[Advice] Starlight, the L30 High Elven Ranger

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  • Netbrian
    Adept
    • Jun 2009
    • 141

    [Advice] Starlight, the L30 High Elven Ranger

    As the race-class combo might indicate, I'm not really going for style points here. I haven't won before, and I want to. After I win, I'll try a slightly less munchkin class combination.

    Oh, and I wanted to try for a victory before archery got nerfed. Sorry.

    I'm trying to decide what to do next. I don't have poison resistance, so diving further could be dangerous. Theoretically, I could just avoid the nasty breathers and keep power-diving, but I'm not all that familiar the later parts of the dungeon, and can't necessarily judge what's going to be overly dangerous until it kills me. I also don't always play particularly carefully, which makes things even trickier at deeper levels.

    Does anyone have suggestions on what I should do next and where I should do it?

    [Angband 3.1.1 dev Character Dump]

    Name Starlight Self RB CB EB Best
    Sex Female Age 107 STR: 17 +1 +2 +2 18/40
    Race High-Elf Height 71 INT: 18/38 +3 +2 +3 18/118
    Class Ranger Weight 178 WIS: 10 -1 +0 +3 12
    Title Explorer Social Well-liked DEX: 18 +3 +1 +3 18/70
    HP 355/355 Maximize Y CON: 16 +1 +1 +2 18/20
    SP 131/131 CHR: 18 +5 +1 +0 18/60


    Level 31 Armor [13,+85] Saving Throw 80%
    Cur Exp 237930 Fight (+13,+24) Stealth Superb
    Max Exp 237930 Melee (+22,+35) Fighting Superb
    Adv Exp 345000 Shoot (+25,+15) Shooting Legendary
    MaxDepth 1950' (L39) Blows 4/turn Disarming 69%
    Turns 1517630 Shots 3/turn Magic Device Heroic
    Gold 265830 Infra 40 ft Perception 1 in 20
    Burden 101.8 lbs Speed 4 Searching 27%

    You are the only child of a Noldorin Ranger. You have light grey
    eyes, straight silver hair, and a fair complexion.



    rAcid:..+.....+.... rConf:.............
    rElec:.+......+.... Sound:.............
    rFire:.+......+.... Shard:.............
    rCold:.+......+.... Nexus:.......+.....
    rPois:............. Nethr:.............
    rFear:............. Chaos:.............
    rLite:............+ Disen:.............
    rDark:............. S.Dig:.+...........
    rBlnd:.........+... Feath:.............

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


    [Character Equipment]

    a) The Scimitar 'Haradekket' (4d2) (+9,+11) (+2)
    +2 dexterity, attack speed.
    Slays animals, evil creatures, undead.
    Grants the ability to see invisible things.

    Combat info:
    4 blows/round.
    This weapon benefits from one or more ring brands.
    Average damage/hit: 48.7 vs. animals, 48.7 vs. evil creatures,
    55.1 vs. undead, 55.1 vs. creatures not resistant to acid, and
    42.3 vs. others.


    I was thrilled when I got four blows with this. It serves as an ever-present temptation to try for melee combat when it'd be too dangerous.

    b) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
    +1 intelligence, wisdom, dexterity, speed, shooting speed,
    shooting power.
    Provides resistance to lightning, fire, cold.
    Slows your metabolism.


    Another good find, although I miss crossbows and the more indestructible ammo.

    c) a Ring of Acid [+15]
    d) a Ring of Damage (+0,+13)
    e) an Amulet of Regeneration
    f) The Phial of Galadriel
    Radius 3 light.
    g) Soft Leather Armour [4,+9]
    h) The Cloak 'Colannon' [1,+13] (+3)
    +3 stealth, speed.
    Provides resistance to nexus.

    i) a Wicker Shield of Resistance [2,+12]
    Provides resistance to acid, lightning, fire, cold.

    j) The Hard Leather Cap of Thranduil [2,+10] (+2)
    +2 intelligence, wisdom.
    Provides resistance to blindness.
    Grants telepathy.


    Everyone likes Thranduil.

    k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
    +2 strength, constitution.
    Prevents paralysis.

    l) a Pair of Iron Shod Boots of Stealth [3,+8] (+1)

    [Character Inventory]

    a) a Book of Magic Spells [Magic for Beginners] {@m1=g}
    b) 3 Books of Magic Spells [Conjurings and Tricks] {@m2=g}
    c) 3 Books of Magic Spells [Incantations and Illusions] {@f3=g}
    d) a Book of Magic Spells [Sorcery and Evocations] {@m4=g}
    e) 13 Potions of Cure Critical Wounds
    f) a Potion of Healing
    g) a Scroll of Teleportation
    h) 6 Scrolls of Teleport Level
    i) 6 Scrolls of Word of Recall
    j) 2 Rods of Detection
    k) 2 Rods of Curing
    l) 4 Wands of Stone to Mud (23 charges)
    m) 5 Wands of Teleport Other (33 charges)
    n) 75 Arrows (1d4) (+0,+0) {@f1=g}


    [Home Inventory]

    a) 3 Potions of Healing
    b) a Potion of Restore Mana
    c) 10 Potions of Speed
    d) 15 Scrolls of Teleport Level
    e) 23 Scrolls of Enchant Weapon To-Hit
    f) 17 Scrolls of Enchant Weapon To-Dam
    g) a Scroll of *Remove Curse*
    h) 3 Staves of Identify (41 charges)

    i) an Iron Crown of Serenity [0,+9]
    Provides resistance to fear, confusion, sound.


    If I manage to find an alternate source of ESP, I might start using this.

    j) The Rapier 'Forasgil' (1d6) (+12,+19)
    Slays animals.
    Branded with frost.
    Provides resistance to cold, light.
    Cannot be harmed by acid, electricity, fire, cold.

    Combat info:
    3 blows/round.
    This weapon benefits from one or more ring brands.
    Average damage/hit: 51.3 vs. animals, 55 vs. creatures not
    resistant to acid, 55 vs. creatures not resistant to cold, and
    47.7 vs. others.

    Radius 1 light.


    At times, I get as many blows with this as I do with the scimitar, which can cause this to be the better weapon.

    k) a Scythe of Slicing (8d4) (+6,+7)

    I really should sell this, but I keep fantasizing of getting extra blows with this, and then combining it with my ring of acid for fantastic powers.

    l) 29 Bolts of Frost (1d5) (+6,+11)
    m) 28 Bolts of Wounding (1d5) (+3,+9)
    n) 85 Bolts (1d5) (+5,+7)
    o) 20 Bolts of Slay Evil (1d5) (+5,+3)
    p) 30 Arrows of Wounding (1d4) (+10,+10)
    q) 23 Arrows (1d4) (+5,+6)
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    #2
    I would say: get more CON. It's not just poison breath that can kill you. No need for ring of Acid or Damage unless you are using melee (which your comment says you're not.)

    Comment

    • fizzix
      Prophet
      • Aug 2009
      • 3025

      #3
      Originally posted by Pete Mack
      I would say: get more CON. It's not just poison breath that can kill you. No need for ring of Acid or Damage unless you are using melee (which your comment says you're not.)
      So you have telepathy which is good. That means the only thing that can really instakill you are drolems (or nexus vortices/quylthulgs that teleport you)

      I would recommend the following advice for deciding to fight when you are unfamiliar with the monsters.

      If you know you can handle it, and it's not an inventory drain (pukelmen, hounds etc.), fight it.
      If you know you can handle a monster that's a bit deeper, fight it.
      If you know you can *easily* handle a monster that's the same level, or 1 or 2 levels deeper (but no more) then fight it.
      Consider uniques to be monsters that are 10 levels OoD.

      Comment

      • Netbrian
        Adept
        • Jun 2009
        • 141

        #4
        Okay, somehow I managed to maximize almost all of my stats, and I'm continuing my dive. I've had bad luck with dungeon spellbooks (so far, only Raal's and Resistances), but very good luck with artifacts. I managed to grab Isildur, which is very nice.

        Oh, and guys? Glaive of Pain + Ring of Acid is beautifully degenerate. Compared to this, archery is nice and balanced.

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #5
          Originally posted by Netbrian
          Oh, and guys? Glaive of Pain + Ring of Acid is beautifully degenerate. Compared to this, archery is nice and balanced.
          Ain't it great?

          Comment

          • Netbrian
            Adept
            • Jun 2009
            • 141

            #6
            Okay, I'm coming along just fine. I've recently arrived at d-level 80, and am hoping for lots of awesome speed rings. I'd like suggestions on what I should do next, how, if any, I should change my equipment, and how to take down the tougher uniques -- if I build an anti-summoning corridor, then I have to melee them. Otherwise, they just swarm me with nasty undead or demons.

            Any general late-game advice would be much appreciated (yes, I know I need to be more careful about disenchantment).

            Right now, I use missile combat for major fights against difficult monsters or uniques, and melee combat for more bread and butter battles. My generally excellent luck hasn't extended to finding a better launcher yet, which saddens me.

            Thanks again!


            [Angband 3.1.1 dev Character Dump]

            Name Starlight Self RB CB EB Best
            Sex Female Age 107 STR! 18/190
            Race High-Elf Height 71 INT! 18/180
            Class Ranger Weight 178 Wis! 18/120
            Title Ranger Social Respected DEX! 18/200
            HP 810/810 Maximize Y CON! 18/100
            SP 329/329 CHR! 18/100


            Level 43 Armor [18,+114] Saving Throw 97%
            Cur Exp 4821919 Fight (+37,+23) Stealth Superb
            Max Exp 4821919 Melee (+41,+49) Fighting Heroic
            Adv Exp 4830000 Shoot (+48,+14) Shooting Legendary
            MaxDepth 4050' (L81) Blows 5/turn Disarming 90%
            Turns 3746430 Shots 4/turn Magic Device Legendary
            Gold 946743 Infra 40 ft Perception 1 in 20
            Burden 193.1 lbs Speed 10 Searching 27%

            rAcid:...+....*.... rConf:...........+.
            rElec:.+........... Sound:........+....
            rFire:.+........... Shard:.............
            rCold:.+........... Nexus:.......+.....
            rPois:......+...... Nethr:......+....+.
            rFear:+.......+.... Chaos:......+.+..+.
            rLite:.....+......+ Disen:.............
            rDark:.....+....... S.Dig:.+..+........
            rBlnd:.........+... Feath:.............

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


            [Character Equipment]

            a) The Glaive of Pain (9d6) (+4,+26)
            Provides resistance to fear.
            Cannot be harmed by acid, electricity, fire, cold.

            Combat info:
            5 blows/round.
            This weapon benefits from one or more ring brands.
            Average damage/hit: 164.3 vs. creatures not resistant to acid, and
            90.6 vs. others.

            b) The Short Bow of Amras (x2) (+11,+14) (+1 speed)
            +1 intelligence, wisdom, dexterity, speed, shooting speed,
            shooting power.
            Provides resistance to lightning, fire, cold.
            Slows your metabolism.

            c) a Ring of Speed (+7)
            d) a Ring of Acid [+17]

            e) an Amulet of Sustenance
            Cannot be harmed by acid, electricity, fire, cold.
            Sustains strength, intelligence, wisdom, dexterity, constitution,
            charisma.
            Slows your metabolism. Stops experience drain.

            f) The Arkenstone of Thrain
            Provides resistance to light, dark.
            Stops experience drain. Grants the ability to see invisible
            things.

            Radius 3 light.
            g) The Hard Leather Armour of Himring [8,+13]
            Provides resistance to poison, nether, chaos.

            h) The Cloak 'Colannon' [1,+9] (+3)
            +3 stealth, speed.
            Provides resistance to nexus.

            i) The Small Metal Shield of Thorin [4,+23] (+4)
            +4 strength, constitution.
            Provides immunity to acid.
            Provides resistance to fear, sound, chaos.
            Prevents paralysis.

            j) The Hard Leather Cap of Thranduil [2,+7] (+2)
            +2 intelligence, wisdom.
            Provides resistance to blindness.
            Grants telepathy.

            k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
            +2 strength, constitution.
            Prevents paralysis.

            l) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
            +5 dexterity.
            Provides resistance to confusion, nether, chaos.
            Sustains constitution.
            Prevents paralysis.


            [Character Inventory]

            a) 3 Books of Magic Spells [Magic for Beginners] {@m1=g}
            b) 5 Books of Magic Spells [Conjurings and Tricks] {@m2=g}
            c) 4 Books of Magic Spells [Incantations and Illusions] {@m3=g}
            d) 2 Books of Magic Spells [Sorcery and Evocations] {@m4=g}
            e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5=g}
            f) a Book of Magic Spells [Raal's Tome of Destruction] {@m6=g}
            g) 3 Books of Magic Spells [Mordenkainen's Escapes] {@m7=g}
            h) a Book of Magic Spells [Tenser's Transformations] {@m8=g}
            i) a Book of Magic Spells [Kelek's Grimoire of Power]
            j) 18 Potions of Cure Critical Wounds
            k) 2 Potions of Healing
            l) a Potion of *Healing*
            m) 3 Potions of Restore Mana
            n) 3 Scrolls of Teleport Level
            o) a Scroll of Banishment
            p) a Staff of *Destruction* (4 charges)
            q) a Staff of Mapping (3 charges)
            r) a Staff of the Magi (3 charges)
            s) The Long Sword 'Anduril' (3d5) (+10,+15) [+10] (+4)
            +4 strength, dexterity.
            Slays evil creatures, undead, orcs, trolls.
            Branded with flames.
            Provides resistance to fire, fear, disenchantment.
            Cannot be harmed by acid, electricity, fire, cold.
            Sustains strength, dexterity.
            Blessed by the gods. Prevents paralysis. Grants the ability to
            see invisible things.

            Combat info:
            5 blows/round.
            This weapon benefits from one or more ring brands.
            Average damage/hit: 64.8 vs. evil creatures, 74.8 vs. undead, 74.8
            vs. orcs, 74.8 vs. trolls, 74.8 vs. creatures not resistant to
            acid, 74.8 vs. creatures not resistant to fire, and 54.8 vs. others.

            t) 67 Arrows of Frost (1d4) (+9,+8) {@f1=g}
            u) 99 Arrows of Flame (1d4) (+12,+9) {@m0=g}
            v) 8 Arrows of Venom (1d4) (+10,+9) {@f1=g}

            [Home Inventory]

            a) 12 Potions of Healing
            b) 3 Potions of *Healing*
            c) 9 Potions of Restore Mana
            d) 24 Potions of Speed
            e) 8 Scrolls of Teleport Level
            f) a Scroll of *Remove Curse*
            g) 3 Scrolls of *Destruction*
            h) a Ring of Resist Poison
            i) an Amulet of Trickery (+3)
            +3 dexterity, stealth, infravision, speed.
            +15% to searching.
            Provides resistance to poison, nexus.
            Sustains dexterity.

            j) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
            +2 strength, dexterity.
            Provides resistance to acid, lightning, fire, cold, fear,
            confusion, sound.

            k) The Full Plate Armour of Isildur [26,+25] (+1)
            +1 constitution.
            Provides resistance to acid, lightning, fire, cold, confusion,
            sound, nexus.

            l) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
            +4 stealth.
            Provides resistance to acid, lightning, fire, cold, poison.

            m) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
            +4 strength, charisma.
            Provides resistance to acid, lightning, fire, cold, dark,
            disenchantment.

            n) The Large Metal Shield of Anarion [5,+20]
            Provides resistance to acid, lightning, fire, cold.
            Sustains strength, intelligence, wisdom, dexterity, constitution,
            charisma.

            o) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
            +3 intelligence, dexterity, charisma, speed.
            +15% to searching.
            Provides resistance to cold, light, dark, blindness, sound, shards.
            Prevents paralysis. Grants the ability to see invisible things.

            Radius 1 light.
            p) The Iron Helm 'Holhenneth' [5,+10] (+2)
            +2 intelligence, wisdom.
            +10% to searching.
            Provides resistance to blindness, confusion.
            Grants the ability to see invisible things.

            q) The Short Bow of Amrod (x2) (+12,+15) (+2)
            +2 strength, constitution, shooting power.
            Provides resistance to lightning, fire, cold.
            Speeds regeneration.

            r) 85 Bolts (1d5) (+5,+7)
            s) 20 Bolts of Slay Evil (1d5) (+5,+3)
            t) 30 Seeker Bolts (4d5) (+6,+7)
            u) 23 Mithril Bolts of Wounding (3d5) (+10,+9)

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6883

              #7
              You would waste less ammo with Amrod for the same damage (3x4 = 4x3), but I assume you are using the Glaive+RoAcid(!) for most of your damage anyway.

              If you are having trouble with disenchantment, wear Anduril most of the time, and Glaive only when you have a worthy target.

              Otherwise, my only advice is to go deeper, where speed rings are better and you have a better chance at Rings of Power. (Those give ESP)

              You can already kill Sauron with ease: wear Celeborn & Glaive, change to "Trickery for more speed (and rPoison). Kill him in melee. It won't take long.

              Take a big stack of !CCW, some ?Phase Door to escape for healing, and use Create Doors to keep his summons to a reasonable level. (And fight in a hallway, obviously.)

              Also: if you do take your staffs, make sure they are either at 0 charges or are hidden away behind closed doors.

              Comment

              • Psi
                Knight
                • Apr 2007
                • 870

                #8
                Amrod is also plenty good enough for Morgoth if you can get yourself some slay evil arrows. I used it over Belthronding even, to conserve ammo with my last ranger.

                Comment

                • Netbrian
                  Adept
                  • Jun 2009
                  • 141

                  #9
                  Why Amrod over Amras? Amrod has a higher multiplier, but Amras gets more shots, so it's a wash, isn't it?

                  Comment

                  • Psi
                    Knight
                    • Apr 2007
                    • 870

                    #10
                    Well with 35% breakage on arrows, firing less shots for same damage output is much more preferable in terms of conserving precious ammo.

                    (and that is not to mention regen and +2 Con)

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #11
                      Originally posted by Psi
                      Well with 35% breakage on arrows, firing less shots for same damage output is much more preferable in terms of conserving precious ammo.

                      (and that is not to mention regen and +2 Con)
                      With truly precious ammo, I have used an x5 launcher with big plusses rather than an x4 launcher with an extra shot and smaller plusses. Damage per round is nice, but total damage is more important when fighting uniques with thousands of hitpoints.

                      Comment

                      • Netbrian
                        Adept
                        • Jun 2009
                        • 141

                        #12
                        Originally posted by Pete Mack
                        Take a big stack of !CCW, some ?Phase Door to escape for healing, and use Create Doors to keep his summons to a reasonable level. (And fight in a hallway, obviously.)
                        How do you use Create Doors to prevent summoners from getting out of control? That's my biggest headache right now, and I'd love some good answers.

                        Comment

                        • Pete Mack
                          Prophet
                          • Apr 2007
                          • 6883

                          #13
                          Code:
                          #######
                          #+[COLOR="Magenta"]p[/COLOR]
                          #'#######
                          #@#
                          #+#
                          # #
                          Edit: you can also use an ASC, but that's widely considered scummy.
                          Code:
                          ########
                          # # #[COLOR="Magenta"]p[/COLOR]#
                          ## #@# #
                          ########

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 9022

                            #14
                            Ehh, antisummoning corridors are a bit of a crutch, that's all. It's scummy like shoot'n'scoot and hack'n'back are: it takes advantage of holes in the enemy AI and spell system. Given the speed with which summoning can get completely out of control, fighting summoners without using antisummoning tactics is basically gambling that on any given turn they won't decide to summon something that will force you to bail on the fight.

                            Do also note that Summon Doors isn't available to half the classes -- though I guess the priests and paladins do get Rune of Protection instead.

                            Comment

                            • d_m
                              Angband Devteam member
                              • Aug 2008
                              • 1517

                              #15
                              FWIW I don't consider create doors solutions to summoning to be any more or less scummy than anti-summoning corridors: both of them are used to make a difficult enemy much easier to fight (and a smart enemy who summons would refuse to engage you in either situation).

                              Certainly warriors don't have any real alternatives to an ASC, besides hoping there is part of a level that lends itself to fighting summoners (like a bent corridor).
                              Last edited by d_m; January 21, 2010, 18:18.
                              linux->xterm->screen->pmacs

                              Comment

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