Strategy against bad moves

Best practices and optimistic theories.
schroeder
Giant Mottled Ant Lion
Posts: 204
Joined: Sat 14.06.2008, 04:23
Location: Somewhere in Illinois in the USA

Re: Strategy against bad moves

Post by schroeder » Thu 01.01.2009, 20:59

And here is another great example. I forgot to put on umbar before the fight, and I also forgot that he breathed nether.
Carcharoth, the Jaws of Thirst breathes darkness.
You are blind!
You hit Carcharoth, the Jaws of Thirst.
It was a superb hit!
You miss Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You miss Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
It was a superb hit!
You hit Carcharoth, the Jaws of Thirst.
You miss Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
It was a great hit!
You miss Carcharoth, the Jaws of Thirst.
Carcharoth, the Jaws of Thirst misses you.
Carcharoth, the Jaws of Thirst misses you.
Carcharoth, the Jaws of Thirst misses you.
Carcharoth, the Jaws of Thirst bites you.
You are enveloped in flames!
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You miss Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
It was a great hit!
You miss Carcharoth, the Jaws of Thirst.
You miss Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
Carcharoth, the Jaws of Thirst breathes.
You are hit by something!
You cannot see!
You cannot see!
You cannot see!
You hit Carcharoth, the Jaws of Thirst.
It was a good hit!
You hit Carcharoth, the Jaws of Thirst.
It was a good hit!
You miss Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
You hit Carcharoth, the Jaws of Thirst.
It was a great hit!
You miss Carcharoth, the Jaws of Thirst.
You feel very good.
You can see again.
You have 9 Potions of Healing {@q1}.
Carcharoth, the Jaws of Thirst breathes nether.
You feel your life slipping away!
You die.
Anything worth being done, is worth being overdone.
My Mangband videos; http://www.youtube.com/user/Schroederband

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

Re: Strategy against bad moves

Post by Ace » Tue 06.01.2009, 09:59

... killed by poison...
You hit the Hairy mold.
You hit the Hairy mold.
You have destroyed the Hairy mold.
The Brown mold releases spores at you.
The Green jelly touches you.
You are covered in acid!
You hit the Green jelly.
You hit the Green jelly.
You hit the Green jelly.
You have destroyed the Green jelly.
The Brown mold releases spores at you.
The Hairy mold releases spores at you.
The Yellow mushroom patch releases spores at you.
You stand your ground!
The Brown mold releases spores at you.
It draws psychic energy from you!
You die.
Some suggestions to cheat death next time (maybe):
- I always try to avoid numerous molds and jellies
- Take Cure Critical Wounds Potions with you, they can heal poison and other states (confusion, Blindness etc.)
- The healing pot was there (+300 hps and cures all other states) but not drunken
- Use the ways of escape you have (tele scroll, staff, phase door) you had a scroll but did not use it.
- Throw away useless material immediately (like the cursed prot ring)

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

Re: Strategy against bad moves

Post by PowerWyrm » Tue 06.01.2009, 12:25

Maeglin, the Traitor of Gondolin hits you.
The Phoenix breathes fire.
You die.
Clearly you don't want to fight those two uniques at the same time... they are *nasty*. Maeglin in particular can kill walls and summon (like Morgoth) which asks for runes or permawalls.

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

Re: Strategy against bad moves

Post by Ace » Wed 07.01.2009, 12:44

It was a superb hit!
You hit the Time hound.
You have slain the Time hound.
The Time hound breathes time.
You're not as bright as you used to be...
You die.
- Try to fight Time hounds one at a time
- Try to lure them one by one around a corner so they cannot overwhelm you
- If they are too numerous avoid them until you are sure you can manage

Simple example :
Attachments
1.jpg
Simple example on how to fight hounds :)
1.jpg (15.17 KiB) Viewed 40878 times

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

Re: Strategy against bad moves

Post by Ace » Sat 10.01.2009, 11:43

Hey
about the recent death of
Domiano the level 50 Half-Troll Rogue killed by a Winged Horror (10 Jan 09)
You miss the Horned Reaper.
You have 4 Scrolls of Teleportation {@r5}.
You hear a door burst open!
The Mumak wakes up.

Why did you teleport? WoD is much safer :)

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

Re: Strategy against bad moves

Post by serina » Sun 11.01.2009, 10:52

Look at inventory... No *destruction* items. They got burned I imagine.

ZAL

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

Re: Strategy against bad moves

Post by serina » Sun 11.01.2009, 10:59

New case:

The problem here is fighting deep down without resistance to basics (fire, lightning, cold, acid). And especially fighting Scatha The Worm without res cold isn't a good plan (Great ice wyrms and many more great wyrms breathes for over 1000 damage. You only take about 300-400 damage with resistance, and only about 100-200 with double resistance (item + spell)).

And in this case, Scatha breathed only 2 times for a total of 1365 HP. Nobody can survive that (unless they've been blessed by the dice gods)

Max Hit Points 741
Cur Hit Points -624

[Character Equipment]

a) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
b) a Light Crossbow of Power (x3) (+16,+17) {excellent - for sale}
c) a Ring of Speed (+9)
d) a Ring of Speed (+7) {A true ring of speed.}
e) an Amulet of the Moon (+5,+5) (+7 to infravision)
f) a Brass Lantern (with 8657 turns of light)
g) Law Dragon Scale Mail (-2) [30,+16] {for sale}
h) a Kolla [3,+13] (+2) {for sale}
i) an Orcish Shield [5,+12] (+2) {for sale}
j) an Iron Crown of Telepathy [0,+7]
k) The Set of Gauntlets 'Pauraegen' [2,+15]
l) a Pair of Witan Boots of Mirkwood [8,+24] (-2) {for sale}

You are wielding The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3) (a).
Sir Real has left the game.
There is a wall blocking your way.
There is a wall blocking your way.
Scatha the Worm breathes frost.
You hit Scatha the Worm.
You hit Scatha the Worm.
You miss Scatha the Worm.
You hit Scatha the Worm.
You hit Scatha the Worm.
You miss Scatha the Worm.
You miss Scatha the Worm.
You hit Scatha the Worm.
You miss Scatha the Worm.
You hit Scatha the Worm.
Scatha the Worm breathes frost.
You die.

ZAL

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

Re: Strategy against bad moves

Post by PowerWyrm » Mon 19.01.2009, 13:07

Carcharoth, the Jaws of Thirst magically summons hounds.
The Chaos hound breathes chaos.
The Plasma hound breathes plasma.
The Plasma hound breathes plasma.
The Chaos hound breathes chaos.
The Plasma hound breathes plasma.
You die.
Never *never* fight hound summoners in the open... this is plain suicidal.

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

Re: Strategy against bad moves

Post by PowerWyrm » Mon 19.01.2009, 13:09

ZalPri bumps into you.
You feel life return to your body.
Maeglin, the Traitor of Gondolin magically summons ancient dragons!
You hit the Great Swamp Wyrm.
You miss the Great Swamp Wyrm.
You hear a door burst open!
The Great Swamp Wyrm breathes gas.
You die.
Note to rescuers... be sure everything is completely safe before doing a rescue...

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

Re: Strategy against bad moves

Post by PowerWyrm » Mon 19.01.2009, 13:12

You sense the presence of creatures!
You cannot run in that direction.
It magically summons ancient dragons!
The Greater draconic quylthulg commands you to return.
There is a wall blocking your way.
The Ancient black dragon misses you.
The Ancient black dragon claws you.
The Ancient black dragon misses you.
The Dracolich breathes nether.
You keep hold of your life force!
You die.
Casting detect monster is nice... but casting detect invisible is better!

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

Re: Strategy against bad moves

Post by PowerWyrm » Mon 19.01.2009, 13:16

Omarax, the Eye Tyrant shrugs off the attack.
Omarax, the Eye Tyrant shrugs off the attack.
Omarax, the Eye Tyrant shrugs off the attack.
Omarax, the Eye Tyrant shrugs off the attack.
Omarax, the Eye Tyrant magically summons his minions.
Omarax, the Eye Tyrant shrugs off the attack.
The Disenchanter eye screams in agony.
The Beholder shrugs off the attack.
Omarax, the Eye Tyrant shrugs off the attack.
The Disenchanter eye dies.
The Beholder shrugs off the attack.
Omarax, the Eye Tyrant shrugs off the attack.
The Beholder shrugs off the attack.
Omarax, the Eye Tyrant shrugs off the attack.
The Beholder shrugs off the attack.
Omarax, the Eye Tyrant invokes a darkness storm.
The Beholder disappears!
Omarax, the Eye Tyrant casts a nether ball.
You hit Omarax, the Eye Tyrant.
You hit Omarax, the Eye Tyrant.
You hit Omarax, the Eye Tyrant.
You miss Omarax, the Eye Tyrant.
Omarax, the Eye Tyrant casts a mana bolt.
Omarax, the Eye Tyrant casts a nether ball.
Your feel your head clear.
You have 4 Potions of Restore Mana {@q2}.
Omarax, the Eye Tyrant gazes at you.
You die.
Poor strategy for a level 40 mage with only 500 hps against such powerful foe. Use meteor/rift combo instead... or just teleport the guy away until you can cast mana storm.

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

Re: Strategy against bad moves

Post by Ace » Mon 19.01.2009, 13:31

> Omarax, the Eye Tyrant shrugs off the attack.
> Omarax, the Eye Tyrant shrugs off the attack.
I think these were chaos strikes

Actually i thought I could teleport it away but unfortunately other monsters got targeted by the teleport:
> The Beholder disappears!

And then things went pretty fast down the drain.

Short story here:
Didnt checked the monster list
felt too safe (teleport scrolls with me etc...)

So I'd hope no one wouldcomment but thanks for the hints ;)

eliotn
Black Yeek
Posts: 11
Joined: Sun 12.10.2008, 16:21

Re: Strategy against bad moves

Post by eliotn » Tue 20.01.2009, 01:27

You enter a maze of up staircases.
You feel there is something special about this level.
You sense the presence of creatures!
You see a Light Green Mushroom.
You see a Whip (1d3).
You see a Battle Axe (2d8).
You see a Lead-Filled Mace (3d4).
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
The Acidic cytoplasm misses you.
The Acidic cytoplasm touches you.
You are covered in acid!
Your Large Leather Shield is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Cloak is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Soft Leather Armour is damaged!
You see a Dark Green Mushroom.
The Acidic cytoplasm picks up a Redwood Staff.
You see a Small Sword (1d6).
The Time hound breathes time.
You're not as powerful as you used to be...
You hear a door burst open!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Pair of Hard Leather Boots is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Set of Leather Gloves of Free Action is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Soft Leather Armour is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Soft Leather Armour is damaged!
The Time hound breathes time.
You're not as powerful as you used to be...
You have forgotten the spell of Teleport Self.
You have forgotten the spell of Trap/Door Destruction.
You have forgotten the spell of Find Hidden Traps/Doors.
You see a Whip (1d3).
The Time hound claws you.
The Time hound claws you.
The Time hound bites you.
The Time hound bites you.
The Acidic cytoplasm picks up a Small Sword (1d6).
You see a Light Green Mushroom.
The Time hound breathes time.
You're not as strong as you used to be...
You die.
This is why you should know what you are detecting, out of depth monsters can appear. I should have changed levels. I thought it was wierd that this occured around 800 ft. I thought time hounds did not appear until 2k ft!

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

Re: Strategy against bad moves

Post by PowerWyrm » Tue 20.01.2009, 12:40

Ungoliant, the Unlight misses you.
Ungoliant, the Unlight claws you.
Ungoliant, the Unlight bites you.
Ungoliant, the Unlight stings you.
You feel weak for a moment, but the feeling passes.
Domiano has slain the Mature black dragon.
Ungoliant, the Unlight invokes a darkness storm.
You die.
Now the equipment:
[Character Equipment]

a) The Bastard Sword 'Calris' (5d4) (+10,+20) (+5) {Prosper/Nubnub - @w2!sdv}
b) a Long Bow of Extra Shots (x3) (+27,+20) (+1)
c) a Ring of Slaying (+10,+10) {The Golden Ring 'Slayer'}
d) a Ring of Speed (+14) {Kurzel Ringssssss}
e) an Amulet of Trickery (+4)
f) a Feanorian Lamp
g) Power Dragon Scale Mail (-3) [40,+20] {good - Kurzel's payment 1/9/09}
h) a Kolla of Stealth [3,+18] (+2) (+1 to stealth)
i) a Large Leather Shield of Preservation [4,+20] {HL}
j) a Jewel Encrusted Crown of Telepathy [0,+16] {excellent - ESP}
k) a Set of Elven Gloves of Combat (+2,+7) [1,+11] (+1) {excellent - Regen}
l) a Pair of Witan Boots of Speed [8,+17] (-2) (+6) {'Sneakers'}
Yes, FA is missing...
You also need a swap item for Calris and the Combat gloves. Recalling or taking stairs with aggravation is simply suicidal.

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

Re: Strategy against bad moves

Post by PowerWyrm » Tue 20.01.2009, 12:44

eliotn wrote:
You enter a maze of up staircases.
You feel there is something special about this level.
You sense the presence of creatures!
You see a Light Green Mushroom.
You see a Whip (1d3).
You see a Battle Axe (2d8).
You see a Lead-Filled Mace (3d4).
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
You hit the Acidic cytoplasm.
The Acidic cytoplasm misses you.
The Acidic cytoplasm touches you.
You are covered in acid!
Your Large Leather Shield is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Cloak is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Soft Leather Armour is damaged!
You see a Dark Green Mushroom.
The Acidic cytoplasm picks up a Redwood Staff.
You see a Small Sword (1d6).
The Time hound breathes time.
You're not as powerful as you used to be...
You hear a door burst open!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Pair of Hard Leather Boots is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Set of Leather Gloves of Free Action is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Soft Leather Armour is damaged!
The Acidic cytoplasm touches you.
You are covered in acid!
Your Soft Leather Armour is damaged!
The Time hound breathes time.
You're not as powerful as you used to be...
You have forgotten the spell of Teleport Self.
You have forgotten the spell of Trap/Door Destruction.
You have forgotten the spell of Find Hidden Traps/Doors.
You see a Whip (1d3).
The Time hound claws you.
The Time hound claws you.
The Time hound bites you.
The Time hound bites you.
The Acidic cytoplasm picks up a Small Sword (1d6).
You see a Light Green Mushroom.
The Time hound breathes time.
You're not as strong as you used to be...
You die.
This is why you should know what you are detecting, out of depth monsters can appear. I should have changed levels. I thought it was wierd that this occured around 800 ft. I thought time hounds did not appear until 2k ft!
Vaults start to appear at 250ft IIRC. Such vaults you died in (backdoor surprise) can have monsters 40 levels out of depth. At 850ft you can get stuff up to 2850ft... enough to get time hounds and even nastier stuff.

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