Which spells will I use as a High-Elf Ranger?

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  • Derakon
    Prophet
    • Dec 2009
    • 9022

    #31
    Heh. Glad to hear you're still alive. That kind of situation is why you should carry some escape scrolls with you -- so long as you have resistance to blindness and confusion, they are fail-proof.

    As for stealth, while some stealth is nice, tons of it is strictly in the nice-to-have category. You only need enough to avoid waking up enemies that aren't close to you. Take a look at your rating on the character screen; if you're Superb or Heroic I'd say you have plenty (and if you're Legendary, then you definitely have more than you need).

    Comment

    • Nemesis
      Adept
      • Jul 2009
      • 137

      #32
      Still alive and kicking! This is what my game looks like right now! I'm really proud of getting this far on my first nameworthy attempt at Vanilla!
      Code:
        [Angband 3.1.1 dev Character Dump]
      
       Name   Nemesis                                  Self  RB  CB  EB   Best
       Sex    Male         Age            122   STR:     17  +1  +2  +2  18/40
       Race   High-Elf     Height          85   INT:     17  +3  +2  +4  18/80
       Class  Ranger       Weight         194   WIS:     11  -1  +0  +0     10
       Title  Guide        Social       Liked   DEX:  18/68  +3  +1  +0 18/108
       HP     272/272      Maximize         Y   CON:     16  +1  +1  +0     18
       SP     46/49                             CHR:     18  +5  +1  +5 18/110
      
      
       Level               28   Armor    [37,+51]     Saving Throw         77%
       Cur Exp          97954   Fight     (+7,+6)     Stealth           Superb
       Max Exp          97954   Melee   (+22,+21)     Fighting          Superb
       Adv Exp         115000   Shoot    (+12,+5)     Shooting       Legendary
       MaxDepth   1500' (L30)   Blows      4/turn     Disarming            67%
       Turns          1065336   Shots      2/turn     Magic Device      Heroic
       Gold            170626   Infra       80 ft     Perception       1 in 20
       Burden       145.7 lbs   Speed           4     Searching            27%
      
       You are one of several children of a Telerin Ranger.  You have light
       grey eyes, wavy black hair, and a fair complexion.
      
      
      
      rAcid:......+.+.... rConf:.............
      rElec:......+...... Sound:.............
      rFire:+.....+...... Shard:......+......
      rCold:......+...... Nexus:......+......
      rPois:............. Nethr:.............
      rFear:............. Chaos:.............
      rLite:+...........+ Disen:.............
      rDark:............. S.Dig:.............
      rBlnd:............. Feath:+............
      
      PLite:+............ Aggrv:.............
      Regen:............. Stea.:.......+...+.
        ESP:.........+... Sear.:.............
      Invis:+...........+ Infra:+...........+
      FrAct:..+.......... Tunn.:...+.........
      HLife:............. Speed:+............
      ImpHP:............. Blows:.............
      ImpSP:............. Shots:.............
       Fear:............. Might:.............
      
      
        [Character Equipment]
      
      a) The Spear of Orome (4d6) (+15,+15) (+4)
           +4 intelligence, infravision, speed.
           Slays animals, giants.
           Branded with flames.
           Provides resistance to fire, light.
           Cannot be harmed by acid, electricity, fire, cold.
           Blessed by the gods.  Feather Falling.  Grants the ability to see
           invisible things.  
           
           Combat info:
           4 blows/round.
           Average damage/hit: 50.8 vs. animals, 65.3 vs. giants, 65.3 vs.
           creatures not resistant to fire, and 36.2 vs. others.
           
           Radius 1 light.
      b) a Long Bow (x3) (+5,+5)
      c) a Ring of Free Action
           Prevents paralysis.  
           
      d) a Ring of Delving (+5)
           +5 tunneling.
           
           When aimed, it turns rock into mud.
           Takes 23 to 49 turns to recharge at your current speed.
           
      e) an Amulet of Charisma (+3)
           +3 charisma.
           Sustains charisma.
           
      f) The Phial of Galadriel
           Cannot be harmed by acid, electricity, fire, cold.
           
           Radius 3 light.
      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) a Cloak of Stealth [1,+6] (+3 stealth)
           +3 stealth.
           
      i) a Large Metal Shield of Resist Acid [8,+9]
           Provides resistance to acid.
           Cannot be harmed by acid.
           
      j) a Metal Cap of Telepathy [3,+7]
           Grants telepathy.  
           
      k) a Set of Mithril Gauntlets of Slaying (+2,+3) [5,+5]
           Cannot be harmed by acid.
           
      l) a Pair of Steel Shod Boots of Stealth [6,+3] (+3)
           +3 stealth.
           
      
      
        [Character Inventory]
      
      a) 2 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) 13 Potions of Cure Critical Wounds
           
           When drunk, it heals you a large amount (1/4 of your wounds, minim
           um 30HP), heals cut damage, and cures stunning, poisoning, blindne
           ss, and confusion.
           
      e) 5 Potions of Speed
           When drunk, it hastens you for 2d10+20 turns.
           
      f) 2 Scrolls of Teleport Level
           When read, it teleports you one level up or down.
           
      g) 3 Scrolls of Word of Recall
           When read, it returns you from the dungeon or takes you to the dun
           geon after a short delay.
           
      h) 9 Rods of Treasure Location
           When activated, it detects gold and objects nearby.
           Takes 70 turns to recharge at your current speed.
           
      i) a Staff of Identify (6 charges)
           
           When activated, it reveals to you the extent of an item's magical 
           powers.
           
      j) a Ring of Strength (+2)
           +2 strength.
           Sustains strength.
           
      k) Metal Scale Mail of Elvenkind (-2) [12,+9] (+3 stealth)
           +3 stealth.
           Provides resistance to acid, lightning, fire, cold, nexus.
           Cannot be harmed by acid, electricity, fire, cold.
           
      l) 29 Arrows (1d4) (+6,+4)
           Combat info:
           Hits targets up to 120 feet away.
           Average damage/hit: 35.2.
           35% chance of breaking upon contact.
           
      m) 24 Arrows (1d4) (+5,+5)
           Combat info:
           Hits targets up to 120 feet away.
           Average damage/hit: 38.2.
           35% chance of breaking upon contact.
           
      
      
        [Home Inventory]
      
      a) 3 Slime Molds
           
      b) 4 Mushrooms of Clear Mind
           
           When eaten, it cures confusion and hallucination, removes fear and 
           grants you temporary resistance to confusion.
           
      c) 12 Potions of Cure Serious Wounds
           
           When drunk, it heals you a fair amount (1/5 of your wounds, minimu
           m 25HP), heals cut damage, and cures blindness and confusion.
           
      d) 8 Potions of Healing
           
           When drunk, it heals you a really large amount (35% of max HP, min
           imum 300HP), heals cut damage, and cures stunning, poisoning, blin
           dness, and confusion.
           
      e) a Potion of Restore Wisdom
           When drunk, it restores your wisdom.
           
      f) 7 Scrolls of Teleportation
           When read, it teleports you randomly up to 100 squares away.
           
      g) 6 Scrolls of Teleport Level
           When read, it teleports you one level up or down.
           
      h) 3 Scrolls of Enchant Weapon To-Hit
           When read, it attempts to magically enhance a weapon's to-hit bonu
           s.
           
      i) 22 Scrolls of Enchant Weapon To-Dam
           When read, it attempts to magically enhance a weapon's to-dam bonu
           s.
           
      j) a Scroll of Remove Curse
           When read, it removes all ordinary curses from all equipped items.
           
      k) 4 Rods of Light
           When aimed, it lights up part of the dungeon in a straight line.
           Takes 12 turns to recharge at your current speed.
           
      l) a Staff of *Destruction* (2 charges)
           
           When activated, it destroys an area around you in the shape of a c
           ircle radius 15, and blinds you for 1d10+10 turns.
           
      m) a Ring of Constitution (+2)
           +2 constitution.
           Sustains constitution.
           
      n) a Ring of Damage (+0,+7)
      o) a Ring of Slaying (+5,+5)
      p) a Ring of Delving
           You do not know the full extent of this item's powers.
           +3 tunneling.
           
           It can be activated.
           
      q) a Hard Leather Cap of Intelligence [2,+5] (+2)
           +2 intelligence.
           Sustains intelligence.
           
      r) a Cutlass of Westernesse (1d8) (+11,+11) (+2)
           +2 strength, dexterity, constitution.
           Slays orcs, trolls, giants.
           Prevents paralysis.  Grants the ability to see invisible things.  
           
           Combat info:
           4 blows/round.
           Average damage/hit: 32 vs. orcs, 32 vs. trolls, 32 vs. giants, and 
           22.5 vs. others.
           
      s) a Broad Sword (2d5) (+0,+0)
           Combat info:
           3 blows/round.
           Average damage/hit: 12.4.
           
      t) a Long Bow (x3) (+0,+3)
      
      
      ============================================================
                         CHAR.
      |   TURN  | DEPTH |LEVEL| EVENT
      ============================================================
               1      0'    1   Began the quest to destroy Morgoth.
            5272     50'    2   Reached level 2
           15447    150'    3   Reached level 3
           71423    100'    4   Reached level 4
           75535    150'    4   Killed Fang, Farmer Maggot's dog
           75535    150'    5   Reached level 5
           78426    200'    5   Killed Grip, Farmer Maggot's dog
           82560      0'    5   Killed Farmer Maggot
           90177    100'    6   Reached level 6
          107210    300'    7   Reached level 7
          132956    450'    8   Reached level 8
          153732    400'    9   Reached level 9
          160085    400'    9   Killed Bullroarer the Hobbit
          164678    450'   10   Reached level 10
          180342    550'   11   Reached level 11
          187060    650'   12   Reached level 12
          208617    700'   13   Reached level 13
          225992    750'   13   Killed Orfax, Son of Boldor
          225992    750'   14   Reached level 14
          235187    750'   15   Reached level 15
          241659    750'   16   Reached level 16
          250799    700'   16   Killed Brodda, the Easterling
          263811    750'   17   Reached level 17
          269163    800'   17   Killed Wormtongue, Agent of Saruman
          300024    800'   18   Reached level 18
          341401    900'   19   Reached level 19
          371576    900'   19   Killed Ulfast, Son of Ulfang
          394252    850'   20   Reached level 20
          449620     50'   20   Killed Smeagol
          483415    500'   21   Reached level 21
          494572    850'   21   Killed Mughash the Kobold Lord
          544823    850'   22   Reached level 22
          609961    850'   23   Reached level 23
          631183    900'   23   Killed Ufthak of Cirith Ungol
          631205    900'   23   Found The Phial of Galadriel
          664267    800'   24   Reached level 24
          703768    850'   24   Killed Lagduf, the Snaga
          714411    900'   24   Killed Nar, the Dwarf
          775203    800'   25   Reached level 25
          775593    800'   25   Killed Boldor, King of the Yeeks
          789432    850'   25   Found The Spear of Orome
          837142   1050'   25   Killed Shagrat, the Orc Captain
          873921   1050'   26   Reached level 26
          902662   1200'   26   Killed Sangahyando of Umbar
          912688   1200'   26   Killed Golfimbul, the Hill Orc Chief
          918875   1200'   26   Killed Gorbag, the Orc Captain
          927313   1200'   26   Killed Azog, King of the Uruk-Hai
          959983   1300'   27   Reached level 27
          967120   1300'   27   Found The Set of Gauntlets 'Paurnen' (LOST)
         1025670   1550'   27   Found The Chain Mail of Arvedui
         1030980   1500'   27   Found The Set of Gauntlets 'Pauraegen'
         1047683   1550'   28   Reached level 28
      
      
        [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        : no  (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

      • Tiburon Silverflame
        Swordsman
        • Feb 2010
        • 405

        #33
        Derakon, did you forget one other problem....hallucination?

        He doesn't have chaos resist....

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #34
          Does hallucination prevent you from reading scrolls? That's a new one on me.

          Regardless, hallucination is a much more rare problem than blindness or confusion; it's not like scrolls are worthless because of it. If you have an escape that is zero-fail almost all the time, and when it isn't zero-fail you know that it won't work, then that's a lot better than an escape that is 5%-fail all the time, with no advance knowledge if it will fail on this particular instance.

          Comment

          • Nemesis
            Adept
            • Jul 2009
            • 137

            #35
            I resist neither blindness, confusion nor chaos right now, and that has bothered me for quite some time as I like to have Teleport Level at my disposal at all times. But I haven't found a single artifact or ego granting me that resistance, so I'll guess not venturing beyond stat depth, detecting often and having monsters.txt open at all times should keep me reasonably safe until I can cover these gaps (well, conf and blind at least).

            Comment

            • Sirridan
              Knight
              • May 2009
              • 560

              #36
              Chaos isn't an issue yet, the only thing really at this point that does it any time soon are chaos drakes and willowisps. However later on, it's dangerous, but the monsters that breathe it are easy enough to avoid.

              Nether is a big meh except against a few monsters and uniques (Azriel and Charcaroth)

              Blindness and confusion are biggies, but not as important till a little later. (And later the resists for them are a bit more common)

              And hallucination doesn't prevent you from reading scrolls, it just makes it impossible to know what monsters are on screen which can be *far* more dangerous than anything else.

              Comment

              • Nemesis
                Adept
                • Jul 2009
                • 137

                #37
                Ack! I found my first great vault. And among other things I can identify Glaive of Pain there from the hit dice.

                But there's a slight problem. It's guarded by monsters who eat lvl 29 adventurers for breakfast. Thuringwethil the Vampire Messenger is one of the nasties there. And ancient dragons. And several beings capable of "commanding you to return".

                And I don't have Teleport Other. Trying to lure out the monsters in a spiralling tunnel is just downright suicidal, right?

                Just one question. When sneaking around an unopened vault, is it possible that monsters inside wake up (or was awake all the time) and command you to return, so that you suddenly find yourself right into the fray?

                I'm not even considering giving this a try, but maybe some of this forums geniouses would like to challenge the impossible. If so, I uploaded my save file:


                Now I'm kissing the loot inside the vault goodbye and saying hello to a long and happy life.

                Comment

                • Nemesis
                  Adept
                  • Jul 2009
                  • 137

                  #38
                  Ring of Damage (+7) or Ring of Slaying (+5,+5)?

                  I know damage is more important than to-hit, but just how much more important is it? My weapon has +15 to-hit already.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #39
                    For the greater vault: I generally assume that any monsters I fight in vaults start out awake. It's true more often than not, given the amount of time it takes to navigate to where the monster is.

                    However, the teleport-to spell (like all monster spells in Vanilla) can't be cast until you're in line of sight, which, assuming this is a Great Checkerboard Vault from the description, they won't be until you actually fight them. Also, normal teleport effects can't land you inside of vaults, and I think this extends to teleport-to, which means that if they cast it you'll be bounced to a spot just outside the vault.

                    For the ring: that's pretty marginal in either case. Are you hitting monsters reliably? If so, go for the damage ring. Otherwise go for the slaying ring.

                    Comment

                    • ewert
                      Knight
                      • Jul 2009
                      • 702

                      #40
                      +5+5 vs +7, the slay ring, no contest. Don't dis +hit, it's not THAT much weaker than +dmg. For fights that matter, even chucking down heroism, berserk, holy chant on my current warrior I still miss some against the high uniques where anything matters (who cares if you do 60dmg or 160dmg per hit against something that won't kill you or cost you consumables anyways). And +5 is 0.5% crit too not just missing or hitting.

                      I'm trying to build new respect for +hit and heavy weapons for myself. Ya know how much dmg a warrior does with 6x superb (3x base AFTER slay +20) hits? =P Silly-much, that's how much. I actually wear a ring of acid at the moment since I dislike swapping stuff. =P

                      Comment

                      • Sirridan
                        Knight
                        • May 2009
                        • 560

                        #41
                        Originally posted by Nemesis
                        I'm not even considering giving this a try, but maybe some of this forums geniouses would like to challenge the impossible. If so, I uploaded my save file:


                        Now I'm kissing the loot inside the vault goodbye and saying hello to a long and happy life.
                        I cracked both ends of the vault pretty easily, but without TO it was a dream to go farther. Ended up plugged by a great hell wyrm in the back and a jabberwock in the front. Both would have turned your character into pulp in a round. Best thing I found in there was a great axe of slay dragon anyway.

                        Vaults like that are individual cells seperated by granite walls so they are worth digging into part of the way at least even if you can't handle everything inside.

                        Code:
                        ###########
                        +.#.#.#.#.#
                        ###########
                        #.#.#.#.#.+
                        ###########
                        kinda like that but bigger. Although you did make the right choice just leaving it.

                        Comment

                        • PowerDiver
                          Prophet
                          • Mar 2008
                          • 2820

                          #42
                          Originally posted by Sirridan
                          I cracked both ends of the vault pretty easily, but without TO it was a dream to go farther.
                          An earlier dump showed a staff of destruction with 2 charges. Did he still have it? Given your inroads, could you maneuver to wipe out all lethal foes with it?

                          Comment

                          • Nemesis
                            Adept
                            • Jul 2009
                            • 137

                            #43
                            Originally posted by PowerDiver
                            An earlier dump showed a staff of destruction with 2 charges. Did he still have it? Given your inroads, could you maneuver to wipe out all lethal foes with it?
                            I still have the Staff of Destruction, but it was at my home when in found that vault. I don't really know what I'll use it for, it certainly doesn't do me any good at home, saving it for an eventual Morgoth encounter is probably not a good idea either as he can just heal himself by draining it and carrying it around would probably get it burned by fire breathing monster. Besides, I've found wands of Teleport Other now, so I guess I'll just sell it when I need more room in my home. Or do you think I should keep it?

                            By the way, I found a Ring of Speed (not cursed! +7!) lying around on dlvl 33. I'm maxing my stats right now, as my character is very fast (+11) and hit hard, I can kill most bad guys before they get a chance to react. Still lacking resistance to confusion and blind though, although I've found that low level artifact headgear beginning with T that gives conf resistance and not much else. For now, I'm sticking with my telepathy helmet, but if I go on more dangerous adventures I could perhaps use it as a swap. I also have a +4 Ring of Constitution which I could take with me when I venture deeper.

                            Comment

                            • PowerDiver
                              Prophet
                              • Mar 2008
                              • 2820

                              #44
                              The staff of destruction is how you deal with passwall or killwall monsters when you don't want to leave the level. Adunaphel or Maeglin or an Ethereal Dragon or an entire undead pit. Or to wipe out a pack of hounds.

                              I am sure there are many more uses. I consider it a major breakpoint in the power curve.

                              I consider using it to clear vaults to be abuse since I believe that artifacts should be deleted in the blast area but they are not. OTOH, I think most people think the current behavior is correct.

                              Comment

                              • Sirridan
                                Knight
                                • May 2009
                                • 560

                                #45
                                Originally posted by PowerDiver
                                I consider using it to clear vaults to be abuse since I believe that artifacts should be deleted in the blast area but they are not. OTOH, I think most people think the current behavior is correct.
                                You can still use it to clear vaults without "cheating" per se. Crack the vault at a distance with stone to mud, then run and draw out the nasties, then blow them up far enough from the vault. Doesn't work with all vaults though. This has a nice side effect of sparing consumables and non-artifact jewelry and other goodies.

                                Comment

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