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-   -   First rogue past level 10 I think (http://angband.oook.cz/forum/showthread.php?t=9027)

Pete Mack August 11, 2018 10:12

Use the staff to get out of trouble before it gets desperate. Use the scrolls when it is desperate. Phase door is not a reliable escape, except in a vault, when it is ideal. Teleport Self is not reliable either--you may end up in just as much trouble as you left. Teleport Level and Destruction are the only really reliable escapes--always buy them when they show up in the black market. Banishment and mass banishment too, of course.

Petoften August 11, 2018 10:47

Quote:

Originally Posted by Pete Mack (Post 132711)
Use the staff to get out of trouble before it gets desperate. Use the scrolls when it is desperate. Phase door is not a reliable escape, except in a vault, when it is ideal. Teleport Self is not reliable either--you may end up in just as much trouble as you left. Teleport Level and Destruction are the only really reliable escapes--always buy them when they show up in the black market. Banishment and mass banishment too, of course.

Thing is, the full inv doesn't really allow carrying both - it's more of a choice. Ya, phase door usually gets you to a free spot, but not always.

Petoften August 11, 2018 11:05

Found an interesting weapon. It's a pick.

But it's (14,14) so it actually does a little more damage.

And it's acid branded. Not sure why that's so useful? Low monster resists?

It also causes earthquakes.

Hm.

Petoften August 11, 2018 11:13

Yikes. Found an ancient white dragon - ok - and then a little above, 'Smaug the Golden' described as the most powerful dragon.

wobbly August 11, 2018 11:37

I only vaguely know the mechanics here, but the "slay" or "elemental brand" applies before damage bonuses. So it multiplies the base weapon damage before adding the +damage. It gets a bit unpredictable. A =mouse can increase damage (extra blows from dex) or decrease it (-damage) & brands/slays complicate it.

Petoften August 11, 2018 14:36

I need some str; encumbered.

fph August 11, 2018 15:43

Quote:

Originally Posted by Petoften (Post 132645)
How do you recharge a wand when you have multiples - like '3 wands with 19 charges' as they get lower?

You're supposed to charge one only when it's low, right? Should you drop one at a time and look for a low one?

Charges are implemented in a crude way. The game does not keep track of the charges of each individual item, but only of the number of charges of the whole stack; when you separate a wand from a stack of n it always gets 1/n charges, rounded. This makes it very tedious to micromanage the number of charges, and I think most players don't bother doing it --- they just recharge when the stack is at 0 and that's it.

Also: weapons that cause earthquakes are annoying because they make dungeon navigation cumbersome. Most players won't touch them with a 10ft pole (apart from maybe wearing a certain 'trophy' artifact at the very end of the game, just before quitting).

wobbly August 11, 2018 16:55

Quote:

Originally Posted by Petoften (Post 132727)
I need some str; encumbered.

If you're still carrying what's on the ladder dump I spy 12lbs of book 3 & 13ish lbs of !csw. Both are useful but I'd prefer 2 more speed

Petoften August 11, 2018 22:44

Quote:

Originally Posted by fph (Post 132733)
Charges are implemented in a crude way. The game does not keep track of the charges of each individual item, but only of the number of charges of the whole stack; when you separate a wand from a stack of n it always gets 1/n charges, rounded. This makes it very tedious to micromanage the number of charges, and I think most players don't bother doing it --- they just recharge when the stack is at 0 and that's it.

Doesn't the risk of destroying the item when recharging increase the more charges it has? So, you don't want to recharge much?

If that's the case, doesn't it defeat the purpose of carrying multiple of the same item, because you only want a few charges?

Quote:

Also: weapons that cause earthquakes are annoying because they make dungeon navigation cumbersome. Most players won't touch them with a 10ft pole (apart from maybe wearing a certain 'trophy' artifact at the very end of the game, just before quitting).
Ya, I left that weapon on the ground. Just thought it was interesting with the (14,14) and earthquake I hadn't seen.

Maybe if it had been on something better than a pick.

Also people said 'watch for acid branded' and clarifying the reason.

Petoften August 11, 2018 22:45

Quote:

Originally Posted by wobbly (Post 132734)
If you're still carrying what's on the ladder dump I spy 12lbs of book 3 & 13ish lbs of !csw. Both are useful but I'd prefer 2 more speed

I am. I limited each book to 2 in case one gets destroyed. Maybe I can reduce CCW but I've seen people say 'carry at least 30' I thought.


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