Vaults as a mage

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  • Khuzdul
    Scout
    • Dec 2014
    • 27

    Vaults as a mage

    I've actually managed to keep a high-elf mage alive up to clvl 29 and I'm currently wandering around dlvl 40~ killing off what I can and running away from the rest. I'm getting to the stage where I kinda need to get some better gear happening, but not really sure how to approach any size of vault as a mage. I have teleport other but the fail rate is too high for me to actually want to go anywhere near anything vaguely out of depth.

    So any help on specifically clearing out vaults, or just where to go from here would be lovely. Dump should be there xx
    Attached Files
  • Khuzdul
    Scout
    • Dec 2014
    • 27

    #2
    lol not sure what happened to the dump; first time I've posted one...
    This should be easier


    Code:
    [Angband 4.1.2 Character Dump]
    
     Name   Maedhros     Age            116          Self  RB  CB  EB   Best
     Race   High-Elf     Height        8'8"   STR:     15  +1  -3  +4     17
     Class  Mage         Weight   11st 13lb   INT:     13  +3  +3  +3  18/40
     Title  Evoker       Turns used:          WIS:     10  -1  +0  +1     10
     HP     210/210      Game        805612   DEX:     14  +3  +0  +0     17
     SP     51/56        Standard     87248   CON:  18/49  +1  -2  +2  18/59
                         Resting      50666
    
     Level                 29    Armor      [47,+56]    Saving Throw     77%
     Cur Exp           133454                           Stealth       Superb
     Max Exp           133454    Melee       3d6,+19    Disarm - phys.   57%
     Adv Exp           172500    To-hit       29,+20    Disarm - magic   69%
                                 Blows      1.0/turn    Magic Devices     96
     Gold               32136                           Searching        64%
     Burden          140.4 lb    Shoot to-dam     +9    Infravision    90 ft
     Overweight       26.5 lb    To-hit       29,+10    Speed       1 (x1.1)
     Max Depth    2050' (L41)    Shots        1/turn
    
     You are one of several children of a Telerin Archer.  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 Flail 'Totila' (3d6) (+16,+12) <+2>
         Dropped by a dark elven priest at 1000 feet (level 20)
         
         +2 stealth.
         +2 speed.
         Slays evil creatures.
         Branded with fire.
         Provides resistance to fire.
         Provides protection from confusion.
         Cannot be harmed by acid, fire.
         
         When activated, it confuses a target monster.
         Takes 16 turns to recharge at your current speed.
         Your chance of success is 96.2%
         
         Combat info:
         1.0 blows/round.
         With +7 STR and +0 DEX you would get 1.1 blows
         With +0 STR and +3 DEX you would get 1.1 blows
         Average damage/round: 56.3 vs. creatures not resistant to fire,
         44.5 vs. evil creatures, and 32.7 vs. others.
         
    b) a Light Crossbow (x3) (+6,+9)
         Found lying on the floor of a labyrinth at 750 feet (level 15)
         
    c) a Ring of Strength <+2>
         Found lying on the floor at 1650 feet (level 33)
         
         +2 strength.
         Sustains strength.
         
    d) a Ring of Intelligence <+3>
         Dropped by a barrow wight at 1700 feet (level 34)
         
         +3 intelligence.
         Sustains intelligence.
         
    e) an Amulet of Resist Lightning
         Dropped by a dark elven warrior at 500 feet (level 10)
         
         Provides resistance to lightning.
         
    f) the Phial of Galadriel <+3>
         Dropped by an orc shaman at 1000 feet (level 20)
         
         +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 97.3%
         
    g) the Hard Leather Armour of Himring [20,+15]
         Found lying on the floor of a special room at 1250 feet (level 25)
         
         Provides resistance to poison, nether, chaos.
         Cannot be harmed by acid, fire.
         
         When activated, it grants you protection from evil for 1d25 plus 3
         times your character level turns.
         Takes 111 to 220 turns to recharge at your current speed.
         Your chance of success is 93.1%
         
    h) an Elven Cloak of Stealth [6,+7] <+3, +1>
         Found lying on the floor at 1100 feet (level 22)
         
         +3 stealth.
         +1 speed.
         
    i) a Small Metal Shield (Dwarven) (+2,+2) [5,+7] <+2>
         Found lying on the floor in a vault at 1800 feet (level 36)
         
         +2 strength.
         +2 constitution.
         Cannot be harmed by acid.
         Prevents paralysis.  
         
    j) a Steel Helm of Seeing [9,+11] <+2>
         Bought from a store
         
         +2 searching skill.
         Provides protection from blindness.
         Grants the ability to see invisible things.  
         
    k) a Set of Caestus of Free Action (+0,+3) [5,+3]
         Dropped by Wormtongue, Agent of Saruman at 750 feet (level 15)
         
         Prevents paralysis.  
         
    l) the Pair of Leather Boots of Radagast [2,+12] <+1, +3, +5>
         Dropped by Nár, the Dwarf at 1850 feet (level 37)
         
         +1 wisdom.
         +3 stealth.
         +5 infravision.
         Provides resistance to cold.
         Cannot be harmed by acid, fire.
         Feather Falling.  Prevents paralysis.  
         
    
    
    
    
      [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) 2 Books of Magic Spells [Sorcery and Evocations]
    e) a Book of Magic Spells [Resistances of Scarabtarices]
         Cannot be harmed by fire.
         
    f) 8 Potions of Cure Light Wounds
    g) 4 Potions of Cure Serious Wounds
    h) 6 Potions of Cure Critical Wounds {!q}
    i) a Potion of Healing {!*}
    j) 2 Potions of Restore Life Levels {!q}
    k) 3 Potions of Enlightenment {!*}
    l) 2 Scrolls of Teleport Level
    m) a Scroll of Banishment
    n) 8 Scrolls of Word of Recall {!r}
    o) a Scroll of *Destruction* {!*}
    p) 2 Rods of Curing
    q) a Wand of Annihilation (2 charges) {!*}
         Cannot be harmed by lightning.
         
    r) a Staff of Mapping (1 charge)
    s) a Staff of Teleportation (8 charges)
    
    
    
    
      [Character Quiver]
    
    0) 30 Bolts (1d5) (+0,+0)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 36.3.
         25% chance of breaking upon contact.
         
    1) 15 Bolts (1d5) (+4,+3)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 45.4.
         25% chance of breaking upon contact.
         
    2) 22 Bolts (1d5) (+4,+4)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 48.4.
         25% chance of breaking upon contact.
         
    3) 2 Bolts (1d5) (+3,+5)
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 51.5.
         25% chance of breaking upon contact.
         
    4) 12 Bolts of Slay Dragon (1d5) (+5,+5)
         Slays dragons.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 103 vs. dragons, and 51.5 vs. others.
         25% chance of breaking upon contact.
         
    5) 11 Bolts of Slay Animal (1d5) (+6,+9)
         Slays animals.
         
         Combat info:
         Hits targets up to 120 feet away.
         Average damage/round: 107.1 vs. animals, and 64.2 vs. others.
         25% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) the Soft Leather Armour 'Hithlomir' [10,+20] <+3>
         Found lying on the floor in a vault at 1800 feet (level 36)
         
         +3 stealth.
         Provides resistance to acid, lightning, fire, cold, dark, nether.
         Cannot be harmed by acid, fire.
         
    b) the Iron Helm of Gorlim (+8,+8) [7,+10] <-3, -5>
         Found lying on the floor at 1750 feet (level 35)
         
         -3 intelligence.
         -3 wisdom.
         -5 searching skill.
         Provides protection from fear.
         Cannot be harmed by acid.
         Grants the ability to see invisible things.  Prevents paralysis. 
         Aggravates creatures nearby.  
         
    c) the Set of Gauntlets 'Paurhach' [3,+14]
         Taken from a chest found at 1000 feet (level 20)
         
         Provides resistance to fire.
         Cannot be harmed by acid, fire.
         Speeds regeneration.  
         
         When activated, it creates a fire bolt with damage 9d8.
         Takes 9 to 17 turns to recharge at your current speed.
         Your chance of success is 97.6%
         
    d) the Dagger 'Nimthanc' (2d4) (+9,+12) [+10]
         Dropped by Uglúk, the Uruk at 1700 feet (level 34)
         
         Branded with cold.
         Provides resistance to cold.
         Cannot be harmed by acid.
         
         When activated, it creates a frost bolt with damage 6d8.
         Takes 8 to 16 turns to recharge at your current speed.
         Your chance of success is 97.6%
         
         Combat info:
         1.0 blows/round.
         With +1 STR and +0 DEX you would get 1.1 blows
         With +0 STR and +3 DEX you would get 1.1 blows
         Average damage/round: 36.5 vs. creatures not resistant to cold,
         and 25.7 vs. others.
         
    e) the Mace 'Taratol' (3d4) (+12,+12)
         Found lying on the floor in a vault at 1000 feet (level 20)
         
         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 96.2%
         
         Combat info:
         1.0 blows/round.
         With +9 STR and +0 DEX you would get 1.1 blows
         With +0 STR and +3 DEX you would get 1.1 blows
         Average damage/round: 46.9 vs. creatures not resistant to
         lightning, 64.1 vs. dragons, and 29.8 vs. others.
         
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.
           303      0'  Killed Farmer Maggot
           857     50'  Reached level 2
          2614    100'  Reached level 3
          3602    100'  Killed Fang, Farmer Maggot's Dog
          3602    100'  Reached level 4
          5120    200'  Reached level 5
          6448    250'  Reached level 6
          8423    300'  Reached level 7
          9143    300'  Killed Grip, Farmer Maggot's Dog
          9474    300'  Reached level 8
         10762    400'  Killed Bullroarer the Hobbit
         12036    400'  Reached level 9
         14472    500'  Reached level 10
         16431    750'  Reached level 11
         17413   1000'  Reached level 12
         19340    950'  Reached level 13
         20059    950'  Reached level 14
         21449    750'  Killed Wormtongue, Agent of Saruman
         21941    800'  Reached level 15
         23682   1000'  Reached level 16
         23856   1000'  Found the Flail 'Totila'
         25163   1000'  Reached level 17
         26897   1000'  Reached level 18
         28018   1000'  Reached level 19
         29295   1050'  Reached level 20
         30438   1000'  Found the Phial of Galadriel
         30959   1000'  Found the Mace 'Taratol'
         31169   1000'  Reached level 21
         31268   1000'  Found the Set of Gauntlets 'Paurhach'
         34431   1250'  Found the Hard Leather Armour of Himring
         36236   1400'  Reached level 22
         37747   1400'  Killed Lagduf, the Snaga
         39328   1400'  Reached level 23
         42745   1450'  Killed Mughash the Kobold Lord
         44387   1450'  Reached level 24
         47620   1550'  Reached level 25
         52446   1800'  Reached level 26
         54860   1700'  Killed UglĂ?Âşk, the Uruk
         54861   1700'  Found the Dagger 'Nimthanc'
         54979   1700'  Killed Lugdush, the Uruk
         56345   1700'  Killed Ulfast, Son of Ulfang
         56498   1700'  Killed Ulwarth, Son of Ulfang
         60554   1700'  Killed Sm�©agol
         61253   1700'  Reached level 27
         68809   1750'  Found the Iron Helm of Gorlim
         69996   1850'  Killed Gorbag, the Orc Captain
         72011   1800'  Reached level 28
         77103   1800'  Found the Soft Leather Armour 'Hithlomir'
         80109   1850'  Killed N�¡r, the Dwarf
         80123   1850'  Found the Pair of Leather Boots of Radagast
         82744   1900'  Reached level 29
    
    
      [Options]
    
      [User interface]
    
    Use the roguelike command keyset             : no  (rogue_like_commands)
    Use sound                                    : no  (use_sound)
    Show damage player deals to monsters         : no  (show_damage)
    Use old target by default                    : no  (use_old_target)
    Always pickup items                          : no  (pickup_always)
    Always pickup items matching inventory       : yes (pickup_inven)
    Show flavors in object descriptions          : no  (show_flavors)
    Highlight target with cursor                 : yes (show_target)
    Highlight player with cursor between turns   : no  (highlight_player)
    Disturb whenever viewable monster moves      : yes (disturb_near)
    Show walls as solid blocks                   : yes (solid_walls)
    Show walls with shaded background            : no  (hybrid_walls)
    Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
    Color: Shimmer multi-colored things          : no  (animate_flicker)
    Center map continuously                      : no  (center_player)
    Color: Show unique monsters in purple        : no  (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                    : no  (notify_recharge)
    Show effective speed as multiplier           : no  (effective_speed)
    
      [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           : yes (birth_ai_learn)
    Know all runes on birth                      : no  (birth_know_runes)
    Know all flavors on birth                    : yes (birth_know_flavors)
    Persistent levels (experimental)             : no  (birth_levels_persist)
    Last edited by Nick; June 14, 2018, 12:18.

    Comment

    • luneya
      Swordsman
      • Aug 2015
      • 279

      #3
      Until you can reliably cast TO as a spell, your best vault clearing option is a stack of wands of TO. They aren't usually too hard to find in the dungeon, and you can cast recharging spells on them after you finish the vault run.

      The only other possible techniques for vault clearing without TO are actually fighting, or else luring the baddies into chasing you across the map and then teleporting back toward the vault. These tactics are much riskier, and very much not recommended at your current CL and DL.

      If none of these strategies appeal, the last resort option is to ascend back to a depth where you can safely clear whatever vaults you find, and scum those levels until you're strong enough to proceed.

      Comment

      • Adam
        Adept
        • Feb 2016
        • 194

        #4
        Hello, with a mage i would prefer the regen gauntlets over the FA one - you lose some SP but regen compensates for it in my opinion. Or look for some other gear with regen, mages do need it.
        Carrying 92 bolts + crossbow is 38 lbs if i am correct which is actually pretty much for a mage - do you use archery that much? It's maybe just a difference in playstyle but i prefer bows with mage characters for that reason and do not carry that many ammo.

        Comment

        • bunnies
          Scout
          • Apr 2008
          • 31

          #5
          Depends on your playstyle.

          Personally I use spells and devices, and prioritise INT/CON/STR in that order. I think your INT is way too low, aggressively quaff !Intellect / !Intelligence. I'd use Hithlomir and replace the rElec amulet. rPois can come from Resistances, or if you're worried of being careless I'd use an rPois ring which shouldn't be rare. I'd lose a large number of bolts to avoid being overencumbered. Your bow looks very weak, launchers of might / power / accuracy / extra shots also shouldn't be that rare at your depth.

          Comment

          • Sky
            Veteran
            • Oct 2016
            • 2321

            #6
            First off, it's safe to say you won't need Gorlim.

            Your INT is pityful, start chugging potions. What in the world persuaded you to start with INT 13.. one more +3 ring, a +2 helm, and a couple !Intellect and you should be ok.
            "i can take this dracolich"

            Comment

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