Noob trying to improve threat assessment

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  • Talharim
    Apprentice
    • Jul 2015
    • 57

    Noob trying to improve threat assessment

    So, I have been steadily diving and found this vault. It is bound to have several goodies. But, it has Smaug, a great crystal drake, the Three Stooges (the troll brothers), a lesser balrog and probably others my threat assessment is not good enough to know that are bad news.

    I have a rod of TO, a wand of TO with 8 charges, 3 scrolls of teleportation, 3 staves of teleportation and a scroll of teleport level. I also have a staff of banishment with 1 charge.

    How many of these monsters can instakill me? How many can I kill and which ones should I teleport away?

    Should I simply leave the vault and cowardly live to flee another day?

    Here's the screenshot:

    And here's my character:
    Code:
      [Angband 4.1.1 Character Dump]
    
     Name   Krohm        Age             27          Self  RB  CB  EB   Best
     Race   Half-Troll   Height        8'7"   STR:  18/92  +4  +3  +4 18/202
     Class  Warrior      Weight   11st 10lb   INT:     11  -4  -2  +0      5
     Title  Commando     Turns used:          WIS:     12  -2  -2  +3     11
     HP     475/475      Game        693509   DEX:  18/61  -4  +2  +9 18/131
     SP     0/0          Standard     70980   CON:      9  +3  +2  +5  18/10
                         Resting       2761
    
     Level                 32    Armor      [69,+62]    Saving Throw     43%
     Cur Exp           232562                           Stealth          Bad
     Max Exp           232562    Melee       2d6,+31    Disarm - phys.   73%
     Adv Exp           240000    To-hit       78,+35    Disarm - magic   40%
                                 Blows      4.7/turn    Magic Devices     32
     Gold              104936                           Searching        39%
     Burden          175.7 lb    Shoot to-dam    +19    Infravision    30 ft
     Overweight       -4.2 lb    To-hit       63,+38    Speed              1
     Max Depth    1950' (L39)    Shots        1/turn
    
     Your mother was a Cave-Troll Warrior.  You have puke-yellow eyes,
     dirty sea-weed green hair, and blue leprous skin.
    
    
    
    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 Beaked Axe of Th&#195;&#169;oden (2d6) (+8,+10) <+3> {@w0}
         Dropped by Gorbag, the Orc Captain at 1400 feet (level 28)
         
         +3 wisdom.
         +3 constitution.
         Slays dragons.
         Cannot be harmed by acid, fire.
         Slows your metabolism.  Grants telepathy.  
         
         When activated, it drains up to 120 hit points of life from a
         target creature.  Does not affect undead, demons, golems,
         elementals or vortices.
         Takes 44 turns to recharge at your current speed.
         Your chance of success is 87.5%
         
         Combat info:
         4.7 blows/round.
         With +0 STR and +2 DEX you would get 5.0 blows
         Average damage/round: 263.2 vs. dragons, and 189.9 vs. others.
         
    b) a Light Crossbow of Power (x3) (+11,+19)
         Dropped by Wormtongue, Agent of Saruman at 1450 feet (level 29)
         
    c) an Onyx Ring of Dexterity <+3>
         Found lying on the floor at 1550 feet (level 31)
         
         +3 dexterity.
         Sustains dexterity.
         
    d) an Onyx Ring of Dexterity <+3>
         Found lying on the floor of a special room at 1900 feet (level 38)
         
         +3 dexterity.
         Sustains dexterity.
         
    e) a Sea Shell Amulet of Regeneration
         Found lying on the floor at 1550 feet (level 31)
         
         Speeds regeneration.  
         
    f) the Phial of Galadriel <+3>
         Found lying on the floor in a pit at 1100 feet (level 22)
         
         +3 light.
         Cannot be harmed by fire.
         Radius 3 light.
         
         When activated, it lights up the surrounding area, hurting
         light-sensitive creatures.
         Takes 12 to 22 turns to recharge at your current speed.
         Your chance of success is 90.4%
         
    g) the Chain Mail of Arvedui (-2) [40,+15] <+2>
         Dropped by Uglúk, the Uruk at 1150 feet (level 23)
         
         +2 strength.
         Provides resistance to acid, lightning, fire, cold, shards, nexus.
         Cannot be harmed by acid.
         
    h) an Elven Cloak [6,+4] <+1>
         Found lying on the floor in a pit at 1100 feet (level 22)
         
         +1 stealth.
         +1 speed.
         
    i) the Leather Shield of the Haradrim (+5,+5) [9,+15] <+2>
         Conjured forth by magic at 1850 feet (level 37)
         
         +2 strength.
         +2 constitution.
         Provides resistance to poison.
         Provides protection from fear, blindness.
         Cannot be harmed by acid.
         Sustains strength, constitution.
         
         When activated, it puts you in a berserker rage for d50+50 turns.
         Takes 55 turns to recharge at your current speed.
         Your chance of success is 83.6%
         
    j) a Steel Helm [9,+7]
         Found lying on the floor in a vault at 1850 feet (level 37)
         
    k) a Set of Gauntlets of Agility [3,+9] <+3>
         Found lying on the floor at 1300 feet (level 26)
         
         +3 dexterity.
         
    l) a Pair of Leather Boots of Free Action [2,+3]
         Bought from a store
         
         Prevents paralysis.  
         
    
    
    
    
      [Character Inventory]
    
    a) 3 Moldy Mushrooms of Clear Mind
    b) 10 Misty Potions of Cure Light Wounds
    c) 24 Orange Speckled Potions of Cure Serious Wounds
    d) 26 Pungent Potions of Cure Critical Wounds
    e) a Purple Potion of Healing
    f) 5 Crimson Potions of Neutralize Poison
    g) 3 Lavender Potions of Speed
    h) 16 Scrolls titled "vo promus cuis" of Phase Door {!r}
    i) 3 Scrolls titled "tulum ocerium" of Teleportation {!r}
    j) a Scroll titled "conum opio" of Teleport Level {!r}
    k) 7 Scrolls titled "obvito illinsa" of Magic Mapping
    l) 6 Scrolls titled "frus sus no" of Word of Recall {!r!r}
    m) a Brass Rod of Detection (charging)
         Cannot be harmed by lightning.
         
    n) a Zirconium Rod of Magic Mapping (charging)
    o) a Tungsten Rod of Curing
    p) a Molybdenum Rod of Teleport Other
    q) a Tungsten Wand of Teleport Other (8 charges)
    r) an Eucalyptus Staff of Banishment (1 charge)
    s) 3 Oak Staves of Teleportation (14 charges) {!u}
    t) a Calcite Ring of Damage (+0,+8)
         Bought from a store
         
    u) the Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] <+3, +1> {@w0}
         Dropped by Ibun, Son of Mîm at 1850 feet (level 37)
         
         +3 strength.
         +3 constitution.
         +1 stealth.
         Slays demons, trolls, orcs.
         Provides resistance to acid, lightning, fire, cold.
         Provides protection from blindness.
         Cannot be harmed by acid, fire.
         Feather Falling.  Speeds regeneration.  Grants the ability to see
         invisible things.  Prevents paralysis.  
         
         Combat info:
         5.0 blows/round.
         With +0 STR and +2 DEX you would get 5.2 blows
         Average damage/round: 409 vs. demons, 409 vs. trolls, 409 vs.
         orcs, and 260.5 vs. others.
         
    
    
    
    
      [Character Quiver]
    
    0) 12 Bolts (1d5) (+4,+3)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 77.2.
         25% chance of breaking upon contact.
         
    1) 13 Bolts (1d5) (+7,+2)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 74.9.
         25% chance of breaking upon contact.
         
    2) 23 Bolts (1d5) (+8,+7)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 90.5.
         25% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) 4 Moist Mushrooms of Vigor
    b) 40 Orange Speckled Potions of Cure Serious Wounds
    c) 21 Pungent Potions of Cure Critical Wounds
    d) 7 Purple Potions of Healing
    e) a Hazy Potion of *Healing*
         It can be thrown at creatures with damaging effect.
         
    f) 6 Scrolls titled "insi solet dus" of Identify Rune {!r}
    g) 11 Scrolls titled "perto tum modo" of Satisfy Hunger
    h) 3 Scrolls titled "cus dema" of Recharging
    i) 4 Magnesium Rods of Treasure Location
    j) 2 Oak Staves of Teleportation (14 charges) {!u}
    k) an Opal Ring of Acid [+13] (charging)
         Found lying on the floor at 1250 feet (level 25)
         
         Provides resistance to acid.
         
    l) a Jet Ring of Accuracy (+17,+0)
         Found lying on the floor at 1150 feet (level 23)
         
    m) a Beryl Ring of See Invisible
         Found lying on the floor at 1550 feet (level 31)
         
         Grants the ability to see invisible things.  
         
    n) the Leather Shield of Celegorm [8,+20]
         Found lying on the floor in a vault at 1900 feet (level 38)
         
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Provides protection from blindness.
         Cannot be harmed by acid.
         
    o) the Pike 'Til-i-arc' (3d5) (+10,+12) [+10] <+3, +2>
         Found lying on the floor of a special room at 1300 feet (level 26)
         
         +3 strength.
         +3 intelligence.
         +2 speed.
         Slays demons, giants, trolls.
         Branded with cold, fire.
         Provides resistance to fire, cold.
         Cannot be harmed by acid, fire.
         Sustains intelligence.
         Slows your metabolism.  
         
         Combat info:
         5.0 blows/round.
         With +0 STR and +2 DEX you would get 5.2 blows
         Average damage/round: 340.5 vs. creatures not resistant to cold,
         340.5 vs. creatures not resistant to fire, 340.5 vs. demons, 340.5
         vs. giants, 340.5 vs. trolls, and 241.5 vs. others.
         
    p) the Mace 'Taratol' (3d4) (+12,+12) (charging)
         Dropped by Azog, King of the Uruk-Hai at 1350 feet (level 27)
         
         Slays dragons (powerfully).
         Branded with lightning.
         Provides immunity to lightning.
         Cannot be harmed by acid, fire.
         
         When activated, it hastens you for d20+20 turns.
         Takes 111 to 220 turns to recharge at your current speed.
         Your chance of success is 87.5%
         
         Combat info:
         4.5 blows/round.
         With +2 STR and +0 DEX you would get 4.7 blows
         With +0 STR and +2 DEX you would get 4.7 blows
         Average damage/round: 271.4 vs. creatures not resistant to
         lightning, 347.7 vs. dragons, and 195.2 vs. others.
         
    q) a Long Bow of Power (x3) (+7,+24)
         Found lying on the floor in a vault at 1150 feet (level 23)
         
    r) 17 Bolts of Flame (1d5) (+12,+9)
         Branded with fire.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 193.4 vs. creatures not resistant to fire,
         and 96.7 vs. others.
         25% chance of breaking upon contact.
         
    s) 21 Arrows of Venom (1d4) (+4,+3)
         Branded with poison.
         
    t) 31 Arrows of Slay Evil (1d4) (+13,+8)
         Slays evil creatures.
         
    u) 20 Mithril Shots of Slay Undead (2d4) (+12,+11)
         Slays undead.
         
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.
           498    100'  Reached level 2
           518    100'  Reached level 3
           601    100'  Reached level 4
          1106    150'  Reached level 5
          1611    200'  Reached level 6
          2379    200'  Reached level 7
          3137    200'  Killed Grip, Farmer Maggot's Dog
          3138    200'  Killed Fang, Farmer Maggot's Dog
          3406    250'  Reached level 8
          4503    400'  Reached level 9
          4670    450'  Reached level 10
          4860    450'  Killed Mughash the Kobold Lord
          4860    450'  Reached level 11
          5746    500'  Reached level 12
          6176    550'  Reached level 13
          6306    550'  Reached level 14
          8266    550'  Reached level 15
          8912    550'  Killed Orfax, Son of Boldor
          9275    550'  Reached level 16
         10639    600'  Killed Brodda, the Easterling
         11557    650'  Reached level 17
         12725    700'  Reached level 18
         13086    700'  Killed Bullroarer the Hobbit
         13110    700'  Killed Golfimbul, the Hill Orc Chief
         13128    700'  Killed Grishn&#195;&#161;kh, the Hill Orc
         13561    700'  Reached level 19
         14837    750'  Found the Dagger 'Nimthanc' (LOST)
         16633    800'  Reached level 20
         16646    800'  Found the Dagger 'Dethanc' (LOST)
         17091    800'  Reached level 21
         17170    800'  Reached level 22
         21004    850'  Killed Sm&#195;&#169;agol
         21103    850'  Reached level 23
         23635    850'  Killed Shagrat, the Orc Captain
         24134    850'  Reached level 24
         25872    900'  Killed N&#195;&#161;r, the Dwarf
         28035   1000'  Killed Ulfast, Son of Ulfang
         29188   1000'  Reached level 25
         29451   1000'  Killed Ufthak of Cirith Ungol
         30037   1050'  Found the Broad Sword 'Glamdring' (LOST)
         32214      0'  Killed Farmer Maggot
         33376   1100'  Killed Lugdush, the Uruk
         34610   1100'  Reached level 26
         35129   1150'  Killed Ugl&#195;&#186;k, the Uruk
         35138   1150'  Found the Chain Mail of Arvedui
         37482   1100'  Found the Phial of Galadriel
         37549   1100'  Reached level 27
         38986   1150'  Killed Kh&#195;&#174;m, Son of M&#195;&#174;m
         40675   1200'  Killed Bolg, Son of Azog
         43271   1300'  Killed Angamait&#195;&#171; of Umbar
         43271   1300'  Killed Sangahyando of Umbar
         44225   1300'  Reached level 28
         44352   1300'  Found the Pike 'Til-i-arc'
         45160   1300'  Reached level 28
         45863   1350'  Killed Azog, King of the Uruk-Hai
         45866   1350'  Found the Mace 'Taratol'
         46554   1400'  Killed Gorbag, the Orc Captain
         46566   1400'  Found the Beaked Axe of Th&#195;&#169;oden
         48908   1450'  Killed Beorn, the Shape-Changer
         51153   1450'  Killed Wormtongue, Agent of Saruman
         51481   1450'  Reached level 29
         55292   1550'  Killed Boldor, King of the Yeeks
         55981   1800'  Killed Uldor the Accursed
         58637   1850'  Killed The Queen Ant
         58637   1850'  Reached level 30
         58637   1850'  Found the Flail 'Totila' (LOST)
         59275   1850'  Killed Ibun, Son of M&#195;&#174;m
         59276   1850'  Found the Battle Axe of Balli Stonehand
         60205   1850'  Found the Leather Shield of the Haradrim
         61407   1900'  Reached level 31
         64274   1900'  Found the Leather Shield of Celegorm
         64550   1900'  Reached level 32
         65051   1900'  Reached level 32
         66181   1900'  Killed Castamir the Usurper
    
    
      [Options]
    
      [User interface]
    
    Use the roguelike command keyset             : no  (rogue_like_commands)
    Use sound                                    : no  (use_sound)
    Show damage player deals to monsters         : yes (show_damage)
    Use old target by default                    : yes (use_old_target)
    Always pickup items                          : no  (pickup_always)
    Always pickup items matching inventory       : no  (pickup_inven)
    Show flavors in object descriptions          : yes (show_flavors)
    Highlight target with cursor                 : yes (show_target)
    Highlight player with cursor between turns   : yes (highlight_player)
    Disturb whenever viewable monster moves      : yes (disturb_near)
    Show walls as solid blocks                   : no  (solid_walls)
    Show walls with shaded background            : no  (hybrid_walls)
    Color: Illuminate torchlight in yellow       : yes (view_yellow_light)
    Color: Shimmer multi-colored things          : no  (animate_flicker)
    Center map continuously                      : yes (center_player)
    Color: Show unique monsters in purple        : yes (purple_uniques)
    Automatically clear '-more-' prompts         : no  (auto_more)
    Color: Player color indicates % hit points   : yes (hp_changes_color)
    Allow mouse clicks to move the player        : yes (mouse_movement)
    Notify on object recharge                    : yes (notify_recharge)
    
      [Birth]
    
    Generate a new, random artifact set          : no  (birth_randarts)
    Generate connected stairs                    : yes (birth_connect_stairs)
    Force player descent (never make up stairs)  : no  (birth_force_descend)
    Word of Recall has no effect                 : no  (birth_no_recall)
    Restrict creation of artifacts               : no  (birth_no_artifacts)
    Stack objects on the floor                   : yes (birth_stacking)
    Lose artifacts when leaving level            : no  (birth_lose_arts)
    Show level feelings                          : yes (birth_feelings)
    Increase gold drops but disable selling      : yes (birth_no_selling)
    Start with a kit of useful gear              : yes (birth_start_kit)
    Monsters learn from their mistakes           : no  (birth_ai_learn)
    Know all runes on birth                      : no  (birth_know_runes)
    Know all flavors on birth                    : no  (birth_know_flavors)
    Persistent levels (experimental)             : no  (birth_levels_persist)
    Cowards live a long time, brave ones usually die soon of a glorious death.
  • Philip
    Knight
    • Jul 2009
    • 909

    #2
    Your character seems extraordinarily well-equipped to handle this vault. For example, most characters would be rightfully scared of a Great Crystal Wyrm and a nexus vortex, two of the closest monsters to one of the entrances. But you have Arvedui, so both of those are a lot less scary. In a 1-to-1 fight you could easily kill the Great Crystal Wyrm, their name is a lot more threatening than they actually are. Of course, the presence of the Thunder Giant nearby, and the Patriarch, Balrog, and Sorcerer not too far away complicates things a bit. Still, I wouldn't expect any of the monsters in the middle to kill you, let alone insta-kill you. You definitely don't want to fight the Thunder Giant, they're unpredictable and can kill your TO. You also don't want to fight the Lesser Balrog, because I think it can drain your TO and is generally a pain to fight with no reward. The Patriarch and Sorcerer are unpredictable, fast, and can cause a lot of damage in one turn. If anything in the middle section were to kill you, it would be them. TO the moment you can, as safely as possible. The Death Knight you could kill, I think, since I don't expect it to outdamage CCW reliably. But you probably can't fight it at the same time as you fight anything else even remotely threatening. The Quylthulg is bad news, but if you stay out of its LOS until everything scary is gone, you can go fairly safely go kill it, since Theoden is good against dragons and you're good for rbase. The ethereal dragon will likely find you, since it has passwall. You can kill it, but it can do a lot of damage fairly quickly. Make sure you get the first hit and you'll be fine. The death quasit can also find you, but you have sustain dexterity, so you're relatively safe from it. Again, you can kill it, but don't fight it at the same time as any other threatening monster if you can help it.

    The right section of the vault has relatively few terrifying monsters, since you can out-heal the Trolls, and they're not too threatening at range. That leaves basically Smaug and the Dark Elven Sorcerer, both of whom can do a lot of damage in one round with their speed. TO them both, since you can't really safely fight either with anything else around. The hellhound might destroy some stuff, but won't kill you. The nexus quylthulg is bad, though unless you enter it's section, it won't do anything to you, so probably just avoid that area.

    I don't know much about the left section of the vault, but bronze golems are terrifying and powerful, and you should TO it the moment you can. Of course, if while moving towards the vault you find out that there are other scary monsters in it, you might want to avoid opening that section. If you find out there are scary passwall monsters in it, you might want to avoid opening the vault in the first place, since it would increase the cost and risk of getting the stuff in the other two sections.

    Comment

    • Grotug
      Veteran
      • Nov 2013
      • 1637

      #3
      I guess what concerns me a little is that your -Detection didn't reach the far end of the vault. I'm not sure Smaug and a lesser Balrog are going to generate a 9 on DL 39. Seems that at most they might generate a 7. But you totally can handle what is there.

      If you still have the detection screen up, can you look at the bronze colored g in the lower left corner? If that is a bronze golem, that would give you a level 9 feeling as its native depth is 68 or deeper. Golems are not detected by Telepathy. I'm trying to remember what bronze golems breathe for 500 (or is it fire for over 1000?). But whatever it is, it's probably enough to insta kill you. I don't think anything else can insta kill you, but you definitely want to TO the lesser balrog, Smaug, and the stooges may give you trouble but don't do more than like 100 damage to you a turn. Even though you rShards you probably want to TO the great crystal drake since your Theodon really doesn't do much damage even against dragons. I believe the Great Crystal Drake has like 1848 hitpoints? All these characters I've mentioned move basically twice as fast as you (1.9X faster than you to be exact). So you either want to quaff a potion of speed while you are TOing them and/or go for favorable hockey stick line of sight and hope your TO doesn't fail twice in a row.

      Oh, and the Great Crystal Drake probably messes with your mind (confuses).

      Be sure to kill the memory moss (the little red comma) and just be warned that the light blue Ps (storm giants) love to destroy objects that your character is carrying that TO. The blue Zs do as well.

      The green Q will summon things, but hopefully he will 'blink' when he sees you and not summon something nasty.

      The light blue E (and most Es in general) will bop around eratically destroying objects on the floor. He alone could be reason to quaff a potion of speed and hope to get to him before he has woken up and crushed something nice. I don't think he can crush artifacts, though.

      It's always tough to know when to use Banishment. Some games I hoard them and only use them if I absolutely need to, like a swarm of Time hounds is in a vault. There was a time in my career as an adventurer where I kept finding vaults filled with Es or other annoying monsters that would wreck all the good stuff inside the vault, so sometimes I'd banish them, but I doubt anyone on these forums will be advising you to banish the E.

      You'll probably want to risk fighting the storm giant since he picks up objects. So if he picks up Elvenkind boots and then you TO him, well, no fancy boots for you! Of course, what are the odds he'll pick up a great non-artifact item? Oh, don't get me started on odds.... I wouldn't fight the storm giant without hasting your self first, though.

      Just curious; what are you saving the neutralize poison potions for? The Haradrim is a great shield and as long as you're wearing it you can't be poisoned. And at this depth when you don't have rPois you don't get the chance to quaff a potion of neutralize poison after you've been instakilled by a drolem's poison breath.
      Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

      Detailed account of my Ironman win here.

      "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #4
        Yeah, you're good to go. Smaug and the GCD can't kill you in one turn. (But do use the wand rather than the rod for them.) The rest are essentially harmless (tho the Nexus Q can give you a lot of trouble.)
        Edit: your monster list in the image is missing the top monsters. Is that orange 'g' a bronze golem? THAT could kill you in a turn.
        Last edited by Pete Mack; December 3, 2017, 13:37.

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2347

          #5
          While you are equipped to break this vault open, I would not do so because it is a bad vault type - few good items for the large amount of nasties. There are better ones ahead. But if you feel the itch, have fun.

          Comment

          • Talharim
            Apprentice
            • Jul 2015
            • 57

            #6
            Can any of them come out if I don't open the vault? Or worse, open the vault themselves?
            Cowards live a long time, brave ones usually die soon of a glorious death.

            Comment

            • Philip
              Knight
              • Jul 2009
              • 909

              #7
              Of the ones you can see, the Will'o'the wisps, Ethereal Dragons, Death Quasits can walk through walls, so they can get out of the vault. I don't remember if monsters with phase can phase out of the vault though.

              Comment

              • kandrc
                Swordsman
                • Dec 2007
                • 299

                #8
                Originally posted by Philip
                I don't remember if monsters with phase can phase out of the vault though.
                They can, but they can only do that when facing @.

                There are also tunnelers, that can break the vault wide open, but they're fairly rare. Umber Hulks, Black Reavers, Maeglin... is that it? Morgoth, of course, but he can only show up on 100.

                Comment

                • mrfy
                  Swordsman
                  • Jul 2015
                  • 328

                  #9
                  Originally posted by kandrc
                  They can, but they can only do that when facing @.

                  There are also tunnelers, that can break the vault wide open, but they're fairly rare. Umber Hulks, Black Reavers, Maeglin... is that it? Morgoth, of course, but he can only show up on 100.
                  Also Atlas, the Titan.

                  Comment

                  • jevansau
                    Adept
                    • Jan 2009
                    • 200

                    #10
                    I'd guess this one isn't worth the risk. Level is only treasure level 6.
                    Also having bad stealth means you are not likely to get much time before things start waking up.

                    Comment

                    • PowerWyrm
                      Prophet
                      • Apr 2008
                      • 2986

                      #11
                      There are only 5 dangerous monsters inside, and with Balli you can pretty much obliterate the rest. You should'nt pass the opportunity. When you're done clearing the outer area, remember to use your charge of banishment for Q, because you don't want to be teleported away by the nexus Q when there are nasties loose on the level that could instashot you.
                      PWMAngband variant maintainer - check https://github.com/draconisPW/PWMAngband (or http://www.mangband.org/forum/viewforum.php?f=9) to learn more about this new variant!

                      Comment

                      • Talharim
                        Apprentice
                        • Jul 2015
                        • 57

                        #12
                        I finally wimped out. It was probably a bit too cowardish but hey, still alive.
                        Thanks for all the tips that helped me understand the game better.
                        Cowards live a long time, brave ones usually die soon of a glorious death.

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #13
                          Probably wise. There will be more vaults soon enough, with easier layout and significantly better loot.

                          Comment

                          • A Magical Lamp
                            Rookie
                            • Jul 2016
                            • 14

                            #14
                            A good general rule of thumb is if it shimmers it's dangerous. Not true all the time and there's plenty of dangerous enemies that don't shimmer but generally shimmering enemies are the ones to look out for.

                            Comment

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