MCP
September 17, 2007, 07:22
3.08 final.
First off if there are guides someone's written for this far into the game I didn't find them, so links please.
For dungeon levels above 60, pretty easy to kill.
For dungeon levels below 60, pretty fin hard to kill any unique.
This is my first time playing angband. I need lower level strategies.
Human mage, lvl 43. Couldn't kill saruman, azriel angel of death, and uriel angel of fire.
I don't mind spoilers. I've been reading the monster spoiler for hints in strategy, but setting up a hallway(s) of protection glyphs to melee and mfg(rift) or mff(meteor swarm) no good.
I have been prebuffed with med(resistances) and mdc(speed) of course. I am missing shard, disenchantment, chaos, and nether resistances.
Don't have Kelek's book. Hopefully saruman will be able to drop it around dungeon lvl 62.
Now obviously this can be done, but I need help with strategy on taking down monsters on the lower levels.
Thanks.
Djabanete
September 18, 2007, 00:28
I have never gotten a mage down to that depth before, so I can't give you any specific advice, but I can give what I hope is good general advice.
If you can't deal with the uniques at the depth where you're at, then don't. You really don't have to. I recommend that you figure out what detection magic you use most frequently. This includes activations, rods, and spells. Any repeatable, non-redundant detecting that you can do, figure out what it is and hotkey it. (Off the top of my head, Rods of Detection, Detect Monsters, Detect Invisible, and Detect Magic seem like good candidates.) Ideally, you want to know all your surroundings just by pressing 12345. This will help you stay out of harm's way.
Sometimes though, you'll need to go *into* harm's way. For these situations, you should also hotkey Haste Self and Resistance (I assume you have the Resistances book - if not, it should come up soon at that depth). Also, have the Teleport Away spell at the ready (again, I assume you have Mordenkainen). Armed with these three spells, you should be able to deal with uniques safely and efficiently.
See, if you can't fight stuff at this depth, you're obviously lacking in spellbooks or artifacts. So the trick is to find that stuff. By using constant detection, and by teleporting away the things you don't want to fight, you improve your chances of finding said stuff before you die. Eventually you'll accumulate enough artifacts and useful things that those uniques that used to give you trouble, will suddenly become very easy. And then you kill them. Simple as that.
Djabanete
September 19, 2007, 20:04
First off, getting as much speed as you possibly can is not a bad rule of thumb ;)
Morgoth, the most dangerous monster, moves at +30. You don't want to be any slower than that for the final battle, or else he might double-move you: and if both moves were mana storms, that would be curtains for just about any character (certainly for a mage). So, you want to make sure your hasted speed as at LEAST +30.
My only winner had a final unhasted speed of +37, without ever finding Feanor. I played kind of munchkinishly and Morgoth was ridiculously easy. You don't need to be *that* fast to win the final fight, but it won't hurt. Also, as I understand it, every point of speed beyond +35 matters less and less.
So I guess the moral is, don't fight Morgoth at less than +30 hasted speed, and although more is better, there's no need to go overboard.
Bandobras
September 19, 2007, 21:16
In O it's here. Dunno if it's the same in V.
byte extract_energy[200] =
{
/* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
/* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
/* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
/* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
/* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
/* Slow */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
/* S-50 */ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
/* S-40 */ 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
/* S-30 */ 2, 2, 2, 2, 2, 2, 2, 3, 3, 3,
/* S-20 */ 3, 3, 3, 3, 3, 4, 4, 4, 4, 4,
/* S-10 */ 5, 5, 5, 5, 6, 6, 7, 7, 8, 9,
/* Norm */ 10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
/* F+10 */ 20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
/* F+20 */ 30, 31, 32, 33, 34, 35, 36, 36, 37, 37,
/* F+30 */ 38, 38, 39, 39, 40, 40, 40, 41, 41, 41,
/* F+40 */ 42, 42, 42, 43, 43, 43, 44, 44, 44, 44,
/* F+50 */ 45, 45, 45, 45, 45, 46, 46, 46, 46, 46,
/* F+60 */ 47, 47, 47, 47, 47, 48, 48, 48, 48, 48,
/* F+70 */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
/* Fast */ 49, 49, 49, 49, 49, 49, 49, 49, 49, 49,
};
BTW, I think the penalties for speed -1 and -2 are too harsh (over 1/10 of the whole speed!). It's especially nasty for encumbered hobbit mages and the like. I guess I'll try to change it in Un, maintainer permitting :).
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