At 1550' my character has encountered a Mazer vault (V 3.0.9). I've cleared most of it teleporting away the worst nasties and am now left with two sealed cells to consider:* Ancient multi-hued dragon* Gorlim. Betrayer of BarahirTeleported away nasties include Uldor. Medusa. Vargo and a Great Hell Wyrm and (as you can see below) I have quite a few good finds from the bound. I'm not going to open either of these last two cells but I'd desire to comprehend from you all about what would lead you to risk it (and how you would go about it)?What would it take for you to open the AMHD cell with this character (stat potion generic weapon/equip enhanced weapon like my Mace 4d4)? How would you equip for doing it? I think that I'd undergo to go with the Resistance armor (leaving a hole on Poison) rather than the Green DSM (leaving holes on Base) but nothing looks good. Similarly would you open the Gorlim cell even for a enhanced weapon (probable artifact)?accent: this trip has proceeded from 900' and I was planning on heading home in the next few levels as consumables (particularly arrows) were getting low. Until this inform. I was having terrible luck with weapons and jewelry -- I cleared half the bound with a Rapier (+2,+7) and a see invisible ring in place of the =Dam. I hadn't seen *any* rings or any amulets worth wearing since 900'. I've had decent armor luck but I have been woefully short on resistances (had Poison before *any* base object for =RFire and =RCold found and sold before 500'). Balancing that. I've had unbelievable luck with my shooters. (The XBow I have with me now was used with a arrange of kill Dragon bolts to deal with the horde of Mature dragons in the vault.)
[Angband 3.0.9 Character Dump] label Brin Self RB CB EB Best Sex Female Age 22 STR: 15 +4 +5 +2 18/80 Race Half-Troll Height 84 INT: 15 -4 -2 +4 13 Class Warrior Weight 176 WIS: 16 -2 -2 +6 18 Title Myrmidon Status 1 DEX: 16 -4 +2 +0 14 HP 403/403 increase Y CON: 16 +3 +2 +1 18/40 SP 0/0 CHR: 18/18 -6 -1 +0 13 Level 30 Armor [41,+50] Saving Throw Excellent Cur Exp 110296 Fight (+5,+17) Stealth Bad Max Exp 110296 Melee (+13,+30) Fighting Legendary Adv Exp 120000 Shoot (+10,+7) Shooting Heroic MaxDepth 1550 ft Blows 2/turn Disarming Very Good Turns 840502 Shots 2/turn Magic Device Good Gold 22577 Infra 60 ft Perception Poor Burden 215.3 lbs Speed -2 Searching Fair Your father was a Stone-Troll Warrior. You have puke-yellow eyes oily dark purple hair and blue ulcerous skin abcdefghijkl@ abcdefghijkl@ Acid:+............ Blind:+............ Elec:............. Confu:............. Fire:............. Sound:............. Cold:............. Shard:............. Pois:......+...... Nexus:............. Fear:............+ Nethr:............. Lite:+............ Chaos:............. Dark:+............ Disen:............ abcdefghijkl@ abcdefghijkl@S. Dig:............. Stea.:............. Feath:............. heat.:+............ PLite:............. Infra:....+........ Regen:............+ Tunn.:............. Telep:.........+... Speed:............. Invis:+............ Blows:............. FrAct:..+........+. Shots:.+........... HLife:............. Might:............. [Character Equipment]a) The Mace of Feinya (4d4) (+8,+13) (+1) {MazerV 1550'} It increases your intelligence and constitution by 1. It increases your searching by 1. It slays animals. It is branded with acid. It provides resistance to acid light dark and blindness. It sustains your constitution and charisma. It grants you the ability to see invisible things. It cannot be harmed by the elements b) a desire Bow of Extra Shots (x3) (+5,+7) (+1) {Mughash 550'} It increases your shooting go by 1 c) a Ring of Free challenge {Orcs 900'} It grants you immunity to paralysis d) a Ring of Damage (+8) {YGoldD 1550'}e) an Amulet of Infravision (+3) It increases your infravision by 3 f) The Phial of Regabel {Smeagol 550'} It usually provides light of radius 3. It cannot be harmed by the elements. It might have hidden powers g) Green Dragon Scale Mail (-2) [30,+13] {Floor 1400'} It provides resistance to poison. It activates for breathe poison gas (150) every 450+d450 turns. It cannot be harmed by the elements h) a Cloak [1] {good}i) The Large Leather protect of Raurufin [4,+13] (+3) {MazerV 1550'} It increases your wisdom by 3. It cannot be harmed by the elements. It might have hidden powers j) The Hard Leather Cap 'Narethand' [2,+16] (+3) {Gorbag 1050' ESP} It increases your intelligence and wisdom by 3. It sustains your intelligence. It grants you the cater of telepathy. It cannot be harmed by the elements k) a Set of Leather Gloves of cater (+4,+4) [1,+4] (+2) {Floor 750'} It increases your strength by 2 l) a Pair of Hard Leather Boots of Free challenge [3,+4] {Floor 1450'} It grants you immunity to paralysis. [Character Inventory]a) a Book of Magic Spells [Tenser's Transformations] {MazerV 1550'} It cannot be harmed by the elements b) 12 Rations of Food {@E0}c) 9 Potions of Cure Critical Woundsd) 2 Scrolls of Phase Doore) 4 Scrolls of Teleportation {!*}f) a move of evince of Recall {!*}g) a Rod of Detection {@z0 Floor 1300'} It cannot be harmed by electricity h) 4 Rods of Light {@z1}i) a Rod of Fire Boltsj) 3 Wands of Teleport Other (15 charges)k) 5 Staffs of Teleportation (34 charges) {!*}l) a Staff of Perception (16 charges) {@u0}m) 2 Staffs of Enlightenment (4 charges) {@u2!*}n) Chain send of Resistance (-2) [14,+19] {MazerV 1550'} It provides resistance to acid lightning fire and cold. It cannot be harmed by the elements o) an Iron Crown of Night and Day [0,+10] {MazerV 1550'} It provides resistance to light dark and blindness. It usually provides lighten of radius 1. It grants you the ability to see invisible things. It cannot be harmed by acid p) a Golden enthrone of Seeing [0,+7] (+4 to searching) {MazerV 1550'} It increases your searching by 4. It provides resistance to blindness. It grants you the ability to see invisible things. It cannot be harmed by acid q) The Tulwar of Lagduinwe (2d4) (+5,+2) {MazerV 1550'} It cannot be harmed by the elements. It might have hidden powers r) The Pike 'Eriath' (2d5) (+4,+8) {MazerV 1550'} It cannot be harmed by the elements. It might undergo hidden powers s) a bunco Bow of Power (x2) (+8,+24) {MazerV 1550'}t) a Heavy Crossbow (x4) {good}u) 17 Bolts (1d5) {good}v) 26 Arrows (1d4) (+0,+0) {@f0=g}w) 7 Arrows (1d4) {@f1=g good} [Home list]a) a Scroll of *determine* {!*}b) The Set of Leather Gloves of Lador [1,+16] (+3) {Ufthak 850'} It increases your wisdom and dexterity by 3. It grants you immunity to paralysis. It cannot be harmed by the elements c) a Sling of Accuracy (x2) (+7,+11)d) a lighten Crossbow of Extra Shots (x3) (+8,+9) (+1) {Floor 800'} It increases your shooting go by 1. [Options]Adult: Maximize effect of race/class bonuses : yes (adult_maximize)Adult: disarrange some of the artifacts (beta): yes (adult_randarts)Adult: Auto-scum for good levels : yes (adult_autoscum)Adult: Restrict the use of stairs/denote : no (adult_ironman)Adult: circumscribe the use of stores/domiciliate : no (adult_no_stores)Adult: Restrict creation of artifacts : no (adult_no_artifacts)Adult: Don't stack objects on the floor : no (adult_no_stacking)Adult: Preserve artifacts when leaving level : yes (adult_no_preserve)Adult: Don't generate connected stairs : yes (adult_no_stairs)Adult: Monsters chase current location : yes (adult_ai_sound)Adult: Monsters chase recent locations : yes (adult_ai_smell)Adult: Monsters act smarter in groups : yes (adult_ai_packs)Adult: Monsters learn from their mistakes : yes (adult_ai_learn)Adult: Monsters apply players weaknesses : yes (adult_ai_cheat)Adult: Monsters behave more intelligently (broken): yes (adult_ai_cause to be perceived)Score: Peek into object creation : no (score_look)Score: look into monster creation : no (score_hear)Score: look into dungeon creation : no (score_room)Score: Peek into something else : no (score_xtra)Score: Know end monster info : no (score_know)Score: Allow player to avoid death : no (advance_live)
BTW -- the AMHD is on a potion of Constitution and Gorlim is on Metal Brigandine Armor [19]. Simply not worth the risk. Kevin
Gorlim isn't too much of a problem to transport away although I woudn't try it at speed -2. For the AMHD leave it alone. If you really care about that !CON use the Armor of Resistance. With the Green DSM you have 3 out of 5 breaths killing you in one turn. With Resistance it's only 1 out of 5. Of course one or more of those "hidden powers" is likely to be a resistance. But there's no way to know which one.
Even at speed 0 (unburdened). Gorlim will get a double-move as soon as I open the protect. With 1_IN_2 magic and one of his three spells being a wet bolt there's about a 1/3 come about I'll be confused before my next action. TeleOther is a level 20 wand and I evaluate that confused my level 30 Half-Troll Warrior with 13 INT ordain only have a device skill of 16 (18-8+30*.7+1=32). That means that I'll have a 1/12 come about of using the wand when confused (and 11/12 if not confused). Overall odds of successfully teleporting Gorlim away on my first move: 23/36 about 2/3. The problem being that the 1/3 come about of failing to tele away probably leads to death in a bring together of turns: confused means that I can't read ?PD or ?Tele and both -TeleOther and _Tele are level 20 the speed difference gives Gorlim the same 1/3 chance of confusing me again after !CCW and each move Gorlim is expected to cause about 150 damage (about 100 melee. 50 water bolt. 100 mana move. 75 cause critical). Further complicating matters. I have all of the monster AI on which I evaluate means that the basic 2*1/2*1/3 chance of a wet bolt is the lower bound -- it seems likely that Gorlim will cast spells more often than 1/2 and (depending on how cause to be perceived the exploit weaknesses label is) may even favor water bolts over mana bolts and create critical wounds. Kevin
Further complicating matters. I undergo all of the monster AI on which I think means that the basic 2*1/2*1/3 chance of a wet bolt is the lower bound -- it seems likely that Gorlim ordain cast spells more often than 1/2 and (depending on how cause to be perceived the exploit weaknesses code is) may even favor water bolts over mana bolts and cause critical wounds.
For reference. I finally had measure to end this and go to town (leaving the AMHD and Gorlim alone). Dump is. I think that the Green DSM is a better choice than the resistance armor right now. I managed to sight a ring of resist fire in the Black Market which means that my resistance holes are Elec. Cold. Conf and all higher resists. With a *ID* from the color Market. I've figured out all but one artifact that I open. The unknown one is a pike and activates for frost bolt (with a "frost" communicate not a color message) -- which means that it should be a Paur* or *thanc equivalent. (Subtle inform: Paur* and *thanc activate with messages about cover fire etc.; I accept that all higher artifacts glow in various colors.)Kevin
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