[Angband 2.7.9 Character Dump]
Name : Rand al'Thor Age 115 STR: 18/210
Sex : Male Height 102 INT: 18/150
Race : High-Elf Weight 181 WIS: 18/90
Class : Ranger Social Class 66 DEX: 18/***
CON: 18/200
CHR: 18/190
+ To Hit 41 Level 50 Max Hit Points 994
+ To Damage 53 Experience 14856730 Cur Hit Points 994
+ To AC 114 Max Exp 14856730 Max SP (Mana) 306
Base AC 60 Exp to Adv. ***** Cur SP (Mana) 306
Gold 2529658
(Miscellaneous Abilities)
Fighting : Legendary Perception : Superb Blows/Round: 5
Bows/Throw : Legendary Searching : Superb Shots/Round: 1
Saving Throw: Heroic Disarming : Superb
Stealth : Excellent Magic Device: Legendary Infra-Vision: 40 feet
(Character Background)
You are the only child of a Green-Elf Warrior. You have
light grey eyes, straight black hair, and a fair complexion
[Character Equipment]
a) The Glaive of Pain (9d6) (+8,+29)
b) The Light Crossbow `Cubragol' (x4) (+5,+7) (+10 to speed)
c) a Ring of Speed (+11)
d) a Ring of Speed (+11)
e) an Amulet of the Magi [+7] (+9 to searching)
f) The Star of Elendil
g) Power Dragon Scale Mail (-3) [40,+9]
h) The Cloak of Thingol [1,+11] (+3)
i) The Small Metal Shield of Thorin [3,+25] (+4)
j) The Iron Helm of Dor-Lomin [5,+19] (+4)
k) The Set of Cesti of Fingolfin (+6,+6) [5,+15] (+4)
l) a Pair of Metal Shod Boots of Slow Descent [6,+13]
[Character Inventory]
a) 2 Books of Magic Spells [Magic for Beginners]
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) 2 Books of Magic Spells [Resistance of Scarabtarices]
f) 2 Books of Magic Spells [Mordenkainen's Escapes]
g) 2 Books of Magic Spells [Kelek's Grimoire of Power]
h) 2 Books of Magic Spells [Tenser's Transformations]
i) a Book of Magic Spells [Raal's Tome of Destruction]
j) 4 Mushrooms of Restoring
k) 4 Potions of Restore Life Levels
l) a Rod of Recall
m) a Rod of Speed
n) a Rod of Teleport Other
o) a Ring of Slaying (+9,+14)
p) The Trident of Ulmo (4d8) (+14,+18) (+4)
q) 7 Bolts of Wounding (1d5) (+13,+13)
r) 24 Bolts of Hurt Dragon (1d5) (+9,+11)
s) 19 Bolts of Hurt Animal (1d5) (+8,+9)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)
[Home Inventory (page 1)]
a) a Book of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) 9 Books of Magic Spells [Resistance of Scarabtarices]
d) 7 Books of Magic Spells [Mordenkainen's Escapes]
e) 8 Books of Magic Spells [Kelek's Grimoire of Power]
f) 3 Books of Magic Spells [Tenser's Transformations]
g) 12 Scrolls of Word of Recall
h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
i) The Broad Sword `Arunruth' (3d5) (+20,+12) (+4)
j) The Bastard Sword `Calris' (5d4) (-14,+20) (+5) {cursed}
k) The Two-Handed Sword `Mormegil' (4d6) (-40,-60) [-50] (-10 to speed) {cursed}
l) The Executioner's Sword `Crisdurian' (4d5) (+18,+19)
[Home Inventory (page 2)]
a) 49 Bolts (1d5) (+6,+5)
b) (nothing)
c) (nothing)
d) (nothing)
e) (nothing)
f) (nothing)
g) (nothing)
h) (nothing)
i) (nothing)
j) (nothing)
k) (nothing)
l) (nothing)
Anyway, can anybody give me any hints?
Jase
Eek. What happened to this tasty artifact??
Good combo with Ulmo instead of the GoP. Genocide can be very useful.
You'd lose poison resist, though.
> i) The Broad Sword `Arunruth' (3d5) (+20,+12) (+4)
> j) The Bastard Sword `Calris' (5d4) (-14,+20) (+5) {cursed}
> k) The Two-Handed Sword `Mormegil' (4d6) (-40,-60) [-50] (-10 to speed) {cursed}
> l) The Executioner's Sword `Crisdurian' (4d5) (+18,+19)
>
> [Home Inventory (page 2)]
>
> a) 49 Bolts (1d5) (+6,+5)
> b) (nothing)
> c) (nothing)
> d) (nothing)
> e) (nothing)
> f) (nothing)
> g) (nothing)
> h) (nothing)
> i) (nothing)
> j) (nothing)
> k) (nothing)
> l) (nothing)
>
> Anyway, can anybody give me any hints?
>
> Jase
Should be a routine kill. You have +32 speed before EoS as well as +53 damage.
You lack Disenchantment Resistance (this explains Cubragol) which can be damaging
at deep levels, especially if Morgoth is summoning nasties. Not a big concern
though.
Your major problem is your lack of healing. You have none, nada. You should be able
to take him with 3 or 4 potrions of *Healing* with a substantial supply (8 or 9) of
Healing (Phase Door and quaf 2 if necessary. You can get these from the town
if you do not mind stair scumming for a bit.). This should be enough.
If M summons too many nasties and you feel uncomfortable, Teleport. The nasties will
stay put, but M will follow shortly.
I've slain the big M with *much* weaker characters. Get some healing and you'll have
no problems.
Chris
Now, you know..... :-)
I have found Sauron to be ****much**** easier than Morgoth. Heck, I
fought him (Sauron, that is) once without, at any point, losing _any_ HP
at all.
> g) Power Dragon Scale Mail (-3) [40,+9] << How is it only +9???
> h) The Cloak of Thingol [1,+11] (+3)
> i) The Small Metal Shield of Thorin [3,+25] (+4)
> j) The Iron Helm of Dor-Lomin [5,+19] (+4)
> k) The Set of Cesti of Fingolfin (+6,+6) [5,+15] (+4)
> l) a Pair of Metal Shod Boots of Slow Descent [6,+13]
>
>
> [Character Inventory]
>
> a) 2 Books of Magic Spells [Magic for Beginners]
> b) 2 Books of Magic Spells [Conjurings and Tricks]
> c) 2 Books of Magic Spells [Incantations and Illusions]
> d) 2 Books of Magic Spells [Sorcery and Evocations]
> e) 2 Books of Magic Spells [Resistance of Scarabtarices]
> f) 2 Books of Magic Spells [Mordenkainen's Escapes]
> g) 2 Books of Magic Spells [Kelek's Grimoire of Power]
> h) 2 Books of Magic Spells [Tenser's Transformations]
> i) a Book of Magic Spells [Raal's Tome of Destruction]
(BTW, you only need 1 copy of books e, f, g, and h, not 2... they
will never be destroyed and your DEX is too high for them to be stolen)
> j) 4 Mushrooms of Restoring
> k) 4 Potions of Restore Life Levels
> l) a Rod of Recall
> m) a Rod of Speed
> n) a Rod of Teleport Other
> o) a Ring of Slaying (+9,+14)
You *may* want to consider using this instead of the ring of speed.
With your haste/essence of speed spells, you can still hit +31, and more
speed than that is pretty much pointless.
You don't need the rod of recall: you have the spell.
> p) The Trident of Ulmo (4d8) (+14,+18) (+4)
> q) 7 Bolts of Wounding (1d5) (+13,+13)
> r) 24 Bolts of Hurt Dragon (1d5) (+9,+11)
> s) 19 Bolts of Hurt Animal (1d5) (+8,+9)
> t) (nothing)
> u) (nothing)
> v) (nothing)
> w) (nothing)
>
>
> [Home Inventory (page 1)]
>
> a) a Book of Magic Spells [Magic for Beginners]
> b) a Book of Magic Spells [Conjurings and Tricks]
> c) 9 Books of Magic Spells [Resistance of Scarabtarices]
> d) 7 Books of Magic Spells [Mordenkainen's Escapes]
> e) 8 Books of Magic Spells [Kelek's Grimoire of Power]
> f) 3 Books of Magic Spells [Tenser's Transformations]
Sell books c-f. You don't need them.
> g) 12 Scrolls of Word of Recall
> h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
> i) The Broad Sword `Arunruth' (3d5) (+20,+12) (+4)
> j) The Bastard Sword `Calris' (5d4) (-14,+20) (+5) {cursed}
> k) The Two-Handed Sword `Mormegil' (4d6) (-40,-60) [-50] (-10 to
speed) {curse
Get rid of this.
> d}
> l) The Executioner's Sword `Crisdurian' (4d5) (+18,+19)
>
>
> [Home Inventory (page 2)]
>
> a) 49 Bolts (1d5) (+6,+5)
> b) (nothing)
> c) (nothing)
> d) (nothing)
> e) (nothing)
> f) (nothing)
> g) (nothing)
> h) (nothing)
> i) (nothing)
> j) (nothing)
> k) (nothing)
> l) (nothing)
>
>
> Anyway, can anybody give me any hints?
>
> Jase
Well, the Large Metal Shield of Anarion helps a *lot* against
Morgoth, as morgoth can reduce all stats and Anarion Sustains all stats.
Since this does not appear to be a viable option, try to find ways of
sustaining at least your STR, DEX, and CON so that you don't exhaust
your precious potions of life and mushrooms of restoring (and also
importantly, you save the turn of using them...)
Ok, when you see Morgoth comming ready to attack you, you should
cast all the spells in Tenser's (or, use the rod instead of Essence of
Speed), and cast resistance in Resistance of Scarabtarices (just to
prevent guys he summons). The +40 to AC (Shield gives +50, but
Berserker will lose 10 of that) will really help your character out, and
so does the +-to-hit.
Oh, and yes, get potions of Healing, *Healing*, Life, and so forth.
Remember, now is the time to pull out *all* the stops!!!
Also, get a staff/scrolls of Teleport. There are times you'll want
a guaranteed and/or mama-free form of Teleporting yourself away.
Venk
Wow. Is CoS better or worse than the previous books?
> Race : High-Elf
:((((((
> Class : Ranger
Agreed here. Rand started with high STR and DEX and no spells.
But, alas, he isn't no elf...
- Smirnov
--
Home page: http://128.100.80.13/vladimir/
SCR.moderated home page: http://www.algebra.com/~ichudov/usenet/scrm/
In article <31C84C...@umoncton.ca>,
Jason Lavigne <ejl...@umoncton.ca> wrote:
>Well, I finally made it to 5000', but NEVER imagined how near impossible
>Morgoth is! I'm a level 50 High-Elf Ranger, with 994 HPs and 179 Armor,
>and he threw me around like I was Smeagol! I thought: "Okay, since I beat
>the crap out of Sauron (with the help of a Potion of *Healing* and a
>Potion of Life), Morgoth shouldn't be THAT much stronger.." HA! Man, he
>put me in my place. Now I'm hiding out in one of the corners of the
>dungeon, wondering just what in God's name I should do next. Should I go
>Potion of *Healing* hunting for a while? Here's my character, if it helps:
It *does* help to have several potions of *Healing* or Life on hand. I
usually have about a dozen total on hand against Morgoth when not playing
a priest/paladin -- although I don't use them all, so you don't need to
spend too much time collecting.
You probably also want to have some other heavy-duty magic on hand --
scrolls of mass genocide, staffs of genocide, staffs of the magi, and the
like. (Again, you don't *need* this stuff, but every little bit helps.)
> [Angband 2.7.9 Character Dump]
>
> Name : Rand al'Thor Age 115 STR: 18/210
> Sex : Male Height 102 INT: 18/150
> Race : High-Elf Weight 181 WIS: 18/90
> Class : Ranger Social Class 66 DEX: 18/***
> CON: 18/200
> CHR: 18/190
>
> + To Hit 41 Level 50 Max Hit Points 994
> + To Damage 53 Experience 14856730 Cur Hit Points 994
> + To AC 114 Max Exp 14856730 Max SP (Mana) 306
> Base AC 60 Exp to Adv. ***** Cur SP (Mana) 306
> Gold 2529658
[snip]
> [Character Equipment]
>
>a) The Glaive of Pain (9d6) (+8,+29)
>b) The Light Crossbow `Cubragol' (x4) (+5,+7) (+10 to speed)
>c) a Ring of Speed (+11)
>d) a Ring of Speed (+11)
Here we have one problem diagnosed: as a high-level Ranger, you're much
better off using a bow instead of a crossbow, and you have two rings of
speed totaling +22, which is good enough so that you don't really need to
use Cubragol (just haste up using spells -- no big deal). A high-level
ranger firing seeker arrows of slay evil using Belthronding into Morgoth
does a *ton* of damage each turn, much more than attacking with the Glaive
of Pain does. Even an ordinary long bow of extra might or extra shots is
superior if you have good magical ammo.
>e) an Amulet of the Magi [+7] (+9 to searching)
You don't have an artifact amulet yet? (Not that it makes that big a
difference, but still ...)
>f) The Star of Elendil
No Arkenstone either, huh? Guess you dived rapidly to 5000' from 2500'
or so -- you aren't going to get the high-level ring/amulet/lightsource
artifacts except for real deep in the dungeon. It's not very necessary
either, but still ...
>g) Power Dragon Scale Mail (-3) [40,+9]
>h) The Cloak of Thingol [1,+11] (+3)
Wow! This is one of the rarest artifacts in the game; too bad it isn't
as powerful as it should be ...
>i) The Small Metal Shield of Thorin [3,+25] (+4)
>j) The Iron Helm of Dor-Lomin [5,+19] (+4)
>k) The Set of Cesti of Fingolfin (+6,+6) [5,+15] (+4)
>l) a Pair of Metal Shod Boots of Slow Descent [6,+13]
>
> [Character Inventory]
>
>a) 2 Books of Magic Spells [Magic for Beginners]
>b) 2 Books of Magic Spells [Conjurings and Tricks]
>c) 2 Books of Magic Spells [Incantations and Illusions]
>d) 2 Books of Magic Spells [Sorcery and Evocations]
Without immunity to fire, you should carry more than 2 copies of these
books at the deeper levels. (you've never had 2 spellbooks of a kind
burn up at the same time?)
>e) 2 Books of Magic Spells [Resistance of Scarabtarices]
>f) 2 Books of Magic Spells [Mordenkainen's Escapes]
>g) 2 Books of Magic Spells [Kelek's Grimoire of Power]
>h) 2 Books of Magic Spells [Tenser's Transformations]
You don't need to carry around more than one copy of any of those -- they
can't be burned, or stolen given your current abilities.
>i) a Book of Magic Spells [Raal's Tome of Destruction]
>j) 4 Mushrooms of Restoring
>k) 4 Potions of Restore Life Levels
>l) a Rod of Recall
>m) a Rod of Speed
>n) a Rod of Teleport Other
>o) a Ring of Slaying (+9,+14)
>p) The Trident of Ulmo (4d8) (+14,+18) (+4)
>q) 7 Bolts of Wounding (1d5) (+13,+13)
>r) 24 Bolts of Hurt Dragon (1d5) (+9,+11)
>s) 19 Bolts of Hurt Animal (1d5) (+8,+9)
> [Home Inventory (page 1)]
>
>a) a Book of Magic Spells [Magic for Beginners]
>b) a Book of Magic Spells [Conjurings and Tricks]
>c) 9 Books of Magic Spells [Resistance of Scarabtarices]
>d) 7 Books of Magic Spells [Mordenkainen's Escapes]
>e) 8 Books of Magic Spells [Kelek's Grimoire of Power]
>f) 3 Books of Magic Spells [Tenser's Transformations]
>g) 12 Scrolls of Word of Recall
>h) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
>i) The Broad Sword `Arunruth' (3d5) (+20,+12) (+4)
>j) The Bastard Sword `Calris' (5d4) (-14,+20) (+5) {cursed}
>k) The Two-Handed Sword `Mormegil' (4d6) (-40,-60) [-50] (-10 to speed) {cursed}
>l) The Executioner's Sword `Crisdurian' (4d5) (+18,+19)
[snip; nothing much else at home]
It looks like you haven't found too many artifacts in this game,
considering you still have Mormegil sitting at home :-).
It doesn't take that long to collect good stuff including artifacts at
4900'-4950'; just slay great wyrms and the like and they will show up
fast if you haven't found many yet.
--
Stephen S. Lee (le...@fas.harvard.edu) -- prospective molecular biologist
"... half of my own students could not explain to me why our planet has
seasons." -- Stephen J. Gould
Better. Much better.
Just as a for-example, look for the punishment that the Great Lord gives
to Moghedian for failure. Or for Cadsuane Sedai-- a near-legendary Aes
Sedai thought to have died a few hundred years ago. 'Bout time to see
some of the Aes Sedai who can be determined and tough enough to make
even Rand pay attention. :-)
-Chuck
PS: For those who didn't catch the reference, Rand al'Thor is the
protangonist of Robert Jordan's "Wheel of Time" series, and CoS is "A
Crown of Swords", the most recent book that was just released this month.
Charles Swiger | cs...@andrew.cmu.edu | standard disclaimer
----------------+---------------------+---------------------
I know you're an optimist if you think I'm a pessimist.
One book is fine, but inscribe it "!d!k!s!v" or something similar.
Otherwise your finger slips on the keyboard, and you're looking at
something like "You hurl your copy of Tenser's Transformations at the
snaga. Your copy of Tenser's Transformations disappears."
What would that do, if you don't mind my asking? Inscribing it !d!k etc?
Does that do anything or is it just random characters?
Thanks!
Cool. I am still waiting for paperbacks to show up; my previous 6 books
are all paperback.
> PS: For those who didn't catch the reference, Rand al'Thor is the
> protangonist of Robert Jordan's "Wheel of Time" series,
Interesting: he certainly has in his arsenal some spells not present in
Angband game. One of them I can think right now is the "Traveling"
or "Gateway" spell: the same as "Phase Door", but destroys everything
on the line connecting the starting and ending point. E.g.
Was Result
################## ##################
..@..
############# #### ####### ##### ####
# # ## ## # #
# # ## ### #
############# #### ##########.## ####
..@..
.....
...
All living creatures on the way die except those which can't be genocided,
all objects are destroyed, etc. What do you think?
Yeah, CoS is awesome (about 200 pages to go). Wouldn't mind seeing some
Myrddraal or Trollocs in the next Angband release, or even Callandor...
:)
Jase
>Anyway, can anybody give me any hints?
You could collect enough Potions of Invulnability to keep you
invulnable throughout the fight -- this approach is wimpy, but it
works.
>l) a Pair of Metal Shod Boots of Slow Descent [6,+13]
Exchanging these for some speed boots might also help (since it may
allow you to toss one of your speed rings in favor of a slaying ring).
-- Peter
BTW, your news software is misconfigured. It's currently apparently
got you convinced that we can't see you're coming from inforamp.net,
and that further tracing from there isn't possible. You might want
to reconfigure it more accurately.
>What would that do, if you don't mind my asking? Inscribing it !d!k etc?
>Does that do anything or is it just random characters?
It's quite handily documented in the online documentation. '!<letter>'
causes the game to ask you to verify using this object with the
<letter> command.
>Thanks!
--
Crys Nievar Ri'i'des -- <cr...@shiva.iac.net>
Home Page: <A HREF="http://www.tcp.com/~crys">here</A>
Check out the exploits/stats of my current character
<A HREF="http://www.tcp.com/~crys/angband.character.html">here</A>.
Beating Morgoth, a spoiler...
Morgoth is an order of magnitude harder than any other monster in the
dungeon. He has a unique set of abilities making him extremely
dangerous to encounter, unless you know about his abilities and can
counter each of them. Here is his monster spoiler with the color
commentary removed:
[Q] Morgoth, Lord of Darkness (L.Dark 'P')
=== Num:547 Lev:100 Rar:1 Spd:+30 Hp:20000 Ac:150 Exp:60000
This evil creature moves normally. He is magical, casting spells
intelligently which produce nether balls, produce mana storms, cause brain
smashing, produce mana bolts, summon monsters, summon greater undead,
summon ancient dragons, summon ring wraiths or summon unique monsters; 1
time in 3. He can bore through walls and push past weaker monsters. He
regenerates quickly. He resists acid, lightning, fire, cold and poison.
He cannot be frightened, confused or slept. He is ever vigilant for
intruders, which he may notice from 1000 feet. He will carry up to 20
exceptional objects, in addition to chosen objects. He can hit to shatter
with damage 20d10, hit to shatter with damage 20d10, hit to reduce all
stats with damage 10d12, and touch to drain charges.
The first thing to notice about Morgoth is his "burst" damage. His
mana storms do 500-600 points each, with no possible resistance. He
is fast +30. This means you HAVE to get to at least +30 to fight him,
or risk his having two turns in a row, and thus risk up to 1200 damage
in one character turn. This is why you must get to speed +30 to fight
Morgoth. Note that as of 2.7.9v3, Morgoth, like all other monsters,
has a chance to vary slightly from his normal speed each time he is
generated. This means his actual speed may vary from +28 to
+32... which means that even if you are at +30, you should watch out
for possible Morgoth double turns. If he is faster than you and you
cannot match him, run away. Why risk instant death? You can generate
another Morgoth just by popping up and down stairs.
The second power Morgoth has is the really nasty summons spells:
summon ancient dragons and (to a lesser extent) summon greater undead.
Ancient dragons (especially Great Wyrms of Chaos and Balance) are
*extremely* dangerous on their own; multiple ones set up another
possible insta-death situation. (I.e., two chaos drakes just might
*both* breathe chaos the same turn, and you might get a poor
resistance roll on both breaths, taking over 1000 HP even though you
resist chaos!) The elemental wyrms have similar damage dangerousness
against characters unable to get double resistance (or immunity) to
their element. Finally, some of the greater undead (especially Black
Reavers) are quite nasty. Thus, you would want to fight Morgoth as
you fight any other summoner: in an anti-summoner tunnel. (A side
note on summonses: make sure to kill all significant uniques before
facing Morgoth, as he can summon them too.)
However, Morgoth's last main power -- and the one distinguishing him
from all other monsters -- is the ability to defeat any simple
"channelling" scheme. He digs through rock, making it hard to avoid
him and ruining anti-summoner tunnels right off the bat. But more
dangerously, each of his hits can cause an earthquake, which opens up
even more space next to the player where things can be summoned.
There are a couple more powers worth mentioning, though they are not
of themselves a huge problem if precautions are taken. First, Morgoth
has a drain all stats attack, so if you intend to fight him closely
you need to either have stat sustains for your combat and spell stat,
or have restoration mushroom/potions available. Second, Morgoth can
touch to drain charges, meaning you should not take any staves/wands
into combat with you. Finally, Morgoth is not vulnerable to any slay
except evil, and resists all elements, meaning there is no way to get
more than a 2x base damage multiplier on him. Fight him with Aule,
Deathwreaker, Doomcaller, or the Glaive of Pain, if at all possible.
(A Blade of Chaos, Scythe of Slicing, or Mace of Disruption with Slay
Evil would also be good.)
The whole package is extremely deadly. To face it, there are
basically just two options: a dangerous hand-to-hand battle, or some
sort of trick.
Going hand to hand with Morgoth is straightforward. Basically, the
idea is dish out damage to him faster than he forces you to use your
healing/genocide. Here's the laundry list of tools:
* Ability to cause damage: a big base damage weapon with slay evil.
Potions of Heriosm, and Berserk, and scrolls of blessing/chant/prayer.
* Temporary speed abilities: mage/rogue/ranger spell or potions of speed
for others, or several rods of speed. (Note that character with the
possibility to get to +30 speed without temporary speed would
almost always be better off trading off a speed ring for a ring of
slaying or damage, or an artifact.)
* Reliable healing: LOTS of potion of Healing, *Healing* and Life
potions, or, be a priest. Paladins still need potions, but somewhat
less since sometimes 5% fail is acceptable.
* Ability to remove masses of monsters: be a mage (geno/mass geno) or
a priest (banishment), or carry a fair number of scrolls of genocide
and mass genocide. Paladins need some scrolls even with banishment.
* Ability to remove Morgoth: a rod of teleportation. 0% fail spell
are better for mages/priests.
* Defenses: a high armor class (150+) is nice, though not necessary.
Scrolls of Rune of Protection are handy. Phase door can be useful too.
Potions of Restore Mana for spells.
* Escape: sometimes you just don't have enough stuff and know it.
Bring in a guaranteed escape method: scrolls of *destruction* or
teleport level.
Tactically, you should be doing one of four things: heal, remove
nearby monsters, renew your spells/defenses, or attack.
The first thing you need to do *every* turn is determine if the threat
level has become intolerable. Consider at all monsters that can see
you, and see how much damage they can do. (Morgoth, of course, can do
600 by himself). Compare this number to your current hitpoints; if it
is more, you need to:
(1) Heal, if by doing so you climb above the potential damage you
might take
(2) Geno/mass geno/banish, if this will remove enough monsters
(3) Teleport one/some monsters away, if this will remove enough.
Note that Morgoth *can* be teleported off, and will return nicely,
Giving you some time to kill stragglers, heal, etc.
(4) Escape (teleport level, *destruction*)
or
(5) Risk death.
If you can take a round of damage, it may be best to renew your
spells/defenses. When I can, I like to fight Morgoth:
Heroic, Berserk, Blessed, Speeded, Shielded, Invulnerable,
Protected from Evil, on a Rune of Protection, with Resistance up,
Enlightened to the nearby terrain and at full HP and Mana.
Obviously no character is going to have all of these, but try to keep
as many as possible going as much as you can. If any of these
situations does not hold true, and you can "fix" it, there are a
number of ways to go about it. The idea is to separate yourself from
Morgoth for a while, so as to spend as little time as possible exposed
to the damage he causes. Here are the main methods:
(1) Just do it: quaff the potion or read the scroll, and let Morgoth
and company hit you. It's just one turn... works best for
priests with unlimited healing.
(2) Phase Door: This is usually enough to buy a few turns --
anywhere from none (ouch) to five or so unmolested.
(3) Teleport Morgoth away: this should buy a hundred turns or so.
There is some risk that he is too far to find you, though; for
this reason is best to fight him in the center of the map.
(4) Teleport/Portal yourself.
Lastly, if nothing else needs to be done and you can take a round of
attacks, chip away at Morgoth for a round.
>==========Charles William Swiger, 6/20/96==========
>
>Excerpts from netnews.rec.games.roguelike.angband: 20-Jun-96 Re:
>Thrashed by Morgoth. by Vladimir Smirnov@chinook
>>> Name : Rand al'Thor
>>
>> Wow. Is CoS better or worse than the previous books?
>
>Better. Much better.
SPOILERS DELETED
>
Please don't post that here, especially with no spoiler protection.
Some of us are still reading the book. Take it to
rec.arts.sf.RobertJordan
>
>-Chuck
>
>PS: For those who didn't catch the reference, Rand al'Thor is the
>protangonist of Robert Jordan's "Wheel of Time" series, and CoS is "A
>Crown of Swords", the most recent book that was just released
this month.
>
>
> Charles Swiger | cs...@andrew.cmu.edu | standard disclaimer
> ----------------+---------------------+---------------------
> I know you're an optimist if you think I'm a pessimist.
>
Ken King
NCR - Shared Development & Services
Kennet...@Daytonoh.ncr.com
Let's see...
The Trolloc ('H' or 'T'). A hybrid of a troll and a goat. Moves quickly,
appears in groups, can hit to attack, gaze to terrify.
The Myrddraal (white 'h'). Artificially created humanoid. A commander of
trolloc troops. Moves quickly, can cast spells to terrify, blink self,
teleport self, paralyse. Can hit to attack and hit to poison.
Some more spells from hypothetical book "Dragon Magic of Rand al'Thor":
"Concentration", or "Touch the True Source". Increases the accuracy of
all your melee and missile attacks.
"Balefire" (very high level spell). Causes instant death of a monster
it is directed to (uniques and gemocide resistant monsters are
level-teleported instead) and undoes all damage done by this monster
during the last turn. Example:
#################
Z L@
#################
"The Air hound breathes gas. You are poisoned. The Lich hits you.
The Lich touches you. You feel more clumsy. You feel your life
draining away!"
(I cast Balefire)
"The Lich dies. You feel better. You feel less clumsy. You fell
your experience returning."
#################
Z @
#################
(Note that I am still poisoned, since only the Balefired creature's
attack is undone).
Only in Moria. You'll be looking for a VERRRRRYYYYYYYYYYYY long
time for potions of invulnerability, as they don't exist in Angband.
Mages get the spell, but that's it, I think.
> >l) a Pair of Metal Shod Boots of Slow Descent [6,+13]
>
> Exchanging these for some speed boots might also help (since it may
> allow you to toss one of your speed rings in favor of a slaying ring).
>
Speed of +30 is plenty... any more is overkill, and will only be
annoying as you get hungry every 2 minutes.
Better boots are called for, however, but this isn't the major
concern. An artifact like Thror or Dal-i-thalion would be just as well
here...
> -- Peter
Venk
Sorry. No more spoilers. Btw, I have not read the book either.
And it is rec.arts.sf.written.robert-jordan.
Oh, yeah. You will need several potions of *Healing* and Life. The only
classes that can get by without them are mages (GoI) and priests (heal
themselves, esp using Holy Word).
Looking at your sheet, you're OK, altho a lot of your stuff has gotten
really nailed (Cubragol and Fingolfin, especially). Several things
would help, but the big one would be the boots of Feanor, or any
boots of speed...so you can use a ring of damage, or a good long
bow. Rangers really want the long bow, NOT Cubragol, altho that
is not an easy situation.
As you know, now, Morgy has TONS of hit points, so it is going to
take a LONG time to kill him, and you're gonna take a pounding.
>Jase
--
[This sig intentionally left blank.]
Sorry, Moria person. Potions of Invulnerability no longer exist.
>>l) a Pair of Metal Shod Boots of Slow Descent [6,+13]
>
>Exchanging these for some speed boots might also help (since it may
>allow you to toss one of your speed rings in favor of a slaying ring).
Of course, speed boots are VERY rare.
>-- Peter
Matt Craighead
In my opinion Fires of Heaven and Lord of Chaos have been the best two
so far, A Crown of Swords isn't too bad though, the way Jordan's writing this
looks like it's gonna be like 12 books long.
>- Smirnov
>--
>Home page: http://128.100.80.13/vladimir/
>SCR.moderated home page: http://www.algebra.com/~ichudov/usenet/scrm/
_____
Miles
Jordan did seem to go a bit slow in this book, while a lot of things
happened in CoS, in LoC there was a lot of Rand finally getting down to
business and going to war. CoS is good and I wouldn't pass up reading
it for anything, but I think LoC was better overall.
>
> Cool. I am still waiting for paperbacks to show up; my previous 6 books
>are all paperback.
>
>> PS: For those who didn't catch the reference, Rand al'Thor is the
>> protangonist of Robert Jordan's "Wheel of Time" series,
>
> Interesting: he certainly has in his arsenal some spells not present in
>Angband game. One of them I can think right now is the "Traveling"
>or "Gateway" spell: the same as "Phase Door", but destroys everything
>on the line connecting the starting and ending point. E.g.
What's the reasoning behind it destroying everything in the way? The
gateways only killed/destroyed anything in the immediate position in
which it was created (or anything midway through it when it collapsed)
> Was Result
>
>################## ##################
> ..@..
>############# #### ####### ##### ####
> # # ## ## # #
> # # ## ### #
>############# #### ##########.## ####
> ..@..
> .....
> ...
>
> All living creatures on the way die except those which can't be genocided,
>all objects are destroyed, etc. What do you think?
And of course instead of LOW HITPOINT WARNING!!! you'd have Lews Therin
cackling in the background.
Uhh, Ken? Those weren't spoilers.
One of the last scenes in LoC is Moghedien being freed and summoned to
face the Great Lord after being captured and interrogated. Anyone with
a room-temperature IQ or better could predict that Moghedien is not
going to patted on the head.
As for Cadsuane, you've got a name, and you know she's tough. You'd
figure that out within the first page that her name appears. I didn't
disclose anything she (or anyone else) does, or any of the plot.
[ In fact, I specificly chose those two teasers because they _weren't_
plot related-- there are quite a few things in CoS that I consider to be
more interesting, but I didn't mention them because they would give away
something. ]
But yes, this is off-topic, and should be redirected elsewhere, so I'll
stop here....
-Chuck
When you have a copy of Tenser's, what are you bothering to throw
at something?
Altho I do agree that the !d!k is a good precaution.
Thanks!
Inscribing an item with !d will cause the game to ask you if
you _really_ want to drop it when you try to drop it. So the poster is
protecting his item from accidental drops and destruction (and selling
it? Is selling really a drop? I forget.)
For example, !q your potions of *healing* and Life so you don't
accidentally drink them. Man does it stink to miss that cure critical
wounds (you are, after all blind from a Light Hound) and accidentally
quaff that *Healing* potion. Doh!
Also nice is @f4 on your ammo. Then "f 4" will fire the {@f4} ammo
without you having to find it in your inventory...
Oh and !r on the scroll or !z on the rod of recall..
Any other suggestions?
What help file are these 'commands' listed in?
> Also nice is @f4 on your ammo. Then "f 4" will fire the {@f4} ammo
> without you having to find it in your inventory...
Would it not work with just @4??? Instead of @f4?
No, @f5 is better because then "f55" fires the ammo at the current
target, easier to type than "f45".
>Oh and !r on the scroll or !z on the rod of recall..
>
>Any other suggestions?
Matt Craighead
>When you have a copy of Tenser's, what are you bothering >to throw
>at something?
I think I said: my finger slipped--big time. If I remember rightly, I
wanted to <<browse>> Tenser's. My mind has tried to blot out the details.
> (BTW, you only need 1 copy of books e, f, g, and h, not 2... they
> will never be destroyed and your DEX is too high for them to be stolen)
Ah, didn't know that. Thanks. But I was kinda wondering why only the first 4 would get
nuked sometimes... :)
> You *may* want to consider using this instead of the ring of speed.
> With your haste/essence of speed spells, you can still hit +31, and more
> speed than that is pretty much pointless.
> You don't need the rod of recall: you have the spell.
But with my speed at 40+ and Morgoth's at 30, wouldn't I get 1 more move than him?
That's why I kept the ring, thinking that 5 more attacks would be more benefial than
the +9/+14 of the RoS.
> Well, the Large Metal Shield of Anarion helps a *lot* against
> Morgoth, as morgoth can reduce all stats and Anarion Sustains all stats.
> Since this does not appear to be a viable option, try to find ways of
> sustaining at least your STR, DEX, and CON so that you don't exhaust
> your precious potions of life and mushrooms of restoring (and also
> importantly, you save the turn of using them...)
>
> Ok, when you see Morgoth comming ready to attack you, you should
> cast all the spells in Tenser's (or, use the rod instead of Essence of
> Speed), and cast resistance in Resistance of Scarabtarices (just to
> prevent guys he summons). The +40 to AC (Shield gives +50, but
> Berserker will lose 10 of that) will really help your character out, and
> so does the +-to-hit.
>
> Oh, and yes, get potions of Healing, *Healing*, Life, and so forth.
>
> Remember, now is the time to pull out *all* the stops!!!
>
> Also, get a staff/scrolls of Teleport. There are times you'll want
> a guaranteed and/or mama-free form of Teleporting yourself away.
>
> Venk
I think I'm gonna scum for a while on level 49. Hopefully I might find Anarion. Thanks
for the help.
Jase
> > b) The Light Crossbow `Cubragol' (x4) (+5,+7) (+10 to speed)
>
> Eek. What happened to this tasty artifact??
That's what happens when you're attacking a disenchanter and didn't notice it. One of the
uniques (can't remember which) was smacking me, and all I was looking at were my HPs. The I
ctrl-P'ed and... AAAAAAAAAAARGH! Oh well.
> Should be a routine kill. You have +32 speed before EoS as well as +53 damage.
> You lack Disenchantment Resistance (this explains Cubragol) which can be damaging
> at deep levels, especially if Morgoth is summoning nasties. Not a big concern
> though.
>
> Your major problem is your lack of healing. You have none, nada. You should be able
> to take him with 3 or 4 potrions of *Healing* with a substantial supply (8 or 9) of
> Healing (Phase Door and quaf 2 if necessary. You can get these from the town
> if you do not mind stair scumming for a bit.). This should be enough.
>
> If M summons too many nasties and you feel uncomfortable, Teleport. The nasties will
> stay put, but M will follow shortly.
>
> I've slain the big M with *much* weaker characters. Get some healing and you'll have
> no problems.
>
> Chris
Thanks for the help. Guess I'll scum for the next few days... :)
Jase
> > Name : Rand al'Thor
>
> Wow. Is CoS better or worse than the previous books?
I like all the books (except for tGH) just about the same. CoS is excellent, however.
> > Class : Ranger
>
> Agreed here. Rand started with high STR and DEX and no spells.
> But, alas, he isn't no elf...
Well, there wasn't any Aiel class at the start, and since High Elves are the best races, IMO...
:) Hey, maybe since Angband is a mix of Tolkien and AD&D, maybe someone should add some WoT into
it... :)
Jase
Okay, guess I'll get a bow. I just hated getting rid of the +10 speed...
> >e) an Amulet of the Magi [+7] (+9 to searching)
>
> You don't have an artifact amulet yet? (Not that it makes that big a
> difference, but still ...)
Naw, nothing yet.
> >f) The Star of Elendil
> No Arkenstone either, huh? Guess you dived rapidly to 5000' from 2500'
> or so -- you aren't going to get the high-level ring/amulet/lightsource
> artifacts except for real deep in the dungeon. It's not very necessary
> either, but still ...
Actually, I went REAL slow up to 4000', then when I got my Ranger to level 50, I zoomed to 5000'.
> >h) The Cloak of Thingol [1,+11] (+3)
>
> Wow! This is one of the rarest artifacts in the game; too bad it isn't
> as powerful as it should be ...
Yeah, I nearly cried myself to sleep that night... :)
> Without immunity to fire, you should carry more than 2 copies of these
> books at the deeper levels. (you've never had 2 spellbooks of a kind
> burn up at the same time?)
Nope, only had 1 burn at most. Guess I'm lucky.
> It looks like you haven't found too many artifacts in this game,
> considering you still have Mormegil sitting at home :-).
Actually, I've found close to 70% of the artifact weapons and around 60% of the armor. I just sold off
everything before I hit 5000' (dunno why, just got an urge). And since I can' sell Mormegil...
> It doesn't take that long to collect good stuff including artifacts at
> 4900'-4950'; just slay great wyrms and the like and they will show up
> fast if you haven't found many yet.
Thanks for the tips!
Jase
Hey, a kill is a kill, anyway you can get it, right? :) Unfortunately, I haven't even SEEN a
potion of invulnerability yet...
Jase
Stuff deleted in the interest of brevity...
> What help file are these 'commands' listed in?
>
> Would it not work with just @4??? Instead of @f4?
See section 6: Selection of objects in the help file #5: command.txt
Except when I play in the dark on my powerbook, with my index finger on
f my middle finger sits naturally on 4... Maybe if I re-map the 4 to 5
then I can hit f44 and it'll do f55 *grin*
-milan
: -milan
i always mark my arrows with `@f9'. somehow `t9t' is easy to type.
then i alias `T' to type `t9t' (you can use \T to take stuff off).
now i just keep hitting TTTTTT to fire a whole lot of arrows.
for my priest i map 'O' (for Orb) to `pcbt' and mages 'O' is `maat'
or `mbbt' depending on level. although i am obviously using the
roguelike keyset, macros really help you shoot and would help you
others as well.
to make a macro (this is explained somewhat poorly in the on-line help)
hit `@' (takes you to macro mode)
hit 3 (to enter new macro text)
type what you want macro to do, e.g., `t9t' and hit return
hit 5 (create command macro)
type char you want to activate macro with, e.g., T
you can save your setting by hitting `2'. the game will
suggest some file - i just choose it. this file will autoload
when you come back making the macros stick with your char.
note that you override the standard operation of the `T' command
(take off) but you can still use it by hitting \. this restores
the original pre macro function. \T now removes clothes &c.
--
johan kullstam
kull...@cqt.com
There are 2 keys that are very handy, and not at all used: + and -
(they're convenient if you have a numeric keypad, that is).
I like to use + for my main offensive spell...OoD for a priest,
and whatever for a mage...usually magic missile. I use a
LONG macro: \e\e*\epcb*, for example, for OoD...this
forces retargeting every time, but it's VERY easy to hit +<ret>,
as they're right next to each other, and it serves as a very
general-use macro...if I want/need to retarget, I will.
- becomes the non-retargetted version...i.e., pcb. That'll
re-use the previous target I set with the +. Useful for
escorted uniques.
2 other keys I like: Insert and Delete. These are keypad
0 and . ...no real loss for command macros. Insert usually
is used for Identify; Delete is for destroy item on floor
(but *with* confirmation, I don't want to risk an accident).
>--
>johan kullstam
>kull...@cqt.com