Having fought Morgie many, many times now, in every class and race, I never found any consistent rule as to how much the Big P will summon. Sometimes it seemed like nearly every other move was a summons, sometimes he summoned only a couple times. When going to face him, it's best to be prepared to deal with summons, whether that be with banishment/mass banishment, TO and destruct, phase or teleport self, etc. To borrow from the Boy Scouts, "Be Prepared".
Morgoth Eats Banishment Like Happy Meals
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“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are Dead -
Staves of banishment are useless for a priest because a) the recharging spell sucks (it's worse than scroll -- only Mages get the Greater version) and b) you have Banish evil in Wrath of God and it's a mass TO spell vs evil (which is 99% of what Morgoth summons).PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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My go-to strategy is to fight in an area that has had Word of Destruction used in it. When Morgoth summons, instead of immediately banishing, you can use Phase Door and be almost guaranteed to not be in line-of-sight of anything. And since Morgoth moves faster than everything he summons, you can just move away from both him and his summons and he'll catch up first. You should only need to use banishment when you can't be confident that Phase Door is a safe move.PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!Comment
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I've actually found the Priest recharging spell to be quite reliable (and, as I recall, it is "greater"), and it's SP cost is less than that of the Mage's greater recharging. However, I do not go into combat with the Big Bosses with anything they can drain so as not to give them healing from it (the exception being a Mage if that @ has decided to go the wand of draining/annihilation route, in which case those wands will be carried).“We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
― Tom Stoppard, Rosencrantz and Guildenstern are DeadComment
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I took notes with my last priest winner. It took 138 Orbs to kill Morgoth. He used summoning spells 32 times. I used 4 scrolls of Mass Banishment when things got crowded, 6 charges from my 3 staffs of Banishment, and 1 Banishment scroll when thought i couldn't risk the staff to fail. Casted Banish Evil 9 times to teleport both Morgoth and the summons away.Comment
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Is it true, or it's only confirmation bias? I thought that monsters had a fixed chance of casting as spell (as opposed to of moving/meleeing), and a fixed chance to choose each spell from the list. So this should imply that the probability of breathing and summoning is the same, whether a monster is within melee distance or not, and whether there is a clear path to the player or not. If any, there should be a lower probability of casting when fighting in a destructed area, since the player may not always be within LOS of the monster.--
Dive fast, die young, leave a high-CHA corpse.Comment
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Is it true, or it's only confirmation bias? I thought that monsters had a fixed chance of casting as spell (as opposed to of moving/meleeing), and a fixed chance to choose each spell from the list. So this should imply that the probability of breathing and summoning is the same, whether a monster is within melee distance or not, and whether there is a clear path to the player or not. If any, there should be a lower probability of casting when fighting in a destructed area, since the player may not always be within LOS of the monster.Comment
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Is it true, or it's only confirmation bias? I thought that monsters had a fixed chance of casting as spell (as opposed to of moving/meleeing), and a fixed chance to choose each spell from the list. So this should imply that the probability of breathing and summoning is the same, whether a monster is within melee distance or not, and whether there is a clear path to the player or not. If any, there should be a lower probability of casting when fighting in a destructed area, since the player may not always be within LOS of the monster.Comment
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Not if you have WoG. Banish evil gets rid of all evil monsters in LoS and you get 0% failure for that. Then you only need to carry lots of restore mana potions and hit M in the head until it is dead.
Glyph of Warding was also very good for me, holding up for 5 Morgoth turns on average.
On open space strategy: so, you have twice more chances that Morgoth will come closer, rather than do something nasty. That is very good chance if you want to kill him from distance. Compare it to melee, where Morgoth will do something nasty in every turn - in exchange of safety of Phase Door out of LoSComment
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+1 on that.
On open space strategy: so, you have twice more chances that Morgoth will come closer, rather than do something nasty. That is very good chance if you want to kill him from distance. Compare it to melee, where Morgoth will do something nasty in every turn - in exchange of safety of Phase Door out of LoSLast edited by krazyhades; December 2, 2015, 13:54.Comment
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I still think it's preferable to mix up the terrain with Staff of Destruction and then, if you plan to use ranged abilities, clear some of a path with Stone to Mud, while letting him walk into the pathway instead of completing it on your turn (so that you get first move). This lets you minimize the open space for him to summon into while still allowing a corridor. Really I don't even bother with the Stone to Mud though. In practice even with shooting/casting I'd rather take a turn of melee from morgoth than a manastorm, so I don't mind shooting arrows at him point-blank.Comment
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Let's spell it out clearly: the AI algorithm, currently, is the following (assuming that the player is in LOS and simplifying a bit)
Let N the number appearing in "1 time in N" in the monster recall.
Code:roll a N-sided dice; if (the result of this roll is 1) choose a random spell from the monster list and cast it; else if (in melee range) hit player with a melee attack; else move towards the player; end
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Dive fast, die young, leave a high-CHA corpse.Comment
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Reading the forums, I definitely got the feeling people believe using OoD for any unique is "doing it wrong." I'm more inclined to agree with you, though. I destroyed every known unique with it, except Maeglin, for whom it was just plain easier to stand on a rune and swat him.
Maeglin and Morgoth make OoD so extremely difficult to use, since they like to destroy my carefully-planned corridors and approach through walls avoiding line of sight. How do you do it?Comment
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