Need help around D:40

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  • Rikter
    Rookie
    • Jul 2014
    • 14

    Need help around D:40

    So I got back into playing angband and decided to take it much more seriously this time compared too my previous attempts. I rolled a Half-Troll Warrior and thanks to an early ego shortsword I had a relatively smooth earlygame now I find myself around Dungeon level 40 and I have no real idea what I should be doing. It seems I constantly run into huge groups of Gravity and Impact hounds which start blasting me and making life generally miserable and I'm not sure what to do about it. I attached my character log-file I think so any assistance would be appreciated.

    Code:
    [Angband 3.5.0 Character Dump]
    
     Name   Ritel        Age             29          Self  RB  CB  EB   Best
     Sex    Female       Height        7'6"   STR:     16  +4  +3  +7 18/120
     Race   Half-Troll   Weight    12st 4lb   INT:     11  -4  -2  +3      8
     Class  Warrior      Turns used:          Wis:     11  -2  -2  +0      7      6
     Title  Commando     Game        673212   DEX:  18/77  -4  +2  +8 18/137
     HP     333/333      Standard     70138   Con:     12  +3  +2  +0     17     16
     SP     0/0          Resting       3854
    
     Level                 31    Armor      [32,+42]    Saving Throw     41%
     Cur Exp           144586                           Stealth          Bad
     Max Exp           144586    Melee       3d5,+23    Disarming        55%
     Adv Exp           180000    To-hit       76,+25    Magic Devices     32
                                 Blows      4.3/turn    Perception   1 in 18
     Gold              120790                           Searching        38%
     Burden         167.6 lbs    Shoot to-dam    +22    Infravision    40 ft
     Speed                  2    To-hit       61,+21
     Max Depth    2050' (L41)    Shots        1/turn
    
     Your father was a Stone-Troll Cook.  You have slime-green eyes, mangy
     bright red hair, and green ulcerous skin.
    
    
    
    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) the Pike 'Til-i-arc' (3d5) (+10,+12) [+10] <+3, +2>
         Found lying on the floor of a labyrinth at 1500 feet (level 30).
         
         +3 strength, intelligence.
         +2 speed.
         Slays demons, trolls, giants.
         Branded with flames, frost.
         Provides resistance to fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains intelligence.
         Slows your metabolism.  
         
         Combat info:
         4.3 blows/round.
         With +2 STR and +0 DEX you would get 4.5 blows
         With +0 STR and +2 DEX you would get 4.7 blows
         Average damage/round: 230.8 vs. demons, 230.8 vs. trolls, 230.8
         vs. giants, 230.8 vs. creatures not resistant to fire, 230.8 vs.
         creatures not resistant to cold, and 146.6 vs. others.
         
    b) a Heavy Crossbow of Power (x4) (+6,+22)
         Bought from a store.
         
    c) a Ring of Dexterity <+4>
         Dropped by a Young multi-hued dragon at 1650 feet (level 33).
         
         +4 dexterity.
         Sustains dexterity.
         
    d) a Ring of Strength <+4>
         Found lying on the floor at 1900 feet (level 38).
         
         +4 strength.
         Sustains strength.
         
    e) an Amulet of Infravision <+1>
         Dropped by a Priest at 1450 feet (level 29).
         
         +1 infravision.
         
    f) the Star of Elendil <+3>
         Found lying on the floor of a labyrinth at 1650 feet (level 33).
         
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         Radius 3 light.
         
         When activated, it maps the area around you.
         Takes 61 to 120 turns to recharge at your current speed.
         Your chance of success is 85.0%
         
    g) Studded Leather Armour of Elvenkind (-1) [12,+16] <+1>
         Dropped by Sangahyando of Umbar at 1450 feet (level 29).
         
         +1 stealth.
         Provides resistance to acid, lightning, fire, cold, shards.
         Cannot be harmed by acid, electricity, fire, cold.
         
    j) an Iron Helm of Seeing [7,-3] <+5>
         Found lying on the floor in a pit at 1900 feet (level 38).
         
         +25% to searching.
         Provides protection from blindness.
         Grants the ability to see invisible things.  
         
    k) a Set of Caestus of Agility (+0,+3) [5,+4] <+4>
         Found lying on the floor at 1900 feet (level 38).
         
         +4 dexterity.
         
    l) a Pair of Mithril Shod Boots of Free Action [8,+6]
         Found lying on the floor at 1850 feet (level 37).
         
         Cannot be harmed by acid, fire.
         Prevents paralysis.  
         
    
    
      [Character Quiver]
    
    n) 23 Bolts (1d5) (+0,+0)
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 102.
         25% chance of breaking upon contact.
         
    o) 19 Bolts (1d5) (+9,+1)
         Dropped by a Green naga at 1800 feet (level 36).
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 107.1.
         25% chance of breaking upon contact.
         
    p) 14 Bolts of Lightning (1d5) (+3,+8)
         Dropped by a Guardian naga at 1900 feet (level 38).
         
         Branded with lightning.
         Cannot be harmed by electricity.
         
         Combat info:
         Hits targets up to 140 feet away.
         Average damage/round: 235.6 vs. creatures not resistant to
         electricity, and 134.6 vs. others.
         25% chance of breaking upon contact.
         
    
    
      [Character Inventory]
    
    a) 23 Rations of Food
    b) a Piece of Elvish Waybread
    c) 2 Mushrooms of Vigor
    d) 40 Potions of Cure Light Wounds
    e) 14 Potions of Cure Serious Wounds
    f) 4 Potions of Neutralize Poison
    g) a Potion of Enlightenment
    h) 3 Potions of Speed
    i) a Potion of Berserk Strength
    j) 14 Scrolls of Phase Door
    k) 4 Scrolls of Teleportation
    l) a Scroll of Enchant Weapon To-Dam
    m) 2 Scrolls of Enchant Armour
    n) 2 Scrolls of Word of Recall
    o) a Staff of Detect Evil (4 charges)
    p) a Staff of Teleportation (7 charges)
    q) a Dogwood Staff
         You do not know the full extent of this item's powers.
         
    r) a Zweihander (3d6) {ego}
         Conjured forth by magic at 2000 feet (level 40).
         
         You do not know the full extent of this item's powers.
         
         Combat info:
         3.8 blows/round.
         With +1 STR and +0 DEX you would get 4.0 blows
         With +0 STR and +2 DEX you would get 4.3 blows
         Average damage/round: 74.8.
         
    
    
      [Home Inventory]
    
    a) 5 Scrolls of Enchant Weapon To-Hit
    b) 4 Scrolls of Enchant Weapon To-Dam
    c) 10 Scrolls of Enchant Armour
    d) a Scroll of *Enchant Armour*
    e) a Scroll of Banishment
    f) a Scroll of Recharging
    g) 2 Staves of Mapping (18 charges)
    h) 3 Staves of Teleportation (19 charges)
    i) a Ring of Dexterity <+2>
         Dropped by a Young white dragon at 1550 feet (level 31).
         
         +2 dexterity.
         Sustains dexterity.
         
    j) a Ring of Constitution <+3>
         Found lying on the floor in a pit at 1900 feet (level 38).
         
         +3 constitution.
         Sustains constitution.
         
    k) a Ring of Resist Fire and Cold
         Provides resistance to fire, cold.
         Cannot be harmed by fire, cold.
         
    l) a Ring of Acid [+9]
         Found lying on the floor at 50 feet (level 1).
         
         Provides resistance to acid.
         Cannot be harmed by acid.
         
    m) a Ring of Lightning [+11]
         Found lying on the floor of a cavern at 1550 feet (level 31).
         
         Provides resistance to lightning.
         Cannot be harmed by electricity.
         
    n) a Ring of Damage (+0,+7)
         Dropped by a Forest troll at 1550 feet (level 31).
         
    o) 2 Rings of Free Action
         Prevents paralysis.  
         
    p) 2 Amulets of Resist Lightning
         Provides resistance to lightning.
         Cannot be harmed by electricity.
         
    q) the Phial of Galadriel <+3>
         Dropped by Grishn�kh, the Hill Orc at 750 feet (level 15).
         
         Cannot be harmed by acid, electricity, fire, cold.
         Radius 3 light.
         
         When activated, it lights up the surrounding area, hurting
         light-sensitive creatures.
         Takes 13 to 24 turns to recharge at your current speed.
         Your chance of success is 90.4%
         
    r) a Leather Shield of Resist Lightning [8,-4]
         Dropped by Farmer Maggot in town.
         
         Provides resistance to lightning.
         Cannot be harmed by electricity.
         
    s) the Set of Leather Gloves 'Cammithrim' (+5,+5) [1,+11] <+1>
         Found lying on the floor of a labyrinth at 1650 feet (level 33).
         
         Provides resistance to light.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Prevents paralysis.  
         Radius 1 light.
         
         When aimed, it fires a magic missile with damage 3d4.
         Takes 2 turns to recharge at your current speed.
         Your chance of success is 89.5%
         
    t) a Set of Gauntlets of Free Action [3,+5]
         Bought from a store.
         
         Prevents paralysis.  
         
    u) a Set of Mithril Gauntlets of Power (+5,+1) [6,+7] <+3>
         Dropped by a Dark elven warrior at 1550 feet (level 31).
         
         +3 strength.
         Cannot be harmed by acid, fire.
         
    v) a Set of Mithril Gauntlets of Slaying (+5,+5) [6,+3]
         Found lying on the floor of a cavern at 1200 feet (level 24).
         
         Cannot be harmed by acid, fire.
         
    w) a Short Sword of Westernesse (1d7) (+9,+11) <+2, +1>
         Found lying on the floor at 300 feet (level 6).
         
         +2 strength, constitution.
         +1 dexterity.
         Slays orcs, trolls, giants.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
         Combat info:
         5.0 blows/round.
         With +2 STR and +0 DEX you would get 5.2 blows
         With +0 STR and +1 DEX you would get 5.2 blows
         Average damage/round: 172 vs. orcs, 172 vs. trolls, 172 vs.
         giants, and 130 vs. others.
         
    x) the Long Sword 'Elvagil' (2d5) (+12,+12) <+2>
         Conjured forth by magic at 1550 feet (level 31).
         
         +2 dexterity, stealth.
         Slays orcs, trolls.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  Grants the ability to see invisible things.  
         
         Combat info:
         4.7 blows/round.
         With +5 STR and +0 DEX you would get 5.0 blows
         With +0 STR and +3 DEX you would get 5.2 blows
         Average damage/round: 191.3 vs. orcs, 191.3 vs. trolls, and 130.4
         vs. others.
         
    
    
    [Player history]
          Turn   Depth  Note
         55844      0'  Began the quest to destroy Morgoth.
         55844    100'  Reached level 2
         55844    100'  Reached level 3
         55844    100'  Killed Fang, Farmer Maggot's dog
         55844    100'  Reached level 4
         55844    150'  Reached level 5
         55844    150'  Reached level 6
         55844    150'  Killed Grip, Farmer Maggot's dog
         55844    200'  Reached level 7
         55844    250'  Reached level 8
         55844    250'  Killed Bullroarer the Hobbit
         55844    250'  Reached level 9
         55844    300'  Reached level 10
         55844    300'  Reached level 11
         55844    650'  Reached level 12
         55844    350'  Reached level 13
         55844    350'  Killed Sméagol
         55844    400'  Reached level 14
         55844    400'  Killed Lagduf, the Snaga
         55844    400'  Killed Brodda, the Easterling
         55844    500'  Reached level 15
         55844      0'  Killed Farmer Maggot
         55844    600'  Reached level 16
         55844    600'  Reached level 17
         55844    700'  Killed Ufthak of Cirith Ungol
         55844    700'  Reached level 18
         55844    700'  Killed Boldor, King of the Yeeks
         55844    700'  Killed Orfax, Son of Boldor
         55844    700'  Reached level 19
         55844    750'  Reached level 19
         55844    750'  Killed Grishnákh, the Hill Orc
         55844    750'  Killed Golfimbul, the Hill Orc Chief
         55844    750'  Found the Phial of Galadriel
         55844    800'  Reached level 20
         55844    800'  Killed Ulfast, Son of Ulfang
         55844    800'  Reached level 21
         55844    850'  Killed Nár, the Dwarf
         55844    850'  Reached level 22
         55844   1000'  Reached level 23
         55844   1000'  Killed Wormtongue, Agent of Saruman
         55844   1100'  Killed Mughash the Kobold Lord
         55844   1100'  Reached level 24
         55844   1200'  Reached level 25
         55844   1200'  Killed Bolg, Son of Azog
         55844   1000'  Killed Angamaitë of Umbar
         55844   1100'  Reached level 26
         55844   1200'  Killed Lugdush, the Uruk
         55844   1450'  Killed Sangahyando of Umbar
         55844   1450'  Reached level 27
         55844   1500'  Reached level 27
         55844   1500'  Found the Pike 'Til-i-arc'
         55844   1550'  Found the Long Sword 'Elvagil'
         55844   1550'  Reached level 28
         55844   1550'  Reached level 28
         55844   1550'  Killed Beorn, the Shape-Changer
         57566   1650'  Found the Star of Elendil
         57653   1650'  Found the Set of Leather Gloves 'Cammithrim'
         58387   1650'  Reached level 29
         58554   1700'  Reached level 29
         60980   1850'  Killed Shagrat, the Orc Captain
         62376   1900'  Reached level 30
         63438      0'  Reached level 30
         67148   1950'  Killed Vargo, Tyrant of Fire
         67148   1950'  Reached level 31
         68659   2000'  Killed Ulwarth, Son of Ulfang
    
    
      [Options]
    
      [User interface]
    
    Use the roguelike command keyset             : no  (rogue_like_commands)
    Use old target by default                    : no  (use_old_target)
    Automatically clear '-more-' prompts         : no  (auto_more)
    Always pickup items                          : no  (pickup_always)
    Always pickup items matching inventory       : yes (pickup_inven)
    Notify on object recharge                    : no  (notify_recharge)
    Show flavors in object descriptions          : no  (show_flavors)
    Center map continuously                      : no  (center_player)
    Disturb whenever viewable monster moves      : yes (disturb_near)
    Show damage player deals to monsters         : no  (show_damage)
    Highlight target with cursor                 : yes (show_target)
    Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
    Color: Shimmer multi-colored things          : no  (animate_flicker)
    Color: Player color indicates % hit points   : yes (hp_changes_color)
    Color: Show unique monsters in purple        : no  (purple_uniques)
    Show walls as solid blocks                   : no  (solid_walls)
    Show walls with shaded background            : no  (hybrid_walls)
    Allow mouse clicks to move the player        : yes (mouse_movement)
    Use sound                                    : no  (use_sound)
    
      [Birth]
    
    Randomise the artifacts (except a very few)  : no  (birth_randarts)
    Use previous set of randarts                 : yes (birth_keep_randarts)
    Monsters learn from their mistakes           : no  (birth_ai_learn)
    Force player descent                         : no  (birth_force_descend)
    Word of Recall has no effect                 : no  (birth_no_recall)
    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              : no  (birth_no_stairs)
    Don't show level feelings                    : no  (birth_no_feelings)
    Items always sell for 0 gold                 : yes (birth_no_selling)
    Start with a kit of useful gear              : yes (birth_start_kit)
    Attached Files
    Last edited by Rikter; July 7, 2014, 23:20.
  • Raajaton
    Swordsman
    • May 2012
    • 296

    #2
    I'd recommend posting your character up on the ladder, and then copy/pasting the output from the ladder inside [CODE] tags (can click on the # on the toolbar above the reply). Having it formatted this way makes it a helluva lot easier to read.

    Comment

    • Rikter
      Rookie
      • Jul 2014
      • 14

      #3
      Made those changes wasn't entirely sure how to go about posting a log in the first place.

      Comment

      • Malak Darkhunter
        Knight
        • May 2007
        • 730

        #4
        I would avoid those types of hounds, escpecially gravity hounds until you get some speed and find a big damage weapon. i just won recently with a half-troll warrior and DL40-70 was pretty tough until I started building my end-game kit. At your point I was concentrating on stat gain and finding speed items, speed becomes really important where you are now. Best thing to do if you absolutley have to engage them is to retreat or lure them into a corridor where you can hide around a bend and only face them 1 at a time. It's best to avoid gravity hounds in general even when you become strong they are a real pain. You are at the point of the game where you have to be selective about what you engage...angband is partly about knowing what to fight and win to fight.

        Comment

        • Raajaton
          Swordsman
          • May 2012
          • 296

          #5
          You're actually in pretty good shape for your depth right now. As far as those hounds are concerned, they are definitely to be avoided. You're also missing Nexus resist, so Nexus hounds are definitely to be avoided as well. A bad stat swap, in your case wis getting swapped with dex, is just about as bad as an insta death. You shouldn't have to worry too much about poison breathers yet, but it might be possible for some OOD stuff like Drolems or Ancient Green Dragons to pop up. Those will 1 shot you currently with your hp pool and lack of poison resist. Make sure to avoid those.

          Right now your biggest concern is finding stat potions and artifacts. Obviously you want to max your strength, dex, and con as quick as you can. I usually find this section of the game to be the most difficult, particularly for warriors. Early game you can more or less walk through everything, and late game you tend to have enough gear to where you can walk through everything. Mid game for warriors, you're going to encounter a lot of things that are too dangerous to fight. Make sure you make good use of detection. With any luck you'll find a Rod of Detection soon. If not, make sure you stock up on Detect Evil staves and pay close attention to your surroundings. Around this time of the game, turning a corner blind could potentially lead to an insta death if you're not careful.

          Comment

          • Mark
            Adept
            • Oct 2007
            • 130

            #6
            I had my first winner recently, and I found D40 -> D60 is the death zone. If you can survive that, D60 - D98 is more or less 'more of the same'.

            My recommendations: (very much conventional wisdom so nothing new here, really just echoing other posters in this and other threads)
            • Avoid those hounds you mentioned - and anything else that scares you. Do not try to kill them.
            • Avoid taking on anything out of depth where you don't know about it's attack
            • Prize these things (i.e. get if you possible can, wear if you have, spend money on to acquire if possible)
              double resistances for base elements
              poison resistance (this isn't simply 'just another resistance', it's generally acknowledged as *the* most necessary resistance after the base four)
              nether resistance
              Ability to probe monsters (if you don't have full monster knowledge) (this unlocks full monster knowledge for each probed monster)
              Detection (telepathy ideally, but generally more = better)
              Some good Escapes (scrolls of teleport, etc)
            • Don't forget to use ranged weapons - esp with Phase Door to soften up uniques
            • Be very cautious of vaults without the ability to Teleport Other - especially if there are uniques or monsters you don't have knowledge of

            Comment

            • Rikter
              Rookie
              • Jul 2014
              • 14

              #7
              Should I keep going down to try and find these resists or should I just hang around D:40 and hope? I've wanted poison resistance for quite awhile but no luck.

              EDIT: Just found Telepathy on a Metal Cap on D:41 so that's one less problem. Also is shards more applicable or Disenchant resist I assume shards

              EDIT 2: By Double Resists do you mean temporary and normal resists or two things with resistance to an element?
              Last edited by Rikter; July 8, 2014, 00:43.

              Comment

              • Mark
                Adept
                • Oct 2007
                • 130

                #8
                Originally posted by Rikter

                EDIT: Just found Telepathy on a Metal Cap on D:41 so that's one less problem. Also is shards more applicable or Disenchant resist I assume shards
                Well, now you have telepathy, you are in a far superior place to avoid the monsters you don't have the necessary resistances to (reliably) survive.

                Drolems are your most likely killer currently, as it breathes poison gas for over 700 HP, and will not show up in telepathy as it's a constructed dragon (mindless). Other creatures that are not green or obviously 'poisony' are also dangerous for the same reason - multihued dragons, aether hounds, etc.


                EDIT 2: By Double Resists do you mean temporary and normal resists or two things with resistance to an element?
                The former - a temporary and permanent resistance. Hard for non-casters to get, for fire at the least, worth the inventory space I suspect (not played a warrior).

                Having two pieces of gear that give the same resistance is of no benefit.


                Should I keep going down to try and find these resists or should I just hang around D:40 and hope? I've wanted poison resistance for quite awhile but no luck.
                Make sure you are identifying and (I)nspecting every piece of armour of Elvenkind - the random resist/ability maybe rPoison.

                I'd suggest going down, but more slowly and cautiously than you would otherwise. I'd be more reluctant to go into vaults; and I'd be quicker to use an escape or listen to the voice of caution when you don't feel comfortable in a level.

                Knowledge is your friend in Angband - if you know what is about you, and what it can do, then you can make the right call - and so adventure safely even if you don't have all the gear you'd like to feel safe.

                Comment

                • Raajaton
                  Swordsman
                  • May 2012
                  • 296

                  #9
                  You're not at the point where poison resist is super crucial yet, assuming you're careful. You'll definitely need it by the time you get down to about dlvl 60 or so. I'd keep going down, but cautiously.

                  Disenchant resist generally only comes into play when fighting uniques. Many of the more melee oriented uniques that you come across at that point will hit to disenchant. I usually don't worry about having it built into my normal kit, but I'll generally carry something around as a swap that has it.

                  The only "double resist" in Angband is normal resist + temporary resist. Unlike some of the other variants, resists from your gear don't stack - you either have it or you don't. Having the same resist on multiple pieces of gear does nothing for you. That being said, there are some uniques that can breathe elemental damage for 1600 unresisted, so even with resist that's a crap ton of damage. Fortunately nothing that breathes for that much should show up for you for quite some time yet. There are however Scatha and Itangast which could show up in vaults pretty soon who can breathe cold and fire respectively for roughly 700 or so unresisted.

                  Comment

                  • Rikter
                    Rookie
                    • Jul 2014
                    • 14

                    #10
                    I found a Ring of Resist Poison so I assume I just wear it and proceed cautiously hoping to eventually replace it with something less awkward?

                    Comment

                    • Raajaton
                      Swordsman
                      • May 2012
                      • 296

                      #11
                      With no way of detecting drolems, it's probably a good idea to where it all the time. IIRC they'll start showing up occasionally if not now then very soon, and they will 1 shot you atm with no poison resist. If you find a rod of detection, I would probably just keep it around as a swap, so long as you detect often enough.

                      Comment

                      • Mark
                        Adept
                        • Oct 2007
                        • 130

                        #12
                        Originally posted by Rikter
                        I found a Ring of Resist Poison so I assume I just wear it and proceed cautiously hoping to eventually replace it with something less awkward?
                        That's what I would do; certainly I feel it is likely to profit you more than +stat, even tho what you have is presumably very helpful for blows/round.

                        Comment

                        • Rikter
                          Rookie
                          • Jul 2014
                          • 14

                          #13
                          The plus stats is what gets me to 4 blows per round but my damage doesn't fall that much with poison resist which I've started using. Also should I use Chaos resist or shards resist?

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #14
                            Originally posted by Mark
                            • Prize these things (i.e. get if you possible can, wear if you have, spend money on to acquire if possible)
                              double resistances for base elements
                              poison resistance (this isn't simply 'just another resistance', it's generally acknowledged as *the* most necessary resistance after the base four)
                              nether resistance
                              Ability to probe monsters (if you don't have full monster knowledge) (this unlocks full monster knowledge for each probed monster)
                              Detection (telepathy ideally, but generally more = better)
                              Some good Escapes (scrolls of teleport, etc)
                            Nether is luxury resist. You don't need it, but if you can get it without sacrificing other things then use it.

                            High resistances in general are there to block side-effects more than damage. For example nexus resist prevents you to get teleported around/level or stat scrambling, chaos prevents hallusination, xp drain and confusion from chaos, dark and light prevents blindness from light & dark respectively and so on. All that nether does is prevent XP loss from nether, and that is not dangerous side-effect. Damage reduction is secondary to side-effect prevention. Just get high HP (600+) to survive full-strength breaths.

                            Poison and basic four are only resists which you want for damage prevention. All of those have so high damage cap that surviving full power breath is difficult if not impossible without resist (fire, cold and elec make up to 1600 points of damage unresisted. Acid gets halved by armor to 800 and poison cap is 800).

                            For early warrior I would value (after basic4&poison) nexus highest, because stat-scrambling for low saving throw char is too likely and can really ruin your char. Also unwanted relocation in dungeon can be deadly. For warrior where you fight your fights is probably more important than for any other class.

                            Boots of stability (as swap if not main) are good thing to carry around.

                            After that it's pretty much your choice what to get. For me disenchantment resist is something I try to fit into equation because it is really annoying to get your artifacts disenchanted even slightly. Not deadly though.

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                            • krazyhades
                              Swordsman
                              • Jun 2013
                              • 428

                              #15
                              Also worth remembering that in Vanilla, Scrolls and Potions have 0% failure rate (although you can't read scrolls while blind or without light), and Staves can be used while blinded or confused but have a fail %, but you may know this.

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