Hobbit Ranger

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2782

    #31
    Originally posted by Pete Mack
    HT mage has exceedingly terrible archery. Don't save ammo for high-AC targets.
    Did I miss thread drift? The title is Hobbit Ranger.

    I guess I agree on not saving ammo. Adopt a "use it or lose it" mentality. There's still a long way to go.

    Comment

    • Grotug
      Veteran
      • Nov 2013
      • 1562

      #32
      I picked hobbit ranger because

      1) hLife
      2) best ranged attack combo
      3) very good stealth combo

      It is also one of the worst CON combos. I will do a Char dump soon.

      Dump will have to wait as my computer is charging and the outlets in my room stopped working.

      I found my first greater vault and having been through the first row on bottom of vault my stealth is now legendary (Aman +3 stealth and boots of elvenkind +3 stealth). Unfortunately some heavy hitters have already woken, such as Huan but these compartments are set up such that I have been TOing from favorable knight' move. Also picked up crown of serenity for first pConf so I can ditch the _teleportations and add MB2. I'm pretty much going to be invincible if I can ever get my con above 700. Side note: if I wear boots of speed <+10> that I also found and an elven cloak I was wearing my base speed will be +20, but -6 stealth so I think Leg stealth and +15 speed is preferable now (Aman also gives me rShards).
      Last edited by Grotug; January 2, 2017, 14:48.
      Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

      Detailed account of my Ironman win here.

      "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

      Comment

      • Grotug
        Veteran
        • Nov 2013
        • 1562

        #33
        Char Dump:
        Code:
          [Angband 4.0.5 Character Dump]
        
         Name   Samwise      Age             24          Self  RB  CB  EB   Best
         Race   Hobbit       Height        2'8"   STR:  18/92  -2  +0  +4 18/112
         Class  Ranger       Weight     4st 3lb   INT:  18/19  +2  +2 +11 18/169
         Title  Pathfinder   Turns used:          WIS:     16  +1  -2  +1     16
         HP     237/322      Game        310145   DEX:  18/90  +3  +1  +1 18/140
         SP     82/246       Standard     45912   CON:     13  +2  -1  +4     18
                             Resting        826
        
         Level                 37    Armor     [18,+108]    Saving Throw     85%
         Cur Exp           927573                           Stealth    Legendary
         Max Exp           927573    Melee       4d6,+29    Disarming        92%
         Adv Exp           980000    To-hit       52,+37    Magic Devices     96
                                     Blows      5.0/turn    Perception   1 in 19
         Gold               99568                           Searching        36%
         Burden          168.4 lb    Shoot to-dam    +17    Infravision   130 ft
         Overweight      -11.5 lb    To-hit       86,+38    Speed             15
         Max Depth    4200' (L84)    Shots        2/turn
        
         You are the only child of a Hobbit Burglar.  You are a well liked
         child.  You have hazel eyes, wavy red hair, and a dark complexion.
        
        
        
        rAcid:......+.+..?. Nexus:...........?.
        rElec:......+.+..?. Nethr:......+....?.
        rFire:+..*..+.+..?. Chaos:...........?.
        rCold:......+.+.... Disen:...........?.
        rPois:........+..?. pFear:...++....+.?.
        rLite:+.........+?. pBlnd:.....+.....?.
        rDark:......+....?. pConf:.........+.?.
        Sound:.........+.?. pStun:.........+.?.
        Shard:.......+...?. HLife:...........?+
        
        Regen:...++........ Stea.:......+++..+.
          ESP:...+......... Sear.:.............
        Invis:+..+++....... Infra:+...+.......+
        FrAct:...++.....+?. Tunn.:.............
        Feath:+..........?. Speed:+..+.......+!
        S.Dig:...+.......?. Blows:.............
        ImpHP:............. Shots:.+...........
         Fear:............. Might:.+...........
        Aggrv:...........?. Light:+...++....+..
        
        
          [Character Equipment]
        
        a) the Spear of Oromë (4d6) (+15,+15) <+4, +1> {!d!v!k@1!!}
             Found lying on the floor in a vault at 1600 feet (level 32)
             
             +4 intelligence.
             +4 infravision.
             +4 speed.
             Slays giants, animals.
             Branded with fire.
             Provides resistance to fire, light.
             Cannot be harmed by acid, fire.
             Blessed by the gods.  Feather Falling.  Grants the ability to see
             invisible things.  
             Radius 1 light.
             
             When activated, it turns rock into mud.
             Takes 17 turns to recharge at your current speed.
             Your chance of success is 96.6%
             
             Combat info:
             5.0 blows/round.
             Average damage/round: 372.5 vs. creatures not resistant to fire,
             372.5 vs. giants, 298.5 vs. animals, and 224 vs. others.
             
        b) a Light Crossbow of the Haradrim (x4) (+16,+17) <+1>
             Found lying on the floor in a vault at 4200 feet (level 84)
             
             +1 shooting speed.
             +1 shooting power.
             Cannot be harmed by acid, fire.
             
        c) a Ring of Intelligence <+6> {!d!v!k}
             Dropped by a Great crystal drake at 2650 feet (level 53)
             
             +6 intelligence.
             Sustains intelligence.
             
        d) the Ring of Fire 'Narya' (+2,+2) <+1, +5>
             Found lying on the floor of a labyrinth at 4100 feet (level 82)
             
             +1 strength.
             +1 intelligence.
             +1 wisdom.
             +1 dexterity.
             +1 constitution.
             +5 speed.
             Provides immunity to fire.
             Provides protection from fear.
             Cannot be harmed by lightning.
             Sustains strength, constitution.
             Slows your metabolism.  Speeds regeneration.  Prevents paralysis. 
             Grants telepathy.  Grants the ability to see invisible things.  
             
             When activated, it grants you protection from evil for 1d25 plus 3
             times your character level turns.
             Takes 714 to 1400 turns to recharge at your current speed.
             Your chance of success is 90.2%
             
        e) the Necklace of the Dwarves <+3, +5, +1>
             Dropped by Castamir the Usurper at 3550 feet (level 71)
             
             +3 strength.
             +3 constitution.
             +5 infravision.
             Provides protection from fear.
             Speeds regeneration.  Prevents paralysis.  Grants the ability to
             see invisible things.  
             Radius 1 light.
             
        f) a Lantern of True Sight (14263 turns) <+2>
             Bought from a store
             
             Provides protection from blindness.
             Cannot be harmed by fire.
             Grants the ability to see invisible things.  
             Radius 2 light.
             
        g) the Soft Leather Armour 'Hithlomir' [10,+20] <+3>
             Dropped by a Quasit at 3450 feet (level 69)
             
             +3 stealth.
             Provides resistance to acid, lightning, fire, frost, dark, nether.
             Cannot be harmed by acid, fire.
             
        h) a Cloak of Aman [1,+25] <+3>
             Found lying on the floor in a vault at 4200 feet (level 84)
             
             +3 stealth.
             Provides resistance to shards.
             Cannot be harmed by acid, fire.
             
        i) a Wicker Shield of Elvenkind [2,+13] <+2>
             Taken from a chest found at 3450 feet (level 69)
             
             +2 stealth.
             Provides resistance to acid, lightning, fire, frost, poison gas.
             Cannot be harmed by acid.
             
        j) an Iron Crown of Serenity [0,+14]
             Found lying on the floor at 4200 feet (level 84)
             
             Provides resistance to sound.
             Provides protection from fear, confusion, stunning.
             
        k) the Set of Leather Gloves 'Cammithrim' (+5,+5) [1,+10] <+1>
             Found lying on the floor in a vault at 3000 feet (level 60)
             
             Provides resistance to light.
             Cannot be harmed by acid, fire.
             Sustains constitution.
             Prevents paralysis.  
             Radius 1 light.
             
             When activated, it fires a magic missile with damage 3d4.
             Takes 7 turns to recharge at your current speed.
             Your chance of success is 97.0%
             
        l) a Pair of Iron Shod Boots [4,+17] <+3, +6> {splendid}
             Found lying on the floor in a vault at 4200 feet (level 84)
             
             You do not know the full extent of this item's powers.
             +3 stealth.
             +6 speed.
             
        
        
        
        
          [Character Inventory]
        
        a) 2 Books of Magic Spells [Magic for Beginners] {@1}
        b) 3 Books of Magic Spells [Incantations and Illusions] {@2}
        c) 2 Books of Magic Spells [Sorcery and Evocations] {@3}
        d) a Book of Magic Spells [Resistances of Scarabtarices] {@4}
             Cannot be harmed by fire.
             
        e) a Book of Magic Spells [Mordenkainen's Escapes] {@5}
             Cannot be harmed by fire.
             
        f) a Book of Magic Spells [Tenser's Transformations]
             Cannot be harmed by fire.
             
        g) 23 Potions of Cure Serious Wounds
        h) 15 Potions of Cure Critical Wounds
        i) a Potion of Healing
        j) 3 Potions of *Healing*
             It can be thrown at creatures with damaging effect.
             
        k) 9 Potions of Speed
        l) 30 Scrolls of Phase Door
        m) 5 Scrolls of Teleportation {!*}
        n) a Scroll of Holy Prayer
        o) a Rod of Teleport Other
        p) 2 Wands of Teleport Other (16 charges)
        q) 2 Staves of Power (7 charges) {!u}
        r) 2 Staves of Teleportation (9 charges) {!u}
        s) an Amulet of Trickery <+3, +1, +5>
             Dropped by Itangast the Fire Drake at 4100 feet (level 82)
             
             +3 dexterity.
             +1 stealth.
             +5 searching skill.
             +5 infravision.
             +3 speed.
             Provides resistance to poison gas, nexus.
             Sustains dexterity.
             
        t) an Elven Cloak [6,+7] <+1>
             Dropped by Beorn, the Shape-Changer at 2650 feet (level 53)
             
             +1 stealth.
             +1 speed.
             
        
        
        
        
          [Character Quiver]
        
        0) 17 Bolts (1d5) (+6,+6)
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 214.2.
             25% chance of breaking upon contact.
             
        1) 8 Bolts of Frost (1d5) (+5,+5)
             Branded with cold.
             
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 360.4 vs. creatures not resistant to cold,
             and 206 vs. others.
             25% chance of breaking upon contact.
             
        2) 19 Bolts of Flame (1d5) (+5,+5)
             Branded with fire.
             
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 360.4 vs. creatures not resistant to fire,
             and 206 vs. others.
             25% chance of breaking upon contact.
             
        3) 11 Bolts of Flame (1d5) (+6,+6)
             Branded with fire.
             
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 374.8 vs. creatures not resistant to fire,
             and 214.2 vs. others.
             25% chance of breaking upon contact.
             
        4) 6 Bolts of Slay Animal (1d5) (+9,+6)
             Slays animals.
             
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 324.4 vs. animals, and 216.2 vs. others.
             25% chance of breaking upon contact.
             
        5) 6 Bolts of Frost (1d5) (+12,+9)
             Branded with cold.
             
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 422.2 vs. creatures not resistant to cold,
             and 241.2 vs. others.
             25% chance of breaking upon contact.
             
        6) 18 Bolts of Wounding (1d5) (+10,+21)
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 341.
             25% chance of breaking upon contact.
             
        7) 3 Bolts of Wounding (1d5) (+18,+22)
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 349.4.
             25% chance of breaking upon contact.
             
        8) 17 Seeker Bolts of Wounding (4d5) (+16,+19)
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 399.4.
             25% chance of breaking upon contact.
             
        9) 15 Seeker Bolts of Slay Evil (5d5) (+11,+12)
             Slays evil creatures.
             
             Combat info:
             Hits targets up to 140 feet away.
             Average damage/round: 549 vs. evil creatures, and 366 vs. others.
             25% chance of breaking upon contact.
             
        
        
          [Home Inventory]
        
        a) a Book of Magic Spells [Tenser's Transformations]
             Cannot be harmed by fire.
             
        b) 14 Potions of Cure Serious Wounds
        c) 26 Potions of Cure Critical Wounds
        d) 4 Potions of *Healing*
             It can be thrown at creatures with damaging effect.
             
        e) a Potion of Life
             It can be thrown at creatures with damaging effect.
             
        f) 5 Potions of Restore Mana
        g) 3 Scrolls of Teleportation {!*}
        h) a Scroll of Mass Banishment
        i) 3 Scrolls of Rune of Protection
        j) a Scroll of *Destruction*
        k) a Rod of Detection
             Cannot be harmed by lightning.
             
        l) a Ring of Intelligence <+6>
             Found lying on the floor of a special room at 4050 feet (level 81)
             
             +6 intelligence.
             Sustains intelligence.
             
        m) a Ring of Dexterity <+5>
             Found lying on the floor in a vault at 3000 feet (level 60)
             
             +5 dexterity.
             Sustains dexterity.
             
        n) a Ring of Constitution <+5> {!d!v!k}
             Bought from a store
             
             +5 constitution.
             Sustains constitution.
             
        o) a Ring of Damage (+0,+9) {@2!d!v!k}
             Found lying on the floor at 2350 feet (level 47)
             
        p) an Amulet of ESP <+8>
             Found lying on the floor of a labyrinth at 4100 feet (level 82)
             
             +8 searching skill.
             Grants telepathy.  
             
        q) an Amulet of Weaponmastery (+3,+4) <+2>
             Found lying on the floor in a vault at 3500 feet (level 70)
             
             +2 strength.
             Provides resistance to disenchantment.
             Provides protection from fear.
             Sustains strength, constitution.
             Prevents paralysis.  
             
        r) Chaos Dragon Scale Mail (Dwarven) (-2) [40,+39] <+1, +2, +3>
             Found lying on the floor of a labyrinth at 4100 feet (level 82)
             
             +1 strength.
             +2 constitution.
             +3 infravision.
             Provides resistance to chaos, disenchantment.
             Prevents paralysis.  
             
        s) the Chain Mail of Arvedui (-2) [40,+15] <+2>
             Found lying on the floor of a cavern at 2200 feet (level 44)
             
             +2 strength.
             Provides resistance to acid, lightning, fire, frost, shards,
             nexus.
             Cannot be harmed by acid.
             
        t) the Cloak 'Colluin' [1,+15]
             Found lying on the floor of a cavern at 3900 feet (level 78)
             
             Provides resistance to acid, lightning, fire, frost, poison gas.
             Cannot be harmed by acid, fire.
             
             When activated, it grants temporary resistance to acid,
             electricity, fire, cold and poison for 1d20+20 turns.
             Takes 388 turns to recharge at your current speed.
             Your chance of success is 97.3%
             
        u) the Trident of Wrath (3d10) (+16,+18) <+2>
             Dropped by a Dark elven druid at 2450 feet (level 49)
             
             +2 strength.
             +2 dexterity.
             Slays undead (powerfully), evil creatures.
             Branded with poison.
             Provides resistance to light, dark.
             Cannot be harmed by acid, fire.
             Blessed by the gods.  Grants the ability to see invisible things. 
             
             
             Combat info:
             5.0 blows/round.
             Average damage/round: 445 vs. creatures not resistant to poison,
             623 vs. undead, 356 vs. evil creatures, and 267 vs. others.
             
        v) a Long Bow of Extra Might (x4) (+12,+8) <+1>
             Found lying on the floor in a pit at 1400 feet (level 28)
             
             +1 shooting power.
             
        w) 22 Arrows of Slay Demon (1d4) (+8,+9)
             Slays demons.
             
        x) 25 Seeker Arrows of Lightning (4d4) {splendid}
             You do not know the full extent of this item's powers.
             Branded with lightning.
             
        
        
        [Player history]
              Turn   Depth  Note
                 0      0'  Began the quest to destroy Morgoth.
               160      0'  Killed Farmer Maggot
               300    100'  Killed Grip, Farmer Maggot's dog
               300    100'  Reached level 2
               300    100'  Reached level 3
               345    100'  Reached level 4
               535    150'  Reached level 5
              1134    200'  Reached level 6
              1627    200'  Reached level 7
              2354    250'  Reached level 8
              3546    400'  Reached level 9
              3891    400'  Reached level 10
              4387    450'  Reached level 11
              5130    600'  Killed Fang, Farmer Maggot's dog
              5576    650'  Reached level 12
              5877    650'  Killed Brodda, the Easterling
              6061    650'  Reached level 13
              6604    650'  Reached level 14
              7727    650'  Reached level 15
              7772    650'  Reached level 16
              7816    650'  Reached level 17
              7855    650'  Reached level 18
              7978    650'  Reached level 19
              8890    900'  Reached level 20
              9857   1000'  Reached level 21
             10838   1100'  Killed Orfax, Son of Boldor
             10892   1100'  Killed Boldor, King of the Yeeks
             10897   1100'  Found the Long Sword 'Elvagil' (LOST)
             11677   1350'  Killed Nár, the Dwarf
             11797   1350'  Reached level 22
             12164   1400'  Reached level 23
             13637   1450'  Reached level 24
             14745   1600'  Reached level 25
             14745   1600'  Reached level 26
             14907   1600'  Reached level 27
             15600   1600'  Found the Broad Axe 'Barukkheled' (LOST)
             15631   1600'  Found the Spear of Oromë
             16187   1600'  Killed Ibun, Son of Mîm
             16511   1600'  Killed Wormtongue, Agent of Saruman
             17659   1600'  Reached level 28
             17749   1600'  Killed Draebor, the Imp
             17752   1600'  Found the Phial of Galadriel (LOST)
             18900   1900'  Killed Sangahyando of Umbar
             18915   1900'  Killed Angamaitë of Umbar
             18932   1900'  Found the Flail 'Totila' (LOST)
             19300   2200'  Found the Chain Mail of Arvedui
             19810   2200'  Reached level 29
             22356   2450'  Found the Trident of Wrath
             22836   2450'  Reached level 30
             23414   2600'  Killed Bullroarer the Hobbit
             24358   2550'  Reached level 31
             25822   2650'  Killed Gorbag, the Orc Captain
             25887   2650'  Killed Beorn, the Shape-Changer
             25900   2650'  Found the Executioner's Sword 'Crisdurian' (LOST)
             26829   2650'  Reached level 32
             28906   2900'  Reached level 33
             29706   2900'  Killed Uvatha the Horseman
             29806   2900'  Killed Golfimbul, the Hill Orc Chief
             30065   2900'  Killed Bert the Stone Troll
             30081   2900'  Killed Bill the Stone Troll
             30101   2900'  Killed Grishnákh, the Hill Orc
             30158   2900'  Killed Tom the Stone Troll
             31963   3000'  Killed Rogrog the Black Troll
             32008   3000'  Found the Set of Leather Gloves 'Cammithrim'
             32202   3000'  Killed Lorgan, Chief of the Easterlings
             32220   3000'  Killed Lokkak, the Ogre Chieftain
             32227   3000'  Found the Amulet of Carlammas (LOST)
             32619   3250'  Reached level 34
             33829   3350'  Killed Uldor the Accursed
             35152   3450'  Killed Akhorahil the Blind
             35152   3450'  Reached level 35
             35619   3450'  Found the Soft Leather Armour 'Hithlomir'
             35836   3450'  Killed The Cat Lord
             36745   3500'  Found the Leather Scale Mail 'Thalkettoth' (LOST)
             36772   3500'  Killed The Queen Ant
             37075   3500'  Killed Khîm, Son of Mîm
             38531   3500'  Killed Ulfast, Son of Ulfang
             38531   3500'  Killed Mughash the Kobold Lord
             38537   3500'  Found the Rapier 'Careth Asdriag' (LOST)
             38768   3500'  Reached level 36
             39667   3550'  Killed Harowen the Black Hand
             39826   3550'  Killed Castamir the Usurper
             39829   3550'  Found the Necklace of the Dwarves
             41256   3900'  Found the Cloak 'Colluin'
             41771   4000'  Killed Bolg, Son of Azog
             42200   4050'  Killed Lagduf, the Snaga
             43302   4100'  Killed Gorlim, Betrayer of Barahir
             43644   4100'  Reached level 37
             43684   4100'  Found the Ring of Fire 'Narya'
             44418   4100'  Killed Itangast the Fire Drake
             44431   4100'  Found the Short Bow of Amrod
             44465   4100'  Found the Lucerne Hammer 'Turmil' (LOST)
             44953   4200'  Killed Smaug the Golden
             45011   4200'  Killed Ulwarth, Son of Ulfang
             45412   4200'  Killed Shagrat, the Orc Captain
        
        
          [Options]
        
          [User interface]
        
        Use the roguelike command keyset             : no  (rogue_like_commands)
        Use sound                                    : yes (use_sound)
        Show damage player deals to monsters         : no  (show_damage)
        Use old target by default                    : no  (use_old_target)
        Always pickup items                          : no  (pickup_always)
        Always pickup items matching inventory       : yes (pickup_inven)
        Show flavors in object descriptions          : no  (show_flavors)
        Highlight target with cursor                 : yes (show_target)
        Disturb whenever viewable monster moves      : yes (disturb_near)
        Show walls as solid blocks                   : no  (solid_walls)
        Show walls with shaded background            : no  (hybrid_walls)
        Color: Illuminate torchlight in yellow       : no  (view_yellow_light)
        Color: Shimmer multi-colored things          : no  (animate_flicker)
        Center map continuously                      : yes (center_player)
        Color: Show unique monsters in purple        : no  (purple_uniques)
        Automatically clear '-more-' prompts         : no  (auto_more)
        Color: Player color indicates % hit points   : yes (hp_changes_color)
        Allow mouse clicks to move the player        : no  (mouse_movement)
        Notify on object recharge                    : no  (notify_recharge)
        
          [Birth]
        
        Randomise the artifacts (except a very few)  : no  (birth_randarts)
        Word of Recall has no effect                 : no  (birth_no_recall)
        Restrict creation of artifacts               : no  (birth_no_artifacts)
        Don't stack objects on the floor             : no  (birth_no_stacking)
        Lose artifacts when leaving level            : no  (birth_no_preserve)
        Don't generate connected stairs              : no  (birth_no_stairs)
        Don't show level feelings                    : no  (birth_no_feelings)
        Increase gold drops but disable selling      : yes (birth_no_selling)
        Use previous set of randarts                 : yes (birth_keep_randarts)
        Start with a kit of useful gear              : yes (birth_start_kit)
        Monsters learn from their mistakes           : no  (birth_ai_learn)
        Force player descent                         : no  (birth_force_descend)
        Holy smokes: Just found seeker arrows of Holy Might (+23). I guess I will go back and grab Amrod (lying nearby in the vault).

        Does anyone know the limitations of elemental brand? I assume I cannot brand my arrows of holy might? What about my seeker bolts of wounding? I tried it on my seeker bolts and it worked.

        Just found the ring of Tulkas but I do not think I will replace my ring of INT with it. But maybe... ? Hmm.. I could drop MB4 but I'd lose treasure detection which is very very important to my playstyle. I have a rod of detection at home, but I'm trying to cover detection with my spell books so not carrying the rod. Maybe I am getting to a stage in the game where I can rely less on spell books and more on wands/rods?
        Last edited by Grotug; January 2, 2017, 14:47.
        Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

        Detailed account of my Ironman win here.

        "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

        Comment

        • Monkey Face
          Adept
          • Feb 2009
          • 244

          #34
          Don't you want MB4 for Haste Self?

          Comment

          • Grotug
            Veteran
            • Nov 2013
            • 1562

            #35
            Originally posted by Monkey Face
            Don't you want MB4 for Haste Self?
            If I were to wear tulkas then maybe I would rely on it but I don't really like speed activators as there invariably comes a time when you can't activate and you need to. I have inventory slot issues so trying to figure out which book to drop.

            EDIT: so earlier I said I had found Gilmoire book of Power, but it was Raal's Tomes of Destruction I had found. I just found another one. Should I keep this and drop my staves of power?
            Last edited by Grotug; January 2, 2017, 17:34.
            Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

            Detailed account of my Ironman win here.

            "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

            Comment

            • Pete Mack
              Prophet
              • Apr 2007
              • 6697

              #36
              D'oh. In that case, I still say: use it. Ranger is very unlikely to be using a crossbow at the endgame.

              Originally posted by PowerDiver
              Did I miss thread drift? The title is Hobbit Ranger.

              I guess I agree on not saving ammo. Adopt a "use it or lose it" mentality. There's still a long way to go.

              Comment

              • PowerDiver
                Prophet
                • Mar 2008
                • 2782

                #37
                Originally posted by Grotug
                EDIT: so earlier I said I had found Gilmoire book of Power, but it was Raal's Tomes of Destruction I had found. I just found another one. Should I keep this and drop my staves of power?
                I don't know what is in each book any more, so no advice about which books to drop from me.

                I would move on from potions of speed, staves of teleportation, wands of teleport other, and maybe cure serious depending upon how overpowered cure serious remains. Alternatively you could leave whichever spellbooks behind if you are covering the key spell with a separate slot.

                I would choose a cloak to wear and toss the other. Actually, does your book resistance spell give poison resistance? If not, I would toss both and wear Colluin. Double resistance to poison is a bigger deal than single resistance to shards.

                Staves of power are, or at least used to be, great for clearing pits. I would hate to toss them.

                Comment

                • Grotug
                  Veteran
                  • Nov 2013
                  • 1562

                  #38
                  The book I'm wondering if I should keep has Meteor storm (Raal's Tome of Destruction) and some other elemental AOE spells.

                  I'm sort of hung up on Legendary stealth and I'm gettting rPois from Elvenkind shield, so I do not see the point of wearing Colluin since resistances don't stack. The Resistance book does have rPois. Because of my low HP having rAcid and rCold are also useful.

                  I'm standing on a ?Mass Banishment but don't have room for it. Wondering if I should chuck Weaponmastery (found in the vault) or Necklace of the Dwarves as the only really important the Dwarves is providing me is CON.

                  Power Diver: When you say move on from... you mean leave behind? I dropped my !CSWs since I am so rarely healing since I am so able to pick favorable fights with my legendary stealth. I bought 9 !Speed in the store but they are sort of unnecessarily redundant, especially when I get my SP to 300+ when it will be very unlikely for me to run out of mana. I also have a stack of !restore mana at home. So yeah, I think I will drop the !speeds.

                  I kinda wish I was playing as a warrior. I found a MoD Holy Avenger; no extra attacks, yet if I swap my gear around I can do 542.6 vs Evil with it. I'm a hobbit, and I have more than once gone up against Morgoth with very similar damage as a warrior with MoD of <+2> extra attacks. Still, I think I am going to leave the MoD behind. Or maybe I shouldn't? Hmm... its to-dam is +21. Why am I able to get so much damage as a hobbit? That is crazy. That's not even with a Ring of Damage. It's only 4.7 blows per round; and it covers all resistances except Nexus and Chaos. That is... really crazy.

                  So I guess now the question is: drop Necklace of the Dwarves and take MoD Holy Avenger?
                  Last edited by Grotug; January 2, 2017, 19:36.
                  Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

                  Detailed account of my Ironman win here.

                  "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

                  Comment

                  • PowerDiver
                    Prophet
                    • Mar 2008
                    • 2782

                    #39
                    Don't be hung up on hobbit ranger. You are playing a fighter with mage spell boosts and ridiculous shooting bonuses on top. Race matters very little at the end. Stealth doesn't help at all vs monsters that start awake. You may well end up fighting M using melee.

                    By move on from, I mean free the slot for something more important. Pick them up early in a trip, use them if convenient, and drop any that are left when you need the slot.

                    If you have rPoison in the book, no point wearing Colluin so long as you carry that book. However, if you wear Colluin you might be able to dump the resistances book for another slot, depending upon whether Colluin recharges fast enough for your playstyle. You shouldn't engage a suitable D without double resists. In the end, roguelikes are games of slot management. It is often worth weakening yourself a little bit to get another free slot.

                    Comment

                    • Grotug
                      Veteran
                      • Nov 2013
                      • 1562

                      #40
                      I honestly forgot Coluin's ability (just looked it up). Right, that would negate Resistances book.

                      I guess I was kinda hoping to fight Morgoth some other way since I went the hobbit ranger route and not the HT Warrior route. I'm torn about dropping dwarven necklace and taking MoD. I kinda think I should.

                      Hmm... maybe I should drop Amrod instead. Or Scarabtarices, or neither since the MoD is on the other end of the vault and will have to risk going up the hallway outside the vault to get to it without monster detection because I dropped all my other detection books to make room for the loot I'm taking home. HMM....

                      I dropped Necklace of Dwarves, picked up my reveal monsters spellbook, grabbed the MoD and went home.

                      But how many dangerous monsters start awake? I have pStun so I'm not presently worried about plasma hounds.

                      I'm afraid I will die while making the adjustment from ranger to melee. Still can't get over how much damaget that MoD does when swapping around my gear. I'd still have Heroic stealth, too, with that setup, but my SP falls to 145.

                      This elemental brand business is the business: Bought 20 bolts; a ?*Enchant weapon* from the BM, now my bolts are (+3, +3). Branded those bolts and now they are (+9, +9) dealing 418dam to non fire resisting creatures. Can't way till I get my hands on a good bow! I'll be dealing a minimum 600 to non resisting creatures. I believe I get <+2> shots when I reach CL40 (CL38 atm).

                      Well, that was a short trip. I found DW lying on the ground. So how does aggravation work, is it a set amount of reduction to stealth (like -6 or something) or does it set your stealth to a certain amount (like, really bad)? Wielding this weapon my character would be solved. This is ridiculous that I don't find !CON. I'll have a solved character doing 600+ to evil and nearly 1200 to Undead with 353HP. Surely such a lopsided setup is unprecedented in this game?
                      Last edited by Grotug; January 2, 2017, 20:55.
                      Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

                      Detailed account of my Ironman win here.

                      "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

                      Comment

                      • Pete Mack
                        Prophet
                        • Apr 2007
                        • 6697

                        #41
                        Raal's is useless for Ranger and Rogue. Attack Spells take way too much mana, and do less damage than melee or archery. Kelek is useful for a ranger for *Destruction* spell.

                        Comment

                        • Grotug
                          Veteran
                          • Nov 2013
                          • 1562

                          #42
                          I shuffled my gear around some more and if I wield DW (MoD on steroids) I do 866 vs dragons and those not resistant to fire, 669 vs Animals and Evil, 1260 vs Undead and my HP goes from 305 up to 391 (switching to Amrod from haradrim). My CON/STR/DEX are sustained, and my SP goes from 289 to 82 and every resistance is covered. So this may be a good endgame setup if I can find some CON potions. Not sure I want to use this setup right now, though, given my HP is still so low.

                          I assume aggravation ignores my stealth bonuses?
                          Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

                          Detailed account of my Ironman win here.

                          "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

                          Comment

                          • Derakon
                            Prophet
                            • Dec 2009
                            • 8820

                            #43
                            Originally posted by Grotug
                            I assume aggravation ignores my stealth bonuses?
                            Correct. Aggravation means that every time a monster within some minimum range of you gets a turn, they automatically wake up.

                            Comment

                            • Pete Mack
                              Prophet
                              • Apr 2007
                              • 6697

                              #44
                              Yep. 391 HP is not quite enough to use Deathwreaker at depth. But you are getting there. Remember, those damage calcs are nominal: against a lot of enemies, you will miss roughly half the time--or more.

                              Comment

                              • Grotug
                                Veteran
                                • Nov 2013
                                • 1562

                                #45
                                I'm faced with saving stuff at home issues: I Need to drop at least one weapon I'm saving but I can't decide between ToW, MoD Holy Avenger (+21 hurts Demons as well as Undead) or DW which seems maybe wholly unsuited for my approach.

                                Or I could drop the dwarven chaos armor or Arvedui but dropping arvedui would force me to wear Trickery for the final fights (for rNexus).

                                As fun and devastating as wielding DW would be, I think I would die while making the radical adjustment in playstyle I've been enjoying of sneaking and choosing my battles. I hate the idea of closing the door on that unique opportunity to do massive melee damage, though. Should I drop Tow? I'm saving ToW in the event I come to no longer need the INT and Speed boosts from Oromë since ToW does significantly better damage. I did drop Raal's.

                                I just found a ring of CON <+6> and quaffed another !CON and three !Experience so I'm CL40 now with 456HP. If I ditch all my good bolts (a lot of them) and take up Amrod (with only a handful of good arrows) my HP goes up to 496. Maybe it is time to switch to arrows since I'm CL40 Ranger, but I hate to throw away good bolts (slay demons, slay undead, slay evil, high to-dam wounding etc.)

                                Even with the lackluster amrod bow my holy might arrows do over 900 vs evil and 1058 vs demons and undead.
                                Beginner's Guide to Angband 4.2.3 Part 1: https://www.youtube.com/watch?v=m9c9e2wMngM

                                Detailed account of my Ironman win here.

                                "My guess is that Grip and Fang have many more kills than Gothmog and Lungorthin." --Fizzix

                                Comment

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