Yet Another Chardump Advice Post...

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  • bigmcstrongmuscle
    Rookie
    • Mar 2008
    • 7

    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)
  • Malak Darkhunter
    Knight
    • May 2007
    • 730

    #2
    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.

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #3
      If you are looking for advice, here's some:
      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).

      Comment

      • bigmcstrongmuscle
        Rookie
        • Mar 2008
        • 7

        #4
        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.

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6883

          #5
          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.

          Comment

          • bigmcstrongmuscle
            Rookie
            • Mar 2008
            • 7

            #6
            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.

            Comment

            • PowerDiver
              Prophet
              • Mar 2008
              • 2820

              #7
              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.

              Comment

              • Pete Mack
                Prophet
                • Apr 2007
                • 6883

                #8
                Originally posted by bigmcstrongmuscle
                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.

                Comment

                • aeneas
                  Adept
                  • Jun 2007
                  • 158

                  #9
                  Originally posted by PowerDiver
                  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, 05:02.

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2820

                    #10
                    Originally posted by aeneas
                    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.

                    Comment

                    • bigmcstrongmuscle
                      Rookie
                      • Mar 2008
                      • 7

                      #11
                      Yeah, I find I spend most of my mana on detection, too - I generally hit my detect macro every time I clear out a room. Lightning bolt comes in handy now and again, but I never really seem to have the mana to throw many of them. I'll give it a shot and see how it goes, though.

                      It does sound like you guys dive a lot faster than me. I tend to play really systematically and try and clear most of the map on interesting levels. Not for scumming as much as for OCD. I'm beginning to think that's a fault in Angband. It's definitely part of what got that ranger killed yesterday - I tried to get into a spiffy room on a superb level, and ran into a death knight that summoned about three dozen minions. They burned my teleport staff, then ate my soul when I ran out of mp.

                      Comment

                      • aeneas
                        Adept
                        • Jun 2007
                        • 158

                        #12
                        Originally posted by PowerDiver
                        Really. Especially if you have one or two rods of light beam which aren't enough by themselves.
                        OK, but I think you're not addressing the question here. Why spend all that time killing some orcs? You could go down 1000' in the same amount of time. Unless you mean that you are killing some orcs at 4950' because you are still so weak that you can only kill orcs, in which case... mad props. But let's note that your insanity, impressive as it is, is not universally applicable.

                        Originally posted by PowerDiver
                        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.
                        I always played with detection areas bigger than a panel (but much smaller than an entire level).) Depended a bit on my monitor, actually. If there's one thing I think is really a great change in the newer versions it is that the detection radius is fixed. It turns out to be bigger than what I used to use, so...

                        Anyway, I'm still just looking for the stairs, and just doing that takes all the mana I have for a long time.

                        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.
                        Hmm- I have two characters that are close to winning in your patch. I mean- they might die, but they might win. Anyway, I think I've played your patch as much as anyone has (other than you, of course), and.. yeah, at the beginning you do go out of your way io kill some orcs. They drop a lot of cash.

                        But later you ignore money. I think your patch is basically correct. Buying and selling is boring.

                        Comment

                        • PowerDiver
                          Prophet
                          • Mar 2008
                          • 2820

                          #13
                          Originally posted by aeneas
                          OK, but I think you're not addressing the question here. Why spend all that time killing some orcs?.
                          The point is that with the beams, you step in, wake them, take 10 or 20 steps and kill them. Maybe 300 to 400 game turns in all. If you find them in a corridor behind rubble, it takes more time to pick up the drops than to kill them. It seems right to me, but maybe I just get too much pleasure out of beam kills. I'm thinking about the point in the game before you can afford a staff of teleportation, and collecting 4K money is the main goal.

                          Since he had 50K money, we cannot help be talking at cross purposes, but since his complaint was that he couldn't kill enough monsters I think my point is relevant.

                          Comment

                          • aeneas
                            Adept
                            • Jun 2007
                            • 158

                            #14
                            Originally posted by PowerDiver
                            The point is that with the beams, you step in, wake them, take 10 or 20 steps and kill them. Maybe 300 to 400 game turns in all.
                            OK, first off I can't believe you did much of this in your faster wins. I mean- I've been working on getting to 1500' in 50k turns, and.. it's all about finding stairs. Is getting a drop from an orc at 1200 feet worth a few turns?

                            Originally posted by PowerDiver
                            If you find them in a corridor behind rubble, it takes more time to pick up the drops than to kill them.
                            Hmm- It also would take less time to just go down a level. I mean- I've been trying to match your 400k wins for a while. In 3.0.whatever. I have failed, so far. I've always thought that it was because I stopped to do something stupid like LB a corridor and then go pick up the useless stuff left behind.

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6883

                              #15
                              Originally posted by aeneas
                              OK, first off I can't believe you did much of this in your faster wins. I mean- I've been working on getting to 1500' in 50k turns, and.. it's all about finding stairs. Is getting a drop from an orc at 1200 feet worth a few turns?
                              If it's going to help you buy your first staff of teleportation, or a decent stack of ?Tele Level (or possibly even ?to_dam) it is.

                              Comment

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