I have a 32nd level Ranger who's reached 20,000 feet. I can navigate this
level of play fairly well untill I come across an AMHD or an Emperor
Lich, at this point I usually get the **** out of there. What is the
general concensus as to how to defeat these creatures? I only have one
item for speed which is a staff and it has been recharged several times
already. That Bright flash of light is coming soon I fear. Also, when do
you start finding permenant items of speed? I have yet to find a single
amulet or ring of speed yet. I would prefer a ring because I have an
amulet of the Magi.
On the issue of flame posts, I didn't want to mention this but the reason
I contribute and read this news group is because I noticed a lack of
flaming. Recently however this has not been the case. I have found that
the best way to deal with this issue is the good old fashioned way.
Ignore them and they will go away.
Finally, I lift a mug of cold Ale to Jonathan! These posts have been
entertaining and worthy of this newsgroup. I hope that Neil will continue
to post. His adventure has been better than the Days of our Lives!
-Eli-
just a lowly grad student at an insignificant little college in northwest
Ohio.
My method of play is to flee as fast as I can when I find a big Lich.
Genocide works well too, if you a means to use it. With two items of
speed, and temporary speed booster, Emperor Lichs still are nasty for
40th level mages.
AMHDs are probably something you can take on with 300+hps and a fair
amount of equipment and consumables for healing. You still risk death,
but it is not so uneven.
>item for speed which is a staff and it has been recharged several times
>already. That Bright flash of light is coming soon I fear. Also, when do
>you start finding permenant items of speed? I have yet to find a single
>amulet or ring of speed yet. I would prefer a ring because I have an
>amulet of the Magi.
I don't think there are speed amulets in Moria. Rings and boots only,
and never more than +1. I have never found the boots myself. Rings are
most common at 1250 feet and then again after 2500 feet, IIRC. They
are still pretty rare. Get a staff of cloning and farm dragons or
gelatinous cubes. Or go to a level where Liches and AMHDs are rare
and clone some Qulithugs (*not* the Roting variety), then try not to
hurt them.
Varieties of Ooze that frop things and breed are pretty useful, too.
Green, as I recall, is a favorite.
If you can stand him, Evil Iggie is a another good one to clone.
Once you get to a certain depth, which I think you have passed, all
rooms become special. That is useful for finding more stuff and
creatures to drop stuff, as well.
>-Eli-
Elijah
------
the only "Eli-the-Bearded" on the 'net
I have a 32nd level Ranger who's reached 20,000 feet. I can navigate this
level of play fairly well untill I come across an AMHD or an Emperor
Lich, at this point I usually get the **** out of there. What is the
general concensus as to how to defeat these creatures? I only have one
item for speed which is a staff and it has been recharged several times
already.>>
Since I found a Ring of Speed, I kill Empies all the time. As for the
AMHD, the only one I killed was before I found my ring. The old "chase
around the column" trick. If I remember right, I used about 6 charges from
Staffs of speed, and one or two Potions of Restore Mana. I was a late 20's
or early 30's priest, and I kept firing Orbs of Draining at the sucker
'til he died.
<<Finally, I lift a mug of cold Ale to Jonathan! These posts have been
entertaining and worthy of this newsgroup. I hope that Neil will continue
to post. His adventure has been better than the Days of our Lives!>>
Huzzah! I heartily agree. (mayhaps, the squinty eyed rogue, or battle
scarred veteran found out about him killing the poor wretch and exacted
revenge...)
The Tale of Jonathon is a rousing good tale. (much better than my weak
attempt a few weeks ago when I killed that AMHD)
Douglas<---stumbling along blindly around 2600 feet
> Eli T. Vestich <el...@bgnet.bgsu.edu> wrote:
>> I have a 32nd level Ranger who's reached 20,000 feet. I can navigate this
>> level of play fairly well untill I come across an AMHD or an Emperor
>> Lich, at this point I usually get the **** out of there. What is the
>> general concensus as to how to defeat these creatures? I only have one
> My method of play is to flee as fast as I can when I find a big Lich.
> Genocide works well too, if you a means to use it. With two items of
> speed, and temporary speed booster, Emperor Lichs still are nasty for
> 40th level mages.
> AMHDs are probably something you can take on with 300+hps and a fair
> amount of equipment and consumables for healing. You still risk death,
> but it is not so uneven.
I would claim the reverse, as suggested in the FAQ. A high-level mage
or priest with a stock of cure critical wounds potions can take on an
emperor lich with spells, and enjoy the huge experience total to be
earned.
Every round that an awake AMHD is in your sight is a risk of instant
death. A 40th-level half-troll warrior with 18/100 constitution,
heriosm, and superheroism averages 636 hit points, which still isn't
quite enough, although he could get lucky with hit points and get to the
magic total, and with 636, he could probably get the dragon down to size
in one round of battle with a SD weapon. The only safe way to fight an
AMHD is the pillar trick; see the FAQ.
> I don't think there are speed amulets in Moria. Rings and boots only,
> and never more than +1. I have never found the boots myself. Rings are
> most common at 1250 feet and then again after 2500 feet, IIRC. They
> are still pretty rare.
Rings of speed become common only at 2500 feet; 1250 is good for gain
stat potions.
> Get a staff of cloning and farm dragons or
> gelatinous cubes.
> Or go to a level where Liches and AMHDs are rare
> and clone some Qulithugs (*not* the Roting variety), then try not to
> hurt them.
Actually, I prefer to use Rotting Quylthulgs as farms deep in the
dungeon, once I am ready to take on an emperor lich. Ordinary
Quylthulgs can summon ancient dragons, and I'd rather not see an awake
AMHD or Ancient Green summoned into a battle.
> If you can stand him, Evil Iggie is a another good one to clone.
If you can clone Iggy, you're probably ready for the Balrog. Iggy is
almost twice as tough as an emperor lich, summons undead, and doesn't
take extra damage from lightning.
> Once you get to a certain depth, which I think you have passed, all
> rooms become special. That is useful for finding more stuff and
> creatures to drop stuff, as well.
The point at which all rooms become special is level 300 (15000 feet);
special rooms become more common as you get deeper.
--
David Grabiner, grab...@msri.org, http://baseball.berkeley.edu/~grabiner
I speak of MSRI and by MSRI but not for MSRI.
Shop at the Mobius Strip Mall: Always on the same side of the street!
Klein Glassworks, Torus Coffee and Donuts, Projective Airlines, etc.
Yeah, yeah, I know, I know. I play fun not safe. AMHD's are fun;
Lichs are not. At least to me.
Oh yeah, use a big SD weapon to take it down as fast as possible.
The breath weapon will come up even in mele and you want it to be
as weak as possible as fast as possible.
>> and never more than +1. I have never found the boots myself. Rings are
>> most common at 1250 feet and then again after 2500 feet, IIRC. They
>> are still pretty rare.
>Rings of speed become common only at 2500 feet; 1250 is good for gain
>stat potions.
Okay. "IIRC" == If I remember correctly.
Special rooms attract monsters and objects as if from a few level deeper,
am I correct there? Searching for speed at 2400' feet is a lot safer
than at 2500' feet.
>> Or go to a level where Liches and AMHDs are rare
>> and clone some Qulithugs (*not* the Roting variety), then try not to
>> hurt them.
>Actually, I prefer to use Rotting Quylthulgs as farms deep in the
>dungeon, once I am ready to take on an emperor lich. Ordinary
>Quylthulgs can summon ancient dragons, and I'd rather not see an awake
That's why I said at levels where AMHDs are rare. Rare == usually found
five or more levels deeper, my opinion.
>> If you can stand him, Evil Iggie is a another good one to clone.
>If you can clone Iggy, you're probably ready for the Balrog. Iggy is
>almost twice as tough as an emperor lich, summons undead, and doesn't
>take extra damage from lightning.
He drops a big bundle, though. Yeah it takes forever to kill 'im, but
he fights a lot fairer than a Emperor Lich, in my opinion.
>The point at which all rooms become special is level 300 (15000 feet);
>special rooms become more common as you get deeper.
And I am correct in thinking that there are no significant changes to
be found by going any deeper? Not that I haven't passed that level
myself but I don't recall noting too much. Partly the changes would
be slow, so 15,050 won't look too much different than 15,000, etc.
Elijah
------
Balrog cloning is not too much fun; they kill each other off
> Okay. "IIRC" == If I remember correctly.
> Special rooms attract monsters and objects as if from a few level deeper,
> am I correct there? Searching for speed at 2400' feet is a lot safer
> than at 2500' feet.
Guardian monsters in special rooms are chosen as if you were two levels
deeper. Treasure is still at normal depth, but there's lots of it.
>> The point at which all rooms become special is level 300 (15000 feet);
>> special rooms become more common as you get deeper.
> And I am correct in thinking that there are no significant changes to
> be found by going any deeper? Not that I haven't passed that level
> myself but I don't recall noting too much. Partly the changes would
> be slow, so 15,050 won't look too much different than 15,000, etc.
This is correct. Magic stops improving at level 55 (2750 feet).
The fraction of treasure which is mithril increases forever, but you
probably won't care.
The diagram didn't come out right. (I knew it wouldn't!)
The tunnel should look something like THIS:
##############################################
@ D
##############################################
One unit high, as many long as you can manufacture.
As was stated elsewhere, there are no amulets of speed. There are
rings of speed (+1) and there are footwear of speed (+1). I have been
fortunate enough once to find a pair of soft leather shoes of speed,
which, along with my two rings of speed, made the game very
interesting. (Note: I had to modify the game and recompile it in order
for such great speed to be accurately displayed. I used the
designation, "Speed = c" :> )
Now to answer your question... I have defeated the best of the best
in this game. I never play any character other than a mage. No class
is as powerful as a high-level mage. However, you may be able to do the
following with another character if you have the right wands and staves
and scrolls in great enough quantity...
To defeat these high-level monsters, especially the AMHD, easily
requires the right equipment, magic, and some creative engineering
(within the legal game limits). The right equipment is the following
minimum items:
Armor of Resistance. (R) (the best you can find)
Shield of Resistance (R) (the best you can find)
Defender Weapon (DF) (doesn't matter which - you won't use it to
attack)
Crown of the Magi (also provides resistance against breath attacks.)
At least two permanent speed items (prefereably three)
Of course, you will wnat to get the best plusses on these items you
can find, but beggars can't be choosy. The items providing resistance
all combined (armor, shield, crown, and defender weapon) will allow you
to brush off most of the dragon's breath attacks. The gas breath,
however, is still a problem, and nothing further can be done about it.
If you amass enough of an armor class (say, 80 or so), and you have at
least 300 hit points, and you have the above items, you should be able
to survive most gas breath attacks, but you will likely need to teleport
away after one to recover (more on this coming up).
The right magic is the following minimum stuff:
Unlimited temporary speed (Haste Self spell or Staff of Speed and
Recharge Item II)
Wand of Wall Building (and the spell Recharge Item II)
Turn Stone to Mud (spell or wand with Recharge Item II)
Unlimited Fire Balls (spell or wand with Recharge Item II)
Unlimited Fire Bolts (spell or wand with Recharge Item II)
Unlimited Teleportation (preferably the staff with Recharge Item II)
The speed is essential. In order for this to work, you MUST be moving
at least two turns to the monster's one. The stone to mud and wall
building items are explained below. The fire balls and fire bolts are
used for fighting. The fire balls are used until you think the monster
is almost used up, then the fire bolts are used. (This way, all that
cool treasure doesn't dissolve in a ball of flame when you finally
defeat it.)
Teleportation is absolutely necessary, as will also be explained below.
Now, for engineering the battle:
In order to easily defeat the monster, you have to do a lot of
excavation and restructuring of the dungeon. (This is one reason why a
mage is so useful, BTW; a mage can turn stone to mud without even
trying.) What you want to do when you meet one of the aforementioned
baddies is go just outside of its sphere of awareness and create a very
long tunnel that has no side passages. (Do it horizontally so your
screen doesn't switch around as much.) You then want to lure the
monster into the tunnel but stay far enough away so that you can step
just outside of its awareness.
Once inside the tunnel, the screen should look something like this:
#########################################################################
@
D
#########################################################################
Now you are ready to fight.
All you do from here is shoot fire balls at it until either you are
face to face with the monster and it is about to attack you, or your
mana or charges drain. Whichever occurs first. If you are fact to
face, this is best because the next thing you should do is shoot the
wand of wall building at it, creating a blockade in the tunnel and
giving you time to rest. (If the monster is too far away when you must
rest or recharge, then you'll have to teleport out and go back to begin
the arduous process of setting up the battle again.) Once you are
rested, step back to the edge of its awareness and turn the stone
blockade to mud, repeating the above battle process.
It's a long and difficult battle, but you will be rewarded when it's
finally over by the treasure, experience and, mostly, the satisfaction
that you kicked his ass all over the mat.
Actually, the experience is incidental. You can get much more much
more easily by simply finding a gain experience potion. :>
The above technique is best for fighting AMHDs. Liches and Evil
Iggies tend to teleport away to recuperate too often.
I hope this helps you in your quest.
Elfin
P.S.: I have an incredibly sophisticated batch program menu system for
playing Moria on a PC (a testament to my love of the game, even in this
day of Quake and Myst...) It allows you to play normally, but it also
has an automatic recovery feature that lets you cheat death as if it
never happened. :> It also allows backup to other drives, and is best
used on a RAM disk, but will operate in any capacity. It's a standalone
batch program that doesn't rely on the presence of any other program
except the Moria executable. Necessary files such as the help files,
score file, and the utilities the program uses to get input and check
the character's life status, are all created by the batch program if
they are not already present. In short, it's a Moria player's dream.
I'd be happy to send you a copy for your examination, if you're
interested in such an animal.
> Armor of Resistance. (R) (the best you can find)
> Shield of Resistance (R) (the best you can find)
> Defender Weapon (DF) (doesn't matter which - you won't use it to
>attack)
> Crown of the Magi (also provides resistance against breath attacks.)
> At least two permanent speed items (prefereably three)
>
> Of course, you will wnat to get the best plusses on these items you
>can find, but beggars can't be choosy. The items providing resistance
>all combined (armor, shield, crown, and defender weapon) will allow you
>to brush off most of the dragon's breath attacks.
Are you sure? It's been a while since I looked at Moria code, but
last time I checked, permanent resistance items were not cumulative.
Is this a recent change, or is Elfin mistaken?
--
------------ Greg Wooledge -------------
------- <wool...@kellnet.com> -------
--- <http://kellnet.com/wooledge/main.html> ---
It was indeed a mistake to state they are cumulative.
Musta been too many of those damn elfin cookies...
Elfin is mistaken (as of 5.2). Permanent resistance is only accounted
for
once, no matter how many items you may have. It is cumulative with a
spell
or potion, however. The only reason you may want more than one item to
be
(R) would be for the (RA) qualities so they don't get corroded.
-Noah
--
E-mail: no...@anet-dfw.com
Just as irrigation is the lifeblood of the Southwest,
Lifeblood is the soup of cannibals. -Jack Handey
>The tunnel should look something like THIS:
>
>
>##############################################
> @ D
>##############################################
>
>One unit high, as many long as you can manufacture.
>
>
Ack!! You're kidding, right? Please tell me you're kidding. This is *not* the best way to go. Misjudge the distance to the AMHD "awareness" and you are toast. Also, hallways are rotten for getting treasure, and AMHD's can give great treasure. If you're at speed 3 like you said, then the method shown in the spoilers is best. The ol' "chase around the pillar" trick.
Find or make a pillar. When I killed my AMHD, I made one. I walked into a room, and when I saw him, I wave my Wand of Wall Building at the distant wall. Then I took one step to the side opposite the D, dug a hole in the wall, then went "once more, unto the breach".
###########################
#...........................................#
#.........D................................# #.#
#...........................................#####.#
########################.#..........#
#.........................................@######
#............................................#
#............................................#
########################### Nice big room for the treasure to drop in. I hasted my self, moved up, cast an OoD, then moved back to the pillar, and waited for my "friend" to arrive. 2 staffs of speed, and a couple Potions of Restore Mana, and he was dead. Much safer than the hallway trick. If your wand of wall building fails when you need to block him (as in your method) big D has a chance to breath. <shiver>
Douglas<---who finally beat that stupid Balrog for the first time last week!
Douglas Appelt
San Bruno, CA
"To err is human...to point out the error and make the person feel like a jerk is fun!" -J.Wagner
Well, I was not kidding, but I did omit the part about leading it to a
big room near the end of the battle to finish it off and get the
treasure...
The pillar trick is nice, at least until it casts a paralysis spell...
Elfin
Ok, I just want to be clear on this, because I've heard conflicting
answers, and the FAQs and spoilers aren't crystal clear on the issue. As I
understand it, permanent resistance items (armor with (Rx) or rings of
resistance) are not cumulative, only temporary resistance such as staffs and
spells are cumulative. Is there any limit to the number of temporary
resistance items you can use? (ie, would one artifact of (R), one potion of
(RC), and a ring of (RC) yield 1/9 or 1/27 resistance? Alternately, could
you quaff two potions of (RC), and have an artifact of (R), and gain 1/9 or
1/27 resistance?) I suppose the easiest way of phrasing this is: is 1/9
resistance the maximum?
Also, just to confirm because I was also told otherwise, armor with (Rx)
will extend the resistance both to the armor to resist damage, and to the
user to resist damage to their person (ie, a loss of HP), right?
Relatedly, is there any point to my holding on to Rings of Lordly
Protection of (RC) (RF) and (RA), if I'm already wearing armor of (R), other
than to use as protection should I, for some silly reason, decide to abandon
my rather wimpy armor that has the advantage of being (R)? I ask because in
addition to the items I'm carrying that you can see below, there's a
Composite Bow (x4) (+2,+8) that I want to take with me, but I need the space.
And yes, I know I have two weapons of (SA). I just picked one up and am off
to sell it as soon as I find space in my pack for the bow. :)
Finally, what dungeon level should I be cruising at? I'm just starting
to hang out around 1800. Is that about right? I'd hate to be wasting my
time if I should move on. (I just killed my first Emperor Lich for 12000
points. Woo!)
(Umoria 5.5 character stats, minor editing to make it <80 columns:)
----------------------------- C U T H E R E -----------------------------
Name : Dunadan Age : 25 STR : 18/99
Race : Half-Elf Height : 59 INT : 18/95
Sex : Male Weight : 120 WIS : 18/100
Class : Ranger Social Class : 4 DEX : 18/95
Title : Guide (8th) CON : 18/93
CHR : 18/100
+ To Hit : 17 Level : 33 Max Hit Points : 336
+ To Damage : 19 Experience : 413816 Cur Hit Points : 336
+ To AC : 58 Max Exp : 413816 Max Mana : 94
Total AC : 83 Exp to Adv : 450000 Cur Mana : 94
Gold : 245664
(Miscellaneous Abilities)
Fighting : Superb Stealth : Excellent Perception : Good
Bows/Throw : Superb Disarming : Superb Searching : Good
Saving Throw: Superb Magic Device: Superb Infra-Vision: 50 feet
Character Background
Your father was a Green-Elf. You are one of several
children of a Yeoman. You are the black sheep of the
family. You have dark brown eyes, curly brown hair, and an
average complexion.
[Character's Equipment List]
a) You are wielding : a Morningstar (DF) (2d6) (+10,+13) [+8]
(+2 to stealth) {1}.
b) Worn on head : an Iron Helm of Infra-Vision [5,+4] (+3).
c) Worn around neck : an Amulet of Wisdom (+2).
d) Worn on body : Leather Scale Mail (R) (-1) [11,+10].
e) Worn on shield arm : a Medium Metal Shield (RF) [4,+8].
f) Worn on hands : a Set of Gauntlets of Free Action [2,+8].
g) Right ring finger : a Ring of Speed (+1).
h) Left ring finger : a Ring of Lordly Protection (ACID) [+5].
i) Worn on feet : a Pair of Soft Leather Boots of Slow Descent [2,+6].
j) Worn about body : a Cloak [1,+5].
k) Light source is : a Brass Lantern with 4092 turns of light.
l) Secondary weapon : a Gnomish Shovel (1d2) (+0,+0) (+4).
[General Inventory List]
a) 4 Books of Magic Spells [Beginners-Magick].
b) 2 Books of Magic Spells [Magick I].
c) a Book of Magic Spells [Magick II].
d) a Book of Magic Spells [The Mages' Guide to Power].
e) 13 Mushrooms of Unhealth.
f) 29 Flasks of Oil.
g) 14 Potions of Restore Mana.
h) 9 Potions of Healing.
i) 6 Potions of Haste Self.
j) 11 Scrolls of Word-of-Recall.
k) 3 Scrolls of *Destruction*.
l) 4 Scrolls of Genocide.
m) 2 Scrolls of Rune of Protection.
n) a Wand of Fire Balls (20 charges).
o) a Staff of Curing (16 charges).
p) a Staff of Dispel Evil (5 charges).
q) a Ring of Lordly Protection (FIRE) [+5].
r) a Ring of Lordly Protection (COLD) [+5].
s) an Awl-Pike (SD) (1d8) (+8,+8) {4}.
t) a Halberd (SA) (3d4) (+10,+13) {3}.
u) a Battle Axe (Balestarius) (SA) (2d8) (+4,+2).
v) a Flail (HA) (2d6) (+10,+13) [+2] (+2 to STR) {2}.
----------------------------- C U T H E R E -----------------------------
Rene
--
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I have a few comments:
1.) The Ring of Lordly Protecton (FIRE) is only useful right now
for its +5 ac, should you ever want that (doubtful). The RoLP
(COLD) will be useful if you ever get rid of your (R) armor.
2.) Armor of (R), just as (RA), applies resistance to the item to
prevent it from being damaged, and also reduces the HP of damage
you take.
3.) Temporary resistance, just as permanent resistance, applies only
once. Multiple applications increase the duration, not the
resistance. (so 1/9 is the least damage you can take).
4.) Why on earth do you have a shovel!? You can just cast remove
earth to the same effect, and it's taking up an obviously
valuable inventory slot. I'd ditch that first. If for some
reason you really want your shovel, then ditch the RoLP (FIRE)
to make room for that bow.
5.) You may also want to buy a few more spell books. Resistance does
nothing to prevent damage to the items in your pack, and few
things are worse than *you smell smoke coming from your pack*...
about AMHD´s
>
>
> Well, I was not kidding, but I did omit the part about leading it to a
> big room near the end of the battle to finish it off and get the
> treasure...
>
> The pillar trick is nice, at least until it casts a paralysis spell...
Which is why you really should have a Defender.
HMA
--
Signatures are for nerds
: Ok, I just want to be clear on this, because I've heard conflicting
: answers, and the FAQs and spoilers aren't crystal clear on the issue. As I
: understand it, permanent resistance items (armor with (Rx) or rings of
: resistance) are not cumulative, only temporary resistance such as staffs and
: spells are cumulative. Is there any limit to the number of temporary
: resistance items you can use? (ie, would one artifact of (R), one potion of
: (RC), and a ring of (RC) yield 1/9 or 1/27 resistance? Alternately, could
: you quaff two potions of (RC), and have an artifact of (R), and gain 1/9 or
: 1/27 resistance?) I suppose the easiest way of phrasing this is: is 1/9
: resistance the maximum?
Resistance from rings, armour, and weapons are "permanent resistant" items.
No matter how many you have they add up to 1/3 decrease in damage. Spells
scrolls and potions are "temporary resistance." No matter how many you
use you get 1/3 resistance. With at least one permanent and at least one
temporary damage becomes 1/9. The cummulative effect of temporary
resistance is in duration rather than decrease in damage. If you're going
into a battle that will last a while (e.g. the Balrog), using multiple
temporary RF will make it last longer (of course you'll probably be using
something like potions of invulnerability instead which are also cummulative
with respect to time).
: Also, just to confirm because I was also told otherwise, armor with (Rx)
: will extend the resistance both to the armor to resist damage, and to the
: user to resist damage to their person (ie, a loss of HP), right?
Someone else will have to give a definative answer. It might decrease the
chance of damage to equipment? but I've had my armour mangled by acid, and
scroll burned to a crisp with RF and RA.
: Relatedly, is there any point to my holding on to Rings of Lordly
: Protection of (RC) (RF) and (RA), if I'm already wearing armor of (R), other
: than to use as protection should I, for some silly reason, decide to abandon
: my rather wimpy armor that has the advantage of being (R)? I ask because in
: addition to the items I'm carrying that you can see below, there's a
: Composite Bow (x4) (+2,+8) that I want to take with me, but I need the space.
: And yes, I know I have two weapons of (SA). I just picked one up and am off
: to sell it as soon as I find space in my pack for the bow. :)
At your level I'd rather have rings of sustain attributes than lordly
protection. +5 to armour class is irrelevant at this point. I'd also
go for increased damage or to hit above the lordly protection. I like
wearing as much (R) armour as possible to decrease loss to corrosion. Use
scrolls to boost your armours protection up as they become available.
: Finally, what dungeon level should I be cruising at? I'm just starting
: to hang out around 1800. Is that about right? I'd hate to be wasting my
: time if I should move on. (I just killed my first Emperor Lich for 12000
: points. Woo!)
You probably can drop if you want. If you've never been that low before,
do so carefully. The ancient Dragons start coming out enmasse about that
level. They're fast. I believe death quasits are out. They're very fast.
You've had the pleasure of your first encouter with an EL. You'll see
more. The general rule is if the level is consistantly easy you can drop
safely. It's possible to beat the Balrog with a 33 level character if you
have speed and the proper assortment of potions and scrolls(I wouldn't
suggest trying it, or rushing down that low). A word of warning--A single
poison gas breath from an AMHD will kill you.
: (Umoria 5.5 character stats, minor editing to make it <80 columns:)
: ----------------------------- C U T H E R E -----------------------------
: Name : Dunadan Age : 25 STR : 18/99
: Race : Half-Elf Height : 59 INT : 18/95
: Sex : Male Weight : 120 WIS : 18/100
: Class : Ranger Social Class : 4 DEX : 18/95
: Title : Guide (8th) CON : 18/93
: CHR : 18/100
You'll be maxed out soon enough.
: + To Hit : 17 Level : 33 Max Hit Points : 336
: + To Damage : 19 Experience : 413816 Cur Hit Points : 336
: + To AC : 58 Max Exp : 413816 Max Mana : 94
: Total AC : 83 Exp to Adv : 450000 Cur Mana : 94
: Gold : 245664
: (Miscellaneous Abilities)
: Fighting : Superb Stealth : Excellent Perception : Good
: Bows/Throw : Superb Disarming : Superb Searching : Good
: Saving Throw: Superb Magic Device: Superb Infra-Vision: 50 feet
: Character Background
: Your father was a Green-Elf. You are one of several
: children of a Yeoman. You are the black sheep of the
: family. You have dark brown eyes, curly brown hair, and an
: average complexion.
: [Character's Equipment List]
: a) You are wielding : a Morningstar (DF) (2d6) (+10,+13) [+8]
: (+2 to stealth) {1}.
A bigger weapon would be nice. It will come or not as the random number
generator dictates.
: b) Worn on head : an Iron Helm of Infra-Vision [5,+4] (+3).
Nice, not critical. Something better's likely to show up.
: c) Worn around neck : an Amulet of Wisdom (+2).
Relatively useless to you. You've probably not seen anything better.
: d) Worn on body : Leather Scale Mail (R) (-1) [11,+10].
Excellent armour. Low weight, good protection.
: e) Worn on shield arm : a Medium Metal Shield (RF) [4,+8].
Nice, you may find something better.
: f) Worn on hands : a Set of Gauntlets of Free Action [2,+8].
Don't leave home without it. You also have FA from the DF, but this
lets you swap swords if appropriate.
: g) Right ring finger : a Ring of Speed (+1).
Where the hell did you find this. With this, temporary speed, and
a wand of wall building, you can take on AMHD. With of caution
you can drop as low as you want. You can always fight at very fast speed
if I remember correectly since you should have the spell by now?
: h) Left ring finger : a Ring of Lordly Protection (ACID) [+5].
As mentioned above, a ring of damage, to hit, or sustain stat is better.
: i) Worn on feet : a Pair of Soft Leather Boots of Slow Descent [2,+6].
I prefer stealth, but you take what you can get.
: j) Worn about body : a Cloak [1,+5].
: k) Light source is : a Brass Lantern with 4092 turns of light.
: l) Secondary weapon : a Gnomish Shovel (1d2) (+0,+0) (+4).
Dump the shovel, and carry your bow instead. You can excavate with your
sword perfectly well. It's simply taking up an inventory spot.
: a) 4 Books of Magic Spells [Beginners-Magick].
: b) 2 Books of Magic Spells [Magick I].
: c) a Book of Magic Spells [Magick II].
: d) a Book of Magic Spells [The Mages' Guide to Power].
I carry 3 of each. It gets rather nasty to suddenly find a book missing.
: e) 13 Mushrooms of Unhealth.
: f) 29 Flasks of Oil.
: g) 14 Potions of Restore Mana.
: h) 9 Potions of Healing.
: i) 6 Potions of Haste Self.
Always useful
: j) 11 Scrolls of Word-of-Recall.
: k) 3 Scrolls of *Destruction*.
Use only if you want to chase away the Balrog
: l) 4 Scrolls of Genocide.
: m) 2 Scrolls of Rune of Protection.
: n) a Wand of Fire Balls (20 charges).
: o) a Staff of Curing (16 charges).
Relatively useless. There's better ways to cure poison.
: p) a Staff of Dispel Evil (5 charges).
: q) a Ring of Lordly Protection (FIRE) [+5].
: r) a Ring of Lordly Protection (COLD) [+5].
Dump the rings
: s) an Awl-Pike (SD) (1d8) (+8,+8) {4}.
: t) a Halberd (SA) (3d4) (+10,+13) {3}.
: u) a Battle Axe (Balestarius) (SA) (2d8) (+4,+2).
: v) a Flail (HA) (2d6) (+10,+13) [+2] (+2 to STR) {2}.
Dump the SA blades. I'd carry the (HA) or (SD) or the bow you mentioned
in the second inventory spot. It can't be stolen or destroyed from there.
There's nothing left you can't take on easily enough. If you haven't been
this deep, take it slow to learn what each critter can do. Your only
excuse for not winning is a moments inattention.
Roger
<majof snips>
> : c) Worn around neck : an Amulet of Wisdom (+2).
: >
> Relatively useless to you. You've probably not seen anything better.
: The only really useful thing will be an Amulet of Slow Digestion, to
: help offset the speed items effect on food intake.
That's what I'd wear until the amulet of the maji show up.
: >
> i) Worn on feet : a Pair of Soft Leather Boots of Slow Descent [2,+6].
>
> I prefer stealth, but you take what you can get.
: Boots of Speed (+1). Yeah!
miracles do happen.
: Mushrooms of Unhealth? Don't they lower your Constitution if you eat
: one? Am I missing something, here?
Refer back to a recent thread--try throwing them instead of eating them.
<mis-snip> something to the effect that a staff of curing is relatively
useless.
: I disagree. The Staff of Curing cures Blindness and Confusion, as well.
I'd be carrying around every cure critical potion I could find buy or
steal. These will cure all three at once and add to HPs. Until he
can stock up, it's useful enough as long as no critter drains it at
an inopportune time.
Roger
The Amulet of the Magi only provides Free Action and See Invisible,
which you can get from a Defender weapon, and +25 searching and +3 to
armor class, which are fairly useless. I find the Amulet of Slow
Digestion more valuable when my character has a high speed.
> > i) Worn on feet : a Pair of Soft Leather Boots of Slow Descent [2,+6].
> >
> > I prefer stealth, but you take what you can get.
>
> : Boots of Speed (+1). Yeah!
>
> miracles do happen.
It's happened to me. <grin>
>
> : Mushrooms of Unhealth? Don't they lower your Constitution if you eat
> : one? Am I missing something, here?
>
> Refer back to a recent thread--try throwing them instead of eating them.
Interesting... Very...
Elfin
>
> The Amulet of the Magi only provides Free Action and See Invisible,
> which you can get from a Defender weapon, and +25 searching and +3 to
> armor class, which are fairly useless. I find the Amulet of Slow
> Digestion more valuable when my character has a high speed.
Disagree! Carrying around 5-10 extra rations is not that much trouble.
Prefer as good an AC as possible, rather than slow dig.
Of course, if you have access to mage-spells, slow dig. is totally useless.
I disagree again... A mage's Create Food only creates a pint of mush,
and in order to get full you have to eat 7 of them. It's a pain in the
ass to maintain that kind of metabolism. :>
Elfin
> I disagree again... A mage's Create Food only creates a pint of mush,
> and in order to get full you have to eat 7 of them. It's a pain in the
> ass to maintain that kind of metabolism. :>
But it frees up one spot in the inventory. I guess it´s a matter of
personal taste. I prefer one extra wand or staff instead of carrying all
that extra food.
You don't need it if you do the pillar trick properly; this requires
that you be at higher speed than the creature on the other side of the
pillar. Whenever it is your enemy's turn, you hide on the far side of
the pillar, and since your enemy cannot see you, it can only move and
cannot cast a spell or breathe.
The DF is still useful in case something else wanders into the room and
tries to paralyze you.
> Roger Miller wrote:
>>
>> Elfin d'Jecfmi'faut Bure-E'il lan'Sui-p'ter (elf...@earthlink.net) wrote:
>>
>> > : c) Worn around neck : an Amulet of Wisdom (+2).
>> : >
>> > Relatively useless to you. You've probably not seen anything better.
>>
>> : The only really useful thing will be an Amulet of Slow Digestion, to
>> : help offset the speed items effect on food intake.
>> That's what I'd wear until the amulet of the maji show up.
> The Amulet of the Magi only provides Free Action and See Invisible,
> which you can get from a Defender weapon, and +25 searching and +3 to
> armor class, which are fairly useless. I find the Amulet of Slow
> Digestion more valuable when my character has a high speed.
Slow digestion doesn't help that much if you have a high speed; it
reduces your food consumption by one point per turn. If you don't have
regeneration and are at normal speed, this halves your consumption, and
cuts it to zero when you rest. But regeneration adds three points, and
N levels of speed adds N^2; if you have two speed items and a DF, you
consume nine points per turn, eight with slow digestion.
The Amulet of the Magi is useful because it allows you to use weapons
other than the DF; you can fight a dragon with a SD and use SU against
undead, while wearing gauntlets of slaying to improve your fighting
abilities instead of gauntlets of free action.
That's what I mean... To leave the spot open in the inventory and only
create food when needed when the character is speed 3 without slow
digestion is a pain in the ass, which is why I'd rather he have an
Amutlet of Slow Digestion than an Amulet of the Magi...
Elfin
Hmmm... I never seem to see the need for hand to hand combat where it
would matter what weapon I'm using. I only get the Defender for it's
awesome magical properties.
I guess that makes me a true Mage at heart. :>
(BTW - thanks a million for the game!)
Elfin
> I just go the spell of haste self at level 33, but at a cost of 25 mana,
> and a failure rate of 60%, I don't think I'll be relying on it much. :-(
> : : o) a Staff of Curing (16 charges).
> : Relatively useless. There's better ways to cure poison.
> Actually, I think this is one of my best items. It's great for curing
> blindness or confusion when fighting something like an Emperor Lich.
Potions of cure critical woulds will work as well, and you can't get
them all blown up with one breath from a red dragon bat.
In a previous article, grab...@yam.berkeley.edu (David J. Grabiner) says:
>In article <Hans.Martin.Ashei...@susanti-06.itea.ntnu.no>, Hans Martin Asheim writes:
>
>> In article <331F57...@earthlink.net>, elf...@earthlink.net wrote:
>> about AMHD愀
>>>
>>>
>>> Well, I was not kidding, but I did omit the part about leading it to a
>>> big room near the end of the battle to finish it off and get the
>>> treasure...
>>>
>>> The pillar trick is nice, at least until it casts a paralysis spell...
>
>> Which is why you really should have a Defender.
>
>You don't need it if you do the pillar trick properly; this requires
>that you be at higher speed than the creature on the other side of the
>pillar. Whenever it is your enemy's turn, you hide on the far side of
>the pillar, and since your enemy cannot see you, it can only move and
>cannot cast a spell or breathe.
>
>The DF is still useful in case something else wanders into the room and
>tries to paralyze you.
When I killed my first AMHD, my strategy was thus:
I walked up to the bugger at double speed (staff + spell), and started
whacking on him with my SD Longsword. When he got me down to under 100 hp
I teleported away and rested. Then I went back and attacked him again
until I killed him (sorry) him/her.
Was I lucky or what?
Haven't been able to repeat that trick. Good thing I keep a back-up file.
Question: Is a back-up file cheating?
-Eli-
34th level Ranger
Aerosmith friend of Arrowroot son of Arrowshirt in no way associated with
Aragorn.
Why the interest in sustain attribute rings? I've seen them around, but
haven't seen the need for them. Of course, I play my ranger more as a mage
than as a warrior, so I rarely get close enough to anything draining to have
that be a danger.
: : a) You are wielding : a Morningstar (DF) (2d6) (+10,+13) [+8]
: : (+2 to stealth) {1}.
: A bigger weapon would be nice. It will come or not as the random number
: generator dictates.
Actually, I'm pretty happy with this weapon. I have yet to see a DF or a
HA of better vintage (obviously), although I did finally find an
executioner's sword just now (not ego, unfortunately).
: : d) Worn on body : Leather Scale Mail (R) (-1) [11,+10].
: Excellent armour. Low weight, good protection.
I'm hoping for something bigger, but I don't expect to find something
else of (R) that is worthy for some time. :)
: : g) Right ring finger : a Ring of Speed (+1).
: Where the hell did you find this. With this, temporary speed, and
: a wand of wall building, you can take on AMHD. With of caution
: you can drop as low as you want. You can always fight at very fast speed
: if I remember correectly since you should have the spell by now?
Funny story, actually. I found this *ages* ago (ie, probably before I
hit level 20), but I didn't wear it because I assumed my rings of increase
to-hit and damage were better. Boy did I feel stupid when I tried it on and
realized the *great* advantage I now had. <grin>
I just go the spell of haste self at level 33, but at a cost of 25 mana,
and a failure rate of 60%, I don't think I'll be relying on it much. :-(
: : o) a Staff of Curing (16 charges).
: Relatively useless. There's better ways to cure poison.
Actually, I think this is one of my best items. It's great for curing
blindness or confusion when fighting something like an Emperor Lich.
: : s) an Awl-Pike (SD) (1d8) (+8,+8) {4}.
: : t) a Halberd (SA) (3d4) (+10,+13) {3}.
: : u) a Battle Axe (Balestarius) (SA) (2d8) (+4,+2).
: : v) a Flail (HA) (2d6) (+10,+13) [+2] (+2 to STR) {2}.
: Dump the SA blades. I'd carry the (HA) or (SD) or the bow you mentioned
: in the second inventory spot. It can't be stolen or destroyed from there.
Mmmmm... Didn't know that items currently wielded were afforded
additional protection. Interesting.
: There's nothing left you can't take on easily enough. If you haven't been
: this deep, take it slow to learn what each critter can do. Your only
: excuse for not winning is a moments inattention.
<grin> I've certainly been guilty of that every once in a while. :-)
--
+ -//- (Rene Weber is rw9...@sandcastle.cosc.brocku.ca) -//- +
| "IMMEDIATE OPENING for Window Manager. The successful applicant will be |
| able to handle several hundred clients. BS/X11 required. Own colormap a |
| plus. Send cover letter & resume to...." -- Andrew Carey <car...@PEAK.ORG> |
In that case, consider all the RoLP rings dumped. (and I was just so
happy about having completed the set. :-> ) I should start investing in
potions of RH and RC, I suppose. There go two of those newly freed inventory
spots. :-/
: 4.) Why on earth do you have a shovel!? You can just cast remove
: earth to the same effect, and it's taking up an obviously
: valuable inventory slot. I'd ditch that first. If for some
: reason you really want your shovel, then ditch the RoLP (FIRE)
: to make room for that bow.
<grin> Well, the spell of stone to mud is 13 mana, and I usually only
dig when I'm bored and need to build up my mana. Also, it's a great shovel,
and I was loath to drop it. I *do* prefer the extra inventory slot, though,
and as was suggested elsewhere, my sword does fine (but it just doesn't seem
in character -- shouldn't I covet my sword, instead of using it to hack at
walls?)
: 5.) You may also want to buy a few more spell books. Resistance does
: nothing to prevent damage to the items in your pack, and few
: things are worse than *you smell smoke coming from your pack*...
Point well taken. I've just been collecting them as they appear in the
dungeon, but maybe a few more Magick III and Mages' Guides might be a good
idea.
Rene
--
+ -//- (Rene Weber is rw9...@sandcastle.cosc.brocku.ca) -//- +
| Simply put: (Stolen from a sig) |
| Gluttony, Greed, Sloth, Pride, Lust, Wrath, Envy, Netscapisms |
I have to agree with Hans (HMA). I'd rather have the extra inventory
slot for useful items, and just drop one when I need to create food. I don't
get up to the surface nearly enough to make carrying food (or not carrying
flasks, as was suggested earlier) feasible.
On another note (I know -- this should be a new thread. I'm sorry. ;->
) has anyone noticed any problems with the random number generator? I have
noticed that my spells fail *far* more often than the stat listed in the
spell list. I tried this out at one point with a spell (Identify, I think)
that was at 75% failure rate, and I was getting 90% failures in a "real
world" (<grin>) test. Is it possible that there's something in my character
that is causing the failures, or is it simply a bug in the randomizer? I
poked through the source, but was bored too quickly to come up with a
conclusion. :)
Rene
--
+ -//- (Rene Weber is rw9...@sandcastle.cosc.brocku.ca) -//- +
| "She dared not look too long at the [illustrated editions of children's |
| classics], for fear of seeing the name of Walt Disney, whom she regarded as |
| the patron saint of plagerism. _Walt Disney's Alice In Wonderland_, indeed! |
| It made her want to scream." -- Timothy Findley, "Headhunter" |
Er... Yeah. A backup file would be considered cheating.
However, if you don't mind cheating, then I have the ultimate Moria
playing menu for you. It's capable of determining the life status of a
character, then either playing from a backup copy if it's dead (a copy
which it creates when you start playing, but only if it's a live
character), or playing with the live copy and making a new backup. It
does this all behind the scenes when you press 'P' to play another
round. It also allows non-cheating play by pressing 'J' to just play
without automatic recovery. It also has a feature that allows you to
clear the scorefile (useful if you're a cheatin' mother... that
scorefile can get plenty huge otherwise). It also allows you to kill
off the current character to create a new one. Oh, and it allows you to
shell to DOS, but it's advanced enough to not allow you to launch
another copy of it before exiting the shell. It allows backup to other
drives. And if you have a slow computer, it can speed up your play
tremendously by using it in a RAM drive.
It's a batch program. It's 48K. It uses a machine language compiler
(which I created) in order to create all manner of assembly language
programs that it uses for its executable-style functioning. (This was
done so that all assembly language functions could be created in a batch
program. for some assembler programs, you can simply redirect the
relative ASCII characters to your output file, but there are limits to
ASCII redirection, such as when you have ASCII 00 or 0D in the needed
output, thus I had to write a "machine language compiler" in
redirectable assembler in order to accomplish this task...) Because of
its self-sufficiency (a product of my purist attitude on batch
programming), it depends upon no external programs whatsoever for its
operation, with the sole exception of MORIA.EXE (I could have made it
create that, too, but that would have bloated the batch file to over
300K). Everything it needs top play Moria it creates upon boot-up of
the menu, with the noted exception.
I wrote this program when I had a slow computer, so it it truly
optimized to run in a RAM drive. If you do run it in a RAM drive
(having both the batch program and the Moria executable there - should
be around 348K if MORIA.EXE is PKLited, and which is all available
extended memory on a 1 meg machine), then you should notice that during
play there are ABSOLUTELY NO DISK ACCESSES. Then, using the backup
feature of the menu, you can back up your character to your permanent
media. (You press 'B' to backup, then press the letter of the drive you
want to backup to.) BTW, it won't let you back up a dead character. It
will never overwrite a live character with a dead one.
And just because I'm so proud of this - in the words of an ex-employer -
this "grand-daddy of all batch files", I'll just finish by saying that
if you choose a drive such as a floppy drive, and no media is in the
drive, that it automatically fails and shows you a response to the
effect that there's no disk in the drive, all the while never showing
you the ARF prompt and never interrupting the pretty ANSI menu screen.
It does this because when it loads it creates its own command
environment using DOS's undocumented /F switch (and creates a sizeable
temporary environment space in the process so you never see the "Out of
environment space" message).
Anyway. The rant is over. Email me if you wanna give it a whirl.
Elfin
That's what I just said... I must not be making myself clear... I do
not carry food. I create food as needed. But it is a pain in the ass
at speed 3 without something slowing digestion. (and I know Slow
Digestion doesn't amount to much, but every little bit helps!)
Elfin
No, that's a really nice weapon.
> Also just found a Thrusting Sword (Bilbo) (DF) from a mature green
> dragon. Didn't realize the ego weapons went that low...
Actually, you can find a Dagger (DF). Ego weapons are not limited to
type.
> Someone tell me if I'm being annoying, please. I'm just enjoying the
> game and the much appreciated hints. Thanks, everyone. :)
>
> Rene
Rene Weber (rw9...@sandcastle.cosc.brocku.ca) wrote:
: Roger Miller (rmi...@landau.ucdavis.edu) wrote:
: : A bigger weapon would be nice. It will come or not as the random number
: : generator dictates.
: Actually, I'm pretty happy with this weapon. I have yet to see a DF or
: a HA of better vintage (obviously), although I did finally find an
: executioner's sword just now (not ego, unfortunately).
Hah. Allow me to publically bite my tongue. I just found an
Executioner's Sword (DF) on an ancient green dragon. Very nice, and pretty
much the penultimate weapon IMHO, succeeded only by a Zweihander. (I view DF
and HA as being pretty equal. Anyone care to disagree?) Was it absolutely
flabbergasting luck that I got this weapon, or am I reading the spoiler sheet
wrong?
Also just found a Thrusting Sword (Bilbo) (DF) from a mature green
dragon. Didn't realize the ego weapons went that low. Boy do I love level
2000, though. Ancient dragons and other very dangerous creatures aside
(ancient greenie took me down 200 HP from my max 381 with one poison breath
-- could I have been in danger of my life?), the rewards are fabulous. Just
got my first two potions of invincibility. :) Although the shock I got when
I phased into a room (to get away from ancient greenie) with an Emperor
Wight, a mature blue (?) dragon and ancient greenie still in the doorway must
have made my expression priceless, and my speed to hit "mbf" just comical.
In retrospect, I probably should have let them have a few wafts of my Staff
of Dispel Evil first, but I wasn't really thinking. :) I think I'll stick
to level 2000 and below for the moment, though.
Someone tell me if I'm being annoying, please. I'm just enjoying the
game and the much appreciated hints. Thanks, everyone. :)
Rene
(proud introducer of yet another new
moria player to the game last night)
--
+ -//- (Rene Weber is rw9...@sandcastle.cosc.brocku.ca) -//- +
| Barker admitted that when he was a child, he felt as if he were different. |
| "But haven't we all felt that way?" he pondered. "We all must say, `I don't |
| quite fit into the pack. I don't want to be just a foot soldier. I will not |
| resemble the rest of them.'" - Clive Barker, LOI Interview |
: Rene Weber (rw9...@sandcastle.cosc.brocku.ca) wrote:
: : Roger Miller (rmi...@landau.ucdavis.edu) wrote:
: : : A bigger weapon would be nice. It will come or not as the random number
: : : generator dictates.
: : Actually, I'm pretty happy with this weapon. I have yet to see a DF or
: : a HA of better vintage (obviously), although I did finally find an
: : executioner's sword just now (not ego, unfortunately).
: Hah. Allow me to publically bite my tongue. I just found an
: Executioner's Sword (DF) on an ancient green dragon. Very nice, and pretty
: much the penultimate weapon IMHO, succeeded only by a Zweihander. (I view DF
: and HA as being pretty equal. Anyone care to disagree?)
Depends on what else I'm carrying. By 2000' I usually have (R) from
something else than the DF. Usually feather falling isn't of much
importance after the first few levels. The critical plus for the DF is
the Free Action, and for the HA is SE and SU. With no other source of
FA I want a DF weapon. With other sources for (R) and FA, I'll take the
HA. There's of course the added bonus of regeneration with the DF.
: Was it absolutely
: flabbergasting luck that I got this weapon, or am I reading the spoiler sheet
: wrong?
I usually find big DF and HA weapons down that low. I don't think I've see
an Executioner sword, but I always find big axes and big swords of one
type or the other. If you find enough weapons, the expectation is that
you'll get ones like that eventually, but yeah--it's a great find.
: Also just found a Thrusting Sword (Bilbo) (DF) from a mature green
: dragon. Didn't realize the ego weapons went that low.
I seem to remember someone recently talking about his broken dagger DF,
complaining about it in fact. He was quickly chastized by people noting
that he lost very little compared to a dagger DF. Any weapon and any
armour can be an ego item. Try out filthy rags (R) sometime.
: Boy do I love level
: 2000, though. Ancient dragons and other very dangerous creatures aside
: (ancient greenie took me down 200 HP from my max 381 with one poison breath
: -- could I have been in danger of my life?),
Yes! If you got a double breath from a full strength AGD, it's tombstone
time. For many characters a single breath is enough. If that had been
a AMHD, I believe you wouldn't have survived. The two dragons I'm most
cautious around are the AGDs and the AMHDs since I usually have resistance
to the rest and therefore time to plan the attack.
the rewards are fabulous. Just
: got my first two potions of invincibility. :)
Save those invulnerabilities...they make the Balrog easy to kill.
Although the shock I got when
: I phased into a room (to get away from ancient greenie) with an Emperor
: Wight, a mature blue (?) dragon and
Lightning's his breath weapon.
ancient greenie still in the doorway must
: have made my expression priceless, and my speed to hit "mbf" just comical.
: In retrospect, I probably should have let them have a few wafts of my Staff
: of Dispel Evil first, but I wasn't really thinking. :) I think I'll stick
: to level 2000 and below for the moment, though.
Roger