The Angband Ladder: Mergor, Edain Haleth no-class by ewan

  [Sil 1.0.1 Character Dump]

 Name   Mergor        Age       21       Str   5 =  1  +1      +3
 Sex    Female        Height  5'10       Dex  10 =  4  +1      +5
 Race   Edain         Weight   169       Con   7 =  3  +1      +3
 House  Haleth                           Gra   3 =  0          +3

 Game Turn   40,377   Melee (+36,1d12)   Melee       36 = 26 +10  +3  -3
 Exp Pool     1,313         (+36,1d12)   Archery     10 =  0 +10
 Total Exp  104,213          (+34,2d9)   Evasion     38 = 20 +10  +8
 Burden       209.6   Bows   (+10,0d0)   Stealth     18 = 14 +10  +1  -7
 Max Burden   248.7   Armor [+38,5-12]   Perception  12 =  9  +3
 Depth           0'                      Will        12 =  7  +3  +2
 Min Depth       0'   Health     71:71   Smithing     3 =  0  +3
 Light Radius     8   Voice      43:69   Song        15 = 10  +3  +2
                      Song   Sharpness
 Mergor, daughter of Margor, has spent many an evening listening to
 tales of glory.  Now she enters to out-do her mother or die trying.






  [Last Messages]

> You are wearing The Cloak of Maglor [+1] <+2> (h).
> You begin a whetting song about things that cut deep and true.
> You see 59 Arrows.
> You burst into a furious rage!
> You have gorged yourself!
> You have 19 Pale Herbs of Rage (a).
> You see 59 Arrows.
> You hit Carcharoth, the Jaws of Thirst!!!!!
> Carcharoth, the Jaws of Thirst reels in pain!
> You hit Carcharoth, the Jaws of Thirst!!!!!
> Carcharoth, the Jaws of Thirst reels in pain!
> You hit Carcharoth, the Jaws of Thirst!!!!
> You have slain Carcharoth, the Jaws of Thirst.
> You are no longer gorged.
> Your rage subsides.


  [Screenshot]

  .......
  ~...#..
  ~~.....
  .~.@...
  .~~...#
  ..~~...
  ...~...


  [Equipment]

a) The Deathblade 'Delmereth' (+3,1d9) [+1] <+2> 2.0 lb
   It improves your stealth by 2.  It drains life from your
   enemies.  It increases your hunger.  It cannot be harmed by
   the elements.  
b) (nothing)
c) a Chalcedony Ring of Damage <+1>
   It improves your damage sides by 1.  
d) a Garnet Ring of Dexterity <+1>
   It increases your dexterity by 1.  It sustains your dexterity.
   
e) a Crystal Amulet of Constitution <+1>
   It increases your constitution by 1.  It sustains your 
   constitution.  
f) a Silmaril
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
g) Galvorn Armour of Venom's End [+0,2d4]
   It provides resistance to poison.  It cannot be harmed by the
   elements.  
h) The Cloak of Maglor [+1] <+2>
   It improves your song by 2.  It cannot be harmed by the
   elements.  It grants you the ability: Unwavering Voice.  
i) The Longsword 'Narsil' (+0,2d6) [+2] 2.5 lb
   It provides resistance to cold and fire.  It lights the
   dungeon around you.  It cannot be harmed by the elements.  
j) a Jewelled Crown of Defiance [+0,1d1] <+2>
   It improves your will by 2.  It provides resistance to fear.  
   It cannot be harmed by the elements.  
k) a Set of Mithril Gauntlets of Power [+0,1d2] <+1>
   It increases your strength by 1.  It cannot be harmed by the
   elements.  
l) The Pair of Leather Boots of Finrod [+3,1d1]
   It grants you freedom of movement.  It cannot be harmed by
   the elements.  
m) 40 Arrows (+3)
   They can be shot by a bow.
n) The Arrow 'Dailir' (+11)
   It cannot be harmed by the elements.  It can be shot by a bow.
   


  [Inventory]

a) 19 Pale Herbs of Rage
b) 2 Yellow Herbs of Sustenance
c) 11 Wrinkled Herbs of Healing
d) 3 Grey Herbs of Restoration
e) 14 Clear Potions of Miruvor
f) 17 Murky Brown Potions of Orcish Liquor
g) 21 Brown Potions of Healing
h) 7 Grey Potions of Slow Poison
i) 2 Black Potions of Quickness
j) 5 Milky White Potions of Elemental Resistance
k) an Azure Potion of Strength
l) 2 Green Potions of Dexterity
m) 5 Smoky Potions of Constitution
n) 10 Cloudy Potions of Grace
o) a Golden Trumpet of Blasting
p) a Gnarled Staff of Revelations (0 charges)
q) 2 Silmarils
   It sustains your grace.  It grants you the ability to see
   invisible creatures.  It cannot be harmed by the elements.  
r) The Mail Corslet of Durin (-1) [-3,3d3]
   It provides resistance to cold and fire.  It speeds your
   regeneration (which also increases your hunger).  It cannot
   be harmed by the elements.  
s) The Shadow Cloak of Luthien [+4] <+4>
   It improves your stealth by 4.  It sustains your grace.  It 
   creates an unnatural darkness.  It cannot be harmed by the
   elements.  It grants you the ability: Song of Lorien.  
t) The Mighty Hammer 'Grond' (-7,6d5) <+3> 100.0 lb
   It improves your tunneling by 3.  It enrages nearby creatures.
   It cannot be harmed by the elements.  It requires both hands
   to wield it properly.  
u) a Shovel (-3,3d1) <+1> 5.1 lb
   It improves your tunneling by 1.  It requires both hands to
   wield it properly.  


  [Notes]

Mergor of the Edain
Entered Angband on 7 Feb 2012

    Turn     Depth    Note

       0     50 ft    (Finesse)
       0     50 ft    (Parry)
       0     50 ft    (Assassination)
   1,820    200 ft    Slew Gorgol, the Butcher
   2,461    300 ft    (Subtlety)
   2,875    350 ft    (Cruel Blow)
   5,037    450 ft    Slew Boldog, the Merciless
   5,530    500 ft    (Opportunist)
   5,530    500 ft    (Riposte)
   5,798    500 ft    (Disguise)
   5,835    500 ft    Slew Gilim, the Giant of Eruman
   6,588    550 ft    (Lore-Keeper)
   6,973    550 ft    (Lore-Master)
   6,973    550 ft    Found The Spear of Boldog (from 450 ft)
   7,087    550 ft    (Focused attack)
   7,990    500 ft    Slew Othrond, the Orc Lord
   8,617    500 ft    (Vanish)
  12,628    700 ft    (Dexterity)
  15,751    750 ft    Found The Longsword 'Narsil'
  16,206    750 ft    Found The Battle Axe of Hurin
  17,024    800 ft    Slew Oikeroi, Guard of Tevildo
  17,025    800 ft    Slew Tevildo, Prince of Cats
  18,387    900 ft    3 false floors
  18,387    900 ft    Wasn't planning on being this deep..
  18,679    900 ft    Destroyed The Deathblade 'Delmereth'
  18,679    900 ft    Found The Deathblade 'Delmereth'
  18,683    900 ft    Neat!  Unique deathblade!
  19,189    900 ft    Slew Draugluin, Sire of Werewolves
  19,189    900 ft    Found The Wolf-Hame of Draugluin
  19,243    900 ft    Slew Scatha the Worm
  19,409    900 ft    Found The Cloak of Maglor
  19,504    900 ft    Found The Shadow Cloak of Luthien
  19,847    950 ft    (Inner Light)
  19,847    950 ft    (Two Weapon Fighting)
  20,572    950 ft    Destroyed Lungorthin, the Balrog of White Fire
  20,585    950 ft    Found The Mail Corslet of Durin
  22,482    900 ft    Entered Hoard of the Worm of Greed
  22,627    900 ft    Found The Arrow 'Dailir'
  22,643    900 ft    Slew Glaurung, the Deceiver
  22,674    900 ft    Found The Greatsword 'Calris'
  23,067    900 ft    (Dexterity)
  23,067    900 ft    (Clarity)
  23,540    950 ft    Slew Dagorhir, the Elfbane
  23,924    950 ft    Entered Chambers of Thu
  24,177    950 ft    (Eye for Detail)
  24,312    950 ft    Slew Gorthaur, Servant of Morgoth
  27,338    950 ft    Slew Shelob, Spider of Darkness
  29,376    950 ft    Slew Ancalagon the Black
  29,705  1,000 ft    Entered Morgoth's throne room
  29,706  1,000 ft    No armour-cutting yet..
  29,710  1,000 ft    Only 1 damage ring so far :(
  29,710  1,000 ft    Should I have crafted?? :)
  29,728  1,000 ft    And no other deathblades, either, thinking about it.
  29,863  1,000 ft    May need more perception to find secret doors?
  31,388  1,000 ft    Destroyed Gothmog, High Captain of Balrogs
  31,861  1,000 ft    Slew Maeglin, Betrayer of Gondolin
  31,861  1,000 ft    Found The Galvorn Armour of Maeglin
  32,721  1,000 ft    Found The Set of Gauntlets of Gamil Zirak
  32,827  1,000 ft    (Song of Slaying)
  32,827  1,000 ft    (Song of Sharpness)
  32,834  1,000 ft    Found The Massive Iron Crown of Morgoth
  32,905  1,000 ft    Cut a Silmaril from Morgoth's crown
  32,906  1,000 ft    Found The Massive Iron Crown of Morgoth
  32,915  1,000 ft    Cut a Silmaril from Morgoth's crown
  32,916  1,000 ft    Found The Massive Iron Crown of Morgoth
  32,956  1,000 ft    Cut a Silmaril from Morgoth's crown
  32,957  1,000 ft    Found The Massive Iron Crown of Morgoth
  33,056  1,000 ft    Slew Ungoliant, the Gloomweaver
  33,369    950 ft    Found The Pair of Leather Boots of Finrod
  35,188    950 ft    And now a d3 protection ring..
  37,054    950 ft    Entered Cat Fortress
  37,498    950 ft    Forgot about the curse; no chance against V.  
  37,498    950 ft    Leaving now :(
  37,827    800 ft    Ok, rapid attack for fun
  37,827    800 ft    (Rapid Attack)
  38,884    600 ft    Slew Ulfang the Black
  40,133    100 ft    Slew Morgoth, Lord of Darkness
  40,133    100 ft    Found The Mighty Hammer 'Grond'
  40,266     Gates    Entered The Gates of Angband
  40,359     Gates    Slew Carcharoth, the Jaws of Thirst

  40,376     Gates    You escaped the Iron Hells on 08 February 2012.
  40,376     Gates    You brought back all three Silmarils from Morgoth's 
                      crown! 




  ['Score' 141359623]


Posted on 7.2.2012 16:35
Last updated on 8.2.2012 23:08

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246. on the Sil Ladder (of 2253)

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On 7.2.2012 16:35 ewan wrote:
Here goes the second generation of my Haleth assassin clan :).

In addition to the plans noted on her mother's dump, I'm going to have to try to find a couple of +2 damage rings (I found one last time, so I know that they exist) and maybe even some +2 power gloves??

She's off to a good start, with a nice light longsword.

On 8.2.2012 00:40 Scatha wrote:
I see you've managed to acquire a deathblade again (is this by stealth overcoming the critical resistance, or with a big weapon?), and Narsil looks like it will make a lovely switch in some circumstances.

I must say I'm impressed as much as anything else by your reliability! I lose half my Edain before 400 feet, but this is clearly a sign that I'm being careless and could do better.

Items granting Dex are great for this build, because you really care about three of the skills it boosts. I think a ring of Dex may well be better for you than a ring of Damage (but maybe you want the latter for combat with V). Jewellery with a +2 bonus is very rare, so I don't think you should be able to count on finding any.

On 8.2.2012 02:50 ewan wrote:
I have not had any issues with any deathblades - even the unique one I just encountered for the first time was in pain from the first hit and never got to hit me. I know that you mentioned that they have a hard-hitting attack, so this is probably just as well!

I am not yet convinced on the two-weapon style; it doesn't *look* from the math as though it should impair the primary weapon crits other than removing subtlety, but that seems to me to be having a big effect and I'm not sure that the second blow is worth it. For V I will definitely need damage rings to overcome armour; I will have to do some math if I get that far on one- versus two-weapons, maybe.

Living dangerously; I did give in and take a little Will for Inner Light but really want to focus on hitting and dodging..

On 8.2.2012 02:55 ewan wrote:
The Shadow Cloaks are great for stealth *but* I hate their darkness effect, and I assume/hope that Inner Light will counter that, right?

On 8.2.2012 02:57 ewan wrote:
Heck, I even wore Durin's mail so that I resist elements. Must be getting paranoid here :). That will come off for V if I get there.

Would be nice to be able to wear Maglor's cloak *over* Luthien's...

On 8.2.2012 02:58 ewan wrote:
Thinking about it, I should be donning and removing the two hunger items. Annoying, but it'll avoid silly starvation issues, perhaps.

On 8.2.2012 03:21 ewan wrote:
Not sure that inner light is doing what I want it to :-(.

On 8.2.2012 03:29 ewan wrote:
I've seen a couple of +3 Perception rings. Is one +3 damage ring too much to ask for? :-)

On 8.2.2012 07:09 ewan wrote:
In the throne room; an unlucky miss 'relieved the tension' pretty early, but I vanished OK.

On 8.2.2012 09:05 decoy wrote:
Wow, you already smoked Lungorthin *and* Draugluin.

Scatha, re: Edain dying quickly, in my limited experience I find that if you care about Stealth a Haladin is actually quite a nice thing to have due to Stealth affinity. I've been finding my Sindar sneaker actually more difficult to start than the Haladin despite having several points better stats, but I see that ewan didn't even get Disguise or Vanish until 500 feet so, so I guess that doesn't come into play here.

On 8.2.2012 10:38 half wrote:
Inner light will roughly counter the effect. Shadow cloaks reduce your light radius by one. Inner Light doesn't increase it by one, it does something a bit weaker (as does Keen Senses). It increases the amount of light on each square in your radius by one. It is thus like having an extra square of light radius without the outermost circle. It is not useful unless you are facing monsters with darkness surrounding them or monsters with darkness attacks, or orcs and things that get penalties when you are brightly lit, when it is almost as useful as a point of light radius.

e.g. light radius 3 in a corridor:

0001234321000

LR 3 with inner light:

0002345432000

LR 4:

0012345432100

On 8.2.2012 16:41 ewan wrote:
decoy - true on depth *but* that was fast diving and very, very limited engagement. Basically tried to dive and grab early xp to be able to afford Vanish asap, then dived again to try to maximise deep time and hope for uniques (which this build finds a great source of xp) and good kit.

half - thanks. I never gathered enough light to overcome big Dark monsters, especially in tandem, until I was wielding a Sil.

On 8.2.2012 19:48 ewan wrote:
This is me loitering around 950'. Feeling invulnerable but the (again, excellent) xp system means that I will run out of enemies of value soonish, although i suppose that there will still be loot to find. I'm tempted to make a save file for the purpose of determining what effect rapid attack would have - do I get 3 attacks? 4? How good are they? - but haven't yet succumbed. Otherwise all xp are going into melee, I think, trying to hit as hard as possible. Considering whether Power is worth it but probably not; if knock-back were based on *total* damage then it might be worthwhile, but I bet that it is not. Curious about taking Bane and selecting V; obviously I will never kill more than one, but what's the bonus? Aha - RTFM; all described there, and doesn't apply. Looks as though rapid attacking would give a second attack to the primary weapon at a -3 STR/DEX penalty to both which I think is likely worthwhile..

On 8.2.2012 20:04 ewan wrote:
I should be able to do math here. Ignoring the initial round where a further decent crit has to be a good start, we have four possibilities: yes/no on two-weapon fighting and yes/no on rapid attacks. (Yes, there are a ton of other variables - focussed attacks? Concentration? Str and Dex potions? But let's start 'simple.')

1. Single deathblade blow. Roughly +34 in melee right now, let's assume I get to say +36. So average to-hit roll of 46 against V's average defense of 30 is a gap of 16, or a double-crit so 3d12 = 13.5, barely above V's armour of 12.5. Factor in maybe sharpness and such to do a little more but it's not going to keep him down.

2. Rapid attack, single deathblade. More chances for bigger crits *but* starting off with (I think?) -4 to-hit penalty on each, so base of single crit each neither of which will actually contact. Will be halped more by sharpness.

3 and 4. Only help at all if off-hand weapon does damage, and that seems unlikely; otherwise they're just detracting from the primary weapon's criticals.

Hmm. The big problem is V's armour. Looking at spoilers, Gothmog's is even better* *but* he had few enough hp that he went down in the first two rounds of combat before he could regenerate (phew!) and actually this explains why I had such a hard time with the dark-clouded ancient amethyst/adamant serpents before I got a Sil: they're ludicrously tough when I can't see them!

*So is Maeglin's :) - I like that!.

So I continue to suspect that this is futile; not going to stop me trying..





On 8.2.2012 20:17 Scatha wrote:
The variance in attack/evasion and damage/protection rolls mean that the situation is a bit better than your first approximations would make it.

You have just made life harder for yourself by cutting out the the third gem and cursing yourself in the process. But at least that will mean she'll have a better score than her mother even if she doesn't manage to topple the Black Enemy.

I assume you're planning to use potions of quickness for the big fight?

On 8.2.2012 20:20 ewan wrote:
Doh. I didn't think about the implications of the curse for fighting V! Maybe he'll have to be the grand-daughter's nemesis???

And yeah, potions of all kinds stockpiled. But taking turns off to quaff is a real problem.

On 8.2.2012 21:08 ewan wrote:
More math: the curse makes this a total non-starter. Huge effect; crud.

OK, fine, may as well leave.. .on my way up with the treasure.

On 8.2.2012 22:31 ewan wrote:
Up at 100' and ran across V. 119 damage with the first attack (that's 'worse rolls' of 8, 6 and 6 on the three strikes, fwiw). Too bad it'll not continue!

As we dance.. best hit is for 38, but single digits more common.

Huh. He's down by 3 'c' again... I know, just taunting me.

Hey! He's down to only 4 cs remaining..

Down to 3 cs. Is this possible? And in fact it's sometimes Narsil that is now hitting hardest!

On 8.2.2012 22:32 ewan wrote:
Foo. Forgot to don Maglor and quaff Grace beforehand so Song ran out and with it my impact.

But this.just.might.work!

On 8.2.2012 22:34 ewan wrote:
OK, withdrawing, vanishing, and prepping for Round 2: this time with Maglor in play and Grace potion quaffed.

On 8.2.2012 22:52 ewan wrote:
OK, here goes for round 2. All potions quaffed, Sharpness singing, Maglor on, all systems go.

Initial hit only 107 this time but still not bad.

Scatha's right that variance works in my favour: bad rounds go V's way but good rounds go my way *more*

Down to 4 'c's, red, and Song is only down to 53/69...

2 'c's!! I have not been this excited in a roguelike for a long time :-). Song at 48.

Grace back to normal, 27 remaining..

Requaffed quickness, grace, dex - no longer confused but still at 2 red stars

Down to one star! After a round where I hit for 42, with 'worse rolls' of 7, 1 and 4 but V rolled 3, 9 and 6; and then 2 of the three hits were *max* damage dice!

Hahahaha! OK, the 'BUG' message entertained me - and yes, he is DOWN! Woowoowoohoo!



On 8.2.2012 23:09 ewan wrote:
After all, once you've taken down Ulfang, Morgoth should be easy...

:-)

OK, that was awesome fun. No idea what Mergor's daughter will get up to; probably become a preppie and vote Republican..

On 8.2.2012 23:12 ewan wrote:
That final stealth is the result of Grond's burden and not currently Strength-buffed. Much higher normally.

On 8.2.2012 23:13 ewan wrote:
Hmm. No it isn't. Must just be some absolute weight number?

On 8.2.2012 23:14 ewan wrote:
GO TEAM HALETH! Who needs the elder races anyway?

On 8.2.2012 23:45 HallucinationMushroom wrote:
Rock on!

On 8.2.2012 23:49 Scatha wrote:
Well I think that congratulations are appropriate here. When you stated this as your original goal I really didn't think you were going to have much of a chance! I did manage to kill Morgoth with a stealthy Feanorian a while back in development, but since then Vanish has weakened and his hitpoints (and hence regeneration) have at least doubled.

The curse doesn't affect damage or protection rolls, only skill rolls.

Your stealth is low because you're singing, by the way.

On 9.2.2012 02:57 ewan wrote:
Oh, right. Singing would do that :).

On 9.2.2012 09:17 Psi wrote:
Wow - well done! That is quite awesome!

On 9.2.2012 09:21 Psi wrote:
So is two weapon fighting the ultimate stealth strategy, rather than subtlety and rapid attack? I haven't done the maths but I was expecting the latter.

On 9.2.2012 12:07 Scatha wrote:
Psi: note that this wasn't really a stealth engagement at the end. I actually just put the numbers from this character into the combat simulation spreadsheet I have, and it seems that with the Song of Sharpness she'd have been getting about the same amount of damage with an empty second hand as with Narsil (but Narsil gives other helpful things like evasion); and if the melee was a little lower when fighting V that would have favoured the second weapon.

(Incidentally, I'm confused as to why Narsil is at (+34) rather than (+33) in the above dump. Can anyone see why this should be so?)

Without Song of Sharpness, a single weapon would have worked quite a bit better for the open combat here (the spreadsheet suggests that it might just have been enough to combat the regeneration, whereas 2-weapon fighting would have been hopeless; but this assumes you're attacking every round and also neglects the effects of the curse). I think this would also be true in general for stealthy attacks.

On 9.2.2012 12:19 Psi wrote:
Thanks for the details Scatha!

On 9.2.2012 12:19 Psi wrote:
Thanks for the details Scatha!

On 9.2.2012 13:05 LostTemplar wrote:
Nice hack and slash character.

On 9.2.2012 14:25 ewan wrote:
Psi/Scatha: I never got to the stage of removing Narsil and trying to get max subtlety benefits; I agree that I would have *liked* that to work better in my sense of what *should* be true, but was going on my vague sense that reducing V's armour w/ Sharpness would make the extra attack a slight favourite - sounds as thought hat's actually in line w/ Scatha's sheet. With low STR and CON it's imperative to kill most enemies while they sleep, I think.

The final battle is pretty much the only one that was *not* a stealth engagement, and even then it relied quite heavily on criticals to keep V confused and hence not actually attacking me. Because all he does is hit - no breathing, no aura, no dark - the risk of death to V for a high evasion character is much much lower, in my experience, than to many of his more powerful servants, even though his hp are so high. The other guy who might have been a real handful was Gothmog, and there I just got lucky - all 3 attacks got rolls over 15 on my first strike.

On 9.2.2012 15:08 Psi wrote:
I'm trying to play a one-hit wonder now. Most enemies are reeling with the first hit, but I'm having trouble with those invisible Rs that begin with S. Ended up fleeing the level each time so far. They resist criticals so I haven't even been scratching them. From what is written above they don't *always* resist them, so what determines if they manage to resist a critical or not?

On 9.2.2012 15:27 ewan wrote:
Psi - yep, things made of stone or undead are problematic.*
Fortunately they tend to occur after the point where stealth is high enough that they don't see you unless you want them to.

Scatha noted that deathblades also fall into the resist-criticals category, but that never happened for me; maybe it doesn't work (or at least as well) when things are sleeping?

* Bigger problem is things w/ dark, I found. I spent the early game shining as brightly as I could despite being stealthy, a combination which I found odd!

On 9.2.2012 15:34 Psi wrote:
Do you ever use stealth mode to walk around? I'm reluctant as I hate to waste turns (I'll only rest if it is absolutely critical etc).

Agree regarding illumination. I'm wandering about with my brass lantern and helm of brightness wondering how things can fail to spot me...

On 9.2.2012 15:46 ewan wrote:
No, never used stealth mode; on the way down I would have found it too time-consuming and too likely to force descent before I had kit I was happy with.

I probably *should* have used it a couple of times - e.g. creeping into the cat fortress - but never remembered.

On 9.2.2012 16:26 Scatha wrote:
Critical resistance means that you get half the number of extra critical dice as normal (round down). Equivalently, double the extra amount you need to hit by for each critical. If you're hitting by a massive amount anyway (perhaps from an assassination attack) you may still be able to take them out in one go. I also often like switching to something like a glaive or halberd against such foes for a bit more base damage while still having some possibility of criticals.

It's perhaps a little bit of an anomaly, but the turn count for forced descent is based on player turns, so you don't get to go further if you're fast or less far if in stealth mode -- the only thing affected here is the relative speed of the monsters.

Light levels are not factored into the stealth equation. We thought it would be a bit too irritating otherwise, but if people think it would be more fun and more immersive to introduce more of a sub-game of switching around your light sources, perhaps we called that one wrong.

On 9.2.2012 16:38 Psi wrote:
Well that makes a difference then! May as well play in stealth mode when everything is asleep!

I agree that unless it was done well, the "light mini-game" would be very irritating.

On 9.2.2012 16:39 ewan wrote:
I think that there is a possibility of tying stealth to lighting at some stage *but* you would then need to have a skill around seeing in the dark. Not a big deal.

The mechanics of critical resistance mean that - again as Scatha noted - my experience with hitting sleeping or at least unwary monsters general still got at least a triple-crit (and hence confusion if not outright death) even though normally it would have been a 6- or 7-crit; functionally not a big difference if you hit hard enough.

On 10.2.2012 11:22 half wrote:
Great work ewan! I especially liked the blow by blow description of your duel with Morgoth.

Nice analysis of the virtues of different combat styles. I'm slightly surprised though that you didn't get Zone of Control -- it is very nice with Cruel Blow (as is Opportunist which you did get).

One thing for the future is to tone down Cruel Blow a bit. For example, it shouldn't work on Deathblades, and shouldn't be able to affect Morgoth permanently like that (or at least it should be more difficult). Scatha had suggested a Will saving throw when it was introduced and I might reconsider that. Morgoth will also be getting some more powerful effects at some stage (songs).


On 10.2.2012 16:22 ewan wrote:
Half - you're right on ZoC *but* it only matters if the enemy is alive for several rounds. So would have been an occasional benefit for V but not otherwise. [You can see in the final messages above that even strong uniques went down in one attack >90% of the time, and were fleeing otherwise so opportunist was more handy.]

I actually had to remember to turn *off* Opportunist a few times when approaching unwary groups, because otherwise I might accidentally hit one as they moved around me and not kill them, so waking the group.

Please don't make deathblades too hard to get for assassin types, which are the ones that need them!

On 11.2.2012 11:35 half wrote:
Ah, making them hard to get for those who need them is part of the fun: how to get one of the damn things? Bring along a heavy weapon and a potion of strength? Try to leave an escape route to the stairs in case you can't actually subdue it? Give up on them and use something else? Sounds like interesting choices.

Good point about ZoC. You would also have had to turn it off occasionally. This is particularly true in the Throne Room!

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