How deep is too deep for this one?

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  • Chud
    Swordsman
    • Jun 2010
    • 309

    How deep is too deep for this one?

    I'm sure this comes up regularly (and I did search and found a few similar threads but none that quite addressed what I'm looking at), but this is right around the level and depth where I consistently die.

    So - how deep do you think this character can go before getting into the realm of "really quite unwise", and maybe more important, what deficits do I still need to fill before diving significantly farther?

    Thanks!


    Code:
      [Angband 3.1.2 Character Dump]
    
     Name   Palabo                                   Self  RB  CB  EB   Best
     Sex    Female       Age             22   STR:  18/34  -2  +2  +2  18/54
     Race   Hobbit       Height          33   INT:     14  +2  +2  +2  18/20
     Class  Ranger       Weight          53   WIS:     11  +1  +0  +5     17
     Title  Explorer     Social  Well-liked   DEX:     17  +3  +1  +0  18/30
     HP     272/272      Maximize         Y   CON:     15  +2  +1  +2  18/20
     SP     50/50                             CHR:     11  +1  +1  +0     13
    
     Level               31   Armor    [15,+92]     Saving Throw         79%
     Cur Exp         140005   Fight   (+12,+21)     Stealth           Superb
     Max Exp         140005   Melee   (+29,+33)     Fighting          Superb
     Adv Exp         210000   Shoot   (+23,+10)     Shooting       Legendary
     MaxDepth   1700' (L34)   Blows      2/turn     Disarming            71%
     Game Turns     1063970   Shots      3/turn     Magic Device          84
     Player Turns    125161   Infra       40 ft     Perception        1 in 9
     Active Turns     58673   Speed          10     Searching            46%
     Gold            217371   Burden  107.9 lbs
    
     You are the only child of a Hobbit Shirriff.  You are the black sheep
     of the family.  You have blue-gray eyes, straight blond 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) a Lucerne Hammer of Gondolin (2d5) (+17,+12)
         Slays demons, orcs, trolls, dragons.
         Provides resistance to dark.
         Cannot be harmed by acid, fire.
         Prevents paralysis.  Grants telepathy.  Grants the ability to see
         invisible things.  
         
         Combat info:
         2 blows/round.
         With an additional 2 strength and 2 dex you would get 3 blows
         With an additional 0 strength and 4 dex you would get 3 blows
         This weapon benefits from one or more off-weapon brands or slays.
         Average damage/hit: 53.2 vs. demons, 53.2 vs. orcs, 53.2 vs.
         trolls, 53.2 vs. dragons, 53.2 vs. creatures not resistant to
         acid, and 40.4 vs. others.
         
         Radius 1 light.
    b) a Long Bow of Extra Shots (x3) (+11,+10) (+1)
         +1 shooting speed.
         
    c) a Ring of Damage (+0,+10)
    d) a Ring of Acid [+9]
         It brands your melee attacks with acid.
         Provides resistance to acid.
         Cannot be harmed by acid.
         
    e) an Amulet of Wisdom (+3)
         +3 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 22 to 40 turns to recharge at your current speed.
         Your chance of success is 96.4%
         
         Radius 3 light.
    g) 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.
         
    h) The Cloak of Thorongil [1,+10]
         Provides resistance to acid, fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
    i) a Small Metal Shield of Resistance [4,+16]
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         
    j) The Iron Helm 'Holhenneth' [5,+10] (+2)
         +2 intelligence, wisdom.
         +10% to searching.
         Provides resistance to blindness, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         When activated, it detects treasure, traps, doors, stairs, and all 
         creatures nearby.
         Takes 112 to 220 turns to recharge at your current speed.
         Your chance of success is 95.1%
         
    k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
         +2 strength, constitution.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  
         
    l) a Pair of Ethereal Slippers of Speed [0,+10] (+10)
         +10 speed.
         Cannot be harmed by acid, electricity, fire, cold.
         
    
    
      [Character Quiver]
    
    n) 40 Arrows (1d4) (+0,+0)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 38.2.
         35% chance of breaking upon contact.
         
    o) 5 Arrows of Slay Evil (1d4) (+7,+5)
         Slays evil creatures.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 107.1 vs. evil creatures, and 53.5 vs. others.
         35% chance of breaking upon contact.
         
    p) 9 Arrows (1d4) (+2,+4)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/hit: 50.5.
         35% chance of breaking upon contact.
         
    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@b1@G1}
    b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
    c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
    d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
    e) a Book of Magic Spells [Resistances of Scarabtarices]
         Cannot be harmed by acid, electricity, fire, cold.
         
    f) 12 Potions of Cure Critical Wounds
         
    g) 5 Potions of Healing
         
    h) a Potion of Enlightenment
    i) 3 Potions of Speed
    j) 9 Scrolls of Phase Door
    k) 6 Scrolls of Teleportation
    l) 4 Scrolls of Word of Recall
    m) a Rod of Curing
         Cannot be harmed by electricity.
         
    n) a Staff of Mapping (2 charges)
         
    o) a Staff of Teleportation (6 charges)
         
    
    
      [Home Inventory]
    
    a) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
    b) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
    c) 3 Potions of Restore Strength
    d) 4 Potions of Restore Intelligence
    e) 2 Potions of Restore Wisdom
    f) 3 Potions of Restore Dexterity
    g) 5 Potions of Restore Constitution
    h) 2 Potions of Restore Charisma
    i) a Potion of Restore Life Levels
    j) 3 Scrolls of Remove Curse
    k) a Ring of Ice [+10]
         It brands your melee attacks with frost.
         Provides resistance to cold.
         Cannot be harmed by cold.
         
    l) a Broad Sword (2d5) (+0,+0) {squelch}
         Combat info:
         1 blow/round.
         With an additional 1 strength and 0 dex you would get 2 blows
         With an additional 0 strength and 4 dex you would get 2 blows
         This weapon benefits from one or more off-weapon brands or slays.
         Average damage/hit: 40.2 vs. creatures not resistant to acid, and 
         27.4 vs. others.
         
    m) The Halberd 'Osondir' (3d5) (+16,+12) (+3)
         +3 strength, wisdom, charisma.
         Slays undead, giants.
         Branded with flames.
         Provides resistance to fire, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         Blessed by the gods.  Feather Falling.  Grants the ability to see
         invisible things.  
         
         Combat info:
         2 blows/round.
         With an additional 1 strength and 2 dex you would get 3 blows
         With an additional 0 strength and 4 dex you would get 3 blows
         This weapon benefits from one or more off-weapon brands or slays.
         Average damage/hit: 65.2 vs. undead, 65.2 vs. giants, 65.2 vs.
         creatures not resistant to acid, 65.2 vs. creatures not resistant
         to fire, and 45.8 vs. others.
         
    n) a Long Bow (x3) (+8,+7) {squelch}
    
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          3406     50'    2   Reached level 2
          7324    100'    3   Reached level 3
         13149    150'    3   Killed Fang, Farmer Maggot's dog
         13149    150'    4   Reached level 4
         23749    150'    5   Reached level 5
         29961    150'    6   Reached level 6
         52027     50'    7   Reached level 7
         70543    250'    7   Killed Grip, Farmer Maggot's dog
         79000    250'    8   Reached level 8
         99462    350'    9   Reached level 9
        112197    350'   10   Reached level 10
        128699    400'   11   Reached level 11
        155548    500'   12   Reached level 12
        163734    450'   12   Killed Brodda, the Easterling
        188741    550'   13   Reached level 13
        201852    600'   14   Reached level 14
        220544    600'   15   Reached level 15
        240268    700'   15   Killed Golfimbul, the Hill Orc Chief
        240268    700'   16   Reached level 16
        266087    800'   17   Reached level 17
        268368    800'   17   Killed Wormtongue, Agent of Saruman
        275366    800'   17   Killed Smeagol
        275998    800'   17   Killed Grishnakh, the Hill Orc
        276051    800'   17   Found The Set of Leather Gloves 'Cambeleg'
        277805    800'   18   Reached level 18
        282683    800'   18   Killed Ufthak of Cirith Ungol
        283239    800'   18   Found The Phial of Galadriel
        285938    800'   18   Killed Orfax, Son of Boldor
        290885    800'   19   Reached level 19
        312850    850'   20   Reached level 20
        326484    900'   21   Reached level 21
        345486    950'   22   Reached level 22
        345806    950'   22   Killed Gorbag, the Orc Captain
        362222    950'   23   Reached level 23
        389662   1000'   24   Reached level 24
        402813   1000'   24   Killed Ulfast, Son of Ulfang
        431269   1000'   25   Reached level 25
        445089   1000'   25   Found The Lance of Eorlingas (LOST)
        493143   1050'   26   Reached level 26
        525237   1100'   26   Killed Bullroarer the Hobbit
        535765   1100'   26   Killed Lagduf, the Snaga
        556288   1100'   26   Found The Iron Helm 'Holhenneth'
        566387   1100'   26   Killed Mughash the Kobold Lord
        566397   1100'   26   Found The Soft Leather Armour 'Hithlomir'
        609252   1150'   27   Reached level 27
        634704   1300'   27   Killed Azog, King of the Uruk-Hai
        634722   1300'   27   Found The Chain Mail of Arvedui (LOST)
        670494   1350'   28   Reached level 28
        692941   1350'   28   Found The Halberd 'Osondir'
        696995   1350'   28   Found The Cloak of Thorongil
        732987   1400'   28   Killed Ibun, Son of Mim
        737478   1400'   28   Killed Angamaite of Umbar
        822155   1450'   29   Reached level 29
        856660      0'   29   Killed Farmer Maggot
        860297   1450'   29   Killed Shagrat, the Orc Captain
        861000   1450'   29   Found The Metal Cap of Thengel (LOST)
        873523   1450'   29   Killed Beorn, the Shape-Changer
        875489   1450'   29   Killed Ulwarth, Son of Ulfang
        918974   1500'   29   Killed Khim, Son of Mim
        929839   1500'   29   Killed Lugdush, the Uruk
        979455   1500'   29   Killed Uldor the Accursed
        986085   1500'   30   Reached level 30
       1019768   1650'   30   Killed Nar, the Dwarf
       1060481   1700'   31   Reached level 31
    
    
      [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)
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    In what manner do you find yourself usually dying? It's impossible to answer the question without knowing that information.

    Comment

    • Ycombinator
      Adept
      • Apr 2010
      • 156

      #3
      With ESP and +10 speed you can go much deeper then you currently are. Some people can dive straight to the deepest levels, I (a newbie as I am) usually find myself near dlvl 50 with comparable kit.
      The thing is, if you've never been at much deeper levels, the chances are high you will die no matter how good your gear is. You should know monster attacks and how damage is calculated. Reading monster spoilers is up to you, some consider it cheating, but many don't. There is a lot of things capable to kill you in one turn, and there will be until the very late game. Drolems, AMHDs, Ethereal dragons are all native to dlvls 40+.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        You need more CON! More CON = more hitpoints = less dying. At least one, possibly both of your rings should swap out for the biggest CON rings you can find. Hithlomir could also be ditched for dwarven armor. 18/30 is puny here, but you're close to the point at which increasing your CON will get you huge increases in your hitpoint pool.

        Otherwise you look good to go, in my opinion. Way more than I usually have at your depth, certainly.

        Comment

        • Sirridan
          Knight
          • May 2009
          • 560

          #5
          Your big fear right now is drolems with the nasty poison breath.

          Green and multi hued D's (Ancient and above) will kill you in one round if they breathe poison.

          Ethereal Dragons will kill you if they breathe light.

          You're big fear is lack of HP if you wanted to go "deeper", I'd wait till you got your hp above 400 and gotten rPoison before going much farther than dlvl 45, unless you are confident in detecting things. If you do go down, then my best advice is detect like mad, and avoid anything you haven't seen before until you get more health.

          Comment

          • Chud
            Swordsman
            • Jun 2010
            • 309

            #6
            Thanks - I know poison is a big deficit; I also detected a Death Drake just recently, avoiding it after some quick calculation convinced me that I had an outside chance of dying in one turn even with nether resistance.

            What do I usually die from around this level? I'm not sure I can point to a pattern, beyond generally taking too many chances (evidently). In some cases I've gotten it into my head that dammit I'm going to kill that thing somehow before I leave this level... that doesn't always work out very well. :-) But I'm getting better about that.

            Comment

            • nullfame
              Adept
              • Dec 2007
              • 167

              #7
              Things to look out for are (in this order): CON, resist poison, and resist nexus.

              I would say you are for sure safe to 40 where you need to watch for big poison breathers. If you are super-vigilant or find poison resistance I would go to 75 for rings of speed if not right to 98.

              Nexus breathe stat swap effect would be devastating (i.e., if your STR was swapped with your WIS). I would say look out for boots of stability but it would probably be hard to pry those slippers off you. If you find stability keep it as a swap. Probably your best bet to wear is an elven armour/shield with resist nexus. Avoid nexus hounds, leave the level if you see them. Since they are native to your current depth there is no reason not to drop to 40. Nexus vortex is native to 37 and doesn't show up on telepathy.

              I would also watch the black market for scrolls of teleport level and deep decent. Scrolls and staffs of destruction are also nice to have. You're getting to the point where you need 100% fail-safe escapes and teleportation is not one since it can land you in hotter water with no first-move advantage. Staffs of destruction have a fail rate so aren't 100% but are reliable if you aren't 1 turn from death but soon will be.

              Rod of curing is something I sell for some nice coin. It doesn't do much more than !CCW which I would carry more of. If weight is an issue drop the staff of teleportation. 3 methods (scroll, staff, book) for an escape is overkill. Keep scroll for 100% rate.

              You are very stealthy as a hobbit ranger so I would consider wearing Hithlomir, especially if you can find a good cloak of stealth and get yourself to "legendary" status. With legendary stealth you hardly wake anything up while looting the lower levels. Just be careful.

              Comment

              • Fendell Orcbane
                Swordsman
                • Apr 2010
                • 460

                #8
                I agree with this advice...you find better loot at lvl98 than anywhere else. Just detect often and avoid anything you can't dominate. Eventually you find better equipment and stat potions plus you start leveling up quickly. Always be detecting and you will be fine. People say that you need ESP but I've gotten really far without it. Having said that it is really nice to have.
                Last edited by Fendell Orcbane; June 28, 2010, 08:18.

                Comment

                • Fendell Orcbane
                  Swordsman
                  • Apr 2010
                  • 460

                  #9
                  Originally posted by Chud
                  Thanks - I know poison is a big deficit; I also detected a Death Drake just recently, avoiding it after some quick calculation convinced me that I had an outside chance of dying in one turn even with nether resistance.

                  What do I usually die from around this level? I'm not sure I can point to a pattern, beyond generally taking too many chances (evidently). In some cases I've gotten it into my head that dammit I'm going to kill that thing somehow before I leave this level... that doesn't always work out very well. :-) But I'm getting better about that.
                  If something is faster than you leave it alone. Speed or lack thereof is a big killer. Sometimes you think that you can attack something because it doesn't seem that strong but if its faster ...it is stronger. Also don't get greedy. Greed is by far a better killer than Morgoth will ever be.

                  Comment

                  • Fendell Orcbane
                    Swordsman
                    • Apr 2010
                    • 460

                    #10
                    Originally posted by Derakon
                    You need more CON! More CON = more hitpoints = less dying. At least one, possibly both of your rings should swap out for the biggest CON rings you can find. Hithlomir could also be ditched for dwarven armor. 18/30 is puny here, but you're close to the point at which increasing your CON will get you huge increases in your hitpoint pool.

                    Otherwise you look good to go, in my opinion. Way more than I usually have at your depth, certainly.
                    This is also a great piece if advice. Until I found a speed +12 ring I had two CON rings on. It let me survive on lvl98'.

                    Comment

                    • Pete Mack
                      Prophet
                      • Apr 2007
                      • 6883

                      #11
                      One suggestion, if you are even thinking about diving.
                      The levels shallower than 1500' are essentially a total loss. The number one consumable you need to find is stat potions, and they just don't appear before 1500'. Also, gear and other finds are much better at 1500' than at 1000'.
                      You have 1.1 million turns. If you spent the last million turns at 1500', you would have all stats at 18+, and you wouldn't even ask about how deep you could go. You would already know you were good for 4000'+.

                      Comment

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