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  • Bogatyr
    Knight
    • Feb 2014
    • 525

    #91
    Originally posted by brbrbr
    I don't feel warriors need Detection as much as mages do. Of all warrior games I used the Rod more as a convenience to replace Detect Treasure+Traps, rather than source of monster disposition intel.
    With so much HP and Infravision you can survive any unplanned monster encounter up to dl80. Not only survive, but win. Warrior is a tank hard to stop. Above DL80 you'd already find ESP.
    Surrounding is also not an issue, as you fight mostly in corridors, not rooms. And you already know which monsters like to hang in packs.
    Besides, Staff of Detect Evil is easy to buy in shop, if you want to make an informed decision on opening a vault.
    Surrounding is an issue with wall walking/eating undead, especially graveyards. Detect evil will detect graveyards, though. Also with hard-hitting hound breaths with phase effects, like gravity hounds.

    Comment

    • Bimbul
      Adept
      • Sep 2015
      • 140

      #92
      Originally posted by Ingwe Ingweron
      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'll only bother if the level has a good treasure feeling and I've detected something in there. I got the short bow of Amrod that way recently, I don't feel bad for not taking on 10 9 Headed Hydras and 5 11 Headed hydras to get it.

      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

      • Bimbul
        Adept
        • Sep 2015
        • 140

        #93
        I also feel no need for massive $$$ - I've got plenty as it is.

        Comment

        • Ingwe Ingweron
          Veteran
          • Jan 2009
          • 2129

          #94
          Originally posted by Bimbul
          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.
          I don't save staves of Destruction for the endgame (I don't like giving free healing in the form of charge draining to the Bosses), but they are useful on the way down if you have the inventory room. They'd take out a balrog pack easily enough.

          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 Dead

          Comment

          • Bimbul
            Adept
            • Sep 2015
            • 140

            #95
            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 Eönwë (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&#183;kh, the Hill Orc at 900 feet (level 18)
                 
                 +1 shooting power.
                 
            c) a Ring of Speed <+9>
                 Dropped by Ar-Pharaz&#217;n 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 Éowyn (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√&#198;m, Son of M√&#198;m
                 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 Angamaitë 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√&#198;m
                 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 Éowyn
                 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 Eönwë
                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)

            Comment

            • Bimbul
              Adept
              • Sep 2015
              • 140

              #96
              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

              • Bimbul
                Adept
                • Sep 2015
                • 140

                #97
                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

                • wobbly
                  Prophet
                  • May 2012
                  • 2629

                  #98
                  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

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #99
                    Originally posted by wobbly
                    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.
                    For speed play, mages have the big problem of just having an awfully slow start. Warriors can play very fast from level 1 and, if they're reasonably lucky with drops, won't ever lose momentum. Mages have to claw their way to stat gain before they really start coming into their own.

                    Comment

                    • wobbly
                      Prophet
                      • May 2012
                      • 2629

                      Originally posted by Derakon
                      For speed play, mages have the big problem of just having an awfully slow start.
                      Apparently. Though not if you just play it like it's a rogue. Mages are stealthy if your moving fast & away from anything you don't want to wake up. Plus it's pretty easy to find a pair of mouse rings. Trolls are easy targets for mages & have good drops if you can get low enough:

                      Turn 28954 - Shield of Thorin, dropped by a stone troll (dlvl 48).

                      Pretty sure half trolls dropped the int potions I found.

                      Comment

                      • Estie
                        Veteran
                        • Apr 2008
                        • 2347

                        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

                        • wobbly
                          Prophet
                          • May 2012
                          • 2629

                          Originally posted by Estie
                          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.
                          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.
                          Last edited by wobbly; November 29, 2015, 08:55.

                          Comment

                          • Estie
                            Veteran
                            • Apr 2008
                            • 2347

                            Originally posted by wobbly
                            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.
                            Well, I do 12 points int 8 points str, its possible to swap around but hardly of great relevance. Of more such would be using a str ring instead of an int ring or so; then use that str to carry stacks of wands without getting encumbered. I have considered doing it that way actually, but dismissed the idea because one thing I enjoy with mages is their mastery of utility. Where other classes fizzle, fumble and have to lug around tools to get the job done, mages can effortlessly cast most needed spells from their books. If I dont make use of that, I might as well roll a rogue.

                            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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