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Old May 17, 2013, 19:59   #81
OOD Town drunk
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Quote:
Originally Posted by Pete Mack View Post
@Dan --
There are other important staffs, but they are either more common or insufficiently reliable:
_Teleportation (common)
_*Destruction* (rare)

These have to do with escapes, but because they are not 100% reliable as escapes, they are not so valuable as the big 3. (For the dispel type staffs, I usually don't have enough room to carry them, so they are left on they floor.)
I always carry Teleportation Staves. And Scrolls if I can find any. And I find that I tend to find *Destruction* Staves pretty frequently after about 75 or so. I always save them for the last few levels though
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Old May 17, 2013, 20:38   #82
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I tend to find that Destruction staves get destroyed before I get around to using all of their charges, so I've tried to convince myself to use them more often to avoid unpleasant situations. For example, when all of the Black Reavers and Nightwalkers break out of a graveyard, luring them away a ways and then Destructing them makes dealing with the rest of the graveyard (and by extension, the rest of the level) a lot more pleasant.
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Old May 17, 2013, 20:41   #83
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Originally Posted by OOD Town drunk View Post
I always carry Teleportation Staves. And Scrolls if I can find any. And I find that I tend to find *Destruction* Staves pretty frequently after about 75 or so. I always save them for the last few levels though
Teleportation Staves are useful until you get 0-fail escapes, aka. ?oTeleportLevel or ?oDestruction when you have rBlind and rConf. After that you really don't want to rely on anything with non-zero failure rate.
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Old May 17, 2013, 20:45   #84
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Teleportation Staves are useful until you get 0-fail escapes, aka. ?oTeleportLevel or ?oDestruction when you have rBlind and rConf. After that you really don't want to rely on anything with non-zero failure rate.
This is a fact I really need to get with. My most common death late game is something failing. Whether it be a wand/rod of teleport other or a rod of healing. I remember a time when a 5% fail failed 4 times in a damn row to my ultimate demise. Don't even remember who or what. Just that the odds were crazy on that situation. 1/160,000 if my mental math isn't faulty
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Old May 17, 2013, 21:27   #85
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This is a fact I really need to get with. My most common death late game is something failing. Whether it be a wand/rod of teleport other or a rod of healing. I remember a time when a 5% fail failed 4 times in a damn row to my ultimate demise. Don't even remember who or what. Just that the odds were crazy on that situation. 1/160,000 if my mental math isn't faulty
And that is precisely why I *never* use Rods/Staffs of Healing in a combat situation. Either drink a potion or teleport the monster away and then use the Rod/Staff. In extremis, teleport yourself away. Odds of getting immediately killed after a teleport are considerably less than the chance of failure for a Rod/Staff during a combat situation (IMHO).
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Old May 17, 2013, 21:36   #86
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For what it's worth, I can't remember the last time I had a winner who had both pConf and pBlind at the same time. Even my latest, a dwarf warrior (who thus only needed to worry about confusion) didn't find it. Okay, he found once source towards the end of the game, but it wasn't worth losing 60AC and some stat boosts for.

The game is eminently winnable without 0% escapes; you just need to be ready to bail out before a situation goes badly. And to have a few big healing potions with you at all times. I tend to avoid serial confusers (nightmares, titans, Thuringwethil, the Cat Lord) since they can keep you locked down; everyone else should be able to be dealt with without having those protections.
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Old May 17, 2013, 22:12   #87
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Quote:
Originally Posted by Derakon View Post
The game is eminently winnable without 0% escapes; you just need to be ready to bail out before a situation goes badly. And to have a few big healing potions with you at all times. I tend to avoid serial confusers (nightmares, titans, Thuringwethil, the Cat Lord) since they can keep you locked down; everyone else should be able to be dealt with without having those protections.
This. But I do usually get pConf at some point, at least as a swap. It's a lot more useful for 1/2-casters than pBlind.
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Old May 17, 2013, 22:56   #88
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pConf and pBlnd seem to be quite elusive in my experience. They don't seem to show up too often in any randarts. Which is how I like to play.

What does protection from evil do, more specifically than it's description of: Protects from evil for ... turns?


EDIT: What I meant was: pConf and pStun. not pBlnd. I usually do find that one.

Last edited by OOD Town drunk; May 18, 2013 at 01:31.
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Old May 17, 2013, 23:24   #89
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Protection from Evil makes it so that monsters that are lower level than you can't hit you in melee. Or something to that effect. It's not very useful for most characters because of the level restriction; typically monsters you'd want it to work on outlevel you.
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Old May 17, 2013, 23:28   #90
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Ahhh.. I never could tell any effect, that does sound pretty ineffective.

I'm having a seriously tough time deciding between these two pieces of armor:

My current armor:
the Soft Leather Armour of Cellion [8,+18] <+4>
Conjured forth by magic at 1600 feet (level 32).

+4 speed.
Provides resistance to lightning, fire.
Cannot be harmed by acid, electricity, fire, cold.

When aimed, it creates a frost ball with damage 50.
Takes 91 to 100 turns to recharge at your current speed.
Your chance of success is 94.8%


The armor I just found:
Metal Lamellar Armour of Elvenkind (-3) [58,+13] <+2>
Found lying on the floor of a cavern at 2650 feet (level 53).

+2 stealth.
Provides resistance to acid, lightning, fire, cold, nether.
Cannot be harmed by acid, electricity, fire, cold.


Basically: +4 Speed VS. +45 AC/+2 Stealth/pNether

It's tough because I don't have any other source of speed right now... Any advice??
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