Newbie High Elf mage seeks advice

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  • g. rodrigues
    Rookie
    • Sep 2007
    • 12

    Newbie High Elf mage seeks advice

    First off, I'm a newbie. The current char I am working with has four times more experience than my most successful one and is 10 levels deeper than I have ever been. In short, I am out of my depth. As you can see from the turn count I am taking things really slowly. Seeking any general hints on how to proceed, what resistances to get, what depth is safe to dive, what monsters to look out for, etc. Not the whole plot, just general hints. TIA, character dump follows:

    Note: updating dump, found some new gear. Second dump update.

    [Angband 3.0.9 Character Dump]

    Name Ulothori Self RB CB EB Best
    Sex Male Age 125 STR: 18/98 +1 -5 +7 18/128
    Race High-Elf Height 93 INT! 18/100 +3 +3 +4 18/200
    Class Mage Weight 169 WIS: 18/49 -1 +0 +3 18/69
    Title Conjurer Status 41 DEX: 18/32 +3 +1 +2 18/92
    HP 386/386 Maximize Y CON: 18/95 +1 -2 +5 18/135
    SP 261/266 CHR: 18/90 +5 +1 +6 18/210

    Level 34 Armor [31,+81] Saving Throw Heroic
    Cur Exp 661645 Fight (+20,+16) Stealth Superb
    Max Exp 661645 Melee (+28,+27) Fighting Excellent
    Adv Exp 805000 Shoot (+31,+20) Shooting Excellent
    MaxDepth Lev 40 Blows 2/turn Disarming Superb
    Turns 3093068 Shots 1/turn Magic Device Legendary
    Gold 265388 Infra 40 ft Perception Good
    Burden 154.8 lbs Speed 6 Searching Fair

    You are one of several children of a Telerin Archer. You have light
    grey eyes, straight brown hair, and a fair complexion.



    abcdefghijkl@ abcdefghijkl@
    Acid:+.....+.+.... Blind:+............
    Elec:+.....+.+.... Confu:......+..+...
    Fire:+.....+.+.... Sound:......+......
    Cold:+.....+.+.... Shard:.............
    Pois:............. Nexus:.......+.....
    Fear:......+...... Nethr:.............
    Lite:........+...+ Chaos:.............
    Dark:............. Disen:.............

    abcdefghijkl@ abcdefghijkl@
    S.Dig:............. Stea.:+......++....
    Feath:+..........+. Sear.:.............
    PLite:............. Infra:.............
    Regen:+............ Tunn.:.............
    Telep:............. Speed:...+...+.....
    Invis:+...........+ Blows:.............
    FrAct:+.........+.. Shots:.............
    HLife:............. Might:.............


    [Character Equipment]

    a) The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] (+3) {@w1}
    It increases your strength and constitution by 3. It increases your
    stealth by 3. It slays orcs, trolls, and demons. It provides
    resistance to acid, lightning, fire, cold, and blindness. It makes
    you fall like a feather and speeds your regeneration. It grants you
    immunity to paralysis and the ability to see invisible things. It
    cannot be harmed by the elements.
    b) a Long Bow of Power (x3) (+11,+20)
    c) a Platinum Ring of Intelligence (+4)
    It increases your intelligence by 4. It sustains your intelligence.

    d) a Tortoise Shell Ring of Speed (+3)
    It increases your speed by 3.
    e) a Silver Amulet of Charisma (+3)
    It increases your charisma by 3. It sustains your charisma.
    f) The Phial of Galadriel
    It usually provides light of radius 3. It activates for
    illumination every 10+d10 turns. It cannot be harmed by the
    elements.
    g) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
    It increases your strength and dexterity by 2. It provides
    resistance to acid, lightning, fire, cold, fear, confusion, and
    sound. It cannot be harmed by the elements.
    h) The Cloak 'Colannon' [1,+15] (+3)
    It increases your stealth and speed by 3. It provides resistance to
    nexus. It activates for teleport every 45 turns. It cannot be
    harmed by the elements.
    i) a Large Metal Shield of Elvenkind [5,+6] (+1 to stealth)
    It increases your stealth by 1. It provides resistance to acid,
    lightning, fire, cold, and light. It cannot be harmed by the
    elements.
    j) The Metal Cap of Thengel [3,+12] (+3)
    It increases your wisdom and charisma by 3. It provides resistance
    to confusion. It cannot be harmed by the elements.
    k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    It increases your strength and constitution by 2. It grants you
    immunity to paralysis. It cannot be harmed by the elements.
    l) a Pair of Soft Leather Boots of Slow Descent [2,+8]
    It makes you fall like a feather.


    [Character Inventory]

    a) 3 Books of Magic Spells [Magic for Beginners] {@m1@b1}
    b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
    c) 3 Books of Magic Spells [Incantations and Illusions] {@m3@b3}
    d) 3 Books of Magic Spells [Sorcery and Evocations] {@m4@b4}
    e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5}
    It cannot be harmed by the elements.
    f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6}
    It cannot be harmed by the elements.
    g) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7}
    It cannot be harmed by the elements.
    h) a Book of Magic Spells [Kelek's Grimoire of Power] {@m8@b8}
    It cannot be harmed by the elements.
    i) 8 Metallic Purple Potions of Healing {@q2}
    j) a Red Speckled Potion of *Healing*
    k) 7 Misty Potions of Restore Mana {@q4}
    l) 7 Oily Yellow Potions of Restore Life Levels
    m) a Dogwood Staff of Probing (4 charges)
    n) Metal Brigandine Armour of Resist Lightning (-3) [19,+8]
    It provides resistance to lightning. It cannot be harmed by
    electricity.
    o) a Metal Cap of Regeneration [3,+7]
    It speeds your regeneration.
    p) 7 Arrows (1d4) (+7,+5) {@f1}


    [Home Inventory]

    a) a White Spotted Mushroom of Restoring
    b) 4 Green Speckled Potions of Speed {@q0}
    c) 8 Grey Potions of Cure Critical Wounds {@q1}
    d) a Red Speckled Potion of *Healing*
    e) 10 Misty Potions of Restore Mana {@q4}
    f) 7 Oily Yellow Potions of Restore Life Levels
    g) 21 Scrolls titled "lego pense" of Teleportation {@r2}
    h) 10 Scrolls titled "imultus leo" of *Identify*
    i) a Scroll titled "plus ellae" of *Remove Curse*
    j) a Locust Staff of Teleportation (8 charges) {@u1}
    k) an Ironwood Staff of Holiness (4 charges)
    l) a Bamboo Staff of *Destruction* (4 charges)
    m) a Metal Cap of Seeing [3,+8] (+1 to searching)
    It increases your searching by 1. It provides resistance to
    blindness. It grants you the ability to see invisible things.
    n) The Dagger 'Dethanc' (2d4) (+9,+9)
    It is branded with electricity. It provides resistance to lightning.
    It activates for lightning bolt (4d8) every 6+d6 turns. It cannot
    be harmed by the elements.
    o) The Dagger 'Narthanc' (2d4) (+7,+6)
    It is branded with fire. It provides resistance to fire. It
    activates for fire bolt (9d8) every 8+d8 turns. It cannot be harmed
    by the elements.
    p) The Dagger 'Nimthanc' (2d4) (+7,+9)
    It is branded with frost. It provides resistance to cold. It
    activates for frost bolt (6d8) every 7+d7 turns. It cannot be
    harmed by the elements.
    q) The Rapier 'Forasgil' (1d6) (+12,+19)
    It slays animals. It is branded with frost. It provides resistance
    to cold and light. It usually provides light of radius 4. It
    cannot be harmed by the elements.
    Last edited by g. rodrigues; February 23, 2008, 03:05.
  • new.ideas
    Rookie
    • Feb 2008
    • 20

    #2
    Reminds me of my HE Mage that died yesterday:


    I think the main thing to do is to find something with Resist Blindness, so that you can always cast stuff. And resist Poison because that is the thing i always lack at that depth and why i die.

    I worked a lot with haste self and the several bolts which got beams very often (does the probability for that rise with clvl and/or INT?).

    Comment

    • MKula
      Apprentice
      • Feb 2008
      • 70

      #3
      You seem to be pretty well equipped for your level. I would dive down to about 40-45ish; a lot of artifacts are native there and that's a pretty good depth to max out all your stats.

      My biggest concern for you is that big gaping hole where Poison Resist should be; Dracolisks start showing up pretty soon, and with only 300ish HP, one breath might kill you... On a related note, you might wanna consider getting some +CON gear to get your HP up a bit.

      That's my $0.02.

      EDIT: I just realized I'm not sure that it's Dracolisks... in any case SOMETHING around your depth starts to breathe heavy poison.
      Last edited by MKula; February 23, 2008, 02:14.
      It breathes on you.
      You die.

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #4
        Yep. He needs CON badly. I would use the +2 Westernesse weapon, just for that. (In any case, Forasgil is better than Dethanc for pure damage.)


        I also think a good RoCON is probably better than a Ring of Speed(+3); Mage Haste Self spell is enough speed for most purposes, until you are pretty deep.

        Comment

        • g. rodrigues
          Rookie
          • Sep 2007
          • 12

          #5
          Originally posted by Pete Mack
          Yep. He needs CON badly. I would use the +2 Westernesse weapon, just for that. (In any case, Forasgil is better than Dethanc for pure damage.)


          I also think a good RoCON is probably better than a Ring of Speed(+3); Mage Haste Self spell is enough speed for most purposes, until you are pretty deep.
          So dump speed for const ring, ok.

          As you can see in my new dump, I got my hands on Balli Stonehand's axe, which gives +3 con. Should I carry any of the *thanc daggers / forasgil as backup weapons?

          I have also hit 0% fail on most spells (teleport self, resistances, haste), and having rConf and rBlind and another teleport source from the cloak, I'm leaving staff and scrolls behind. Is this safe or is there some gotcha?

          Been lucky with my finds until now. But have not been able to find a single source of rPoison or any good amulet (the best I found, a +4 wis, I squelched it by mistake ).

          Comment

          • Nick
            Vanilla maintainer
            • Apr 2007
            • 9637

            #6
            Originally posted by g. rodrigues
            As you can see in my new dump, I got my hands on Balli Stonehand's axe, which gives +3 con. Should I carry any of the *thanc daggers / forasgil as backup weapons?
            No. Balli Stonehand is an ideal weapon for you now, and likely to be for a long time - possibly even final gear.

            I have also hit 0% fail on most spells (teleport self, resistances, haste), and having rConf and rBlind and another teleport source from the cloak, I'm leaving staff and scrolls behind. Is this safe or is there some gotcha?
            You can also be stunned, which will give you a non-zero fail rate. RSound stops any breath stunning, but melee stunning is still possible. Carrying scrolls of teleport level is always a good idea.
            One for the Dark Lord on his dark throne
            In the Land of Mordor where the Shadows lie.

            Comment

            • will_asher
              DaJAngband Maintainer
              • Apr 2007
              • 1124

              #7
              Originally posted by Nick
              You can also be stunned, which will give you a non-zero fail rate. RSound stops any breath stunning, but melee stunning is still possible.
              I noticed in my last game that I never got stunned by the breath of impact hounds when I had RSound, but I thought RSound was only supposed to protect from sound not force. Was this changed recently?
              Will_Asher
              aka LibraryAdventurer

              My old variant DaJAngband:
              http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #8
                Originally posted by will_asher
                I noticed in my last game that I never got stunned by the breath of impact hounds when I had RSound, but I thought RSound was only supposed to protect from sound not force. Was this changed recently?
                RSound protects you from all magical (distance attack) stunning. It doesn't help against Master Mystics or Grand Master Mystics. I just teleport away all Mystics and especially GMM when I see them. (Except in NPP. GMM has a GREAT drop in NPP, and thus is worth killing.)

                Comment

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