Running thread warrior run little questions

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  • fizzix
    replied
    The essential gear, I would say is the following:

    Healing:
    Healing pots, preferably CSW graduating to CCW around dlevel 25

    Translocation:
    Phase door (always have a stack of at least 10)
    around dlevel 25 try to always have a staff of teleportation
    eventually you'll want wand/rod of teleport other

    Detection/utility:
    Detect Evil staff (you'll want to know what's around you, and this is your best bet until you get a rod of detection)
    speed potions (always buy/carry these)
    wands/rods of light (super useful)
    rod of illumination
    rod of treasure location (not necessary but I always keep them)
    rod of disarming (not necessary, but again helpful)
    wand of stone to mud (ring of digging can work in a pinch, if you're one who likes to mine gold, then a digger is ok)
    If you don't have see invisible, then true seeing is useful. Infravision is rarely necessary.

    Offense:
    Carry only your best launcher, you can leave other launchers at home along with their ammo.
    hold monster: only useful for escaping, or for kiting
    slow monster: grab'em and use'em, same with confuse.

    Defense:
    highest priority right now is finding a source of free action, even if it's an amulet of inertia. Next priority is see invisible.

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  • wobbly
    replied
    sleep monster - if your stealth is bad enough for things to be awake in the 1st place, then they're just going to wake back up again.

    hold monster - useful if you actually use it, generally people don't.

    amulet of teleportation - junk. Though I sometimes use them on weak characters.

    wand of magic missile - weaker then a shooter unless you're a race/class that just misses.

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  • Petoften
    started a topic Running thread warrior run little questions

    Running thread warrior run little questions

    I know I tend to have little questions so I'll put them here I guess if they come up. I'm level 17 on dlvl 15.

    Like in every game with an inventory ever, I am out of carrying spots, and need to not take something.

    Candidates: stave of sleep monster, wand of hold monster, amulet of teleportation, which might seem useless, but?

    I'm thinking hold/sleep sound great, but don't actually work on the monsters they'd be useful?

    Keeping potions of light/serious, neutralize poison, berserk strength, true seeing, infravsion.

    Scrolls phase door, recall, treasure, hunger, light, deep descent, blessing.

    Wand of magic missiles, stave of mapping.

    Ring of digging, torch of brightness, bow (sling equipped), emergency mushrooms.

    Ya, I haven't even needed range yet, but keeping best sling, bow, and magic missiles seems prudent.
    Last edited by Petoften; June 26, 2020, 19:59.
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