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mibert July 27, 2021 16:51

Ranking of devices
 
Hi all,

I'm a relatively new player to vanilla and I struggle with keeping/dropping staves/rods/wands as a warrior.

So if you could give me some sort of ranking of devices you're looking to carry when playing a warrior, that would really be appreciated.

Thanks!

Here's my current inventory:

Code:

  [Angband 4.2.2-245-gf6ebce962 Character Dump]

 Name  Frostel      Age            12          Self  RB  CB  EB  Best
 Race  Half-Orc    Height        5'6"  Str:    17  +2  +3  +0  18/40  18/20
 Class  Warrior      Weight    11st 8lb  INT:    10  -1  -2  +5    12
 Title  Veteran      Turns used:          WIS:    10  +0  -2  +0      8
 HP    300/300      Game        400890  DEX:    16  +0  +2  +6  18/60
 SP    0/0          Standard    38791  CON:    16  +1  +2  +0  18/10
                    Resting      1812

 Level                24    Armor      [61,+53]    Saving Throw    40%
 Cur Exp            14911                          Stealth          Bad
 Max Exp            14911    Melee      2d5,+12    Disarm - phys.  62%
 Adv Exp            15000    To-hit        63,+9    Disarm - magic  40%
                            Blows      2.0/turn    Magic Devices    32
 Gold              31127                          Searching        35%
 Burden          163.7 lb    Shoot to-dam    +6    Infravision    30 ft
 Overweight      19.8 lb    To-hit        52,+9    Speed      0.9x (-1)
 Max Depth    900' (L18)    Shots      1.0/turn

  [Character Inventory]

a) a Sip of Miruvor
b) 19 Green Potions of Cure Serious Wounds
c) 5 Metallic Purple Potions of Cure Critical Wounds
d) 7 Grey Potions of Neutralize Poison
e) 8 Smoky Potions of Speed
f) 40 Scrolls titled "pero per solo" of Phase Door
g) 2 Scrolls titled "vitego mense" of Identify Rune
h) 19 Scrolls titled "sequidue" of Remove Hunger
i) 7 Scrolls titled "avinqui no" of Word of Recall
j) 2 Bronze Rods of Treasure Location
k) a Platinum Rod of Acid Bolts
l) a Silver Rod of Curing
m) an Ivory Rod of Illumination
n) 3 Copper Wands of Stinking Cloud (36 charges)
o) a Zirconium Wand of Cold Balls (4 charges)
p) 2 Copper-Plated Wands of Slow Monster (10 charges)
q) 2 Pewter Wands of Confuse Monster (5 charges)
r) a Magnesium Wand of Stone to Mud (6 charges)
s) a Walnut Staff of Slow Monsters (5 charges)
t) an Ironwood Staff of Detect Invisible (14 charges)
u) an Elm Staff of Mapping (6 charges)
v) 2 Balsa Staves of Curing (9 charges)


Selkie July 27, 2021 18:38

Detection is most important, so staffs of detect evil or rods of detection etc. Then you'll want mapping, scrolls, staffs and rods. Treasure detection is useful, scrolls and rods.

You will need loads of phase door, then later staffs of teleportation.

You should prioritise the wand of TO and look out for one in the BM.

archolewa July 27, 2021 19:50

My most useful devices as a warrior:

1. Detection
2. Rod of Teleport Other
3. Wand of Teleport Other
4. Rod/Staff of Magic Mapping
5. Rod of Treasure Detection (though this can be tossed once you have Detection)
6. Staff of Teleportation
7. Staff of Detect Evil (can be tossed once you have Detection)

Personally, I dont get much use out of Detect Evil. Its nice, but there really aren't that many evil enemies in the early game, and even fewer that are a big threat to a warrior. When you can mow down kobolds without breaking a sweat, you dont really care if they are there or not. By the time you start running into the really nasty evil guys, you will probably have a rod of detection.

If you are new then a Rod of Probing is also *very* useful. Zapping a monster with it will fully fill put your monster memory. Great way to find out that sleeping Ancient Red Dragon can one shot you *before* it breaths on you.

Rod of Teleport Other is nicer than the wand, because its renewable, and most of the time as a warrior you will be zapping that lone beholder between you and the stairs or loot. Raiding vaults as a warrior isnt generally wise until the endgame.

Pete Mack July 27, 2021 19:58

For a warrior, nearly all offensive devices are junk. Once you have a good shooter, it will do adequate ranged damage without cluttering your pack.
In particular:
Confusion isnt much use at depth 20--the wand power is very low.
Rod of acid bolt is very low value unless you have several.
Staffs for offensive purposes are terrible: they wake everything up, they weigh a lot, and have few charges. And there isnt much point, because you can only fight one monster at a time.
Wand of stinking cloud should be replaced by staff of teleport. The wand is good against runaway breeders, but teleport is good against just about everything short of dl 45.
Wand of teleport other is pure gold. Buy one if you see it, and spend charges wisely until you have plenty, or find a rod.

Selkie July 27, 2021 20:44

Quote:

Originally Posted by Pete Mack (Post 154586)
Staffs for offensive purposes are terrible: they wake everything up, they weigh a lot, and have few charges. And there isnt much point, because you can only fight one monster at a time.
.

I once found an OoD staff of holiness at about dlvl5 and used it quite successfully for a long time. But this is about the only exception I've ever had

Pete Mack July 27, 2021 20:54

To this list i add staffs of Banishment, *Destruction*, and speed. The first two can be useful in controlling the batylefield. The latter's use is obvious.


Quote:

Originally Posted by archolewa (Post 154585)
My most useful devices as a warrior:

1. Detection
2. Rod of Teleport Other
3. Wand of Teleport Other
4. Rod/Staff of Magic Mapping
5. Rod of Treasure Detection (though this can be tossed once you have Detection)
6. Staff of Teleportation
7. Staff of Detect Evil (can be tossed once you have Detection)


Sphara July 28, 2021 02:23

As a warrior, I do carry Wands/Rods of Slow Monster, Wands of Stun Monster and usually Wands of Stone-to-Mud to the deep end of the game. Slow and Stun have rather low duration against endgame baddies, though. Both are also less appealing, if your primary damage comes from a launcher. Wands and staves shouldn't be carried against Sauron and Morgoth anyway, if you're going melee. Unless you keep em empty, phase out from melee and recharge+use until empty.

Some early attack wands are definitely a keeper for some time. Frost vs. hydrae, fire vs. huorns.

Otherwise, previous post (archo+pete) sums it up for me. Detect Evil I discard immediately after finding any source of ESP.

archolewa July 28, 2021 03:41

Quote:

Originally Posted by Pete Mack (Post 154588)
To this list i add staffs of Banishment, *Destruction*, and speed. The first two can be useful in controlling the batylefield. The latter's use is obvious.

Forgot about these, yes they are very valuable. *Destruction* tends to replace Teleport as my "Crap crap crap" escape once you get deep. It clears the area and doesnt send you someplace just as bad or worse.

Banishment is so rare that it rarely figures into my calculations, though when I find one I will use it (mostly to clear Q and s from vaults). Speed is of course obvious, though my warriors tend to ditch it late, since enemies like to drain them, they tale up a slot, and I usually have plenty of speed (permanent and potions) by then. Very valuable in the midgame though.

Ingwe Ingweron July 28, 2021 17:26

The only "device" a warrior needs is a bog standard store bought shovel. Just ask MattB.

Or no "device" at all, just ask Ronda, the half-troll warrior that used "fists only".

:D:D:D

sffp July 28, 2021 20:41

I'm also fond of rods/wands of slow monster (as opposed of staves of slow mosters)
Right now, my blackguard is carrying a staff of *Destruction* (unusual to have been found so shallow), a staff of Teleportation, a staff of Mapping (no rod yet), a rod of Treasure Location (no Detection yet), two wands of Teleport Other and two wands of Slow Monster

Early game I'll also carry around Rods/Wands of light


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