Strategy against bad moves

Best practices and optimistic theories.
PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Mon 23.06.2008, 11:34

[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) a Book of Magic Spells [Resistances of Scarabtarices]
e) a Book of Magic Spells [Tenser's Transformations]
f) 19 Potions of Cure Critical Wounds
g) 4 Scrolls of Teleportation
h) 4 Scrolls of Word of Recall
i) 21 Scrolls of Identify
j) 11 Scrolls of Magic Mapping
k) a Rod of Healing {h@}
l) a Rod of Lightning Balls
m) a Wand of Teleport Other (13 charges)
n) 3 Wands of Stone to Mud (4 charges)
o) a Wand of Frost Bolts (7 charges)
p) a Staff of Curing (5 charges)
Nothing inscribed (except the rod, but what the hell is that inscription?)... macro are fundamental to keep characters alive, and of course this one died when death could have been easily avoided.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Mon 23.06.2008, 11:42

The Eye druj casts a nether bolt.
The Eye druj casts a nether bolt.
The Eye druj casts a mana bolt.
The Eye druj casts a nether bolt.
You hit the Dark hound.
You have slain the Dark hound.
The Eye druj casts a mana bolt.
You die.
Hello? This char didn't seem to be paralyzed or confused...
What happened? Is this related to the process_monster() bug or simply a moment of panic?

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Strategy against bad moves

Post by Ace » Mon 23.06.2008, 13:36

One recent death has run out of light,

"f) a Brass Lantern (with 0 turns of light)"

Since this makes spellcasting and melee more difficult you should always carry some fuel around... :)

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Tue 24.06.2008, 11:13

Level 49 high elf mage...
The Great Wyrm of Perplexity breathes confusion.
You are confused!
You are too confused!
The Great Wyrm of Perplexity casts a spell, burning your eyes!
You resist the effects!
The Ancient bronze dragon casts a fearful illusion.
You refuse to be frightened.
You are too confused!
The Great Wyrm of Perplexity breathes confusion.
You die.
No res confusion at this level is pure suicide. Looking at the char's equipment, it seems that nether and blind res were missing too. Two other vital resists...
CON at 18/160 for mage is another problem, you need as many hps as you can get with a mage (647 hps with 18/160 con is probably close to 900 with 18/200...). Speed will be less important (only get over +20 for Morgy, everything else can be killed with Rift now... and even at +0 speed), so it's better to get all vital resists and max stats before thinking about improving speed.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Wed 25.06.2008, 11:28

You cannot see!
You miss Ungoliant, the Unlight.
You hit Ungoliant, the Unlight.
You hit Ungoliant, the Unlight.
You miss Ungoliant, the Unlight.
Ungoliant, the Unlight misses you.
Ungoliant, the Unlight misses you.
Ungoliant, the Unlight misses you.
Ungoliant, the Unlight stings you.
You die.
Same character, res blind still missing...
In this case, having heals and even a couple *heals* is vital. You cannot rely on spells without res blind, you can just hope after quaffing a heal the monster won't blind you again (having something summon dark hounds without res blind or res dark would be catastrophic for example...)

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Thu 10.07.2008, 10:57

The Phoenix magically summons its minions.
Ar-Pharazon the Golden magically summons his minions.
It makes a high pitched shriek.
You feel a sudden stirring nearby!
It makes a high pitched shriek.
You sense the presence of evil creatures!
The Phoenix breathes fire.
One of your Holy Books of Prayers [Words of Wisdom] {@p2} (b) was destroyed!
One of your Holy Books of Prayers [Chants and Blessings] {@p3} (c) was destroy
Ar-Pharazon the Golden magically summons monsters!
It makes a high pitched shriek.
You feel a sudden stirring nearby!
The Giant roc crushes you.
The Giant roc crushes you.
The Giant roc misses you.
It makes a high pitched shriek.
You failed to use the staff properly.
The Phoenix breathes light.
You die.
The Phoenix has been seriously beefed up recently. Before, he couldn't summon and was easy to kill if you had res sound, light and double res fire. Now with the summon_kin flag, it's not the same story... he can summon Winged Horrors (one is enough to kill a level 30-40 char), and even more annoying... Crebains. Imagine having 3-4 hasted Winged Horrors to fight, plus all awaken and hasted monsters in LOS... Building an antisummon corridor is vital against him now.
The "fail to use the staff properly" is, I suppose, a failed attempt to use a staff of *destruction*. Considering that this char (priest) had all his books, why not cast the Word of Destruction spell? I don't remember what's the fail rate at level 45, but it's probably lower than the fail rate when using a staff.
Note that I don't see how detecting evil could help in this situation... :/

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Tue 15.07.2008, 11:35

The Hardened warrior hits you.
You feel better.
You have 11 Potions of Cure Serious Wounds {@q2}.
The Vrock creates a mesmerising illusion.
You disbelieve the feeble spell.
The Erinyes hits you.
The Erinyes misses you.
The Bodak magically summons a hellish adversary!
You feel much better.
You have 10 Potions of Cure Serious Wounds {@q2}.
The Mage creates a mesmerising illusion.
You disbelieve the feeble spell.
The Ranger casts a lightning bolt.
The Black knight hits you.
The Black knight hits you.
The Black knight hits you.
The Bodak casts a fire bolt.
The Vrock hits you.
The Vrock crushes you.
You die.
You must be kidding me... Level 31 warrior using cure serious wounds is totally stupid. They will cure an average of 18 hps while monsters at this level will do way over 100 damage each turn. Use CCW for removing bad effects and heals for critical damage.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Tue 15.07.2008, 11:44

You hit the Great Wyrm of Many Colours.
The Great Wyrm of Many Colours breathes gas.
You die.
You are poisoned!
Another death of the type "it breathes... you die" because you lacked a vital resist. Going under 2000ft without resist poison is suicidal...

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Thu 17.07.2008, 12:07

The Ghast claws you.
You resist the effects!
The Ghast misses you.
The Ghast misses you.
The Ghast misses you.
The Mummified orc hits you.
The Mummified orc misses you.
The Mummified human misses you.
The Mummified human hits you.
It stares deep into your eyes!
You resist the effects!
The Zombified orc misses you.
The Zombified orc misses you.
The Zombified orc hits you.
The Ghast misses you.
The Ghast claws you.
You die.
Seems really silly to forget about FA... especially when you have THIS gear at level 27:
[Character Equipment]

a) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3) {@w0}
b) a Long Bow of Extra Shots (x3) (+7,+9) (+1)
c) a Ring of Speed (+7)
d) a Ring of Speed (+8)
e) an Amulet of the Moon (+3,+3) (+6 to infravision) {for sale 100000}
f) a Dwarven Lantern
g) Hard Leather Armour of Elvenkind (-1) [6,+7] (+1 to stealth) {for sale}
h) a Cloak of Aman [1,+14] (+3 to stealth) {chaos risist}
i) (nothing)
j) an Iron Helm of Seeing [5,+9] (+4 to searching) {excellent - Wormtongue, Agen}
k) a Set of Gauntlets of Agility [2,+8] (+1)
l) a Pair of Metal Shod Boots of Stealth [6,+7] (+3)

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Thu 17.07.2008, 12:11

Glaurung, Father of the Dragons breathes fire.
You hit Glaurung, Father of the Dragons.
You hit Glaurung, Father of the Dragons.
You miss Glaurung, Father of the Dragons.
You miss Glaurung, Father of the Dragons.
You miss Glaurung, Father of the Dragons.
You miss Glaurung, Father of the Dragons.
You miss Glaurung, Father of the Dragons.
You hit Glaurung, Father of the Dragons.
You miss Glaurung, Father of the Dragons.
You hit Glaurung, Father of the Dragons.
It was a *GREAT* hit!
Glaurung, Father of the Dragons breathes fire.
You die.
Really impressive... fighting Glaurung at level 39, and in the open...
As paladin, this char should have cast resist fire/cold against him, to prevent massive fire damage.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Thu 17.07.2008, 12:15

The Lernaean Hydra breathes gas.
You miss The Lernaean Hydra.
You hit The Lernaean Hydra.
You miss The Lernaean Hydra.
You hit The Lernaean Hydra.
You hit The Lernaean Hydra.
You miss The Lernaean Hydra.
You miss The Lernaean Hydra.
You hit The Lernaean Hydra.
You hit The Lernaean Hydra.
You hit The Lernaean Hydra.
You hit The Lernaean Hydra.
You hit The Lernaean Hydra.
You miss The Lernaean Hydra.
You hit The Lernaean Hydra.
You hit The Lernaean Hydra.
You hit The Lernaean Hydra.
The Lernaean Hydra bites you.
You die.
This char didn't have res poison...
With already +20 speed from other items, you can sacrifice 5 more speed (boots of Elvenkind) and wear boots of Mirkwood. It would be a life saver in many cases... including this one :(

Ace
Crystal Ooze
Posts: 368
Joined: Fri 15.02.2008, 12:50

Re: Strategy against bad moves

Post by Ace » Thu 17.07.2008, 15:48

[Character Equipment]

a) The Cutlass 'Gondricam' (1d7) (+10,+11) (+3) {@w0}
b) a Long Bow of Extra Shots (x3) (+7,+9) (+1)
c) a Ring of Speed (+7)
d) a Ring of Speed (+8)
e) an Amulet of the Moon (+3,+3) (+6 to infravision) {for sale 100000}
f) a Dwarven Lantern
g) Hard Leather Armour of Elvenkind (-1) [6,+7] (+1 to stealth) {for sale}
h) a Cloak of Aman [1,+14] (+3 to stealth) {chaos risist}
i) (nothing)
j) an Iron Helm of Seeing [5,+9] (+4 to searching) {excellent - Wormtongue, Agen}
k) a Set of Gauntlets of Agility [2,+8] (+1)
l) a Pair of Metal Shod Boots of Stealth [6,+7] (+3)
[/quote]


Glad someone made already that comment :) Huge questionmark here :)

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Mon 21.07.2008, 11:21

The Inertia hound breathes inertia.
You feel much better.
You have 17 Potions of Cure Critical Wounds {@q2}.
You miss the Inertia hound.
You hit the Inertia hound.
You hit the Inertia hound.
You hit the Inertia hound.
You hit the Inertia hound.
You hit the Inertia hound.
It was a great hit!
You hit the Inertia hound.
You hit the Inertia hound.
You have slain the Inertia hound.
It breathes inertia.
The Inertia hound breathes inertia.
It breathes inertia.
The Inertia hound breathes inertia.
It breathes inertia.
It breathes inertia.
You die.
Your ubergear won't save you when you make such mistakes at midlevel...

serina
Crystal Ooze
Posts: 373
Joined: Sat 15.09.2007, 18:42

Re: Strategy against bad moves

Post by serina » Mon 21.07.2008, 15:26

Let me have it too plz. Lacking resist blindness at 4050FT... But I hit the wrong buttons and all that ;( Silly death that was my own fault yet again, hehe.

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: Strategy against bad moves

Post by PowerWyrm » Tue 22.07.2008, 12:05

Yeah Omarax tends to suck all the charges from *des* staves quickly. With no res blind, you have to remember to quaff potions to remove the blindness first before casting *des* spell (I don't think Omarax can blind you perpetually...), something that is easy in turn based games, but not in real time when you tend to panic a lot :)

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