Mage at 40 - What do I need to go deeper?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Nameless
    Rookie
    • May 2007
    • 24

    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)
  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    #2
    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.

    Comment

    • Nameless
      Rookie
      • May 2007
      • 24

      #3
      Originally posted by PowerDiver
      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.
      Thanks for the advice. The last two "important" drops I've gotten have been the fifth book and its temporary resists on demand (which makes the melee weapon optional if I'm careful to keep resistances running) and the Full Plate of Isildur (which makes the boots 100% superfluous, as you correctly note).

      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.)

      Comment

      • nullfame
        Adept
        • Dec 2007
        • 167

        #4
        Originally posted by Nameless
        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
        This is just me but I've all but stopped teleporting. Teleporting gets me killed. Unlike going to a new level, baddies may get a turn before you can react. And it isn't just poison breathers. "The Ethereal dragon breathes confusion. You are confused! You die." I pack the staff out of habit but prefer ?deepDecent, ?teleportLevel, or ?destruction when in danger (though I try to save ?destruction); teleport other or _destruction when things aren't going my way.

        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.

        Comment

        • Nameless
          Rookie
          • May 2007
          • 24

          #5
          Originally posted by nullfame
          This is just me but I've all but stopped teleporting. Teleporting gets me killed. Unlike going to a new level, baddies may get a turn before you can react. And it isn't just poison breathers. "The Ethereal dragon breathes confusion. You are confused! You die."
          Well, I'm packing resists to literally everything I've seen so far that has a resist (exception: shards, nether, chaos) so I've reduced the big-breather worries a bit. Inertia or Force Hounds, I watch carefully, and anything with Nether bolts (like the OOD Death Knight I squashed) I watch like a hawk.

          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.

          I pack the staff out of habit but prefer ?deepDecent, ?teleportLevel, or ?destruction when in danger (though I try to save ?destruction); teleport other or _destruction when things aren't going my way.
          I stopped carrying the staff as soon as I had rConf and rBlind locked up, because staves have a failure rate, and scrolls do not. For 5.0lbs (staff weight) I can carry 10 Teleport scrolls and they're both less likely to be destroyed (1 staff vs. 10 scrolls) and more total charges (10 vs ~6-8).

          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?

          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.
          Well... I found an iron crown of Telepathy in the BM, and based on the recommendations here, I snagged it. With that equipped, I've got ESP, and Gurthang provides rPoison, so I've got resists for almost everything (exception: Shards, Nether, Chaos, Hold Life).

          Thengel isn't doing anything for you right now with Isildur on. I'd wear the crown of might for +2 CON.
          I'll try this set of gear out for now. I still need something to replace the boots, as well, so hopefully I can find both scumming level 40 some more - a helm with telepathy that couldn't be damaged by acid would be a good start.

          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.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 9022

            #6
            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...

            Comment

            • Hariolor
              Swordsman
              • Sep 2008
              • 289

              #7
              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.

              Comment

              • miyazaki
                Adept
                • Jan 2009
                • 227

                #8
                Originally posted by Hariolor
                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.
                Yeah, my experience too.

                Comment

                • Derakon
                  Prophet
                  • Dec 2009
                  • 9022

                  #9
                  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.

                  Comment

                  • buzzkill
                    Prophet
                    • May 2008
                    • 2939

                    #10
                    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.
                    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                    My banding life on Buzzkill's ladder.

                    Comment

                    • nullfame
                      Adept
                      • Dec 2007
                      • 167

                      #11
                      Originally posted by Nameless
                      I'm packing resists to literally everything I've seen so far that has a resist (exception: shards, nether, chaos) so I've reduced the big-breather worries a bit.
                      A bit. Max damage for confusion breath with resistance exceeds your current hit points.

                      Originally posted by Nameless
                      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.
                      Meh. If that's your pleasure. TANG was written in the 90s and I think the break points are no longer hard stops but just guides. Be careful if you don't have X after Y. I am on 98 w/o rBlind (okay w/ ESP and !CCW). I never consider hold life instead packing !rLifeLevels. You'll max stats naturally on your way down, don't wait for it. Optimize for CON along the way.

                      We are lucky enough to have TANG's author on the forum. I don't wish to speak for him but suspect he would agree it was written for a by-gone era.

                      Originally posted by Nameless
                      I stopped carrying the staff as soon as I had rConf and rBlind locked up, because staves have a failure rate, and scrolls do not.
                      Yes. Of course.

                      Originally posted by Hariolor
                      I've long noticed that multiple teleports in sequence seem to just bounce me between the same 2-3 spots in the dungeon.
                      Same experience here.

                      Oh, and, not to add insult to injury, but you know who else gets killed by teleport? This guy (dl98 mage).

                      Comment

                      • Derakon
                        Prophet
                        • Dec 2009
                        • 9022

                        #12
                        Yeah, TANG is out of date. Especially in modern Vanilla, for two main reasons:

                        1) Massive reduction in consumables means that hanging around above 2000' to complete stat gain is hideously boring. Bored players are far more likely to make stupid mistakes than players who are kept on their toes.

                        2) Existence of easy unlimited object detection for all classes makes stealthing the deep levels in search of good gear much more feasible.

                        I've had a priest running around below 4000' since character level 35 or so (currently clvl 45). I still don't have resistance to poison (so I carry potions of resist poison), and I only recently got confusion on a non-swap piece of gear. As long as you're careful -- which means only getting into fights you're sure you can win quickly and without attracting outside attention -- you don't need to have all your resists covered to dive.

                        Most of my gameplay up until I finally started getting decent gear consisted of entering a level, looking for the troll pit (present on >50% of levels in the 3000'-4000' range, I'd guess), clearing it, and then moving on to the next level.

                        Comment

                        • Nameless
                          Rookie
                          • May 2007
                          • 24

                          #13
                          Wanted to pop back in and acknowledge some of what's been said as I (slowly) continue descent.
                          Originally posted by nullfame
                          A bit. Max damage for confusion breath with resistance exceeds your current hit points.
                          My first experience with an Ethereal Dragon at 2250' was certainly an eye-opener. Without rConf, a large stack of !CCW and TO, I wouldn't have fared as well. I'll probably try to skip those in the future until I've gotten some more levels under my belt. (~1/10th of a level was pretty sweet, though.)

                          Meh. If that's your pleasure. TANG was written in the 90s and I think the break points are no longer hard stops but just guides.
                          Well, everything's just a guide, but there's bound to be a few "gotchas" that TANG actually helps you prepare for. Certainly paralysis and rConf and rBlind (or carrying the means to deal with them) are listed. I suppose if I were going to rewrite it for the modern era, I'd add some suggestions about rough estimates of HP to have at various depths to avoid "It breathes. You die." assuming you at least have the brains to bring the appropriate precautions (potion, resist items, etc). Doesn't have to be perfect, but a ballpark wouldn't be harmful for new players.

                          Oh, and, not to add insult to injury, but you know who else gets killed by teleport? This guy (dl98 mage).
                          I believe the technical term is "ouch", but level 39 at dl98? That's only five character levels over me - is the last part of the descent (2500+) supposed to be a plummet straight to scum dl98, and I'm just not "getting it"?

                          Originally posted by Derakon
                          1) Massive reduction in consumables means that hanging around above 2000' to complete stat gain is hideously boring. Bored players are far more likely to make stupid mistakes than players who are kept on their toes.
                          Fair enough, but I'm finding that without a few more levels under my belt, even in-depth monsters are nasty. Conf breathers (like the aforementioned ED) are already hitting me for a third of my HP per breath (mitigated by damage I deal?).

                          2) Existence of easy unlimited object detection for all classes makes stealthing the deep levels in search of good gear much more feasible.
                          I look pointedly at this. Feasible, or necessary? One is a choice, and the other implies descending to depths where fighting is not a good option just to try and pluck a few gems from the altar, so to speak.

                          I've had a priest running around below 4000' since character level 35 or so (currently clvl 45).
                          I'm having a hard time imagining that for my mage - anything that can get into melee (not much, admittedly, given speed/phase) or that deals substantial ranged damage (breathers) is a hugely potent threat, and I'm at 34 now and just over half your depth. I suppose I could simply TO anything that I can't kill in a round or two, but I'm reasonably sure there's a failure rate built into TO, and anything I fail on at those depths is likely to make mage-kabob pretty quickly. What am I not "getting" here?

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            Originally posted by Nameless
                            I believe the technical term is "ouch", but level 39 at dl98? That's only five character levels over me - is the last part of the descent (2500+) supposed to be a plummet straight to scum dl98, and I'm just not "getting it"?
                            Pretty much. Between 2500' and 4900', there aren't many new standard monsters that show up; it's mostly just new uniques. However, the quality of the loot that gets dropped increases significantly (in particular, Rings of Speed become in-depth at 4000' and are usually vital gear). Thus, diving doesn't significantly increase the amount of danger you have to deal with, but it does significantly improve the equipment you get to deal with that danger.

                            Fair enough, but I'm finding that without a few more levels under my belt, even in-depth monsters are nasty. Conf breathers (like the aforementioned ED) are already hitting me for a third of my HP per breath (mitigated by damage I deal?).
                            Breath damage is a third of the monster's current hitpoints, or the maximum damage allowed for that element, whichever is lower. So yes, after a bit of beating on an Ethereal Dragon its damage from breath weapons will decrease (confusion damage cap is 400, and EDs have 1848 hitpoints).

                            However, the real trick here is to simply not fight EDs. You should be looking for low-risk, high-profit monsters like orcs, trolls, and the lesser dragon types whose breath weapons are easily resisted (and even double-resisted).

                            I look pointedly at this. Feasible, or necessary? One is a choice, and the other implies descending to depths where fighting is not a good option just to try and pluck a few gems from the altar, so to speak.
                            Not necessary, but it does in fact make the game much quicker, which in turn means that you have fewer opportunities to make a stupid mistake. There's slightly higher odds of getting in over your head, but not that much higher so long as you stay aware of what's in the area and you don't try to pick fights.

                            I suppose I could simply TO anything that I can't kill in a round or two, but I'm reasonably sure there's a failure rate built into TO, and anything I fail on at those depths is likely to make mage-kabob pretty quickly. What am I not "getting" here?
                            Beyond the failure rate on casting the spell itself, TO is 100% effective. This is not true in all variants, but it is in vanilla. My priest casts TO a lot, even when he can deal with the monsters in question; I may just not want to fight them (example: summoners, disenchanters, drainers, or monsters with ridiculously high hitpoints), or I may want to turn a slogfest of a fight (e.g. 14 lesser balrogs) into one that's shorter and sharper.

                            Comment

                            • Nameless
                              Rookie
                              • May 2007
                              • 24

                              #15
                              Originally posted by Derakon
                              Pretty much. Between 2500' and 4900', there aren't many new standard monsters that show up; it's mostly just new uniques. However, the quality of the loot that gets dropped increases significantly (in particular, Rings of Speed become in-depth at 4000' and are usually vital gear). Thus, diving doesn't significantly increase the amount of danger you have to deal with, but it does significantly improve the equipment you get to deal with that danger.
                              Aha! Do the RoS I snagged in the BM (for my entire supply of stat-gain funds at the time) was not only the good deal it appeared, it was a GREAT deal. Got it. That also means that I'm good to dive a little deeper. I'm already carrying the potions of restore life, and the next checkpoint listed in TANG is significantly deeper...

                              Breath damage is a third of the monster's current hitpoints, or the maximum damage allowed for that element, whichever is lower. So yes, after a bit of beating on an Ethereal Dragon its damage from breath weapons will decrease (confusion damage cap is 400, and EDs have 1848 hitpoints).
                              Is there a place where the damage caps by damage type are listed (aside from digging through the source)?

                              However, the real trick here is to simply not fight EDs. You should be looking for low-risk, high-profit monsters like orcs, trolls, and the lesser dragon types whose breath weapons are easily resisted (and even double-resisted).
                              Fair enough - I mostly fought because I'd just arrived on the level - bad luck with placement stuck me in the same room, which I had to keep teleporting him out of while I cleared it. Once the lesser foes were dealt with, I had to decide: Leave this level (without having poked around a bit to find stairs or a safe way to them) or give him what for. Once I found that TO worked, and he didn't recover as fast as I did, it was just a matter of suriving long enough to kill him. (Close moment when he breathed twice in a row, but I had enough HP to survive. Lesson learned: If it breathes, do not let it breathe twice!)

                              Not necessary, but it does in fact make the game much quicker, which in turn means that you have fewer opportunities to make a stupid mistake. There's slightly higher odds of getting in over your head, but not that much higher so long as you stay aware of what's in the area and you don't try to pick fights.
                              Yeah, the tidbit you added about not introducing a lot more standard monsters makes sense - and I'm not looking to fight uniques at this depth as it is (though I've picked off a couple reverse-OOD uniques I passed earlier).

                              Beyond the failure rate on casting the spell itself, TO is 100% effective. This is not true in all variants, but it is in vanilla. My priest casts TO a lot, even when he can deal with the monsters in question; I may just not want to fight them (example: summoners, disenchanters, drainers, or monsters with ridiculously high hitpoints), or I may want to turn a slogfest of a fight (e.g. 14 lesser balrogs) into one that's shorter and sharper.
                              This, I did not know. I figured that either there were monsters against whom TO was useless (possibly some uniques) or that there was an internal (hidden) failure rate built into it that I hadn't yet seen in action. Is there ANYTHING against which TO will fail?
                              Last edited by Nameless; June 22, 2010, 03:01.

                              Comment

                              Working...
                              😀
                              😂
                              🥰
                              😘
                              🤢
                              😎
                              😞
                              😡
                              👍
                              👎