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Fendell Orcbane
April 27, 2010, 19:45
So, I've been lurking here for about two months and I thought that I should join the forum. Especially since I've been playing for about the same amount of time.

Although Angband doesn't have any flashy graphics its really addictive since you can't just try to kill everything in sight. I've had about twenty characters on 3.0.9 since I've started and the character that I have going now has gotten pretty deep. I'd say that I have a chance to win here but after seeing the last few people die, I doubt it. I'm playing really conservatively since I see that you can get caught up by monsters that are way too tough to fight if you keep going down regardless of the equipment/consumables that you have on tap.

I generally tend to flee at the sight of gravity,time and vibration hounds. I also will leave vaults if the monsters are way over my head no matter what tempting treasures they contain.

I will say that this isn't a "clean" character since I "force quit scummed" in order to test out the teleport other spell. And no you can't get a whole pack of hounds with it. Unless I did something wrong I don't know about.

Anyway here is my character. Let me know what I might change equipment wise. I know that I need more speed and rCon since rChaos doesn't cover both in 3.0.9. One thing that I hate in 3.0.9 is that healing potions aren't that great and the game is cheap with them. Ditto *Healing* so I've had to go up to find more since I don't want to get killed due to not having enough healing.

BTW will *destruction* kill a unique?

Thanks for reading : )
EDIT: here is a link to the character dump.
http://angband.oook.cz/ladder-show.php?id=10133

sadly I'm not understanding how to post this dump as an image...

Zikke
April 27, 2010, 20:24
The best thing to do is to upload a character dump to the ladder on these forums.

http://angband.oook.cz/ladder.php

That'll line everything up nicely and you can overwrite it as your character progresses (or dies). :) Just link us the URL of the dump

Fendell Orcbane
April 27, 2010, 20:42
The best thing to do is to upload a character dump to the ladder on these forums.

http://angband.oook.cz/ladder.php

That'll line everything up nicely and you can overwrite it as your character progresses (or dies). :) Just link us the URL of the dump

Thanks dude!

fizzix
April 27, 2010, 21:44
Swap the Chaos male for Thalkettoth. You need any speed you can get. Disenchanting and Chaos breathing monsters are rare enough that you can avoid them, and they can't breathe enough to insta-kill you.

Raal's is useless for a Ranger, probably shouldn't bother with it.

You need to get your speed up and you need rconf (and also rblind). Not having Rconf can get you killed. (watch out for titans) Keeping thengel as a swap is a good idea.

You should be killing everything with arrows. Keep an eye out for Tenser's, it's a game changer and with the branded missiles and 4 shots per turn rangers are a powerhouse.

Tenser's is native to dlevel 80 (i think) and that's about where speed rings are. My advice would be to drop down to that level and look for both of them. It's not that much more dangerous than where you currently are. Keep yourself hasted at all times. You have enough HP to not be instakilled by anything if you don't get double moved, but still don't fight anything you don't recognize.

As far as Destruction goes. It is probably the most powerful escape in the game. It will remove all monsters (including uniques) and non-artifact items from a 20 square radius, and mess up all the walls. You can use it to remove monsters from vaults and loot the artifacts if you choose, but some people look down at that tactic. You should definitely carry around any staves of destruction that you find and save the scrolls at home. Those are useful against Sauron/Morgoth who drain charges.

Scrolls of teleport level or deep descent are better than scrolls of teleportation for escapes since you are guaranteed first turn on a new level.

Zikke
April 27, 2010, 22:05
To clarify, casting *Destruction* on a unique will remove them from the level, but they can respawn again if the RNG rolls them up either from a summon or a random monster spawn. i.e. it doesn't "kill" them in the permanent sense

Fendell Orcbane
April 27, 2010, 22:52
Swap the Chaos male for Thalkettoth. You need any speed you can get. Disenchanting and Chaos breathing monsters are rare enough that you can avoid them, and they can't breathe enough to insta-kill you.

Raal's is useless for a Ranger, probably shouldn't bother with it.

You need to get your speed up and you need rconf (and also rblind). Not having Rconf can get you killed. (watch out for titans) Keeping thengel as a swap is a good idea.

You should be killing everything with arrows. Keep an eye out for Tenser's, it's a game changer and with the branded missiles and 4 shots per turn rangers are a powerhouse.

Tenser's is native to dlevel 80 (i think) and that's about where speed rings are. My advice would be to drop down to that level and look for both of them. It's not that much more dangerous than where you currently are. Keep yourself hasted at all times. You have enough HP to not be instakilled by anything if you don't get double moved, but still don't fight anything you don't recognize.

As far as Destruction goes. It is probably the most powerful escape in the game. It will remove all monsters (including uniques) and non-artifact items from a 20 square radius, and mess up all the walls. You can use it to remove monsters from vaults and loot the artifacts if you choose, but some people look down at that tactic. You should definitely carry around any staves of destruction that you find and save the scrolls at home. Those are useful against Sauron/Morgoth who drain charges.

Scrolls of teleport level or deep descent are better than scrolls of teleportation for escapes since you are guaranteed first turn on a new level.

Hmm, I actual get some use out of raal's not much but it doesn't hurt to carry it.

I've tried to just kill things with arrows but two things that seem to happen when I do that to the more powerful monsters is 1. they tend to summon more stuff 2.They use their distance attacks which tend to get my potions,arrows and scrolls. However slay arrows do tend to work better and if I can find a better bow I'm sure that will also help.

Well I did come a cross a titan that confused me, but lucky for me I had thengels handy. I did however switch my armor out and I do agree that you can avoid Chaos breathers. Down to 59....I've just been looking out for the exits pretty much and buffing before I enter the level. Shield, resistance and haste self go along way.

Thanks for the good advice!

Derakon
April 27, 2010, 23:26
To my knowledge, the only part of monster AI currently that depends on distance is that if a monster chooses not to use a spell/special ability, if they aren't in melee range they will spend the turn moving towards you, while if they are in melee range they will simply attack you. Distance does not affect whether or not monsters choose to use their spells or special abilities, and thus does not affect whether or not your consumables get destroyed. Actually, if anything, staying out of melee range will protect your consumables from monsters with elemental melee attacks.

That said, if a monster summons at range, you may well become unable to hit them with ranged attacks because of newly-created monsters that are in the way. This isn't a problem in melee range.

Fendell Orcbane
April 27, 2010, 23:55
To my knowledge, the only part of monster AI currently that depends on distance is that if a monster chooses not to use a spell/special ability, if they aren't in melee range they will spend the turn moving towards you, while if they are in melee range they will simply attack you. Distance does not affect whether or not monsters choose to use their spells or special abilities, and thus does not affect whether or not your consumables get destroyed. Actually, if anything, staying out of melee range will protect your consumables from monsters with elemental melee attacks.

That said, if a monster summons at range, you may well become unable to hit them with ranged attacks because of newly-created monsters that are in the way. This isn't a problem in melee range.

This is funny because I just met up with Saruman on 60. I was able to create an ASC and I started to melee him. It looked like might have been able to take him out, but he teleported me away. At which point I killed a bunch of half trolls hoping for a healing potion. Which I did get and then I bailed. But I'll consider using more distance attacks in the future.

Thanks again.

Fendell Orcbane
April 27, 2010, 23:59
Swap the Chaos male for Thalkettoth. You need any speed you can get. Disenchanting and Chaos breathing monsters are rare enough that you can avoid them, and they can't breathe enough to insta-kill you.

Raal's is useless for a Ranger, probably shouldn't bother with it.

You need to get your speed up and you need rconf (and also rblind). Not having Rconf can get you killed. (watch out for titans) Keeping thengel as a swap is a good idea.

You should be killing everything with arrows. Keep an eye out for Tenser's, it's a game changer and with the branded missiles and 4 shots per turn rangers are a powerhouse.

Tenser's is native to dlevel 80 (i think) and that's about where speed rings are. My advice would be to drop down to that level and look for both of them. It's not that much more dangerous than where you currently are. Keep yourself hasted at all times. You have enough HP to not be instakilled by anything if you don't get double moved, but still don't fight anything you don't recognize.

As far as Destruction goes. It is probably the most powerful escape in the game. It will remove all monsters (including uniques) and non-artifact items from a 20 square radius, and mess up all the walls. You can use it to remove monsters from vaults and loot the artifacts if you choose, but some people look down at that tactic. You should definitely carry around any staves of destruction that you find and save the scrolls at home. Those are useful against Sauron/Morgoth who drain charges.

Scrolls of teleport level or deep descent are better than scrolls of teleportation for escapes since you are guaranteed first turn on a new level.

Honestly I don't know why people would look down on using *destruction* to get at some loot. Or for that matter why people look down on pillar dancing. I say use anything you can since you only have one life.

Pete Mack
April 28, 2010, 03:55
DL 68 is a lousy place to hang out. Tenser's is native to dl 70, and speed rings to dl 75. Since drops are determined by max(mon_level, depth), you can get a lot more good stuff at dl 75 or 80, but it's not any more dangerous than dl 68.

And you need speed pretty badly. You can't mess around at that kind of depth at speed < 10 for very long.

Fendell Orcbane
April 28, 2010, 04:02
DL 68 is a lousy place to hang out. Tenser's is native to dl 70, and speed rings to dl 75. Since drops are determined by max(mon_level, depth), you can get a lot more good stuff at dl 75 or 80, but it's not any more dangerous than dl 68.

And you need speed pretty badly. You can't mess around at that kind of depth at speed < 10 for very long.

Yeah I hear you on the speed. But I keep myself buffed with speed most of the time. I'm trying to get lower but I end up having to run from stuff. But I'll make it ...I hope. I'm pretty much just trying to get to the stairs.

Pete Mack
April 28, 2010, 05:12
Yeah I hear you on the speed. But I keep myself buffed with speed most of the time. I'm trying to get lower but I end up having to run from stuff. But I'll make it ...I hope. I'm pretty much just trying to get to the stairs.

You have Superb stealth and Mordy's escapes at cl 44 and INT 18/170. Why are you worrying about getting to the stairs? If you don't detect stairs in easy walking distance, just bore a hole down 7 levels.

Fendell Orcbane
April 28, 2010, 05:56
You have Superb stealth and Mordy's escapes at cl 44 and INT 18/170. Why are you worrying about getting to the stairs? If you don't detect stairs in easy walking distance, just bore a hole down 7 levels.

How do I bore a hole down 7 levels? I'd love to do that!

As for worries about the stairs, well I had 3 great Ice Wyrms on my ass at the same time! Honestly I might have taken them since they can't do that much damage if you are buffed...but that thinking gets people killed. I have 2 healing,2*healing* and two potions of life....now I just need some more speed damn it! I can see how speed just makes your character a killer. Sure buffing is nice but I'd love to at least get up to 20 without buffing...it would make most of the other uniques a cakewalk. That and a few runes of protection. Gotta love that Rune of Protection.

PowerDiver
April 28, 2010, 06:23
How do I bore a hole down 7 levels? I'd love to do that!

Repeatedly cast "create stairs" until you get one heading down. Go down. Repeat.

For some reason, that seems too easy to me. I prefer to restrict myself to hunting for stairs or casting teleport level.

Fendell Orcbane
April 28, 2010, 06:45
Repeatedly cast "create stairs" until you get one heading down. Go down. Repeat.

For some reason, that seems too easy to me. I prefer to restrict myself to hunting for stairs or casting teleport level.

Now I feel like a dumbass. See the first few times I tried to create stairs I'd only get them going up...so I thought that that was the only direction that they went in. However sometimes it seems worth it to get a few easy kills to get some healing potions or arrows of seeking.

But this is the first character that I've been able to get so deep. I know you believe in diving at all cost, but you also probably can pull off the pillar dancing and you have a good idea of what each weapon does damagewise. So for me I have to do baby steps for now.

Pete Mack
April 28, 2010, 07:29
How do I bore a hole down 7 levels? I'd love to do that!

As for worries about the stairs, well I had 3 great Ice Wyrms on my ass at the same time! Honestly I might have taken them since they can't do that much damage if you are buffed...but that thinking gets people killed. I have 2 healing,2*healing* and two potions of life....now I just need some more speed damn it! I can see how speed just makes your character a killer. Sure buffing is nice but I'd love to at least get up to 20 without buffing...it would make most of the other uniques a cakewalk. That and a few runes of protection. Gotta love that Rune of Protection.

You are still missing a critical aspect of the game: if you don't like your current prospects, change them.
* Can't fight 3 Ice Wyrms in a row, even with full buffing and double cold resistance?
Teleport the first two (or one) away, and kill the remaining one (or two).
* OR go find Tenser's(!) and annihilate them all with branded ammo. (For a cl 40+ ranger, 3 Ice Wyrms shouldn't be more than a minor speed bump.)
* Too many monsters in LOS, or too many summons at a time? *Destruct* the area first, and reduce LOS to a few squares.
* Can't find the stairs to speed ring depth? Create your own stairs down.
* Aren't playing a Mage 'caster? Destruct*/teleport everything between you and the stairs, or "Alter Reality" until you get stairs in walking distance.

Finally: healing potions of all 3 types are not all that common. Try to avoid using them unless you are fighting a high-value unique. Rangers should be able to kill anything with < 3000 HP before they do significant (>400HP) damage. Save the healing for when you really need it.

Fendell Orcbane
April 28, 2010, 08:01
You are still missing a critical aspect of the game: if you don't like your current prospects, change them.
* Can't fight 3 Ice Wyrms in a row, even with full buffing and double cold resistance?
Teleport the first two (or one) away, and kill the remaining one (or two).
* OR go find Tenser's(!) and annihilate them all with branded ammo. (For a cl 40+ ranger, 3 Ice Wyrms shouldn't be more than a minor speed bump.)
* Too many monsters in LOS, or too many summons at a time? *Destruct* the area first, and reduce LOS to a few squares.
* Can't find the stairs to speed ring depth? Create your own stairs down.
* Aren't playing a Mage 'caster? Destruct*/teleport everything between you and the stairs, or "Alter Reality" until you get stairs in walking distance.

Finally: healing potions of all 3 types are not all that common. Try to avoid using them unless you are fighting a high-value unique. Rangers should be able to kill anything with < 3000 HP before they do significant (>400HP) damage. Save the healing for when you really need it.

Thank you, that is some good advice. I generally don't use the healing potions unless I'm in danger. But it is nice having them around : ) I need that Alter reality...but I guess that is in Tensers. I'm down to lvl 73 now so it shouldn't be too long. But again you do bring up a good point about changing things to your advantage. No one has really put it that way before.

buzzkill
April 28, 2010, 14:14
Repeatedly cast "create stairs" until you get one heading down. Go down. Repeat.

For some reason, that seems too easy to me. I prefer to restrict myself to hunting for stairs or casting teleport level.

I couldn't agree more. I wouldn't be opposed to any of the following (as a fix)...
1. making it a high failure rate spell, even for high-level pure casters.
2. create stairs somewhere on the current level (better if the RNG could place the new stairs away from existing stairs).
3. creating up stairs a vast majority (80%) of the time.

miyazaki
April 28, 2010, 17:31
I couldn't agree more. I wouldn't be opposed to any of the following (as a fix)...
1. making it a high failure rate spell, even for high-level pure casters.
2. create stairs somewhere on the current level (better if the RNG could place the new stairs away from existing stairs).
3. creating up stairs a vast majority (80%) of the time.

How about restrict it to rogues only? Seems to fit there.

Fendell Orcbane
April 28, 2010, 17:58
Okay so now I'm on level 81, I've had to avoid a bunch of uniques. Hell I even had to teleport away from a lesser titan after it summoned a s%i@ load of Dreads on me. I was in the middle of making an ASC when this happen. In fact that Rune of Protection that I did manage to create probably helped me make a smooth escape.

It still can't seem to find a speed ring or Tensers. I've been attacking everything that I can handle and actually drops good stuff like Archliches and AMHD's but to no avail. I don't know if I should go deeper at this point, because while it seems like everywhere is dangerous it also seems like I might have a better chance of getting some speed. But on the other hand I feel like its almost safer for me to go deeper...

What does everyone think? Also who(what) should I be trying to kill for good drops at that depth?

Thanks for all of the great advice so far!

Here is my character:http://angband.oook.cz/ladder-show.php?id=10133

PowerDiver
April 28, 2010, 18:46
Talking about the feeling of abuse when using create stairs ...

I couldn't agree more. I wouldn't be opposed to any of the following (as a fix)...
1. making it a high failure rate spell, even for high-level pure casters.
2. create stairs somewhere on the current level (better if the RNG could place the new stairs away from existing stairs).
3. creating up stairs a vast majority (80%) of the time.

I really don't see the point of these changes. The raison d'etre of the spell is to let you head up or down really fast. If you don't like that, remove the spell entirely. Making the player cast it 10 times to get one useful effect is simply annoying without changing game balance appreciably.

It's easy enough to choose not to use it if you agree with me that the game is more fun without it.

fizzix
April 28, 2010, 20:57
Okay so now I'm on level 81, I've had to avoid a bunch of uniques. Hell I even had to teleport away from a lesser titan after it summoned a s%i@ load of Dreads on me. I was in the middle of making an ASC when this happen. In fact that Rune of Protection that I did manage to create probably helped me make a smooth escape.

It still can't seem to find a speed ring or Tensers. I've been attacking everything that I can handle and actually drops good stuff like Archliches and AMHD's but to no avail. I don't know if I should go deeper at this point, because while it seems like everywhere is dangerous it also seems like I might have a better chance of getting some speed. But on the other hand I feel like its almost safer for me to go deeper...

What does everyone think? Also who(what) should I be trying to kill for good drops at that depth?

Thanks for all of the great advice so far!

Here is my character:http://angband.oook.cz/ladder-show.php?id=10133

Great wyrms are probably the easiest drop-good kills and have the best chance of landing you Tenser's, speed rings or branded ammo.

If everything is dangerous you are ironically safer because you pay more attention. If you feel comfortable, you are too shallow and need to go deeper.

Fendell Orcbane
April 29, 2010, 00:11
Great wyrms are probably the easiest drop-good kills and have the best chance of landing you Tenser's, speed rings or branded ammo.

If everything is dangerous you are ironically safer because you pay more attention. If you feel comfortable, you are too shallow and need to go deeper.

Ok so great wyrm hunting it is! I'd disagree with you about being "safer" at deeper levels, only because you don't get as many chances to correct your mistakes. Case in point Uriel attacked me while I was waiting for my mana to recharge and I wasn't able to double resist. So of course he breathes fire and took out around 400 hps or so. Or at least enough to bring me below 400hp. So I just wished him away. Whereas something like that is a little less likely at level 60. I feel like monsters notice you a lot faster in the high 70's. And you get uniques that have hardcore escorts. Hell some of the escorts by themselves are a threat.

But I've been able to resist the urge to attack tempting dragon pits and uniques because I know that one false move and its -you die. So yeah you tend to be more careful, but I don't feel safer at all. I do feel like a better player though.

Ironically high level play seems a lot like low level play because you can't fight the majority of stuff like you can at lvlv 30-50. You are forced to be sneakier.

Zikke
April 29, 2010, 04:45
I have found that searching out greater vaults in dlvl 80-99 are pretty much guaranteed to have end-game spellbooks and speed rings. With enough patience and TO, you can have it all a lot faster than hunting down wyrms.

I know some people here will say wyrm hunting is faster, but I have found repeatedly that vault hunting has been more lucrative (and more exhilarating) for me. Just gotta watch that insta-kill thing, and also you gotta know when to fold 'em (i.e. teleport level).

One tip is the pierce a hole in the greater vault, aggravate everything, let them all run out to you, and *Destruct* them all and then go loot the (mostly) empty vault.

Fendell Orcbane
April 29, 2010, 06:15
I have found that searching out greater vaults in dlvl 80-99 are pretty much guaranteed to have end-game spellbooks and speed rings. With enough patience and TO, you can have it all a lot faster than hunting down wyrms.

I know some people here will say wyrm hunting is faster, but I have found repeatedly that vault hunting has been more lucrative (and more exhilarating) for me. Just gotta watch that insta-kill thing, and also you gotta know when to fold 'em (i.e. teleport level).

One tip is the pierce a hole in the greater vault, aggravate everything, let them all run out to you, and *Destruct* them all and then go loot the (mostly) empty vault.

I have 901 hp, what could insta kill me if I'm double resisting stuff? And I'd like to believe that I know when to run or TO stuff. Generally if I'm not doing much damage and they are hurting me I run. Hell, I wouldn't even go into a dragon pit. Not yet anyway.

Also does anyone know how much damage mana bolts and storms do?

Again thanks for the advice: )

Derakon
April 29, 2010, 06:36
At this point the only things that can kill you from full health in one turn are unresisted basic elements (at 1600 damage per shot), or double moves (e.g. 2x nether breath = up to 940 damage with resists or 1100 without).

Manastorms do 10d10 + mlvl*5 damage, meaning up to 600 damage in Morgoth's case. Darkness storms are the same, but of course you can resist darkness. Mana bolts do 1d(mlvl*7/2) + 50 damage, or up to 400 damage for Morgoth. This is from monster/constants.h (the damcalc function referred to there is defined in init1.c).

Other notes: nether bolts are 5d5 + mlvl*3/2 + 30. (Acid, electricity, fire, cold) bolts are (7, 4, 9, 6)d8 + mlvl/3, balls are 1d(mlvl * 3, mlvl * 3/2, mlvl * 7/2, mlvl * 3/2) + (15, 8, 10, 10). Fireballs are thus the most dangerous, followed by acid balls, then electricity balls and cold balls as distant third and fourth. The four "cause wounds" spells are 3d8, 8d8, 10d15, and 15d15 each (with the latter also adding 10d10 to your wound counter). Mind blasting and brain smashing are 8d8 and 12d15. Missiles do 2d6 + mlvl/3. Plasma bolts are 8d7 + mlvl/10. And I think that's about enough of that.

Pete Mack
April 29, 2010, 06:38
@Powerdiver, etc:
Create Stairs is also a cheap version of ?Teleport Level. This is my primary use case for the spell, although it's less useful now that !CCW scales with damage. (With unlimited healing, Create Doors becomes the guaranteed escape of choice.)

Prior to a risky fight, set up a stairwell down. If the fight goes badly, go on to the next level. If it doesn't, kill the guy and gather the loot.

Pete Mack
April 29, 2010, 06:57
You can already handle a green dragon pit with double resist poison. (You can handle black dragon pits too, but they damage your gear too much without immunity.)

If you are really desperate for the speed ring/Tenser's, you can stair scum until you detect interesting objects. (With a ranger, you want to carry detect object scrolls or staffs, since the spell is so expensive.) You can also afford to teleport around the level (rather than walk.) With superb stealth, ESP, and double rFire/rCold, there are no monsters that can kill you on teleport; this means you can find all the interesting stuff on a level in very little time.


Otherwise, just be patient. Those things will turn up soon enough; at your current depth you also have a good chance to find Rings of Power, not to mention an endgame quality bow (Lothlorien or Bard.)

Fendell Orcbane
April 29, 2010, 08:04
At this point the only things that can kill you from full health in one turn are unresisted basic elements (at 1600 damage per shot), or double moves (e.g. 2x nether breath = up to 940 damage with resists or 1100 without).

Manastorms do 10d10 + mlvl*5 damage, meaning up to 600 damage in Morgoth's case. Darkness storms are the same, but of course you can resist darkness. Mana bolts do 1d(mlvl*7/2) + 50 damage, or up to 400 damage for Morgoth. This is from monster/constants.h (the damcalc function referred to there is defined in init1.c).

Other notes: nether bolts are 5d5 + mlvl*3/2 + 30. (Acid, electricity, fire, cold) bolts are (7, 4, 9, 6)d8 + mlvl/3, balls are 1d(mlvl * 3, mlvl * 3/2, mlvl * 7/2, mlvl * 3/2) + (15, 8, 10, 10). Fireballs are thus the most dangerous, followed by acid balls, then electricity balls and cold balls as distant third and fourth. The four "cause wounds" spells are 3d8, 8d8, 10d15, and 15d15 each (with the latter also adding 10d10 to your wound counter). Mind blasting and brain smashing are 8d8 and 12d15. Missiles do 2d6 + mlvl/3. Plasma bolts are 8d7 + mlvl/10. And I think that's about enough of that.


Good to know!So I guess I'm pretty safe then as long as I don't let undead summons get me: ) Or uniques that aren't below ther native depth that is...Thanks dude!

P.S. I didn't even know brain blasting and mind blanking did damage.

Fendell Orcbane
April 29, 2010, 08:12
You can already handle a green dragon pit with double resist poison. (You can handle black dragon pits too, but they damage your gear too much without immunity.)

If you are really desperate for the speed ring/Tenser's, you can stair scum until you detect interesting objects. (With a ranger, you want to carry detect object scrolls or staffs, since the spell is so expensive.) You can also afford to teleport around the level (rather than walk.) With superb stealth, ESP, and double rFire/rCold, there are no monsters that can kill you on teleport; this means you can find all the interesting stuff on a level in very little time.


Otherwise, just be patient. Those things will turn up soon enough; at your current depth you also have a good chance to find Rings of Power, not to mention an endgame quality bow (Lothlorien or Bard.)

An Archlich dropped a +8 ring of Speed! After getting rid of tons of summons and having to use a *Healing* and a healing I managed to finally get it. And two restore mana's to buff and cast a Rune of Protection. A bit costly I admit but what good are a few potions going to do me if I'm dead. I can always find more. Now on to find Tenser's and some better gear. I feel pretty under powered for how far I've managed to go. Plus I hate having to avoid so many fights.

Derakon
April 29, 2010, 15:41
Good to know!So I guess I'm pretty safe then as long as I don't let undead summons get me: ) Or uniques that aren't below ther native depth that is...Uh oh...you're feeling safe. Always a bad idea. :) Remember that my statements only hold so long as you're at full health and fighting only one enemy. As soon as that assumption falls, you're in trouble.

Fendell Orcbane
April 29, 2010, 17:27
Uh oh...you're feeling safe. Always a bad idea. :) Remember that my statements only hold so long as you're at full health and fighting only one enemy. As soon as that assumption falls, you're in trouble.

Well I'm still going to play it safe... Its just that now I can attack things that move +20 since I'm a bit faster now : ) No need to worry.