Hi group,
Am I right in thinking elemental resistances don't protect your
worn/carried items? I still seem to get my stuff corroded by acid
attacks even when I wear an amulet of acid resistance.
It seems I can only aim my attacks along the 8 keypad directions but
ranged monster attacks (e.g. breaths) can target me anywhere as long
as the monster can see me. This is a nuisance, as something like a
mere dragon bat can wreck my stuff for several turns until I can line
up with the monster. Am I missing something, or is this asymmetry intentional?
Is the corrosion attack (e.g. bloodshot icky things) different from an
acid attack?
I'm at 1300ft and starting to find stat potions, should I hang around
at this depth until I max my stats? Also, are there specific abilities/resistances I should acquire before heading deeper?
I'm running low on space in my pack, so which things should I sell?
I'm currently inclined to keep the staff of teleportation and the wand
of teleport away, and sell the teleport scrolls and other
wands/staves.
Is it worth selling the longsword (SU), or should I enchant it up and
use it instead of the thrusting sword (both currently give me only one attack/round, but the longsword is heavier and presumably I'll want to
trade it for a Defender or HA weapon anyway once one turns up)? And
would I get more benefit from the ring of increase to-hit than the
ring of protection?
Thanks for any advice!
Name : Cowslip Bumblefoot Age : 33 STR : 12
d) On body : Bar Chain Mail (-2) [18,+0]. 28.0 lb
a) 2 Books of Magic Spells [Beginners-Magick]. 6.0 lb
b) 2 Books of Magic Spells [Magick I]. 6.0 lb
c) 2 Books of Magic Spells [Magick II]. 6.0 lb
d) 2 Books of Magic Spells [The Mages' Guide to Power]. 6.0 lb
Not sure how much of a group is left. I can't remember the last post I
saw here.
[monsters can aim but player can't]
This is by design, and I agree it is a nuissance. There is a patch that
adds aiming, but you'll need to be using a from source version and good
luck finding it. I have code with the patch applied, but I don't think I
have the patch itself.
There's multple versions, side by side directories, in my Moria tarball.
With some work the aiming code could be isolated.
https://qaz.wtf/Moria/
Is the corrosion attack (e.g. bloodshot icky things) different from an
acid attack?
Acid gas and acid liquid both use that message, but one has a period and
one an exclamation point. The chances of equipment damage are different
from each.
I'm at 1300ft and starting to find stat potions, should I hang around
at this depth until I max my stats? Also, are there specific abilities/resistances I should acquire before heading deeper?
Yeah, that's a good strategy. Or if not max, till you get too bored of
the level.
I'm running low on space in my pack, so which things should I sell?
I'm currently inclined to keep the staff of teleportation and the wand
of teleport away, and sell the teleport scrolls and other
wands/staves.
I typically like any of the cloud /ball effect wands and often keep a
Wand of Wonder for desperaration. It's a random effect wand, and it
has definitely saved me more than once, but it clone the monster or
other nasty effects. The ball effect wands will be handy with
explosive breeders which can sometimes exhaust you.
[Longsword (SU) vs Thrusting Sword (Bilbo) (SU)]
[Ring of Protection vs Ring of Increase To-Hit]
Lighter weapons that give more, if lower damage each, attacks are
generally better. Slay Dragon is the only monster specific type I'd
consider saving, so I'd sell that Slay Undead. I might be a bit jaded
about the Slay $Foo stuff, however.
My style of play would prefer extra protection over extra chance to
hit. You can encounter monsters which you, a not leveled up enough
player, can only score critical hits on. To-hit can help, but I'd
rather slug it out slowly with a monster that can hit me either.
Oh, yeah. Strength 12, get yourself a lighter weapon. Or stick around
for increase strength and dexterity potions.
I'd have also waited until str 17 or better for such heavy armor.
Keeping double copies of books suggests a fair amount of experience
with Moria (or Moria-like roguelikes). Angband taught you well.
Still alive! (touch wood)
bit, as my hit points were a bit on the low side, but I'm now at a point where AMHDs are the only thing I feel I absolutely have to avoid.
- I should probably sell one or two of the spare weapons.
What I think I need now is:
- a shield or armour with all resistances (giving me more choice of
weapons)
- Boots and/or rings of speed
- More invulnerability potions (these seem very rare, though)
Currently at 2050ft, and wondering whether to keep levelling up at this
depth and hope for more invulnerability potions, or go deeper and hope
for speed items (which I gather get more likely the deeper you go).
v) 21 Bolts of Fire (1d5) (+4,+9).
In rec.games.roguelike.moria,[snip]
Rayner Lucas <usenet202101@magic-cookie.co.ukNOSPAMPLEASE> wrote:
What I think I need now is:
- Boots and/or rings of speed
Boots are very rare. Rings not as rare. I try to keep haste self active
all the time once I have the ability. It's a little tedious, but I'd
loop casting it on myself, resting to restore mana, and cast again, over
and over pausing to eat mush when needed. This is best done near a
staircase to leave the monster filled level if needed after all that
idle time.
[snip]- More invulnerability potions (these seem very rare, though)
Three or four should be plenty. Even one is a help.
Level 49 (2450 feet): 5
Level 50 (2500 feet): 64
Well, I had some good luck in my last play session, and now have 11 of
them. I don't know exactly how tough the Balrog is going to be, but
that should buy time to whittle its health down by a fair bit at
least.
Wow, yes, that's a big difference in rarity (and thank you for running
the experiment, it was very interesting to see the results!). Makes me
wonder if it's worth dropping down to 2500ft and trying to avoid the
Balrog until a RoS turns up.
I'm now at 2450ft, and just hit character level 37. I reckon the only
thing I *need* now is at least one speed item; I'm working on the
assumption that the Balrog is at least Fast, otherwise it would be too
easy to off it with the pillar-dance trick.
In rec.games.roguelike.moria,
Rayner Lucas <usenet202101@magic-cookie.co.ukNOSPAMPLEASE> wrote:
I'm now at 2450ft, and just hit character level 37. I reckon the only
thing I *need* now is at least one speed item; I'm working on the assumption that the Balrog is at least Fast, otherwise it would be too
easy to off it with the pillar-dance trick.
Balrog is as fast as they get, speed 13 (on a 9 to 13 range). Pillar
dance won't work because it can move through walls and doors.
Unlike an AMHD, Balrog won't one hit you to death (unless your HP is
already low), so you can just teleport flee if you encounter it. Evil
Iggy is designed to be a pain in the ass, and 50% of levels 2500' or
deeper have Iggy instead. Killing Iggy is good practice.
Level 37 should be enough, but being extra cautious makes sense. You're
in a good place to explore that depth, being careful of nasties.
With that many potions of invulnerability, the final battle didn't put
me in any serious danger. I reckon it took around 40 frost balls plus
half a dozen attacks each from the wands of Acid Balls and Drain Life, quaffing potions of Restore Mana and Haste Self as needed to keep up the assault until it eventually exploded in a shower of treasure.
I've got a few invulnerability potions left over, so I might see if I
can bag an AMHD for the monster memory, but apart from that Cowslip the Halfling Mage gets to enjoy a well-earned retirement.
Thanks for the tips and discussion, it's been fun to rediscover a
classic game!
In rec.games.roguelike.moria,
Rayner Lucas <usenet202101@magic-cookie.co.ukNOSPAMPLEASE> wrote:
With that many potions of invulnerability, the final battle didn't put
me in any serious danger.
Yeah, it was eleven right? That's not surprising that you have one left.
I've got a few invulnerability potions left over, so I might see if I
can bag an AMHD for the monster memory, but apart from that Cowslip the Halfling Mage gets to enjoy a well-earned retirement.
You need to quit, I think, to get the winner tombstone. If you die
before then, it's not a complete win.
Thanks for the tips and discussion, it's been fun to rediscover a
classic game!
Glad you enjoyed it. It has certainly made me think about my attempt
to make it work on a small screen again, so that I can play it on my
phone (text screen width 65 characters). There's a fork that has done
the small screen tweaks already, but not for a Unix-like system (kmoria
for Palm Pilot).
Thirteen in the end, a couple more turned up while I was looking for the Balrog. I only used 7 or 8 in the final fight, and could probably have managed with fewer.
Yep, I went and killed an AMHD just for the heck of it (didn't really
even need the potions for it, since with two Rings of Speed you can pillar-dance them), then quit to get the win screen and "died of Ripe
Old Age" tombstone :-)
Funny how these hardware limitations tend to stick around; we've had
huge high-resolution screens on desktop machines for years, but now we
have to get things working on mobile devices.
I found the GitHub repository for the Moria code, and have been idly
browsing it as the Windows binary seemed to have a couple of minor
oddities (should monsters really be able to spawn in the same square as rubble?). I don't really speak C++ or have free time, but it's pretty well-commented so I'm at least getting a decent idea of how it all fits together.
In article <eli$2207302202@qaz.wtf>, *@eli.users.panix.com says...
In rec.games.roguelike.moria,
Rayner Lucas <usenet202101@magic-cookie.co.ukNOSPAMPLEASE> wrote:
I've got a few invulnerability potions left over, so I might see if I
can bag an AMHD for the monster memory, but apart from that Cowslip the
Halfling Mage gets to enjoy a well-earned retirement.
You need to quit, I think, to get the winner tombstone. If you die
before then, it's not a complete win.
Yep, I went and killed an AMHD just for the heck of it (didn't really
even need the potions for it, since with two Rings of Speed you can >pillar-dance them), then quit to get the win screen and "died of Ripe
Old Age" tombstone :-)
In rec.games.roguelike.moria,
Rayner Lucas <usenet202101@magic-cookie.co.ukNOSPAMPLEASE> wrote:
[Invulnerability potions]
It's an over-powered potion.
The traditional win story in the group is posted with a screenshot of
the tombstone.
I found the GitHub repository for the Moria code, and have been idly browsing it as the Windows binary seemed to have a couple of minor
oddities (should monsters really be able to spawn in the same square as rubble?). I don't really speak C++ or have free time, but it's pretty well-commented so I'm at least getting a decent idea of how it all fits together.
Which one are you looking at? The C++ one I know of is a modern fork:
https://github.com/dungeons-of-moria/umoria
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