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Old August 26, 2010, 12:06   #9
Timo Pietilš
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Join Date: Apr 2007
Location: Climbing up from hole I just dug.
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Quote:
Originally Posted by Derakon View Post
Critical resistances, in my opinion, are the basic 4, confusion, and free action. Everything else is a nice-to-have; you just have to be increasingly paranoid to go without. The basic 4 are covered by the Resistance spell, confusion by Amulets of the Magi, Bronze DSM, or Power DSM, and free action by a perfect saving throw.

My big question is, where are you going to get the hitpoints to survive in the depths? A high-elf mage is not going to have a very high CON or a good hitdie, and CON boosts are going to be tricky to find...
When I played this I used Dwarf Priest. Dwarf has second best hit die, has CON bonus and class doesn't have CON penalty and actually gives a small boost / level for hit die. Much better than mage for that. Also very good set of spells (see invisible by spell) for survival.

You need to have elec-resist from items, resist heat and cold spell covers three of the four of basic4 and acid gets halved by items. DSM and ring takes care of that. Branding rings are very useful with big-dice weapons in this scenario. Trickery for nexus and poison, Magi for conf and ESP for telepathy. WIS 18/150 gives 1% failure in spells.

Something like this:

Code:
  [Angband 3.1.2 (r1971) Character Dump]

 Name   Arevor                                   Self  RB  CB  EB   Best
 Sex    Male         Age             44   STR! 18/100  +2  -1  +0 18/110
 Race   Dwarf        Height          46   INT! 18/100  -3  -3  +0  18/40
 Class  Priest       Weight         146   WIS! 18/100  +2  +3  +0 18/150
 Title  Patriarch    Social   Respected   DEX! 18/100  -2  -1  +0  18/70
 HP     855/855      Maximize         Y   CON! 18/100  +2  +0  +6 18/180
 SP     319/319                           CHR! 18/100  -3  +2  +0  18/90

 Level               50   Armor    [55,+62]     Saving Throw        100%
 Cur Exp       99999999   Fight    (+8,+10)     Stealth             Fair
 Max Exp       99999999   Melee   (+18,+20)     Fighting          Superb
 Adv Exp       ********   Shoot   (+18,+10)     Shooting          Superb
 MaxDepth  6350' (L127)   Blows      2/turn     Disarming            67%
 Game Turns         814   Shots      1/turn     Magic Device          92
 Player Turns       230   Infra       50 ft     Perception        1 in 7
 Active Turns       137   Speed          12     Searching            48%
 Gold         200000000   Burden  186.3 lbs

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


rAcid:......+...... rConf:.............
rElec:......+...... Sound:.............
rFire:......+...... Shard:.............
rCold:......+...... Nexus:.............
rPois:......+...... Nethr:.............
rFear:............. Chaos:.............
rLite:............. Disen:.............
rDark:............. S.Dig:.............
rBlnd:............+ Feath:.............

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


  [Character Equipment]

a) a Mattock (1d8) (+10,+10) (+3)
     +3 tunneling.
     
     Combat info:
     2 blows/round.
     With an additional 4 strength and 0 dex you would get 3 blows
     With an additional 0 strength and 3 dex you would get 3 blows
     Average damage/hit: 26.5.
     
b) a Heavy Crossbow (x4) (+10,+10)
c) a Ring of Speed (+13)
     +13 speed.
     
d) a Ring of Constitution (+6)
     +6 constitution.
     Sustains constitution.
     
e) an Amulet of ESP (+5)
     +25% to searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.  
     
f) a Lantern (7499 turns)
     Cannot be harmed by fire.
     
     Radius 2 light.
g) Multi-Hued Dragon Scale Mail (-2) [30,+10]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
h) an Elven Cloak [6,+10] (+2 stealth)
     +2 stealth.
     
i) a Mithril Shield [10,+13]
     Cannot be harmed by acid.
     
j) a Jewel Encrusted Crown [0,+10]
     Cannot be harmed by acid.
     
k) a Set of Caestus (+0,+3) [2,+10]
l) a Pair of Mithril Shod Boots [7,+6]
     Cannot be harmed by acid.
     


  [Character Quiver]

n) 30 Mithril Bolts (3d5) (+4,+4)
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/hit: 94.7.
     25% chance of breaking upon contact.
     
o) (nothing)
p) (nothing)
q) (nothing)
r) (nothing)
s) (nothing)
t) (nothing)
u) (nothing)
v) (nothing)
w) (nothing)


  [Character Inventory]

a) 2 Holy Books of Prayers [Words of Wisdom]
b) 2 Holy Books of Prayers [Chants and Blessings]
c) 2 Holy Books of Prayers [Exorcism and Dispelling]
d) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
     
e) a Holy Book of Prayers [Godly Insights]
     Cannot be harmed by acid, electricity, fire, cold.
     
f) a Holy Book of Prayers [Purifications and Healing]
     Cannot be harmed by acid, electricity, fire, cold.
     
g) a Holy Book of Prayers [Holy Infusions]
     Cannot be harmed by acid, electricity, fire, cold.
     
h) a Holy Book of Prayers [Wrath of God]
     Cannot be harmed by acid, electricity, fire, cold.
     
i) 30 Potions of Cure Critical Wounds
     
j) 10 Potions of Healing
     
k) 10 Potions of *Healing*
     
     It can be thrown at creatures with damaging effect.
     
l) 10 Potions of Life
     It can be thrown at creatures with damaging effect.
     
m) 20 Potions of Restore Mana
n) 30 Scrolls of Phase Door
o) 4 Rods of Speed
     Cannot be harmed by electricity.
     
p) a Ring of Speed (+13)
     +13 speed.
     
q) an Amulet of the Magi [+10] (+4)
     +4 intelligence.
     +20% to searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.  Grants the ability to see invisible things.  
     
r) an Amulet of Weaponmastery (+5,+5) (+3)
     +3 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.  
     
s) an Amulet of Trickery (+4)
     +4 dexterity, stealth, infravision, speed.
     +20% to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
Digger as weapon because mattock has adequate 1d8 dice, doesn't cause penalty and you need to do your killings mainly from distance with spells and xbow anyway.
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