First rogue past level 10 I think

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  • Petoften
    Knight
    • Jun 2018
    • 566

    #76
    Yeesh, back to dlevel 43, it has 'Omens' danger and right away I see a master lich worth over 13k exp a room away.

    Unique dropped a glaive of lightning that does 94 to things not vulnerable to lightning but not sure it's worth keeping.
    Last edited by Petoften; August 11, 2018, 04:04.

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    • Petoften
      Knight
      • Jun 2018
      • 566

      #77
      Knight templar - too strong to bother with.

      Tried a polymorph, no - not sure if resisted or immune of if we can tell.

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      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #78
        Teleport Other is juat so much more reliable than Polymorph. Why bother with the latter after you find the former?

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        • Petoften
          Knight
          • Jun 2018
          • 566

          #79
          Originally posted by Pete Mack
          Teleport Other is juat so much more reliable than Polymorph. Why bother with the latter after you find the former?
          Well, one reason is the permanence of its effect. That Knight Templar I think I had to teleport other at least 5 times trying to get to the stairs. Stalker!

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          • Petoften
            Knight
            • Jun 2018
            • 566

            #80
            I'm weighing scrolls of teleportation and a staff. Scrolls are guaranteed, but run out. What if I run out?

            Maybe it's ok to go staff instead, and not use it in an emergency - use phase door to get where I can use the staff.

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            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #81
              Use the staff to get out of trouble before it gets desperate. Use the scrolls when it is desperate. Phase door is not a reliable escape, except in a vault, when it is ideal. Teleport Self is not reliable either--you may end up in just as much trouble as you left. Teleport Level and Destruction are the only really reliable escapes--always buy them when they show up in the black market. Banishment and mass banishment too, of course.

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              • Petoften
                Knight
                • Jun 2018
                • 566

                #82
                Originally posted by Pete Mack
                Use the staff to get out of trouble before it gets desperate. Use the scrolls when it is desperate. Phase door is not a reliable escape, except in a vault, when it is ideal. Teleport Self is not reliable either--you may end up in just as much trouble as you left. Teleport Level and Destruction are the only really reliable escapes--always buy them when they show up in the black market. Banishment and mass banishment too, of course.
                Thing is, the full inv doesn't really allow carrying both - it's more of a choice. Ya, phase door usually gets you to a free spot, but not always.

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                • Petoften
                  Knight
                  • Jun 2018
                  • 566

                  #83
                  Found an interesting weapon. It's a pick.

                  But it's (14,14) so it actually does a little more damage.

                  And it's acid branded. Not sure why that's so useful? Low monster resists?

                  It also causes earthquakes.

                  Hm.

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                  • Petoften
                    Knight
                    • Jun 2018
                    • 566

                    #84
                    Yikes. Found an ancient white dragon - ok - and then a little above, 'Smaug the Golden' described as the most powerful dragon.

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                    • wobbly
                      Prophet
                      • May 2012
                      • 2631

                      #85
                      I only vaguely know the mechanics here, but the "slay" or "elemental brand" applies before damage bonuses. So it multiplies the base weapon damage before adding the +damage. It gets a bit unpredictable. A =mouse can increase damage (extra blows from dex) or decrease it (-damage) & brands/slays complicate it.

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                      • Petoften
                        Knight
                        • Jun 2018
                        • 566

                        #86
                        I need some str; encumbered.

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                        • fph
                          Veteran
                          • Apr 2009
                          • 1030

                          #87
                          Originally posted by Petoften
                          How do you recharge a wand when you have multiples - like '3 wands with 19 charges' as they get lower?

                          You're supposed to charge one only when it's low, right? Should you drop one at a time and look for a low one?
                          Charges are implemented in a crude way. The game does not keep track of the charges of each individual item, but only of the number of charges of the whole stack; when you separate a wand from a stack of n it always gets 1/n charges, rounded. This makes it very tedious to micromanage the number of charges, and I think most players don't bother doing it --- they just recharge when the stack is at 0 and that's it.

                          Also: weapons that cause earthquakes are annoying because they make dungeon navigation cumbersome. Most players won't touch them with a 10ft pole (apart from maybe wearing a certain 'trophy' artifact at the very end of the game, just before quitting).
                          --
                          Dive fast, die young, leave a high-CHA corpse.

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                          • wobbly
                            Prophet
                            • May 2012
                            • 2631

                            #88
                            Originally posted by Petoften
                            I need some str; encumbered.
                            If you're still carrying what's on the ladder dump I spy 12lbs of book 3 & 13ish lbs of !csw. Both are useful but I'd prefer 2 more speed

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                            • Petoften
                              Knight
                              • Jun 2018
                              • 566

                              #89
                              Originally posted by fph
                              Charges are implemented in a crude way. The game does not keep track of the charges of each individual item, but only of the number of charges of the whole stack; when you separate a wand from a stack of n it always gets 1/n charges, rounded. This makes it very tedious to micromanage the number of charges, and I think most players don't bother doing it --- they just recharge when the stack is at 0 and that's it.
                              Doesn't the risk of destroying the item when recharging increase the more charges it has? So, you don't want to recharge much?

                              If that's the case, doesn't it defeat the purpose of carrying multiple of the same item, because you only want a few charges?

                              Also: weapons that cause earthquakes are annoying because they make dungeon navigation cumbersome. Most players won't touch them with a 10ft pole (apart from maybe wearing a certain 'trophy' artifact at the very end of the game, just before quitting).
                              Ya, I left that weapon on the ground. Just thought it was interesting with the (14,14) and earthquake I hadn't seen.

                              Maybe if it had been on something better than a pick.

                              Also people said 'watch for acid branded' and clarifying the reason.

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                              • Petoften
                                Knight
                                • Jun 2018
                                • 566

                                #90
                                Originally posted by wobbly
                                If you're still carrying what's on the ladder dump I spy 12lbs of book 3 & 13ish lbs of !csw. Both are useful but I'd prefer 2 more speed
                                I am. I limited each book to 2 in case one gets destroyed. Maybe I can reduce CCW but I've seen people say 'carry at least 30' I thought.

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