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Old October 15, 2010, 02:32   #1
davidonabus
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Relative Newcomer.. char dump.. advice?

Hey folks! I'd love to hear your comments on my character thus far.

I am taking the levels VERY, VERY slowly.. and I sometimes scum on depth 1 in order to restock the stores... so my move count is very high. It's actually kind of embarrassing.

Should I go lower with this character? or continue around where I am for the time being?

Thanks so much!

David

My character dump is here

http://angband.oook.cz/ladder-show.php?id=10685

Last edited by davidonabus; October 15, 2010 at 02:36. Reason: http://angband.oook.cz/ladder-show.php?id=10685
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Old October 15, 2010, 02:59   #2
Adley
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Deeper. Only problem i see is speed and aggravation, and to solve speed you should go near the 70's. If aggro is fine for you then wear the Immfire gloves you have at home.
You critically lack supplies, your home should start filling itself with health and destruction and banishment and speed supplies.
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Old October 15, 2010, 05:30   #3
Timo Pietilä
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Quote:
Originally Posted by davidonabus View Post
I am taking the levels VERY, VERY slowly.. and I sometimes scum on depth 1 in order to restock the stores... so my move count is very high. It's actually kind of embarrassing.
What is embarrassing is to get your gear disenchanted that badly. Enchant Calris until the curse breaks and carry it as swap. Never melee disenchanters without resist.

I would also use Bard instead of that Buckland for additional +2 speed and slay dragon.

(assuming x3 slay +10 ammo)
Buckland: (1d3 +10 + 13) * 3 * 4 * 4 = 1200, Bard (1d4 + 10 + 19) * 3 * 5 * 2 = 945

You lose in damage, but gain better to_hit, longer range and guaranteed slay dragon and you save ammo with it.

Also: where's your consumables? Escape methods? phase door? Carry around 20 of those with you all time. Teleportation? You don't even have TO-wands or rods. These all are more important than any equipment.

Collect banishments, healings in home. Throw away most of your weapons in home. Carry Calris, keep Amrod and Balli (and buckland, use Bard). Throw away all those gauntlets except Eol (which you should really carry for imm_fire). Thorongil is useless to you.

Collect also useful amulets and rings that might be useful as combinations.
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Old October 16, 2010, 09:06   #4
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You are making a classic no-longer-a-newbie mistake. To win the game, you have to beat Morgoth:
* Avg melee damage ~150HP/turn
* Reduce all stats attack
* Speed +30
* Brain smash capability to slow @ by -10, especially for Warrior
* Expected max spell damage 550/turn from Mana Storm. (Other spells do less damage)
* 20,000HP
* Drain charges melee attack
* Summons on a regular basis
What this means is that you can't beat him without
* a significant amount of healing from potions
* base speed +20 and preferably better, with plenty of additional speed from potions
* At least one and preferably 2 guaranteed ways to deal with summons. (?Phase Door + Teleport Other, ?Banishment and/or ?Mass Banishment)
* Sustains for most important character stats, or some way to recover them while meleeing P. (For warrior this means sStr, sDex, and sCon)

You should be keeping these things at home, especially big healing potions and the most powerful scrolls. (You can pick up !speed by scumming dl1, and basics like CCW and ?Phase from the town stores.) What you are keeping--an extensive museum mediocre artifacts--is interfering with the final goal of killing Morgoth.

Edit:
In comparison, Sauron is much easier to kill. He does have one painful trick: if you don't have a good saving throw, or a source of rNexus, he will most likely teleport you back to dl 98. (The next time you meet him, he will be back at full HP.)

Last edited by Pete Mack; October 16, 2010 at 09:38.
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Old October 17, 2010, 00:27   #5
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Quote:
Originally Posted by Pete Mack View Post
* Expected max spell damage 550/turn from Mana Storm. (Other spells do less damage)
Actually it's 500+10d10. It's almost impossible to get full 600, but assuming normal distribution with μ = 555 and σ = 9.08 (variance of 1d10 is sum [(x - 5.5)^2 | x <- [1..10]] / 10 = 8.25, then variance of 10d10 is ten times that, and stddev is the square root of variance), there is 1 in 100 chance to get 576 or more, and 1 in 1000 to get 583 or more.
(EDIT: I was slightly off, not taking into account lower half of the distribution.)

Last edited by Ycombinator; October 17, 2010 at 11:43.
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Old October 17, 2010, 02:32   #6
UniqueName
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Quote:
Originally Posted by Timo Pietilä View Post
What is embarrassing is to get your gear disenchanted that badly. Enchant Calris until the curse breaks and carry it as swap. Never melee disenchanters without resist.
Unless you read monster spoilers it's near impossible to avoid disenchanters. Not having escapes and berserker rage(need to kill everything) compounds the problem.
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Old October 17, 2010, 08:03   #7
Timo Pietilä
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Quote:
Originally Posted by UniqueName View Post
Unless you read monster spoilers it's near impossible to avoid disenchanters. Not having escapes and berserker rage(need to kill everything) compounds the problem.
For that there is probing, but he doesn't have that either. OTOH that is quite rare item, so it doesn't really surprise me.
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Old October 17, 2010, 10:50   #8
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I don't think rods of probing are very rare, but there is options/cheat/know full monster knowledge.

I use it. The game is "supposed" to have that info if you play long enough (which I have), but it is updated in save-file so it kinda gets destroyed like every two seconds when I create new chars, new versions of game etc., so I just use the option to see it. I very rarely get any use out of it anymore, but sometimes I use it to check HP amounts, or breath/spell dmgs etc ...
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