Request for advices for a Dwarf Priest

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  • Nolendil
    Adept
    • May 2007
    • 171

    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)
    Last edited by Nolendil; May 17, 2009, 17:46.
    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+
  • bobthegreat
    Rookie
    • Mar 2009
    • 12

    #2
    Here goes, at least with the ones I can answer.

    - 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.

    - 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.

    - 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.

    - 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.

    Comment

    • Nolendil
      Adept
      • May 2007
      • 171

      #3
      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+

      Comment

      • Donald Jonker
        Knight
        • Jun 2008
        • 593

        #4
        I don't know priests that well, but I'll take a stab:
        Originally posted by Nolendil
        - 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.

        - 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.

        - 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.

        - 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.
        Last edited by Donald Jonker; May 13, 2009, 21:59.
        Bands, / Those funny little plans / That never work quite right.
        -Mercury Rev

        Comment

        • Nolendil
          Adept
          • May 2007
          • 171

          #5
          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
          Last edited by Nolendil; May 13, 2009, 23:43.
          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+

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #6
            Originally posted by Nolendil
            - 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.

            - 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.

            - 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.

            - 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.

            - 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.

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              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.

              Comment

              • Nolendil
                Adept
                • May 2007
                • 171

                #8
                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
                Last edited by Nolendil; May 14, 2009, 10:24.
                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+

                Comment

                • Nolendil
                  Adept
                  • May 2007
                  • 171

                  #9
                  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+

                  Comment

                  • d_m
                    Angband Devteam member
                    • Aug 2008
                    • 1517

                    #10
                    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.
                    linux->xterm->screen->pmacs

                    Comment

                    • Nolendil
                      Adept
                      • May 2007
                      • 171

                      #11
                      I don't use arrows/bolts often as I don't like ammo management but I should use it more often than I do anyway, that's right

                      Everyone says ESP is a must (see comments on dump) so I now use Thranduil.

                      As for feeling over-powered, I didn't when I met Kavlax who wiped my HP down to 1/3 in one turn (he breathed Sound I think) but I believe I should have avoided him in the first place. So, yeah, I already have bad habits

                      Thanks a lot for your reply.
                      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+

                      Comment

                      • d_m
                        Angband Devteam member
                        • Aug 2008
                        • 1517

                        #12
                        Originally posted by Nolendil
                        IAs for feeling over-powered, I didn't when I met Kavlax who wiped my HP down to 1/3 in one turn (he breathed Sound I think) but I believe I should have avoided him in the first place. So, yeah, I already have bad habits
                        That's exactly it... in many games (e.g. final fantasy) one tends to be able to hang around easier areas and not have any serious challenges. In Angband, there is enough "level-variance" that levels which are mostly easy will occasionally sport really challenging uniques/out-of-depth monsters.

                        That said, my only vanilla winner so far is a dwarf warrior who killed every single unique by slowly and careful plodding through every fight. It's not the best strategy, but it can work. I think we're all unlearning bad habits
                        linux->xterm->screen->pmacs

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #13
                          With a Heavy Crossbow (+23), you should be using bolts to kill just about everything that's tough. It will save on mana--and it does more damage than the Orb against non-evil monsters. And it does a lot more damage than your melee weapon.

                          Comment

                          • Nolendil
                            Adept
                            • May 2007
                            • 171

                            #14
                            I dropped the crossbow for Amras since my first post (see my not totally up-to-date dump on the ladder) but, yes, it's still more powerful than my melee (especially since my melee weapon is now Eriril).
                            I still don't like using missiles in spite of their efficiency, for some personal reason ^^'
                            I'll have to get used to it and change my habits
                            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+

                            Comment

                            • Nolendil
                              Adept
                              • May 2007
                              • 171

                              #15
                              Damn, look at what I just found.


                              As a side note, I had an error in my dump.prf when making a "html" or "forum embedded HTML" (not with "text") screen dump at line 1315 which is :
                              # Object: <pile>
                              K:0:0x01:0x26
                              Maybe it's because of the "<", ">"?
                              I had to disable show_piles to produce a readable screen dump (otherwise there were no line breaks at all). The error still occurs but the screen dump is correct.
                              I couldn't find a report on trac. Should I report it there?

                              Another bug is that "text" screen dump won't dump the whole window. It seems that it doesn't support larger window and only dump the 'standard' area.
                              (Sorry if it's not clear I don't know how to explain it better.)
                              Last edited by Nolendil; June 14, 2009, 00:00.
                              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+

                              Comment

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