Angband.oook.cz
Angband.oook.cz
AboutDownloadVariantsLadderForumCompetitionSpoilersComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old May 13, 2009, 21:11   #1
Nolendil
Adept
 
Nolendil's Avatar
 
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
Nolendil is on a distinguished road
Request for advices for a Dwarf Priest

Hello everyone,

My current and most promising character ever is progressing quite well, albeit very slowly - only at dlvl 34 at clvl 32, and 3 months to get there -, and some questions have started accumulating.
Off course, there's mostly the usual need for equipment advices as the community always provide very useful and informative suggestions and many of the questions are focused toward freeing slots in my house and inventory.
An up-to-date dump can be found here or at the end of this post.

[EDIT] Look at the ladder dump as it was updated while the one posted here was not. [/EDIT]

Here they are:

- As I recently found Ethereal Openings, I felt I could sell all my Staves of Teleport Other to free some slots. Was it a stupid move?

- I also sold all my staves of Stone to Mud since I always have a Shovel of Digging (+5) on me (I also kept a Ring of Delving (+5) at home, just in case). Is it ok? I never had to use tricks like anti-summoning corridors so far, so I don't know what's the more efficient. Of course, Stone to mud is faster but I'd prefer not having to bother about managing charges and/or risking not having enough on me when I need it.

- Will it be wise not to bring ?oWoR when I can learn WoR from Ethereal Openings?

- Do I need backup books for rare ones since they have basic resistances? What can destroy them?

- Can I stop bringing ?oPhaseDoor as long as I keep ?oTeleportation/TeleportLevel as a quick "safe" escape? I have more than enough teleportations spells that I can use when not in great danger, and if I'm in great danger Phase Door will no longer be safe enough, right?

- If I manage to find all the Priest books, will I have to bring them all with me or is there an optimal combination of books that cover all mid/end game situations?
Currently, I keep Exorcism and Dispeling at home because I haven't felt the need for Heal so far and don't know Glyph of Warding yet. But I fear I'll have to carry around all my books soon.

- More globally, could I free some slots in my inventory? (see my dump, it shows my regular equipment just before getting back to the dungeon)

- Do I miss any vital inventory item?

- Should I consired changing my gear with some of the stuff in my home (to get ESP, more hand-to-hand damage...)?

- What should I sell to free space in my home?
For instance, should I sell common stuff like !oCCW, ?oWoR, ?oId, etc that I stocked only in case there were not enough available in store?

- Finally, a technical question: can I upgrade to a more recent nightly build (I'm using build 1232)?
I saw in the changelog that the file format changed since. Is loading of previous savefiles supported?
I wish I could upgrade to a more recent version since I saw that !oHeal are broken in my build and if, with great luck, this character managed to meet Morgoth, I would be disappointed to have an unfair advantage.
Not a big risk since I'll probably die before but still...


Well, that's a lot of questions but most of them can be summed up as "help me manage all my stuff"

Here's a copy of my dump if you don't want to check it on the ladder:

Code:
  [Angband 3.1.1 dev Character Dump]

 Name   Angdiira                                 Self  RB  CB  EB   Best
 Sex    Female       Age             49   STR:  18/30  +2  -1  +0  18/40
 Race   Dwarf        Height          44   INT:     15  -3  -3  +0      9
 Class  Priest       Weight         110   WIS:     17  +2  +3  +3  18/70
 Title  Canon        Social   Respected   DEX:     17  -2  -1  +0     14
 HP     317/317      Maximize         Y   CON:     17  +2  +0  +4  18/50
 SP     81/81                             CHR:     18  -3  +2  +8  18/70


 Level               32   Armor    [13,+72]     Saving Throw         84%
 Cur Exp         217220   Fight     (+1,+3)     Stealth        Very Good
 Max Exp         217220   Melee   (+13,+12)     Fighting          Superb
 Adv Exp         280000   Shoot   (+11,+23)     Shooting       Excellent
 MaxDepth   1700' (L34)   Blows      1/turn     Disarming            46%
 Turns          1798119   Shots      1/turn     Magic Device      Superb
 Gold            355750   Infra       50 ft     Perception        1 in 2
 Burden       131.8 lbs   Speed           9     Searching            53%

 You are the only child of a Dwarven Miner.  You are a credit to the
 family.  You have dark brown eyes, wavy black hair, a three foot
 beard, and a dark complexion.


 Acid:+.....+.+.... Confu:.........+...
 Elec:+.....+.+.... Sound:.............
 Fire:+.....+.+.... Shard:.......+.....
 Cold:+.....+.+.... Nexus:.............
 Pois:............. Nethr:.............
 Fear:............. Chaos:.............
 Lite:..+...+...+.. Disen:.............
 Dark:............. S.Dig:.............
Blind:............+ Feath:+............

PLite:..+.......+.. Aggrv:.............
Regen:+............ Stea.:+............
Telep:............. Sear.:..+..........
Invis:+............ Infra:............+
FrAct:+.........+.. Tunn.:.............
HLife:......+...... Speed:...........+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Character Equipment]

a) a Morning Star (Defender) (2d6) (+12,+9) [+7] (+4 stealth) {@0}
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 20.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.7 turns, magma
     veins in 16 turns, quartz veins in 53 turns, and not affect 
     granite.
b) a Heavy Crossbow of Power (x4) (+10,+23)
c) a Ring of Light (+6 searching)
     Provides resistance to light.
     Radius 1 light.
d) a Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
e) an Amulet of Charisma (+5) (squelch)
     +5 charisma.
     Sustains charisma.
f) The Phial of Galadriel {!d!v!k!!}
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 20 to 38 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) a Robe of Permanence [2,+16]
     Provides resistance to acid, lightning, fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Stops experience drain.
h) a Fur Cloak of Protection [3,+9]
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Resistance [4,+9]
     Provides resistance to acid, lightning, fire, cold.
     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' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it fires a magic missile with damage 3d4.
     It takes 3 turns to recharge after use at your current speed.
     Radius 1 light.
l) a Pair of Ethereal Slippers of Speed [0,+9] (+9)
     +9 speed.
     Cannot be harmed by acid, electricity, fire, cold.


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook] {@m1!d!v!k}
b) 2 Holy Books of Prayers [Words of Wisdom] {@m2!d!v!k}
c) 2 Holy Books of Prayers [Chants and Blessings] {@m3!d!v!k}
d) a Holy Book of Prayers [Ethereal Openings] {@m5!d!v!k}
     Cannot be harmed by acid, electricity, fire, cold.
e) 15 Potions of Cure Critical Wounds {!d!v!k}
f) 15 Scrolls of Phase Door {!d!v!k}
g) 5 Scrolls of Teleportation {!d!v!k}
h) 30 Scrolls of Identify {!d!v!k}
i) 5 Scrolls of Word of Recall {!r!d!v!k}
j) 5 Rods of Frost Bolts {!!}
k) a Rod of Lightning Balls {!!}
l) a Shovel of Digging (1d2) (+7,+6) (+5) {@0!d!v!k}
     +5 tunneling.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 13.8 against acid-vulnerable
     creatures, and 10.8 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.5 turns, magma
     veins in 3.4 turns, quartz veins in 7.5 turns, and granite in 19 
     turns.
m) 37 Bolts (1d5) (+4,+3)
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 117.1 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 3 Holy Books of Prayers [Exorcism and Dispelling] {@m4!d!v!k}
b) 24 Potions of Cure Critical Wounds {!d!v!k}
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
c) 5 Potions of Healing {!q!d!v!k}
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
d) 8 Potions of Restore Mana {!q!d!v!k}
     When ingested, it restores your mana points to maximum.
e) 15 Potions of Speed {!d!v!k}
     When ingested, it hastens you for 2d10+20 turns.
f) 85 Scrolls of Phase Door {!d!v!k}
     When read, it teleports you randomly up to 10 squares away.
g) 18 Scrolls of Teleportation {!d!v!k}
     When read, it teleports you randomly up to 100 squares away.
h) 23 Scrolls of Teleport Level {!r!d!v!k}
     When read, it teleports you one level up or down.
i) 52 Scrolls of Word of Recall {!r!d!v!k}
     When read, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
j) a Staff of the Magi (1 charge) {rIntMana}
     When used, it restores both intelligence and manapoints to maximum.
k) a Ring of Strength (+3)
     +3 strength.
     Sustains strength.
     
l) a Ring of Delving (+5)
     +5 tunneling.
     
     When activated, it turns rock into mud.
     It takes 32 to 66 turns to recharge after use at your current
     speed.
     
     With this item, you can expect to clear rubble in 1.4 turns, magma
     veins in 3.2 turns, quartz veins in 6.9 turns, and granite in 17 
     turns.
m) an Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
     
n) a Robe of Elvenkind [2,+13] (+3 stealth) {RDis}
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) Leather Scale Mail of Elvenkind (-1) [10,+6] (+1 stealth) {RNeth}
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Hard Leather Cap of Thranduil [2,+10] (+2) {+InWi,ESP}
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
q) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 17 to 30 turns to recharge after use at your current
     speed.
r) a Pair of Mithril Shod Boots of Stability [7,+10] {RNex}
     Provides resistance to nexus.
     Cannot be harmed by acid.
     Feather Falling.
     
s) a Zweihander (Holy Avenger) (3d6) (+12,+6) [+4] (+1)
     +1 wisdom.
     It is especially deadly to evil creatures, demons, undead.
     Provides resistance to fear.
     Sustains charisma.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 32.3 against evil creatures, 43.6 against
     demons, 43.6 against undead, and 21 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.0 turns, magma
     veins in 13 turns, quartz veins in 40 turns, and not affect 
     granite.
t) a Maul of Extra Attacks (4d4) (+9,+9) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 23.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 5.0 turns, magma
     veins in 13 turns, quartz veins in 40 turns, and not affect 
     granite.
u) a Light Crossbow of Extra Shots (x3) (+10,+12) (+1)
     +1 shooting speed.
     
v) 30 Bolts of Lightning (1d5) (+5,+3)
     It is branded with lightning.
     Cannot be harmed by electricity.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 351.4 against
     electricity-vulnerable creatures, and 117.1 against normal
     creatures.
     25% chance of breaking upon contact.
w) 47 Bolts of Frost (1d5) (+6,+5)
     It is branded with frost.
     Cannot be harmed by cold.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 140 feet away, inflicting an average damage of 375.7 against
     frost-vulnerable creatures, and 125.2 against normal creatures.
     25% chance of breaking upon contact.
x) 27 Mithril Arrows (3d4) (+5,+5)
     Cannot be harmed by acid, fire.
     


  [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)
__________________
A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
A Mx H- D c-- f- PV+ s- d P++ M+
C- S-- I So B++ ac GHB- SQ+ RQ++ V+

Last edited by Nolendil; May 17, 2009 at 18:46.
Nolendil is offline   Reply With Quote
Old May 13, 2009, 21:33   #2
bobthegreat
Rookie
 
Join Date: Mar 2009
Posts: 12
bobthegreat is on a distinguished road
Here goes, at least with the ones I can answer.

Quote:
- I also sold all my staves of Stone to Mud since I always have a Shovel of Digging (+5) on me (I also kept a Ring of Delving (+5) at home, just in case). Is it ok? I never had to use tricks like anti-summoning corridors so far, so I don't know what's the more efficient. Of course, Stone to mud is faster but I'd prefer not having to bother about managing charges and/or risking not having enough on me when I need it.
I assume you mean wands, not staves? But at the level you're on, you should be fine with just the shovel. You really only need tunneling to get into vaults; anti-summoning won't be necessary until much deeper.

Quote:
- Will it be wise not to bring ?oWoR when I can learn WoR from Ethereal Openings?
As long as you already know the spell before you enter the dungeon; but if you're afraid you'll lose the spell from experience drain or the book from thievery, it would be wise to have a backup scroll or two.

Quote:
- Do I need backup books for rare ones since they have basic resistances? What can destroy them?
They cannot be destroyed; they can be stolen. With your AC, I wouldn't worry about that.

Quote:
- Can I stop bringing ?oPhaseDoor as long as I keep ?oTeleportation/TeleportLevel as a quick "safe" escape? I have more than enough teleportations spells that I can use when not in great danger, and if I'm in great danger Phase Door will no longer be safe enough, right?
Yes.
bobthegreat is offline   Reply With Quote
Old May 13, 2009, 22:30   #3
Nolendil
Adept
 
Nolendil's Avatar
 
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
Nolendil is on a distinguished road
Thanks for the reply

Yes, I always confuse staves and wands. I suppose I'll have to consider wands of Stone to mud later then. I hope I'll find some to replace the ones I sold...

I hadn't thought about experience drain and thievery.
The first is covered as I have Hold Life and a lot of spells that I can learn (but I should keep that in mind). I tend to kill any thieves on sight but that might be an issue if I'm not careful enough or just unlucky.
I'm relieved that rare book can't be destroyed anyway.

Glad to drop the ?oPhaseDoor.
Now I remember that, in fact, I *don't* have ?oTeleportLevel on me
Would I need it or do they become mandatory only later?
__________________
A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
A Mx H- D c-- f- PV+ s- d P++ M+
C- S-- I So B++ ac GHB- SQ+ RQ++ V+
Nolendil is offline   Reply With Quote
Old May 13, 2009, 22:45   #4
Donald Jonker
Knight
 
Join Date: Jun 2008
Posts: 593
Donald Jonker is on a distinguished road
I don't know priests that well, but I'll take a stab:
Quote:
Originally Posted by Nolendil View Post
- As I recently found Ethereal Openings, I felt I could sell all my Staves of Teleport Other to free some slots. Was it a stupid move?
Sorry, but I think that's an affirmative. Your SP isn't that high, and I don't know a Priest's *telOther mana cost off hand, but it's an escape like any other, and you're going to want those devices for when the going gets rough. Besides, you'll probably find yourself in the situation when you've drained your SP using Orb of Draining without realizing it, and then you'll need those wands/rods. Maybe get rid of the wands when you have a big stack of rods, but I'd never get rid of the rods.

Quote:
- I also sold all my staves of Stone to Mud since I always have a Shovel of Digging (+5) on me (I also kept a Ring of Delving (+5) at home, just in case). Is it ok?
I'd stock up on ?recharging, instead of the shovel. but if you're not into antisummon corridors, I guess it's a matter of taste.

Quote:
- Will it be wise not to bring ?oWoR when I can learn WoR from Ethereal Openings?
Common wisdom has it that recall is a lousy escape, but nevertheless it works some desperate situations. I prefer scrolls to all other forms since they can be easily cancelled, abandoned, require no SP &c.

Quote:
- Can I stop bringing ?oPhaseDoor as long as I keep ?oTeleportation/TeleportLevel as a quick "safe" escape? I have more than enough teleportations spells that I can use when not in great danger, and if I'm in great danger Phase Door will no longer be safe enough, right?
Wrong. Have to strongly disagree with Bob on this one. You'll want to carry ?phase with you the entire game, regardless of class, but especially with casters. They'll take you out of melee range, but not entirely out of fights, of hard hitting monsters, so you can continue to lob arrows/Orb of Draining at them without taking hits, which is incalculably valuable. If this isn't a part of your basic tactics, it needs to be added immediately: it will drastically improve your lifespan.
__________________
Bands, / Those funny little plans / That never work quite right.
-Mercury Rev

Last edited by Donald Jonker; May 13, 2009 at 22:59.
Donald Jonker is offline   Reply With Quote
Old May 14, 2009, 00:06   #5
Nolendil
Adept
 
Nolendil's Avatar
 
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
Nolendil is on a distinguished road
Teleport Other currently costs me 20 SP (and I have only 85 at the moment) with a 32% failure rate. I thought that by the time I needed it, I would have enough SP and a low failure rate. I hope to quickly find some rods as I don't like having to rely on staves/wands

Otherwise, I thought that Blink (3 SP, 4% fail, range: 10) would do the job of Phase Door.

I'll take note of all your advices and will have to think about it.

Thanks a lot for sharing your wisdom
__________________
A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
A Mx H- D c-- f- PV+ s- d P++ M+
C- S-- I So B++ ac GHB- SQ+ RQ++ V+

Last edited by Nolendil; May 14, 2009 at 00:43.
Nolendil is offline   Reply With Quote
Old May 14, 2009, 01:11   #6
PowerDiver
Prophet
 
Join Date: Mar 2008
Posts: 2,588
PowerDiver is on a distinguished road
Quote:
Originally Posted by Nolendil View Post
- As I recently found Ethereal Openings, I felt I could sell all my Staves of Teleport Other to free some slots. Was it a stupid move?
Yes. You are probably better off leaving that book at home until your failure rate is 0%. Well, 3% is too high, 1% or 2% would depend.

Quote:
- I also sold all my staves of Stone to Mud since I always have a Shovel of Digging (+5) on me
I find that I occasionally need instant stone to mud, and I definitely need it at a distance. I'd keep the wands and toss the shovel. For example, you are using Orb & Phase to kill a unique, and land in a disconnected room. You can open a path from a distance with the wands.

Quote:
- Will it be wise not to bring ?oWoR when I can learn WoR from Ethereal Openings?
You need either to be theft-proof, i.e. Dex 18/[150 - CL] IIRC, or have multiple copies.

Quote:
- Can I stop bringing ?oPhaseDoor as long as I keep ?oTeleportation/TeleportLevel as a quick "safe" escape?
Phase is primarily an attack spell, not an escape spell.

Quote:
- Should I consired changing my gear with some of the stuff in my home (to get ESP, more hand-to-hand damage...)?
ESP is extremely valuable.
PowerDiver is offline   Reply With Quote
Old May 14, 2009, 05:14   #7
Pete Mack
Veteran
 
Join Date: Apr 2007
Location: Seattle, WA
Posts: 2,399
Donated: $40
Pete Mack is on a distinguished road
Buy the wands back from the store. Use them until your spell fail rate is 0%. You really don't want to fail with Teleport other any more than you absolutely have to.
Pete Mack is offline   Reply With Quote
Old May 14, 2009, 10:58   #8
Nolendil
Adept
 
Nolendil's Avatar
 
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
Nolendil is on a distinguished road
Thanks a lot for the additional answers.

Here's what I did last night:

I solved the problem of having common stuff (!oCCW, ?oPhaseDoor/Id/..., etc) in my house by carrying more on me and selling the excess. That should work even if I can't find enough in stores to refill my inventory from time to time.
This allowed me to free some slots which were sadly immediately used (hopefully, by more usefull stuff).

However, I don't find ?oPhaseDoor that usefull: my SP is too low to last for a whole battle so it's more common to Teleport away to get some rest than having to Phase Door to cast more OoD.
I also still go in melee a lot against evil monsters, with PFE up. My hand to hand damage sucks but it's still worth it to save a few SP when the target is almost dead (and is not too nasty).
I'll keep your suggestions in mind though as I suppose this won't work for much longer.

I was able to buy back my wands of TelOther (I even found one more a bit later in the dungeon) but couldn't find my Stone to Mud ones in stores. I probably left them in the dungeon, actually.

I started to stock ?oRecharging in my house.

I found a weapon of *Slay Evil* with ESP. I kept it to check if I can find a better equipment combination.
Or maybe as a swap weapon (but I'm not used to swapping).

I just read the spoilers about stealing attacks and spells fail rates, it was interesting. I didn't know you could reach 0% fail rate or 100% evading.

I still have quite a lot to think about

Sadly my house is still full even after selling all the evident useless stuff
__________________
A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
A Mx H- D c-- f- PV+ s- d P++ M+
C- S-- I So B++ ac GHB- SQ+ RQ++ V+

Last edited by Nolendil; May 14, 2009 at 11:24.
Nolendil is offline   Reply With Quote
Old June 12, 2009, 19:53   #9
Nolendil
Adept
 
Nolendil's Avatar
 
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
Nolendil is on a distinguished road
My house is getting harder and harder to manage.
Can someone tell me what I should sell to free some slots?
Other kind of advices are welcome too.

Dump is up to date and changes are detailed in comments.

Thanks
__________________
A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2)
A Mx H- D c-- f- PV+ s- d P++ M+
C- S-- I So B++ ac GHB- SQ+ RQ++ V+
Nolendil is offline   Reply With Quote
Old June 12, 2009, 20:06   #10
d_m
Angband Devteam member
 
d_m's Avatar
 
Join Date: Aug 2008
Location: Philadelphia, PA, USA
Age: 34
Posts: 1,500
d_m is on a distinguished road
Are you using ranged attacks? It seems like your ranged is WAY better than your melee (2 shots at 84dmg versus 1 hit at 23-46dmg). Phase door as an offensive spell is most useful with ranged attacks.

Also, I agree that you should probably be using ESP. Once you start dealing with fast incorporeal monsters/diggers, you'll always want to know their position even when they aren't in your line-of-sight.

You should probably also try to go deeper. At dungeon-level 40 your character is over-powered, so you may develop bad habits that work now but won't work at deeper levels.
d_m is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Dwarf Fortress! Svladd Cjelik Idle chatter 52 February 2, 2011 19:34
[FA] Nulin I , the only spell-wielding dwarf (AR) Arralen AAR 2 May 11, 2009 17:01
priest strategies? d_m Vanilla 6 March 3, 2009 23:58
[FA/O] Priest strategy Psi Variants 11 November 7, 2008 01:51
NPP4. Dead dwarf walking? Ancient Green Dragons. Nosfucious Variants 1 August 29, 2008 18:49


All times are GMT +1. The time now is 14:51.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.