![]() |
#1 |
Prophet
Join Date: Mar 2008
Posts: 2,712
![]() |
YAWP egoless ironman high-elf mage
Some general description of egoless play is here.
My game was based off of Vanila 3.1.2 r2041 also with a mod to mushroom frequencies. I played it almost as a pure mage. I squelched weapons and launchers and ammo from the start. I used oil for throwing, and killed a few monsters barehanded or with a shovel, usually by accident. The change to halve mana costs for damage spells means that it is possible for mages to kill using magic rather than melee or bows, and that is obviously a big deal playing egoless I did not do anything I considered to be abuse. No LOS tricks or ASCs or anything like that. I consider rune of protection and door creation to be abusive, so I squelched MB7 and never learned any spells in it. I've been arguing for a while that mage casters should not get the satisfy hunger spell, so I never learned that either. I used mage CLW spell, but I devoted a slot to mushrooms of purging that I could have used to carry !CLW etc which I think evens it out. I used two clone monster wands I found on swamp wyrms until they blew up on recharge, but I have decided that is equivalent to killing explosions so I am happy with it. Here is the winner dump. I got a bit lucky. The power DSM at DL56 was nice, but much less important than one might think. The real luck was with CON potions and gain-one-lose-one not costing much CON. Also luckily, I guess, I did not find -dObj early. I had to search more, fought more spawned monsters, and had more exp than I was used to having at each depth. I had many more hp than other egoless chars I've played at similar depths and that saved me from carelessness more than once. |
![]() |
![]() |
![]() |
#2 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 54
Posts: 7,862
Donated: $60
![]() |
This is really, really impressive. Now can the madness stop?
__________________
One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
![]() |
![]() |
![]() |
#3 |
Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 485
![]() |
Most excellent! My congratulations! I think the advantage of the PDSM was probably the rConf, and the reduced amount of blindness due to rDark. But I agree that those effects are not the difference between winning and losing, and you could have overcome them if need be.
Huzzah! Three cheers! And all that sorta stuff! |
![]() |
![]() |
![]() |
#4 |
Prophet
Join Date: Dec 2009
Posts: 8,946
![]() |
RIP Angband
1990 - 2010 Final words: "Surely they won't triple-egoless in two weeks..." |
![]() |
![]() |
![]() |
#5 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
![]() |
Quote:
Now how can we make this impossible without making game impossible to mere mortals? |
|
![]() |
![]() |
![]() |
#6 |
Prophet
Join Date: Mar 2008
Posts: 2,712
![]() |
|
![]() |
![]() |
![]() |
#7 |
Prophet
Join Date: Dec 2009
Posts: 8,946
![]() |
That might make mage egoless wins impossible, but what about the dwarf priest?
The only idea I have for making this impossible (or at least less feasible) would basically render all ironman games impossible: rejiggering the game to increase the stakes the longer you stay in the dungeon. As you spend more time in the dungeon without returning to town, the monsters get stronger, more numerous, and more aggressive, but the loot they drop also increases in value. This could be done as simply as just increasing your effective dungeon level by 1 every 1000 turns. Naturally in an ironman game you'd rapidly outpace your ability to survive. That said I think it'd be a neat mechanic regardless. |
![]() |
![]() |
![]() |
#8 |
Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 485
![]() |
|
![]() |
![]() |
![]() |
#9 |
Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 485
![]() |
|
![]() |
![]() |
![]() |
#10 |
Angband Devteam member
|
My thoughts exactly. High elves are *meant* to be an easier class, partly because of the SI, and it's not as if many players could repeat many of Eddie's achievements anyway.
I'm all for making the game more challenging to offset the results of two years of diver-friendly and tactician-friendly development, but I see no reason to adopt any specific goal like this. |
![]() |
![]() |
![]() |
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Display Modes | |
|
|
![]() |
||||
Thread | Thread Starter | Forum | Replies | Last Post |
YAWP: [V] 3.1.2v2, High-Elf Mage | Max Stats | AAR | 0 | July 10, 2010 23:37 |
[YAWP] high-elf priest and overpowered randarts | Ycombinator | AAR | 2 | June 28, 2010 14:15 |
Obere my High-Elf Mage... | ehertlein | AAR | 14 | August 7, 2009 06:43 |
Ignatius, the high-elf mage | saarn | AAR | 15 | July 31, 2009 17:40 |
YAWP - second winner, high elf ranger | bebo | AAR | 4 | May 4, 2009 22:46 |