Endgame hints?

spud

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I'm standing at the level one of the dungeon with the AOY just about to
climb the stairs to start the endgame.
Trouble is, I've got this far a couple of times and always get killed.
My major trouble I always get battered by Archons spawning constantly
and summoning monsters. Are there any tips for getting around them?
I'm a Valk level 30 with about 350hp, AC -43 and wielding FB. I've got
some cursed SOGD to find the teleports and some potions of full
healing.
Any hints?
 
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Spud wrote on 13 Jul 2005 21:59:42 -0700:
> I'm standing at the level one of the dungeon with the AOY just about to
> climb the stairs to start the endgame.

> Any hints?

Wear a ring of conflict.

--
"Sometimes I stand by the door and look into the darkness. Then I
am reminded how dearly I cherish my boredom, and what a precious
commodity is so much misery." -- Jack Vance
 
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On 13 Jul 2005 21:59:42 -0700, "Spud"
<colin_fuidge@hotmail.com> wrote:

>I'm standing at the level one of the dungeon with the AOY just about to
>climb the stairs to start the endgame.
>Trouble is, I've got this far a couple of times and always get killed.
>My major trouble I always get battered by Archons spawning constantly
>and summoning monsters. Are there any tips for getting around them?
>I'm a Valk level 30 with about 350hp, AC -43 and wielding FB. I've got
>some cursed SOGD to find the teleports and some potions of full
>healing.
>Any hints?

Would a cursed scroll of light help? IIRC Archons only
summon if they can see you.

I regularly blow through the astral planes as a level 30
wizard with no Archon troubles. Here is what I actually do.
Some of it may not be important.

- Do *not* fight unless absolutely necessary. If you're
not surrounded, it's not necessary. (This is why
MagicBane is a good ascension weapon.)

- Be "very fast" from pumped up spell of haste self.
Alternatives: speed boots, blessed potions of speed

(You *do* have all but one of the speed potions
you've found, haven't you? You're allowed to use
one for alchemy.) If using potions of speed or have
limited mana for spell of haste self, use them just
before Plane of Air. Or when you get into Archon
trouble.

(Does anyone anyone ever die on the Plane of Earth?)

- #jump with jumping boots on planes of earth/fire *and*
the astral plane. (I've #jumped past Pestilence
without being touched coming or going.)
- requires light source, usually a magic lamp, but
oil lamp, brass lantern, spell/wand of light,
or Sunsword will do.
(NB. Sunsword has been lit the last few times
I've inherited it from a dead Angel. It provided
light even though it wasn't wielded. I suspect
it would have gone out if wielded then unwielded.
- You must be able to see your landing point. (Hence
the light.) Can be a problem with Archon stunning
you, so try the cursed scroll of light above to
stop that. Then jump to lit square after using
Wand/spell of teleport.

- Pumped up spell of detect monsters at "skilled" skill
level -> Always know where every monster on the level
is. Very useful for avoiding the worst monsters.

- Permanently invisible (alternative: displaced).

- Wear a ring of conflict. Very important.

- Using wand/spell of teleport to clear a lane when
necessary. Very important. (Wand/spell of death
may work as well.)

- Confused scrolls of gold detection on all four planes
before astral.
- Specials for Plane of Air:
- Magic map to find where clouds are thinnest.
- When engulfed by air elemental get out immediately.
Time spent fighting is better spent travelling.
Use:
- Wand/spell of teleport
- Wand/spell of polymorph
- Wand/spell of death

- Specials for Plane of fire:
- Wands/spell of cold to make a path *when necessary*.
Also for freezing any lava I might end up in.
- Wands of digging for any lava I might be stuck in.
- Means of controlled levitation for when picked up by
vortices, etc. They can drop you in lava.

- I tend to jump towards the edge of the map -> stay
out of Archon range. In the middle of the map
there are more places an Archon can cause trouble
from.

- Specials for Plane of Water
- Controlled means of levitation so can go directly to
the portal.
- Extra scrolls of gold detection to help track down
the portal.
- Wands of secret door detection - may be useless.
- Blessed genocide ";". (A comfort in times of worry
and confusion.)

- Specials for the Astral Plane:
- Don't be wearing a ring of conflict when you enter.
- Close ("C", spell/wand of locking) doors & break
(wand/spell of force bolt, kick) them so you can
jump through at an angle. Remember, you may be
coming back this way.
- Start #jumping towards the nearest altar asap.
Don't let the level fill up with monsters and it
will be easier to #jump past any Rider.
- A ring of free action along with every potion of
paralysis you've collected will let you carve up
any Rider standing in a doorway. Wield the potion
of paralysis & hit the rider with it. Then re-wield
your weapon & commence surgery.


I've never engraved Elbereth or used a scroll of scare
monster on the astral planes because it's never been
necessary. YMMV so bring wands of lightning/fire just
in case.

Other things I rarely use but may come in handy:
- spell/scroll of charm monster
- pumped up spell of confuse monster
- spell of cause fear



IMAO it's better to be fast & #jumping than just very
fast because you can travel faster that way. (Only valid
on the planes of earth/fire and the Astral Plane.)




Jove
 
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Cheers for the replies, especially Jove. I did get to the final level
but Pestillence killed me.
I think the only reason I got there was the ring of conflict and
unbelievably the second trap on the fire plane was the portal.....
I've been playing the game a bit better recently and been close to
ascending a few times and hopefully I'll make it soon.

Cheers
 
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In article <1121317182.719150.234680@o13g2000cwo.googlegroups.com>, Spud
wrote:

> My major trouble I always get battered by Archons spawning constantly
> and summoning monsters. Are there any tips for getting around them?
> I'm a Valk level 30 with about 350hp, AC -43 and wielding FB. I've got
> some cursed SOGD to find the teleports and some potions of full
> healing.
> Any hints?

Don't get to XP 30. Archons are much less frequent if your level is lower.

--
Panu
"You haven't really been anywhere until you've got back home",
Twoflower in "The Light Fantastic"
 
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Panu Lahtinen <pnuu@iki.fi> writes:
> Don't get to XP 30. Archons are much less frequent if your level is lower.

Even in the best case of a Sanctum at DL 45, you'd need to be XL 4 or
below to entirely prevent Archons (difficulty 26) appearing in the
Planes; I don't recommend this as an endgame strategy. Since the
distribution of random monsters is flat (after adjustment for
non-level-related factors), the only practical difference would be the
lower bound: the difference between XL 5 and XL 30 in this example is
that monsters with difficulties between 7 and 9 inclusive would have
dropped off the bottom end of the valid range. (For a Sanctum at DL 53,
9 and 10.) This doesn't seem to be sufficient to make Archons
"much less frequent".

--
: Dylan O'Donnell http://www.spod-central.org/~psmith/ :
: "Hello. Well, that was the sound of Roger's Wah-Wah Rabbits, you heard :
: them eating endives there, that's very cheap at this time of the year. :
: [...] But now we're going to talk about shirts." -- Bonzo Dog Band :
 
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"Spud" <colin_fuidge@hotmail.com> writes:

> I'm standing at the level one of the dungeon with the AOY just about to
> climb the stairs to start the endgame.
> Trouble is, I've got this far a couple of times and always get killed.
> My major trouble I always get battered by Archons spawning constantly
> and summoning monsters. Are there any tips for getting around them?
> I'm a Valk level 30 with about 350hp, AC -43 and wielding FB. I've got
^^^^^^^^
> some cursed SOGD to find the teleports and some potions of full
> healing.

I indicated what I believe to be one of the main problems.
If you're just ~level 14, my experience is that few, if any,
archons will pester you.

> Any hints?

You could get some nice level drain if that is not interfering
with your skills. Second, if you have the free reserves, carry
some cursed scrolls of genocide. Once on astral, reverse-genocide
purple worms and use conflict. With a little luck, some archons
will be swallowed. Another way is to make a lot of friends;
reading confused scrolls of taming is a good start and might help
you to develop a 'soft barriere' between you and the archons.
And of course, wearing a blindfold ist not too bad an idea, in
particular if you are warned.

Best,
Jakob
 
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In article <1121341408.264059.196110@g47g2000cwa.googlegroups.com>,
colin_fuidge@hotmail.com says...
> Cheers for the replies, especially Jove. I did get to the final level
> but Pestillence killed me.

If Pestilence got you you'll ascend next time. Curious, why did
Pestilence get you? Out of healing stuff, (blessed) unicorn horns,
useful spells? All of them probably but still curious ;-)


Eskimo

--
//------------------------------
//Remove tämä all the way to and including soomee to mail directly.
//Ascended:W,V (genopolywish),P(ill ath), T,K,H,S,B,C,P,W
(naked),Ro,Ra,A,W,almost pacifist A
//In progress😛AIN
 
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On 7/14/05 6:47 AM, Dylan O'Donnell wrote:
> Panu Lahtinen <pnuu@iki.fi> writes:
>
>>Don't get to XP 30. Archons are much less frequent if your level is lower.
>
>
> Even in the best case of a Sanctum at DL 45, you'd need to be XL 4 or
> below to entirely prevent Archons (difficulty 26) appearing in the
> Planes; I don't recommend this as an endgame strategy. Since the
> distribution of random monsters is flat (after adjustment for
> non-level-related factors), the only practical difference would be the
> lower bound: the difference between XL 5 and XL 30 in this example is
> that monsters with difficulties between 7 and 9 inclusive would have
> dropped off the bottom end of the valid range. (For a Sanctum at DL 53,
> 9 and 10.) This doesn't seem to be sufficient to make Archons
> "much less frequent".
>
I've forwarded this post on to Eva with a suggestion that there be an
inclusion on the "myths and facts" page. It comes up often enough to be
considered a significant "myth."

--
Kevin Wayne

"Art is a tremendous means by which painfully guarded individuals bare
their souls." --Steve Hindalong
 
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On 14 Jul 2005 04:43:28 -0700, "Spud"
<colin_fuidge@hotmail.com> wrote:

>Cheers for the replies, especially Jove.

You're most welcome. Sorry it didn't help you ascend.
Commiserations on your death.

Further hints (hope they're more useful than the last.):

- You can pray on the Astral Planes (all of them).

- You can wear a ring of conflict on the Astral Plane.
Just don't wear it when you enter the Astral Plane.

- A helm of opposite alignment makes at least one of the
wrong altars more useful on Astral. (If your god won't
help you when you've got the amulet to the Astral Plane
(You did try #praying, right?), then forget him/her.)

- Knights have #jumping built-in!
- How fast would a knight #jumping on a hasted war-horse
move?
- A level 30 knight with the Magic Mirror of Merlin
casts magic missile for:
- an average of 96 points of damage. AVERAGE.
- Max damage is 192!
- Trapping a monster against a wall may double damage
- Doing this without reflection or magic resistance
is suicidal!
- But it may treble if you have reflection!
- Or hit a line of monsters.

- Items to save for the Ascension run:
- All but one of the potions of speed you find.
- Bless these & use them on the Plane of Air or when
in trouble.
- Every wand of teleport with charges remaining:
- Every potion of paralysis:
- Bless them.
- If you have a ring of free action, wield against
the riders.
- If no ring of free action - #adjust them to
"t" throw them from a distance with "tt"
- Spell of cure sickness at 0% failure is worth trying
for. (Robe, practice, spellcasting armor, etc.)
- Higher character levels do NOT significantly increase
chances of Archon creation.



- If you have MagicBane
- wield it when not in melee
- Do NOT melee if you can RUN.
- You can engrave in one turn semi-permanently with it
if MagicBane is not cursed.
- If you're wielding MagicBane, it resists 95% of curses
thrown at you.
- ENCHANT MAGICBANE TO +6/7!
- <http://www.steelypips.org/nethack/341/art2-341.html>
shows that MagicBane does 4 more points of damage per
hit at +6 than at +2.
- If you hit 100 times, that's +400 points of damage.
- 1000 +4000
- +7 is more difficult to get. Almost requires
hitting a disenchanter or cursing MagicBane to
dull it to +5 from +6.
- If you prefer scared/confused/cancelled/probed
monsters to dead monsters then -
- Engrave Elbereth (scares monsters)
- Cast spell of confuse monster
- Lasts until you hit a monster
- Can be pumped up
- Cast spell of cause fear
- Zap wand of probing to probe the monster you want,
when you want.
- Spell/wand of cancellation to cancel the monsters
you want, when you want.
- You can #twoweapon (silver saber/dagger?)
- If not #twoweaponing then -
- You can wear a shield.
- like a [SoR so you can wear an "oLS
- or a +7 Elven shield
- Set MagicBane as your secondary weapon,
- Switch ('x') when not meleeing,
- Do NOT melee if you can RUN.

(Could someone get the bit about enchanting MagicBane onto
the Nethack Myths page?)

>I did get to the final level
>but Pestillence killed me.

Damn.

>I think the only reason I got there was the ring of conflict and
>unbelievably the second trap on the fire plane was the portal.....

The Real Nethack God giveth, the RNG taketh away.

>I've been playing the game a bit better recently and been close to
>ascending a few times and hopefully I'll make it soon.
>
>Cheers

This is controversial, but you may want to make a backup
copy of your save file right after you exit the dungeon.
If you die, restore it. When you play it, enter eXplore
('X') mode RIGHT AWAY.

This will NOT get you an ascension. It will let you
practice the Astral Planes with a "real" character.
Which can't be done otherwise short of being a wizard
with wizard mode.

Unless some kind wizard mode expert makes up some
sample wizmode setup files for practicing the Astral Planes.
YANI: utility to create a wizmode setup file from a save
file. Builtin to Nethack would be better yet.

If you do this, you will only get out of it what you
put into it.



One last hint. If you get to the right altar on the
Astral Plane, save your game and copy the save file.
(I don't even have a screen shot of my 1st ascension.)

Then restore and offer the amulet before YASD.


Jove
 
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Jove wrote:
[ ...many good suggestions... ]
>
> - Items to save for the Ascension run:
> - All but one of the potions of speed you find.
> - Bless these & use them on the Plane of Air or when
> in trouble.

Preferable use speed boots. Potions of speed are good for alchemy to
increase your HP's.

> - Every wand of teleport with charges remaining:

But beware; *not* for the Riders!

> - If you have MagicBane
> - ENCHANT MAGICBANE TO +6/7!
> - <http://www.steelypips.org/nethack/341/art2-341.html>

We read, the good special effects will decrease noticable if enchanted.

> shows that MagicBane does 4 more points of damage per
> hit at +6 than at +2.

Not much compared to the decrease in special attacks, IMO. YMMV.

Especially in the endgame, confusing, stunning, scaring, cancelling, is
of much worth since you want to be fast, and not to engage extensively
with every high level critter; run, teleport them away, whatever... but
don't engage in a fight to death in melee - you don't need the 4 pts.
more of _melee_ damage here.

Regardless of this point, generally having a second artifact for damage
(as you suggested) is indeed good, just in case.

> - If you hit 100 times, that's +400 points of damage.
> - 1000 +4000

You won't have the opportunity to hit 100 (or even 1000) times; even
the toughest creatures need no more than 10 (or so) hits - make it 15
to take the fewer damage into account, but consider the magic effects,
then. (A note aside: for the summoned insects this calculation is anyway
irrelevant, since any artifact will do.)

> - If you prefer scared/confused/cancelled/probed
> monsters to dead monsters then -
> - Engrave Elbereth (scares monsters)
> - Cast spell of confuse monster
> - Lasts until you hit a monster
> - Can be pumped up
> - Cast spell of cause fear
> - Zap wand of probing to probe the monster you want,
> when you want.
> - Spell/wand of cancellation to cancel the monsters
> you want, when you want.

Generally possible, but she was a Valkyrie, no spellcaster.

> - Do NOT melee if you can RUN.

Most important advice!! (And especially in the endgame.)

> (Could someone get the bit about enchanting MagicBane onto
> the Nethack Myths page?)

Which part about it is a myth?

In the past decade the enchantment of Magicbane has been thouroughly
discussed; what's the new point?

Janis
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove wrote:
>
> IIRC Archons only summon if they can see you.

That would be interesting. Can anyone confirm this?

> - Do *not* fight unless absolutely necessary. If you're
> not surrounded, it's not necessary. (This is why
> MagicBane is a good ascension weapon.)

Aha. I read your other posting differently.

> (Does anyone anyone ever die on the Plane of Earth?)

Not that I recall. But I once died on Plane of Fire due to my stolen
MR confering artifact and a finger of death. That could as well have
happened on Plane of Earth.

> - #jump with jumping boots on planes of earth/fire *and*
> the astral plane. (I've #jumped past Pestilence
> without being touched coming or going.)

Heheheh. 🙂

> - Specials for Plane of fire:
> - Wands/spell of cold to make a path *when necessary*.
> Also for freezing any lava I might end up in.

Yes, but why bother; you are already levitating from the level before
(i.e. the Plane of Air).

> - Wands of digging for any lava I might be stuck in.

You can dig through lava? (That's interesting; I wouldn't have though
to try that out.)

> - Specials for the Astral Plane:
> - Start #jumping towards the nearest altar asap.

Hmm.. For me, in practice, they are quite the same regarding distance.
I choose the one guarded by the least unsympathetic rider.

> Don't let the level fill up with monsters and it
> will be easier to #jump past any Rider.

If you don't have means to jump the summoned insects are quite a good
shield.

> IMAO it's better to be fast & #jumping than just very
> fast because you can travel faster that way.

Interesting point. May be worth a wish for the boots.

Janis
 
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Jove wrote:

> (Does anyone anyone ever die on the Plane of Earth?)

Choked to death on some flavour of troll once, yes. Most embarrassing
death ever.
 
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Sean wrote:

> Jove wrote:
>
>> (Does anyone anyone ever die on the Plane of Earth?)
>
> Choked to death on some flavour of troll once, yes. Most embarrassing
> death ever.

Rodney did me in on the Plane of Earth once. One of two times I was killed
by him-- the other time was when I was relearning my spells on the way to
the planes and read a cursed spellbook by mistake.

Raisse, killed by the Wizard of Yendor

--
irina@valdyas.org LegoHack: http://www.valdyas.org/irina/nethack/
Status of Raisse (piously neutral): Level 8 HP 63(67) AC -3, fast.
 
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On Fri, 15 Jul 2005 16:11:26 +0200, Janis Papanagnou
<Janis_Papanagnou@hotmail.com> wrote:

>Jove wrote:
>[ ...many good suggestions... ]

Thanks.

>>
>> - Items to save for the Ascension run:
>> - All but one of the potions of speed you find.
>> - Bless these & use them on the Plane of Air or when
>> in trouble.
>
>Preferable use speed boots. Potions of speed are good for alchemy to
>increase your HP's.

Note the "all but one". That "one" is for alchemy.
Alchemy is much more efficient that way as well.

Speed boots are better for fighting. Don't fight on the
Ascension run if you can help it.

Jumping while fast travels faster than speed boots.
Jumping while very fast travels over *twice as fast* as
speed boots.

- Plane of Earth plane, where it's unimportant.
- Plane of Fire, where it's very important for:
- Leaving the plane before Archons appear
- Escaping Archons
- Astral Plane where it's very important for:
- Getting to the first altar before the level
fills up with monsters (just like sneaking through
the graveyard in Moloch's Sanctum)
- Getting past the Riders without being touched.

Speed boots are better on the Plane of Air and the Plane
of Water *if* you're not:
- already very fast.
- using levitation boots

Remember, jump, don't fight. You can easily cut your
time on the planes of Fire and the Astral Plane in half
by jumping.


>
>> - Every wand of teleport with charges remaining:
>
>But beware; *not* for the Riders!

Excellent point. Not directly, no, but you could zap a
wand of teleport to make a path to go by the Rider, then
#jump.

>
>> - If you have MagicBane
>> - ENCHANT MAGICBANE TO +6/7!
>> - <http://www.steelypips.org/nethack/341/art2-341.html>
>
>We read, the good special effects will decrease noticable if enchanted.

The only special attack that decreases is stunning.
From +2 to +7 probing increases from 5.5% to 25.5%
stunning decreases from 14.5% to 9.5%
scaring increases from 2.7% to 3.6%
confusion increases from 2.0% to 3.0%


I'd argue that the decrease in the stunning special effect
is *not* noticable, especially in light of the following:

In <86k86aqv76.fsf@strackenz.spod-central.org> on Date: 28
Feb 2001
22:49:49, Dylan O'Donnell states:

>It's not true to say that there's _no_ effect; the effect of stunning
>on monsters is just different. A stunned monster:
>
>gives you a +2 bonus to hit it;
>cannot "block your (clumsy) kick";
>has less chance of escaping death by drawbridge.
>
>It's true enough that this isn't all that much of an effect,
>however.

Looking at the source code makes my eyes bleed. However,
a quick check seems to support the above.

From <http://www.steelypips.org/nethack/341/art2-341.html>:

>The STUN effect causes an
>additional d4 of damage; if none of the later effects have
>occurred and been successful, it stuns the monster (or you,
>for 3 (more) turns

MagicBane at +2 instead of +7 gives a 5% more (14.5% vs
9.5%) chance of 3 more turns of +2 bonus to hit, if not
resisted.


>
>> shows that MagicBane does 4 more points of damage per
>> hit at +6 than at +2.
>
>Not much compared to the decrease in special attacks, IMO. YMMV.

The chance of special attacks *increases* from +2 (21.4%)
to +6 (34.3%).
Probe from 5.5% to 22.3%
Scare from 2.7% to 3.2%

Stun does decrease slightly from 14.5% to 12.7%.


If these effects *are* that important, there are easy
and much more reliable ways to get them when you want on
the monster you want.


From my original post:

>> - If you prefer scared/confused/cancelled/probed
>> monsters to dead monsters then -
>> - Engrave Elbereth (scares monsters)
>> - Cast spell of confuse monster
>> - Lasts until you hit a monster
>> - Can be pumped up
>> - Cast spell of cause fear
>> - Zap wand of probing to probe the monster you want,
>> when you want.
>> - Spell/wand of cancellation to cancel the monsters
>> you want, when you want.

Let me repeat that these effects are available *on
demand*, on the monster you, when you want, reliably.
Instead of low random probability from MagicBane.
The big question though, is *if* you want.

And MagicBane's special melee effects are easily trumped
by MagicBane's ability to engrave Elbereth in one turn
guaranteed whenever you want.


>
>Especially in the endgame, confusing, stunning, scaring, cancelling, is
>of much worth since you want to be fast, and not to engage extensively
>with every high level critter; run, teleport them away, whatever... but
>don't engage in a fight to death in melee - you don't need the 4 pts.
>more of _melee_ damage here.

As noted above, the only special attack that decreases is
stunning.
From +2 to +7 probing increases from 5.5% to 25.5%
stunning decreases from 14.5% to 9.5%
scaring increases from 2.7% to 3.6%
confusion increases from 2.0% to 3.0%

And stunning won't help you in melee except by 3 turns
of a +2 chance to hit.

If you're not fighting in melee, then special effects you
don't get aren't worth more than damage points you don't
get. They *can't* be.

If you're blocked by a monster and want to evade (again,
from my original post):

>> - If you prefer scared/confused/cancelled/probed
>> monsters to dead monsters then -
>> - Engrave Elbereth (scares monsters)
>> - Cast spell of confuse monster
>> - Lasts until you hit a monster
>> - Can be pumped up
>> - Cast spell of cause fear

Note again that MagicBane engraves Elbereth in one turn
guaranteed. Much better than a 20% chance of a special
effect that can be resisted and may not help you anyway.

A wand of teleport works even better, except on the
Riders. And they're much more likely to resist the
special effects. So you want them dead, dead, dead.
Ten hits at +7 is 40 more points of damage over +2.

>
>Regardless of this point, generally having a second artifact for damage
>(as you suggested) is indeed good, just in case.

Thanks. Even #twoweaponing with better (#enhanced,
enchanted) non-artifact weapons in probably better in melee.
The biggest problem is the switching, which the nethack
interface makes difficult, just as it does with jumping.

>
>> - If you hit 100 times, that's +400 points of damage.
>> - 1000 +4000
>
>You won't have the opportunity to hit 100 (or even 1000) times; even
>the toughest creatures need no more than 10 (or so) hits - make it 15
>to take the fewer damage into account, but consider the magic effects,
>then. (A note aside: for the summoned insects this calculation is anyway
>irrelevant, since any artifact will do.)

Every time you hit with a +7 MagicBane you do 4 more
points of damage than if you hit with a +4 MagicBane.
What's the reasoning for limiting it to a single monster?

I'm not saying it's wrong to do so, just that the
justification is not evident.

>
>> - Do NOT melee if you can RUN.
>
>Most important advice!! (And especially in the endgame.)
>
>> (Could someone get the bit about enchanting MagicBane onto
>> the Nethack Myths page?)
>
>Which part about it is a myth?
>
>In the past decade the enchantment of Magicbane has been thouroughly
>discussed; what's the new point?
>

From my original post:

> - <http://www.steelypips.org/nethack/341/art2-341.html>
> shows that MagicBane does 4 more points of damage per
> hit at +6 than at +2.
> - If you hit 100 times, that's +400 points of damage.
> - 1000 +4000
> - If you prefer scared/confused/cancelled/probed
> monsters to dead monsters then -
> - Engrave Elbereth (scares monsters)
> - Cast spell of confuse monster
> - Lasts until you hit a monster
> - Can be pumped up
> - Cast spell of cause fear
> - Zap wand of probing to probe the monster you want,
> when you want.
> - Spell/wand of cancellation to cancel the monsters
> you want, when you want.

Summary:

Four more points of damage on every hit for the rest
of the game. Should easily add up to thousands more damage
points.

There are much easier, more reliable, on-demand,
targetable methods of getting MagicBane's special effects.

(Even so most players, with or without MagicBane, don't
bother with them because they're not worth the minor effort.
In which case they're certainly not worth giving up
thousands of extra damage points.)

In this post I've added that the probability of a magical
effect *increases* with MagicBane's enchantment.
Particularly the best ones of scaring and confusion.
(Whether or not this is a "new" point is up to the
reader to decide.)


Jove
 
Archived from groups: rec.games.roguelike.nethack (More info?)

On Fri, 15 Jul 2005 16:30:14 +0200, Janis Papanagnou
<Janis_Papanagnou@hotmail.com> wrote:

>Jove wrote:
>>
>> IIRC Archons only summon if they can see you.
>
>That would be interesting. Can anyone confirm this?
>
>> - Do *not* fight unless absolutely necessary. If you're
>> not surrounded, it's not necessary. (This is why
>> MagicBane is a good ascension weapon.)
>
>Aha. I read your other posting differently.

Oops, already responded to your other post. Apologies
if it seems heavy-handed.

>
>> - #jump with jumping boots on planes of earth/fire *and*
>> the astral plane. (I've #jumped past Pestilence
>> without being touched coming or going.)
>
>Heheheh. 🙂

It's a treasured memory.

>
>> - Specials for Plane of fire:
>> - Wands/spell of cold to make a path *when necessary*.
>> Also for freezing any lava I might end up in.
>
>Yes, but why bother; you are already levitating from the level before
>(i.e. the Plane of Air).

#jumping! (spell, boots, or knight). Faster travel
means less time on the plane for Archons to appear.


Also easier to escape summoning storms: zap wand of
teleport and move three squares instead of one. Should even
save charges on your wands of teleport. This is also
useful on the Astral Plane.


>
>> - Wands of digging for any lava I might be stuck in.
>
>You can dig through lava? (That's interesting; I wouldn't have though
>to try that out.)

Freeze it first 🙂. I once stepped into lava on the
Plane of fire. After proudly freezing the lava with my
cone of cold spell I had to burn a wish for a wand of
digging to get myself out. Not a treasured memory.

>> IMAO it's better to be fast & #jumping than just very
>> fast because you can travel faster that way.
>
>Interesting point. May be worth a wish for the boots.
>

My work here is done.


Jove's Jumping Jive.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove wrote:
> On Fri, 15 Jul 2005 16:11:26 +0200, Janis Papanagnou
> <Janis_Papanagnou@hotmail.com> wrote:
>>Jove wrote:
>
>>> - If you hit 100 times, that's +400 points of damage.
>>> - 1000 +4000
>>
>>You won't have the opportunity to hit 100 (or even 1000) times; even
>>the toughest creatures need no more than 10 (or so) hits - make it 15
>>to take the fewer damage into account, but consider the magic effects,
>>then. (A note aside: for the summoned insects this calculation is anyway
>>irrelevant, since any artifact will do.)
>
> Every time you hit with a +7 MagicBane you do 4 more
> points of damage than if you hit with a +4 MagicBane.
> What's the reasoning for limiting it to a single monster?

In melee you attack _sequentially_, only a single monster at a time.■
You need no more than 10 (or so) hits at most to bring down any creature,
mostly much less hits with appropriately enchanted artifact weapons.

(If you add 1000 times a 3% value of successful magic attack you get
really high impressive values. If I haven't overseen anything you've
just multiplied the value by some factor which makes the outcome look
great, nothing more.)

Don't forget you want to run, not engage in melee to long. Make attackers
unable to attack you effectively, either by death, or by magical means.

If, for example, you make 12 instead of 8 points damage, you'll engage,
say 7 rounds instead of 10. Which is a good thing, of course. But if you
manage to occasionally cancel a monsters special attack (which I value
high) it's a very good bonus.

I read the spoiler (that you referred to) that the less interesting magic
effect (probing) dominates on the hight enchantments, and thus suppresses
the better magical attacks (cancel, scare, and stun).

For the suggested enchantments you'll get these values...

enchantment normal/probe stun/scare/cancel
+2 65.5% 34.5%
+7 85.5% 14.5%

Which is quite a significant difference!

The drawback increases especially beyond an enchantment of +2 [**]; thus
the recommendation for that limit.

> I'm not saying it's wrong to do so, just that the
> justification is not evident.

Janis

■ As opposed to, say, breaking a wand.

[**] From +2 to +3 there is more than 5% of decrease in efficiency, from
+3 to +5 roughly another 5%, and from +5 to +7 another 10% descrease.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove wrote:

> - You can wear a ring of conflict on the Astral Plane.
> Just don't wear it when you enter the Astral Plane.

Er... of course I could be wrong about this, but what I remember is:
- If you're wearing the ring upon entering the Astral Plane, you don't
get your angel minion, and instead the game sends in four hostile
angels adjacent to you. Considering you've got conflict, however, in
my experience this still isn't that bad.
- If you put on a ring of conflict while your minion angel is still
alive, he'll vanish, and the game will send in the four hostile angels
at that point.
- If your minion angel is dead, putting on a ring of conflict produces
no ill effects.

> - A helm of opposite alignment makes at least one of the
> wrong altars more useful on Astral. (If your god won't
> help you when you've got the amulet to the Astral Plane
> (You did try #praying, right?), then forget him/her.)

This always feels like cheating to me, but I'm weird that way....


> - Knights have #jumping built-in!
<snip>

This is very, very interesting information, I never thought about jump
being useful as an ultra-fast means of escape.


> - Items to save for the Ascension run:
> - All but one of the potions of speed you find.
> - Bless these & use them on the Plane of Air or when
> in trouble.

As others have said, if you're wearing speed boots these are not useful
if drunk.

Others have mentioned not using wands of teleportation against the
Riders. It doesn't work? I know, and rely upon, the fact that wands
of death work against Pestilence and Famine. I always hated that they
made the demon lords immune to it (though I imagine it makes sense with
Orcus).

- John H.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Jove wrote:
> On Fri, 15 Jul 2005 16:11:26 +0200, Janis Papanagnou
> <Janis_Papanagnou@hotmail.com> wrote:
>>Jove wrote:
>
>>>- If you have MagicBane
>>> - ENCHANT MAGICBANE TO +6/7!
>>> - <http://www.steelypips.org/nethack/341/art2-341.html>
>>
>>We read, the good special effects will decrease noticable if enchanted.

Just to emphasize the point you apparently missed...

I wrote "the *good* special effects".

> The only special attack that decreases is stunning.
> From +2 to +7 probing increases from 5.5% to 25.5%

This one is undesirable!

> stunning decreases from 14.5% to 9.5%
> scaring increases from 2.7% to 3.6%
> confusion increases from 2.0% to 3.0%

You have to take the _added_ percentages (they must sum up to 100%).

enchantment normal/probe stun/scare/cancel
+2 65.5% 34.5%
+7 85.5% 14.5%

That's roughly a 1-in-3 (at +2) compared to a 1-in-7 (at +7) probability.

(Compare that to the average damage 9.5 at +2, and 13.4 at +7, that you
give up in exchange.)

> As noted above, the only special attack that decreases is
> stunning.
> [ the same table as above removed ]

Dito; wrong summing.

>>Which part about it is a myth?
>>
>>In the past decade the enchantment of Magicbane has been thouroughly
>>discussed; what's the new point?
>
> Summary:
>
> [...]
>
> In this post I've added that the probability of a magical
> effect *increases* with MagicBane's enchantment.

Your caclulation was wrong, you have to add also the probabilities of
the combined effects!

> Particularly the best ones of scaring and confusion.

You forgot stunning and cancellation.

> (Whether or not this is a "new" point is up to the
> reader to decide.)

There's no new point. Your conclusions are based on two wrong points:
- misinterpretation of the data (as far as I can judge), wrong summing.
- overestimation of the probing "attack" which suppresses the desirable
magic attacks (cancel, stun, scare) to a significant extent.

Janis
 
Archived from groups: rec.games.roguelike.nethack (More info?)

In article <1121317182.719150.234680@o13g2000cwo.googlegroups.com>,
Spud <colin_fuidge@hotmail.com> wrote:
>Any hints?

You've already been killed, so here goes:

Don't wake up the wizard until you're overprepared for the planes.
You can take forever to get ready, but once you wake up the wizard,
that's the beginning of the end. There's no time to work on a
collection of hundreds of scrolls and potions and no time for long
sac fests. Whatever your level, AC, and HP's are when you wake up
the wizard, that's probably going to be it for the game.

Other than errors like falling in lava, AE's engulf attacks, and Pestilence,
there's really nothing to be afraid of in the end game. Don't be
surprised when Pesty kills you on Astral -- he's pretty much the only
thing to be afraid of.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Boudewijn Waijers wrote:
> John H. wrote:
> > Others have mentioned not using wands of teleportation against the
> > Riders. It doesn't work?
>
> No. They have teleport control, and will always teleport next to you
> instead of away, I believe. Correct me if I'm wrong.

Well I'm not *correcting* you per se, just mentioning that I seem to
remember using wands of teleportation to get rid of Riders. My memory
isn't clear on the issue, though. It may also have taken multiple
zaps.

- John H.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

Janis Papanagnou wrote:
> John H. wrote:
> > Others have mentioned not using wands of teleportation against the
> > Riders. It doesn't work?
>
> Worse! It will even resurrect a dead rider corpse and put him adjacent
> to you.

Yeah, I think I remember hearing this, but I'm specifically referring
to live (or whatever Death is) Riders.


> I never thought that could be the case, and only used the wand of death
> since I read about it. I would not be astonished and would also find it
> ok if the wand of death wouldn't work against all the Riders. But ok...

I'm of the opinion that wands, in Nethack, seem awfully underpowered
even in the mid game. Wands of Death, being of the most dire type
besides Wishing, seem like they should work on lots of things, but
maybe it's enough that the Wizard is succeptable to them. (Forget your
cloak this morning, Roddy?)


> To me, an effective death to demons would make me wonder still more than
> with the Riders. Also ok for me; the behaviour is what I'd expect.

This is a matter I've wondered about before. What is it about demons
that makes wands of death not make sense with them? Does Nethack take
the stance that demons and angels are departed souls in a later form?
I think that'd make them more like undead. If demons and angels are
suposed to be something different (which I believe is the historical
concept), then wands of death should work on them. (Unless they're
something *really* different, enough so that the idea of "death"
doesn't make sense with them....)

I know, someone'll bop along with a comment like "If a demon dies,
where does he go? He's already in hell!" But I don't think that's
necessarily an answer.

- John H.
 
Archived from groups: rec.games.roguelike.nethack (More info?)

John H. wrote:

> Others have mentioned not using wands of teleportation against the
> Riders. It doesn't work?

No. They have teleport control, and will always teleport next to you
instead of away, I believe. Correct me if I'm wrong.

--
Boudewijn.

--
"I have hundreds of other quotes, just waiting to replace this one
as my signature..." - Me
 
Archived from groups: rec.games.roguelike.nethack (More info?)

John H. wrote:
>
> Others have mentioned not using wands of teleportation against the
> Riders. It doesn't work?

Worse! It will even resurrect a dead rider corpse and put him adjacent
to you.

> I know, and rely upon, the fact that wands
> of death work against Pestilence and Famine.

I never thought that could be the case, and only used the wand of death
since I read about it. I would not be astonished and would also find it
ok if the wand of death wouldn't work against all the Riders. But ok...

> I always hated that they
> made the demon lords immune to it (though I imagine it makes sense with
> Orcus).

To me, an effective death to demons would make me wonder still more than
with the Riders. Also ok for me; the behaviour is what I'd expect.

Janis