how quick can you band?

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Archived from groups: rec.games.roguelike.angband (More info?)

 

There're quite a few Quickband wins in 100,000-200,000 turns on the
ladder (http://angband.oook.cz/ladder-browse.php?v=Quickband) but no
one has yet posted a win under the 100,000 turn mark.

I am sure it is possible to win in under 1e5 turns, and will look
forward to seeing one... or how about 5e4 if you're really keen...?

http://www.guildgame.com/quickband.htm
A.

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Archived from groups: rec.games.roguelike.angband (More info?)

 

On Fri, 25 Aug 2005, Antoine wrote:

> I am sure it is possible to win in under 1e5 turns, and will look
> forward to seeing one... or how about 5e4 if you're really keen...?

Under 100k isn't that hard, it is like an under 1M game in vanilla pace
wise. I have done it in under 50k, half orc paladin, small levels. That is
moving very fast.

The game went essentially perfect. I found a whip of westerness early which
allowed me to chew through all the orc uniques. Wormtonque dropped a R
armor, and Lurtz Aeglos. I also found a weaponmastery amulet immediately on
DL11 so there was no scumming for the final fight.

The new speed system plus a half orc's innate resist dark and the ability of
a paladin to cast resist cold/fire means you can do the final fight with
little prep, all you need are a couple of potions of resist acid and speed
and healing and likely res str.

You have to get lucky in the summons though, if he brings in a big pack of
nether hounds or other funky dogs, or big D's that hit resist holes, or high
level uniques, you could be toast and have to get out of there, and without
destruction you can't teleport twice withotu risking immediate LOS death.

You also need good luck with the stores, in particular scrolls of phase
door, teleportation and potion of cure wounds have to be stocked a lot. You
essentially don't buy anything significant and spend all money on any
healing/speed potions and teleportation.

I am trying small room, no stores, ironman in under 100k turns, was with a
high elf warrior, but you get killed way too often by an encounter with a
unique. High elf rangers are way more stable as are half-orc paladins.

--
Cliff Stamp
sstamp@physics.mun.ca http://www.physics.mun.ca:80/~sstamp/

The one unforgivable sin, the offence against one's own integrity,
is to accept anything at all simply on authority -- Maureen Johnson Long

Anyone can hold the helm when the sea is calm. -- Publilius Syrus

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

Antoine wrote:
> There're quite a few Quickband wins in 100,000-200,000 turns on the
> ladder (http://angband.oook.cz/ladder-browse.php?v=Quickband) but no
> one has yet posted a win under the 100,000 turn mark.
>
> I am sure it is possible to win in under 1e5 turns, and will look
> forward to seeing one... or how about 5e4 if you're really keen...?
>
> http://www.guildgame.com/quickband.htm
> A.


I think you are looking at experience, not at game turns. The ladder
has a perverse ranking by total experience rather than turncount &
dungeon level.

I agree with Cliff, that Half-Orc is the easiest race in Quickband.
Two more considerations: Half-Orc has no DEX penalty, which is really
important in Quickband, and Dunadan/High-Elf advance slowly, which also
matters more than usual.

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

Cliff Stamp wrote:
> On Fri, 25 Aug 2005, Antoine wrote:

> The game went essentially perfect. I found a whip of westerness early which
> allowed me to chew through all the orc uniques. Wormtonque dropped a R
> armor, and Lurtz Aeglos. I also found a weaponmastery amulet immediately on
> DL11 so there was no scumming for the final fight.

What scumming would you need without weaponmastery?
There's no disenchantment attack, and for the strength attack, you can
use that very convenient stack of restore strength from the store.

N:569:Saruman of Many Colours
G:A:v
I:120:40d100:100:100:0
W:60:1:300:35000
B:HIT:PARALYZE:4d4
B:HIT:LOSE_STR:4d4
B:HIT:UN_POWER:4d4
B:HIT:COLD:4d4

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

On Fri, 26 Aug 2005, pete mack wrote:

> Cliff Stamp wrote:

>> The game went essentially perfect. I found a whip of westerness early which
>> allowed me to chew through all the orc uniques. Wormtonque dropped a R
>> armor, and Lurtz Aeglos. I also found a weaponmastery amulet immediately on
>> DL11 so there was no scumming for the final fight.
>
> What scumming would you need without weaponmastery?

I was speaking of the total three effects, those three drops gave the basic
resistances and offence to allow no need for speed and a redued need for
healing and general prep. The amulet was also dual ego (of digging) so made
a huge effect offence wise.

> There's no disenchantment attack, and for the strength attack, you can
> use that very convenient stack of restore strength from the store.

He used to disenchant, never noticed this was changed. Having sus strength
essentially gives you extra moves. I would not scum for it though as his
physical attacks are easily tolerated and he generally only does this once
his mana is gone at which point he is easily handled. However I HATE
having items disenchanted so I have scummed for it though you don't have to
and I have done it without it.

--
Cliff Stamp
sstamp@physics.mun.ca http://www.physics.mun.ca:80/~sstamp/

The one unforgivable sin, the offence against one's own integrity,
is to accept anything at all simply on authority -- Maureen Johnson Long

Anyone can hold the helm when the sea is calm. -- Publilius Syrus

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

Cliff Stamp wrote:
> On Fri, 26 Aug 2005, pete mack wrote:
>
> > Cliff Stamp wrote:
>
> >> The game went essentially perfect. I found a whip of westerness early which
> >> allowed me to chew through all the orc uniques. Wormtonque dropped a R
> >> armor, and Lurtz Aeglos. I also found a weaponmastery amulet immediately on
> >> DL11 so there was no scumming for the final fight.
> >
> > What scumming would you need without weaponmastery?
>
> I was speaking of the total three effects, those three drops gave the basic
> resistances and offence to allow no need for speed and a redued need for
> healing and general prep. The amulet was also dual ego (of digging) so made
> a huge effect offence wise.

Got it. I looked at the dump. That (+11, +14) amulet is spectacular;
makes up for the missing ring, and then some. (Quickband's a game where
I'd definitely consider wearing Gorlim for non-caster class.)

The missing disenchantment attack is particular to Quickband. It makes
sense: ordinarily you can defer killing the powerful disenchanters
until late in the game, but that wouldn't work in Quickband against
Saruman.

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

On Sat, 27 Aug 2005, pete mack wrote:

> * Teleport Other is hard to find in time for the final battle.

You don't need it, I have never used it.

--
Cliff Stamp
sstamp@physics.mun.ca http://www.physics.mun.ca:80/~sstamp/

The one unforgivable sin, the offence against one's own integrity,
is to accept anything at all simply on authority -- Maureen Johnson Long

Anyone can hold the helm when the sea is calm. -- Publilius Syrus

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

Cliff Stamp wrote:
> On Sat, 27 Aug 2005, pete mack wrote:
>
> > * Teleport Other is hard to find in time for the final battle.
>
> You don't need it, I have never used it.
>

No, I wouldn't need it in melee, but I was planning to use arrows,
since I never found a usable weapon. And the store didn't stock much
!Restore Strength this time around. Anyway, I failed to kill Saruman;
I went down with no Teleport Other, no ego ammo, and no phase door, but
a whole lot of teleport self.

It didn't come close to working. (I didnt' think it would.) I finally
fled the fight, way down in !CCW, teleport, and ammo.

Reply to Anonymous

Archived from groups: rec.games.roguelike.angband (More info?)

 

On Sat, 27 Aug 2005, pete mack wrote:

[teleport other]

> No, I wouldn't need it in melee, but I was planning to use arrows ...

Was this changed, I recall people discussing the failure rate for arrows
should be higher if you were in melee range.

--
Cliff Stamp
sstamp@physics.mun.ca http://www.physics.mun.ca:80/~sstamp/

The one unforgivable sin, the offence against one's own integrity,
is to accept anything at all simply on authority -- Maureen Johnson Long

Anyone can hold the helm when the sea is calm. -- Publilius Syrus

Reply to Anonymous
- 0 +

Archived from groups: rec.games.roguelike.angband (More info?)

 

Cliff Stamp wrote:
> On Sat, 27 Aug 2005, pete mack wrote:
>
> [teleport other]
>
> > No, I wouldn't need it in melee, but I was planning to use arrows ...
>
> Was this changed, I recall people discussing the failure rate for arrows
> should be higher if you were in melee range.

Not changed by me.

A.

Reply to Antoine
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