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Old March 29, 2019, 00:51   #31
Derakon
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To clarify Pete's comment on acid damage, every time acid tries to damage one of your pieces of armor, even if it fails to damage (because the item is immune to acid damage), the damage you take from the attack is halved. So long as you have a non-zero AC armor piece in every slot you therefore will take half damage from all acid attacks.
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Old March 29, 2019, 01:53   #32
Estie
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Rod of teleport other is extremely useful for a warrior (other classes get the spell). While I have advised aginst using 2 slots for the same purpose above, teleport other is an exception.

The idea is to use the rod(s) when you can safely fail an attempt, to preserve charges, and only use wands in dangerous situations or when the rod is charging, to preserve charges. With a couple rods, wands and a few ?recharging, you can fully TO a greater vault and loot it.

Rod of power I dont usually bother with; attack devices fall off as the game progresses, especially for warriors. You have a good launcher for ranged damge.

As for level, the deeper the better loot and more danger. You have FA, SI, rbase and rpoison covered; thats the essentials, the next big big step is ESP, and of course hats of telepathy are rare on lvl 40 but litter the floor on level 90. Confusion and blindness protection are nice if you find them, but not nearly as important as ESP, speed or damage - but of course you have to beware monsters that use those attacks.
The most likely candidate for ESP is, as mentioned, the helm, so go out of your way to examine headgear lying on the floor; other possible sources include cloak, bow, amulet and weapon.

You can upgrade your gloves with Cammithrim - regen isnt important for warriors - and sell the other weapons. None of those is better than your scimitar.

Your biggest hole atm is a lack of speed boost. As Pete mentioned, Uvatha can be a juicy target under the right circumstances, but he and most other uniques from here on have at least +10 speed. You really want to match that if you engage them. You can consider farming level 1 for a !speed or 2, because your diving runs become much more productive if you are able to kill higher level targets.

Taratol would come in handy here
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Old March 29, 2019, 05:41   #33
wobbly
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Staves of power are useful if you're trying to shoot someone like Radagast who can block LOS with weak animal summons. So it's situational & I probably wouldn't buy 1 but I do tend to carry them if I find one on the ground. They can also be a ton of xp with fire immunity and a hydra pit but you need to be sure only 1 hydra can plasma bolt you.
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Old March 29, 2019, 06:49   #34
Sphara
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Originally Posted by Estie View Post
You can consider farming level 1 for a !speed or 2, because your diving runs become much more productive if you are able to kill higher level targets.
If you really care for this character, then this Estie's proposal is certainly the safest way to go. It's a boring way but what can I say? Basically all native lvl 40 monsters are very dangerous for this character and would require buffing. You should be able to detect monsters very regularly and you only have 3 charges of detect evil. Diving is often the way to go but being this low on detection items and having no speed, it's a huge gamble. Having at least couple speed potions would make some rewarding fights more manageable. Cold balls + recharging + occasional phase door is a good recipe for a high level kill even without speed but you cannot do that many times.

I tried to fit Totila into this equation. Getting little more hasty and having evocable monster confusion could help with some fights with crossbow. But you'd lose SInv unwielding Haradekket for +1 Speed (Totila has +2 and you would be encumbered for carrying both weapons). Probably not a good idea.

Only inventory tip is: no need to carry flasks of oil. Fill the lantern in town or from the floor. Edit: You can also fill from other lanterns in case you did not know.
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Old March 29, 2019, 07:43   #35
fph
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Originally Posted by wizard44 View Post
How useful is a staff of power and a Rod of Teleport Other? Both are available at the Black Market.
Staff of power: not so useful. Rod of TO: ridiculously useful. I'd have bought it immediately on the spot before leaving the shop. You have already seen how useful TO is in getting rid of dangerous enemies you don't want to fight. Rods of TO do that an infinite number of times, and their recharge time is very low.
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Old March 29, 2019, 08:12   #36
Adam
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Originally Posted by wizard44 View Post
...dealing with a mature black dragon and Medusa the Gorgon, the first of which damaged my leather shield of Resist Lightning and the other being zapped away from the level with a wand of Teleport Other for Safety...
Just one note to make sure: when you TO a monster it remains on the same level and it will be awaken even if it was sleeping. So you will bump into it if you explore the level. Teleporting yourself after TO is very dangerous.
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Old March 29, 2019, 08:55   #37
wobbly
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Originally Posted by Adam View Post
Just one note to make sure: when you TO a monster it remains on the same level and it will be awaken even if it was sleeping. So you will bump into it if you explore the level. Teleporting yourself after TO is very dangerous.
Is this actually true for 4.1.3 ? TO-ing a sleeping monster doesn't wake it up in master branch. I remember thinking it was odd but assuming this had just always been the case for V and that I was getting variants muddled.
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Old March 29, 2019, 20:00   #38
Adam
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Originally Posted by wobbly View Post
Is this actually true for 4.1.3 ? TO-ing a sleeping monster doesn't wake it up in master branch. I remember thinking it was odd but assuming this had just always been the case for V and that I was getting variants muddled.
Good point, thanks. I never tried it in v4.1.3 just thought to be the same as before. Now I tested it in my ongoing game. TO-d a sleeping Carcharoth and he is awake when I find him next time (he is 15S 14W away and I have legendary stealth so I believe TO woke him up not my last few moves).
Repeated on a great bile wyrm (on a mostly cleared level) and it's the same.
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Old March 29, 2019, 20:43   #39
wizard44
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Okay, so I beefed Anwe enough to have more of a chance of surviving.

Complete N00b’s Journey: Part 3-8

So I bought the rod of Teleport Other and dropped the ring of acid. I initially held off on replacing gloves with Cammithrim until I get a ring of resist fire and Cold, since my current gloves give fire resistance, and I’d have to either give up that, cold resistance, or strength bonuses for the switch. Also bought a potion of Dragon breath for id purposes. After recalling back to D:40, I acquire a Large Metal Shield of Resistance [12,+8,], which comfortably covers my base resistances slot and frees up my ring slots. Inertia hounds nearly killed my character in an attempt to get to the down stairs, forcing me to use a staff of teleportation and quff my potions of Cure Wounds. The teleportation gives me some rather bad luck as I either got teleported next to a dangerous unique such as Castmir the Usurper, or the pack of hounds.
Having run out of Cure X potions, I Recall back upstairs and belatedly take the advice of you guys to farm level 1 and the early levels to get speed potions. Not before switching to the artifact gloves “Cammithrim” though and buying 3 more scrolls of Recharging, though. In this farming run, I identify through us potions of poison and wands of heal monster. I then begin my fresh recall run to D:40 where I spend a wand of teleport other charge towards a nether wraith to reach the stairs. I find and read-id a scroll of teleportation on D:40. An acidic cytoplasm does a number on my helmet and boots of free action, and I run into Uvatha the horseman again. This time I kill him with my bolts of Flame, after quaffing a potion of speed. Uvatha drops Seeker Bolts and the Small Metal Shield of Thorin, which boosts my strength at the cost of one of the resistances to fire and cold as well as my lightning resistance. I also get to level 31 from the kill and finally reach the downstairs and proceed to resume my careful grinding for Potions of Strength. I get a potion of strength and a Potion of Constitution from fighting a ranger chieftain in D:41, putting me in a slightly better position, statwise. An ascent back up to D:40 causes me to find the Short Bow of Amrod (x4) (+12, +15) <+2 STR, +2 CON>, while a descent to D:41 gets me two scrolls of *Enchant Armour*. Having lost my staff to detect evil to a giant fire ant, I proceed to recall myself, while somehow overlooking the fact that I dropped my staff of teleportation! Upon arrival back to town, I get my spare Staff of Teleportation, change my missile weapon, purchase a fresh Staff of Detect Evil, get an Elven Cloak of Stealth [6,+7], <+3 Stealth, +1 Speed>, buy 7 more potions of Cure Critical wounds and 4 potions of Cure Serious Wounds, 3 more scrolls of Phase door, and 4 scrolls of recharging.

I’m thinking that this guy can make some *very* careful descending to D:43 at this point. I do NOT go deeper until I get at least another point of Strength from stat gain potions that I find.

Do I still resort to a paranoid exploration mode (that is, stairdance my way down to that depth as soon as I find a set of staircases upon Recalling?) or can this character explore a broader depth at this point?

I also updated the ladder with Anwe’s improved stats and armor. Any input would be appreciated. Thanks!
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Old March 29, 2019, 22:20   #40
Estie
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That was a good dive; scoring Thorin is huge, thats what the "juicy" is about. With it and Amrod, you netted 5 str and 6 con, your str problem is solved. You can now double up on teleport staves, carry more consumables and even if you get slightly burdened, the +1 speed from your cloak should prevent you from going into the negative.

Further str and dex will increase your melee damage output, but at a slow and steady rate; the most important stat potion now is con. As you approach 18/200 con, your health pool will increase dramatically, with ~700 hp youre basically safe from 1-hit kills provided you have the 5 basic resists covered.

If you feel confident now, you sure can explore levels, but the winning strategy has not changed: you are looking for ESP and speed rings, and those can be found deep down. The fast approach is still diving and playing carefully.

One new element is going to show up now as you descend: vaults. These are special terrain formations, usually involving permanent rock, traps and way out of depth monsters and loot. Cracking them open and dealing with the inhabitants to get at the loot is a high risk/high reward endeavour. There are many types of vaults, some more rewarding than others.
I would stay away from those for now, as you have limited detection; a deep non-evil unique inside can lead to a quick death before you know what hit you. Once you have ESP or a rod of detection, vaults are the best source for items. A single greater vault (GV) of one of the top tier types has a good chance of yielding a complete endgame kit.

A good indicator of a greater vault on the level is the monster feeling; an 8 or 9 is likely to come from ood monsters sitting in a vault. Looting vaults is an art; this is where creative means of solving problems shine. On a normal level, the drill is to always run first and think later; with the prospect of an endgame kit around the corner, some of the more risky maneuvres are warranted.
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