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#1 |
Rookie
Join Date: Sep 2007
Posts: 12
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Newbie High Elf mage seeks advice
First off, I'm a newbie. The current char I am working with has four times more experience than my most successful one and is 10 levels deeper than I have ever been. In short, I am out of my depth. As you can see from the turn count I am taking things really slowly. Seeking any general hints on how to proceed, what resistances to get, what depth is safe to dive, what monsters to look out for, etc. Not the whole plot, just general hints. TIA, character dump follows:
Note: updating dump, found some new gear. Second dump update. [Angband 3.0.9 Character Dump] Name Ulothori Self RB CB EB Best Sex Male Age 125 STR: 18/98 +1 -5 +7 18/128 Race High-Elf Height 93 INT! 18/100 +3 +3 +4 18/200 Class Mage Weight 169 WIS: 18/49 -1 +0 +3 18/69 Title Conjurer Status 41 DEX: 18/32 +3 +1 +2 18/92 HP 386/386 Maximize Y CON: 18/95 +1 -2 +5 18/135 SP 261/266 CHR: 18/90 +5 +1 +6 18/210 Level 34 Armor [31,+81] Saving Throw Heroic Cur Exp 661645 Fight (+20,+16) Stealth Superb Max Exp 661645 Melee (+28,+27) Fighting Excellent Adv Exp 805000 Shoot (+31,+20) Shooting Excellent MaxDepth Lev 40 Blows 2/turn Disarming Superb Turns 3093068 Shots 1/turn Magic Device Legendary Gold 265388 Infra 40 ft Perception Good Burden 154.8 lbs Speed 6 Searching Fair You are one of several children of a Telerin Archer. You have light grey eyes, straight brown 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:............. [Character Equipment] a) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) {@w1} It increases your strength and constitution by 3. It increases your stealth by 3. It slays orcs, trolls, and demons. It provides resistance to acid, lightning, fire, cold, and blindness. It makes you fall like a feather and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. b) a Long Bow of Power (x3) (+11,+20) c) a Platinum Ring of Intelligence (+4) It increases your intelligence by 4. It sustains your intelligence. d) a Tortoise Shell Ring of Speed (+3) It increases your speed by 3. e) a Silver Amulet of Charisma (+3) It increases your charisma by 3. It sustains your charisma. f) The Phial of Galadriel It usually provides light of radius 3. It activates for illumination every 10+d10 turns. It cannot be harmed by the elements. g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2) It increases your strength and dexterity by 2. It provides resistance to acid, lightning, fire, cold, fear, confusion, and sound. It cannot be harmed by the elements. h) The Cloak 'Colannon' [1,+15] (+3) It increases your stealth and speed by 3. It provides resistance to nexus. It activates for teleport every 45 turns. It cannot be harmed by the elements. i) a Large Metal Shield of Elvenkind [5,+6] (+1 to stealth) It increases your stealth by 1. It provides resistance to acid, lightning, fire, cold, and light. It cannot be harmed by the elements. j) The Metal Cap of Thengel [3,+12] (+3) It increases your wisdom and charisma by 3. It provides resistance to confusion. It cannot be harmed by the elements. k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) It increases your strength and constitution by 2. It grants you immunity to paralysis. It cannot be harmed by the elements. l) a Pair of Soft Leather Boots of Slow Descent [2,+8] It makes you fall like a feather. [Character Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2} c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3} d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5} It cannot be harmed by the elements. f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6} It cannot be harmed by the elements. g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7} It cannot be harmed by the elements. h) a Book of Magic Spells [Kelek's Grimoire of Power] {@m8@b8} It cannot be harmed by the elements. i) 8 Metallic Purple Potions of Healing {@q2} j) a Red Speckled Potion of *Healing* k) 7 Misty Potions of Restore Mana {@q4} l) 7 Oily Yellow Potions of Restore Life Levels m) a Dogwood Staff of Probing (4 charges) n) Metal Brigandine Armour of Resist Lightning (-3) [19,+8] It provides resistance to lightning. It cannot be harmed by electricity. o) a Metal Cap of Regeneration [3,+7] It speeds your regeneration. p) 7 Arrows (1d4) (+7,+5) {@f1} [Home Inventory] a) a White Spotted Mushroom of Restoring b) 4 Green Speckled Potions of Speed {@q0} c) 8 Grey Potions of Cure Critical Wounds {@q1} d) a Red Speckled Potion of *Healing* e) 10 Misty Potions of Restore Mana {@q4} f) 7 Oily Yellow Potions of Restore Life Levels g) 21 Scrolls titled "lego pense" of Teleportation {@r2} h) 10 Scrolls titled "imultus leo" of *Identify* i) a Scroll titled "plus ellae" of *Remove Curse* j) a Locust Staff of Teleportation (8 charges) {@u1} k) an Ironwood Staff of Holiness (4 charges) l) a Bamboo Staff of *Destruction* (4 charges) m) a Metal Cap of Seeing [3,+8] (+1 to searching) It increases your searching by 1. It provides resistance to blindness. It grants you the ability to see invisible things. n) The Dagger 'Dethanc' (2d4) (+9,+9) It is branded with electricity. It provides resistance to lightning. It activates for lightning bolt (4d8) every 6+d6 turns. It cannot be harmed by the elements. o) The Dagger 'Narthanc' (2d4) (+7,+6) It is branded with fire. It provides resistance to fire. It activates for fire bolt (9d8) every 8+d8 turns. It cannot be harmed by the elements. p) The Dagger 'Nimthanc' (2d4) (+7,+9) It is branded with frost. It provides resistance to cold. It activates for frost bolt (6d8) every 7+d7 turns. It cannot be harmed by the elements. q) The Rapier 'Forasgil' (1d6) (+12,+19) It slays animals. It is branded with frost. It provides resistance to cold and light. It usually provides light of radius 4. It cannot be harmed by the elements. Last edited by g. rodrigues; February 23, 2008 at 03:05. |
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#2 |
Rookie
Join Date: Feb 2008
Posts: 20
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Reminds me of my HE Mage that died yesterday:
http://angband.oook.cz/ladder-show.php?id=7522 I think the main thing to do is to find something with Resist Blindness, so that you can always cast stuff. And resist Poison because that is the thing i always lack at that depth and why i die. I worked a lot with haste self and the several bolts which got beams very often (does the probability for that rise with clvl and/or INT?). |
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#3 |
Apprentice
Join Date: Feb 2008
Location: Seattle
Posts: 70
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You seem to be pretty well equipped for your level. I would dive down to about 40-45ish; a lot of artifacts are native there and that's a pretty good depth to max out all your stats.
My biggest concern for you is that big gaping hole where Poison Resist should be; Dracolisks start showing up pretty soon, and with only 300ish HP, one breath might kill you... ![]() That's my $0.02. EDIT: I just realized I'm not sure that it's Dracolisks... in any case SOMETHING around your depth starts to breathe heavy poison. Last edited by MKula; February 23, 2008 at 02:14. |
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#4 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,979
Donated: $40
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Yep. He needs CON badly. I would use the +2 Westernesse weapon, just for that. (In any case, Forasgil is better than Dethanc for pure damage.)
I also think a good RoCON is probably better than a Ring of Speed(+3); Mage Haste Self spell is enough speed for most purposes, until you are pretty deep. |
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#5 | |
Rookie
Join Date: Sep 2007
Posts: 12
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Quote:
As you can see in my new dump, I got my hands on Balli Stonehand's axe, which gives +3 con. Should I carry any of the *thanc daggers / forasgil as backup weapons? I have also hit 0% fail on most spells (teleport self, resistances, haste), and having rConf and rBlind and another teleport source from the cloak, I'm leaving staff and scrolls behind. Is this safe or is there some gotcha? Been lucky with my finds until now. But have not been able to find a single source of rPoison or any good amulet (the best I found, a +4 wis, I squelched it by mistake ![]() |
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#6 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,648
Donated: $60
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Quote:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#7 |
DaJAngband Maintainer
Join Date: Apr 2007
Location: San Antonio, TX
Posts: 928
Donated: $10
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I noticed in my last game that I never got stunned by the breath of impact hounds when I had RSound, but I thought RSound was only supposed to protect from sound not force. Was this changed recently?
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Will_Asher aka LibraryAdventurer Play DaJAngband: http://sites.google.com/site/dajangbandwebsite/home (old and defunct but probably playable) |
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#8 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 5,979
Donated: $40
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RSound protects you from all magical (distance attack) stunning. It doesn't help against Master Mystics or Grand Master Mystics. I just teleport away all Mystics and especially GMM when I see them. (Except in NPP. GMM has a GREAT drop in NPP, and thus is worth killing.)
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