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Old July 4, 2009, 10:49   #1
bigmcstrongmuscle
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Yet Another Chardump Advice Post...

I've got a Dunedan Ranger hanging out around level 33 (first char to make it this far), and I just don't think I do enough damage to handle the enemies any further down. Part of it is trying to make the best of a stupid decision in character creation - I accidentally threw a ton of points into intelligence, thinking I was putting them into Dex - but despite barely getting any attacks, I'd really like to try and salvage the situation.

But between that fiasco and the lack of Poison Resist, I'm pretty nervous about moving onwards. Any suggestions?

Code:
[Angband 3.1.0 beta Character Dump]
(Most of the loot in my inventory is pickups from a dungeon dive)

 Sex    Male         Age             54   STR:  18/56  +1  +2  +3 18/116
 Race   Dunadan      Height          82   INT:     18  +2  +2  +3  18/70
 Class  Ranger       Weight         208   WIS:     15  +2  +0  +0     17
 Title  Guide        Social     Unknown   DEX:     10  +2  +1  +0     13
 HP     275/275      Maximize         Y   CON:     11  +3  +1  +0     15
 SP     59/61                             CHR:      9  +2  +1  +3     15


 Level               29   Armor    [34,+51]     Saving Throw         64%
 Cur Exp         108562   Fight    (+4,+15)     Stealth           Superb
 Max Exp         108562   Melee   (+10,+24)     Fighting          Superb
 Adv Exp         157500   Shoot   (+20,+16)     Shooting          Heroic
 MaxDepth   1650' (L33)   Blows      1/turn     Disarming            60%
 Turns           877959   Shots      2/turn     Magic Device      Superb
 Gold             49317   Infra        0 ft     Perception       1 in 21
 Burden       189.1 lbs   Speed          -1     Searching            27%

 You are one of several children of a Yeoman.  You are the black sheep
 of the family.  You have green eyes, straight red hair, and an average
 complexion.


 Acid:......+.+.... Confu:.............
 Elec:......+.+.... Sound:+............
 Fire:+.....+.+.... Shard:.............
 Cold:......+.+.... Nexus:...........+.
 Pois:............. Nethr:.............
 Fear:............. Chaos:.............
 Lite:............. Disen:.............
 Dark:............. S.Dig:.............
Blind:......+...... Feath:+......+...+.

PLite:............. Aggrv:.............
Regen:....+........ Stea.:......++.....
Telep:............. Sear.:.............
Invis:+............ Infra:.............
FrAct:..........+.. Tunn.:.............
HLife:............. Speed:.............
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.............


  [Character Equipment]

a) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
     +3 charisma.
     Provides resistance to fire, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 51 against giants, 51 against undead, 51
     against fire-vulnerable creatures, and 33 against normal creatures.
b) a Long Bow of Accuracy (x3) (+16,+16)
c) a Marble Ring of Strength (+3)
     +3 strength.
     Sustains strength.
d) a Sapphire Ring of Damage (+0,+8)
e) a Bronze Amulet of Regeneration
     Speeds regeneration.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
g) Bar Chain Mail of Elvenkind (-2) [18,+12] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
h) a Cloak of the Magi [1,+11] (+1)
     +1 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Feather Falling.
i) a Leather Shield of Resistance [6,+8]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
j) a Metal Cap of Intelligence [3,+5] (+2)
     +2 intelligence.
     Sustains intelligence.
k) a Set of Gauntlets of Free Action [3,+7]
     Prevents paralysis.
l) a Pair of Iron Shod Boots of Stability [3,+8]
     Provides resistance to nexus.
     Feather Falling.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1}
b) 2 Books of Magic Spells [Conjurings and Tricks]
c) a Book of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) 4 Violet Potions of Cure Critical Wounds
f) a Lead Rod of Treasure Location {@z1}
g) a Platinum Rod of Lightning Bolts
h) 2 Nickel-Plated Rods of Light
i) a Lead-Plated Rod of Recall
     Cannot be harmed by electricity.
j) a Zinc Wand of Fire Bolts (8 charges)
k) a Rusty Wand of Trap/Door Destruction (12 charges)
l) a Zirconium Wand of Teleport Other (10 charges)
m) a Runed Staff of Confuse Monsters
n) a Hawthorn Staff of Slow Monsters (9 charges)
o) a Banyan Staff of Teleportation (1 charge)
p) a Zircon Ring of Escaping (+4 speed)
     +4 speed.
     Makes you unable to hit foes.
q) a Malachite Ring of Free Action
     Prevents paralysis.
r) a Set of Caestus [2] {excellent}
s) a Short Sword (1d7)
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 19 against normal creatures.
t) a Scimitar of Venom (4d2) (+11,+10)
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 43 against poison-vulnerable
     creatures, and 31 against normal creatures.
u) a Pike (2d5) {excellent}
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 23 against normal creatures.
v) a Flail (Holy Avenger) (2d6) (+6,+6) [+3] (+1)
     +1 wisdom.
     Provides resistance to fear.
     Sustains wisdom.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 35 against evil creatures, 42
     against demons, 42 against undead, and 28 against normal creatures.
w) 52 Arrows (1d4) (+0,+0) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 55.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {@m1}
b) 4 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
e) 3 Red Potions of Healing
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
f) a Dark Blue Potion of Restore Dexterity
     When ingested, it restores your dexterity.
g) a Gloopy Green Potion of Restore Life Levels
     When ingested, it restores your experience.
h) 99 Scrolls titled "deo dentus quo" of Identify
     When read, it reveals to you the extent of an item's magical power
     s.
i) an Eucalyptus Staff of Identify (13 charges)
     When used, it reveals to you the extent of an item's magical power
     s.
j) The Dagger 'Narthanc' (2d4) (+4,+6)
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 36 against fire-vulnerable
     creatures, and 26 against normal creatures.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (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    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)
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Old July 4, 2009, 21:00   #2
Malak Darkhunter
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Damage wise, it dosen't look that bad for the level your on, as a ranger I would rely on your shooting ability, and spells to back you up. Avoid getting into any mobs, as you will possibly be overwhelmed. Main thing is to stick and move. teleport away, phase ddor etc. If I was you I would go probably a little bit deeper as you are on the threshold of finding a little bit better gear. Right now you need to hunt for stat gain potions, to bolster that weak constitution, swap that ring of strength for a ring of constitution that will improve your hit points. Try to engage small mobs, and single opponets until you get lucky and find some better weapons, you should be able to find glamdring around that level, I know I always have. Once you find some better weapons and improve that constitution, you should be able to move on to deeper levels. If you get swamped by mobs, try to get them to come at you one at a time in a corridor, or dig a tunnel, or simply teleport away, slowly picking them off. eventually you will get lucky. Pack a lot of healing potions, or staves those will get you through.
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Old July 4, 2009, 21:24   #3
Pete Mack
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If you are looking for advice, here's some:
Quote:
You should continue to haul all manner of heavy gear back to town to sell through the mid-game. After all, you're almost certain to see some kind of awesome end-game gear like boots of speed (+3) for sale in town. Then won't you be glad you spent all that extra time wandering the dungeon at speed (-2).
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Old July 4, 2009, 21:35   #4
bigmcstrongmuscle
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Hah, I wish I'd read that post sooner. It was this one that killed me:

Quote:
If you are forced to flee battle by teleporting away at low hp, you should definitely cast 'Light Area' before healing up. The chances of porting into line of sight of a Great Wyrm, Dracolich, Dracolisk, Death Drake, Drolem, Greater Basilisk, big breathing unique, fire-breathing major demons, a pack of nasty hounds, pack of nether-bolt-slinging undead, giants that throw boulders, or some mixture thereof.. are frankly too small to even mention.
Stupid out-of-depth Death Knight. You live, you learn, I guess. Or you die, you learn; whichever.

Is it really that unadvisable to drag back big ego items in the mid-game? I figured I could use the cash for stat potions at the Black Market.
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Old July 4, 2009, 22:02   #5
Pete Mack
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It can be a good idea, if your gold is low (below 50K). But it's not worth doing if it drops you below normal speed. With your current swag, either ID it immediately, and drop the lowest value and/or heaviest stuff, or head home immediately and sell the stuff. Slogging around at speed -1 (or -2!) is a good way to get killed.
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Old July 4, 2009, 22:23   #6
bigmcstrongmuscle
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Good to know. Thanks, all.

I guess there isn't enough expensive stuff at once to warrant a constant quest for sellables. Next time I'll get smarter about it and start bringing along identify staffs.
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Old July 4, 2009, 22:35   #7
PowerDiver
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Your most effective attack at the moment is the spell misnamed as lightning bolt. I mean the spell in the book that always beams, not the useless devices. Always look for a chance to line up 20 foes in a long corridor. When you compute the total damage per round, it can be a pretty big number.
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Old July 5, 2009, 04:48   #8
Pete Mack
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Quote:
Originally Posted by bigmcstrongmuscle View Post
Hah, I wish I'd read that post sooner. It was this one that killed me:
If you are forced to flee battle by teleporting away at low hp, you should definitely cast 'Light Area' before healing up. The chances of porting into line of sight of a Great Wyrm, Dracolich, Dracolisk, Death Drake, Drolem, Greater Basilisk, big breathing unique, fire-breathing major demons, a pack of nasty hounds, pack of nether-bolt-slinging undead, giants that throw boulders, or some mixture thereof.. are frankly too small to even mention.

Stupid out-of-depth Death Knight. You live, you learn, I guess. Or you die, you learn; whichever.

Is it really that unadvisable to drag back big ego items in the mid-game? I figured I could use the cash for stat potions at the Black Market.
That "official bad advice thread" has lots of advice on what (not) to do.
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Old July 5, 2009, 05:49   #9
aeneas
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Quote:
Originally Posted by PowerDiver View Post
Your most effective attack at the moment is the spell misnamed as lightning bolt.
Really? I mean, I guess you're right if you add up the mana cost and compare it to the amount of damage done. But when I play Rangers I just avoid corridors full of zappables. Actually, I don't think any of my ranger winners even learned that spell. I never cast it as a ranger. It's pretty rare that the kinds of things you can really zap drop useful stuff. So I tend to just go down when I find a blocked corridor. I would have thought that you would do the same, tbh.

Anyway, for a long time I need all my mana for detecting. By the time I don't LB is not very useful. I've never found any of the damage spells very useful as a Ranger.

EDIT: I would also just start diving at this point, if I were you. Your bow isn't great, but it's significantly better than the +6 +9 bow I usually have at that point. People make too big a deal of rPoison. You can detect all the dangerous poisoners. And Scarabtarices will show up pretty fast once you pass 2500'.

The thing about rangers is that they are pretty superhuman- hell, they're superelven. I like playing a superhuman class, but I think that that implies a responsibility to take some risks. Stop scumming 1650 and go get some speed at 3750.

Last edited by aeneas; July 5, 2009 at 06:02.
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Old July 5, 2009, 07:01   #10
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Quote:
Originally Posted by aeneas View Post
Really? I mean, I guess you're right if you add up the mana cost and compare it to the amount of damage done. But when I play Rangers I just avoid corridors full of zappables.
Really. Especially if you have one or two rods of light beam which aren't enough by themselves.

You do not need as much mana for detections in 3.1 because the areas are so much larger. Larger detection areas also means more time for detection rods to recharge, so they are doubly more useful, and that also means more mana for elec beams.

Diving hard without selling, sometimes I run short on cash, so it is worth going a little out of my way if I can kill a pack easily without using consumables. I can't guess whether I would use it much less playing with selling, but I'm sure I'd still look for the opportunities.
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