In article <1194985963.978491.246070.RemoveThis@o80g2000hse.googlegroups.com>,
Nate879 <nate.RemoveThis@clockwatch.info> wrote:
>
>Why is it considered impossible to beat?
There are quite a few ways in which it is very difficult. The highlights
are:
- Many monsters have shields. Hill giants have large shields, which
makes them effectively immune to missiles, wands and most spells,
and also means that two thirds of your melee attacks will be blocked.
- Orc priest heal themselves if hurt. This means that unless you can
kill one in two turns you're never going to kill it. This makes them
deadly to low-level characters.
- Hydras are faster than you, and hit *hard*. From when you first see
one, you have two-three turns to kill it or die. If you're unlucky and
meet one adjacent to you while turning a corner you are almost certainly
dead unless you are lucky with multiple blinks and a teleport.
- LOS is broken, so monsters can attack you with spells from beyond line
of sight. The really good part of this is when you get a high-level
spellcasting unique like Adolf badly hurt. He'll run away to the far
side of the level, continuously summoning greater undead centred on
*you*. This includes liches. If any of the liches get hurt, they will
run away to the far side of the level while continuously summoning '1's.
I've seen E:7 virtually filled with '1's as a result of something
similar.
I've never made it past the early Lair without savescumming.
There are some really good ideas in there (many of which have resurfaced
in SS), but the game balance is lousy.
--
Mark Mackey
The Association for the Advancement of Dungeon Crawling
Hints, tips and spoilers
http://www.swallowtail.org/crawl/
>> Stay informed about: Crawl 4.1 Alpha Playable on CAO, Sort Of