Warrior Fun
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That sounds like a waste of a precious ?Banishment to me. I save those for the end-game fight with Morgoth, or, in a pinch, to get rid of particularly troublesome nasties when raiding a vault or some such. Hydra pits are a source of massive $$$, and I usually take out one or two, but generally I just avoid them.
I haven't got to endgame yet so have no feeling for what's useful for that or not yet (well some, but suck it and see). I'm certainly stocking up on mass banishment scrolls for (potential) endgame with my current high-elf rogue, I thought ?banishment were fairly un-useful for the endgame as they only banish one class and I presume Morgoth/Sauron would just summon a whole host of different monsters. But clearly someone who has I notice much experience with the endgame (good work sir!) knows better
This one is most promising - have at least three endgame quality weapons (Great axe of Eonwe - if that is not endgame quality, then there are none, bastard sword of Eowyn and the Trident of Wrath just for starters), 575 HP, all stats maxed except WIS and has taken down Saruman and the Balrog of Moria as top kills so far. DL 58 and diving. I'll try not to get killed by the Tarrasque on DL97 this time
This time I'm not touching !life or !*Healing*, ?destruction, staffs of destruction until (and if) I get to DL99 as that previous game I consumed my healing potions on wasteful fights with balrog packs etc. So I am learning.
I hate Hydra pits as although I can take on any Hydra now (I've killed the Lyernean Hydra last level) a pack of them is likely to fire so many fireballs that it just destroys spellbooks (not so bad), scrolls (bad, the LH took out my last banishment scroll ) , potions (bad) and arrows.Comment
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This time I'm not touching !life or !*Healing*, ?destruction, staffs of destruction until (and if) I get to DL99 as that previous game I consumed my healing potions on wasteful fights with balrog packs etc. So I am learning.
I hate Hydra pits as although I can take on any Hydra now (I've killed the Lyernean Hydra last level) a pack of them is likely to fire so many fireballs that it just destroys spellbooks (not so bad), scrolls (bad, the LH took out my last banishment scroll ) , potions (bad) and arrows.
Hydra pits, usually I only take on one or two of those pits per game, and only if the treasure feeling is quite high and I can't find the reason elsewhere (and @ is powerful enough). If I can double resist fire and poison, that helps. Wands of cold balls, dragons frost, or spells of ice storm can really help (if @ has access to those). Sure, it will likely require a return to town afterwards to replace books and missiles. If I have a truly valuable item that I just can't bear to have burned up (ala Staff of Speed or Healing) I'll try and drop them out of range of where the combat will take place and go back for them after. Potions should be safe, the hydras don't breath frost. Money is usually no object after clearing a hydra pit. Can often afford a !Experience or !Augmentation if they show up in the BM after that.
Good luck on your run. Sounds like you've got a great kit already.“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 DeadComment
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I thought 11 headed hydras fired plasma bolts that can destroy potions - or am I imagining it.
Yes great kit - have a gander if you like.
Code:Name Finedrad Age 114 Self RB CB EB Best Race High-Elf Height 5'7" STR! 18/100 +1 +0 +4 18/150 Class Rogue Weight 13st 0lb INT! 18/100 +3 +1 +4 18/180 Title Rogue Turns used: WIS: 18/50 -1 -3 +2 18/30 HP 578/578 Game 1064441 DEX! 18/100 +3 +3 +2 18/180 SP 268/268 Standard 128294 CON! 18/100 +1 -1 +2 18/120 Resting 21346 Level 38 Armor [67,+83] Saving Throw 89% Cur Exp 1869698 Stealth Superb Max Exp 1869698 Melee 5d4,+29 Disarming 100% Adv Exp 1912500 To-hit 74,+36 Magic Devices 100 Blows 4.7/turn Perception 1 in 1 Gold 133718 Searching 75% Burden 166.1 lbs Shoot to-dam +11 Infravision 40 ft Speed 16 To-hit 68,+30 Max Depth 3000' (L60) Shots 1/turn You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. rAcid:......+...... Nexus:......+...... rElec:......+...... Nethr:............. rFire:......+...... Chaos:........+.... rCold:*.....+...... Disen:........+.... rPois:...+......... pFear:+............ rLite:............+ pBlnd:............. rDark:............. pConf:............. Sound:............. pStun:............. Shard:......+...... HLife:........+.... Regen:............. Stea.:.......+..... ESP:....+........ Sear.:....+........ Invis:+...........+ Infra:............+ FrAct:+.........+.. Tunn.:............. Feath:............. Speed:..+....+...+. S.Dig:............. Blows:............. ImpHP:............. Shots:............. Fear:............. Might:.+........... Aggrv:............. Light:.....+....... [Character Equipment] a) the Great Axe of E√∂nw√´ (5d4) (+15,+18) [+8] <+2> Dropped by Tom the Stone Troll at 2600 feet (level 52) +2 strength. +2 intelligence. +2 wisdom. +2 dexterity. +2 constitution. Slays orcs, demons (powerfully), undead, evil creatures. Branded with cold. Provides immunity to frost. Provides protection from fear. Cannot be harmed by acid, fire. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it removes all non-unique monsters within 20 squares, dealing you damage in the process. Takes 2600 turns to recharge at your current speed. Your chance of success is 95.7% Combat info: 4.7 blows/round. With +1 STR and +0 DEX you would get 5.0 blows With +0 STR and +2 DEX you would get 5.0 blows Average damage/round: 351.7 vs. creatures not resistant to cold, 351.7 vs. orcs, 486.4 vs. demons, 351.7 vs. undead, 284.6 vs. evil creatures, and 217.5 vs. others. b) a Long Bow of Extra Might (x4) (+9,+11) <+1> Dropped by Grishn·kh, the Hill Orc at 900 feet (level 18) +1 shooting power. c) a Ring of Speed <+9> Dropped by Ar-PharazÙn the Golden at 2850 feet (level 57) +9 speed. d) a Ring of Resist Poison Bought from a store Provides resistance to poison gas. e) an Amulet of ESP <+8> Bought from a store +8 searching skill. Grants telepathy. f) the Phial of Galadriel <+3> Dropped by Shagrat, the Orc Captain at 1050 feet (level 21) Cannot be harmed by fire. Radius 3 light. When activated, it lights up the surrounding area, hurting light-sensitive creatures. Takes 28 to 52 turns to recharge at your current speed. Your chance of success is 97.6% g) the Chain Mail of Arvedui (-2) [40,+15] <+2> Found lying on the floor in a vault at 1800 feet (level 36) +2 strength. Provides resistance to acid, lightning, fire, frost, shards, nexus. Cannot be harmed by acid. h) an Elven Cloak of Stealth [6,+4] <+2, +1> Bought from a store +2 stealth. +1 speed. i) a Leather Shield of Preservation [8,+22] Bought from a store Provides resistance to chaos, disenchantment. Cannot be harmed by acid. Sustains strength, dexterity, constitution. Sustains your life force. j) a Metal Cap of Intelligence [3,+7] <+2> Found lying on the floor at 750 feet (level 15) +2 intelligence. Sustains intelligence. k) a Set of Mithril Gauntlets of Free Action [6,+7] Found lying on the floor in a vault at 1950 feet (level 39) Cannot be harmed by acid, fire. Prevents paralysis. l) a Pair of Iron Shod Boots of Speed [4,+7] <+6> Found lying on the floor in a pit at 2250 feet (level 45) +6 speed. Cannot be harmed by fire. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] b) 2 Books of Magic Spells [Conjurings and Tricks] c) 2 Books of Magic Spells [Incantations and Illusions] d) a Book of Magic Spells [Sorcery and Evocations] e) a Book of Magic Spells [Resistances of Scarabtarices] Cannot be harmed by fire. f) a Book of Magic Spells [Mordenkainen's Escapes] Cannot be harmed by fire. g) 9 Mushrooms of Emergency h) 12 Potions of Cure Critical Wounds i) 2 Potions of Healing j) 7 Scrolls of Teleportation k) a Scroll of Teleport Level l) 4 Rods of Detection Cannot be harmed by lightning. m) 6 Rods of Probing n) 7 Rods of Curing o) 2 Rods of Drain Life p) 4 Rods of Teleport Other q) 2 Rods of Recall Cannot be harmed by lightning. r) a Rod of Speed Cannot be harmed by lightning. s) a Wand of Drain Life (5 charges) t) an Amulet of Regeneration Dropped by a Young gold dragon at 2300 feet (level 46) Speeds regeneration. u) the Bastard Sword of √âowyn (4d4) (+12,+16) <+4, +2> Found lying on the floor in a vault at 1950 feet (level 39) +4 strength. +2 stealth. Slays evil creatures, undead (powerfully), giants, animals. Provides resistance to frost, dark, nether. Provides protection from fear. Cannot be harmed by acid. Combat info: 4.7 blows/round. With +2 STR and +0 DEX you would get 5.0 blows With +0 STR and +2 DEX you would get 5.0 blows Average damage/round: 249.4 vs. evil creatures, 405 vs. undead, 301.3 vs. giants, 249.4 vs. animals, and 197.5 vs. others. [Character Quiver] 0) 3 Seeker Arrows (4d4) (+7,+4) Combat info: Hits targets up to 140 feet away. Average damage/round: 103. 35% chance of breaking upon contact. 1) a Seeker Arrow (4d4) (+7,+9) Combat info: Hits targets up to 140 feet away. Average damage/round: 123.6. 35% chance of breaking upon contact. 2) 20 Mithril Arrows (3d4) (+4,+6) Cannot be harmed by acid, fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 100.9. 35% chance of breaking upon contact. 3) 4 Mithril Arrows (3d4) (+6,+6) Cannot be harmed by acid, fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 100.9. 35% chance of breaking upon contact. [Home Inventory] a) 8 Mushrooms of Vigor b) 5 Potions of *Healing* It can be thrown at creatures with damaging effect. c) 3 Potions of Life It can be thrown at creatures with damaging effect. d) 3 Scrolls of Mass Banishment e) 5 Scrolls of Recharging f) 8 Scrolls of *Destruction* g) a Wand of Dragon's Flame (4 charges) Cannot be harmed by lightning. h) a Staff of *Destruction* (4 charges) i) a Ring of Damage (+0,+13) Found lying on the floor at 1850 feet (level 37) j) Leather Scale Mail of Elvenkind (-1) [20,+14] <+1> {rEnch} Found lying on the floor at 1600 feet (level 32) +1 stealth. Provides resistance to acid, lightning, fire, frost, disenchantment. Cannot be harmed by acid, fire. k) the Leather Shield of Celegorm [8,+20] Dropped by Golfimbul, the Hill Orc Chief at 900 feet (level 18) Provides resistance to acid, lightning, fire, frost, light, dark. Provides protection from blindness. Cannot be harmed by acid. l) a Large Metal Shield of Elvenkind [12,+7] <+2> Found lying on the floor in a vault at 1800 feet (level 36) +2 stealth. Provides resistance to acid, lightning, fire, frost, nether. Cannot be harmed by acid. m) an Iron Helm of Telepathy [7,+6] Bought from a store Grants telepathy. n) the Long Sword 'And√∫ril' (3d5) (+10,+15) [+10] <+4> Dropped by an Ancient multi-hued dragon at 2300 feet (level 46) +4 strength. +4 dexterity. Slays undead, orcs, trolls, evil creatures. Branded with fire. Provides resistance to fire, disenchantment. Provides protection from fear. Cannot be harmed by acid. Sustains strength, dexterity. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it creates a fire ball with damage 72. Takes 104 turns to recharge at your current speed. Your chance of success is 96.5% Combat info: 5.0 blows/round. Average damage/round: 294.5 vs. creatures not resistant to fire, 294.5 vs. undead, 294.5 vs. orcs, 294.5 vs. trolls, 245.5 vs. evil creatures, and 196.5 vs. others. o) the Katana 'Aglarang' (6d5) (+10,+10) <+5, +1> Dropped by Bert the Stone Troll at 2600 feet (level 52) +5 dexterity. +5 speed. +1 attack speed. Cannot be harmed by acid. Sustains dexterity. Combat info: 6.0 blows/round. Average damage/round: 232.8. p) the Trident of Wrath (3d10) (+16,+18) <+2> Dropped by a Barbazu at 2900 feet (level 58) +2 strength. +2 dexterity. Slays evil creatures, undead (powerfully). Branded with poison. Provides resistance to light, dark. Cannot be harmed by acid, fire. Blessed by the gods. Grants the ability to see invisible things. Combat info: 5.0 blows/round. Average damage/round: 416.5 vs. creatures not resistant to poison, 328.5 vs. evil creatures, 593 vs. undead, and 240 vs. others. q) the Pike 'Til-i-arc' (3d5) (+10,+12) [+10] <+3, +2> Found lying on the floor of a special room at 2900 feet (level 58) +3 strength. +3 intelligence. +2 speed. Slays demons, trolls, giants. Branded with cold, fire. Provides resistance to fire, frost. Cannot be harmed by acid, fire. Sustains intelligence. Slows your metabolism. Combat info: 4.7 blows/round. With +6 STR and +0 DEX you would get 5.0 blows With +0 STR and +2 DEX you would get 5.0 blows Average damage/round: 260.3 vs. creatures not resistant to cold, 260.3 vs. creatures not resistant to fire, 260.3 vs. demons, 260.3 vs. trolls, 260.3 vs. giants, and 166.6 vs. others. r) 17 Bolts of Venom (1d5) (+3,+10) Branded with poison. s) 12 Bolts of Slay Evil (1d5) (+12,+9) Slays evil creatures. t) 20 Bolts of Wounding (1d5) (+16,+15) u) 20 Arrows of Slay Evil (1d4) (+6,+2) Slays evil creatures. Combat info: Hits targets up to 140 feet away. Average damage/round: 95.8 vs. evil creatures, and 63.8 vs. others. 35% chance of breaking upon contact. v) 25 Seeker Arrows of Wounding (4d4) (+15,+13) Combat info: Hits targets up to 140 feet away. Average damage/round: 141.4. 35% chance of breaking upon contact. w) 30 Mithril Arrows of Wounding (3d4) (+13,+18) Cannot be harmed by acid, fire. Combat info: Hits targets up to 140 feet away. Average damage/round: 151.8. 35% chance of breaking upon contact. [Player history] Turn Depth Note 0 0' Began the quest to destroy Morgoth. 1166 50' Reached level 2 1996 100' Reached level 3 2865 100' Killed Grip, Farmer Maggot's dog 3377 100' Reached level 4 4676 150' Reached level 5 5086 150' Reached level 6 5952 150' Reached level 7 8187 200' Reached level 8 10549 250' Killed Fang, Farmer Maggot's dog 12011 300' Reached level 9 14203 550' Reached level 10 14835 550' Reached level 11 15685 550' Reached level 12 16450 550' Killed Lagduf, the Snaga 16450 550' Reached level 13 18272 600' Reached level 14 20031 600' Reached level 15 20583 650' Killed Orfax, Son of Boldor 20586 650' Found the Executioner's Sword 'Crisdurian' (LOST) 20807 650' Killed Boldor, King of the Yeeks 21498 650' Reached level 16 24698 750' Reached level 17 24892 750' Killed Ufthak of Cirith Ungol 26070 800' Reached level 18 28753 800' Reached level 19 28891 800' Killed Brodda, the Easterling 29665 800' Killed Wormtongue, Agent of Saruman 30149 850' Killed Ulfast, Son of Ulfang 31703 900' Killed Kh√Æm, Son of M√Æm 31703 900' Reached level 20 31883 900' Killed Golfimbul, the Hill Orc Chief 31885 900' Found the Leather Shield of Celegorm 31915 900' Killed Grishn√°kh, the Hill Orc 31922 900' Killed Bullroarer the Hobbit 33434 900' Reached level 21 37308 1050' Reached level 22 37788 1050' Killed Gorbag, the Orc Captain 38636 1050' Killed Shagrat, the Orc Captain 38642 1050' Found the Phial of Galadriel 40269 1100' Reached level 23 42663 1100' Killed Ugl√∫k, the Uruk 42696 1100' Killed Lugdush, the Uruk 42802 1100' Reached level 24 45131 1200' Killed Sangahyando of Umbar 45202 1200' Killed Angamait√´ of Umbar 45205 1200' Found the Dagger 'Narthanc' (LOST) 46071 1250' Reached level 25 51718 1600' Reached level 26 53511 1600' Killed Lokkak, the Ogre Chieftain 58853 1650' Killed Ibun, Son of M√Æm 58853 1650' Reached level 27 62781 1800' Killed Sm√?agol 63015 1800' Reached level 28 63242 1800' Killed Mughash the Kobold Lord 64198 1800' Killed Beorn, the Shape-Changer 64204 1800' Found the Long Sword 'Elvagil' (LOST) 64998 1800' Reached level 28 67011 1800' Found the Chain Mail of Arvedui 67575 1850' Found the Dagger 'Nimthanc' (LOST) 69077 1850' Reached level 29 74355 1950' Killed Draebor, the Imp 75809 1950' Found the Bastard Sword of √âowyn 76655 1950' Found the Set of Leather Gloves 'Cammithrim' (LOST) 77403 2000' Killed Ulwarth, Son of Ulfang 77771 2000' Reached level 30 80843 2050' Found the Rapier 'Forasgil' (LOST) 81023 2050' Reached level 31 83692 2100' Found the Lucerne Hammer 'Turmil' (LOST) 86296 2200' Killed N√°r, the Dwarf 86957 2200' Killed The Queen Ant 87605 2200' Reached level 32 89228 2250' Killed Kavlax the Many-Headed 90994 2300' Killed Akhorahil the Blind 91157 2300' Reached level 33 91199 2300' Found the Broad Sword 'Glamdring' (LOST) 91227 2300' Found the Long Sword 'And√∫ril' 91644 2300' Killed Uldor the Accursed 95333 2350' Killed Ren the Unclean 95667 2350' Reached level 34 101735 2450' Killed Castamir the Usurper 103111 2550' Reached level 35 103861 2550' Found the Set of Gauntlets 'Paurhach' (LOST) 105040 2550' Killed Scatha the Worm 105557 2550' Killed Lorgan, Chief of the Easterlings 106746 2600' Killed Bert the Stone Troll 106756 2600' Found the Katana 'Aglarang' 107131 2600' Killed Tom the Stone Troll 107135 2600' Found the Great Axe of E√∂nw√´ 107189 2600' Killed Bill the Stone Troll 107573 2650' Killed Ji Indur Dawndeath 107573 2650' Reached level 36 108146 2650' Killed Smaug the Golden 110506 2700' Killed Quaker, Master of Earth 114740 2750' Killed Saruman of Many Colours 114740 2750' Reached level 37 115069 0' Killed Farmer Maggot 117566 2850' Killed Rogrog the Black Troll 117747 2850' Killed Adunaphel the Quiet 118239 2850' Killed Ar-Pharaz√Žn the Golden 119669 2900' Killed Bolg, Son of Azog 120048 2900' Killed Gorlim, Betrayer of Barahir 121097 2900' Found the Trident of Wrath 121105 2900' Reached level 38 121500 2900' Killed Medusa, the Gorgon 121689 2900' Found the Pike 'Til-i-arc' 122617 2900' Killed The Balrog of Moria 125090 2950' Killed The Lernaean Hydra 126816 2950' Killed Ulfang the Black 127566 2950' Found the Dagger of Rilia (LOST)
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That dump does not convey *when* things were lost - trust me I did not dump the exectutioners sword artifact for a very long time. Only last dive in fact. That got me through the early game but has been outclassed now.
You may think I'm diving too slowly with that kit. Well I just recalled down to L60 - ended straight in amongst a pack of time hounds. Teleported away and found a scroll of Deep Descent.
Now at DL66 and cruising.
(Last time I said that I died quickly lol)Last edited by Bimbul; November 24, 2015, 14:36.Comment
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Well I just started a new game with a high-elf warror.
@ has slayed it's way down to DL22 in very short order, I think I've only needed to quaff a !CSW once so far and have just ploughed through.
Not even remotely a challenge. How is this more fun than a mage? I want the game to challenge me from start to finish, not just deep down.
Frankly it's boring gameplay as I've previously commented.
Each to their own I suppose.Comment
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You know if you really wanted to speed dive I suspect a high elf mage could out pace any warrior or anything that's not a rogue, for that matter. For starters you can find the stairs down quicker. You can see invisible, have decent stealth, perfect detects, best escapes in the game.Comment
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You know if you really wanted to speed dive I suspect a high elf mage could out pace any warrior or anything that's not a rogue, for that matter. For starters you can find the stairs down quicker. You can see invisible, have decent stealth, perfect detects, best escapes in the game.Comment
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Turn 28954 - Shield of Thorin, dropped by a stone troll (dlvl 48).
Pretty sure half trolls dropped the int potions I found.Comment
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Mages are great up to lvl 30 or so, when acid bolt starts to fall off. The next serious damage upgrade requires dungeon books and many int potions/items.
Prime targets are low hit point and single; trolls are on the high side of hit points, but if stealth is sufficient, can be killed one by one with acid bolt.
My last two mages were both using one mouse and one int ring for a considerable amount of time; the other alternative is double escaping, but I think I prefer the former.Comment
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You also don't need the stealth to pick off trolls. You'll need a form of curing for the priests & you need to look at your surroundings to see if anything is going to interrupt you & cause complications.
Edit: I think part of where I disagree with people, on how fast a mage can dive, is a playstyle thing. If you want a mage to dive fast you want str more then int. Then you can carry 2 solutions to every problem. Then you can use everything the dungeon gives you on the way down.Last edited by wobbly; November 29, 2015, 08:55.Comment
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Why are you killing trolls 1 by 1 when they come in packs and are usually light vulnerable? Light wands are common enough that it won't even cost you spell points. Works for vampires/wights & dark elves too.
You also don't need the stealth to pick off trolls. You'll need a form of curing for the priests & you need to look at your surroundings to see if anything is going to interrupt you & cause complications.
Edit: I think part of where I disagree with people, on how fast a mage can dive, is a playstyle thing. If you want a mage to dive fast you want str more then int. Then you can carry 2 solutions to every problem. Then you can use everything the dungeon gives you on the way down.
If going for low turncount though, something I dont like to do, looking into the str vs int thing could be profitable.
Sure, if I still carry wands of light and there is a convenetly placed pack of forest trolls that has to approach me through a long corridor, I happily wand them down. But I dont like fights where I have to commit to a prolonged battle, because the death knight in the next room can wake up any second and force me to turn tail.
An awake pack of mixed trolls is likely to require me to phase around, to gain distance or reposition, and only if I make it to the end will I get to collect any loot.Comment
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