A Newbie says hello! (Questions inside)

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  • Alice
    replied
    I had already sold it before you said that. I might come across another one, but my inventory is so crowded with other fail-safes that I may not have room for it, lol.

    I found Chain Mail of Arvedui, so I put it on (naturally). I'm a little sad to see the cold-ball activation of my DSM go, but the benefits if the new armor outweigh that AFAIK. Redundant rBase frees my amulet slot now, in any case. Amulet of Weaponmastery (+2, +2) aww, yes. :>

    @Oramin: Mim was not that bad when I fought him. He did have a nasty acid ball attack, but I guess rAcid made it easier on me (however, not so much for my poor items).
    Last edited by Alice; January 24, 2013, 01:54.

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  • Derakon
    replied
    I recommend keeping =FreeAction for now, in case you find a better weapon before you find an alternate source of Free Action.

    And yeah, Rods of Curing are junk, mostly because Cure Serious Wounds does everything they do and more, with no failure rate.

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  • Alice
    replied
    Originally posted by Oramin
    Congrats! Gondricam is one of those items that I always find too late to have a use for but I've always wanted to find it early on.

    Hold off on selling the Rod of Curing. Check to see if it cures Hallucination. If it does and nothing else you have does, you might want to hold on to it. Not essential, so if you already sold it, don't feel you need to buy it back.
    -Curing does not cure hallucinations, so I'll go ahead and get rid of it. I just got back into town now after finally killing Azog (and his son Bolg, minutes later).
    -TO was on the level with Azog, which made this run even better! I'll go ahead and update to the ladder before managing my inventory for the next run.

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  • Oramin
    replied
    Congrats! Gondricam is one of those items that I always find too late to have a use for but I've always wanted to find it early on.

    Hold off on selling the Rod of Curing. Check to see if it cures Hallucination. If it does and nothing else you have does, you might want to hold on to it. Not essential, so if you already sold it, don't feel you need to buy it back.

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  • Alice
    replied
    I found the cutlass 'Gondricam'! It was just laying on the ground looking very lonely.

    This solves my paralysis problem without sacrificing my ability to see invisible. 4 dex will go a long way towards getting extra hits, also.

    Oramin: I'll sell the -Curing when I get back into town, as well as the obsoleted =FA. The crossbow is much better than my bow at the moment, but once I find a comparable weapon that I get extra shots with, I'll use that instead.

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  • Oramin
    replied
    I never bother with Rods of Curing; Rods of Treasure Detection, however, are useful. They can let you see if you want to bother with a particularly dangerous room by seeing the treasure that is already on the ground.

    Extra Might, IIRC, gives you a +1 to the (x N) multiplier, so that is quite handy. The problem, however, is that you're a Ranger. You get extra shots with Bows and not Crossbows. So even though the Crossbow might look like a hands down winner, be sure to 'I'nspect for damage/round.

    Edit:

    I just looked at the dump. Does DSM no longer have a breath weapon component for 3.4.x? If so, boooooo - that's been around for as long as I can remember playing the game.

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  • Alice
    replied
    Character Update!
    Ladder entry here.

    I've come across two egos in quick succession in the dungeon (still hovering at around 1150-1200'. One was a glaive of slay orc (which I later sold), and the other was a very nice Crossbow of Extra Might (+10, +18). Are numbers like these typical for Extra Might?

    Also bought a White Dragon Scale Mail at the black market, though it was quite expensive. I also stocked up on ?Teleport while I was there.

    Now my biggest concern is lack in convenient FA and !Speed (as I see it). Am I lacking in anything fundamental to my immediate survival beyond these two things? For one, I am starting to think that the -Curing is not useful enough to take up a slot that could be used for something better. Or -TreasureDetect for that matter.
    Last edited by Alice; January 23, 2013, 19:53.

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  • Derakon
    replied
    The "no selling" option significantly increases the size of cash piles, so you should get roughly comparable amounts of money with it as without it (depending on how religiously you hoover up junk for sale in selling games, of course).

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  • Oramin
    replied
    It is probably the "no selling" option that is making the difference; I rely on cash to bump up my gear. Although, I'm pretty sure that I found all of my good early launchers in 3.3.2, so maybe I'm just getting lucky.

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  • Timo Pietilä
    replied
    Originally posted by Oramin
    Probably, I like to clear levels and I typically do each of the levels 1 to 10 at least twice.
    Level 10 is 500'. I play quite a bit like you and I don't get longbows usually that early (unless I buy it from a store), much less enchanted one.

    Things do change quite rapidly after that though (much more uniques, gain-one, lose-one -potions appear at 1000' etc.

    I have usually quite a bit worse gear than Alice had: This is my current char at 450':

    Code:
      [Angband 3.4.0 Character Dump]
    
     Name   Wanderer                                 Self  RB  CB  EB   Best
     Sex    Male         Age             25   STR:     18  -2  +0  +0     16
     Race   Hobbit       Height          40   INT:     10  +2  +1  +0     13
     Class  Rogue        Weight          56   WIS:     10  +1  -3  +0      8
     Title  Footpad      Social     Unknown   DEX:     17  +3  +3  +0  18/50
     HP     71/71        Maximize         Y   CON:     10  +2  -1  +0     11
     SP     6/6                               CHR:     10  +1  -1  +0     10
    
     Level               11   Armor     [19,+3]     Saving Throw         58%
     Cur Exp            823   Fight     (+4,+1)     Stealth        Excellent
     Max Exp            823   Melee     (+8,+6)     Fighting       Excellent
     Adv Exp            877   Shoot     (+4,+0)     Shooting          Superb
     MaxDepth     450' (L9)   Blows    2.0/turn     Disarming            77%
     Game Turns       90636   Shots      1/turn     Magic Device          62
     Standard Turns    9070   Infra       40 ft     Perception       1 in 11
     Resting Turns     1284   Speed      Normal     Searching            44%
     Gold               110   Burden   82.8 lbs
    
     You are one of several children of a Hobbit Miller.  You are a credit
     to the family.  You have brown eyes, wavy blond hair, and an average
     complexion.
    
    
    rAcid:............. Nexus:.............
    rElec:............. Nethr:.............
    rFire:............. Chaos:.............
    rCold:............. Disen:.............
    rPois:............. Feath:.............
    rLite:............. pFear:.............
    rDark:............. pBlnd:.............
    Sound:............. pConf:.............
    Shard:............. pStun:.............
    
    Light:.....+....... Tunn.:.............
    Regen:............. Speed:.............
      ESP:............. Blows:.............
    Invis:............. Shots:.............
    FrAct:............. Might:.............
    HLife:............+ S.Dig:.............
    Stea.:............. ImpHP:.............
    Sear.:.............  Fear:.............
    Infra:............+ Aggrv:.............
    
    
      [Character Equipment]
    
    a) a Main Gauche (1d5) (+4,+5)
         Found lying on the floor at 150 feet (level 3).
         
         Can be destroyed by acid.
         
         Combat info:
         2.0 blows/round.
         With +3 STR and +0 DEX you would get 2.7 blows
         With +0 STR and +1 DEX you would get 2.3 blows
         Average damage/round: 18.2.
         
    b) a Sling (x2) (+0,+0)
         Found lying on the floor at 450 feet (level 9).
         
         Can be destroyed by acid, fire.
         
    c) (nothing)
    d) (nothing)
    e) (nothing)
    f) a Lantern (11452 turns)
         Found lying on the floor at 400 feet (level 8).
         
         Cannot be harmed by fire.
         
         Radius 2 light.
    g) Soft Leather Armour [8,+0]
         Bought from a store.
         
         Can be destroyed by acid, fire.
         
    h) a Cloak [1,+0]
         Bought from a store.
         
         Can be destroyed by acid, fire.
         
    i) a Small Metal Shield [5,+0]
         Bought from a store.
         
         Can be destroyed by acid.
         
    j) a Hard Leather Cap [2,+0]
         Bought from a store.
         
         Can be destroyed by acid.
         
    k) a Set of Leather Gloves [1,+0]
         Found lying on the floor at 50 feet (level 1).
         
         Can be destroyed by acid, fire.
         
    l) a Pair of Leather Boots [2,+0]
         Bought from a store.
         
         Can be destroyed by acid, fire.
         
    
    
      [Character Quiver]
    
    n) 18 Iron Shots (1d4) (+0,+0)
         Found lying on the floor at 450 feet (level 9).
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 5.
         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) a Book of Magic Spells [Magic for Beginners] {@m1!k!d!v=g}
         Bought from a store.
         
         Can be destroyed by fire.
         
    b) 4 Rations of Food
         
         
    c) 3 White Spotted Mushrooms of Clear Mind
         Found lying on the floor at 50 feet (level 1).
         
         
         
    d) 2 Flasks of oil
         Branded with flames.
         
    e) 13 Icky Green Potions of Cure Light Wounds
         
         
    f) a Metallic Blue Potion of Neutralize Poison
         Found lying on the floor at 450 feet (level 9).
         
         
         
    g) 2 Light Green Potions of True Seeing
         
         
    h) a Blue Potion of Infravision
         Dropped by an Apprentice at 450 feet (level 9).
         
         
         
    i) 13 Scrolls titled "pus ocurgo" of Phase Door {@r2!k!d!v=g}
         Can be destroyed by acid, fire.
         
    j) 9 Scrolls titled "alius cons dia" of Teleportation
         Bought from a store.
         
         Can be destroyed by acid, fire.
         
    k) 3 Scrolls titled "diurris" of Treasure Detection
         Dropped by a Battle-scarred veteran in town.
         
         
         
    l) 2 Scrolls titled "frelevus leas" of Door/Stair Location
         
         
    m) 2 Scrolls titled "inus plerius" of Detect Invisible
         Found lying on the floor at 150 feet (level 3).
         
         
         
    n) a Scroll titled "serto ca lum" of Identify {@r1!k!d!v=g}
         Dropped by a Black naga at 450 feet (level 9).
         
         
         
    o) 9 Scrolls titled "ribetio cedo" of Light
         
         
    p) 3 Scrolls titled "suco nus ascus" of Word of Recall {!*!*!*}
         Bought from a store.
         
         Can be destroyed by acid, fire.
         
    q) 3 Scrolls titled "mo mulco cus" of Blessing
         
         
    r) a Brass Rod of Disarming
         Found lying on the floor at 450 feet (level 9).
         
         Can be destroyed by electricity.
         
    s) 2 Mithril Wands of Magic Missile (26 charges)
         
         
    t) a Steel Wand of Slow Monster (11 charges)
         Found lying on the floor at 450 feet (level 9).
         
         
         
    u) a Mithril-Plated Wand of Wonder (5 charges)
         Found lying on the floor at 150 feet (level 3).
         
         Cannot be harmed by acid, electricity, fire, cold.
         
    
    
      [Home Inventory]
    
    a) an Azure Potion of Resist Poison
         Found lying on the floor at 450 feet (level 9).
         
         
         
    b) 12 Scrolls titled "alius cons dia" of Teleportation
         Bought from a store.
         
         Can be destroyed by acid, fire.
         
    c) 26 Bolts of Slay Demon (1d5) (+9,+6)
         Dropped by Wormtongue, Agent of Saruman at 400 feet (level 8).
         
         Slays demons.
         Can be destroyed by acid.
         
    d) 25 Bolts (1d5) (+0,+0)
         Found lying on the floor at 150 feet (level 3).
         
         Can be destroyed by acid.
         
    e) 25 Arrows (1d4) (+0,+0)
         Found lying on the floor at 400 feet (level 8).
         
         Can be destroyed by acid, fire.
         
    
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          4407     50'    2   Reached level 2
         11734     50'    3   Reached level 3
         25671    150'    4   Reached level 4
         31734    150'    4   Killed Fang, Farmer Maggot's dog
         31734    150'    5   Reached level 5
         35533    150'    6   Reached level 6
         47929    400'    7   Reached level 7
         48839    400'    7   Killed Wormtongue, Agent of Saruman
         48839    400'    8   Reached level 8
         48839    400'    9   Reached level 9
         59284    400'   10   Reached level 10
         61059    400'   10   Killed Grip, Farmer Maggot's dog
         68493    450'   11   Reached level 11
    
    
      [Options]
    
    Maximise effect of race/class bonuses        : yes (birth_maximize)
    Randomise the artifacts (except a very few)  : no  (birth_randarts)
    Restrict the use of stairs/recall            : no  (birth_ironman)
    Halve view and spell distances               : no  (birth_small_range)
    Restrict creation of artifacts               : no  (birth_no_artifacts)
    Don't stack objects on the floor             : no  (birth_no_stacking)
    Lose artifacts when leaving level            : no  (birth_no_preserve)
    Don't generate connected stairs              : yes (birth_no_stairs)
    Don't show level feelings                    : no  (birth_no_feelings)
    Items always sell for 0 gold                 : yes (birth_no_selling)
    Use previous set of randarts                 : yes (birth_keep_randarts)
    Monsters chase recent locations              : yes (birth_ai_smell)
    Monsters act smarter in groups               : yes (birth_ai_packs)
    Monsters learn from their mistakes           : yes (birth_ai_learn)
    Monsters exploit player's weaknesses         : no  (birth_ai_cheat)
    Monsters behave more intelligently (broken)  : no  (birth_ai_smart)
    (birth_no_selling so I actually use everything I have, not sell them)

    Leave a comment:


  • Oramin
    replied
    Not that tough if you play conservatively - by the time you reach him, he's fairly easy.

    The early one I typically have problems with is Mim (I hate that dwarf).

    Leave a comment:


  • Nick
    replied
    Originally posted by Alice
    Edit: Azog, King of the Uruk-hai is terrifying. It took three teleports to escape both him and the level after trying to fight him and changing my mind. Is he one of the more nefarious uniques at this depth?
    He is one of the first fast tough uniques - they will get faster and tougher. It is fine to just avoid him until you can deal with him better; if you want to take him on now, I would suggest:
    1. Drink a potion of speed
    2. Shoot him until he gets close, then phase; repeat.


    Step 2 is one of the best strategies you have as a ranger (or any character, for that matter).

    Leave a comment:


  • Alice
    replied
    Originally posted by Derakon
    I generally stock 5 Word of Recall in town, so I have one to get me down, one to get me back up, and three spares. They're cheap and weigh next to nothing, so why not?

    Damage rings are very useful. What's on your other finger that you'd rather replace =Damage? If it's See Invisible, you might consider wearing the =Damage most of the time and carrying the =SeeInvis as a swap ring for when you encounter invisible enemies.

    In any event, keep it around in case you find gloves or boots or other gear that gives Free Action.
    My sword (Holy Avenger) lets me see invisible, so invisible creatures aren't dangerous to me until I replace it. The other ring is =Strength<+3>, which gives me almost two hits with my sword. I could purchase a =Dexterity<+2> in the black market right now if I wanted a solid two blows per round, but I think I'd rather keep the =Damage and the fractional blow.

    Edit: Azog, King of the Uruk-hai is terrifying. It took three teleports to escape both him and the level after trying to fight him and changing my mind. Is he one of the more nefarious uniques at this depth?
    Last edited by Alice; January 22, 2013, 23:30.

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  • Derakon
    replied
    I generally stock 5 Word of Recall in town, so I have one to get me down, one to get me back up, and three spares. They're cheap and weigh next to nothing, so why not?

    Damage rings are very useful. What's on your other finger that you'd rather replace =Damage? If it's See Invisible, you might consider wearing the =Damage most of the time and carrying the =SeeInvis as a swap ring for when you encounter invisible enemies.

    In any event, keep it around in case you find gloves or boots or other gear that gives Free Action.

    Leave a comment:


  • Alice
    replied
    I happened upon an "Resistance and a =FA, so I think I am ready to try diving a bit! I've been to 1100' at the most, and fought a couple of uniques for underwhelming drops. Sigh. I have managed to enchant my weapon quite nicely, and to a lesser extent, my armors. Is =Damage(+0, +8) worth replacing with =FA, or should I keep both and swap? Maybe I will run across an artifact that has intrinsic FA so I don't have to choose.

    Also, losing my last ?recall scroll at depth was embarrassing. I'll remember to carry a spare to avoid having to climb all the way up again. >///>

    Lastly: the ladder is updated ;3
    Last edited by Alice; January 22, 2013, 22:55.

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