"mixed blessing" items and speed question

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  • GreyWolf
    Rookie
    • Dec 2010
    • 2

    "mixed blessing" items and speed question

    I have recently started playing again and I am fascinated by some of the "mixed blessing" items. Many (ring of open wounds, etc) seem fairly useless but one Im finding pretty often early on is Ring of Teleportation. The +2 speed early on is great, not a full turn but I can get in the occasional extra movement spot or extra blow. Also the random teleport can be pretty useful for getting around the dungeon, as long as I remember to take the ring off when im resting or want to stay somewhere!

    On a related note any other sources of speed boost I should look for pre dungeon level 50? i don't have haste self yet and speed potions in the shops are rare.

    Found my favorite angband tagline of late: "It points at you, screaming the word DIE! You resist the effects!"

    -Greywolf
    It points at you, screaming the word DIE!
    Your resist the effects!
  • Hariolor
    Swordsman
    • Sep 2008
    • 289

    #2
    Rings of escaping +4 are also pretty great in the right situation

    Reasonably often, maybe 1/50 games (based on my perception) it's possible to find boots of speed fairly early.

    There are also a number of good artifacts that turn up in the first half of the dungeon that provide various speed boosts.

    And never underestimate the value of !speed, which turn up from DL1 all the way down. I absolutely love drinking !speed when I get knocked down to almost zero, before I drink healing. It isn't always advisable, but what it allows me to do against most early enemies is get an extra turn, so the process goes:

    1) @ drinks !speed
    2) @ drinks !CCW (or whatever I have)
    3) monster attacks again (I hopefully survive)
    4) @ drinks !CCW (or runs away)
    5) @ runs away
    6) monster is sad

    doesn't work as well against packs or fast-moving foes, but that pattern has saved my butt a number of times

    edit: this isn't tested thoroughly with the move to fractional blows in 3.2, so take with a grain of salt

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    • Magnate
      Angband Devteam member
      • May 2007
      • 5110

      #3
      Originally posted by Hariolor
      Rings of escaping +4 are also pretty great in the right situation

      Reasonably often, maybe 1/50 games (based on my perception) it's possible to find boots of speed fairly early.

      There are also a number of good artifacts that turn up in the first half of the dungeon that provide various speed boosts.

      And never underestimate the value of !speed, which turn up from DL1 all the way down. I absolutely love drinking !speed when I get knocked down to almost zero, before I drink healing. It isn't always advisable, but what it allows me to do against most early enemies is get an extra turn, so the process goes:

      1) @ drinks !speed
      2) @ drinks !CCW (or whatever I have)
      3) monster attacks again (I hopefully survive)
      4) @ drinks !CCW (or runs away)
      5) @ runs away
      6) monster is sad

      doesn't work as well against packs or fast-moving foes, but that pattern has saved my butt a number of times

      edit: this isn't tested thoroughly with the move to fractional blows in 3.2, so take with a grain of salt
      It's ok, monsters don't get fractional blows, so the pattern above should work as well as it ever did - each of @'s actions is a full 100 energy.
      "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

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