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#1 |
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Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 287
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Experimenting with no-egos
In the thread http://angband.oook.cz/forum/showthread.php?t=3475 it was suggested that it might be possible to win not merely without artifacts, but also without ego items. I was pretty skeptical of this, mostly because there are only 2 ring slots. I have looked at and experimented with this during the last month, and have decided that it may in fact be just barely possible. There are 2 important things I didn't previously realize that contribute to this: (1) With a 100% saving throw, you do not require a source of Free Action. All melee attacks and spells that paralyze allow a saving throw. You can still get paralyzed by traps, but it is possible to avoid that. (2) The speed boost from Mushrooms of Terror stacks with other temporary speed boosts. And while you can't melee while terrorized, you can still cast spells. This means you can get +19 speed with a +4 Amulet of Trickery, Haste Self, and Mushroom of Terror, which in turn means that you can find a big enough speed ring in finite time.
I believe that the character with the best chance is a Mage, due to the Resistance and Haste Self spells, and a High Elf due to their See Invisible ability, their high intrinsic stats, and the fact they can reach 100% saving throw. A Dwarf Priest might work if you could get some sort of Resistance, but I don't think the character is likely to be able to survive to be able to find an Amulet of Resistance at its normal depth, which means you need to find it (or MHDSM or PDSM) as an out-of-depth Great Item. Which of course is possible, but likely to require 100s of hours of play. I have started running a character for real to see how it goes. The only source change (v3.1.2v2) I made was to have make_ego_item just return 0 immediately. I set birth_no_artifacts, and will choose not to use the ammo branding spell in Tensors. Wish me luck. |
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#2 |
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Swordsman
Join Date: Feb 2010
Posts: 405
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How are you going to manage resistances?
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#3 |
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Prophet
Join Date: Dec 2009
Posts: 4,757
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Power DSM has everything except blindness, nether, nexus, and fear. You should be able to play carefully (with plentiful !CCW, of course) and cope with blinding, and the others are not really significant.
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#4 |
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Knight
Join Date: May 2009
Posts: 560
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Nexus can be swapped for trickery. Blindness can be nixed by dwarf, or !ccw. Nether isn't a big deal if you skip Az and Char.
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#5 | |
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Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 287
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Quote:
As to dealing with resistances, for the first 30 levels one can just do without; for a brief time one can wear rings of heat/cold, amulet of lightning, and fill all the armor slots for acid. Later, you use the spell "Resistance," and eventually work up to an Amulet of Resistance and wear Green Dragon Scale Mail. I never said it would be easy, I only said it seems like it should be just barely possible.. |
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#6 |
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Prophet
Join Date: Dec 2009
Posts: 4,757
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Critical resistances, in my opinion, are the basic 4, confusion, and free action. Everything else is a nice-to-have; you just have to be increasingly paranoid to go without. The basic 4 are covered by the Resistance spell, confusion by Amulets of the Magi, Bronze DSM, or Power DSM, and free action by a perfect saving throw.
My big question is, where are you going to get the hitpoints to survive in the depths? A high-elf mage is not going to have a very high CON or a good hitdie, and CON boosts are going to be tricky to find... |
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#7 | |
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Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 287
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Quote:
The basic plan is to get to stat gain (not really all that much different than a standard game). Gradually creep down to level 40 and go no lower than that until CON is maxed and I have a copy of Scarabtarices; this will take a long time. Then creep down to level 60, and try to stay there (which is above the Wyrms) until I get a 100% saving throw, which I think is clvl 49. This will take a *really* long time. With luck, long enough that I find a Resistance Amulet (a level 70 item: since "good" items get a 10 level boost, there is a legitimate chance of finding one on level 60) and a suit of Green Dragon Scale Mail. And hopefully a Bronze DSM as a swap item. A level 50 High Elf Mage with a +6 Con ring will have somewhere in the neighborhood of 650 HP. That is reeeeally thin to face Morgoth, but seems to be sufficient for other baddies. One does have to swallow one's pride and make extensive use of ASC's and abuse Runes like crazy. And run away a lot. |
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#8 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,720
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Quote:
I wonder if you could have high enough HP with Dwarf warrior to survive depths without using any spells. |
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#9 | |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,720
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Quote:
You need to have elec-resist from items, resist heat and cold spell covers three of the four of basic4 and acid gets halved by items. DSM and ring takes care of that. Branding rings are very useful with big-dice weapons in this scenario. Trickery for nexus and poison, Magi for conf and ESP for telepathy. WIS 18/150 gives 1% failure in spells. Something like this: Code:
[Angband 3.1.2 (r1971) Character Dump]
Name Arevor Self RB CB EB Best
Sex Male Age 44 STR! 18/100 +2 -1 +0 18/110
Race Dwarf Height 46 INT! 18/100 -3 -3 +0 18/40
Class Priest Weight 146 WIS! 18/100 +2 +3 +0 18/150
Title Patriarch Social Respected DEX! 18/100 -2 -1 +0 18/70
HP 855/855 Maximize Y CON! 18/100 +2 +0 +6 18/180
SP 319/319 CHR! 18/100 -3 +2 +0 18/90
Level 50 Armor [55,+62] Saving Throw 100%
Cur Exp 99999999 Fight (+8,+10) Stealth Fair
Max Exp 99999999 Melee (+18,+20) Fighting Superb
Adv Exp ******** Shoot (+18,+10) Shooting Superb
MaxDepth 6350' (L127) Blows 2/turn Disarming 67%
Game Turns 814 Shots 1/turn Magic Device 92
Player Turns 230 Infra 50 ft Perception 1 in 7
Active Turns 137 Speed 12 Searching 48%
Gold 200000000 Burden 186.3 lbs
You are the only child of a Dwarven Prison Guard. You are a credit to
the family. You have dark brown eyes, straight black hair, a three
foot beard, and a dark complexion.
rAcid:......+...... rConf:.............
rElec:......+...... Sound:.............
rFire:......+...... Shard:.............
rCold:......+...... Nexus:.............
rPois:......+...... Nethr:.............
rFear:............. Chaos:.............
rLite:............. Disen:.............
rDark:............. S.Dig:.............
rBlnd:............+ Feath:.............
Light:............. Aggrv:.............
Regen:............. Stea.:.......+.....
ESP:....+........ Sear.:....+........
Invis:............. Infra:............+
FrAct:............. Tunn.:+...........+
HLife:............. Speed:..+..........
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
Fear:............. Might:.............
[Character Equipment]
a) a Mattock (1d8) (+10,+10) (+3)
+3 tunneling.
Combat info:
2 blows/round.
With an additional 4 strength and 0 dex you would get 3 blows
With an additional 0 strength and 3 dex you would get 3 blows
Average damage/hit: 26.5.
b) a Heavy Crossbow (x4) (+10,+10)
c) a Ring of Speed (+13)
+13 speed.
d) a Ring of Constitution (+6)
+6 constitution.
Sustains constitution.
e) an Amulet of ESP (+5)
+25% to searching.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
f) a Lantern (7499 turns)
Cannot be harmed by fire.
Radius 2 light.
g) Multi-Hued Dragon Scale Mail (-2) [30,+10]
Provides resistance to acid, lightning, fire, cold, poison.
Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak [6,+10] (+2 stealth)
+2 stealth.
i) a Mithril Shield [10,+13]
Cannot be harmed by acid.
j) a Jewel Encrusted Crown [0,+10]
Cannot be harmed by acid.
k) a Set of Caestus (+0,+3) [2,+10]
l) a Pair of Mithril Shod Boots [7,+6]
Cannot be harmed by acid.
[Character Quiver]
n) 30 Mithril Bolts (3d5) (+4,+4)
Cannot be harmed by acid, fire.
Combat info:
Hits targets up to 140 feet away.
Average damage/hit: 94.7.
25% chance of breaking upon contact.
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
[Character Inventory]
a) 2 Holy Books of Prayers [Words of Wisdom]
b) 2 Holy Books of Prayers [Chants and Blessings]
c) 2 Holy Books of Prayers [Exorcism and Dispelling]
d) a Holy Book of Prayers [Ethereal Openings]
Cannot be harmed by acid, electricity, fire, cold.
e) a Holy Book of Prayers [Godly Insights]
Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Purifications and Healing]
Cannot be harmed by acid, electricity, fire, cold.
g) a Holy Book of Prayers [Holy Infusions]
Cannot be harmed by acid, electricity, fire, cold.
h) a Holy Book of Prayers [Wrath of God]
Cannot be harmed by acid, electricity, fire, cold.
i) 30 Potions of Cure Critical Wounds
j) 10 Potions of Healing
k) 10 Potions of *Healing*
It can be thrown at creatures with damaging effect.
l) 10 Potions of Life
It can be thrown at creatures with damaging effect.
m) 20 Potions of Restore Mana
n) 30 Scrolls of Phase Door
o) 4 Rods of Speed
Cannot be harmed by electricity.
p) a Ring of Speed (+13)
+13 speed.
q) an Amulet of the Magi [+10] (+4)
+4 intelligence.
+20% to searching.
Provides resistance to confusion.
Cannot be harmed by acid, electricity, fire, cold.
Sustains intelligence.
Prevents paralysis. Grants the ability to see invisible things.
r) an Amulet of Weaponmastery (+5,+5) (+3)
+3 strength.
Provides resistance to fear, disenchantment.
Sustains strength, constitution.
Prevents paralysis.
s) an Amulet of Trickery (+4)
+4 dexterity, stealth, infravision, speed.
+20% to searching.
Provides resistance to poison, nexus.
Sustains dexterity.
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#10 | |
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Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 287
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Quote:
Timo - your r.g.r.a posting from 5 years ago shows your Dwarf Priest character at stat-gain, but that seems to be the last post in the thread. How much farther did you get? |
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