Ranger in danger, need help from a stranger

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  • Siggesigge
    Scout
    • Jul 2009
    • 30

    Ranger in danger, need help from a stranger

    Ok, first of all, sorry about the title but I just couldn't help myself.

    Secondly, hi everybody! I've been playing Angband on and off for a while and I have managed to get a few characters deep in the past, where they have either died or I've gotten bored of them, I'm still without a win.

    I was unsure about where to place this thread, just move it if it fits better someplace else. I started this ranger earlier today and I feel I have been getting a pretty good start. I got a lucky early find of Amrod and can dish out some pretty good damage with it, I also just found a shovel which ironically does more damage than my old sword of Venom, I still haven't found anything really worthwhile in the melee department though.

    I have been playing this guy pretty fast but cautiously, trying to detect as often as I can and I prefer escaping rather than fighting if I have the smallest doubt about winning. I'm loving the playstyle of ranger, it almost feels a bit munchkiny at times with all the detects and escapes after playing warrior! What I'm mainly missing now is poison resist and some method of tOther so that I can clear vaults, I have been missing out on a few minor ones due to that reason.

    I'm contemplating now if I should crank it up a notch and dive madly or if I should hang around this depth for a while and search for rPoison and tOther. I'm in favor of the first alternative, but if skipping out on the later is suicide I would try to find it. Any opinion on this? Also, is there anything else vital I'm missing?

    Code:
      [Angband 3.1.0 beta Character Dump]
    
     Sex    Male         Age            118   Str:  18/32  +1  +2  +4 18/102  18/92
     Race   High-Elf     Height          80   INT:     10  +3  +2  +3     18
     Class  Ranger       Weight         207   Wis:     10  -1  +0  +0      9      8
     Title  Guide        Social   Respected   DEX:     17  +3  +1  +5  18/80
     HP     286/286      Maximize         Y   CON:     17  +1  +1  +2  18/30
     SP     29/33                             CHR:     11  +5  +1  +5  18/40
    
    
     Level               26   Armor    [29,+62]     Saving Throw         75%
     Cur Exp          41075   Fight    (+6,+16)     Stealth           Superb
     Max Exp          41075   Melee   (+10,+33)     Fighting          Superb
     Adv Exp          57500   Shoot   (+18,+15)     Shooting          Heroic
     MaxDepth   2000' (L40)   Blows      4/turn     Disarming            58%
     Turns           203349   Shots      2/turn     Magic Device      Superb
     Gold             20350   Infra       40 ft     Perception        1 in 5
     Burden       162.9 lbs   Speed      Normal     Searching            42%
    
     You are one of several children of a Noldorin Archer.  You have light
     grey eyes, wavy black hair, and a fair 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) a Shovel of Digging (1d2) (+4,+17) (+4)
         +4 tunneling.
         With this weapon, you would currently get 4 blows per round.  Each
         blow will do an average damage of 37.5 against acid-vulnerable
         creatures, and 34.5 against normal creatures.
    b) The Short Bow of Amrod (x2) (+12,+15) (+2)
         +2 strength, constitution, shooting power.
         Provides resistance to lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Speeds regeneration.
    c) a Sapphire Ring of Damage (+0,+11)
    d) a Carnelian Ring of Dexterity (+2)
         +2 dexterity.
         Sustains dexterity.
    e) (nothing)
    f) a Lantern (Everburning)
         Cannot be harmed by fire.
         Radius 2 light.  No fuel required.
    g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
         +2 strength, charisma.
         Provides resistance to acid, lightning, fire, cold, shards, nexus.
         Cannot be harmed by acid, electricity, fire, cold.
    h) The Cloak of Thorongil [1,+10]
         Provides resistance to acid, fear.
         Cannot be harmed by acid, electricity, fire, cold.
         Prevents paralysis.
         Grants the ability to see invisible things.
    i) a Large Metal Shield of Elvenkind [8,+8] (+2 stealth)
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold, blindness.
         Cannot be harmed by acid, electricity, fire, cold.
    j) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
         +3 intelligence, dexterity, charisma, searching.
         Provides resistance to acid, fire, shards, disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
    k) (nothing)
    l) a Pair of Iron Shod Boots of Stealth [3,+7] (+1)
         +1 stealth.
    
    
      [Character Inventory]
    
    a) a Book of Magic Spells [Magic for Beginners] {@G1@m1!d!k!v}
    b) 2 Books of Magic Spells [Conjurings and Tricks] {@G2@m2!d!k!v}
    c) a Book of Magic Spells [Incantations and Illusions] {@G3@m3!d!k!v}
    d) 19 Misty Potions of Cure Critical Wounds
    e) 10 Dark Green Potions of Heroism
    f) 12 Violet Potions of Resist Poison
    g) 19 Scrolls titled "abra ceroge" of Phase Door
    h) 6 Scrolls titled "tio oma pyro" of Teleport Level
    i) 16 Scrolls titled "mito mo" of Identify
    j) 2 Scrolls titled "co cito ex" of Word of Recall {!r!d!k!v}
    k) 3 Gold Rods of Treasure Location
    l) an Ivory Rod of Slow Monster
    m) an Ashen Staff of Teleportation (4 charges)
    n) Metal Scale Mail of Resist Acid (-2) [12,+9]
         Provides resistance to acid.
         Cannot be harmed by acid.
    o) a Short Sword of Venom (1d7) (+9,+9)
         With this weapon, you would currently get 4 blows per round.  Each
         blow will do an average damage of 37 against poison-vulnerable
         creatures, and 29 against normal creatures.
    p) 53 Arrows (1d4) (+0,+0) {@f0=g}
         Fired from your current missile launcher, this arrow will hit targets
         up to 140 feet away, inflicting an average damage of 70 against
         normal creatures.
         35% chance of breaking upon contact.
    
    
      [Home Inventory]
    
    a) 2 Scrolls titled "somenno vies" of Teleportation
         When read, it teleports you randomly up to 100 squares away.
    b) an Engagement Ring of Constitution (+3)
         +3 constitution.
         Sustains constitution.
         
    c) a Malachite Ring of Teleportation (+2 speed)
         +2 speed.
         Induces random teleportation.
         
    d) a Rhodonite Ring of Escaping (+4 speed)
         +4 speed.
         Makes you unable to hit foes.
         
    e) a Copper Amulet of Inertia (-3 speed)
         -3 speed.
         Prevents paralysis.
         
    
    
      [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)
  • Mondkalb
    Knight
    • Apr 2007
    • 982

    #2
    If you detect monsters often you could go a bit deeper. The rpoison ring or any item is about to turn up. Well, sometimes the RNG sort of delays the deliverance. ^^
    Try to get some potions of rpoison (if not found in the dungeon they show up in the black market every now and then).
    My Angband winners so far

    My FAangband efforts so far

    Comment

    • LCC
      Adept
      • Jul 2009
      • 168

      #3
      Look out for Drolems!

      The Drolem (Green 'g') === Num:472 Lev:44 Rar:3 Spd:+10 Hp:2500 Ac:130 Exp:12000 A constructed dragon, the drolem has massive strength. Powerful spells weaved during its creation make it a fearsome adversary. Its eyes show little intelligence, but it has been instructed to destroy all it meets. This dragon is normally found on dungeon level 44, and moves quickly. It may fire a missile. It may breathe poison, and is also magical, casting spells which blind, confuse or slow; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It can claw to attack with damage 3d10, claw to attack with damage 3d10, bite to poison with damage 5d10, and bite to poison with damage 5d10.
      Lonnie Courtney Clay - see:
      http://groups.google.com/group/lonni...ney-clay?hl=en

      Comment

      • Mondkalb
        Knight
        • Apr 2007
        • 982

        #4
        Greater Basilisk is another dangerous poison breather.
        My Angband winners so far

        My FAangband efforts so far

        Comment

        • Siggesigge
          Scout
          • Jul 2009
          • 30

          #5
          Thanks for your advice! I dived a bit deeper, avoiding everything that looked dangerous, until the Phoenix double moved me and did me in. I had detected him but foolishly thought I would make it around the corner before he caught up with me instead of teleporting. YASD, I guess. Ah well, this guy lacked a bit of everything, better luck next time.

          Code:
            [Angband 3.1.0 beta Character Dump]
          
           Sex    Male         Age            118   STR:  18/32  +1  +2  +6 18/122
           Race   High-Elf     Height          80   INT:     10  +3  +2  +3     18
           Class  Ranger       Weight         207   WIS:     10  -1  +0  +0      9
           Title  Guide        Social   Respected   DEX:     17  +3  +1  +5  18/80
           HP     -16/360      Maximize         Y   CON:     18  +1  +1  +7  18/90
           SP     8/36                              CHR:     11  +5  +1  +5  18/40
          
          
           Level               28   Armor    [29,+61]     Saving Throw         77%
           Cur Exp          87549   Fight    (+4,+14)     Stealth           Superb
           Max Exp          87549   Melee    (+9,+21)     Fighting          Superb
           Adv Exp         115000   Shoot   (+16,+15)     Shooting       Legendary
           MaxDepth   2750' (L55)   Blows      3/turn     Disarming            60%
           Turns           266045   Shots      2/turn     Magic Device      Superb
           Gold             32116   Infra       40 ft     Perception        1 in 5
           Burden       157.2 lbs   Speed      Normal     Searching            42%
          
           You are one of several children of a Noldorin Archer.  You have light
           grey eyes, wavy black hair, and a fair 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:.+...........
          
          
            [Last Messages]
          
          > You have 6 charges remaining.
          > You sense the presence of monsters!
          > You do not have enough mana to cast this spell.
          > You have 12 charges remaining.
          > You sense the presence of traps!
          > You sense the presence of doors!
          > You sense the presence of monsters!
          > You are surrounded by a white light.
          > There is a wall in the way!
          > You sense the presence of monsters!
          > It breathes light.
          > Low hitpoint warning!
          > *** LOW HITPOINT WARNING! ***
          > It breathes plasma.
          > You die.
          
          Killed by The Phoenix.
          
            [Character Equipment]
          
          a) a Lead-Filled Mace of Westernesse (4d3) (+5,+7) (+2)
               +2 strength, dexterity, constitution.
               Prevents paralysis.
               Grants the ability to see invisible things.
               With this weapon, you would currently get 3 blows per round.  Each
               blow will do an average damage of 45 against orcs, 45 against
               trolls, 45 against giants, and 29 against normal creatures.
          b) The Short Bow of Amrod (x2) (+12,+15) (+2)
               +2 strength, constitution, shooting power.
               Provides resistance to lightning, fire, cold.
               Cannot be harmed by acid, electricity, fire, cold.
               Speeds regeneration.
          c) a Sapphire Ring of Damage (+0,+11)
          d) an Engagement Ring of Constitution (+3)
               +3 constitution.
               Sustains constitution.
          e) (nothing)
          f) a Lantern (Everburning)
               Cannot be harmed by fire.
               Radius 2 light.  No fuel required.
          g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
               +2 strength, charisma.
               Provides resistance to acid, lightning, fire, cold, shards, nexus.
               Cannot be harmed by acid, electricity, fire, cold.
          h) The Cloak of Thorongil [1,+10]
               Provides resistance to acid, fear.
               Cannot be harmed by acid, electricity, fire, cold.
               Prevents paralysis.
               Grants the ability to see invisible things.
          i) a Large Metal Shield of Elvenkind [8,+8] (+2 stealth)
               +2 stealth.
               Provides resistance to acid, lightning, fire, cold, blindness.
               Cannot be harmed by acid, electricity, fire, cold.
          j) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
               +3 intelligence, dexterity, charisma, searching.
               Provides resistance to acid, fire, shards, disenchantment.
               Cannot be harmed by acid, electricity, fire, cold.
          k) (nothing)
          l) a Pair of Iron Shod Boots of Stealth [3,+6] (+1)
               +1 stealth.
          
          
            [Character Inventory]
          
          a) a Book of Magic Spells [Magic for Beginners] {@G1@m1!d!k!v}
          b) 2 Books of Magic Spells [Conjurings and Tricks] {@G2@m2!d!k!v}
          c) 2 Books of Magic Spells [Incantations and Illusions] {@G3@m3!d!k!v}
          d) 8 Misty Potions of Cure Critical Wounds
          e) 10 Dark Green Potions of Heroism
          f) a Bubbling Potion of Resist Heat
          g) 13 Violet Potions of Resist Poison
          h) 20 Scrolls titled "abra ceroge" of Phase Door
          i) 3 Scrolls titled "tio oma pyro" of Teleport Level
          j) 2 Scrolls titled "co cito ex" of Word of Recall {!*}
          k) 2 Gold Rods of Treasure Location
          l) a Bronze Wand of Teleport Other (6 charges)
          m) 2 Teak Staffs of Detect Invisible (19 charges)
          n) 2 Ashen Staffs of Teleportation (12 charges)
          o) a Maple Staff of Identify (8 charges)
          p) a Turquoise Ring of Delving
          q) a Mithril Amulet of Slow Digestion
               Slows your metabolism.
          r) a Shovel of Digging (1d2) (+4,+17) (+4)
               +4 tunneling.
               With this weapon, you would currently get 4 blows per round.  Each
               blow will do an average damage of 33.5 against acid-vulnerable
               creatures, and 30.5 against normal creatures.
          s) 55 Arrows (1d4) (+0,+0) {@f0=g}
               Fired from your current missile launcher, this arrow will hit targets
               up to 140 feet away, inflicting an average damage of 70 against
               normal creatures.
               35% chance of breaking upon contact.
          
          
            [Home Inventory]
          
          a) a Brown Speckled Potion 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.
          b) 2 Green Potions of *Healing*
               When ingested, it restores 1200 hit points, heals cut damage, and 
               cures stunning, poisoning, blindness, and confusion.
               It can be thrown at creatures with damaging effect.
          c) 2 Scrolls titled "somenno vies" of Teleportation
               When read, it teleports you randomly up to 100 squares away.
          d) a Scroll titled "vies ello" of Enchant Weapon To-Dam
               When read, it attempts to magically enhance a weapon's to-dam bonu
               s.
          e) 14 Scrolls titled "co pa alictus" of Deep Descent
               When read, it transports you two or three levels below your maximu
               m dungeon depth.
          f) an Ivory Rod of Slow Monster
               When aimed, it attempts to magically slow a single monster.
               It takes 20 turns to recharge after use.
          g) 2 Ashen Staffs of Teleportation (5 charges)
               When used, it teleports you randomly up to 100 squares away.
          h) a Corundum Ring of Strength (+2)
               +2 strength.
               Sustains strength.
               
          i) a Carnelian Ring of Dexterity (+3)
               +3 dexterity.
               Sustains dexterity.
               
          j) a Malachite Ring of Teleportation (+2 speed)
               +2 speed.
               Induces random teleportation.
               
          k) a Rhodonite Ring of Escaping (+4 speed)
               +4 speed.
               Makes you unable to hit foes.
               
          l) a Copper Amulet of Inertia (-3 speed)
               -3 speed.
               Prevents paralysis.
               
          m) a Pair of Leather Sandals of Free Action [1,+4]
               Prevents paralysis.
               
          n) a Scythe of Westernesse (5d3) (+9,+16) (+1)
               +1 strength, dexterity, constitution.
               Prevents paralysis.
               Grants the ability to see invisible things.
               
               With this weapon, you would currently get 3 blows per round.  Each
               blow will do an average damage of 59 against orcs, 59 against
               trolls, 59 against giants, and 39 against normal creatures.
          o) a Scythe of *Slay Dragon* (5d3) (+2,+6) (+2)
               +2 constitution.
               Provides resistance to fear.
               
               With this weapon, you would currently get 3 blows per round.  Each
               blow will do an average damage of 68 against dragons, and 28
               against normal creatures.
          p) The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] (+4)
               +4 wisdom, infravision.
               Provides resistance to cold, light.
               Cannot be harmed by acid, electricity, fire, cold.
               Blessed by the gods.
               Speeds regeneration.
               
               When activated, it drains up to 90 hit points of life from a targe
               t creature.
               It takes 40 turns to recharge after use.
               Radius 1 light.
               With this weapon, you would currently get 3 blows per round.  Each
               blow will do an average damage of 36 against orcs, 36 against
               frost-vulnerable creatures, and 24 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)

          Comment

          • PowerDiver
            Prophet
            • Mar 2008
            • 2820

            #6
            Originally posted by Siggesigge
            Thanks for your advice! I dived a bit deeper, avoiding everything that looked dangerous, until the Phoenix double moved me and did me in.
            Be sure to switch away from 3.1.0 before you start your next game. Either 3.0.9 or 3.1.1 is a better choice.

            Comment

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