Thread: tips wanted
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Old February 14, 2008, 09:34   #2
Join Date: Jun 2007
Location: The place of virtuous unbelievers
Posts: 158
aeneas is on a distinguished road
Originally Posted by will_asher View Post
I'm having a better than usual game right now and I could use a few tips.
OK, I see you're dead, but I have a few general tips for you.

Originally Posted by will_asher View Post
1) It's the first game where I've found Calris. It seems to me that enchanting arrows is a higher priority than fixing the to-hit penalty on Calris. What do other people think? Or should I shop scum so I can do both? Also, when I uncurse Calris does it stay uncursed or does the curse ever come back (like if I unwield it and then wield it again)?
Calris is very nice later on- it really kills dragons. Dragons tend to have a very nice risk-reward ratio. But you won't need Calris to kill them until you start seeing Wyrms. And as a Ranger, if you can find Tenser's first (or a really good bow), you won't need Calris at all. At 1650' I'd stash Calris at home if I were you. I think shop-scumming for anything other than things like arrows or ?Recall is likely to hurt your enjoyment of the game. And the curse won't come back once it's gone.

Originally Posted by will_asher View Post
2) Is it worth keeping a ring of speed that's only +2 ? Right now I'm thinking the rings I'm wearing are more important (+4 STR and rst-poison).
I recently ditched a +5 ring of intelligence to wear the =rst poison.
The intelligence ring didn't seem to make very much difference in my fail rates.
At 1650' the speed ring is better than =RPoison, IMHO. There aren't a lot of big poison attacks at that depth. Around 2000' that changes- small vaults start having big breathers then. =STR is only important if it gets you an extra blow with a nice weapon.

Originally Posted by will_asher View Post
3) I'm also wondering if it's worth keeping Nimthanc or the lightning branded hammer. The thing that makes me think they might be worth keeping is that Arunruth doesn't have a brand and branded weapons might do more damage.
For your character Arunruth is best just because of FA- it frees up a ring slot. I'd sell the others- they aren't good enough to hang onto.

Originally Posted by will_asher View Post
Here's the dump:
... It's random ability is see invisible which isn't that important when I already have telepathy. (Quylthulgs are not invisible in DaJAngband).
Well, I guess this is hard to assess, as it is entirely specific to your mod. In V you would prefer SI at that depth, but.. as a High-Elf you would have it. Even so, it's hard for me to imagine that Magi with SI is not better than a normal cloak.

The main thing I notice in your dump is that you spent over 4 million turns getting to 1650'. That's _insane_. I mean, yeah, the game should support all styles of play, blah, blah, blah, but... seriously, that's nuts. You ought to try to cut that by 90% just as a start (1650' at 400k turns is still pretty slow without quests, etc.) You won't get better at the game if you don't, but more importantly for your mod, you won't be able to understand balance if you don't.
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