Anti Summoning?

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Valdor
Wayist
Posts: 20
Joined: Tue Aug 23, 2011 2:10 pm

Anti Summoning?

#1 Post by Valdor »

So I got my char up to lvl 36 - he is a dark elf / sorcerer / melkor. I just ran into a lvl 75 unique on lvl 36 of Land of Rhun!! My manathrust (which is at 51d20) barely took one * off his health before he was summoning his minions, ranging from lvl 45 to 55 (little e's of various colours.) The unique is some dude called Omarax the Eye Tyrant. After emptying everything, phasing, draining, trying everything (got 730 hp due to a 40% bonus on my armour so had time to try a few things.) But alas I recalled out of there, was pretty upset though cause I was making my way through some vault with permanent walls and just the odd granite making a path through, could see all kinds of exotic monsters and I wanted to get the end.

Anyway anyway........ I could have had him if I could have stopped him summoning his little biatches, is there a way to prevent this? I have heard the term anti summoning, is there a sure way to get this skill etc??


Cheers.

V.

Lord Estraven
Uruivellas
Posts: 718
Joined: Tue Dec 13, 2005 12:35 am

Re: Anti Summoning?

#2 Post by Lord Estraven »

Beholders in T2 are monsters that are generally not worth tangling with - the low XP and poor treasure don't make up for their high HP, annoying spells, and sanity drain attacks.

Omarax is their king (or something like that) and needless to say is particularly nasty. Especially the Summon Aid spell, which can summon other beholders, including the dreaded Hive Mothers; but those mana bolts and nether balls hurt too.

Re "anti-summoning," the term is "anti-summoning corridor." It looks like this:

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....
##.#
#.##
##.#
#.##
####
The monster follows you into the corridor, and since the only space adjacent to you and in its line of sight is the one it's occupying, it can't summon anything.

BTW, since you were playing a sorceror... Some vaults make it possible to use some really dirty tricks. If that vault you found was a Greater Cell Vault - just rows of single-square cells separated by granite and permanent walls - then you can teleport tough monsters away when you reach them. They'll land outside the vault, and can't get back in because of the permanent walls (and because ToME's monster AI is terrible). You can then plunder the treasure they were sitting on with impunity (because every cell in a GCV contains a guaranteed excellent item).

NB: this is an extremely cheesy way to tackle a vault, and probably would have been made impossible had DG continued developing T2. As it stands now it would probably be very easy to prevent (e.g. by making uniques resist teleportation).

Valdor
Wayist
Posts: 20
Joined: Tue Aug 23, 2011 2:10 pm

Re: Anti Summoning?

#3 Post by Valdor »

Ahh I see.. Maybe I could grow trees and try and create that anti-summoning corridor that way...

Although I am a sorcerer I have only one skill point in sorcery, the rest are in nature, fire, mana etc.. but I think I have a wand of teleport other tucked away in a house somewhere, seems like a fair tactic actually; could have teleported his minions and carried on blasting away.

Was expecting something along the lines of "sterilise" to stop summoning though, thanks for explaining this to me.

Right onwards, have just gone into the Lonely Mountain looking for some XP now...

All the best.

V.

Lord Estraven
Uruivellas
Posts: 718
Joined: Tue Dec 13, 2005 12:35 am

Re: Anti Summoning?

#4 Post by Lord Estraven »

I think trees would work for beholders. IIRC they don't fly (which is odd, but whatever), so Omarax would be stuck next to you and unable to summon.

(Which isn't necessarily a good state off affairs, given the charge draining and insanity attacks.)

Note though that the trees won't work very well against things that fly (for instance Glaurung, who's at the bottom of the Lonely Mountain). Or things that can tunnel through rock (Balrogs, Nightcrawlers, and most especially Black Reavers come to mind).

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