 65228 100' 40 Found The Dagger 'Narthanc' (LOST) 79319 700' 40 Killed Nar, the Dwarf 82094 700' 40 Found The Phial of Galadriel (LOST) 82813 750' 40 Found The Bastard Sword 'Calris' 82818 750' 40 Found The Dagger 'Dethanc' (LOST) 82846 750' 40 Found The Set of Caestus of Fingolfin 82930 750' 40 Found The Small Metal Shield of Thorin 86470 700' 40 Found The Star of Elendil 86894 700' 40 Killed Brodda, the Easterling 88453 800' 40 Found The Set of Gauntlets 'Pauraegen' (LOST) 90419 800' 40 Found The Ring of Barahir 90441 800' 40 Found The Arkenstone of Thrain 116369 2150' 40 Found The Full Plate Armour of Isildur 117046 2150' 40 Found The Dagger 'Belangil' (LOST) 123427 2350' 40 Found The Amulet of Carlammas 125397 2400' 40 Killed Bert the Stone Troll 125406 2400' 40 Found The Main Gauche of Maedhros (LOST) 129305 2550' 40 Found The Large Metal Shield of Anarion 130296 2750' 40 Killed Gorbag, the Orc Captain 131659 2900' 40 Killed Wormtongue, Agent of Saruman 131667 2900' 40 Found The Pair of Steel Shod Boots of Thror 131763 2950' 40 Killed Vargo, Tyrant of Fire 141302 3500' 40 Found The Amulet of Ingwe 145287 3550' 40 Killed Golfimbul, the Hill Orc Chief 147164 3600' 40 Found The Mithril Plate Mail of Celeborn 151992 3600' 40 Found The Jewel 'Evenstar' 152241 3600' 40 Found The Chain Mail of Arvedui 195314 4250' 40 Killed Kavlax the Many-Headed 198509 4400' 40 Killed The Balrog of Moria 198588 4400' 40 Found The Iron Helm of Gorlim (LOST) 201517 4450' 40 Killed The Lernaean Hydra 215054 4500' 40 Killed Ulfast, Son of Ulfang 218382 4500' 41 Reached level 41 228516 4550' 41 Killed Ariel, Queen of Air 242751 4750' 41 Killed Ar-Pharazon the Golden 298667 4700' 42 Reached level 42 299477 4700' 42 Found The Ring of Power 'Vilya' 302242 4700' 42 Found The Metal Brigandine Armour of the Rohirrim 307225 4700' 42 Found The Trident of Ulmo 307240 4700' 42 Found The Whip of Gothmog 311614 4700' 42 Found The Set of Leather Gloves 'Cambeleg' 320648 4800' 43 Reached level 43 323060 4800' 43 Killed Lorgan, Chief of the Easterlings 325476 4750' 43 Found The Ring of Tulkas 328068 4700' 43 Found The Light Crossbow 'Cubragol' 338602 4850' 43 Killed Harowen the Black Hand 340620 4900' 43 Killed Polyphemus, the Blind Cyclops 340620 4900' 44 Reached level 44 341978 4850' 45 Reached level 45 345064 4900' 45 Found The Cloak of Thorongil 345359 4900' 45 Found The Necklace of the Dwarves 346181 4900' 45 Found The Metal Cap of Thengel [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 : 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)
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not got WoG yet mind.
daveComment
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Well good luck! How did you get down to 50 hp! were you already in the red? See once I get down to 500 or less hit points I tend to use a healing potion or device.
With the dragon pits i would just kill the great wyrms and as many of the other dragons that I needed to get to the Wyrms.
Your advice seems pretty solid though. But I'd add that the higher end hounds are to be avoided at all cost! Especially the time hounds. They can reduce your stats no matter what.Comment
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