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What to do as Wizard between Mine's End and the Quest?

 
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Author Message
Carl

External


Since: Nov 01, 2007
Posts: 80



(Msg. 31) Posted: Fri Feb 08, 2008 2:18 pm
Post subject: Re: What to do as Wizard between Mine's End and the Quest? [Login to view extended thread Info.]
Archived from groups: rec>games>roguelike>nethack (more info?)

On Feb 8, 12:51 pm, chuckcar <ch... RemoveThis @nil.car> wrote:
> Marc Hartstein <marcma... RemoveThis @gmail.com> wrote innews:slrnfqn1ab.fse.marcmagus@cabinet.tower:
>
>
>
>
>
> > On 2008-02-07, chuckcar <ch... RemoveThis @nil.car> wrote:
> >> Rachel Elizabeth Dillon <rac... RemoveThis @akrasiac.org> wrote in
> >>news:slrnfqmkc7.te1.rachel@autumnfox.akrasiac.org:
>
> >>> On 2008-02-07, chuckcar <ch... RemoveThis @nil.car> wrote:
> >>>> I don't see what's so hard about it, the AC is dropped by a maximum
> >>>> of three unless the enchantment is less than three in which case
> >>>> it's dropped to AC 0. So if you have a +5 shield, you get a +2
> >>>> shield if it's completely rusty/burned. Nothing else matters. And
> >>>> this can only be fixed by foo-proofing it of course.
>
> >> I was basing my "correction" on armr-3.4.3 and your reading of it.
> >> The fact is that it was another error in the spoilers that we've now
> >> found.
>
> > The spoiler is correct.  Your reading of it was incorrect.
>
> > There is no error in the spoiler, although it's possible it could be
> > rewritten to make this point clearer (perhaps simply with an example).
>
> Ok, but I don't see where it talks about a piece of armor enchanted
> above +0 being resistant to losing it's AC due to erosion. Please
> explain if this is not what is being said here. If it is, doesn't that
> consistute a bug? BTW I *did* conjure up a +5 dwarven iron helm, wore
> *just* that and then a rust monster and my AC didn't go up. Just to
> ensure my point is understood: a +0 dwarvish iron helm can loose two
> points, a +0 dwarvish cloak can't lose any along with a +1 dwarvish
> cloak? They just appear rotted/corroded.
>

Well, the enchanted armor is not resistant to losing its AC due to
damage, rather the enchantment is not affected by the damage to the
armor. A piece of armor can lose up to 3 points of its base AC due to
damage but never reduces AC by less than zero due to damage. AC is
then further reduced by its enchantment.

I believe that the logic follows from the text of the spoiler. See my
inserts below ...
Here is the excerpt from armr-343.txt:

Armor erosion and enchantment
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Adapted from the spoiler "enchant.lim" by Peter Snelling and
Boudewijn Waijers.)

Your armor class is reduced by the base amount shown above. However,
if
armor is damaged, that amount of reduction is lowered by the greatest
degree of erosion (damaged = 1, very damaged = 2, and thoroughly
damaged = 3), but that will not lower the AC reduction beyond zero.

[CN - So a thoroughly rusty +0 dwarven helm or orcish helm gives an AC
reduction of zero.]
[snip]

Your AC is THEN [emphasis by CN] further reduced by the enchantment
(e.g., +1) of the
armor. [snip]

[CN-so a +5 thoroughly rusty dwarven helm gives an AC reduction of 5]

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hcobb

External


Since: Feb 07, 2008
Posts: 7



(Msg. 32) Posted: Fri Feb 08, 2008 7:34 pm
Post subject: Re: What to do as Wizard between Mine's End and the Quest? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 7, 8:44 am, Ohle Claussen <ohle.claus... RemoveThis @ds.mpg.de> wrote:
> On 2008-02-07, hcobb wrote:
> But AC still helps cushion the first hit. I guess the fabled "round a corner
> and find yourself face to knee with a mumak" kind of situation is what the
> poster you didn't deem worthy to attribute your quote to had in mind.

I'd rather have Detect Monsters and a bunch of pets than super high AC
in that case.

> > Against most @ (and one type of H) you have the sleep spell.
>
> Why the constraint?

E-graving doesn't scare that set.

> > Once your pet elves make it to the other side of the checkers board
> > and get kinged make sure you equip them properly.
>
> I don't get it. Are you advising taming elves and withholding them equipment
> before they level up? Whatever for?

It simply isn't worth expending much effort to optimize the gear of a
low level elf, but the Kings are the toughest tamable non-magical
generic humanoid. (At least they don't sleep around on the job.)

The best target for taming are the Foocubi (hello spellpoint
recharge! Note that you have to do something to yourself first...),
followed by worms, shades and that pesky H.

-HJC

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chuckcar

External


Since: Jun 26, 2006
Posts: 184



(Msg. 33) Posted: Fri Feb 08, 2008 9:51 pm
Post subject: Re: What to do as Wizard between Mine's End and the Quest? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Marc Hartstein <marcmagus.DeleteThis@gmail.com> wrote in
news:slrnfqn1ab.fse.marcmagus@cabinet.tower:

> On 2008-02-07, chuckcar <chuck.DeleteThis@nil.car> wrote:
>> Rachel Elizabeth Dillon <rachel.DeleteThis@akrasiac.org> wrote in
>> news:slrnfqmkc7.te1.rachel@autumnfox.akrasiac.org:
>>
>>> On 2008-02-07, chuckcar <chuck.DeleteThis@nil.car> wrote:
>>>> I don't see what's so hard about it, the AC is dropped by a maximum
>>>> of three unless the enchantment is less than three in which case
>>>> it's dropped to AC 0. So if you have a +5 shield, you get a +2
>>>> shield if it's completely rusty/burned. Nothing else matters. And
>>>> this can only be fixed by foo-proofing it of course.
>>
>> I was basing my "correction" on armr-3.4.3 and your reading of it.
>> The fact is that it was another error in the spoilers that we've now
>> found.
>
> The spoiler is correct. Your reading of it was incorrect.
>
> There is no error in the spoiler, although it's possible it could be
> rewritten to make this point clearer (perhaps simply with an example).
>
Ok, but I don't see where it talks about a piece of armor enchanted
above +0 being resistant to losing it's AC due to erosion. Please
explain if this is not what is being said here. If it is, doesn't that
consistute a bug? BTW I *did* conjure up a +5 dwarven iron helm, wore
*just* that and then a rust monster and my AC didn't go up. Just to
ensure my point is understood: a +0 dwarvish iron helm can loose two
points, a +0 dwarvish cloak can't lose any along with a +1 dwarvish
cloak? They just appear rotted/corroded.


--
(setq (chuck nil) car(chuck) )
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Marc Hartstein

External


Since: Nov 08, 2007
Posts: 29



(Msg. 34) Posted: Fri Feb 08, 2008 9:51 pm
Post subject: Re: What to do as Wizard between Mine's End and the Quest? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-02-08, chuckcar <chuck.RemoveThis@nil.car> wrote:
> Marc Hartstein <marcmagus.RemoveThis@gmail.com> wrote in
> news:slrnfqn1ab.fse.marcmagus@cabinet.tower:
>
>> On 2008-02-07, chuckcar <chuck.RemoveThis@nil.car> wrote:
>>
>> There is no error in the spoiler, although it's possible it could be
>> rewritten to make this point clearer (perhaps simply with an example).
>>
> Ok, but I don't see where it talks about a piece of armor enchanted
> above +0 being resistant to losing it's AC due to erosion. Please
> explain if this is not what is being said here. If it is, doesn't that
> consistute a bug? BTW I *did* conjure up a +5 dwarven iron helm, wore
> *just* that and then a rust monster and my AC didn't go up. Just to
> ensure my point is understood: a +0 dwarvish iron helm can loose two
> points, a +0 dwarvish cloak can't lose any along with a +1 dwarvish
> cloak? They just appear rotted/corroded.

It's not what's being said, but I can see how it could seem that way.
There are two contributing factors to the AC reduction you get from a
piece of armor. The first is the "base ac" which is dependent on what
kind of armor it is, and can be reduced by damage by up to 3 points,
but to a minimum of 0. The second is the bonus from any enchantment
on the armor, and is independent of damage.

+0 dwarvish iron helm AC reduction of 2
rusty +0 dwarvish iron helm AC reduction of 1
thoroughly rusty +0 dwarvish iron helm AC reduction of 0
+5 dwarvish iron helm AC reduction of 7
rusty +5 dwarvish iron helm AC reduction of 6
thoroughly rusty +5 dwarvish iron helm AC reduction of 5

+5 dwarvish cloak AC reduction of 5
thoroughly corroded +5 dwarvish cloak AC reduction of 5

Notice that the +5 from enchantment can never be taken away by
corrosion. So, as you say, a dwarvish cloak (regardless of
enchantment) cannot lose any of its benefit from corrosion. A
dwarvish iron helm (regardless of enchantment) can only lose two
points.

Regarding the original discussion, this means that fireproofing a
dwarvish cloak or a (T-|Hawaiian) shirt is a complete waste of time.
In general, it's often more valuable to use a scroll to improve the
enchantment of something which can use it (particularly if some part
of your kit is still +0) than to fooproof something.
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Topi Linkala

External


Since: Jul 12, 2005
Posts: 276



(Msg. 35) Posted: Sat Feb 09, 2008 2:52 am
Post subject: Re: What to do as Wizard between Mine's End and the Quest? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Marc Hartstein wrote:
> On 2008-02-08, chuckcar <chuck DeleteThis @nil.car> wrote:
>
>>Marc Hartstein <marcmagus DeleteThis @gmail.com> wrote in
>>news:slrnfqn1ab.fse.marcmagus@cabinet.tower:
>>
>>
>>>On 2008-02-07, chuckcar <chuck DeleteThis @nil.car> wrote:
>>>
>>>There is no error in the spoiler, although it's possible it could be
>>>rewritten to make this point clearer (perhaps simply with an example).
>>>
>>
>>Ok, but I don't see where it talks about a piece of armor enchanted
>>above +0 being resistant to losing it's AC due to erosion. Please
>>explain if this is not what is being said here. If it is, doesn't that
>>consistute a bug? BTW I *did* conjure up a +5 dwarven iron helm, wore
>>*just* that and then a rust monster and my AC didn't go up. Just to
>>ensure my point is understood: a +0 dwarvish iron helm can loose two
>>points, a +0 dwarvish cloak can't lose any along with a +1 dwarvish
>>cloak? They just appear rotted/corroded.
>
>
> It's not what's being said, but I can see how it could seem that way.
> There are two contributing factors to the AC reduction you get from a
> piece of armor. The first is the "base ac" which is dependent on what
> kind of armor it is, and can be reduced by damage by up to 3 points,
> but to a minimum of 0. The second is the bonus from any enchantment
> on the armor, and is independent of damage.
>
> +0 dwarvish iron helm AC reduction of 2
> rusty +0 dwarvish iron helm AC reduction of 1
> thoroughly rusty +0 dwarvish iron helm AC reduction of 0
> +5 dwarvish iron helm AC reduction of 7
> rusty +5 dwarvish iron helm AC reduction of 6
> thoroughly rusty +5 dwarvish iron helm AC reduction of 5
>
> +5 dwarvish cloak AC reduction of 5
> thoroughly corroded +5 dwarvish cloak AC reduction of 5
>
> Notice that the +5 from enchantment can never be taken away by
> corrosion. So, as you say, a dwarvish cloak (regardless of
> enchantment) cannot lose any of its benefit from corrosion. A
> dwarvish iron helm (regardless of enchantment) can only lose two
> points.
>
> Regarding the original discussion, this means that fireproofing a
> dwarvish cloak or a (T-|Hawaiian) shirt is a complete waste of time.
> In general, it's often more valuable to use a scroll to improve the
> enchantment of something which can use it (particularly if some part
> of your kit is still +0) than to fooproof something.

Like I earlier already wrote the following pieces of armor don't need
fooproofing as their base AC is 10 eg. AC reduction is 0:

T- and Hawaiian shirts, fedora, dunce cap, mummy wrapping and orcish and
dwarvish cloaks.

Topi
--
"The whole problem with the world is that fools and fanatics are
always so certain of themselves, but wiser people so full of doubts."
- Bertrand Russell
"How come he didn't put 'I think' at the end of it?" - Anonymous
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chuckcar

External


Since: Jun 26, 2006
Posts: 184



(Msg. 36) Posted: Sat Feb 09, 2008 6:42 am
Post subject: Re: What to do as Wizard between Mine's End and the Quest? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Carl <carlhnelson.DeleteThis@gmail.com> wrote in
news:c862264e-7c89-4683-8f9e-0f6b2fe76068@u10g2000prn.googlegroups.com:

> On Feb 8, 12:51 pm, chuckcar <ch....DeleteThis@nil.car> wrote:
>> Marc Hartstein <marcma....DeleteThis@gmail.com> wrote
>> innews:slrnfqn1ab.fse.marcmagus
> @cabinet.tower:
>>
>>
>>
>>
>>
>> > On 2008-02-07, chuckcar <ch....DeleteThis@nil.car> wrote:
>> >> Rachel Elizabeth Dillon <rac....DeleteThis@akrasiac.org> wrote in
>> >>news:slrnfqmkc7.te1.rachel@autumnfox.akrasiac.org:
>>
>> >>> On 2008-02-07, chuckcar <ch....DeleteThis@nil.car> wrote:

> Your armor class is reduced by the base amount shown above. However,
> if
> armor is damaged, that amount of reduction is lowered by the greatest
> degree of erosion (damaged = 1, very damaged = 2, and thoroughly
> damaged = 3), but that will not lower the AC reduction beyond zero.
>
> [CN - So a thoroughly rusty +0 dwarven helm or orcish helm gives an AC
> reduction of zero.]
> [snip]
>
> Your AC is THEN [emphasis by CN] further reduced by the enchantment
> (e.g., +1) of the
> armor. [snip]
>
> [CN-so a +5 thoroughly rusty dwarven helm gives an AC reduction of 5]

What *really* kills me is that ever since I learned how to foo-proof
(about the time I started posting here) I've been assuming that the +'s
go away so to speak and been foo-proofing to ammend it. I can think of
*maybe* one assension that could have been.

--
(setq (chuck nil) car(chuck) )
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Ohle Claussen

External


Since: Oct 15, 2007
Posts: 84



(Msg. 37) Posted: Sun Feb 10, 2008 2:34 pm
Post subject: Re: What to do as Wizard between Mine's End and the Quest? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On 2008-02-09, hcobb wrote:
> On Feb 7, 8:44 am, Ohle Claussen <ohle.claus....DeleteThis@ds.mpg.de> wrote:
>> > Once your pet elves make it to the other side of the checkers board
>> > and get kinged make sure you equip them properly.
>>
>> I don't get it. Are you advising taming elves and withholding them equipment
>> before they level up? Whatever for?
>
> It simply isn't worth expending much effort to optimize the gear of a
> low level elf,

Why wait if you plan to level it up anyway?

> but the Kings are the toughest tamable non-magical
> generic humanoid. (At least they don't sleep around on the job.)

Why would you want a humanoid?

--
Ohle Claussen | GPG-Key-ID E7149169
----------===========----------
BOFH Excuse #429:
Temporal anomaly
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hcobb

External


Since: Feb 07, 2008
Posts: 7



(Msg. 38) Posted: Sun Feb 10, 2008 5:40 pm
Post subject: Re: What to do as Wizard between Mine's End and the Quest? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 10, 6:34 am, Ohle Claussen <ohle.claus....DeleteThis@ds.mpg.de> wrote:
> On 2008-02-09, hcobb wrote:
> > It simply isn't worth expending much effort to optimize the gear of a
> > low level elf,
>
> Why wait if you plan to level it up anyway?
>
> > but the Kings are the toughest tamable non-magical
> > generic humanoid. (At least they don't sleep around on the job.)
>
> Why would you want a humanoid?

Because they can wear dragon scale mail and other useful armor.

Foocubi are better for the special ability, but harder to tame.

-HJC
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