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Old January 28, 2013, 03:38   #11
Derakon
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Hummerhorns. They're nasty; if you can't kill the original before it wakes up then you may well have to flee that part of the dungeon. Remember to close doors!
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Old January 28, 2013, 06:11   #12
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Hummerhorns. They're nasty; if you can't kill the original before it wakes up then you may well have to flee that part of the dungeon. Remember to close doors!
With multiple blows from weapon and with fractional blows warrior usually can escape from them just by trying to get to corridor. Good AC and few potions of CCW helps in that: single bite from Hummerhorn does very little damage and with good AC they miss a lot, so it takes time for them to kill warrior, and single potion can heal a lot more than one turn worth of bites. Just don't try to cure your confusion with those potions (not until you are in a corridor), use those potions to heal.

The more blows you have the better in this case: if you have six blows and one blow is enough to kill monster, you just used 1/6 of a turn.

Fleeing is a right decision there though. Out of control Hummerhorn infestation without confusion resistance is near impossible to clear without having some big gun from mage arsenal (banishments, destruction, staff of power).
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Old January 28, 2013, 18:28   #13
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Indeed.. I learned my lesson. Now I'm being sure to carry extra !CCW and ?PD / ?Teleportation. I also have a =Teleportation just in case I keep getting confused.
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Old January 28, 2013, 18:57   #14
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Indeed.. I learned my lesson. Now I'm being sure to carry extra !CCW and ?PD / ?Teleportation. I also have a =Teleportation just in case I keep getting confused.
Better to carry a Staff of Teleportation than the ring; it's far more reliable, and unlike the scrolls works even if you're blind, confused, hallucinating, stunned, etc. (though your activation success rate will suffer).
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Old January 28, 2013, 20:18   #15
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Alright, I'll keep it in mind. Currently, I haven't run into one, but I'll be sure to snag any I do. Not diving too deep, but I killed Golfimbul, got an Iron Helm of Telepathy, and found a Whip of Extra Attacks in a Vault on level 12.
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Old January 28, 2013, 20:24   #16
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Also, I'm relying on a bow and arrows a lot, is that a good thing?
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Old January 28, 2013, 21:21   #17
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Nothing wrong with using a bow if that is your most effective attack. My Gnome Mage frequently smacked monsters upside the head with a melee weapon. Do what works.
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Old January 28, 2013, 21:35   #18
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Alrighty, just checking. Still pretty new at getting back into this. It's a lot of fun though, and the community here seems to be really nice people.
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Old January 29, 2013, 08:15   #19
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Indeed.. I learned my lesson. Now I'm being sure to carry extra !CCW and ?PD / ?Teleportation. I also have a =Teleportation just in case I keep getting confused.
As a warrior it might be worth to carry wand of Stinking Cloud just to kill those insects fast if they look like they start to breed. Later in game some ball-spell rod is useful unfortunately there is no poison cloud rod, I could use a ball-spell rod that doesn't destroy items at floor even if it is a low damage one.

Having at least one ball spell in your arsenal is useful for not only killing things, but also choosing when and where to fight. With high-stealth char I'm currently playing (hobbit rogue) I sometimes have to deliberately wake things up just to make them come to me instead of risking getting surrounded by too many hard hitters in case they wake up while I'm killing them. Sometimes a bunch of orcs are blocking way for pack of hounds so that I can't kill those one by one, so I need to wake those orcs up just to clear path for those hounds (and to get to whatever loot they have behind them). In situations like that mildly damaging ball spell is enough.
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Old January 29, 2013, 16:41   #20
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Yeah, I've been using a few Wands of Stinking Cloud as well as Wonder. Don't quiiiiite have the stealth issue you do... but if only. Haha.
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