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Old February 1, 2017, 00:25   #1
Grotug
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Grotug's ongoing DAR thread

Terrific, I teleport away from the sleeping ancient dragon (I only have 206HP) to a favorable spot near a vault (4-7 feeling on DL38, I'm CL25). I detect monsters and there is nothing dangerous in the vault, Azog and his son and mumaks. I'm high elf ranger with Aiglos and already got lucky with stat potions and a dwarven shield so I'm doing 241 melee vs evil. This is gonna be great; mumaks for experience, Azog and son for drops, and 7 feeling treasures! This is like the dream diving experience. I have a rod of trap detection. I think: 'I need to detect for traps'. But I'm thinking of using my book for some reason, not the rod, but my mana is about half and so somehow I didn't detect for traps with my book or rod and I start walking toward the vault and then ... "You stumble upon a trap! You float gently down to the next level". Aiglos will probably keep this mindnumbingly stupid blunder from costing me the game, but jeez, unreal.

Actually, I know why I didn't detect using the book; I just failed like 4 out of 5 times detecting for monsters (6% fail). I love RNG. It never ceases to amaze me.

Well, this has to be a first; killing a unique that is out of depth for the level I'm on and who is moving faster than I am. I do have some speed from Wormtongue, but I've been diving fast, 3X deeper than my turns (about 15k turns at DL46) when I suddenly encountered Ren the Unclean. I have no temporary haste ability. So normally when you are diving fast and encounter a unique that is out of depth for the level you are on, you do not fight it, especially when it moves quickly and you do not. Nevermind all that, I fiercely smote him with Aiglos even though I am a ranger and not a warrior at nearly 500 dam, and a few ?phases to heal and he fell quite easily. Picked up a short bow of Lothlorien but its to-dam is not out of depth, unfortunately. Still on the same level, I'm now at 520 to Undead, if I wear gloves of power it goes up to 535, but not sure that's worth the hit to spellcasting. Kind of insane to be doing this kind of damage so early into the game.

Last edited by Grotug; February 1, 2017 at 02:46.
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Old February 1, 2017, 06:57   #2
Pete Mack
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Actually, the ringwraiths are some of the easiest uniques to kill. They don't have a lot of HP and for the most part their spell attacks don't do a lot of damage. With fire branded/slay undead ammo, you cam bring them down fast.
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Old February 1, 2017, 13:11   #3
Grotug
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Yes, they are, it's true. Still, that was a unique situation for me.

Crash diving way too fast and made some more sillly blunders. I have a tendency to find really good items, not have room for them, and somehow forget to pick up the object, leaving a wand of TO behind (I did find a rod of TO shortly thereafter, but at DL65 and 296HP gonna require some paranoid play). Keep hitting the down stairs cause I keep ending up on levels I can't deal with, but a sorcerer just dropped 3 !CON. Amazing. Also just picked up a couple of !EXP so now I'm CL33 and a ring of INT <+4> so I will get the TO book from the store when I return. Also just picked up Telepathy cap, so I suppose not all is lost. I have good stealth, thanks to magi cloak and Hithlomir. My turn count is around 21k (DL65) And Angband just crashed . I know I should be wearing a ring of CON but I will be swapping a ring of slaying (+13, +6) with the INT ring.
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Old February 1, 2017, 16:54   #4
Pete Mack
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You're playing ranger. Why are you bothering with rings of slaying and the like? Just carry buffing potions (or Tenser's) for the extra accuracy, and use archery for big targets.
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Old February 1, 2017, 21:09   #5
Grotug
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My melee the whole game has been much better than my ranged attack (that Aiglos). I have a short bow of Lothlorien now, but its to-dam is only +12. I am only CL33 on DL65 so no Tensers yet. I just became able to use TO and haste self (when I return to the town I will buy the book), and cannot cast anything more difficult than those prayers presently. I'm actually not sure I've even encountered any rings of accuracy.

EDIT: Shoot, I think the Sorceror may have summoned something that I killed that tropped the cap of telepathy because I cleared the room where I picked it up and no one dropped it.

I'm doing between 185 and 473 per round using archery. Maybe I will swap Aiglos for Avavir since it has +3 speed, fire brand in addition to frost, though overall less damage output.

The Great Swamp Wyrm woke up and I didn't notice. Breathed on me and I died. Good thing I keep the =rPois in my backpack in case I encounter such a beast..... I had just found my first ring of accuracy, too (+0,+19). I was aware of the Wyrm since I was on ESP from the mushrooms I had, and was about to TO the ArchLich, then put on the rPois ring and do some Archery practice with the wyrm, but a Demonic and Rotting Q showed up so I figured I'd kill those before they summon things I can't deal with (my TO abilities were quite limited), and I fired an arrow of frost at the Demonic one and that was the last thing I would do.

Last edited by Grotug; February 1, 2017 at 22:20.
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Old February 3, 2017, 02:21   #6
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So at last Angband plays fair. 7-6 level on DL36 and I'm heading to the down stairs since I don't have TO or *destruction* (though I do have shrooms of second sight) when I killed some things on the way to leave the level (another Basilisk who went down quickly this time, though I'm doing 3.3 blows now compared to 2.3 earlier) when I see an !Enlightenment. Can't be bothered to shuffle gear and I kinda wanna see what's in the vault anyway, so I quaff it without giving it a second thought. Okay, well now the hallways are illuminated, some mithril arrows, a long bow at the top and a helm, whip and mithril guantlets in the center. Why don't I just go back and see what's in it and if I can maybe do some lure and teleport tricks?

So I ESP near the vault and the worst offender is Ar-Pharazon. Actually, he is *the only* OOD monster. Now he is like the best way OOD monster to deal with compared to other monsters at that depth. He's basically the only one you can have a reasonable chance to get around of that depth.

So I blunder by forgetting to use the activation on the digging ring to get into the vault, and wake everything up drilling. Not paying close enough attention to Ar-Ph I'm suddenly teleported across to the other side of the level (where I started). I return and face him down in a hallway near the vault and he starts summoning things, but nothing terrible (worst being 7 headed hydra and Xaren). And I phase around for a bit waiting for him to teleport himself away but he teleports me again. 3rd time of this game, he teleports me on the *other* side of the vault--so I'm on the left side and he is on the right. Can I get into the vault without him being re-activated, or will I be too close?

I first had to deal with stone giants, mumaks, water trolls, and Agamantaite(sp) brothers. I blew through all my ?phases save 1 but once I got my hands on those mithril arrows of flame it was all gravy. I get into the center of the vault, no Ar-Ph. The helm is Seeing (I already have it) and the whip is Gondolin, but it has +18 dam and the gauntlets are slaying (+5, +5). Not terrible, worth the trouble... but the Katana of frost does the same amount of damage to cold as the whip does to others.
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Old February 3, 2017, 03:15   #7
Pete Mack
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That's not bad for a dl 36 vault. You can't expect much, and branded ammo is pure gold. And A-P picks things up off the floor too, so who knows what he picked up.
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Old February 3, 2017, 03:20   #8
Grotug
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Hmm... I did look at the items before he woke up. I don't recall thinking something had gone missing, but yeah, he probably picked up a few things on his way out.

Last edited by Grotug; February 3, 2017 at 13:54.
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Old February 3, 2017, 13:58   #9
Grotug
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EDIT: So I came upon another vault (5-5) on DL38 after finding another mushroom of ESP, an !Enlightenment and Dwarven partial plate armor at the very start of the level. In the vault was an Ancient Blue Dragon, a Greater Maia and an 11 headed hydra, couple Giant Rocs and water trolls. After killing beorn just outside the vault and still hasted, I decided to sleep on what to do next: go headlong into the vault trying to maximize the rest of my haste, or see what Beorn dropped and finish off his friends? In the morning I decided to finish off his friends outside the vault, which was the correct decision. After ?phasing around to deal with the mob (haste wore off fairly quickly after killing Beorn), I ID a wand of TO dropped by a werebear, just above the vault. This time I actually pick up the damn thing. The ESP wears off as well. Nothing else of note was dropped. I enter the vault and start bashing on the trolls and orcs when the blue D shows up. I ?phase to favorable location where I entered the vault, use my last !speed, and easily crush the dragon. That went so well that when the greater Maia showed up I deliberated awhile and then decided, I'm already hasted, might as well give it a go. He went down surprisingly easily as well. The Rocs ate mithril arrows of flame.

I almost always have positive outcomes when I sleep on it. I did TO the 11 headed hydra, though. I don't have any base resists; I swap between "Searching <+8> "Acid and "Elec and I dropped rCold armor I was wearing in favor of the Dwarven.

I bought =Str <+3> from the store before entering DL38, and discovered I get better dam with =reckless than =Str so I kept =Str as a swap if I run into Dreads. Nothing in 2 of 3 compartments of the vault; was about to check out the last compartment when I hear a tearing roar; and find myself teleported across the level. Suddenly dreads are all over me in a square room. ?phase, =Str, {flame, melee, ?phase, {flame, melee. At +14 dam these arrows of flame are fairly OOD and allow me to fight where otherwise I'd have to _Teleport.

I'm a bit far away from the vault, now, and don't want to meet the Hydra again. I may _Teleport since I am likely to wind up closer than I am now. It suddenly just occurs to me there may be something more scary than what I've faced so far in that last compartment. Not sure a DL44 Hydra on DL38 gives a 5 feeling. Also, I don't recall what objects were in the last compartment when I first illuminated the level, but when I look over there now, there are no objects in it. The hydra was in that compartment, but I thought the Greater Maia was in a different compartment from the Hydra. I wonder if the Dwarven armor would be the cause for the 5 feeling? Has the Maia already been in there and cleared it of objects? Is there nothing left to get in there? Maybe I should just quit while I'm ahead. I happen to be near > and I picked up a ring of Dam (+10) dropped from one of the Dreads.

There's only one other object on the level I want and it's a !CON on the far left of the map. Kinda tempting to try to get it. Not sure it's worth the trouble, though. I think I'm gonna hit the stairs.



http://angband.oook.cz/ladder-show.php?id=20273

Code:
 [Angband 4.0.5 Character Dump]

 Name   Dalarin      Age            120          Self  RB  CB  EB   Best
 Race   High-Elf     Height        8'0"   STR:  18/26  +1  +3  +5 18/116
 Class  Warrior      Weight   14st 11lb   INT:     11  +3  -2  +0     12
 Title  Myrmidon     Turns used:          WIS:     13  -1  -2  +0     10
 HP     221/359      Game        183037   DEX:  18/25  +3  +2  +0  18/75
 SP     0/0          Standard     18512   CON:     10  +1  +2  +1     14
                     Resting         64

 Level                 29    Armor      [60,+31]    Saving Throw     68%
 Cur Exp           116316                           Stealth         Poor
 Max Exp           116316    Melee       1d3,+40    Disarming        60%
 Adv Exp           150000    To-hit       70,+19    Magic Devices     59
                             Blows      4.7/turn    Perception   1 in 14
 Gold               24055                           Searching        37%
 Burden          121.5 lb    Shoot to-dam     +7    Infravision    70 ft
 Overweight      -58.4 lb    To-hit       70,+30    Speed         Normal
 Max Depth    1900' (L38)    Shots        1/turn

 You are the only child of a Telerin Mage.  You have light grey eyes,
 straight black hair, and a fair complexion.



rAcid:............. Nexus:.............
rElec:............. Nethr:.............
rFire:............. Chaos:.............
rCold:............. Disen:.............
rPois:............. pFear:.............
rLite:............+ pBlnd:+........+...
rDark:+............ pConf:.............
Sound:............. pStun:.............
Shard:............. HLife:.............

Regen:....+........ Stea.:.............
  ESP:............. Sear.:.........+...
Invis:+........+..+ Infra:......+.....+
FrAct:+.....+....+. Tunn.:.............
Feath:............. Speed:.............
S.Dig:............. Blows:.............
ImpHP:............. Shots:.............
 Fear:............. Might:.............
Aggrv:............. Light:+....+.......


  [Character Equipment]

a) a Whip of Gondolin (1d3) (+7,+18) <+1>
     Found lying on the floor in a vault at 1800 feet (level 36)
     
     Slays demons, orcs, trolls, dragons.
     Provides resistance to dark.
     Provides protection from blindness.
     Cannot be harmed by acid, fire.
     Prevents paralysis.  Grants the ability to see invisible things.  
     Radius 1 light.
     
     Combat info:
     4.7 blows/round.
     With +0 STR and +1 DEX you would get 5.0 blows
     Average damage/round: 223.7 vs. demons, 223.7 vs. orcs, 223.7 vs.
     trolls, 223.7 vs. dragons, and 203.7 vs. others.
     
b) a Long Bow of Accuracy (x3) (+18,+7)
     Found lying on the floor at 1450 feet (level 29)
     
c) a Ring of Damage (+0,+10)
     Dropped by a Dread at 1900 feet (level 38)
     
d) a Ring of Strength <+3>
     Bought from a store
     
     +3 strength.
     Sustains strength.
     
e) an Amulet of Regeneration
     Dropped by a Dread at 1900 feet (level 38)
     
     Speeds regeneration.  
     
f) a Lantern (11781 turns) <+2>
     Dropped by a Snaga at 750 feet (level 15)
     
     Cannot be harmed by fire.
     Radius 2 light.
     
g) Partial Plate Armour (Dwarven) (-3) [40,+11] <+2, +1, +3>
     Dropped by a Death knight at 1900 feet (level 38)
     
     +2 strength.
     +1 constitution.
     +3 infravision.
     Cannot be harmed by acid.
     Prevents paralysis.  
     
i) a Leather Shield [8,-1]
     Found lying on the floor at 1900 feet (level 38)
     
j) a Hard Leather Cap of Seeing [2,+6] <+4>
     Dropped by Bolg, Son of Azog at 1650 feet (level 33)
     
     +4 searching skill.
     Provides protection from blindness.
     Grants the ability to see invisible things.  
     
k) a Set of Mithril Gauntlets of Slaying (+5,+5) [6,+8]
     Found lying on the floor in a vault at 1800 feet (level 36)
     
     Cannot be harmed by acid, fire.
     
l) a Pair of Iron Shod Boots of Free Action [4,+4]
     Dropped by Brodda, the Easterling at 600 feet (level 12)
     
     Cannot be harmed by fire.
     Prevents paralysis.  
     




  [Character Inventory]

a) 8 Potions of Cure Light Wounds
b) 5 Potions of Cure Critical Wounds
c) 2 Potions of Healing
d) a Potion of *Healing*
     It can be thrown at creatures with damaging effect.
     
e) 3 Potions of Restore Life Levels
f) 12 Scrolls of Phase Door
g) 7 Scrolls of Teleportation {!*}
h) 3 Scrolls of Word of Recall {!*}
i) a Scroll of Recharging
j) 2 Rods of Treasure Location {@4}
k) a Rod of Door/Stair Location {@2}
l) 4 Rods of Trap Location {@3}
m) a Rod of Curing (charging)
n) a Rod of Light
o) a Wand of Teleport Other (8 charges) {!d!k!v}
p) 3 Staves of Teleportation (17 charges) {!*}
q) 2 Staves of Identify (0 charges)
r) a Ring of Reckless Attacks (+3,+4) [-15] {@2}
     Found lying on the floor at 1350 feet (level 27)
     
s) a Ring of Digging <+3> {@2}
     Dropped by an unknown monster at 1450 feet (level 29)
     
     +3 tunneling.
     
t) an Amulet of Resist Acid
     Provides resistance to acid.
     
u) an Amulet of Searching <+8>
     Found lying on the floor of a cavern at 1400 feet (level 28)
     
     +8 searching skill.
     




  [Character Quiver]

0) 3 Arrows (1d4) (+0,+0)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/round: 29.
     35% chance of breaking upon contact.
     
1) 13 Arrows (1d4) (+4,+2)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/round: 35.2.
     35% chance of breaking upon contact.
     
2) 3 Arrows (1d4) (+4,+5)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/round: 44.3.
     35% chance of breaking upon contact.
     
3) 12 Mithril Arrows of Flame (3d4) (+10,+14)
     Branded with fire.
     Cannot be harmed by acid, fire.
     
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/round: 174.4 vs. creatures not resistant to fire,
     and 87.2 vs. others.
     35% chance of breaking upon contact.
     


  [Home Inventory]

a) a Mushroom of Vigor
b) 8 Potions of Cure Critical Wounds
c) 7 Scrolls of Teleportation
d) a Wand of Fire Bolts (4 charges)
e) a Staff of Curing (0 charges)
f) 5 Staves of Identify (57 charges)
g) a Ring of Acid [+10]
     Found lying on the floor of a special room at 1700 feet (level 34)
     
     Provides resistance to acid.
     
h) 2 Rings of Free Action
     Prevents paralysis.  
     
i) a Katana of Frost (3d5) (+9,+8) {@1}
     Dropped by N¡r, the Dwarf at 850 feet (level 17)
     
     Branded with cold.
     Provides resistance to frost.
     
     Combat info:
     3.3 blows/round.
     With +2 STR and +0 DEX you would get 3.7 blows
     With +0 STR and +1 DEX you would get 3.7 blows
     Average damage/round: 197.1 vs. creatures not resistant to cold,
     and 133.5 vs. others.
     
j) a Whip of Slay Animal (1d3) (+6,+5)
     Found lying on the floor at 450 feet (level 9)
     
     Slays animals.
     
     Combat info:
     4.7 blows/round.
     With +0 STR and +1 DEX you would get 5.0 blows
     Average damage/round: 149.4 vs. animals, and 139.4 vs. others.
     
k) a Heavy Crossbow (x4) (+4,+1)
     Found lying on the floor at 1550 feet (level 31)
     
l) 14 Arrows (1d4) (+0,+0)
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/round: 29.
     35% chance of breaking upon contact.
     


[Player history]
      Turn   Depth  Note
         0      0'  Began the quest to destroy Morgoth.
       139    100'  Reached level 2
       150    100'  Reached level 3
       285    150'  Reached level 4
       673    250'  Reached level 5
       956    250'  Reached level 6
      1342    300'  Reached level 7
      1516    300'  Reached level 8
      2126    400'  Killed Mughash the Kobold Lord
      2126    400'  Reached level 9
      2796    550'  Reached level 10
      2916    550'  Reached level 11
      2967    600'  Reached level 12
      2977    600'  Killed Brodda, the Easterling
      3463    700'  Reached level 13
      4561    750'  Killed Wormtongue, Agent of Saruman
      4584    750'  Reached level 14
      5011    750'  Killed Grishnâ?š°kh, the Hill Orc
      5068    750'  Reached level 15
      5122    750'  Reached level 16
      7274    850'  Reached level 17
      7396    850'  Killed Nâ?š°r, the Dwarf
      7993    950'  Killed Orfax, Son of Boldor
      8068   1000'  Reached level 18
      8771   1200'  Reached level 19
      9590   1400'  Reached level 19
      9937   1450'  Reached level 20
     10276   1500'  Reached level 21
     10751   1550'  Reached level 22
     11409   1650'  Reached level 22
     11586   1650'  Killed Gorbag, the Orc Captain
     11604   1650'  Killed Bolg, Son of Azog
     11924   1650'  Reached level 23
     12089   1700'  Reached level 24
     13268   1700'  Reached level 25
     13631   1700'  Killed Ufthak of Cirith Ungol
     15062   1800'  Reached level 26
     15995   1800'  Killed Sangahyando of Umbar
     16024   1800'  Reached level 27
     16805   1800'  Reached level 28
     16875   1800'  Killed Angamaitâ?š´ of Umbar
     17549   1900'  Killed Grip, Farmer Maggot's dog
     17868   1900'  Killed Beorn, the Shape-Changer
     18031   1900'  Reached level 29
     18072   1900'  Killed Lugdush, the Uruk
     18338   1900'  Killed Shagrat, the Orc Captain


  [Options]

  [User interface]

Use the roguelike command keyset             : no  (rogue_like_commands)
Use sound                                    : yes (use_sound)
Show damage player deals to monsters         : no  (show_damage)
Use old target by default                    : no  (use_old_target)
Always pickup items                          : no  (pickup_always)
Always pickup items matching inventory       : yes (pickup_inven)
Show flavors in object descriptions          : no  (show_flavors)
Highlight target with cursor                 : yes (show_target)
Disturb whenever viewable monster moves      : yes (disturb_near)
Show walls as solid blocks                   : no  (solid_walls)
Show walls with shaded background            : no  (hybrid_walls)
Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
Color: Shimmer multi-colored things          : no  (animate_flicker)
Center map continuously                      : yes (center_player)
Color: Show unique monsters in purple        : no  (purple_uniques)
Automatically clear '-more-' prompts         : no  (auto_more)
Color: Player color indicates % hit points   : yes (hp_changes_color)
Allow mouse clicks to move the player        : no  (mouse_movement)
Notify on object recharge                    : no  (notify_recharge)

  [Birth]

Randomise the artifacts (except a very few)  : no  (birth_randarts)
Word of Recall has no effect                 : no  (birth_no_recall)
Restrict creation of artifacts               : no  (birth_no_artifacts)
Don't stack objects on the floor             : no  (birth_no_stacking)
Lose artifacts when leaving level            : no  (birth_no_preserve)
Don't generate connected stairs              : no  (birth_no_stairs)
Don't show level feelings                    : no  (birth_no_feelings)
Increase gold drops but disable selling      : yes (birth_no_selling)
Use previous set of randarts                 : yes (birth_keep_randarts)
Start with a kit of useful gear              : no  (birth_start_kit)
Monsters learn from their mistakes           : no  (birth_ai_learn)
Force player descent                         : yes (birth_force_descend)
Moving on from DL38, just picked up Aglarang on DL40 feeling 3-7. Now we's in business. Nearly died twice to a chaos vortex, though. He engulfs to destroy me. Had to teleport away twice and !heal twice (ran out of !CCW). On our third encounter I finally stopped hitting the walls and killed him. I guess I should head home and get some more consumables. Wow, this weapon does same damage as the whip before I even know what the to-dam is! 6.5 blows.

Updated dump:http://angband.oook.cz/ladder-show.php?id=20273

Edit: This has been an interesting game: also picked up 3 more mushrooms of second sight in that little vault; and then picked up another !Enlightenment from an ancient dragon summoned from a trap in the vault. Onto the next vault! So I got all the tools I need for the next vault since I still have that wand of TO I picked up on DL38.

All warriors care about is damage output, right?



EDIT: Back in the dungeon after resupplying at home. Of course the level I recall on is 3-6 feeling after I dropped my last 5 ?phases before taking a trap door down to the level to recall on it. This sort of thing happens more often than it should.

In other news, I really should ?phase earlier during challenging fights. Just as I stepped onto the downstairs, Adunaphel showed up to my right in the wall. I figured I can take her down pretty easily and I have !restore life levels, and it's good to get pass through wall Uniques out of the game. It looked like I was gonna get Adunaphel when she summoned the Hydra. So I phased (very low on health as you can see) and my new location is not much better:



Now what to do.

My options are: ?Teleport, TO the Hydra, which leaves me still vulnerable to Audnaphel and the Nexus hound. ?phase again, or !*heal. ?phasing looks to be the least prudent option as I'm likely to still be in Hydra's LOS. Yikes, hydra breathes fire for 216! I have no rFire. I think it's heal or teleport.

So I !*healed, the Hydra approached. I ?phased back into the start room in the upper corner, so I stepped back to Knight's move the entrance and Adunaphel came in view. Looked like {flame would just about kill her, but not quite (which was my aim), and it did, sending her fleeing. I was about to quaff the !Restore when Hydra showed up. Decide I'll TO it and then quaff. TO fails and it steps forward. I decide at 284 dam meleeing him is really not very dangerous. Take him to half health in one round. Xaren shows up right behind him cutting through the wall. Finish off the Hydra, then mis-press to the right instead of diagonally attacking the Xaren. When I do line up properly, he flees and crushes my {flame. I only have 6 left. I fire a regular arrow since he's badly wounded and fleeing, but it doesn't kill him; he returns and I finish him, and then Adunaphel returns in the wall and I finish her and am welcomed to CL30. She drops mithril plate armor but it's magical.

Hmm.. I prove to be a fool once again. Forgot about the {excellent} shield the ancient blue dragon dropped a couple levels back. It ID's for Resistance. Just picked up rNexus from a very flimsy elvenkind armor. Will use it as a swap with the plate armor.

Last edited by Grotug; February 3, 2017 at 16:18.
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Old February 3, 2017, 16:19   #10
Grotug
Knight
 
Join Date: Nov 2013
Posts: 618
Grotug is on a distinguished road
Not sure why I'm ?phasing to get away from Kavlax and not TOing him. Ever the optimist I am. Was hoping to ?phase near the stairs. Alas, he breathes gravity. Then he breathes shards.



Hmm.. it occurs to me I *have* to heal or I will bleed out and die. But if I heal at -5 speed I will surely die by Kavlax. So I'm dead? I just found this but I'm not sure how much it applies to my current situation.

Do I lose hitpoints while I have a nasty cut? I can't remember.
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