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 » Tue 15.09.2009, 11:20

You are too confused!
You miss the Umber hulk.
The Umber hulk misses you.
The Umber hulk misses you.
The Umber hulk bites you.
You die.
Again... without resist confusion (and blindness for the same reason) you cannot use spells and scrolls so you need:
- potions of CSW or CCW
- a staff of teleportation
Quaff CSW/CCW to get rid of a temporary status... and if the status gets permanent (umber hulk will probably confuse a character with low AC on every turn), use the staff to get out of trouble.

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

Re: Strategy against bad moves

Post by serina » Wed 16.09.2009, 19:20

Indeed. Like PW says, in this case, you need Cure Serious Wounds or Cure Critical Wounds potions.

If you had some, and drank them, and then got reconfused, the only way out would've been to drop the heavy lance, and the other heavy weapons so you aren't slow with STR 11 and that heavy gear...

Then you can quaff/phase door really fast and get away. Always save 1-2 potions if you're in this kind of trouble and then drop heavy stuff. I've done plenty of deaths to umberhulks :( RIP poor characters...

ZalCatchingBOOM the level 11 Human Warrior (13 Feb 09)
ZalPal the level 9 Gnome Paladin (8 Feb 09)
ZalWar the level 13 Kobold Warrior (30 Nov 08)
ZalPal the level 11 Half-Troll Paladin (7 Nov 08)
ZalWar the level 12 Kobold Warrior (29 Jul 08)
Zal the level 12 Dwarf Priest (9 Jun 08)
ZalDive the level 16 High-Elf Mage (27 Apr 08)

ZAL

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

Re: Strategy against bad moves

Post by PowerWyrm » Thu 17.09.2009, 11:36

The Hummerhorn bites you.
The Hummerhorn bites you.
The Hummerhorn bites you.
You die.
Hummerhorns are even worse than umber hulks. They confuse AND multiply. Without res confusion, better avoid them if you don't have a staff of teleportation.

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

Re: Strategy against bad moves

Post by serina » Fri 18.09.2009, 18:48

Gabriel, the Messenger casts a mana bolt.
You die.

Gabriel, the Messenger hits you.
Gabriel, the Messenger misses you.
Gabriel, the Messenger hits you.
You die.

Trying to kill Gabriel with less than superb gear and 490 HP = death every time. He's tough. It's best to avoid him and the other nasty uniques until you're ready for them.

ZAL

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

Re: Strategy against bad moves

Post by PowerWyrm » Fri 18.09.2009, 23:52

You feel yourself yanked downwards!
You feel there is something special about this level.
You hear a door burst open!

The Nether hound breathes nether.
You feel your life draining away!
The Nether hound breathes nether.
You feel your life draining away!
The Nether hound breathes nether.
You feel your life draining away!
The Nether hound breathes nether.
You feel your life draining away!
The Light hound breathes light.
The Light hound breathes light.
The Nether hound breathes nether.
You feel your life draining away!
The Nether hound breathes nether.
You feel your life draining away!
The Nether hound breathes nether.
You feel your life draining away!
You die.
Correct me if I'm wrong, but this seems to be death by teleporting randomly on a new generated level. I used to do that a lot when diving around 1500ft to quickly explore a level after landing on a boring sector. I stopped it as soon as one of my chars teleported inside a huge pack of hounds an died. Too risky.

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

Re: Strategy against bad moves

Post by PowerWyrm » Fri 25.09.2009, 11:22

The Master yeek casts a stinking cloud.
The Master yeek drains power from your muscles!
You resist the effects!
You feel yourself speed up.
The Master yeek teleports away.
You have 72 Arrows (1d4) (+0,+0) {@f1=g}.
You have 71 Arrows (1d4) (+0,+0) {@f1=g}.
You have 70 Arrows (1d4) (+0,+0) {@f1=g}.
You have 69 Arrows (1d4) (+0,+0) {@f1=g}.
You have 68 Arrows (1d4) (+0,+0) {@f1=g}.
You do not have enough mana.
You die.
Dying from poison like this is kinda stupid... why pick up the arrows and simply die instead of quaffing a CCW?

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

Re: Strategy against bad moves

Post by PowerWyrm » Wed 21.10.2009, 12:20

The Impact hound breathes force.
You die.
Apuleio was killed by an Impact hound.
The Impact hound breathes force.
You die.
Very big mistake to let two players in the same party die at the same spot. The second player can say goodbye to his gear...
When someone in a party dies, you must retreat at once. Approach the scene of death from a better perspective and try to clear it if you can. If you can't, ask someone else to do the rescue.
And certainly not try the rescue with this:
[Character Equipment]

a) (nothing)
b) (nothing)
c) (nothing)
d) (nothing)
e) an Amulet of the Magi [+7] (+2)
f) a Feanorian Lamp
g) (nothing)
h) (nothing)
i) (nothing)
j) (nothing)
k) (nothing)
l) (nothing)
The result will be of course...
The 7-headed hydra spits on you.
You are blind!
It kicks you.
It kicks you.
It kicks you.
You die.

Emulord
King Vampire
Posts: 252
Joined: Mon 30.04.2007, 20:19
Location: UIUC

Re: Strategy against bad moves

Post by Emulord » Wed 21.10.2009, 15:28

Unless you have genocide/Destruction/ESP. Then your gear doesnt matter since you can just banish everything and destruct uniques. If novice rogues picked up the equipment, you're screwed since you might banish the gear away too.

BinarySolo
Scruffy-Looking Hobbit
Posts: 8
Joined: Sun 06.09.2009, 19:57
Location: Massachusetts, USA

Re: Strategy against bad moves

Post by BinarySolo » Thu 22.10.2009, 01:17

Again... without resist confusion (and blindness for the same reason) you cannot use spells and scrolls so you need:
- potions of CSW or CCW
- a staff of teleportation
Quaff CSW/CCW to get rid of a temporary status... and if the status gets permanent (umber hulk will probably confuse a character with low AC on every turn), use the staff to get out of trouble.
I had taken a break to run downstairs to grab a drink (This was my major mistake) and came back to find an Umber hulk and several other monsters near me, tried to staff teleport, but couldn't (In retrospect, I think I sold it on my previous trip to town, I had been in a hurry and wasn't using !s) panicked started spamming CCW pots and cast teleport other on the umber hulk and then killed the other monsters and then drank the rest of my CCW to heal u (another mistake). The umber hulk then came out of the wall and I lead him on a slow and agonizing chase, with no staff and no CCW while my friend Drunk tried to find and save me. The "you are too confused" is either me trying to teleport or read a scroll of recall.
My favorite hounds are yeeks.

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

Re: Strategy against bad moves

Post by PowerWyrm » Fri 23.10.2009, 11:07

Come on... how can you hope to survive in the dungeon with this gear as a ranger:
[Character Equipment]

a) a Flail (Shattered) (0d0) (-9,-4) {for sale}
b) a Light Crossbow of Extra Shots (x3) (+10,+8) (+1) {for sale}
c) a Ring of Damage (+7) {for sale}
d) a Ring of Damage (+7) {for sale}
e) an Amulet of Resist Acid
f) a Brass Lantern (with 9620 turns of light)
g) Hard Leather Armour of Resistance (-1) [6,+6] {for sale}
h) a Cloak of Stealth [1,+1] (+2 to stealth) {for sale}
i) a Large Leather Shield [4,+6] {for sale}
j) a Hard Leather Cap [2,+5] {for sale}
k) a Set of Gauntlets [2,+5]
l) a Pair of Metal Shod Boots of Slow Descent [6,+6] {for sale}
Rings of damage are useless for ranger, no FA, and what about the weapon???

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

Re: Strategy against bad moves

Post by PowerWyrm » Tue 03.11.2009, 11:53

You enter a maze of up staircases.
You feel there is something special about this level.
The Time hound breathes time.
You feel life has clocked back.
The Time hound breathes time.
You're not as wise as you used to be...
The Time hound breathes time.
You're not as wise as you used to be...
The Time hound breathes time.
You're not as beautiful as you used to be...
The Time hound breathes time.
You're not as beautiful as you used to be...
The Time hound breathes time.
You're not as wise as you used to be...
You die.
Probably already said here... ***NEVER*** use up stairs below 2500ft. Time hounds are almost always faster than you, and they will instantly kill you if a pack is in the same area as the character when you stair up.
You enter a maze of up staircases.
You feel there is something special about this level.
Special indeed... it's the level where you die.

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

Re: Strategy against bad moves

Post by PowerWyrm » Thu 12.11.2009, 12:29

Feeling confident without chaos resistance at 4k? You think you gonna avoid those chaos hounds right? Well think again...
The Hand druj grunts with pain.
The Hand druj grunts with pain.
The Hand druj grunts with pain.
You failed to concentrate hard enough!
The Hand druj casts a lightning bolt.
The Hand druj casts a frost bolt.
The Hand druj teleports you away.
The Chaos hound breathes chaos.
You feel drugged!
You feel your life draining away!
The Chaos hound breathes chaos.
You feel your life draining away!
The Chaos hound breathes chaos.
You feel your life draining away!
The Chaos hound breathes chaos.
You feel your life draining away!
The Chaos hound breathes chaos.
You feel your life draining away!
The Chaos hound breathes chaos.
You feel your life draining away!
You die.

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

Re: Strategy against bad moves

Post by serina » Tue 01.06.2010, 16:18

http://www.mangband.org/Main/HighScoreC ... 5028173469

I'd like to comment several things here:
- Having such an incredible bow and not using it is a shame. Gorlim would've crumbled to dust in seconds with standard arrows +9+9.
The bow deals on average (1d4+9 +15) = 26.5 multiplied by bow multiplier = 79.5 per shot. 3 shots per round = 238.5 damage if all shots hit.
The axe deals on average (2d6 +16). The +16 is taken from the char dump. Total +damage. That averages to 23 per attack. 5 BPR = 115 damage per round if all attacks hit.

- Where are the potions or staves of speed? Being FAST+10 = dead monsters in a blink of an eye. (after speaking with you... Using spell. That's fine, sorry I missed that)

- 2 rings of protection vs. 2 rings of CON to gain +9 CON and max out HP... The difference at lvl 37 from 18/110 and 18/200 is a whooping 397 HP. That's almost 400 HP. 25AC vs. 400 HP. There's no doubt which one is more beneficial.

ZAL
Last edited by serina on Tue 01.06.2010, 17:07, edited 1 time in total.

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

Re: Strategy against bad moves

Post by serina » Tue 01.06.2010, 16:19

http://www.mangband.org/Main/HighScoreC ... 5025819290

Lacking low/basic resists = SPLATTER! Up to 1600 damage. Been there, done that. Conclusion... You need your lows in order to dive deep.

ZAL

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Warrior
Evil Iggy
Posts: 667
Joined: Sat 26.10.2002, 15:00
Location: Norway
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Re: Strategy against bad moves

Post by Warrior » Tue 01.06.2010, 20:57

serina wrote:http://www.mangband.org/Main/HighScoreC ... 5025819290

Lacking low/basic resists = SPLATTER! Up to 1600 damage. Been there, done that. Conclusion... You need your lows in order to dive deep.

ZAL
I think Angus died on the previous instance with a 10M+ EXP character, instakilled by a plain old ancient dragon at the bottom from missing just one low after making a small equipment change.

Dangerous stuff :)
-- Mangband Project Team Member

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