And that is precisely why I *never* use Rods/Staffs of Healing in a combat situation. Either drink a potion or teleport the monster away and then use the Rod/Staff.
Depends of the place where you fight. For example if you are using missiles from corner of a dungeon you can simply step out of LoS and use staff, or if it is guaranteed that you get out of LoS by phase door (checkerboard special room, vaults) then that and staff. Also with huge HP buffer (like HT Warrior) you can use those before you absolutely have to use potion.
Teleport away is not guaranteed either unless you play priest or mage.
Actually, I'd go for the AC/stealth/nether option and fingers crossed for boots or ring of speed.
But then again, I too am more familiar with the first half of the dungeon than the second!
I came to a similar conclusion. It was mostly the pNethr that won me over. I've had to many incidents in the past involving full HP and dying in a single shot. It happens with most elements but Nether has that mysterious factor too. Like, what the hell is Nether?
Should I bother reporting insignificant things?
Like how when you find an item in a chest, it's description will read:
Found in a chest from #### feet
instead of reading:
Found in a chest at #### feet
like it will read for every other method of item discovery. I report little things like this all the time but nobody ever seems to take notice. I do realize the insignificance of course. I would be willing to fix things like that myself, although it would take a bit of research on my part. Still, I've been meaning to learn enough to create my own variant anyway.
Anybody who gets aroused in the presence of cool random artifacts should probably check this link when they are alone: http://angband.oook.cz/ladder-show.php?id=14337
The RNG is coming up with some really cool artifacts for me this time around.
Should I bother reporting insignificant things?
Like how when you find an item in a chest, it's description will read:
Found in a chest from #### feet
instead of reading:
Found in a chest at #### feet
like it will read for every other method of item discovery. I report little things like this all the time but nobody ever seems to take notice. I do realize the insignificance of course. I would be willing to fix things like that myself, although it would take a bit of research on my part.
The general answer to your question is that insignificant errors/bugs are still errors/bugs, so yes please do report them. There's a sticky FAQ thread that explains how to create a "ticket", if you find your error corroborated by others here. There's also a long wiki page of guidance on exactly how to create a ticket, and what to avoid. (For example, check that there isn't already a similar ticket.)
The specific case you cite, though, is WAD. Chests have a native depth, the one at which they and their contents are generated. You might open the chest (and thereby generate its items) at a different depth, having carried it with you. So the wording is deliberately different from the origins of other items.
"Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
The general answer to your question is that insignificant errors/bugs are still errors/bugs, so yes please do report them. There's a sticky FAQ thread that explains how to create a "ticket", if you find your error corroborated by others here. There's also a long wiki page of guidance on exactly how to create a ticket, and what to avoid. (For example, check that there isn't already a similar ticket.)
The specific case you cite, though, is WAD. Chests have a native depth, the one at which they and their contents are generated. You might open the chest (and thereby generate its items) at a different depth, having carried it with you. So the wording is deliberately different from the origins of other items.
Now that I say it out loud, I get it. The chest is from #### feet. I was taking the item as the object of the preposition. (English class is more than a decade in the rear view. I think that made sense)
1. +4 speed is a pure win over AC/STL/Nthr until you are very deep. This is a 40% improvement in damage per turn, unless you have permanent haste self from spells. Nether resistance isn't really an issue until dl 70+, and even there, it's more of a swap item.
2. Protection from Evil is a fantastic feature until you can do enough damage in melee to wipe out an Olog in a single normal-speed turn. Basically it increases your damage output by 100% against mobs of Trolls, Orcs and Giants, along with mature and young dragons. With proper tactical play, this is a big deal.
2. Protection from Evil is a fantastic feature until you can do enough damage in melee to wipe out an Olog in a single normal-speed turn. Basically it increases your damage output by 100% against mobs of Trolls, Orcs and Giants, along with mature and young dragons. With proper tactical play, this is a big deal.
Wait, what? Care to explain, mechanically, how this works? Protection from Evil's only effect, as far as I'm aware, is to protect the player against melee attacks, but it only works if a) the player's level is equal to or greater than the monster's level, b) 1d100 + plvl > 50, and c) the monster is evil (of course). Ologs are level 36; I guess I could see mages getting some utility out of Protection from Evil at that stage if they still haven't found Raal's, but everyone else will be able to stomp them by the time they reach that character level.
For what it's worth, I'd also suggest taking the speed at least until you have +20 elsewhere. rNether doesn't actually reduce maxdamage you can take by much, 1/7 IIRC. Average damage reduction is higher, but it's not great at preventing instadeath. Speed prevents doublemoves so is excellent for instadeath preventing. AC is mostly useless until you start fighting hard hitters in melee(essentially any unique symbolised by a 'P', also some major demons). Stealth is great for preventing instadeath, but not nearly as good as speed.
Wait, what? Care to explain, mechanically, how this works? Protection from Evil's only effect, as far as I'm aware, is to protect the player against melee attacks, but it only works if a) the player's level is equal to or greater than the monster's level, b) 1d100 + plvl > 50, and c) the monster is evil (of course). Ologs are level 36; I guess I could see mages getting some utility out of Protection from Evil at that stage if they still haven't found Raal's, but everyone else will be able to stomp them by the time they reach that character level.
Shouldn't have said Olog. Should have said Stone Troll.
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