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Old August 3, 2018, 00:43   #61
luneya
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Originally Posted by Petoften View Post
Thanks - can you clarify the differences between them?

I can see why I'd want multiple rods of teleport other (don't have any yet, but have a wand), but why 5 or 6 detection?

Not sure what treasure location has that detection doesn't if anything.
Multiple detection only because the charge time on them is painfully slow. Ideally, you want enough so that you never have to move into an area of the dungeon without using detection on it first.

Treasure detection is nice for helping you to decide which way to go when you do have to explore a dungeon section without real detection, as there's no particular benefit in exploring an area with no loot to find. Once you have enough rods of detection that the recharge time is no longer an issue, you can drop and squelch treasure detection. Similarly for staves of detect evil, which will point out some but not all of the nasty monsters that are worth avoiding.
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Old August 3, 2018, 01:40   #62
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OK, so basically, drop detect evil and save an inv slot. And treasure location when I get another detection.
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Old August 3, 2018, 01:44   #63
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Found the Caestus with +3 damage - but that's less than +8 on current.

Not sure why my damage has gone down from 392 to 359. Same gear.

Hopefully, it's from level loss and fixed with a potion.

Any other reasons?
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Old August 3, 2018, 01:47   #64
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Woo hoo another potion of *healing* for later, now I have one.
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Old August 3, 2018, 01:48   #65
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I still have 'slow monster' and 'hold monster' and 'polymorph' 'just in case'.

The slow monster actually seems to help on uniques. What to drop...
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Old August 3, 2018, 01:51   #66
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Potion of dexterity raised damage from 359 to 388, nice.
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Old August 3, 2018, 01:54   #67
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Drank restore level, and it did raise a level and end some stat reductions - but damage didn't change, still 388.

This is strange. It was 392 before, then 359, then the dex potion made it 388.

There was one gear change, armor that lost +1 str, but when I'd checked that before it only added 4 damage - so that shouldn't be the issue?
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Old August 3, 2018, 02:04   #68
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There's an axe 'of extra attacks' (+11, +16) with an unidentified rune for sale for 90000, I could just buy it.

It shows a base damage around 160 - way below the current spear. Not sure what the 'extra attacks' might add to that.

Last edited by Petoften; August 3, 2018 at 02:14.
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Old August 3, 2018, 03:00   #69
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There's an axe 'of extra attacks' (+11, +16) with an unidentified rune for sale for 90000, I could just buy it.

It shows a base damage around 160 - way below the current spear. Not sure what the 'extra attacks' might add to that.
Raises by 1 your number of blows/turn. That 160 damage should be computed keeping already into account the extra blow. Some high-dice extra attacks weapons (especially maces of destruction with +2 attacks) may come useful in the end game, but I would guess that you can safely ditch this one --- it's probably never going to be your #1 choice.
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Old August 3, 2018, 03:25   #70
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Raises by 1 your number of blows/turn. That 160 damage should be computed keeping already into account the extra blow. Some high-dice extra attacks weapons (especially maces of destruction with +2 attacks) may come useful in the end game, but I would guess that you can safely ditch this one --- it's probably never going to be your #1 choice.
Ya, I wasn't sure since the extra attack is just the name but 'unidentified'.
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