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Rakaneth
December 15, 2009, 16:57
Hey, folks. I've been reading this forum off and on for ages. I am a relatively new *bander (only seriously this year) and I recently lost a character I thought for certain would be a winner as long as I continued to be careful.

I died to the very thing I swore to never let kill me - overconfidence.

I'd had a lot of success taking on evil uniques with protEvil + prayer + orb of draining. In my pack also were some bolts of slay dragon that I kept around for dragonhunting since dragons drop like who. I encounter Kavlax, a dragon unique whom I had never seen, and BAM! confusion breath for most of my life total. I haven't been confused in ages, and so I forgot that it makes everything fail...so I tried to cast Portal, failed, and took 70 points of acid for the lose.

I played this game quickly up until I hit DL 38 or so - I remembered something being significant about DL40, some resistance I needed and lacked, and I wanted to make my combat better, so I slowed down, looking for another dungeon book since I was about to exhaust the last town book (which I actually believed to be the best priest book until I found Ethereal Openings). I plan on starting over, though I am not sure I want to do so with a priest - not for lack of enjoyment; I enjoyed being fairly hard to kill - but just to try something new. I can't get a mage to survive past CL8 no matter how carefully I play. Yes, this is the 3.1.0 beta, because up until yesterday, I thought that was still the latest and greatest Vanilla version.


[Angband 3.1.0 beta Character Dump]

Sex Male Age 49 STR: 18 +2 -1 +4 18/50
Race Dwarf Height 45 INT: 11 -3 -3 +2 7
Class Priest Weight 158 WIS: 18/36 +2 +3 +4 18/126
Title Canon Social Role model Dex: 11 -2 -1 +0 8 7
HP -60/229 Maximize Y CON: 12 +2 +0 +0 14
SP 161/161 CHR: 13 -3 +2 +0 12


Level 32 Armor [42,+102] Saving Throw 88%
Cur Exp 237478 Fight (-2,+3) Stealth Good
Max Exp 237478 Melee (+9,+16) Fighting Superb
Adv Exp 280000 Shoot (+20,+11) Shooting Excellent
MaxDepth 2100' (L42) Blows 1/turn Disarming 44%
Turns 832340 Shots 1/turn Magic Device Superb
Gold 287957 Infra 50 ft Perception 1 in 32
Burden 105.3 lbs Speed 3 Searching 23%

You are the only child of a Dwarven Miner. You are a credit to the
family. You have dark brown eyes, straight black hair, a one foot
beard, and a dark complexion.


Acid:........+.... Confu:.............
Elec:........+.... Sound:.............
Fire:......+.+.+.. Shard:.............
Cold:+.......+.... Nexus:...........+.
Pois:............. Nethr:.............
Fear:............. Chaos:.............
Lite:........+.... Disen:.............
Dark:........+.... S.Dig:.............
Blind:.........+..+ Feath:...........+.

PLite:............. Aggrv:.............
Regen:..........+.. Stea.:+............
Telep:.........+... Sear.:.............
Invis:+............ Infra:............+
FrAct:............. Tunn.:.............
HLife:............. Speed:+............
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
Fear:............. Might:.............


[Last Messages]

> You sense the presence of doors and stairs!
> You sense the presence of traps!
> You have found 140 gold pieces worth of gold.
> You see a Scroll titled "abo comundo" of Protection from Evil.
> You see a Flask of oil.
> Kavlax the Many-Headed wakes up.
> Kavlax the Many-Headed breathes confusion.
> You are confused!
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You are confused.
> You have 13 charges remaining.
> Kavlax the Many-Headed breathes acid.
> Your Leather Shield of Celegorm is unaffected!
> You die.

Killed by Kavlax the Many-Headed.

[Character Equipment]

a) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
+3 stealth, speed.
Provides resistance to cold.
Cannot be harmed by acid, electricity, fire, cold.
Blessed by the gods.
Grants the ability to see invisible things.
With this weapon, you would currently get 1 blow per round,
averaging a damage of 26.5 against undead, 26.5 against
frost-vulnerable creatures, and 19.5 against normal creatures.
b) a Heavy Crossbow of Accuracy (x4) (+22,+11)
c) a Mithril Ring of Strength (+4)
+4 strength.
Sustains strength.
d) a Platinum Ring of Protection [+20]
e) a Driftwood Amulet of Wisdom (+2)
+2 wisdom.
Sustains wisdom.
f) a Lantern (Everburning)
Cannot be harmed by fire.
Radius 2 light. No fuel required.
g) Red Dragon Scale Mail (-2) [30,+17]
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.
When activated, it allows you to breathe fire for 200 damage.
It takes d450+450 turns to recharge after use.
h) a Cloak [1,+8]
i) The Leather Shield of Celegorm [4,+20]
Provides resistance to acid, lightning, fire, cold, light, dark.
Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
+2 intelligence, wisdom.
Provides resistance to blindness.
Cannot be harmed by acid, electricity, fire, cold.
Grants telepathy.
k) The Set of Gauntlets 'Paurhach' [3,+14]
Provides resistance to fire.
Cannot be harmed by acid, electricity, fire, cold.
Speeds regeneration.
When activated, it creates a fire bolt with damage 9d8.
It takes 8 turns to recharge after use.
l) a Pair of Leather Boots of Stability [2,+13]
Provides resistance to nexus.
Feather Falling.


[Character Inventory]

a) a Holy Book of Prayers [Beginners Handbook]
b) 2 Holy Books of Prayers [Words of Wisdom]
c) a Holy Book of Prayers [Chants and Blessings]
d) a Holy Book of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings]
Cannot be harmed by acid, electricity, fire, cold.
f) 7 Tangerine Potions of Cure Critical Wounds
g) a Vermilion Potion of Restore Mana
h) 2 White Potions of Enlightenment
i) 2 Scrolls titled "oput somagus" of Word of Recall {@r1!k!d}
j) a Silver Rod of Treasure Location
k) a Gold Rod of Door/Stair Location (charging)
l) a Brass Rod of Trap Location
m) a Mithril Rod of Disarming
n) a Lead-Plated Rod of Recall
Cannot be harmed by electricity.
o) 3 Platinum Wands of Stone to Mud (19 charges)
p) 3 Copper-Plated Wands of Teleport Other (13 charges)
q) 5 Bolts of Slay Dragon (1d5) (+3,+7) {@f2!!k!!d}
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 252 against
dragons, and 84 against normal creatures.
25% chance of breaking upon contact.
r) 12 Bolts (1d5) (+8,+9) {@f1!k!d}
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 92 against
normal creatures.
25% chance of breaking upon contact.


[Home Inventory]

a) a Holy Book of Prayers [Beginners Handbook]
b) a Holy Book of Prayers [Words of Wisdom]
c) 3 Holy Books of Prayers [Chants and Blessings]
d) 2 Holy Books of Prayers [Exorcism and Dispelling]
e) a Holy Book of Prayers [Ethereal Openings]
Cannot be harmed by acid, electricity, fire, cold.

f) a Copper Speckled Potion of *Healing*
When ingested, it restores 1200 hit points, heals cut damage, and
cures stunning, poisoning, blindness, and confusion.
It can be thrown at creatures with damaging effect.
g) 2 Purple Potions of Restore Strength
When ingested, it restores your strength.
h) 5 Scrolls titled "diveo co" of Enchant Weapon To-Dam
When read, it attempts to magically enhance a weapon's to-dam bonu
s.
i) a Gold Rod of Door/Stair Location
When used, it detects all doors and stairs on the level.
It takes 70 turns to recharge after use.
j) a Brass Rod of Trap Location
When used, it detects all traps in the surrounding area.
It takes 50 turns to recharge after use.
k) a Pewter Rod of Curing
Cannot be harmed by electricity.

When used, it heals cut damage, and cures all stunning, poison, bl
indness and confusion.
It takes 100 turns to recharge after use.
l) a Mithril Rod of Disarming
When aimed, it destroys traps, unlocks doors and reveals all secre
t doors in a given direction.
It takes 30 turns to recharge after use.
m) a Lead-Plated Rod of Recall
Cannot be harmed by electricity.

When used, it returns you from the dungeon or takes you to the dun
geon after a short delay.
It takes 60 turns to recharge after use.
n) 8 Ashen Staffs of Identify (11 charges)
When used, it reveals to you the extent of an item's magical power
s.
o) an Amethyst Ring of Free Action
Prevents paralysis.

p) a Malachite Ring of Delving
When aimed, it turns rock into mud.
It takes 2d10+15 turns to recharge after use.
q) The Set of Gauntlets 'Pauraegen' [3,+14]
Provides resistance to lightning.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it creates a lightning bolt with damage 6d6.
It takes 6 turns to recharge after use.
Radius 1 light.
r) The Main Gauche of Azaghal (2d5) (+12,+14)
Provides immunity to fire.
Provides resistance to acid, fear.
Cannot be harmed by acid, electricity, fire, cold.

With this weapon, you would currently get 2 blows per round. Each
blow will do an average damage of 45 against dragons, and 21
against normal creatures.
s) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2)
+2 attack speed.
Cannot be harmed by acid, electricity, fire, cold.
Slows your metabolism.
Speeds regeneration.

With this weapon, you would currently get 3 blows per round. Each
blow will do an average damage of 16 against animals, 20 against
poison-vulnerable creatures, and 12 against normal creatures.
t) a Halberd (Holy Avenger) (3d5) (+15,+8) [+4] (+4)
+4 wisdom.
Provides resistance to fear.
Sustains wisdom.
Blessed by the gods.
Grants the ability to see invisible things.

With this weapon, you would currently get 1 blow per round,
averaging a damage of 29 against evil creatures, 38 against
demons, 38 against undead, and 20 against normal creatures.
u) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
+2 stealth.
Provides resistance to fire, confusion.
Cannot be harmed by acid, electricity, fire, cold.

When activated, it confuses a target monster.
It takes 15 turns to recharge after use.
With this weapon, you would currently get 1 blow per round,
averaging a damage of 32 against evil creatures, 42.5 against
fire-vulnerable creatures, and 21.5 against normal creatures.
v) a Light Crossbow of Power (x3) (+12,+16)
w) 29 Bolts (1d5) (+4,+6)
Fired from your current missile launcher, this arrow will hit targets
up to 140 feet away, inflicting an average damage of 80 against
normal creatures.
25% chance of breaking upon contact.


[Options]

Maximize effect of race/class bonuses : yes (adult_maximize)
Randomize some of the artifacts (beta) : no (adult_randarts)
Restrict the use of stairs/recall : no (adult_ironman)
Restrict the use of stores/home : no (adult_no_stores)
Restrict creation of artifacts : no (adult_no_artifacts)
Don't stack objects on the floor : no (adult_no_stacking)
Lose artifacts when leaving level : no (adult_no_preserve)
Don't generate connected stairs : no (adult_no_stairs)
Adult: Monsters chase current location : yes (adult_ai_sound)
Adult: Monsters chase recent locations : yes (adult_ai_smell)
Adult: Monsters act smarter in groups : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes : no (adult_ai_learn)
Adult: Monsters exploit players weaknesses : no (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no (adult_ai_smart)
Score: Peek into object creation : no (score_peek)
Score: Peek into monster creation : no (score_hear)
Score: Peek into dungeon creation : no (score_room)
Score: Peek into something else : no (score_xtra)
Score: Know complete monster info : no (score_know)
Score: Allow player to avoid death : no (score_live)

Marble Dice
December 15, 2009, 18:50
That's not a bad looking character. I imagine you're thinking of poison resistance. Ancient Multi-Hued Dragons and Drolems show up around DL 43 and 44 respectively, and both move quickly and breath poison for 700+ without resistance. I'd carry potions of resist poison around that depth, but I don't think they exist in 3.1.0.

Did you ever ring any Rings of Constituion? One of those would have served you better than a Ring of Protection. You can also find Rings of Poison Resist around DL 41 I think.

Unfortunately winning is somewhat unlikely unless you have a pretty good grasp on what can do big breath damage. Not only AMHD, Drolems, and Kavlax, but many later uniques have breath attacks that can one-hit kill an unprepared character. Sometimes preparation is just having the necessary resist - other times it's having the resist, having a timed resist from a spell or potion, AND moving as fast or faster than the enemy in question.

Rakaneth
December 15, 2009, 18:55
I now realize why I haven't been confused in ages. During the session I died, I switched out my Thengel (confuse resist) for Thranduil to get telepathy because I never had a character with it before.

buzzkill
December 16, 2009, 04:06
I've been there, done that. Overconfidence and greed, my only two weaknesses... and beer, my only three weaknesses... and sloth, my only four weaknesses.......

fizzix
December 16, 2009, 05:19
Unfortunately to get to the winning point you need to either die a *lot* with a bunch of characters that you worked hard on, keep the spoiler files open while you play (or play with cheat - full monster memory), or save-scum a couple winners.

In the meantime, you might live longer (and boringer) by taking an overly conservative approach to fighting, and only fight monsters that:

1: you know you can handle, or
2: you can handle monsters of equivalent depth fairly easily, or
3: you can handle slightly weaker monsters very easily.

Uniques count as being 10 levels deeper than they actually are.

That being said, a couple key items that you were missing at that level were a staff of teleportation (can be used when confused or blinded) and a couple scrolls of teleport level or deep descent. These are your best escapes early on. Later on the scrolls are still useful, but the staff needs to be exchanged for a staff of destruction.

Good luck, and may the next character be the one to take down the big guy.

Rakaneth
December 22, 2009, 17:34
I've decided that my next character will likely be another priest.

I don't think I am ready for the hard-mode that mage appears to be (I ran a quick test, got him to CL 11/DL12, and died). Not only do I have a better grasp on early diving, but I also want to play an updated version.

When does stat-gain depth begin? I thought it was DL 20-30, but I saw relatively few stat potions, even around the 30s and none at all from 40-42.

Zikke
December 24, 2009, 01:03
I don't think picking Telepathy over rConf was a bad idea, but it's tough to be at that depth while missing either of the two.

Tiburon Silverflame
February 23, 2010, 20:29
Greetings one and all. Been a long time; used to play 2.7.9, decided to get back into it.

Rak: with priests, IIRC you tend to use Bless a fair bit, then melee or use missiles. That lets 1 spell potentially help against multiple opponents. Mages have the issue that every opponent soaks up spell points. (Stinking Cloud has a high fail rate.) So, I tend to take them slower.

I've been running mages the last few days, as I get back into the game. I haven't been diving overly fast; I'll make 3rd level at 50' on the first trip, then probably shoot for about 7th or 8th level as I drop to 200'. (Oh yes, I tend to run high elves, so leveling is slow anyway.) I'm trying to use the store to get +3 or +4 armor items if possible...those +4 basics (robe, cloak, leather boots, etc) aren't that expensive, but I don't want to be at 300' with AC 10, the way you tend to be when you dive real quick, real fast. :)

I finally started getting some rather nice goodies around DL 16...a +2 Ring of Str in the dungeon, coupled with Free Action gloves from the store, so I could replace the ring of FA. :) Big AC improvement too. Upgraded to Str +4 on DL 18, and got Soft Leather Armor of Elvenkind and a short bow of power from the store (hoo boy did that blow the cash/item reserves away)...so now I have fallback missile attacks. Dropped down to DL 20 on this last trip; will probably shoot for DL 23 on the next one. (I believe I just made CL 25...so yes, conservative...but I also have the habit of searching most of a new depth, to make sure I'm not getting in too far over my head. That means I'm making lots of XP on each level.)

PowerDiver
February 23, 2010, 20:42
I've been running mages the last few days, as I get back into the game.

Why don't you check out the current comp if you are interested in trying a mage in V3.1.2? Just click on the Competition tab.

Djabanete
February 23, 2010, 21:58
@OP: Yup, Kavlax is a beast. Best be careful around him, and by careful, I mean running like hell in the opposite direction. (Teleporting works even better!)

Telepathy instead of RConf seems prudent, since Telepathy will allow you to avoid those monsters that can take advantage of your lack of RConf. In this case, you just weren't aware of the peril of Kavlax. Also, casting Portal was a big mistake; if you had any healing potiong (Healing, CCW, or CSW), you could have gotten rid of your confusion and potentially survived another turn (depending on your HP and Kavlax's next action).

I think my main characters before I beat V died to Lorgan, Kavlax, a Troll King, and a Master Mystic... once the deaths begin to stack up, you start getting a feel for what's dangerous. My first character to break depth 60 was also my first winner; you start getting the hang of not taking unnecessary risks and playing it safe. Once you actually know what the monsters can do to you, you can live on the edge a bit more. For me, the game became more fun at that point.