omni wrote:Zizzo man, with all due respect especially because I'm familiar with killerrabbits...
KillerBunnies, but we won't sweat the difference.
omni wrote:I remember in bands that once I knew the exact depth I didn't go down below because you had decent chances of ood'ing poison breathing green dragons that would one shot you. You didn't go past that level without *resistance*, and I'm happy that little bit of knowledge has slipped my brain now. To illustrate check out section five here
http://www.phial.com/angband/angfaq2.html#5b
And they expect non spoilered players to learn that by experience...
ToME2 is actually a little better about that, at least the way I play it. The cutoff for free action, for instance, is level 10, right where the Barrow Downs end --- and the next closest dungeon after the Downs, both geographically and in difficulty, is Orc Cave, which contains two guaranteed sources of free action (and admittedly requires going below level 10, but the monster mix is such that there's very low risk of needing free action before you get it). I don't remember where the base-resist/poison-resist cutoff is either, but with stuff like Amulets of the Serpents and Elven armors, you'll generally find the resists you need before you get to the point where you need them.
omni wrote:You go on for a bit that you approach vaults with non trivial amounts of detection, +speed equipment, reliable means of escape, reliable detection, and reliable trap removal. That's a non trivial amount of scumming levels to get those things to be prepared for a vault.
? That's not preparation for a vault; that's
general preparation. Seriously, how do you survive doing less? (I didn't say "+speed equipment" either; just Potions of Speed, which can generally be had from the Black Market fairly early, or from fountains in the Downs in a pinch.)
And it's not scumming, it's just the way I play: slow and careful, so that by the time you get somewhere tougher, you're strong enough for it. If you know my stuff, you know I routinely walk every step of every level of every dungeon, unless I'm power-diving through it to get somewhere else (or I'm chased off by something
really dangerous, but even then, I'll cover all the parts that aren't too close). And yes, that can drive some of my characters spare around mid-Moria or so-
"I hear that!"
"Gee, you don't say..."
"I tend to agree, Chronicler."
(yeah, yeah, keep it down, guys, they're gonna think I'm crazy over here...) But by the time they get to the bottom of Moria, they're ready to deal with pretty much anything they're likely to encounter for a long while, so I consider it time well spent.
omni wrote:How many times with artifacts not preserved did you hit a vault a little less prepared than you wanted when you got that *special* feeling?
Never; I don't play non-preserve, for exactly that reason.
omni wrote:How about with preservation, did you skip a vault?
If I don't think I can take it, sure. (I need to get my T2 DitLs back online, so I could show you some examples...) The key, though, is being able to
tell how tough the vault is, so you can judge whether you can take it.
omni wrote:You can't tell me that you hit every vault, every time, with absolute preparation in *bands, unless you were preserving artifacts, and maintaining dungeon layout in levels, and then returning to a given vault when prepared.
Huh? No, I don't use preserve-levels. I didn't even remember you could do that until you mentioned it. If there's some cool artifact in a vault I don't think I can take, I just assume it'll turn up again later (or if I have Flare's ring or the Recall spell or DeathMold powers, I might try a hit-n-run).
On the vaults I do take, though, why
wouldn't I take them with every scrap of preparation I can muster? Why
would I do a vault if I wasn't at least reasonably sure I was strong enough to survive it?
omni wrote:Now I DO miss detection working in vaults.
Wait, what?! You're saying even if I
do manage to get some form of monster detection, I can't use it to see what's in a vault?
omni wrote:I'm still pretty firmly on the side that this was an unusual but acceptable case; you don't approach vaults without preparation unless you accept the risk of death.
And how do you prepare for a vault if you don't know what's in it?
grayswandir wrote:Well, the obvious solution here then is to make vaults a lot harder, so you don't have this expectation in the first place.
(shrug) Go for it. Just let me know when you do it, so I'll know to change my strategy to "Never do vaults".
Frumple wrote:Obvious
but silly. Alchie should be opening vault doors via golem, preferably while the alchie itself is either around a corner (in the direction of the stairs) or a whole room away. But I digress...

Meh, I don't trust the AI with my body for that long, and no way in @#$% am I gonna leave it where I can't see it. I just make sure my golem's right behind me so I can swap him in.
SageAcrin wrote:What's your character?
The first eight of
these are my current roster. (The rest are dead, which, alas, isn't easy to tell from the character list.)
SageAcrin wrote:What are your inscriptions?
Generally some variation of what I start with: regeneration/healing (obviously necessary), wild (for poison/stun/blindness [and confusion/magic if I'm lucky]; obviously necessary), and phase-door/teleportation (escape; obviously necessary). Arcane Blades, of course, have manasurge instead of phase door (necessary until they can get some kind of mana regeneration, and they can cover escape with spells). And my Alchemist
really misses that wild infusion, but he's clearly too weak to go without a shielding rune, and he's mana-heavy enough that I don't think he could really safely punt the manasurge rune either. My theory is, if there's some better combination of inscriptions for a character then what they start with, then why do they start with that combination?
SageAcrin wrote:Do you have any useful charms that could fill a niche(like Psychoportation), so that you may want to use that over a similar Infusion?
Rarely. Almost never by the time I start needing them (which is
very early). And you can only wield one of those at a time, so if I have to swap in a wand of detection or a digger, that leaves me vulnerable for at least the recharge time of the charm even after I swap it back in.
SageAcrin wrote:Any skills that do the same?
Depends on the character; but with cooldowns the way they are, I generally need the double coverage anyway.
Now, in fairness, that was kind of an outdated complaint, and I probably should have edited it out before I posted...
Tanya has been playing around with a motion infusion recently, and yes, it's very nice. She had spares as a Cornac, though, and her build turned out not to need much unlocked anyway; for everyone else, there's invariably at least one category that I need unlocked as soon as humanly possible. And Wild-Gift/Harmony for double poison coverage is a recent addition to the extremely-high-priority list after getting
curb-stomped by the Assassin Lord twice in a row...

Which, in most cases, is all my category points used up until at least level 30 --- which, incidentally, none of my characters have reached. Hence my problem.