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  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #16
    *Slay Undead* is too specialized. The big ego weapons are acid/fire/elec brand, Gondolin(not quite end game) ; HA, and +2 attacks (endgame). At the very end, a *slay evil* big 3 may be the best.

    For your character, carry calris as a swap. It is (just) an endgame weapon, and has pretty good slays. Extra CON in a big fight is also very nice.

    Comment

    • Mudd
      Adept
      • Oct 2016
      • 107

      #17
      Originally posted by Pete Mack
      *Slay Undead* is too specialized. The big ego weapons are acid/fire/elec brand, Gondolin(not quite end game) ; HA, and +2 attacks (endgame). At the very end, a *slay evil* big 3 may be the best.

      For your character, carry calris as a swap. It is (just) an endgame weapon, and has pretty good slays. Extra CON in a big fight is also very nice.
      I'm in town re-outfitting per all the suggestions here.

      Was worried about losing rNexus(robe of permanence), but now realize my stats are mostly up where it doesn't matter. I had a character get stats rearranged and it sucked bad!

      Found a mattocks of earthquakes and played with it briefly ....makes a real mess of the landscape. Will probably toss as I have several earthquake scrolls if they are needed later.

      Comment

      • Mudd
        Adept
        • Oct 2016
        • 107

        #18
        Updated character after re-outfitting....

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #19
          Looks good. I'd probably use either a ring of Con or Damage instead of the second speed ring. You can use up all the !speed and then start using MB4. The spell lasts almost twice as long as the potion. (Only a very few monsters are faster than speed 20.) Once you get near native depth for speed rings (75), you'll find better ones quickly enough. A RoCON(+5) would add 190HP.

          Comment

          • Mudd
            Adept
            • Oct 2016
            • 107

            #20
            Originally posted by Pete Mack
            Looks good. I'd probably use either a ring of Con or Damage instead of the second speed ring. You can use up all the !speed and then start using MB4. The spell lasts almost twice as long as the potion. (Only a very few monsters are faster than speed 20.) Once you get near native depth for speed rings (75), you'll find better ones quickly enough. A RoCON(+5) would add 190HP.
            Will switch to RoD +11 and keep my eye out for RoCon!

            Comment

            • Mudd
              Adept
              • Oct 2016
              • 107

              #21
              Question - does doubling up on resistances via equipment do anything or is it just wasted?

              Found a shield of elvinkind with rPoison and +1 stealth. It isn't as good as Celegorm otherwise, but it might allow me to change armor later.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #22
                Stash it for later. Only temporary resistance stacks with equipment.

                Comment

                • Mudd
                  Adept
                  • Oct 2016
                  • 107

                  #23
                  Hmmm...found an amulet of sustanence. Really nice, but I was wearing an amulet of searching +9. Without it I went from searching 80% to 35%.

                  Found out right away that I stumble into traps much more often....even after detect traps.

                  Also found boots of wormtongue.....this looks like an item worth uncursing?!

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #24
                    There is a spell to detect traps. Use it. Your character is much too strong for those boots to be useful.

                    Comment

                    • Mudd
                      Adept
                      • Oct 2016
                      • 107

                      #25
                      Duly noted!

                      I have been using the detect traps(MB1) spell.

                      I was in a vault room that had several traps around the door and could see them. DTrap was active. But where I would normally just walk into the trap to disarm it in the past, I triggered several that I had thought had been disarmed.
                      Either that or new one's sprung up in their place(I'm not crazy I swear!).
                      So now I manually use the disarm command instead of walking into them.

                      I do have a question about keymaps.

                      Is it possible to map the shift key or the control key to do what the . key does for run until interrupted?

                      Comment

                      • bio_hazard
                        Knight
                        • Dec 2008
                        • 649

                        #26
                        If you are within a previously detected zone, the only way new traps can appear are if a monster "cackles evilly" while creating new traps, at which point you will be surrounded by traps in all the accessible immediately surrounding squares (or, I suppose, if you read a scroll of create traps).

                        e: traps will disappear if you disarm them, and some will keep setting off if you keep failing to disarm. So if you still see it, it's still active.

                        Comment

                        • Mudd
                          Adept
                          • Oct 2016
                          • 107

                          #27
                          Originally posted by bio_hazard
                          If you are within a previously detected zone, the only way new traps can appear are if a monster "cackles evilly" while creating new traps, at which point you will be surrounded by traps in all the accessible immediately surrounding squares (or, I suppose, if you read a scroll of create traps).

                          e: traps will disappear if you disarm them, and some will keep setting off if you keep failing to disarm. So if you still see it, it's still active.
                          Yeah, I think something created new traps in the heat of battle that I missed.

                          Comment

                          • Mudd
                            Adept
                            • Oct 2016
                            • 107

                            #28
                            Character updated!

                            Beat up on Ar-pharazon and a few other things.

                            Found a bunch of stuff I'd like to use, but every swap seems to leave me holes in resistance.

                            Suggestions welcome.




                            btw. I'm on a level with the Balrog of Moria....should I be fighting him? If so, any pointers?
                            Last edited by Mudd; October 14, 2016, 05:51.

                            Comment

                            • Estie
                              Veteran
                              • Apr 2008
                              • 2343

                              #29
                              He does a gazillion fire damage; with double resist (that is, resist fire buff from book 5) you should be fine, however he also drains charges in melee. Your wands will lose charges unless you drop them in a corner; but make sure they are not in the area of any fire attacks.
                              Oh and like most demons, he can summon more of his kind.
                              Last edited by Estie; October 14, 2016, 06:25. Reason: typo

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                #30
                                You can do without shards and nexus resist. Your character is plenty strong to take on Balrog of Moria, but I wouldn't do it without MB5 (for double fire resist) and some branded arrows from Tenser's (cold or poison.) You don't want to melee him because he's hell on equipment. And he breathes for huge fire damage. You can dump Raal's. That is pretty much worthless for a rogue or ranger. But do carry Scarabtrices; I'd carry Tenser's too, for the buffing spells if nothing else. 22 points of +to_hit makes a big difference.

                                And you are easily strong enough to use the two big spells in MB4: Haste self is huge.

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