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Morgoth goes down in the very first round!
Galadriel, the High-Elven Priestess vs. Morgoth, Lord of Darkness
http://angband.oook.cz/ladder-show.php?id=17682 Galadriel struggled to improve her hit point position, but never found the big contributors of Elros or Thorin. She defeated Sauron at Cl46 with just 776 hp. Soon thereafter, she killed the Mouth of Sauron and Feagwath, the Undead Sorcerer, whereupon Feagwath dropped Deathwreaker! Armed with this fabulous weapon, Galadriel began hunting down uniques. Gorbag, Maeglin, Hoarmurath of Dir, Vecna, the Emperor Lich, Qlzqqlzuup, the Emperor Quylthulg, Arien, Maia of the Sun, Radagast the Brown, Mim, Betrayer of Turin, Cantoras the Skeletal Lord, and Osse, Herald of Ulmo all fell to Deathwreaker. Despite sweeping so many uniques after her battle with Sauron, Galadriel was only up to Cl48 with only 789 hp. High-Elves gain experience so slowly (and her hit point rolls must have been pathetic). Nonetheless, she decided to attack Morgoth out of sheer boredom! Wielding Sting when she arrived at Dl100, Galadriel cast Clairvoyance and saw a skull room.“What are the chances Morgoth is stuck in that skull vault,” she thought. Sure enough, after stealthily and swiftly working her way across the dungeon to the skull room, Galadriel spied Morgoth. She never found her own Ring of Power, but Gandalf kindly loaned her his Ring of Power. So with Narya, Power Dragon Scale Mail, Deathwreaker, Belthronding and Holy Might Arrows, Galadriel worked her way into the nose of the skull. Perfect position to take on the Big Boss! He had to stand right in front of her and go toe to toe. Standing on a Glyph of Warding, Galadriel donned Deathwreaker and buffed up just in time to take on Morgoth in the title bout. Round 1 Compubox Numbers Morgoth: Summon servants 3; Summon ringwraiths 1; Summon ancient dragons 1; Summon fiends of darkness 1;Psionic Blast 3; Ball of nether 1; Bolt of raw magic 2; Storm of raw magic 3; Blows-- 13 hits, 16 misses; 6 touches; earthquakes 3; break RoP 7; Galadriel: Seeker Arrows of Holy Might (4d4) (+23,+24) 19 hits, 8 misses; Mithril Arrows of Holy Might (3d4) (+23,+26) 17 hits, 8 misses; Blows-- 53 hits, 14 critical hits, 30 misses; ?Rune of Protection 1, ?Banishment 1; ?Mass Banishment 1; !Healing 3; !*Healing* 6; !Restore Mana 2 TO Huan, Wolf Hound of the Valar; earthquake crushes Lagduf |
congratz!
So you beat him to death! No orbs? What's the damage of an orb at lvl 48? |
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The Holy Might Arrows fired from Belthronding were 587 and 583 versus evil, if I remember correctly. (If only Galadriel had been a ranger the damage would have been incredible!).
Deathwreaker was 537 vs evil. (In the hands of a warrior damage output would have been amazing on a whole other level.) Orb of Destruction was far less inspiring. I don't remember my exact calculation, but Derakon has it about right. In the situation, Galadriel had a perfect set up. Morgoth was trapped in the left eye socket of the skull room as she approached from the north-west. By being fast (+40 speed when hasted with a !Speed), she was able to swing down and around and get through the stone wall into the nose before Morgoth descended. Once there, she stood on a glyph of warding and Morgoth had nowhere to go. The two fighters were toe-to-toe for the entire battle. No ranged attack, but reading one ?Rune of Protection and then casting Glyph of Warding any time Morgoth broke through helped limit the Dark Lord's melee damage. His spell damage was easily dealt with by healing and his summons were limited in their access. He even managed to crush Lagduf under falling ceiling stones. Huan, a Greater Balrog, and a Nightwalker were his most dangerous summons and they were swiftly teleported away. Even with really low hit points, Galadriel couldn't have asked for a much better setup. |
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I won the final battle in a perfect spot in a vault once as a priest, it almost felt like cheating. Nowadays I prefer a destructed area along one edge. not sure that is optimal but it feels more flexible
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I head for a corner and destruct it, on the theory that monsters that I teleport away are more likely to end up a long distance from me that way.
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I think any space already occupied by monster is no-go for dodging and permanent walls are other no-go. You need to have granite or empty space next to you at some direction in order to avoid that. When crushing happens you then get moved to that "free" spot. OTOH it definitely does make endgame easier and risk is low especially if you use runes to prevent earthquakes. I think monsters that have PASS_WALL or EAT_WALL cannot be crushed. Any other creature can deleted by earthquake. I sometimes used that to get rid of something very nasty in CGV. Priests get earthquake very early. Problem is that items don't get save, so they tend to go first, and artifacts prevent crushing completely, so if monster is standing above artifact it is safe. This might have been changed in late versions, I haven't checked the code. |
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