Need help around D:40

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  • Tibarius
    Swordsman
    • Jun 2011
    • 429

    #16
    re: what to do at dungeon level 40?

    Hi there,
    some thoughts from me. I think Chaos and Nexus are the most deadliest attacks because of their side effects. Nether is not deadly but for me as Player extremly de-motivating, if you loose XP and have to grind (=repeatable kill stuff over and over just for the XP) to compensate for it. You have see invis and free Action to prevent paralysis and surprise attacks from invisible Monsters. So if you have enough HP you can go deeper down. Telepathy is good to avoid larger Groups of Monsters which can walk through walls and suddenly can surround you. I would always prefer telepathy over more damage / more Speed. If you stay Close to stairs you always have good chances to flee if things start to go wrong. You should look for a rod/stave of teleport other. If there is a single too strong enemy it is best to teleport it away and leave the Level. The second most deadly Thing is that something teleports you to it's Location and the retreat to the nearest stairs is blocked. I always try to have 1-2 staves of teleportation with me. If nothing goes, try to teleport away and with luck you end up in a quite Corner where you can either eal up or read a scroll of recal. I have ususallly 20-30 cure critical potions with me. They are half-way good to heal wounds, but more important to cure confusion. Rods of healing, identfy and haste should come Handy for a warrior type.

    Cheers & Good luck, Tibarius
    Blondes are more fun!

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    • Rikter
      Rookie
      • Jul 2014
      • 14

      #17
      And a Master Mystic got a single turn in melee and proceeded to permastun me until I died. Is there any way to get around that attack or is it never let him get in melee range?

      Comment

      • Raajaton
        Swordsman
        • May 2012
        • 296

        #18
        Only way to avoid that is to have Stun resist (generally very rare), or avoid them completely. I've lost plenty of characters to master/grand master mystics from being stun locked to death. At this point I generally avoid them completely until late game when I can 1 shot them, or if I'm playing a character that can burn them down from range. Even still they are obnoxious to deal with because they heal themselves and summon monsters. Very dangerous baddies.

        Sorry for your loss

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #19
          A few things to note:

          1) Whenever you get stunned, cure it immediately. Stunning sucks; it makes you worse at almost everything (penalties to-hit and to-dam, worse failure rates on spells/wands/staves/rods, etc.). A Cure * Wounds potion will clear it right up, and you should absolutely never go into the dungeon without a healthy stack of those; I generally aim for 15.

          2) Stunned is a prelude to heavily stunned, which is even worse in its effects, but heavily stunned also leads you to being knocked out, which is typically fatal. If you aren't in the habit of immediately curing stunning, then its effects will tend to make the fight you're in drag on (since its penalties make you significantly worse at killing things).

          3) A high AC can help against mystics; if they can't hit you then they can't help you. It's no panacea, but if you absolutely have to kill a Master Mystic then wearing heavy armor can make a difference. Especially if your normal armor is a robe or soft leather or something.

          4) I think regeneration helps stunning clear up faster on its own. But you shouldn't rely on that. Always carry curing potions.

          Comment

          • Timo Pietilä
            Prophet
            • Apr 2007
            • 4096

            #20
            Originally posted by Rikter
            And a Master Mystic got a single turn in melee and proceeded to permastun me until I died. Is there any way to get around that attack or is it never let him get in melee range?
            You don't get KO in single monster turn unless you are already stunned or get hit by multiple attackers at once.

            MM must have been faster than you. Lesson to learn: if it is faster than you, assume it can kill you.

            Comment

            • debo
              Veteran
              • Oct 2011
              • 2402

              #21
              Around D:40 the best thing you can do is find Kavlax and kill him. He drops good stuff.
              Glaurung, Father of the Dragons says, 'You cannot avoid the ballyhack.'

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #22
                Originally posted by debo
                Around D:40 the best thing you can do is find Kavlax and kill him. He drops good stuff.
                You're a cruel person, debo.

                (Kavlax can and will kill you if you don't treat him with respect; generally I save killing him until I can curbstomp him)

                Comment

                • Thraalbee
                  Knight
                  • Sep 2010
                  • 707

                  #23
                  Originally posted by Timo Pietilä
                  You don't get KO in single monster turn unless you are already stunned or get hit by multiple attackers at once.

                  MM must have been faster than you. Lesson to learn: if it is faster than you, assume it can kill you.
                  I'd much rather carry a _speed than !resist heat and !resist cold. With decent speed and some supply of !ccw you should not fear dying through stunning. Even so, master mystics and especially grand master mystics are best left alone since they also summon and drop crap.

                  Comment

                  • AnonymousHero
                    Veteran
                    • Jun 2007
                    • 1393

                    #24
                    Originally posted by Thraalbeast
                    I'd much rather carry a _speed than !resist heat and !resist cold. With decent speed and some supply of !ccw you should not fear dying through stunning. Even so, master mystics and especially grand master mystics are best left alone since they also summon and drop crap.
                    Agreed. Unless you already have +10 (or better) speed, _Speed will dominate anything other than instakill damage.

                    Comment

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #25
                      Personally I only start considering not carrying _Speed (as a warrior, priest, or paladin) once I'm over +30 base speed. It's just too powerful. Going from, say, +20 to +30 speed makes you 27% better at everything (from 30 energy/game turn to 38), which is pretty ridiculously good. Going from +30 to +40, though, is a 10% boost (from 38 energy/game turn to 42), and it's conceivable that you could have a better purpose to put to an inventory slot...but probably not.

                      Comment

                      • Malak Darkhunter
                        Knight
                        • May 2007
                        • 730

                        #26
                        Originally posted by Derakon
                        Personally I only start considering not carrying _Speed (as a warrior, priest, or paladin) once I'm over +30 base speed. It's just too powerful. Going from, say, +20 to +30 speed makes you 27% better at everything (from 30 energy/game turn to 38), which is pretty ridiculously good. Going from +30 to +40, though, is a 10% boost (from 38 energy/game turn to 42), and it's conceivable that you could have a better purpose to put to an inventory slot...but probably not.
                        carrying staves of speed until I found permanent speed saved my warriors butt, during the mid-game, I find them very useful myself and alot of times what saves my character from dying against mobs and faster uniques. I made a point to carry around at least 10 recharge scrolls, until I was lucky enough to find a couple rods of speed and be able to then ditch the staves.

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