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#1 |
Rookie
Join Date: May 2007
Posts: 24
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Mage at 40 - What do I need to go deeper?
This is by far the best mage I've run thus far. I'm covered on nearly every resist I can scrounge, but I've had a distinct lack of stat gain potions. In particular, INT/CON/STR are all lower than I'd expected for my depth. (I've spent some time scumming the Black Market for potions when my cash gets too obscene, but that's not helped much, as the RNG is still having a laugh at my expense even with that...
![]() I'm at 2000' now, and I'm hesitating to go deeper, for fear that my middling level/HP/SP are going to provide an obstacle below this point. Is there any advice the more experienced delvers might wish to offer on the subject? Code:
[Angband 3.1.2v2 Character Dump] Name Nirruden Self RB CB EB Best Sex Male Age 124 STR: 18/48 +1 -5 +2 18/28 Race High-Elf Height 73 INT: 18/66 +3 +3 +6 18/186 Class Mage Weight 208 WIS: 13 -1 +0 +4 16 Title Conjurer Social Role model DEX: 18/43 +3 +1 +0 18/83 HP 284/284 Maximize Y CON: 18/62 +1 -2 +1 18/62 SP 236/240 CHR: 18 +5 +1 +3 18/90 Level 32 Armor [41,+93] Saving Throw 80% Cur Exp 405273 Fight (+10,+8) Stealth Superb Max Exp 405273 Melee (+23,+25) Fighting Excellent Adv Exp 460000 Shoot (+27,+9) Shooting Excellent MaxDepth 2000' (L40) Blows 1/turn Disarming 74% Game Turns 2174404 Shots 2/turn Magic Device 107 Player Turns 304523 Infra 40 ft Perception 1 in 16 Active Turns 81095 Speed 7 Searching 19% Gold 102621 Burden 238.2 lbs You are the only child of a Vanyarin King. You have light green eyes, straight black hair, and a fair complexion. rAcid:......+.+.... rConf:......+..+... rElec:......+.+.... Sound:......+...... rFire:+.....+.+.... Shard:............. rCold:......+.+.... Nexus:......++...+. rPois:+............ Nethr:............. rFear:............. Chaos:............. rLite:........+.+.+ Disen:............. rDark:........+.... S.Dig:+............ rBlnd:........+.... Feath:...........+. Light:..........+.. Aggrv:............. Regen:+............ Stea.:.......+..... ESP:............. Sear.:............. Invis:............+ Infra:............+ FrAct:+.........+.. Tunn.:............. HLife:............. Speed:..+....+..... ImpHP:............. Blows:............. ImpSP:............. Shots:.+........... Fear:............. Might:............. [Character Equipment] a) The Zweihander 'Gurthang' (3d6) (+13,+17) (+2) +2 strength. *Slays* dragons. Branded with flames, venom. Provides resistance to fire, poison. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Speeds regeneration. Prevents paralysis. Combat info: 1 blow/round. With an additional 6 strength and 0 dex you would get 2 blows With an additional 0 strength and 2 dex you would get 2 blows Average damage/hit: 61.5 vs. creatures not resistant to fire, 61.5 vs. creatures not resistant to poison, 84.6 vs. dragons, and 38.4 vs. others. b) a Heavy Crossbow of Extra Shots (x4) (+17,+9) (+1) +1 shooting speed. c) a Ring of Speed (+8) +8 speed. d) a Ring of Intelligence (+6) +6 intelligence. Sustains intelligence. e) an Amulet of Wisdom (+1) +1 wisdom. Sustains wisdom. f) The Phial of Galadriel Cannot be harmed by acid, electricity, fire, cold. When activated, it lights up the surrounding area, hurting light-s ensitive creatures. Takes 18 to 34 turns to recharge at your current speed. Your chance of success is 98.1% Radius 3 light. g) The Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. h) The Cloak 'Colannon' [1,+13] (+3) +3 stealth, speed. Provides resistance to nexus. Cannot be harmed by acid, electricity, fire, cold. When activated, it teleports you randomly up to 100 squares away. Takes 76 turns to recharge at your current speed. Your chance of success is 98.1% i) The Leather Shield of Celegorm [4,+20] Provides resistance to acid, lightning, fire, cold, light, dark, blindness. Cannot be harmed by acid, electricity, fire, cold. j) The Metal Cap of Thengel [3,+12] (+3) +3 wisdom, charisma. Provides resistance to confusion. Cannot be harmed by acid, electricity, fire, cold. k) The Set of Leather Gloves 'Cammithrim' (+5,+5) [1,+10] Provides resistance to light. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Prevents paralysis. When aimed, it fires a magic missile with damage 3d4. Takes 3 turns to recharge at your current speed. Your chance of success is 97.8% Radius 1 light. l) a Pair of Steel Shod Boots of Stability [6,+9] Provides resistance to nexus. Feather Falling. [Character Quiver] n) 27 Bolts (1d5) (+7,+4) Combat info: Hits targets up to 140 feet away. Average damage/hit: 65.2. 25% chance of breaking upon contact. o) (nothing) p) (nothing) q) (nothing) r) (nothing) s) (nothing) t) (nothing) u) (nothing) v) (nothing) w) (nothing) [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1!d!x!k} b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2!d!x!k} c) 2 Books of Magic Spells [Incantations and Illusions] {@m3!d!x!k} d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4!d!x!k} e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5!d!x!k} Cannot be harmed by acid, electricity, fire, cold. f) 26 Potions of Cure Critical Wounds g) 8 Scrolls of Teleportation h) 5 Scrolls of Word of Recall i) 3 Rods of Probing j) a Rod of Illumination k) a Wand of Lightning Balls (9 charges) Cannot be harmed by electricity. l) 2 Wands of Sleep Monster (28 charges) m) a Wand of Teleport Other (8 charges) n) a Ring of Soulkeeping Sustains strength, intelligence, wisdom. o) an Amulet of Searching (+4) +20% to searching. p) Metal Scale Mail (-2) [12,+2] q) The Soft Leather Armour 'Hithlomir' [4,+20] (+4) +4 stealth. Provides resistance to acid, lightning, fire, cold, dark, nether. Cannot be harmed by acid, electricity, fire, cold. r) a Set of Alchemist's Gloves of Power (+1,+4) [0,+7] (+5) +5 strength. Cannot be harmed by acid, electricity, fire, cold. s) a Pair of Steel Shod Boots of Free Action [6,+5] Prevents paralysis. t) a Halberd of *Slay Dragon* (3d5) (+4,+4) (+1) +1 constitution. *Slays* dragons. Provides resistance to fear. Combat info: 1 blow/round. With an additional 0 strength and 2 dex you would get 2 blows Average damage/hit: 60 vs. dragons, and 21.2 vs. others. u) a Lucerne Hammer (2d5) You do not know the full extent of this item's powers. Combat info: 1 blow/round. With an additional 4 strength and 0 dex you would get 2 blows With an additional 0 strength and 2 dex you would get 2 blows Average damage/hit: 13.4. v) a Light Crossbow of Extra Might (x4) (+8,+14) (+1) +1 shooting power. [Home Inventory] a) 3 Books of Magic Spells [Magic for Beginners] {@m1!d!x!k} b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2!d!x!k} c) 5 Books of Magic Spells [Incantations and Illusions] {@m3!d!x!k} d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4!d!x!k} e) 99 Potions of Cure Critical Wounds f) 4 Potions of Healing g) 2 Potions of Restore Mana h) 6 Potions of Enlightenment i) 15 Scrolls of Teleportation j) 15 Scrolls of Teleport Level k) 21 Scrolls of Enchant Weapon To-Hit l) 29 Scrolls of Enchant Weapon To-Dam m) 23 Scrolls of Enchant Armour n) a Scroll of *Destruction* o) a Staff of the Magi (3 charges) p) a Ring of Free Action Prevents paralysis. q) a Jewel Encrusted Crown of Might [0,+4] (+2) +2 strength, dexterity, constitution. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Prevents paralysis. r) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2) +2 strength, constitution. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. s) a Short Sword (Defender) (1d7) (+8,+5) [+4] (+1 stealth) +1 stealth. Provides resistance to acid, lightning, fire, cold. Cannot be harmed by acid, electricity, fire, cold. Sustains charisma. Feather Falling. Speeds regeneration. Prevents paralysis. Grants the ability to see invisible things. Combat info: 1 blow/round. With an additional 2 strength and 0 dex you would get 2 blows With an additional 0 strength and 2 dex you would get 2 blows Average damage/hit: 16.5. t) The Beaked Axe of Theoden (2d6) (+8,+10) (+3) +3 wisdom, constitution. Slays dragons. Cannot be harmed by acid, electricity, fire, cold. Slows your metabolism. Grants telepathy. When aimed, it drains up to 120 hit points of life from a target c reature. Takes 68 turns to recharge at your current speed. Your chance of success is 97.1% Combat info: 1 blow/round. With an additional 7 strength and 0 dex you would get 2 blows With an additional 0 strength and 2 dex you would get 2 blows Average damage/hit: 40.6 vs. dragons, and 25.5 vs. others. u) 35 Bolts (1d5) (+7,+4) Combat info: Hits targets up to 140 feet away. Average damage/hit: 65.2. 25% chance of breaking upon contact. ============================================================ CHAR. | TURN | DEPTH |LEVEL| EVENT ============================================================ 1 0' 1 Began the quest to destroy Morgoth. 2821 0' 1 Killed Farmer Maggot 6995 50' 2 Reached level 2 12231 100' 3 Reached level 3 17688 100' 4 Reached level 4 31234 100' 4 Killed Fang, Farmer Maggot's dog 35144 100' 4 Killed Grip, Farmer Maggot's dog 38224 100' 5 Reached level 5 54508 100' 6 Reached level 6 80903 300' 7 Reached level 7 89546 300' 8 Reached level 8 112163 350' 9 Reached level 9 274253 350' 10 Reached level 10 293987 400' 11 Reached level 11 323462 400' 12 Reached level 12 369065 400' 13 Reached level 13 415740 450' 14 Reached level 14 459695 450' 14 Killed Bullroarer the Hobbit 459720 450' 14 Found The Cloak 'Colannon' 459734 450' 14 Found The Phial of Galadriel 466681 500' 15 Reached level 15 533820 500' 16 Reached level 16 538947 500' 16 Killed Wormtongue, Agent of Saruman 586059 550' 16 Killed Mughash the Kobold Lord 613798 550' 17 Reached level 17 618425 600' 17 Killed Orfax, Son of Boldor 670427 600' 18 Reached level 18 673162 600' 18 Killed Lagduf, the Snaga 735587 750' 19 Reached level 19 753511 750' 19 Killed Ufthak of Cirith Ungol 787370 800' 20 Reached level 20 797394 850' 20 Killed Brodda, the Easterling 828432 0' 21 Reached level 21 904862 950' 22 Reached level 22 924015 950' 23 Reached level 23 932874 950' 23 Killed Nar, the Dwarf 979796 1100' 24 Reached level 24 1008556 1150' 25 Reached level 25 1022526 1200' 25 Killed Ibun, Son of Mim 1031823 1200' 25 Found The Metal Cap of Thengel 1034497 1200' 25 Killed Bolg, Son of Azog 1059003 1250' 25 Killed Gorbag, the Orc Captain 1059713 1250' 25 Found The Soft Leather Armour 'Hithlomir' 1074990 1400' 26 Reached level 26 1079254 1400' 26 Killed Shagrat, the Orc Captain 1104560 1500' 26 Found The Leather Shield of Celegorm 1114758 1600' 26 Killed Angamaite of Umbar 1115258 1600' 26 Found The Dagger 'Dethanc' (LOST) 1126780 1750' 27 Reached level 27 1130331 1750' 27 Killed Grishnakh, the Hill Orc 1133471 1750' 27 Killed Lugdush, the Uruk 1167207 1750' 28 Reached level 28 1195790 1750' 29 Reached level 29 1199315 1750' 29 Killed Tom the Stone Troll 1199571 1750' 29 Found The Set of Gauntlets 'Paurhach' (LOST) 1226680 1750' 29 Killed Beorn, the Shape-Changer 1233190 1750' 29 Found The Lance of Eorlingas (LOST) 1246389 1750' 30 Reached level 30 1369691 1800' 30 Killed Azog, King of the Uruk-Hai 1376760 1800' 30 Killed Ulfast, Son of Ulfang 1378469 1800' 31 Reached level 31 1389247 1800' 31 Found The Set of Leather Gloves 'Cammithrim' 1390647 1800' 31 Killed Lokkak, the Ogre Chieftain 1390674 1800' 31 Found The Set of Leather Gloves 'Cambeleg' 1400670 1800' 31 Found The Dagger 'Nimthanc' (LOST) 1501027 1800' 31 Killed Bert the Stone Troll 1562922 1800' 31 Killed Ariel, Queen of Air 1565939 1800' 31 Found The Zweihander 'Gurthang' 1597009 1800' 31 Found The Broad Sword 'Glamdring' (LOST) 1608547 1900' 31 Found The Set of Gauntlets 'Paurnen' (LOST) 2156832 1950' 32 Reached level 32 2158577 1950' 32 Found The Beaked Axe of Theoden 2170932 2000' 32 Killed Mim, Betrayer of Turin 2170965 2000' 32 Found The Full Plate Armour of Isildur [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) |
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#2 |
Prophet
Join Date: Mar 2008
Posts: 2,712
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I'd go with ESP over rPoison, always. I would not even carry Gurthang as a swap. You have the spell. Just be sure to detect monsters often to look out for drolems. Carry all of your bolts, and maybe buy another 99 boring ones from the store. Leave your boots at home. They are not doing you any good, and if nothing else it allows you to pick up another pair of boots in the dungeon to take home to sell.
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#3 | |
Rookie
Join Date: May 2007
Posts: 24
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Quote:
My worry with dropping permanent rPoison is that I teleport away from something and land next to something I can't see (or have a round to detect) which then breathes me to death while I'm still trying to detect it. Is this less likely than I'm worrying about? I hadn't considered taking all the bolts with me previously, as they're heavy, but I can probably afford some loss of speed for this, thanks to the RoS and cloak. However, with the SP cost changes present in 3.1.2v2, I've found myself relying on spells far more often, with ranged weapons relegated to an early "backup" weapon and for times early on when SP ran low dealing with large packs. Are mages still as heavily dependent on ranged weapons in the new version with the changes as they were in previous versions? (I haven't actually used the bow in several levels, preferring to Phase and then continue bolting.) |
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#4 | |
Adept
Join Date: Dec 2007
Posts: 167
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Quote:
ESP v. rPoison is a personal choice. I think PowerDiver is right though. Hopefully you'll find a telepathy helmet soon and it will be a moot point. Thengel isn't doing anything for you right now with Isildur on. I'd wear the crown of might for +2 CON. |
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#5 | ||||
Rookie
Join Date: May 2007
Posts: 24
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Quote:
I'm not looking to dive immediately to 70, per se, but the Angband Newbie Guide refers to 1900' as someplace you hold up while you get maxxed stats, along with rConf and rBlind. I have the latter two, so I've been holding at 2000' because I'm not yet at maxxed stats. I also don't have Hold Life which TANG recommends at 2500', so there's a limit to how far I'd dive in any case. Quote:
However, I've found I tend to avoid relying on them at this depth. For example, I just had a run in with "Lorgan, Chief of the Easterlings" sitting inside a circular vault at 2000', and that was a nasty, nasty experience. Probes indicated I couldn't hurt him with anything other than melee/bow and magic missile, and he summons other nasties (two MHDs popped at one point) so I just bailed, rather than run the risk I'd teleport INTO the vault, where ~30 OOD foes were sleeping in wait. Unfortunately, +20 speed just isn't enough to deal with a unique that resists everything (other than MM and bolts) and his summoned foes at the same time. Just chalk it up as a learning experience, bail out and fight another day, right? ![]() Quote:
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Thanks for the help - I'm trying to get more familiar with "Life after 40", preferably before I have a run in with something I can't fix. ![]() |
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#6 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Note that you cannot teleport into vaults. In fact, if you're in a vault, then any teleportation will take you out of it. Phase Door in a vault typically takes you to the closest non-vault tile, if the vault is of any appreciable size. This can be annoying, but usually I find it to be useful.
And yeah, teleport as an escape is generally a last resort, especially in deeper levels. It's all too easy to end up next to something worse than what you were originally running away from... |
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#7 |
Swordsman
Join Date: Sep 2008
Posts: 289
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On a related note vis-a-vis teleport. I've long noticed that multiple teleports in sequence seem to just bounce me between the same 2-3 spots in the dungeon. I am assuming this is some byproduct of the code for teleportation - but it's worth noting as it more-or-less ensures that if you teleport into a bad situation, the next teleport will put you right back in the middle of the *first* bad situation....or maybe I'm crazy.
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#8 | |
Adept
Join Date: Jan 2009
Location: BC, Canada
Age: 44
Posts: 227
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Quote:
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#9 |
Prophet
Join Date: Dec 2009
Posts: 9,024
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Yeah, there seems to be some emergent behavior in the teleportation code that causes this. I believe it has something to do with the range of teleportation spells; Portal, which is shorter-range (at least early on), seems to be less prone to it.
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#10 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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Yep, I've been the victim of teleportation deja vu too. It seems that the easiest fix would be to "remember" where you have been, and don't allow the player to land within a radius xx grids (maybe 5) of that spot.
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