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