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  • Pete Mack
    replied
    Bingo:
    Hummerhorns are largely why you need staff of teleportation. Quaff speed, try to fight to a door, get on the other side, and keep trying to close the door. But you are probably dead without the staff. I strongly recommend trying to get through the first 20 levels (then first 40 levels) faster so you can learn to handle these threats.
    Note that a staff of light could have saved you to, so you could reach a door and close it behind you before the Hummerhorns got you
    Edit:
    One other possibility:
    Quaff speed
    Zap wand of stinking cloud on your own location
    Quaff CCW
    Read scroll of recall.
    Last edited by Pete Mack; July 1, 2018, 01:49.

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  • Petoften
    replied
    Originally posted by luneya
    However, according to your dump, you don't have a damage ring yet, but only +3/+3 reckless attacks... What you really want is either ring of damage or ring of dexterity.
    Ya, I just found damage +8 after that so I'll use it.

    CSW and CCW should cure confusion.
    What I'm finding is it's pointless because they re-confuse each hit.

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  • Petoften
    replied
    Man, I found some hummerhorns that confuse every hit, and have killed several dozen and they're still coming.

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  • luneya
    replied
    Either heroism or berserk strength will do a better job vs fear than boldness. They not only cure fear, but prevent it from being reinflicted, and also boost your attack. Boldness potions have a purchase price of 8 gp for a reason--they're among the most worthless objects in the game.

    IIRC, warrior gets intrinsic resist fear at CL 30, after which it's probably not worth carrying potions of heroism or berserk either. At least not under normal circumstances; some people like to bring those sorts of buffing potions along for the Morgoth battle, and then quaff them en masse while waiting for Morgy to arrive at the chosen battlefield.

    Rings of accuracy are important for anyone who depends on archery as the main attack (i.e., rangers), as damage rings only work on melee. As a HT warrior, you should be using melee as the main attack, so damage ring is strictly better. However, according to your dump, you don't have a damage ring yet, but only +3/+3 reckless attacks. Accuracy is probably more useful than that one, but keep in mind that it's just a temporary slot-filler. What you really want is either ring of damage or ring of dexterity. Also try to replace that ring of free action with either boots or gloves of free action (check the armor shop), and then use the second ring slot for something more useful--having both a damage ring and a dex ring would be ideal at this point in the game, though two damage rings is nothing to sneeze at either.

    For illumination: eventually you'll find the Phial of Galadriel, and for a warrior this will be your light source for most of the game. Eventually, you will also find rods of illumination, which will allow you to switch your light to the Star of Elendil or to a Lantern of True Sight if you want. Scrolls and staves of light are just a stopgap until you find those things, and as such are highly recommended. I usually use them an any room that is significantly wider than my light radius.

    Wands of light are the best way to light up corridors, which makes fighting in said corridors much easier. They're worth keeping around, but not saving for a rainy day. Either use them regularly for a combat advantage, or leave them on the floor. Don't worry about running out of charges; you can get recharge scrolls in town, and they pretty much always succeed on low-level wands like that.

    CSW and CCW should cure confusion. Mushroom of clear mind both cures and prevents it. Some artifacts prevent confusion, and it is possible for pConf to be generated on one of the ego items that provides a random ability. As for rDisenchant, the only options are artifacts or randomly generated egos. Don't worry about it too much. Yes, you'll have to melee some disenchanting monsters, and yes, they'll chew up your gear without the resistance. Just replace the gear as needed; there's always more stuff lying around the dungeon.

    You do want to keep around some external means of identifying invisible monsters until you have proper see invisible. Scrolls and staves of detect invisible are, however, the last resort. Potions of true sight are strictly better. Staves of detect evil are good enough, since all the troublesome invisibles in the early-to-midgame are evil.

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  • Pete Mack
    replied
    Leave it at home in case you are desperate for res acid later. But you certainly don't need it much before DL 35 or so. Bottom line: before DL 40, your equipment just doesn't matter, so long as you have FA, SI, and plenty of damage.

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  • Petoften
    replied
    Drop the armor of resist acid [12,+5] for the mail I just found with [38, +4]?

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  • Pete Mack
    replied
    Heroism and staff of teleportation are found in stores. Heroism is far better than boldness because it prevents fear for about 20 turns, and gives you better accuracy.
    Amulet of res elec should be all over the floor around DL 20. Keep an eye out.

    Staff of light has a ton of charges, and you only need to use it in big rooms where there's lots of exploring.
    CCW and CSW cure confusion. Mushroom of clear mind prevents it temporarily , but is really rare. You are better off just avoiding monsters that hit to confuse (or shooting them) The staff will eventually get you away, but Troll warrior has a really high fail rate when confused.

    For disenchantment resistance: various artifacts and ego shields grant it, along with a very deep amulet. Again: this is what archery is for.

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  • Petoften
    replied
    How about potion of heroism?

    Hm, found a ring of damage +8... have that or the reckless attacks (3,3) but did I see the latter has +10% damage? One or the other since I'm wearing free action.
    Last edited by Petoften; July 1, 2018, 01:05.

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  • Petoften
    replied
    Originally posted by Pete Mack
    Two more points:
    You have a lot of junk in inventory. E.g. You'll never use the ring of slow digestion again. Drop it.
    Carry hero or berserk instead of boldness, which is essentially worthless.
    I had boldness because sometimes a monster caused fear. Not needed?

    So you'd drop potion of neut poison, wands of light, confuse monster and light, and staff of detect invisible?

    Sometimes I get attacked by invisible things...

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  • Petoften
    replied
    Originally posted by Pete Mack
    0. Get an escape. For you that means staff of teleportation (as well as any scroll escapes* from black market.) Noisy warriors with no detection *WILL* get ambushed by something they cant kill. (Ibsects that confuse, blind, or shriek are most likely.)

    0.5. Start collecting CCW. Soon this will replace all CSW and neutralize poison better to have too much than too little.

    1. Sell mysterious useless stuff for identification.

    2. Use amulet of res elec

    3. Only useful wands for troll warrior are Teleport Other(!), disable/disarm traps, and stone to mud (until you find a better digger.)

    4. Go deeper. DL 30 should always be your initial goal. That's where stat potions are native; loot is better, too.

    5. Carry sources of Illumination. Staff of light or Rod of Illumination. Rods of light for hallways. This cuts chance of ambush by a lot, until you get ESP and detection. Also allows better archery
    6. Look for source of res fire, even as swap. Most Important resists are fire cold elec poison acid, in that order. Disenchantment is important for warrior, too, but it isn't usually fatal.
    Are staff or teleportation and amulet of resist electricity sold or found?

    Aren't the staffs of illumination used up fast if I use them each room/hall?

    What would a warrior get for disenchantment?

    Is there anything for preventing confusion before finding an item that has protection?

    Leave a comment:


  • Pete Mack
    replied
    Two more points:
    You have a lot of junk in inventory. E.g. You'll never use the ring of slow digestion again. Drop it.
    Carry hero or berserk instead of boldness, which is essentially worthless.

    Leave a comment:


  • Pete Mack
    replied
    Originally posted by Petoften
    I'm playing a warrior troll.
    0. Get an escape. For you that means staff of teleportation (as well as any scroll escapes* from black market.) Noisy warriors with no detection *WILL* get ambushed by something they cant kill. (Ibsects that confuse, blind, or shriek are most likely.)

    0.5. Start collecting CCW. Soon this will replace all CSW and neutralize poison better to have too much than too little.

    1. Sell mysterious useless stuff for identification.

    2. Use amulet of res elec

    3. Only useful wands for troll warrior are Teleport Other(!), disable/disarm traps, and stone to mud (until you find a better digger.)

    4. Go deeper. DL 30 should always be your initial goal. That's where stat potions are native; loot is better, too.

    5. Carry sources of Illumination. Staff of light or Rod of Illumination. Rods of light for hallways. This cuts chance of ambush by a lot, until you get ESP and detection. Also allows better archery
    6. Look for source of res fire, even as swap. Most Important resists are fire cold elec poison acid, in that order. Disenchantment is important for warrior, too, but it isn't usually fatal.

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  • Petoften
    replied
    Originally posted by Pete Mack
    Ring of accuracy isn't any use as a rogue. As a high level mage or priest, it can be helpful while leveling up (if you are using archery or melee.)
    Again: post your character dump!
    I'm playing a warrior troll.

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  • Petoften
    replied
    Code:
    [Angband 4.1.2 Character Dump]
    
     Name   Lerrtroll    Age             24          Self  RB  CB  EB   Best
     Race   Half-Troll   Height        7'1"   STR:     18  +4  +3  +0  18/70
     Class  Warrior      Weight    24st 7lb   INT:     11  -4  -2  +0      5
     Title  Veteran      Turns used:          WIS:     11  -2  -2  +0      7
     HP     293/293      Game        156147   DEX:  18/21  -4  +2  +0  18/01
     SP     0/0          Standard     15521   CON:     11  +3  +2  +0     16
                         Resting          0
    
     Level                 21    Armor      [17,+17]    Saving Throw     31%
     Cur Exp             6671                           Stealth          Bad
     Max Exp             6671    Melee       2d4,+19    Disarm - phys.   51%
     Adv Exp             8160    To-hit       61,+16    Disarm - magic   33%
                                 Blows      3.8/turn    Magic Devices     24
     Gold               14849                           Searching        41%
     Burden           95.1 lb    Shoot to-dam    +15    Infravision    30 ft
     Overweight      -84.8 lb    To-hit       46,+17    Speed         Normal
     Max Depth     900' (L18)    Shots        1/turn
    
     Your mother was a Cave-Troll Warrior.  You have slime-green eyes,
     mangy dark purple hair, and green scabby 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 Dagger 'Nimthanc' (2d4) (+9,+12) [+10]
         Dropped by a soldier at 350 feet (level 7)
         
         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 15 turns to recharge.
         Your chance of success is 89.7%
         
         Combat info:
         3.8 blows/round.
         With +0 STR and +2 DEX you would get 4.1 blows
         Average damage/round: 133.6 vs. creatures not resistant to cold,
         and 94 vs. others.
         
    b) a Sling of Power (x2) (+10,+15)
         Dropped by Sméagol at 400 feet (level 8)
         
    c) a Ring of Free Action
         Dropped by a black ooze at 800 feet (level 16)
         
         Prevents paralysis.  
         
    d) a Ring of Reckless Attacks (+3,+3) [-14]
         Dropped by a gallant at 800 feet (level 16)
         
    e) an Amulet of Resist Acid
         Dropped by an imp at 900 feet (level 18)
         
         Provides resistance to acid.
         
    f) a Lantern (Everburning)
         Found lying on the floor at 400 feet (level 8)
         
         Cannot be harmed by fire.
         Radius 2 light.  No fuel required.
         
    g) Studded Leather Armour of Resist Acid (-1) [12,+5]
         Dropped by a blue ooze at 400 feet (level 8)
         
         Provides resistance to acid.
         Cannot be harmed by acid.
         
    h) a Cloak of Protection [1,+10]
         Found lying on the floor at 400 feet (level 8)
         
         Provides resistance to shards.
         Cannot be harmed by acid, fire.
         
    j) a Hard Leather Cap of Seeing [2,+4] <+3>
         Dropped by Golfimbul, the Hill Orc Chief at 900 feet (level 18)
         
         +3 searching skill.
         Provides protection from blindness.
         Grants the ability to see invisible things.  
         
    k) a Set of Leather Gloves [1,-1]
         Found lying on the floor at 100 feet (level 2)
         
    l) a Pair of Leather Sandals of Slow Descent [1,+1]
         Found lying on the floor at 150 feet (level 3)
         
         Feather Falling.  
         
    
    
    
    
      [Character Inventory]
    
    a) 5 Rations of Food
    b) 7 Potions of Cure Serious Wounds
    c) a Potion of Neutralize Poison
    d) 2 Potions of Speed
    e) 3 Potions of Berserk Strength
    f) a Potion of Boldness
    g) 8 Scrolls of Phase Door
    h) 7 Scrolls of Word of Recall
    i) a Wand of Confuse Monster (6 charges)
    j) 3 Wands of Light (41 charges)
    k) a Wand of Wonder (14 charges)
         Cannot be harmed by lightning.
         
    l) a Silver Wand {tried}
    m) 2 Steel Wands {tried}
    n) a Staff of Detect Invisible (15 charges)
    o) a Ring of Protection [+7]
         Bought from a store
         
    p) a Ring of Slow Digestion
         Found lying on the floor at 550 feet (level 11)
         
         Slows your metabolism.  
         
    q) an Emerald Ring {tried, ??}
         Dropped by a master yeek at 850 feet (level 17)
         
         You do not know the full extent of this item's powers.
         Provides resistance to cold.
         
    r) an Aquamarine Ring {cursed, ??}
         Found lying on the floor at 900 feet (level 18)
         
         You do not know the full extent of this item's powers.
         It randomly makes you teleport; this curse cannot be removed.
         
    s) an Amulet of Resist Acid {cursed}
         Found lying on the floor at 500 feet (level 10)
         
         It randomly makes you teleport.
         Provides resistance to acid.
         
    t) a Pick (1d3) (+0,+0)
         Bought from a store
         
         Combat info:
         1.3 blows/round.
         With +2 STR and +0 DEX you would get 1.6 blows
         With +0 STR and +2 DEX you would get 1.6 blows
         Average damage/round: 12.2.
         
    u) a Sling of Accuracy (x2) (+15,+10)
         Found lying on the floor at 900 feet (level 18)
         
    
    
    
    
      [Character Quiver]
    
    0) 8 Bolts (1d5) (+0,+0)
    1) 23 Arrows (1d4) (+0,+0)
    2) 15 Arrows (1d4) (+5,+6)
    3) 9 Rounded Pebbles (1d2) (+0,+0)
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 33.3.
         25% chance of breaking upon contact.
         
    4) 14 Rounded Pebbles of Venom (1d2) (+1,+1)
         Branded with poison.
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 88.3 vs. creatures not resistant to poison,
         and 35.3 vs. others.
         25% chance of breaking upon contact.
         
    5) 11 Iron Shots (1d4) (+4,+7) {??}
         You do not know the full extent of this item's powers.
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 49.4.
         25% chance of breaking upon contact.
         
    
    
      [Home Inventory]
    
    a) 3 Potions of Resist Heat
    b) a Scroll of Remove Curse
    c) a Ring of the Mouse (+0,-15) <+4, +3>
         Found lying on the floor at 300 feet (level 6)
         
         +4 dexterity.
         +3 stealth.
         
    d) an Awl-Pike (1d8) (+5,+4)
         Taken from a chest found at 400 feet (level 8)
         
         Combat info:
         1.3 blows/round.
         With +1 STR and +0 DEX you would get 1.6 blows
         With +0 STR and +2 DEX you would get 1.6 blows
         Average damage/round: 21.4.
         
    e) a Glaive (2d6) (+2,+10) {??}
         Dropped by Wormtongue, Agent of Saruman at 400 feet (level 8)
         
         You do not know the full extent of this item's powers.
         
         Combat info:
         1.3 blows/round.
         With +3 STR and +0 DEX you would get 1.6 blows
         With +0 STR and +2 DEX you would get 1.6 blows
         Average damage/round: 33.6.
         
    
    
    [Player history]
          Turn   Depth  Note
             0      0'  Began the quest to destroy Morgoth.
           248     50'  Reached level 2
           519    100'  Reached level 3
           578    100'  Reached level 4
           695    100'  Reached level 5
           853    100'  Killed Grip, Farmer Maggot's Dog
          1064    150'  Reached level 6
          1628    200'  Reached level 7
          2148    250'  Reached level 8
          2731    300'  Reached level 9
          3482    350'  Found the Dagger 'Nimthanc'
          3655    350'  Reached level 10
          3673    350'  Reached level 11
          4365    400'  Killed Wormtongue, Agent of Saruman
          4365    400'  Reached level 12
          5647    400'  Reached level 13
          5877    400'  Killed Sm�©agol
          6364    400'  Reached level 14
          6442    400'  Reached level 14
          6973    450'  Killed Brodda, the Easterling
          7596    500'  Reached level 15
          8967    500'  Killed Bullroarer the Hobbit
          9837    550'  Reached level 16
         11887    800'  Reached level 17
         13107    800'  Reached level 18
         13899    850'  Killed Orfax, Son of Boldor
         13949    850'  Reached level 19
         14312    900'  Reached level 20
         14485    900'  Killed Golfimbul, the Hill Orc Chief
         14551    900'  Killed Grishn�¡kh, the Hill Orc
         15141    900'  Reached level 21
    
    
      [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                   : no  (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           : 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)
    Last edited by Nick; June 30, 2018, 22:39.

    Leave a comment:


  • Pete Mack
    replied
    Ring of accuracy isn't any use as a rogue. As a high level mage or priest, it can be helpful while leveling up (if you are using archery or melee.)
    Again: post your character dump!

    Leave a comment:

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