The Floating eye gazes at you.
*** LOW HITPOINT WARNING! ***
The Floating eye gazes at you.
*** LOW HITPOINT WARNING! ***
The Floating eye gazes at you.
*** LOW HITPOINT WARNING! ***
The Floating eye gazes at you.
*** LOW HITPOINT WARNING! ***
You resist the effects!
The Giant white centipede bites you.
*** LOW HITPOINT WARNING! ***
The Giant white centipede stings you.
*** LOW HITPOINT WARNING! ***
The Floating eye gazes at you.
You die.
[Last Messages]
The Floating eye gazes at you.
*** LOW HITPOINT WARNING! ***
The Floating eye gazes at you.
*** LOW HITPOINT WARNING! ***
The Floating eye gazes at you.
*** LOW HITPOINT WARNING! ***
The Floating eye gazes at you.
*** LOW HITPOINT WARNING! ***
You resist the effects!
The Giant white centipede bites you. *** LOW HITPOINT WARNING! ***
The Giant white centipede stings you.
*** LOW HITPOINT WARNING! ***
The Floating eye gazes at you.
You die.
Nostalgia rules supreme!
Nobody needs to be killed by an Floating Eye !
Lastely I tried to eat (and ate) a Mushroom of Terror ... that's an real problem. Never try to do this !
It seems essential not to do things, wich are unknown in their effect or
to run into such a combined trap like the Floating Eye and the Giant
white Centipede are.
A good idea ist to enter a room and in the next step to leave it again
before then other things can happen. I died by unexpected "things" in
long corridors too, spacially if one runs through them to speed up the overall gameplay - wich then led to an unexpected end.
One thing that is annoying is the way that staffs and wands stack as
ypou pick them up, which means that in practice you end up carrying more
and more of them with a smaller number of charges left in each, and it
starts to become a weight problem.
Harriet Bazley <harriet@bazleyfamily.co.uk> writes:
One thing that is annoying is the way that staffs and wands stack as
ypou pick them up, which means that in practice you end up carrying more and more of them with a smaller number of charges left in each, and it starts to become a weight problem.
You can force things not to stack by giving them different inscriptions.
I no longer remember if there is a way to pick up an uninscribed object without it merging with an inscribed object, but even then you could
drop all your id staves, pick up the new one and inscribe it, and then
pick them back up.
E.g. inscribe staves originally "unused" and let them stack, except for
one you inscribe "used" and use up that one first. It's a real pain, but
it is doable.
On 16 Aug 2021 as I do recall,
Sebastian Barthel wrote:
Nobody needs to be killed by an Floating Eye !
Lastely I tried to eat (and ate) a Mushroom of Terror ... that's an
real problem. Never try to do this !
Yes, but it gives you a speed bonus. :-D
It seems essential not to do things, wich are unknown in their effectYes, the classic way to die in Angband is by holding down a movement
or to run into such a combined trap like the Floating Eye and the Giant
white Centipede are.
A good idea ist to enter a room and in the next step to leave it again
before then other things can happen. I died by unexpected "things" in
long corridors too, spacially if one runs through them to speed up the
overall gameplay - wich then led to an unexpected end.
key....
For my next character I tried a Kobold warrior (born with poison
resistance) who was either extremely lucky or else extremely reckless,
or both. But mainly her big advantage was finding *three* Scrolls of Acquirement when he was only about nine levels down in the dungeon, and getting the Cloak of Thingol and Flail 'Totila' as a result, neither of
which I've ever seen with even my most powerful characters.
With fire brand, plus to speed and resist confusion, she was completely overpowered for most of the next twenty or so levels. She also got
extremely lucky with Potions of Brawn, which raise your strength but
decrease another random stat - in my case, generally either wisdom or charisma, neither of which mattered that much. I now have a warrior
with Strength 18/100, Wisdom 8 and Charisma 10, who was at one point
doing three attacks per round and killing most monsters with a single
blow without waking up other creatures standing next to them; fighting a
pack of wolves was as simple as walking into the middle of the pack and picking them off three at a time.
I've now got down to dungeon level 36, which is deeper than I've ever
gone before, and achieved character level 30, which is higher than I've
ever gone before, and am starting to have trouble from monster breaths damaging my equipment. I had to use a scroll of Teleport Level to
escape from an Ancient Black Dragon and a pack of Nexus Hounds...
Warriors now seem to get automatic ID on weapons, and I haven't found
any cursed items in the dungeon at all; not a single one. I don't know
if they have been completely removed from the game (presumably not, as scrolls of Remove Curse still exist - but those may be intended for
cursed artifacts), but the result is that you can just pick everything
up, try it on, and have an ID almost instantly. As I explore I have
also been finding more than enough potions of cure wounds, food items,
and staves and scrolls of Identify, so there are basically no supply management problems at all. I believe this was a deliberate change in
order to get rid of the 'boring bits' of the game, but compared to the gameplay I remember, in which the early part of the game consisted
largely of trying to find and sell enough stuff to refill your supplies,
and you had to cope with the possibility that the shopkeepers might not
have the items you needed in stock, it makes for a completely different experience.
I love the new 'mixed blessing' items - a ring that gives you plus to
attacks and immunity to fear, but also minus to armour and stealth, for example (basically, a permanent Berserk Strength item). Or the Ring of Escaping, which gives you a speed boost at the cost of spell-casting and attack penalties; put it on in order to run away very fast! Or the
Mushroom of Emergency, which heals you by 200 hit points but gives you hallucinations, and is found at low levels - I'm still carrying a stack
of three of those, just in case.
One thing that is annoying is the way that staffs and wands stack as
ypou pick them up, which means that in practice you end up carrying more
and more of them with a smaller number of charges left in each, and it
starts to become a weight problem. I never use up all the charges in a
Staff of Identify before picking up the next one, which means in effect
that a staff which had 16 charges when it was lying on the dungeon floor
goes down instantly to about six charges as they all average out between
the stack of eight or so part-used staffs that I'm already carrying.... Charge stacking is a good thing in principle, and it certainly saves on inventory space. But it does mean you can't drain all the charges in an
item and then drop it.
On Wed, 18 Aug 2021 00:44:13 +0100, Harriet Bazley wrote:
I've now got down to dungeon level 36, which is deeper than I've ever
gone before, and achieved character level 30, which is higher than I've ever gone before, and am starting to have trouble from monster breaths damaging my equipment. I had to use a scroll of Teleport Level to
escape from an Ancient Black Dragon and a pack of Nexus Hounds...
Gorlim, Betrayer of Barahir tries to cast a spell, but fails.
You miss Gorlim, Betrayer of Barahir.
You burn Gorlim, Betrayer of Barahir.
Gorlim, Betrayer of Barahir hits you.
Gorlim, Betrayer of Barahir misses you.
Gorlim, Betrayer of Barahir hits you.
Your Heavy Crossbow of Power (b) was disenchanted!
You burn Gorlim, Betrayer of Barahir.
Gorlim, Betrayer of Barahir fires a jet of water.
You resist the effect!
You have been stunned.
You burn Gorlim, Betrayer of Barahir.
You miss Gorlim, Betrayer of Barahir.
Gorlim, Betrayer of Barahir casts a bolt of raw magic.
You die.
I'm sure you already do, but jusdt in case ~ when in the character stats screen (shift-c), hit the space bar to see a grid/graph representation of your character. Gotta fill that stuff in! I'm sure, at your depth, you already have, but in that depth range (1000' to 2000' / level 20 to 40),
make sure you get your "low" resists covered (Cold, Fire, Lightning,
Acid). And, be sure to get See Invisible ability and Free Action (immune
to paralysis) going on.
Staff/wand stacking + averaging out charges can be a slight annoyance, but its purpose is to minimize invetory slot usage. Otherwise, you might end
up with a bunch of slots with differently-charged staves/wands going on -
and of course invetory space is at a premium! Bit of a tradeoff there.
You can sell/drop a staff/wand in the shop 6, and it should re-appear,
re- charged so you can buy it. Encumberance can be an issue when one
is with an early character without much strength - that is, carrying 5
staves of X, with 6 charges left. But, as your STR increases, that
becomes less of an issue.
The automatic partial-ID you've encountered is "Pseudo-ID", that lets characters learn a bit about their equipment over time. Oh, just realized
you mentioned "Charisma" - that would indicate that you are perhaps
playing an older build of the game (later, Charisma as a stat was removed
as part of a broader clean-up of the game).
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