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Old January 22, 2009, 16:59   #1
Wraitheist
Adept
 
Join Date: Mar 2008
Posts: 133
Wraitheist is on a distinguished road
Advice on current character

Hey guys, I"m down to '4950 again with a Rogue this time. I thought I'd try one since they are a bit improved in this new version. I've been down here a few times, but never challenged Sauron before dying. Here is my info:

Code:
  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            113   STR:  18/59  +1  +2 +14 18/***
 Race   High-Elf     Height          87   INT:  18/86  +3  +1  +6 18/186
 Class  Rogue        Weight         201   WIS:     17  -1  -2  +9  18/50
 Title  Sharper      Social  Role model   DEX:  18/64  +3  +3  +1 18/134
 HP     764/764      Maximize         Y   CON:  18/83  +1  +1 +10 18/203
 SP     196/249                           CHR:  18/22  +5  -1  +6 18/122


 Level               35   Armor    [19,+99]     Saving Throw         87%
 Cur Exp         994250   Fight   (+36,+34)     Stealth           Superb
 Max Exp        1032419   Melee   (+49,+51)     Fighting          Heroic
 Adv Exp        1012500   Shoot   (+46,+14)     Shooting          Heroic
 MaxDepth   4950' (L99)   Blows      5/turn     Disarming           100%
 Turns           564303   Shots      1/turn     Magic Device      Heroic
 Gold            134000   Infra       70 ft     Perception       1 in 12
 Burden       213.8 lbs   Speed          24     Searching            35%

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



 Acid:....+.++*.... Confu:.........+...
 Elec:....+.+...... Sound:........++...
 Fire:++.*..+..+... Shard:......+......
 Cold:....+.+..+... Nexus:......+......
 Pois:+............ Nethr:.............
 Fear:...+....+.... Chaos:........++...
 Lite:.........+..+ Disen:.............
 Dark:............. S.Dig:+..+.........
Blind:.........+... Feath:.............

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


  [Character Equipment]

a) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2)
     +2 strength.
     Provides resistance to fire, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 82.5 against fire-vulnerable
     creatures, 82.5 against poison-vulnerable creatures, 103.5 against
     dragons, and 61.5 against normal creatures.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Sapphire Ring of Speed (+10)
     +10 speed.
d) The Ring of Power 'Narya' (+6,+6) (+1) (charging)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
e) The Amulet of Ingwe (+3) (charging)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Holcolleth' [1,+4] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Golden Crown of Gondor [0,+15] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
     Radius 1 light.
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Ethereal Slippers of Stealth [0,+16] (+2)
     +2 stealth.
     Cannot be harmed by acid, electricity, fire, cold.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@1}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@2}
c) 2 Books of Magic Spells [Incantations and Illusions] {@3}
d) 3 Books of Magic Spells [Sorcery and Evocations] {@4}
e) 2 Books of Magic Spells [Resistances of Scarabtarices] {@5}
     Cannot be harmed by acid, electricity, fire, cold.
f) 2 Books of Magic Spells [Mordenkainen's Escapes] {@6}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Tenser's Transformations] {@7}
     Cannot be harmed by acid, electricity, fire, cold.
h) 2 Magenta Potions of Healing
i) 11 Scrolls titled "ula tatia" of Phase Door
j) 6 Scrolls titled "re pum lemis" of Magic Mapping
k) 4 Scrolls titled "inverio puro" of Word of Recall
l) 4 Gold Wands of Teleport Other (15 charges)
m) 2 Ironwood Staffs of *Destruction* (3 charges)
n) 2 Locust Staffs of Speed (7 charges)
o) The Ring of Barahir (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, stealth.
     Provides resistance to poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
p) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
q) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
r) The Set of Gauntlets 'Pauraegen' [3,+14]
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it creates a lightning bolt with damage 6d6.
     It takes 6 turns to recharge after use.
     Radius 1 light.
s) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
     +2 stealth.
     Provides resistance to fire, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it confuses a target monster.
     It takes 15 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 59 against evil creatures, 69.5
     against fire-vulnerable creatures, and 48.5 against normal
     creatures.
t) 32 Bolts (1d5) (+0,+0) {@0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 153 against
     fire-vulnerable creatures, and 51 against normal creatures.
     25% chance of breaking upon contact.
u) 9 Seeker Bolts of Slay Dragon (4d5) (+15,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 360 against
     dragons, 360 against fire-vulnerable creatures, and 120 against
     normal creatures.
     25% chance of breaking upon contact.
v) 16 Seeker Bolts of Venom (4d5) (+13,+15)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 369 against
     fire-vulnerable creatures, 369 against poison-vulnerable
     creatures, and 123 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 2 Light Blue Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
b) 5 Scrolls titled "vollo frus vo" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
c) 4 Scrolls titled "re pum lemis" of Magic Mapping
     When read, it maps the area around you in a 30-radius circle.
d) 3 Scrolls titled "cas obvienuo" of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
e) a Lead-Plated Rod of Teleport Other
     When aimed, it teleports a target monster away.
     It takes 25 turns to recharge after use.
f) 3 Gold Wands of Teleport Other (12 charges)
     When aimed, it teleports a target monster away.
g) an Ivory Staff of Mapping (5 charges)
     When used, it maps the area around you in a 30-radius circle.
h) The Ring of Tulkas (+4) (charging)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
i) The Amulet of Carlammas (+2)
     +2 constitution.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 225 turns to recharge after use.
j) The Jewel 'Evenstar'
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
k) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
m) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
n) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, o) a Set of Leather Gloves of Thievery (+4,+1) [1,+14] (+4)

     w+4 dexterity, searching.
     Feather Falling.
     Prevents paralysis.
     
p) The Short Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 49 against animals, 49 against
     evil creatures, 52.5 against orcs, 52.5 against undead, and 45.5
     against normal creatures.
q) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
     +4 dexterity.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Feather Falling.
     Prevents paralysis.
     
     When activated, it creates a frost bolt with damage 12d8.
     It takes 50 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 69 against orcs, 69 against
     demons, and 51 against normal creatures.
r) The Spear of Orome (4d6) (+15,+15) (+4)
     +4 intelligence, infravision, speed.
     Provides resistance to fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Feather Falling.
     Grants the ability to see invisible things.
     
     When activated, it turns rock into mud.
     It takes 5 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 73 against animals, 87 against
     giants, 87 against fire-vulnerable creatures, and 59 against
     normal creatures.
s) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
     +3 stealth, speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 53.5 against undead, 53.5
     against frost-vulnerable creatures, and 46.5 against normal
     creatures.
t) The Beaked Axe of Hurin (3d6) (+12,+15) (+2)
     +2 strength, constitution.
     Provides resistance to acid, fire, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 80 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 80.5 against trolls, 80.5
     against dragons, 80.5 against acid-vulnerable creatures, 101.5
     against demons, and 59.5 against normal creatures.
u) a War Hammer of Gondolin (3d3) (+11,+25)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 73 against orcs, 73 against
     trolls, 73 against dragons, 73 against demons, and 61 against
     normal creatures.
v) The Mattock of Nain (2d8) (+12,+18) (+6 searching)
     +6 strength, searching, infravision, tunneling.
     Provides resistance to dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it turns rock into mud.
     It takes 2 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 79 against orcs, 79 against
     trolls, 79 against giants, 79 against dragons, and 61 against
     normal creatures.
w) 21 Seeker Bolts of Slay Demon (4d5) (+14,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 315 against
     demons, 315 against fire-vulnerable creatures, and 105 against
     normal creatures.
     25% chance of breaking upon contact.
x) 22 Mithril Arrows of Slay Animal (3d4) (+16,+11)
     Cannot be harmed by acid, fire.
     


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)
Anyone mind taking a look and let me know if I'm doing anything stupid, like not wearing the right thing or not carrying something important? At the moment, I'm just going around collecting artifacts and consumables. Any advice to help me finally get a winner will be appreciated.
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Old January 22, 2009, 17:17   #2
tigpup
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Posts: 94
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You might want to use Hurin against Suaron. But then you lose resPoison. Maybe swap Barahir in for Narya to give you poison and dark. Whatever you do, don't lose resNexus agaist Sauron. Some bolts of acid or slay evil would be a nice find.

-Neil
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Old January 22, 2009, 19:39   #3
Pete Mack
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Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,768
Donated: $40
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Attacking Sauron at cl 35 is an impressive feat. For easiest win, you need to do is find (or build) a small network of twisty passages, away from any large rooms, with ASC's to slip into. You may want to make a circular anti-summoning corridor.

And take a lot of !CCW and ?Phase. (Buy out the store until you have 50+ CCW.) Don't worry about rPoison for the fight; you can use the spell if you are worried about poison. And DO use the weapon with the most damage--Sauron is Evil and acid-vulnerable. (Use either Hurin or Orome+RoAcid instead of Narya.)

At cl 35, you will want to use a big stack of !Hero and ?Chant from the store, because Sauron has a very high AC. (Use them in town, so you don't have to carry it or waste mana on the spell. It will last plenty long for a single fight.)

You might want to walk around killing some Wyrms and other easy targets to get your cl up a little more.

If you don't have Fire immunity, make sure to use the resistance spell or potions. Same for Cold, just in case he summons.
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Old January 23, 2009, 17:02   #4
Wraitheist
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Join Date: Mar 2008
Posts: 133
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Thanks for the advice, guys. I actually didn't realize I was only cl 35 as I haven't been paying attention to that, lol. I'm going to level up a lot more to improve my chances of getting a win. A few more questions:

1)What are the !CCW for if I have rConf and rBlind? Just the healing? I forgot that they heal a % of dmg now, so maybe that is what they are useful for?

2)Do multiple !hero and ?bless stack? I never knew that. Does it just prolong the duration or increase the effects?

3) I've been ignore rings of Ice, Acid, Damage etc. in favor of artifacts...do they increase damage by a lot?

4) Speed: How much is too much? I have +27 at the moment and I can cast haste to bump it up to +37. Once I'm past 20, does it matter much? Is 27 or 25 any better than 20?

5) Stats: I know that stats are maxed when you see 18/*** or something like that. Am I correct in thinking that stat potions can't get you to the max but that you have to have +stats from equipment to get there?

Sorry for all of the questions...feel free to point me to a reference. I thought some of these things may have changed since the last patch, though (I'm playing the newest beta). Thanks!
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Old January 23, 2009, 19:38   #5
Pete Mack
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Location: Seattle, WA
Posts: 6,768
Donated: $40
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Quote:
Originally Posted by Wraitheist View Post
Thanks for the advice, guys. I actually didn't realize I was only cl 35 as I haven't been paying attention to that, lol. I'm going to level up a lot more to improve my chances of getting a win. A few more questions:

1)What are the !CCW for if I have rConf and rBlind? Just the healing? I forgot that they heal a % of dmg now, so maybe that is what they are useful for?
Yes. Once you are down a couple hundred HP, they heal quite a bit. Since !heal is so rare now, it's good to use !CCW when you can. Make sure you don't eat before the fight, because too much CCW will fill up your stomach. (Don't use Satisfy Hunger.) You are safe down to ~600 HP. At 550 HP, Sauron can kill you in one Mana Storm.
Quote:
2)Do multiple !hero and ?bless stack? I never knew that. Does it just prolong the duration or increase the effects?
It prolongs duration. Same for all buffing spells except Haste Self.
Quote:
3) I've been ignore rings of Ice, Acid, Damage etc. in favor of artifacts...do they increase damage by a lot?
Rings of Damage are mostly obsoleted by the Elven rings, but Rings of Acid can do massive damage vs Sauron, though they are useless against Morgoth. WIth a 4d6 weapon (Orome), a RoAcid will add

4*3.5*(3-1) =28 dam/blow(!)

compared with only +6 or +7 (counting STR) for Narya. With 5 blows, that's a 100 dam/turn difference. (Note that a RoAcid won't help if your weapon is already branded with Acid.)

Rings of Ice (especially) and Fire are less useful than Acid, because more monsters are immune. Rings of Lightning are less useful because Sauron is immune.

This is a new feature in 3.1. I consider it an improvement.

Quote:
4) Speed: How much is too much? I have +27 at the moment and I can cast haste to bump it up to +37. Once I'm past 20, does it matter much? Is 27 or 25 any better than 20?
It's better against Morgoth, a little, because of his Brain Smash spell. Once you are at +20 speed, more damage is generally better than a little more speed.

Quote:
5) Stats: I know that stats are maxed when you see 18/*** or something like that. Am I correct in thinking that stat potions can't get you to the max but that you have to have +stats from equipment to get there?
That's right. Potions only get the "base" stat (column 1) to 18/100, not beyond.
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Old January 24, 2009, 15:17   #6
Wraitheist
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Posts: 133
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Pete, your wealth of knowledge is amazing. Thanks a lot! One more question since it didn't get any responses in my other post: Is there a better way to clear nasty vaults than by using *Destruction* and picking out the left over artifacts as a Rogue? What about other classes? I'm talking about vaults that are too risky to attempt to TO everything away.
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Old January 26, 2009, 16:40   #7
Zikke
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Location: Los Angeles
Posts: 1,069
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I have found Mass Genocide works very well keeps the rooms in tact so you get all the stat potions and scrolls of *Acquirement* safe.


I hunt vaults in *band like it's my job. It's my favorite part of the game. My title on the forums should be Vault Hunter. I have two strategies based on character and gear:

1) "Empty the bucket" - Go into the outer room of the vault and light it up (or if there is no outer room, use something of aggravation if available). This'll get the monsters riled up. Then stand a ways away and use a wand of stone to mud on the vault "door" segment and let all the baddies out. Keep them from LoSing you, get them all into an area and then *Destruction* them all. This preserves the loot and structure of the vault, though less finesse than the other methods and you lose any items the monsters have already picked up. You also might have to Teleport yourself away and approach again if you pulled out any nasty Uniques.


2) "Untouchable" - Stock up on TO and creep into the vault (without lighting it up) and TO everything you see that you can't kill in 1 shot. Keep in mind that some monsters can pick up loot so as soon as you see the vault, try to identify the ones that can pick up stuff and which ones can't. Also keep in mind artifacts can't be picked up by monsters.


3) "Hey look, free loot" - For later in the game, activate your armor or read a scroll for Mass Genocide while standing right next to (or ideally, in a section of) the vault. TO away any uniques you can't handle. This technique is like a dry martini with 2 olives. Hard to make a habit out of it, but it's oh so nice when you want it. Owning The Great Axe of Eonwe is like owning your own bar.

Last edited by Zikke; January 26, 2009 at 22:17.
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Old January 27, 2009, 17:27   #8
Wraitheist
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Posts: 133
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Quote:
Originally Posted by Zikke View Post
I have found Mass Genocide works very well keeps the rooms in tact so you get all the stat potions and scrolls of *Acquirement* safe.


I hunt vaults in *band like it's my job. It's my favorite part of the game. My title on the forums should be Vault Hunter. I have two strategies based on character and gear:

1) "Empty the bucket" - Go into the outer room of the vault and light it up (or if there is no outer room, use something of aggravation if available). This'll get the monsters riled up. Then stand a ways away and use a wand of stone to mud on the vault "door" segment and let all the baddies out. Keep them from LoSing you, get them all into an area and then *Destruction* them all. This preserves the loot and structure of the vault, though less finesse than the other methods and you lose any items the monsters have already picked up. You also might have to Teleport yourself away and approach again if you pulled out any nasty Uniques.


2) "Untouchable" - Stock up on TO and creep into the vault (without lighting it up) and TO everything you see that you can't kill in 1 shot. Keep in mind that some monsters can pick up loot so as soon as you see the vault, try to identify the ones that can pick up stuff and which ones can't. Also keep in mind artifacts can't be picked up by monsters.


3) "Hey look, free loot" - For later in the game, activate your armor or read a scroll for Mass Genocide while standing right next to (or ideally, in a section of) the vault. TO away any uniques you can't handle. This technique is like a dry martini with 2 olives. Hard to make a habit out of it, but it's oh so nice when you want it. Owning The Great Axe of Eonwe is like owning your own bar.

Thanks for the tips! I wish I'd find more genecide and mass genecide...they seem to be incredibly rare, even on '4950 for me.
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Old January 27, 2009, 18:50   #9
Zikke
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Rings of Damage are mostly obsoleted by the Elven rings, but Rings of Acid can do massive damage vs Sauron, though they are useless against Morgoth. WIth a 4d6 weapon (Orome), a RoAcid will add

4*3.5*(3-1) =28 dam/blow(!)

compared with only +6 or +7 (counting STR) for Narya. With 5 blows, that's a 100 dam/turn difference. (Note that a RoAcid won't help if your weapon is already branded with Acid.)

Rings of Ice (especially) and Fire are less useful than Acid, because more monsters are immune. Rings of Lightning are less useful because Sauron is immune.
So does this mean that Rings of Acid actually add Acid branding to your weapon? Does it add a fixed amount of acid damage per hit? Or does it just add the acid brand to its current damage?
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Old January 27, 2009, 19:00   #10
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Originally Posted by Zikke View Post
So does this mean that Rings of Acid actually add Acid branding to your weapon? Does it add a fixed amount of acid damage per hit? Or does it just add the acid brand to its current damage?
They add acid brand to your current weapon. For big dice weapons, this is a huge benefit. (At least against vulnerable opponents like Sauron.)
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