More Newbie Help? Oh yeah.

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  • Big Al
    Swordsman
    • Apr 2007
    • 327

    #16
    Originally posted by aeneas
    How is he supposed to tell the difference? He's a ranger. His pseudo won't tell him the difference between good and excellent, so he's going to have to ID everything good anyway. I wouldn't carry 80 ?ID, but I often do carry 30 or so as a ranger, and I might also keep the other 80 at home.
    Well, if he's carrying around 80 ID scrolls, then I'm sure he has enough to id a lot of the {good} stuff he finds and see if it's excellent or not. That's was I was trying to say. Maybe I should have said ego instead of excellent to avoid the confusion.
    Come play Metroplexity!
    Un, V MX H- D c-- f- PV s- d+ P++ M+
    c-- S I++ So+ B+ ac- !GHB SQ RQ+ V+

    Comment

    • Djabanete
      Knight
      • Apr 2007
      • 576

      #17
      Originally posted by aeneas
      How is he supposed to tell the difference? He's a ranger. His pseudo won't tell him the difference between good and excellent, so he's going to have to ID everything good anyway.
      Yep.

      Originally posted by aeneas
      And, if you still need money, throwing away a dagger of flame rather than selling it is just.. bad advice.
      I said he should sell the Dagger of Flame and ditch the Dagger (+5,+5). Isn't that what you would do?

      Originally posted by aeneas
      And Iding only things you "think" might be good is also terrible advice, IMHO.
      I retract that advice. I had more or less forgotten how to play a Ranger.

      Comment

      • Funksultan
        Rookie
        • Oct 2008
        • 10

        #18
        Interesting stuff. I tried like hell to follow aeneas' thoughts, but they drifted from advice, to what mighta been sarcasm, to some mythical equasion that links posts to avatars. There might be something useful in it, but better to destroy the post, and see if there's an artifact in there.

        Didn't play a ton, but made it through the weekend. Got some upgrades, but again, looking for more advice.

        Dlvl 37, and the feeling of danger is just crippling. So many of the uniques and even regular mobs, some OOD, can rub me out without even trying. (Had an Ancient dragon actually bring me to 1 hp, yikes!). Hounds are EVERYWHERE and they eat my possessions like candy. I don't even give gravity hounds a chance, I just port away and scoot. I've already read too many horror stories.

        The bow and the regular arrows just aren't getting it done, nor is melee. I need big damage, and I need it in a hurry. Even standard inhabitants are just taking way way to long to kill. What do I need to do? Will I be running from nearly everything for the rest of the game, or is my gear just that far behind?

        Thanks!

        D

        [Angband 3.0.9b Character Dump]

        Name Elric VI Self RB CB EB Best
        Sex Male Age 115 STR: 18/30 +1 +2 +0 18/60
        Race High-Elf Height 89 INT: 15 +3 +2 +0 18/20
        Class Ranger Weight 203 WIS: 9 -1 +0 +1 9
        Title Guide Status 33 Dex: 17 +3 +1 +0 18/30 18/20
        HP 377/377 Maximize Y CON: 18/73 +1 +1 +0 18/93
        SP 38/38 CHR: 15 +5 +1 +0 18/30

        Level 29 Armor [29,+40] Saving Throw Superb
        Cur Exp 156872 Fight (+7,+8) Stealth Superb
        Max Exp 156872 Melee (+15,+16) Fighting Superb
        Adv Exp 172500 Shoot (+16,+8) Shooting Legendary
        MaxDepth Lev 37 Blows 4/turn Disarming Excellent
        Turns 723735 Shots 3/turn Magic Device Heroic
        Gold 50061 Infra 40 ft Perception Superb
        Burden 201.4 lbs Speed 2 Searching Superb

        You are one of several children of a Telerin Ranger. You have light
        grey eyes, wavy blond hair, and a fair complexion.



        abcdefghijkl@ abcdefghijkl@
        Acid:........+.... Blind:.............
        Elec:......+.+.... Confu:.............
        Fire:........+.... Sound:.............
        Cold:........+.... Shard:........+....
        Pois:............. Nexus:.............
        Fear:............. Nethr:.............
        Lite:............+ Chaos:.............
        Dark:............. Disen:.............

        abcdefghijkl@ abcdefghijkl@
        S.Dig:............. Stea.:........+....
        Feath:............. Sear.:....+........
        PLite:............. Infra:.............
        Regen:............. Tunn.:.............
        Telep:............. Speed:..+..........
        Invis:............+ Blows:.............
        FrAct:..........+.. Shots:.+...........
        HLife:............. Might:.............


        [Character Equipment]

        a) The Dagger 'Nimthanc' (2d4) (+8,+8)
        It cannot be harmed by the elements. It might have hidden powers.
        b) a Long Bow of Extra Shots (x3) (+9,+8) (+1)
        It increases your shooting speed by 1.
        c) an Aquamarine Ring of Speed (+3)
        It increases your speed by 3.
        d) a Beryl Ring of Slaying (+5,+5)
        e) a Mother-of-Pearl Amulet of Searching (+6)
        It increases your searching by 6.
        f) The Phial of Galadriel
        It usually provides light of radius 3. It cannot be harmed by the
        elements. It might have hidden powers.
        g) Metal Scale Mail of Resist Lightning (-2) [13,+11]
        It provides resistance to lightning. It cannot be harmed by
        electricity.
        h) a Cloak [1,+6]
        i) a Small Metal Shield of Elvenkind [3,+11] (+2 to stealth)
        It increases your stealth by 2. It provides resistance to acid,
        lightning, fire, cold, and shards. It cannot be harmed by the
        elements.
        j) an Iron Helm of Wisdom [5,+2] (+1)
        It increases your wisdom by 1. It sustains your wisdom.
        k) a Set of Leather Gloves of Free Action [1,+3]
        It grants you immunity to paralysis.
        l) a Pair of Metal Shod Boots [6,+5]


        [Character Inventory]

        a) 3 Books of Magic Spells [Magic for Beginners]
        b) 2 Books of Magic Spells [Conjurings and Tricks]
        c) 3 Books of Magic Spells [Incantations and Illusions]
        d) a Grey Mushroom of Cure Blindness
        e) 21 Metallic Blue Potions of Heroism
        f) 16 Coagulated Crimson Potions of Cure Critical Wounds
        g) a Blue Potion of Healing
        h) a Red Speckled Potion of Restore Mana
        i) 6 Scrolls titled "izzy sumquae" of Word of Recall
        j) 69 Scrolls titled "hicto so dio" of Identify
        k) 13 Scrolls titled "so ga pludam" of Holy Chant
        l) a Tin-Plated Rod of Fire Bolts
        m) a Runed Rod of Cold Balls
        n) 2 Rusty Wands of Teleport Other (20 charges)
        o) a Runed Staff of Teleportation (4 charges)
        p) a Pine Staff of Object Location (0 charges)
        q) an Eucalyptus Staff of Speed (6 charges)
        r) a Topaz Ring of Acid [+14]
        It provides resistance to acid. It activates for acid resistance
        (20+d20 turns) and acid ball (70) every 50+d50 turns. It cannot be
        harmed by acid.
        s) an Adamant Amulet of Regeneration
        It speeds your regeneration.
        t) a Large Leather Shield [4,+3]
        u) a Scimitar (2d5) (+7,+7)
        v) 94 Arrows (1d4) (+0,+0)


        [Home Inventory]

        a) a Black Spotted Mushroom of Restoring
        b) 4 Red Speckled Potions of Restore Mana
        c) 4 Puce Potions of Restore Strength
        d) 4 Tangerine Potions of Restore Intelligence
        e) 3 Brown Potions of Restore Wisdom
        f) a Dark Red Potion of Restore Dexterity
        g) 4 Green Speckled Potions of Restore Constitution
        h) 3 Purple Speckled Potions of Restore Charisma
        i) a Pink Potion of Self Knowledge
        j) 2 Scrolls titled "mio his" of *Identify*
        k) 60 Scrolls titled "spes chrum" of Enchant Armor
        l) 54 Scrolls titled "reheme se ago" of Enchant Weapon To-Hit
        m) 76 Scrolls titled "abillus" of Enchant Weapon To-Dam
        n) 32 Scrolls titled "plevisco mulum" of Recharging
        o) a Runed Staff of Teleportation (5 charges)
        p) a Jasper Ring of Free Action
        It grants you immunity to paralysis.
        q) an Emerald Ring of Accuracy (+7)
        r) a Set of Leather Gloves of Agility [1,+7] (+4)
        It increases your dexterity by 4.
        s) The Lance of Eorlingas (3d8) (+13,+21) (+2)
        It increases your strength and dexterity by 2. It increases your
        speed by 2. It cannot be harmed by the elements. It might have
        hidden powers.
        t) a Heavy Crossbow of Extra Might (x4) (+9,+15) (+1)
        It increases your shooting power by 1.
        u) 23 Bolts (1d5) (+6,+5)

        Comment

        • will_asher
          DaJAngband Maintainer
          • Apr 2007
          • 1124

          #19
          Originally posted by Funksultan
          Dlvl 37, and the feeling of danger is just crippling. So many of the uniques and even regular mobs, some OOD, can rub me out without even trying. (Had an Ancient dragon actually bring me to 1 hp, yikes!). Hounds are EVERYWHERE and they eat my possessions like candy. I don't even give gravity hounds a chance, I just port away and scoot.
          That's exactly what you should do and not just for gravity hounds.


          Originally posted by Funksultan
          The bow and the regular arrows just aren't getting it done, nor is melee. I need big damage, and I need it in a hurry. Even standard inhabitants are just taking way way to long to kill. What do I need to do? Will I be running from nearly everything for the rest of the game, or is my gear just that far behind?
          Answer: you will be running from nearly everything for the rest of the game.
          Will_Asher
          aka LibraryAdventurer

          My old variant DaJAngband:
          http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

          Comment

          • Pete Mack
            Prophet
            • Apr 2007
            • 6883

            #20
            there's not much you can do. Until you get your dex and str a bit higher, you won't be able to do big melée damage. At that point Eorlingas will do a lot better than dethanf. Until you get a better bow and/or Tensers and/or reach cl 40, you won't do much better with the bow. That said, mage book 5 will let you last much longer in ranges combat with elemental breathers. It is native to 2000'.

            Comment

            • Funksultan
              Rookie
              • Oct 2008
              • 10

              #21
              So, it sounds like I'm just gonna be hanging around the 1500-1700 levels, picking up what gear I can and (hopefully) keep raking in stat gain potions? I'm afraid if I keep diving down, I won't be able to kill anything at all, and will be in the "see a monster, port away, see a monster, port away" routine constantly.

              Yet another question: I have some elemental hijinks that I'll use here and there for killing multi-mobs.. rod of acid balls, wand of fire bolts, cold ball spell, etc, etc. I know these things can wreck gear sitting on the ground, but if I kill a mob with it and he drops gear, is that gear still intact?

              Pits are everywhere. It's highly annoying. Maybe I should just hit town a buncha times and load up with enough ?+hit ?+dam to give me a stack of +9,+9 arrows. With the mobs I've been seeing lately though, I don't even think that'll make a big difference. :P

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2820

                #22
                Originally posted by Funksultan
                I have some elemental hijinks that I'll use here and there for killing multi-mobs.. rod of acid balls, wand of fire bolts, cold ball spell, etc, etc. I know these things can wreck gear sitting on the ground, but if I kill a mob with it and he drops gear, is that gear still intact?
                The items do not exist at the time of the kill, only after, so are not harmed. Anything on the ground from a previous kill can be affected by a ball attack, but not a bolt attack.

                Comment

                • Slick
                  Scout
                  • Oct 2007
                  • 48

                  #23
                  - as soon as you are at the level for "haste self" Buy and use the last magic book. It has "Haste Self" which is essential.

                  - Enchant your bow to +9, +9.

                  - Enchant all your armor to at least +9

                  - At dlevel 37 you should be able to get better shoes

                  - ditch the amulet of searching. Rangers can use spells "mah" and "mab" for situational awareness; use mcb to disarm/unlock traps/chests/doors. at dlevel 37, there are better amulets. Until then, the amulet of regen is MUCH better to wear. mca will keep you out of food problems.

                  - I prefer rings of damage to rings of slaying because rod's generally have higher +dam ratings.

                  - at dlevel 37 there is probably are better hats too. Rangers don't really need wisdom. until then, enchant it to +9.

                  Comment

                  • Pete Mack
                    Prophet
                    • Apr 2007
                    • 6883

                    #24
                    see a monster, port away is how to win the game. You should only be killing a fraction of the monsters you see. Some you ignore, some you evade, some to TA, and some to run from in terror, possibly leaving the level.

                    Comment

                    • PowerDiver
                      Prophet
                      • Mar 2008
                      • 2820

                      #25
                      Originally posted by Slick
                      Rangers can use spells "mah" and "mab" for situational awareness; use mcb
                      Using any of those will get you killed eventually. Inscribe your books and use m1h, m1b, m3b instead.

                      Comment

                      • Funksultan
                        Rookie
                        • Oct 2008
                        • 10

                        #26
                        Originally posted by PowerDiver
                        Using any of those will get you killed eventually. Inscribe your books and use m1h, m1b, m3b instead.

                        ?? Why are those dangerous? A missing key might spell doom?

                        Comment

                        • pampl
                          RePosBand maintainer
                          • Sep 2008
                          • 225

                          #27
                          Originally posted by Funksultan
                          ?? Why are those dangerous? A missing key might spell doom?
                          If acid or fire destroy your first stack of books then you'll accidentally cast some spell from the second stack. It's especially dangerous with macros

                          Comment

                          • Funksultan
                            Rookie
                            • Oct 2008
                            • 10

                            #28
                            Originally posted by pampl
                            If acid or fire destroy your first stack of books then you'll accidentally cast some spell from the second stack. It's especially dangerous with macros
                            Heheh, I never woulda thought of that, and I mab and mah all the time, and mac and mad quite often too. I'll bet this knowledge just saved my life. If not now, then later for sure. *grin*

                            D

                            Comment

                            • Narvius
                              Knight
                              • Dec 2007
                              • 589

                              #29
                              In fact, I do inscribe my books, but still use ma*, mb* and so on. I just can't break that habit...
                              If you can convincingly pretend you're crazy, you probably are.

                              Comment

                              • Pete Mack
                                Prophet
                                • Apr 2007
                                • 6883

                                #30
                                it's not really a problem unless you decide to leave mb2, pb1, or pb3 at home. Otherwise the usual problem is to cast teleport level instead of ID when clearing a vault prior to recalling home. D'oh!

                                Comment

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