How do you do it?

Anything that has spoilers in it should go in here

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Have you won the game?

Yes
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No, but I really, really want to
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Total votes: 54

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Fael
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#16 Post by Fael »

Neil wrote:What's wrong with killing Sauron repeatedly to get the One? While he still has the ring he's guaranteed to show up at Angband 4950', unlike after the ring is destroyed, when he hides like Saddam Hussein.
Nothing. But, if the Undead Sorceror has the One -- and you don't know that because you never killed him -- then Sauron isn't going to drop the One no matter how many times you kill him, right?

Neil
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#17 Post by Neil »

Nope. Monster drops aren't generated until the monster is generated in general, but special drops like the One Ring aren't generated until the monster dies.

Canderel
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#18 Post by Canderel »

How about adding:
Yes - Totally honest player
Yes - scummed somewhat
Yes - cheated totally (death scumming etc.)

Edit: Removed question on whether this might be spoily (since it's in Spoilers anyway)

-Canderel

jschultz
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Re: How do you do it?

#19 Post by jschultz »

Fael wrote: Based on what others have said since I made my class switch, I'm wondering if the trick I missed wasn't to be a Tulkas worshipper, develop a ridiculously powerful hand-to-hand attack, and use Project Blows as my main attack against things that resist Mindwave.
I think Project Blows is not nearly as good as normal melee. You can deal double damage in normal combat. My best character so far had 12 blows in normal combat and only 6 with the spell. And at least Death Orbs resist Project Blows.

If you worship Tulkas, you get access to Earth spells, like Stone Prison. Then put the summoner behind walls. Doesn't work against Black Reavers or Greater Balrogs, but Wyrms or Power/Chaos/Law and Qs are much easier when you fight them one at a time.

Canderel
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Re: How do you do it?

#20 Post by Canderel »

jschultz wrote: I think Project Blows is not nearly as good as normal melee. You can deal double damage in normal combat. My best character so far had 12 blows in normal combat and only 6 with the spell. And at least Death Orbs resist Project Blows.

Code: Select all

return fire_bolt(GF_ATTACK, dir, get_level(TULKAS_WAVE, player.num_blow))
I think this means, at prayer 50 you should get your max num of blows.

Though I'd like to see it maybe probably with

Code: Select all

return fire_bolt(GF_ATTACK, dir, get_level(TULKAS_WAVE, player.num_blow+get_level(TULKAS_WAVE,3)))
which would give you +3 *more* attacks on a distance if you are at 50 prayer.

Hmmm... or maybe TULKAS_WAVE should be whatever the lua is for player prayer level, rather than TULKAS_WAVE, cause TULKAS_WAVE would be - 10 which is the minimum prayer to cast the spell. Or am I just weaker than I thought (which is pretty weak) at this lua scripting thing?

-Canderel

jschultz
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#21 Post by jschultz »

This character had Prayer maxxed out. It was actually a Paladin, but difference to Mindcrafter is not that big.

I think my base was 6 blows (Longsword with STR/DEX at 18/***), and then +4 blows from a Boomerang of Aman (started at +2, two scrolls of Craftmanship :)), and I think the other two were from Extra max blow 1 and 2. I guess player.num_blow is for your base number of blows and excludes bonuses you get from equipment and abilities. A quick test in wizard mode: wielding a ring of extra attacks does not increase the number of attacks you get from Project blows.

Canderel
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#22 Post by Canderel »

That is a pity... it really should... :) And have that additional bonus I was talking about... then eventually every blow would be a project blows... which is as it should be for a maxxed out priest/paladin type... they *should* be one with their gods.

-Canderel

Canderel
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#23 Post by Canderel »

But we're getting *WAY* off topic...

Xandor Tik'Roth
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#24 Post by Xandor Tik'Roth »

Indeed...

What I'd like to know is survival tips from the greatest (you guys who have won the game, or come close). I just have a really hard time getting out of the Orc Caves. After I get out of there, I usually have to cheat to keep from dying.
And it was such a good idea...

Teber
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#25 Post by Teber »

it would help to know what combo you're playing xandor.

generally speaking i would suggest a reliable means of trap detection. combine this with reasonable striking power and you would have a good chance. BTW, carrying teleportation tools is useful too.

and it cannot be repeated too much: a digger, don't leave home without it.

as to striking power: my current archer sure's got it. i about to post an update to loop garoo on the ladder.
if everything's coming your way, you're in the wrong lane

Canderel
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#26 Post by Canderel »

Ok, getting out of the orc caves is pretty easy if you do it right...

I start with a rohanknight (and these days vampire for interest sake) demonologist etc... whatever you like. (Warrior at this stage... I think unbelievers are interesting, but I fear that the restrictions become quite heavy later on... no staves or wands)

Make autoroller get you max str and dex... con is nice too. This will give you three blows (even with a small sword - which is already 7 lbs). Run into your house... kill one or two rogues... then go for the bandit... Beserker and running gets you to him, one blow... gain 5 levels.

Then, being a 5th level char when you enter barrow downs makes your life so much easier. You should be able to run all the way down to level 10, but you'd probably want to recall.

Usually I try to get my archery to 10, buy ammo creation (I just love it), and get my combat over 10 so that I can heavy sense... though sounds as though this will be fixed soon (that rogues and warriors sense heavy right from the word go) so striving for 11 combat is not that urgent. (You have to get to 11 for some reason).

BUT I try to get mindcraft from a ff in Barrow Downs (I scum for it)... and try to get it up to 5. (For detect traps)

After that (if you play 98 quests) you would have some nice equipment from the princess, and hope that you have confusion and blindness (if you're a vampire hope for light, but you get light in orc caves anyway)... Then when you complete orc caves go for mirkwood for some more ff and princesses.

I dunno it seems my demonologists are able to dive through the orc caves and mirkwood up to about level 25 or even complete it. But usually after I dived to about level 20 in mirkwood I do the old forest hoping for a town. (obviously hoping for towns in orc caves too).

If you get a (defender) use it... although there are other very nice ego stuff that the princess can give too.

In the orc caves, just remember to use your detect traps often.

Also I play with small levels, so maybe there is less monsters in the orc caves to kill for me... but my new game I won't be using small levels... I get annoyed at princesses who get lost, or old-man-willows who don't get generated etc.

-Canderel

jschultz
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#27 Post by jschultz »

My recipe for getting safely out of Orc Caves (Ent Paladin).

At character creation, it is safe to go for high DEX and decent STR-CON-WIS. Set your exploration to running: Ent's are always slow and never stealthy.

Take the Bree House quest first. Then buy a pick, and take Maggot's Mushroom quest. Growing/digging a tree "prison" for the dogs is quite easy. The sling has an activation that has saved my bark many times. Skill points: Weaponmastery and Mindcraft are most important. After that pump up Magic-device.

Barrow-downs: Detect traps often. Carry a Staff of Disarming and a Wand of Noxious cloud (breeders and mobs). Use pulverize/shooter against jellies and molds. Get fire resistance as soon as possible, a ring is cheap but a real life-saver. If you get skills from fumblefingers, Symbiosis, Summoning and Archery are good choices.

If the monster is tough: pop into the trees and rest, pop out and hit it once... repeat until it drops dead. Most creatures regenerate much slower than you. Make a safe resting-place before you fight: grow trees in a corridor.
If it is too tough: use teleport from Mindcraft. Ents can't run away. Use potions of cure critical/serious wounds mainly to cure confusion (and poison/cuts, if you are almost dead).

For Orc Caves, you should have an ego weapon (If you have problems, wait until you get *slay* orc). Get Free Action before going to Orc Caves. I'm not sure if it is actually necessary, but once a floating eye and some small kobolds killed a clvl 17 Ent. If you dont have these, keep going between lowest level of Barrow-Downs and Black Market. Use the same tactic as in Barrow-downs, always grow trees for resting in first. Once you get mind wave, use it.

I play with small levels, 98 quests, Zang and Cth monsters and autoscummer on. Some of this may be a bit paranoid for standard settings, but in the dungeon paranoia is better than overconfidence.

Blackdog
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#28 Post by Blackdog »

If you're aiming to win, don't take 98 quests unless you're very patient, a veteren, or playing 2.1.2.

jschultz
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#29 Post by jschultz »

You can't win the game unless you are very patient and a veteran (or a cheater).

Random quests are good for building up your monster memory. You can get pretty good equipment as reward. Boots of Speed (+10) in Mirkwood is my best reward so far. The rewards from random quests can be pretty good. I think it is not such a big difference in difficulty to have 98 or 50 or 20. Death Orbs, Bronze Golems, Grand Master Mystics, Wyrms of Power and other creatures like that can be a deadly, but it is good to know how to fight them. In my opinion the special levels of Angband are much harder than random quests. I have never met Morgoth, but I hope he's hard compared to special levels and random quests. The hardest part of the game defines the hardness level.

Random quests are fun. Fumblefingers skills make character development a bit more random. Extra equipment make the start quicker, and reduce scumming the dungeon (or black market) for that one resistance you need. I hate scumming.

Neil
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#30 Post by Neil »

jschultz: You do know that you can't level teleport past Angband quests in ToME 2.2, right?

When you get a quest for 10 levelled Time Hounds or something, we'll see what you think of 98 quests.

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