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Old April 7, 2008, 00:34   #1
Pete Mack
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Suicide dive with mage

I tried to get to stat gain (1500') without much stopping. (I did waste time at 0-50' so I could afford the longbow for sale in the Weaponsmith's.)

I made a stupid mistake at 1400', when I forgot Wererats have a curse spell

Some points: reaching dl 11 isn't any harder than reaching any other level. You just have to find a bunch of wolves, wargs, Light Hounds, etc.

Several times I went up 2 or 3 levels just killing a decent-sized pack.

Do avoid mobs. (DON'T fight groups of 'o' or 'p'. I killed exactly 1 mob of cave orcs that was between me and the stairs. Otherwise evade, teleport, or dodge back up the stairs if there's no way around.)

Code:
  [Angband 3.1.0 dev Character Dump]

 Name   Athron                                   Self  RB  CB  EB   Best
 Sex    Male              Age       116   STR:     16  +1  -5  +0     12
 Race   High-Elf          Height     83   INT:     18  +3  +3  +2  18/80
 Class  Mage              Weight    191   WIS:     10  -1  +0  +0      9
 Title  Illusionist       Status     38   DEX:     12  +3  +1  +0     16
 HP     -2/110            Maximize    Y   CON:     14  +1  -2  +0     13
 SP     43/55                             CHR:     11  +5  +1  +0     17

 Level               18   Armor      [6,+9]     Saving Throw      Superb
 Cur Exp           7987   Fight     (+1,+0)     Stealth        Very Good
 Max Exp           7987   Melee     (+7,+8)     Fighting            Good
 Adv Exp           8280   Shoot     (+8,+9)     Shooting       Very Good
 MaxDepth   1400' (L28)   Blows      1/turn     Disarming      Excellent
 Turns           158372   Shots      1/turn     Magic Device      Heroic
 Gold              3675   Infra       50 ft     Perception          Good
 Burden        77.6 lbs   Speed      Normal     Searching           Fair

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



      abcdefghijkl@       abcdefghijkl@
 Acid:............. Blind:.............
 Elec:............. Confu:.............
 Fire:+............ Sound:.............
 Cold:............. Shard:.............
 Pois:............. Nexus:.............
 Fear:............. Nethr:.............
 Lite:............+ Chaos:.............
 Dark:............. Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.............
Feath:............. Sear.:.............
PLite:............. Infra:....+.......+
Regen:............. Tunn.:.............
Telep:............. Speed:.............
Invis:............+ Blows:.............
FrAct:............. Shots:.............
HLife:............. Might:.............


  [Last Messages]
> [The mind flayer blasts you with psionic energy!]
> You are blind!
> You are confused!
> You are paralyzed!
> You feel yourself moving slower!
> It tries to blank your mind.
> You resist the effects!
> You feel yourself speed up.
> You can move again.
> You feel bolder now.
> You feel much better.
> You can see again.
> You feel less confused now.
> You have 7 Viscous Pink Potions of Cure Serious Wounds (j).
> You have 35 Arrows (1d4) (+0,+0) (q).
> The Wererat points at you and curses horribly.
> You die.


  [Character Equipment]

a) a Ball-and-Chain of *Slay Demon* (2d4) (+6,+8) (+2)
     +2 intelligence.
     Provides resistance to fire.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 33 against demons, and 13 against normal
     creatures.
b) a Long Bow (x3) (+7,+9)
c) (nothing)
d) (nothing)
e) a Sea Shell Amulet of Infravision (+1)
     +1 infravision.
f) a Lantern (8729 turns)
     Cannot be harmed by fire.
     Radius 2 light.  Can refill another lantern, up to 15000 turns of
     fuel.
g) Soft Leather Armour [4,+4]
h) (nothing)
i) (nothing)
j) (nothing)
k) (nothing)
l) a Pair of Soft Leather Boots [2,+4]


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) a Violet Mushroom of Cure Blindness
     When ingested, it cures blindness.
     Provides nourishment for about 250 turns under normal conditions.
e) 6 Tan Mushrooms of Clear Mind
     When ingested, it cures confusion and removes fear.
     Provides nourishment for about 250 turns under normal conditions.
f) 3 Clotted Red Potions of Slowness
     When ingested, it slows you for 1d25+15 turns.
     Provides nourishment for about 25 turns under normal conditions.
     It can be thrown at creatures with damaging effect.
g) 6 Shimmering Potions of Confusion
     When ingested, it confuses you for 4d5+10 turns.
     Provides nourishment for about 25 turns under normal conditions.
     It can be thrown at creatures with damaging effect.
h) 2 Indigo Potions of Resist Cold
     When ingested, it grants temporary resistance to cold for 1d10+10 
     turns.
i) a Violet Potion of Heroism
     When ingested, it restores 10 hit points, removes fear and grants 
     you resistance to fear and +12 to-hit for 1d25+25 turns.
j) 7 Viscous Pink Potions of Cure Serious Wounds
     When ingested, it heals you a little (1/4 of your wounds, minimum 
     25HP), heals cut damage, and cures blindness and confusion.
     Provides nourishment for about 50 turns under normal conditions.
k) 7 Scrolls titled "mo tendo leo" of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
l) 4 Scrolls titled "deportas" of Word of Recall {!*}
     When read, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
m) a Green Rod of Door/Stair Location
     When used, it detects all doors and stairs on the level.
     It takes 70 turns to recharge after use.
n) 2 Runed Rods of Light {!!}
     When aimed, it lights up part of the dungeon in a straight line.
     It takes 9 turns to recharge after use.
o) a Mithril Wand of Teleport Other (9 charges)
     When aimed, it teleports a target monster away.
p) a Pine Staff of Detect Evil (19 charges)
     When used, it detects all evil creatures in the immediate area.
q) 35 Arrows (1d4) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 250 feet away, inflicting an average damage of 34.5 against
     normal creatures.
     35% chance of breaking upon contact.

  [Home Inventory]
a) 7 Scrolls titled "mo tendo leo" of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
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Old April 8, 2008, 12:22   #2
Garrie
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My main question is, how much deeper would you go before you started scumming in one way or another free action?
FA is why I prefer gnomes, and I will happily sail straight down to 2000' without SI. I am actually suprised how much stuff you have for a max 1400' dive @ - your version of suicide diving starts much tamer than I had thought! I have been getting to 2000' in about 75 minutes of real time and am usually hitting CL15 - 18 at about that time, but only on my first dive so I don't have anywhere near the kit your above dump has. (barring luck)
As a mage do you value rods of detect doors and rods of detect traps over just using m1h/m1b?
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Old April 8, 2008, 19:11   #3
Kadoles
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i made it down to level 25 with my mage Lain II. Didn't really find anything that great... It was fun though.
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Old April 8, 2008, 19:27   #4
Pete Mack
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Quote:
Originally Posted by Kadoles View Post
i made it down to level 25 with my mage Lain II. Didn't really find anything that great... It was fun though.
You made three mistakes I can see.
a) carrying too much weight.
b) attempting to kill a mob.
c) not carrying an enchanted longbow.

Orcs are really not worth fighting as a mage, until you are much stronger. I think I killed a total of 8 cave orcs in my dive--they were between me and the stairs down. (If you have a couple light rods/wands, you can use them on the weaker orcs, but otherwise, run. I was running from mobs of 'p' as well. Hounds are easier to deal with because they don't come to you unless you are down on HP.)

Garrie--
I know that I wasn't diving as fast as all that, but the lack of HP makes it really tough. At some point, there were just too many monsters I had to evade. And I'm not so good at playing mage.

I strongly recommend High Elf--strength, SI and HP are more important than fast leveling and/or innate FA IMO.
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Old April 8, 2008, 20:28   #5
Kadoles
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the orcs surpised me, i was taking out some snarga's, i went to collect my booty and found a bunch of orcs. just couldnt get out of there fast enough to survive.

the weight issues, i should have had lighter armor, and my sword, i should have used a dagger but i thought a sword of venom was cool, maybe not very effective, just sounded cool. I could go back to town and brag to all the idiots about how cool my sword of 'venom' was.

Lain III is getting ready for the deep dive. I'ld like to find a lantern before i dig too deep and also spell of create food.
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Old April 8, 2008, 21:05   #6
Pete Mack
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Quote:
Originally Posted by Kadoles View Post
the orcs surpised me, i was taking out some snarga's, i went to collect my booty and found a bunch of orcs. just couldnt get out of there fast enough to survive.

the weight issues, i should have had lighter armor, and my sword, i should have used a dagger but i thought a sword of venom was cool, maybe not very effective, just sounded cool. I could go back to town and brag to all the idiots about how cool my sword of 'venom' was.

Lain III is getting ready for the deep dive. I'ld like to find a lantern before i dig too deep and also spell of create food.
I strongly recommend High Elf. If you are diving fast, the EXP penalty matters very little--just kill a Young Dragon or some Hounds and you're set. The extra INT, CON and STR matter a great deal, as does SI and superb archery.
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Old April 11, 2008, 05:05   #7
Garrie
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Quote:
Originally Posted by Pete Mack View Post
I strongly recommend High Elf. If you are diving fast, the EXP penalty matters very little--just kill a Young Dragon or some Hounds and you're set. The extra INT, CON and STR matter a great deal, as does SI and superb archery.
I find I have more trouble dying due to being immobilised rather than not being able to see my oponent... at least till the mega-G's start turning up (greater dreads etc)
My out for the STR is, just don't lug around the loot till you start to trip over !STR... at least that is the theory I'm trying to use to get a gnome mage through stat gain... not counting @'s the number would be too high!
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Old April 11, 2008, 17:13   #8
Pete Mack
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Quote:
Originally Posted by Garrie View Post
I find I have more trouble dying due to being immobilised rather than not being able to see my oponent... at least till the mega-G's start turning up (greater dreads etc)
My out for the STR is, just don't lug around the loot till you start to trip over !STR... at least that is the theory I'm trying to use to get a gnome mage through stat gain... not counting @'s the number would be too high!
I usually find FA by 1600', and as a Mage, it's easy to avoid paralyzers. It's hardly a chore, since you need to avoid so many monsters anyway. Of the characters that dive without FA, I think I lose somewhere around 5% to paralysis. It's just not that big a risk, if you are reasonably careful.
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Old April 13, 2008, 18:15   #9
Narvius
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Blindness is more bad as a mage than paralysis.
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Old April 22, 2008, 12:01   #10
Garrie
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Hmm... I tend to suffer insta-deaths rather than death-by-paper-cut no matter if I play mage or warrior... I look at it as a good sign that I am indeed diving quickly enough (perhaps, too quickly
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