First game in a long time (Dunadan Ranger)

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  • smileyy
    Rookie
    • Sep 2011
    • 23

    First game in a long time (Dunadan Ranger)

    It's been quite a few versions since I played Angband, but Dungeons of Dredmor had me longing for the real experience. I'm growing fond of this character, and I'd love some feedback as to how to progress before I get him killed off in some stupid fashion.

    My current issues seem to be:
    No Sustained STR
    No Prevent Blindness
    No Prevent Confusion
    No Hold Life
    Limited healing ability

    I should probably upgrade my missile weapon, but I haven't found a suitable bow (or, I suppose, crossbow) better than this shortbow.

    Code:
      [Angband 3.3.1 Character Dump]
    
     Name   Eldarion                                 Self  RB  CB  EB   Best
     Sex    Male         Age             59   Str:  18/53  +1  +2  +4 18/123 18/103
     Race   Dunadan      Height          84   INT:     17  +2  +2  +0  18/30
     Class  Ranger       Weight         211   WIS:      9  +2  +0  +0     11
     Title  Guide        Social  Role model   Dex:     16  +2  +1  +2  18/30  18/20
     HP     294/297      Maximize         Y   CON:     17  +3  +1  +2  18/50
     SP     43/43                             CHR:  18/57  +2  +1  +2 18/107
    
     Level               28   Armor    [65,+36]     Saving Throw         62%
     Cur Exp          92128   Fight   (+15,+21)     Stealth        Excellent
     Max Exp          92269   Melee   (+23,+30)     Fighting          Superb
     Adv Exp         105000   Shoot   (+28,+15)     Shooting          Heroic
     MaxDepth   1350' (L27)   Blows    1.6/turn     Disarming            59%
     Game Turns     1076020   Shots      2/turn     Magic Device          68
     Standard Turns  106179   Infra        0 ft     Perception       1 in 21
     Resting Turns    14713   Speed      Normal     Searching            27%
     Gold             22904   Burden  141.9 lbs
    
     You are one of several children of a Landed Knight.  You are a well
     liked child.  You have dark brown eyes, curly black hair, and an
     average complexion.
    
    
    rAcid:....+.+++.... Nexus:......?......
    rElec:......+.+.... Nethr:......?......
    rFire:......+.+.... Chaos:......?......
    rCold:......+.+.... Disen:.............
    rPois:............. Feath:...........+.
    rLite:............. pFear:.......+.....
    rDark:........+.... pBlnd:.............
    Sound:............. pConf:.............
    Shard:......+...... pStun:.............
    
    Light:............. Tunn.:.............
    Regen:............. Speed:.............
      ESP:............. Blows:.............
    Invis:+......+..... Shots:.............
    FrAct:+......+..+.. Might:.............
    HLife:............. S.Dig:......?......
    Stea.:........+.... ImpHP:.............
    Sear.:.............  Fear:.............
    Infra:............. Aggrv:......?......
    
    
      [Character Equipment]
    
    a) a Halberd of Westernesse (3d5) (+8,+9) <+2>
         Found lying on the floor at 1250 feet (level 25).
         
         +2 strength, dexterity, constitution.
         Slays orcs, trolls, giants.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
         Combat info:
         1.6 blows/round.
         With +3 STR and +0 DEX you would get 2.0 blows
         With +0 STR and +2 DEX you would get 2.0 blows
         Average damage/round: 100.2 vs. orcs, 100.2 vs. trolls, 100.2 vs.
         giants, and 67.7 vs. others.
         
    b) a Short Bow of Power (x2) (+13,+15)
         Found lying on the floor in a vault at 950 feet (level 19).
         
         
         
    c) a Moonstone Ring of Damage (+0,+10)
         Bought from a store.
         
         
         
    d) a Beryl Ring of Slaying (+9,+4)
         Found lying on the floor at 1300 feet (level 26).
         
         
         
    e) a Crystal Amulet of Resist Acid
         Bought from a store.
         
         Provides resistance to acid.
         Cannot be harmed by acid.
         
    f) the Phial of Galadriel
         Dropped by Nár, the Dwarf at 950 feet (level 19).
         
         Cannot be harmed by acid, electricity, fire, cold.
         
         When activated, it lights up the surrounding area, hurting
         light-sensitive creatures.
         Takes 11 to 20 turns to recharge.
         Your chance of success is 95.0%
         
         Radius 3 light.
    g) the Chain Mail of Arvedui (-2) [40,+15] <+2> {special}
         Found lying on the floor at 1250 feet (level 25).
         
         You do not know the full extent of this item's powers.
         +2 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, shards.
         
    h) the Cloak of Thorongil [1,+10]
         Found under some rubble at 1250 feet (level 25).
         
         Provides resistance to acid.
         Provides protection from fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
    i) a Small Metal Shield of Elvenkind [5,+14] <+1>
         Bought from a store.
         
         +1 stealth.
         Provides resistance to acid, lightning, fire, cold, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    j) an Iron Helm [7,+4]
         Found lying on the floor of a labyrinth at 1300 feet (level 26).
         
         
         
    k) a Set of Caestus of Free Action (+0,+1) [5,-5]
         Found lying on the floor at 1100 feet (level 22).
         
         Prevents paralysis.  
         
    l) a Pair of Steel Shod Boots of Slow Descent [7,-4]
         Found lying on the floor at 1150 feet (level 23).
         
         Cannot be harmed by fire.
         Feather Falling.  
         
    
    
      [Character Quiver]
    
    n) 74 Arrows (1d4) (+0,+0)
         Bought from a store.
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 71.4.
         35% chance of breaking upon contact.
         
    o) 10 Arrows of Slay Animal (1d4) (+6,+8)
         Found lying on the floor of a labyrinth at 1300 feet (level 26).
         
         Slays animals.
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 208 vs. animals, and 104 vs. others.
         35% chance of breaking upon contact.
         
    p) 5 Arrows (1d4) (+4,+3)
         Dropped by Azog, King of the Uruk-Hai at 1300 feet (level 26).
         
         Combat info:
         Hits targets up to 100 feet away.
         Average damage/round: 83.6.
         35% chance of breaking upon contact.
         
    q) (nothing)
    r) (nothing)
    s) (nothing)
    t) (nothing)
    u) (nothing)
    v) (nothing)
    w) (nothing)
    
    
      [Character Inventory]
    
    a) a Book of Magic Spells [Magic for Beginners]
         
         
    b) a Book of Magic Spells [Conjurings and Tricks]
         
         
    c) a Book of Magic Spells [Incantations and Illusions]
         
         
    d) 44 Metallic Purple Potions of Cure Critical Wounds
         
         
    e) a Red Speckled Potion of Healing
         Bought from a store.
         
         
         
    f) a Vermilion Potion of Enlightenment
         
         
    g) 5 Dark Green Potions of Speed
         Bought from a store.
         
         
         
    h) 9 Scrolls titled "jus fic posus" of Phase Door
         
         
    i) 4 Scrolls titled "ae pro epio" of Teleportation
         
         
    j) 3 Scrolls titled "incior explus" of Word of Recall
         
         
    k) a Silver-Plated Rod of Curing
         
         
    l) a Copper Rod of Teleport Other
         Found lying on the floor at 1350 feet (level 27).
         
         
         
    m) 2 Balsa Staves of Identify (23 charges)
         
         
    n) a Shovel of Digging (1d2) (+7,+8) <+4>
         Found lying on the floor at 1100 feet (level 22).
         
         +4 tunneling.
         Branded with acid.
         
         Combat info:
         2.7 blows/round.
         With +1 STR and +0 DEX you would get 3.0 blows
         With +0 STR and +2 DEX you would get 3.0 blows
         Average damage/round: 91.9 vs. creatures not resistant to acid,
         and 83.1 vs. others.
         
    
    
      [Home Inventory]
    
    a) an Azure Potion of *Healing*
         Dropped by a Stone troll at 1300 feet (level 26).
         
         It can be thrown at creatures with damaging effect.
         
    b) an Opal Ring of Protection [+16]
         Bought from a store.
         
         
         
    c) the Long Sword 'Elvagil' (2d5) (+12,+12) <+2>
         Dropped by Lagduf, the Snaga at 1050 feet (level 21).
         
         +2 dexterity, charisma, stealth.
         Slays orcs, trolls.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  Grants the ability to see invisible things.  
         
         Combat info:
         2.0 blows/round.
         With +3 STR and +0 DEX you would get 2.3 blows
         With +0 STR and +2 DEX you would get 2.3 blows
         Average damage/round: 104.4 vs. orcs, 104.4 vs. trolls, and 78.8
         vs. others.
         
    d) a Katana (Defender) (3d5) (+8,+11) [+2] <+2>
         Found lying on the floor in a vault at 950 feet (level 19).
         
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains dexterity.
         Feather Falling.  Speeds regeneration.  Prevents paralysis. 
         Grants the ability to see invisible things.  
         
         Combat info:
         1.6 blows/round.
         With +2 STR and +0 DEX you would get 2.0 blows
         With +0 STR and +2 DEX you would get 2.0 blows
         Average damage/round: 68.8.
         
    e) the Quarterstaff 'Eriril' (1d9) (+13,+15) <+4> {special}
         Dropped by a Gallant at 1150 feet (level 23).
         
         You do not know the full extent of this item's powers.
         +4 intelligence, wisdom.
         Grants the ability to see invisible things.  
         
         It can be activated.
         
         Combat info:
         1.3 blows/round.
         With +2 STR and +0 DEX you would get 1.6 blows
         With +0 STR and +2 DEX you would get 1.6 blows
         Average damage/round: 55.4.
         
         Radius 1 light.
  • UglySquirrell
    Swordsman
    • Jul 2011
    • 293

    #2
    Get some poison resistance, and something with resist nexus, chainmail covers that. And drop down to level 33/34 to. Start finding stat potions, make sure to detect monsters a lot, detect invisible or rod of detection if you have it and stay clear of drolems death drakes, pretty much any not elemental dragons. and run if you see an ancient multihued dragon. Or Klavex. Shouldn't be much harder than late 20's and have a chance to drop stat potions. Plus the elemental hounds are rarer at that depth.

    Comment

    • UglySquirrell
      Swordsman
      • Jul 2011
      • 293

      #3
      Just for clarification, chainmail covers nexus not poison. Oh and run if you see a greater basalisk too.

      Comment

      • smileyy
        Rookie
        • Sep 2011
        • 23

        #4
        I've gotten quite a DPS upgrade in terms of Cambeleg and this randart of extra attacks, as well as some boots of speed:



        I haven't felt at risk from instadeath from poison, but I guess you don't feel the risk -- it just happens to you

        My most dangerous moments have been with vibration hounds and a gold dragon -- the stuns let me get pretty hard until I recovered.

        But yeah, I'd love some poison resistance without having to use a whole ring slot for it. I'm not sure stun resistance will be easy to come by.

        Comment

        • Timo Pietilä
          Prophet
          • Apr 2007
          • 4096

          #5
          Originally posted by smileyy
          I've gotten quite a DPS upgrade in terms of Cambeleg and this randart of extra attacks, as well as some boots of speed:



          I haven't felt at risk from instadeath from poison, but I guess you don't feel the risk -- it just happens to you
          There is a very rough increase in damage from poison when you meet your first really damaging monster that can breathe poison for significant damage. It is that jump in danger that gets people by surprise.

          Poison max damage is 800. You meet first one capable of doing that soon after 2000' (maybe earlier from vaults). Before that you don't really need it.

          Comment

          • UglySquirrell
            Swordsman
            • Jul 2011
            • 293

            #6
            You're doing plenty of damage you won't notice if you replace the ring of slaying. Having to sacrifice a ring slot really sucks, especially once you get rings of speed but sooner or later you'll be in a situation where a Q or something else summons a dragon offscreen you don't see and you'll get really hard. I personally play kobolds for this reason.

            Comment

            • smileyy
              Rookie
              • Sep 2011
              • 23

              #7
              Well, that ended in a hurry. Stepped down to 1900' (with that ring of Poison Resistance on). Having not had any problems before, I light the room, and wake up a pack of gravity hounds. One step later, I'm dead.

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 9022

                #8
                The gravity hounds were already awake; zephyr hounds of all types never sleep. Your first action on entering a new level should always be to cast Detect Monsters...at least until you get access to Mordenkeinen's Escapes, at which point it should probably be to cast Create Doors.

                Sorry about your loss, though.

                Comment

                • Timo Pietilä
                  Prophet
                  • Apr 2007
                  • 4096

                  #9
                  Originally posted by Derakon
                  The gravity hounds were already awake; zephyr hounds of all types never sleep. Your first action on entering a new level should always be to cast Detect Monsters...at least until you get access to Mordenkeinen's Escapes, at which point it should probably be to cast Create Doors.
                  That wouldn't help in this case. Casting that detect monster is your first move, at that point monsters are free to act, so probably that "one step later" does actually mean "immediately after lighting up the room".

                  High-range infravision and ESP are your only defenses if you don't have create doors. Even ESP can fail: Nexus Q in starting room with you. Detect monsters = get teleported middle of pack of gravity/time hounds = RIP.

                  IMO create doors is one spell we should need to tweak. That can be abused too easily, it's like "create instant hockey stick" -spell in open area.

                  @smileyy: these two in sight are cause to extreme caution: gravity hounds and time hounds. Those can kill even clvl 50 chars in single turn if there is whole pack in LoS, and in case of gravity hounds you have to be able to kill even single one before it acts, because at next round of combat you might find yourself in middle of the pack.

                  Hard lesson, but I guess not the only one you have to learn before winning the game. Hope next one does a bit better.

                  Comment

                  • smileyy
                    Rookie
                    • Sep 2011
                    • 23

                    #10
                    Create Doors doesn't sound like "sane" mechanics, so I don't think I'll be taking that tack, at least until that becomes something that makes sense from a gameplay point of view.

                    I'm taking this loss kind of hard -- I think partly because the early game can be so slow. Or maybe I need to be less conservative.

                    Comment

                    • Timo Pietilä
                      Prophet
                      • Apr 2007
                      • 4096

                      #11
                      Originally posted by smileyy
                      I've gotten quite a DPS upgrade in terms of Cambeleg and this randart of extra attacks, as well as some boots of speed:
                      Just noticed that you said "randart" there. Normal artifacts and randarts do not exist in same time (I think there are three exceptions). Not in vanilla anyway. That weapon you had is ordinary artifact.

                      Comment

                      • Timo Pietilä
                        Prophet
                        • Apr 2007
                        • 4096

                        #12
                        Originally posted by smileyy
                        Create Doors doesn't sound like "sane" mechanics, so I don't think I'll be taking that tack, at least until that becomes something that makes sense from a gameplay point of view.

                        I'm taking this loss kind of hard -- I think partly because the early game can be so slow. Or maybe I need to be less conservative.
                        1.6M turns with only 1900' and clvl 32. Yes, I think you need to be less conservative.

                        Don't feel too bad about that death, pack of gravity hounds are the one thing in the game that every veteran fears. At least that wasn't white icky thing that killed you (thought it could have been. There is this "> You have been knocked out." in your dump, which means you were incapacitated and anything could have landed that last blow. That would have been embarrassing).

                        Invest on your character a bit more, especially CON, do not rely on damage and resistances that much. In angband good offense is rarely the best defense (though it is important).

                        Comment

                        • UglySquirrell
                          Swordsman
                          • Jul 2011
                          • 293

                          #13
                          Sorry about youre misfortune, its pretty rare that you start a level with a pack of gravity/time hounds in the room. Without telepathy you were pretty much doomed even if you detected. There's a pretty informative thread "post you're last instadeath", that has some unnavoidable instances like this. Generally the dive fast die young approach with characters that don't use spells as there main damage source, seems to work well. You'll die a few times but will get used to it, and usually find something to turn the tide in you're favor pretty soon. Playing cautiously works, but once you die a few times, you'll find taking chances is pretty fun and rewarding. I used to wait for free action before going below level 20 but after figuring out who to avoid I usually don't bother with it till later. Monster recall and detection will make you're next game a lot easier.

                          Comment

                          • smileyy
                            Rookie
                            • Sep 2011
                            • 23

                            #14
                            Originally posted by Timo Pietilä
                            Just noticed that you said "randart" there. Normal artifacts and randarts do not exist in same time (I think there are three exceptions). Not in vanilla anyway. That weapon you had is ordinary artifact.
                            Yeah. I realized that later. The last version I played had both static artifacts, and randarts.

                            When I finally id'ed it (not realizing I didn't need *ID* to fully discover it), and saw the flavor text, I realized Angband had gotten some new artifacts

                            Comment

                            • Gockel
                              Apprentice
                              • Aug 2010
                              • 69

                              #15
                              Originally posted by smileyy
                              I'm taking this loss kind of hard -- I think partly because the early game can be so slow. Or maybe I need to be less conservative.
                              Actually this is why angband gives me more thrills than any modern game: it makes you suffer, you have something to lose. in all modern games i know it's just "save game - die - reload".
                              it's exactly the possibility of losing everything you have achieved, that makes you care and worry about your character and makes you enjoy your victories all the more.
                              so, in my opinion, you have just experienced angbands strongest point: total loss, despair, anger... this moment of "WHAAAT!??"... if it was your first promising character, i'm sure you'll "enjoy" the next character more ("enjoy" meaning being more stressed and worried )

                              Comment

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