[YACD,Newbie] A few questions

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Emperor
    Rookie
    • Apr 2015
    • 7

    [YACD,Newbie] A few questions

    Hi!

    I'm new here (used to be an rgra regular back in the day), and this is my first character playing 3.5.1 - still getting used to not being able to sell things!

    My YACD: http://angband.oook.cz/ladder-show.php?id=17617

    (really pleased to have picked up Resistances from the Black Market just now) My problems are really that my house is full, and that even with the +2 STR weapon I can't carry much new loot on any given trip to the dungeon, which makes it hard to work out what to keep and what to leave, especially artifacts. I've love some tips

    Also, should I stick around dlvl 30 for more stat-gain and to try and find rPoison, or keep diving? I guess having the spell now helps somewhat...
  • Monkey Face
    Adept
    • Feb 2009
    • 244

    #2
    I would dump the rings and amulet you are wearing since they are already covered by the shield. Use the rings of INT and CON instead. Hurin's Axe is probably weighing you down somewhat and is more of warrior weapon than a mage weapon.

    Out of your home, I would dump the rings of lightning and accuracy, the lantern, the Chain Mail, the boots, and probably most of the melee weapons except the whip.

    Comment

    • Estie
      Veteran
      • Apr 2008
      • 2347

      #3
      I assume youre mostly using your rings for the activation, in which case it might be better to stack up on 1 type of damage and not try to cover everything. One activation isnt likely to help much, so use it when it works and avoid situations where it doesnt.

      What I would do:

      -wield the defender katana, get rid of all other melee weapons.
      -mushroom of clear mind: squelch
      -potion of *healing*: store in home
      -potion of resist poison: squelch (you have the spell)
      -scrolls of recall: squelch, you have a rod
      -rod of light: squelch (you have the spell, at this level it starts losing its value)


      At home:

      -ring of soulkeeping: squelch
      -ring of lightning: like I said above, pick 1 element squelch all other. At some point you want to switch to int and con rings, it might be a good idea to do it now already.
      -amulet resist lighting: squelch
      -stability boots: drop, youre wearing a pair, no need for another
      -all shots: drop. They are too heavy for mages, stick to arrows and bolts. I would even go further and get rid of all shooting utensils to save weight, but thats a matter of taste.

      Edit: in the near future, you should find a str ring. If that happens, its definitely time to switch out of activation rings and use str + int.
      Last edited by Estie; April 13, 2015, 00:35.

      Comment

      • MattB
        Veteran
        • Mar 2013
        • 1214

        #4
        Personally I'd keep the mushrooms of clear mind. Sure, Cure Crit Potions will clear confusion, but the mushrooms give you temporary pConf which will give you several turns to sort your life out if you get confused. Otherwise you can get locked down with confusion by things like Umber Hulks, Nightmares etc., and certain uniques too.

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2347

          #5
          For that theres the staff of teleportation, but whatever, they arent heavy.

          Comment

          • Emperor
            Rookie
            • Apr 2015
            • 7

            #6
            Thanks all

            You're right that I have the element rings for their activations (75/80 damage), which are quite useful, athough given I now have blue DSM, they are probably less valuable.

            Comment

            • desstorm
              Scout
              • Mar 2015
              • 28

              #7
              Originally posted by MattB
              Personally I'd keep the mushrooms of clear mind. Sure, Cure Crit Potions will clear confusion, but the mushrooms give you temporary pConf which will give you several turns to sort your life out if you get confused. Otherwise you can get locked down with confusion by things like Umber Hulks, Nightmares etc., and certain uniques too.
              Total agreement. Yesterday my HT warrior died on an umber hulk escorted by several hounds and it just took too long to dsave my ass. quaffing potions and reading sPhaseDoor in a just too big room

              Comment

              • Thraalbee
                Knight
                • Sep 2010
                • 707

                #8
                Originally posted by desstorm
                Total agreement. Yesterday my HT warrior died on an umber hulk escorted by several hounds and it just took too long to dsave my ass. quaffing potions and reading sPhaseDoor in a just too big room
                When having problems with confusion:if you have !speed or -speed, using them *before* quaffing !ccw is *very* helpful.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #9
                  Originally posted by desstorm
                  Total agreement. Yesterday my HT warrior died on an umber hulk escorted by several hounds and it just took too long to dsave my ass. quaffing potions and reading sPhaseDoor in a just too big room
                  Usually Umber Hulk starts running away after one or two rounds of hits. Don't bother trying to heal unless you have a) more speed than hulk (so that you can read scroll of get me away from here after healing) or b) really, really good AC (so that it misses completely at least one round).

                  Even when confused you have slightly bigger chance of moving at the direction you intended to move than some other direction, so fighting is a real option.

                  Comment

                  • MattB
                    Veteran
                    • Mar 2013
                    • 1214

                    #10
                    Originally posted by Timo Pietilä
                    Usually Umber Hulk starts running away after one or two rounds of hits. Don't bother trying to heal unless you have a) more speed than hulk (so that you can read scroll of get me away from here after healing) or b) really, really good AC (so that it misses completely at least one round).

                    Even when confused you have slightly bigger chance of moving at the direction you intended to move than some other direction, so fighting is a real option.
                    ...depends what else is in the room.

                    Comment

                    • Nick
                      Vanilla maintainer
                      • Apr 2007
                      • 9647

                      #11
                      Originally posted by MattB
                      ...depends what else is in the room.
                      Indeed it does.
                      One for the Dark Lord on his dark throne
                      In the Land of Mordor where the Shadows lie.

                      Comment

                      • Ingwe Ingweron
                        Veteran
                        • Jan 2009
                        • 2129

                        #12
                        Originally posted by MattB
                        ...depends what else is in the room.
                        An Umber Hulk on its own, I'll tend to fight it out even though "confused" provided I've got decent damage dealing ability and hitpoints aren't down. Like MattB, I'll carry around Mushrooms of Clear Mind for awhile, although I replace them with a Rod of Curing at the earliest opportunity.
                        “We're more of the love, blood, and rhetoric school. Well, we can do you blood and love without the rhetoric, and we can do you blood and rhetoric without the love, and we can do you all three concurrent or consecutive. But we can't give you love and rhetoric without the blood. Blood is compulsory. They're all blood, you see.”
                        ― Tom Stoppard, Rosencrantz and Guildenstern are Dead

                        Comment

                        • Monkey Face
                          Adept
                          • Feb 2009
                          • 244

                          #13
                          I disagree. Rod of curing isn't as useful as !CCW and you can be confused again next turn. Clear mind gives you time to either fight unconfused or escape.

                          Comment

                          • Thraalbee
                            Knight
                            • Sep 2010
                            • 707

                            #14
                            I never kept rod of curing until I started play ironman. With no recall and no shops, rod of curing suddenly becomes very valuable since it reduces consumption of consumables. Without unlimited !ccw, confusion, poisoning and cuts can be very expensive without rods of curing

                            Comment

                            • Timo Pietilä
                              Prophet
                              • Apr 2007
                              • 4096

                              #15
                              Originally posted by MattB
                              ...depends what else is in the room.
                              If healing only results you running out of healing and there are other things in the room killing you, then dying is third option.

                              Comment

                              Working...
                              😀
                              😂
                              🥰
                              😘
                              🤢
                              😎
                              😞
                              😡
                              👍
                              👎