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Old January 21, 2011, 17:53   #21
Jude
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In regards to your xp getting drained, once you've got resistance to paralyze and poison, both of which are crucial, you want to start thinking about Hold Life. It's not a crucial resist since life draining (that's what XP draining is called for whatever reason) won't kill you, but it can be a real pain since it practically negates experience you get while drained. You'll either be chugging down Restore Life Levels potions like nobody's business, or you'll want to find something that gives you Hold Life.
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Old January 21, 2011, 18:28   #22
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Or you learn what can drain your experience and don't get into melee with it. Wraiths, vampires, and ghosts are the main threats in that respect.

Experience drain is annoying but not worth losing anything actually important for. I never really worry about it.
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Old January 21, 2011, 18:38   #23
Tiburon Silverflame
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Structurally, all pits are as Timo mentioned...the large rectangular room surrounded by what we call a moat, with 1 door from the moat into the pit itself. There's no internal structures in a pit; this is one way to identify, from the full-screen map display, what could be a pit, and other moated areas like checkerboard rooms. Vaults all have special shapes with LOTS of internal structure.

On pit terminology: All monsters in a pit share one theme, so most are identified by that theme. So, you have orc, troll, giant, and dragon pits (dragon pits are further narrowed because all the dragons are the same color). Orc and troll pits are excellent XP and items opportunities; giant pits can be lucrative, but later on you'll have titans in them, and they're much more difficult. Dragon pits are great when you have double resistance, or better immunity, to their breath weapons.

The more loosely themed are jelly pits (all slimes, icky things, molds, oozes, etc.), undead pits (AKA graveyards), and animal pits (AKA zoos). Jelly pits are often not worth the trouble for most classes; mages have a big advantage because they have ball spells that will do a fairly good job and let them clear it from range, reasonably efficiently. It helps that many monsters in a jelly pit are NOT mobile. Zoos are worse; everything moves, and there's going to frequently be a *wide* range of attacks headed at you. There's notable risk for things like blink dogs or gravity hounds which can shift you out from your little sheltered spot and into the middle of things. Graveyards...they're just plain DEADLY. They are, I believe, the deepest of all the pits...which means they've got LOTS of deep, tough monsters. It's fair to say, always think twice before trying to take one on...and choosing to completely avoid that part of the level, or even exiting the level altogether, can often be the sane course of action.
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Old January 21, 2011, 19:15   #24
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Quote:
Originally Posted by Tiburon Silverflame View Post
Jelly pits are often not worth the trouble. ... Zoos are worse. ... Graveyards...they're just plain DEADLY.
These all used to be best ignored, but they now have a smattering of floor items akin to vaults. My char in the current comp [3.2.0] cleared a graveyard to get the Palantir, which was generated on the ground among the items in the graveyard.

You will want to be able to banish drujs before stepping inside into LOS of half a dozen or more.
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Old January 21, 2011, 19:35   #25
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You will want to be able to banish drujs before stepping inside into LOS of half a dozen or more.
Or abuse LOS and ball attacks. Either way, sucks to be you if you're playing a warrior...
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Old January 21, 2011, 19:36   #26
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Or destruct if you want an artifact inside.
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Old January 21, 2011, 20:04   #27
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Or abuse LOS and ball attacks. Either way, sucks to be you if you're playing a warrior...
No need for abuse, and the comp char *was* a warrior. A staff or scroll of banishment suffices for such situations.
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Old January 21, 2011, 20:49   #28
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I would support the case that jelly pits are just not worth it. the things in it aren't that great for XP and so many of them do their best to ruin your equipment. very little stuff in it has a decent drop either. all pain, no gain.

ideally you'd see what it is by detection and then not even open the door. otherwise gelatinous cubes will chase you.

orc pits and troll pits are loads of fun. giant pits are lots of fun, but you'll need to be more buff, esp if there's a titan in there. dragon pits are great for gear, esp if you're double resisting or immune.

undead pits (ie graveyards) are extremely dangerous and as soon as you spot one by detection then you need to stop think what you want to do. I wouldn't say they should always be avoided as I've cleared several, but they need planning. don't even go near them until you've worked out a plan as they'll likely have black reavers in them. these guys are pretty tough on their own, but also bore through walls and if they get a sniff of you, they'll head straight towards you and let the other nasties out and graveyards are full of real hardcore nasties.
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Old January 22, 2011, 00:31   #29
Tiburon Silverflame
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If I'm not playing a mage, I tend to be conservative with my banishment items; too valuable, and too scarce. At least as of 3.1.2; not down to those depths yet in 3.2.
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Old January 22, 2011, 00:40   #30
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Staves of banishment are a different matter if you can find them, though; they're replenishable (to an extent anyway) and if you don't use them they'll probably get destroyed or drained.
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