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Old October 25, 2016, 05:15   #241
Ingwe Ingweron
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+1 to what Derakon has said.
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Old October 25, 2016, 20:01   #242
Egavactip
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To each his own. By the endgame, I typically have bunches of healing to carry around with anyway, since the stash is full, not to mention the occasional staff or two. Plus the usual rods of healing you accumulate in the endgame (though I don't think I've ever had a character get more than 8 or 9 rods of healing). And often one or more artifact healing abilities, too, not to mention the 40 CCW I will have (and the ability to phase door away and heal up with them, in many situations). My last win, posted a day or two ago, had an endgame character with 2 rods of healing (a bit low), 1 quick artifact *healing*, as well as the usual short stack of healing. Unless he was running into multiple big-ass uniques in a row, he was not exactly hurting for medicine.
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Old October 25, 2016, 22:05   #243
Pete Mack
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Egavactip--
You aren't responding to the real point here: Keep the first few healing pots in your pack ad a matter of use or lose (in case you run into a dangerous situation.) Everything you just said emphasizes this: If you start stashing early, you end up with more than you could possibly use vs M. I don't start stashing til I've got 4 or 5.
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Old October 25, 2016, 22:50   #244
Egavactip
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As I said in my original post on the matter, I will use a healing potion that I have found if I need it to survive or if I see a unique or something juicy I can take out. So much of the time I am in the dungeon, once healing potions start appearing regularly, I am likely to have one or more on me, even before the end game, when I carry around surplus.
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Old October 26, 2016, 10:12   #245
Estie
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The discussion has become a bit theoretical I think. From my own games, I usually end up stashing the first !*heal* I find, simply because I tend to find them while still at low maximum health (maybe around 400), so a !*heal* doesnt do more than a !heal. By the time I have enough health for !*heal* to be worthwhile, I usually have a stack at home, but it still competes with other safety measures for inventory space, and I might end up not carrying any down at recall. For example, I might prefer a stack of !csw in addition zo !ccw, if the latter arent plentifull. While they dont fill up health completely, they are excellent at curing ailments multiple times and if I am in a situation where I want a !*heal*, I still have other options like activating teleport or reading *destruction*.

However, if I , say, run out of normal !heals and have !*heals* at home, I most certainly take some down with me.
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Old October 28, 2016, 23:39   #246
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Half-Troll Warrior Ironman Update

Ticking along quite nicely in the DL20s, up to CL25 got Forsagil so doing a fair bit of damage, but equipment management is a real ball-ache, what to keep? what to chuck? There's a lot to be said for casters having 1 spellbook that covers detections, light, phase door etc.

What do I really need at this level? Staves of light? Staves of detect? Curing? Stone to mud for cracking vaults?
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Old October 28, 2016, 23:44   #247
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Old October 29, 2016, 00:00   #248
Derakon
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Copy/paste from comments I made on the ladder:

You can probably ditch CLW, Heroism, Berserk Strength. You'll get innate pFear in another 5 levels at which point you can definitely ditch Heroism/Berserk Strength but in the interim if you get frightened, just shoot things with your bow (and find a better bow ). Curing rod/staff is probably not very helpful because your magic device skill is bad and gets even worse when you're blind/confused/poisoned.

Amulet is junk, stone to mud is probably junk (try digging through granite with Forasgil; you might be surprised). Ring of Acid is junk; you'd be better off with more arrows. Speaking of, bolts and shots are junk; only carry ammo you can use. Narthanc is junk.
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Old October 29, 2016, 02:48   #249
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Ditch the *thanc, CLW, and !Berserk. Keep !Hero til Cl 30. It's not really useful as a warrior. (As priest it's a different story.)
curing is better than nothing. Works fine on blind/poison. Not so well for conf/stun. Use pots if you are in a bind on those, or better still, _Teleport before it happens. _Tele is more important in ironman, since healing pots are less common.
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Old October 30, 2016, 15:43   #250
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Cheers for the tips, got a bit more backpack space now.

Picked up a robe of permanence and shield of resist so got the basics covered, along with sound and free action, still no poison resist though, when am I gonna start meeting the gas breathers?

Currently in the high DL 20s, clearing most levels to get good loot, rather than diving fast. Fights aren't really that challenging right now, when do I get fear resist? CL30? Is that right?
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