Few Newb Questions

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  • kandrc
    Swordsman
    • Dec 2007
    • 299

    #31
    "This item only" mirrors the old "destroy" semantics. I use it when, for instance, clearing a vault, which I want to ID everything before doing inventory management. When I'm ready to make decisions, only the items left (visible) on the floor are to be considered. For instance, I'm looking =Con +6, so I'll squelch "this item only" for any +5 or less.

    To be clear, this wouldn't be necessary if we had a bit more power in the squelch interface.

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6697

      #32
      What Ingwe said. If you need to rest after casting map, you'd do better to carry a staff or scrolls. A few more levels and you can drop them. Resting is significantly more dangerous than it used to be, since pathfinding is much better. Many uniques can track you across the dungeon.

      Comment

      • AngelicPenguin
        Scout
        • Oct 2007
        • 48

        #33
        Could anyone tell me which is more important at my CL?

        Resistence to Dark/Nether or Shards/Nexus

        I have found two armors and that's the difference between them. I'm wearing the Chain Mail because it provides +2 Strength, but maybe the +2 Stealth is more important (with Superb I could kill a room full of things and not wake anything up.)

        Couple other random questions about my gear:
        I haven't found any amulets of anything, the one I'm wearing is the best I've found. I've found lots of Amulets of Slow Digestion and Wisdom. I guess this is normal?

        Ditto with boots - I'm just wearing the Free Action to free up other slots if needed, but now I have that covered 3x.

        The amount of damage the extra attacks Weapon and Rings of Damage do I can't seem to match. I do have a nice Armor weapon in the Gondricam in my house, but the damage difference is pretty severe (225.6 vs 294.6) I'm guessing it's not worth the swap, but the Gondricam has some very nice bonuses to Armor and Stealth. I just don't know what matters more here - 23% damage or 40% AC +2 Stealth.

        Is there a max Stealth bonus? I haven't seem to have got beyond Superb.

        I'm carrying around the Ring of Poison because I ran into a Basilisk that almost one shot me. It came in super handy when I just found a vault (I think that's what they are called with two Ancient Green Dragons in them - I took care of them super slowly, but managed to take them down.) I actually cleared the vault, which I don't think I have ever done before. I Teleported Other the Greater Vampire and this scary unique but took everything else out.

        I'm also carrying around the Helm because it's far better than my helm of Telepathy, but I just can't seem to play well without the Telepathy. So I swap the other helm in when I want to prevent Blind/Confuse. It's pretty annoying to swap though (I'll get blinded sometimes without realizing I have the wrong helm on.) Telepathy seems so important though!

        Any other thoughts on my Character/Gear?

        Thank you very much in advance.

        Code:
          [Angband 4.0.5 Character Dump]
        
         Name   Yennefer II  Age            129          Self  RB  CB  EB   Best
         Race   High-Elf     Height        7'5"   STR:  18/52  +1  +0  +2  18/82
         Class  Ranger       Weight    12st 7lb   INT:     12  +3  +2  +2  18/10
         Title  Explorer     Turns used:          WIS:     15  -1  -2  +2     14
         HP     261/261      Game       2174349   DEX:  18/83  +3  +1  +0 18/123
         SP     47/47        Standard    216657   CON:     13  +1  -1  +0     13
                             Resting     145197
        
         Level                 31    Armor      [57,+74]    Saving Throw     80%
         Cur Exp           262641                           Stealth    Excellent
         Max Exp           262641    Melee       2d4,+43    Disarming        64%
         Adv Exp           345000    To-hit       53,+23    Magic Devices     86
                                     Blows      6.0/turn    Perception   1 in 10
         Gold              110317                           Searching        37%
         Burden          144.5 lb    Shoot to-dam    +20    Infravision    40 ft
         Overweight      -35.4 lb    To-hit       78,+23    Speed         Normal
         Max Depth    1800' (L36)    Shots        2/turn
        
         You are one of several children of a Telerin Ranger.  You have light
         blue eyes, wavy silver hair, and a fair 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) a Mace of Extra Attacks (2d4) (+9,+10) <+2>
             Dropped by Wormtongue, Agent of Saruman at 750 feet (level 15)
             
             +2 attack speed.
             
             Combat info:
             6.0 blows/round.
             With +2 STR and +0 DEX you would get 6.3 blows
             With +0 STR and +3 DEX you would get 6.5 blows
             Average damage/round: 294.6.
             
        b) a Long Bow of Power (x3) (+9,+20)
             Bought from a store
             
        c) a Ring of Damage (+0,+14)
             Found lying on the floor at 1650 feet (level 33)
             
        d) a Ring of Damage (+0,+9)
             Found lying on the floor of a cavern at 1600 feet (level 32)
             
        e) an Amulet of Regeneration
             Found lying on the floor of a special room at 1700 feet (level 34)
             
             Speeds regeneration.  
             
        f) the Phial of Galadriel <+3>
             Found lying on the floor in a pit at 1200 feet (level 24)
             
             Cannot be harmed by fire.
             Radius 3 light.
             
             When activated, it lights up the surrounding area, hurting
             light-sensitive creatures.
             Takes 11 to 20 turns to recharge.
             Your chance of success is 96.6%
             
        g) the Chain Mail of Arvedui (-2) [40,+15] <+2>
             Conjured forth by magic at 1800 feet (level 36)
             
             +2 strength.
             Provides resistance to acid, lightning, fire, frost, shards,
             nexus.
             Cannot be harmed by acid.
             
        h) the Cloak of Thorongil [1,+10]
             Dropped by a Young blue dragon at 1550 feet (level 31)
             
             Provides resistance to acid.
             Provides protection from fear.
             Cannot be harmed by acid, fire.
             Prevents paralysis.  Grants the ability to see invisible things.  
             
        i) a Leather Shield of Elvenkind [8,+12] <+1>
             Bought from a store
             
             +1 stealth.
             Provides resistance to acid, lightning, fire, frost,
             disenchantment.
             Cannot be harmed by acid.
             
        j) the Iron Helm 'Holhenneth' [7,+10] <+2> {@A1@w1}
             Dropped by Beorn, the Shape-Changer at 1300 feet (level 26)
             
             +2 intelligence.
             +2 wisdom.
             +2 searching skill.
             Provides protection from blindness, confusion.
             Cannot be harmed by acid.
             Grants the ability to see invisible things.  
             
             When activated, it detects treasure, traps, doors, stairs, and all
             creatures nearby.
             Takes 56 to 110 turns to recharge.
             Your chance of success is 95.3%
             
        k) the Set of Leather Gloves 'Cammithrim' (+5,+5) [1,+10] <+1>
             Dropped by Lokkak, the Ogre Chieftain at 1700 feet (level 34)
             
             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 2 turns to recharge.
             Your chance of success is 96.2%
             
        l) a Pair of Ethereal Slippers of Stealth [0,+9] <+2>
             Found lying on the floor at 1500 feet (level 30)
             
             +2 stealth.
             Cannot be harmed by acid, fire.
             
        
        
        
        
          [Character Inventory]
        
        a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1}
        b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@b2}
        c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3}
        d) 9 Potions of Cure Serious Wounds
        e) 3 Potions of Cure Critical Wounds
        f) 2 Potions of Healing
        g) a Potion of *Healing*
             It can be thrown at creatures with damaging effect.
             
        h) a Potion of Restore Life Levels
        i) 3 Potions of Speed
        j) 3 Potions of Berserk Strength
        k) 7 Scrolls of Word of Recall
        l) 2 Scrolls of Protection from Evil
        m) 3 Wands of Teleport Other (13 charges)
        n) a Wand of Disarming (4 charges)
        o) a Wand of Dragon's Breath (4 charges)
             Cannot be harmed by lightning.
             
        p) 2 Staves of Teleportation (10 charges)
        q) a Ring of Resist Poison
             Bought from a store
             
             Provides resistance to poison gas.
             
        r) the Soft Leather Armour 'Hithlomir' [10,+20] <+3>
             Taken from a chest found at 1000 feet (level 20)
             
             +3 stealth.
             Provides resistance to acid, lightning, fire, frost, dark, nether.
             Cannot be harmed by acid, fire.
             
        s) a Hard Leather Cap of Telepathy [2,+4] {@w1}
             Found lying on the floor in a vault at 1000 feet (level 20)
             
             Grants telepathy.  
             
        t) the Cutlass 'Gondricam' (1d8) (+10,+11) [+50] <+4, +2>
             Found lying on the floor at 1800 feet (level 36)
             
             +4 dexterity.
             +2 stealth.
             Provides resistance to acid, lightning, fire, frost.
             Cannot be harmed by acid.
             Feather Falling.  Speeds regeneration.  Prevents paralysis. 
             Grants the ability to see invisible things.  
             
             Combat info:
             4.5 blows/round.
             With +1 STR and +0 DEX you would get 4.7 blows
             With +0 STR and +2 DEX you would get 5.0 blows
             Average damage/round: 225.6.
             
        
        
        
        
          [Character Quiver]
        
        0) 25 Rounded Pebbles of Frost (2d2) (+11,+8)
             Branded with cold.
             
        1) 36 Arrows (1d4) (+0,+0) {@f1}
             Combat info:
             Hits targets up to 120 feet away.
             Average damage/round: 137.6.
             35% chance of breaking upon contact.
             
        2) 19 Mithril Shots (2d4) (+12,+7)
        
        
          [Home Inventory]
        
        a) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4}
        b) 3 Mushrooms of Vigor
        c) a Potion of *Healing*
             It can be thrown at creatures with damaging effect.
             
        d) 8 Potions of Restore Life Levels
        e) 7 Scrolls of Phase Door
        f) a Staff of Starlight (9 charges)
        g) a Ring of Accuracy (+15,+0)
             Found lying on the floor at 1450 feet (level 29)
             
        h) a Ring of Free Action
             Found lying on the floor in a pit at 700 feet (level 14)
             
             Prevents paralysis.  
             
        i) a Cloak of Aman [1,+12] <+1>
             Dropped by Bolg, Son of Azog at 1200 feet (level 24)
             
             +1 stealth.
             Provides resistance to chaos.
             Cannot be harmed by acid, fire.
             
        j) a Small Metal Shield of Resistance [5,+15]
             Found lying on the floor in a pit at 1300 feet (level 26)
             
             Provides resistance to acid, lightning, fire, frost.
             Cannot be harmed by acid.
             
        k) the Set of Gauntlets 'Paurnen' (+3,+3) [3,+14]
             Dropped by a Young blue dragon at 1450 feet (level 29)
             
             Provides resistance to acid.
             Cannot be harmed by acid, fire.
             Feather Falling.  
             
             When activated, it creates an acid bolt with damage 5d8.
             Takes 6 to 10 turns to recharge.
             Your chance of success is 96.9%
             
        l) a Pair of Leather Sandals of Free Action [1,+1]
             Bought from a store
             
             Prevents paralysis.  
             
        m) a Maul (Defender) (4d4) (+10,+8) [+5] <+4>
             Dropped by a Ranger at 1050 feet (level 21)
             
             +4 stealth.
             Provides resistance to acid, lightning, fire, frost.
             Cannot be harmed by acid, fire.
             Sustains constitution.
             Feather Falling.  Speeds regeneration.  Prevents paralysis. 
             Grants the ability to see invisible things.  
             
             Combat info:
             3.8 blows/round.
             With +5 STR and +0 DEX you would get 4.0 blows
             With +0 STR and +3 DEX you would get 4.3 blows
             Average damage/round: 203.5.
             
        n) a Sling of Power (x2) (+10,+15)
             Found lying on the floor at 550 feet (level 11)
             
        o) 20 Bolts (1d5) (+1,+1)
        p) 23 Bolts (1d5) (+1,+7)
        q) 20 Bolts (1d5) (+6,+7)
        r) 16 Bolts of Flame (1d5) (+11,+8)
             Branded with fire.
             
        s) 25 Rounded Pebbles of Slay Evil (1d2) (+5,+8)
             Slays evil creatures.
             
        t) 20 Rounded Pebbles of Wounding (1d2) (+9,+18)
        u) 19 Rounded Pebbles of Wounding (1d2) (+15,+15)
        v) 17 Iron Shots (1d4) (+4,+5) {@f1}
        
        
        [Player history]
              Turn   Depth  Note
                 0      0'  Began the quest to destroy Morgoth.
              1996    300'  Reached level 2
              3610    100'  Reached level 3
              3986    150'  Reached level 4
              7506    200'  Reached level 5
              7720    200'  Killed Grip, Farmer Maggot's dog
              8178    250'  Reached level 6
             10229    250'  Reached level 7
             13690    300'  Reached level 8
             15285    350'  Reached level 9
             18732    400'  Reached level 10
             21484    450'  Reached level 11
             22489    500'  Reached level 12
             25573    500'  Reached level 13
             30906    550'  Killed Orfax, Son of Boldor
             32341    600'  Reached level 14
             35595    700'  Reached level 15
             37549    700'  Reached level 16
             38915    700'  Reached level 17
             39817    700'  Killed Grishnákh, the Hill Orc
             41478      0'  Killed Farmer Maggot
             44684    700'  Reached level 18
             44737    700'  Killed Ufthak of Cirith Ungol
             45205    700'  Killed Boldor, King of the Yeeks
             45673    750'  Killed Wormtongue, Agent of Saruman
             51302    850'  Killed Lagduf, the Snaga
             51308    850'  Reached level 19
             57901   1000'  Reached level 20
             60904   1000'  Found the Soft Leather Armour 'Hithlomir'
             61107   1000'  Reached level 21
             61316   1000'  Killed Fang, Farmer Maggot's dog
             64772   1050'  Reached level 22
             68862   1150'  Reached level 23
             72748   1200'  Found the Phial of Galadriel
             73867   1200'  Killed Bolg, Son of Azog
             74012   1200'  Killed Shagrat, the Orc Captain
             74012   1200'  Reached level 24
             78693   1200'  Killed Lugdush, the Uruk
             79237   1200'  Killed Ulfast, Son of Ulfang
             80121   1200'  Killed Azog, King of the Uruk-Hai
             81506   1250'  Reached level 25
             82194   1250'  Killed Sangahyando of Umbar
             82478   1250'  Killed Angamaitë of Umbar
             89057   1300'  Reached level 26
             92215   1300'  Killed Nár, the Dwarf
             93766   1300'  Killed Bullroarer the Hobbit
             97974   1300'  Killed Brodda, the Easterling
            102813   1300'  Killed Beorn, the Shape-Changer
            102961   1300'  Found the Iron Helm 'Holhenneth'
            110542   1400'  Killed Ibun, Son of Mîm
            114775   1400'  Reached level 27
            123812   1450'  Killed Ulwarth, Son of Ulfang
            124355   1450'  Found the Set of Gauntlets 'Paurnen'
            128785   1500'  Killed Khîm, Son of Mîm
            137484   1450'  Killed Mughash the Kobold Lord
            148409   1500'  Reached level 28
            160170   1550'  Found the Cloak of Thorongil
            179206   1650'  Reached level 29
            179430   1650'  Killed Gorbag, the Orc Captain
            191878   1700'  Killed Lokkak, the Ogre Chieftain
            192028   1700'  Found the Set of Leather Gloves 'Cammithrim'
            201907   1800'  Found the Cutlass 'Gondricam'
            204756   1800'  Reached level 30
            207555   1800'  Killed Tom the Stone Troll
            207655   1800'  Killed Bill the Stone Troll
            207869   1800'  Killed Bert the Stone Troll
            211190   1800'  Found the Chain Mail of Arvedui
            211378   1800'  Reached level 31
        
        
          [Options]
        
          [User interface]
        
        Use the roguelike command keyset             : no  (rogue_like_commands)
        Use sound                                    : no  (use_sound)
        Show damage player deals to monsters         : yes (show_damage)
        Use old target by default                    : no  (use_old_target)
        Always pickup items                          : no  (pickup_always)
        Always pickup items matching inventory       : no  (pickup_inven)
        Show flavors in object descriptions          : no  (show_flavors)
        Highlight target with cursor                 : no  (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        : yes (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)
        Last edited by AngelicPenguin; June 30, 2017, 16:30.

        Comment

        • Pete Mack
          Prophet
          • Apr 2007
          • 6697

          #34
          For Ranger, stealth is probably better. It'd let you drop a ring of damage, and really, accuracy would be better, as ranger melee is pretty mediocre. At your current level, res nexus is probably most useful, but that won't last long. I'd pick Hithlomir in your case, especially when melee is second choice for damage.

          Comment

          • Derakon
            Prophet
            • Dec 2009
            • 8820

            #35
            Originally posted by Pete Mack
            For Ranger, stealth is probably better. It'd let you drop a ring of damage, and really, accuracy would be better, as ranger melee is pretty mediocre. At your current level, res nexus is probably most useful, but that won't last long. I'd pick Hithlomir in your case, especially when melee is second choice for damage.
            Ranger melee is mediocre...but with a Mace of Extra Attacks +2, their melee is fantastic. Just like a priest can be a superb archer if they find a sling of Buckland. That's a pretty great weapon there. It's also not clear how much of a difference Rings of Accuracy make for archery.

            I think your loadout looks pretty decent, and I'd keep Arvedui simply because you should be encountering nexus and earth hounds at your current depth, so its resists are actually relevant. Hithlomir would make you about twice as stealthy though (stealth works on an exponential scale), which is not to be sneezed at. The question is if the extra stealth is worth losing two marginally-relevant resists and +2 STR.

            Good amulets don't show up for a bit yet; Regeneration is a good pick in the mean time.

            Comment

            • AngelicPenguin
              Scout
              • Oct 2007
              • 48

              #36
              Thanks all!

              So there isn't any consideration to using Gondricam as a weapon?

              23% damage vs 40% AC +2 Stealth +4 Dex (although I don't see much difference in stats going from Dex 18/128 -> 18/168)

              Comment

              • Derakon
                Prophet
                • Dec 2009
                • 8820

                #37
                Most characters want their weapon to deal damage as effectively as possible. Unless you were planning to switch to killing things primarily through archery/devices/spells, the mace is a better pick. Gondricam's DEX isn't relevant except in that it gets you more blows with the weapon...but the mace inherently has better blows. As for the AC differential, AC just means you take less damage in melee. But you know what also makes you take less damage in melee? Killing things faster.

                Comment

                • Bill Peterson
                  Adept
                  • Jul 2007
                  • 188

                  #38
                  Originally posted by Ingwe Ingweron
                  Just map one key to sense surroundings and another key to resting (but not &, try 5 or 10 turns). It's not necessary to rest after every cast. You can recover hitpoints and mana points while walking around, twice as quickly once you have regeneration. Rest when you need to, but resting always is a bad habit to get into, in my opinion.
                  Thanks, but what you suggest is the scheme I'm using now, what I was asking was whether I could combine the two actions in one keymap. I'm thinking not, as it appears to me that the spell failure interupts the next command. Since the cast+rest works on a successful cast it will get less annoying as my failure rate decreases.

                  I'll have to disagree with your thoughts about resting. I have no interest in keeping my turn count low and feel uncomfortable in the dungeon with less than full HP/SP. I'm careful where I stop to cast SS and use scrolls and staves if I find them. I've had as many YASD as anyone but I don't recall any where something snuck up while I was resting.

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 8820

                    #39
                    It's not so much that things will sneak up on you as you rest, as it is that the longer you spend in the dungeon, the more monsters will spawn in, and monsters that spawn in this way are always awake. So ideally you want to spend as little time on each floor as possible.

                    Resting for SP can be a big time hog, especially for hybrid casters with their bigger spell costs and slower SP regen. It pays to be aware of the time you spend on a floor, even if you don't care about turn count.

                    That said, if you have regeneration, it's not a big deal because your SP regens so quickly anyway.

                    Comment

                    • AngelicPenguin
                      Scout
                      • Oct 2007
                      • 48

                      #40
                      Originally posted by Derakon
                      monsters that spawn in this way are always awake.
                      Great tip - thanks!

                      Comment

                      • AngelicPenguin
                        Scout
                        • Oct 2007
                        • 48

                        #41
                        As a ranger, should I be trying to use the Sorcery and Evocations book (I also just found the Resistances of Scarabtarices)

                        S and E the only spell I was considering was Teleport Other but it's failure rate is 50%.

                        The Resist book seems handy for fire and cold resist since their fail rate is low, but the other two resist spells have a really high fail and mana cost.

                        But two slots in inventory...I could replace my Resist Poison ring I carry around for poison guys, but the Poison spell has such a high fail rate and cost I don't know if it would be practical.

                        Do the fail rate of some of these higher spells (like Identify) ever go below 50% for a Ranger?

                        Comment

                        • Derakon
                          Prophet
                          • Dec 2009
                          • 8820

                          #42
                          Failure rates depend on your level and INT score. Your INT is not great right now, but it will get better, and those spells will definitely become worth using. But at 50% failure rate? Probably not.

                          Haste Self is another important spell from Sorceries & Evocations.

                          Comment

                          • Sideways
                            Knight
                            • Nov 2008
                            • 886

                            #43
                            The fail rates will go down fairly fast as your character becomes stronger, down to a limit of 5% for a high-level, high-INT ranger; ranger fail rates never go lower than that, even for easy spells.

                            Sorcery and Evocations probably won't help your character much yet... yet; but you'll get Haste Self on clvl 33, and the fail rate on TO will go down.

                            RoS is useful already, I think, for double resistances against big fire/cold breathers; if your plan is to run away from all big breathers for now it won't matter much, but if you feel ready to start killing ancient red/white dragons it's a good thing to have. Hold on to the rPois ring, though.

                            (Warning: there are much better rangers in this forum than me!)
                            The Complainer worries about the lack of activity here these days.

                            Comment

                            • AngelicPenguin
                              Scout
                              • Oct 2007
                              • 48

                              #44
                              Originally posted by Derakon
                              Failure rates depend on your level and INT score. Your INT is not great right now, but it will get better, and those spells will definitely become worth using. But at 50% failure rate? Probably not.

                              Haste Self is another important spell from Sorceries & Evocations.
                              Oh ok - I put on a helm that put my INT to 18/10 and Identify (a spell I've had forever) is still at 50% so I thought maybe there was floor for rangers on fail rate of some of the better stuff.

                              Unrelated - will Waldern, King of Water just annihilate me? I'm level 31 at 1800' and he's found at 2150'. I'm afraid b/c it says he shoots Water Balls and I'm guessing there is no resistance.

                              Comment

                              • AngelicPenguin
                                Scout
                                • Oct 2007
                                • 48

                                #45
                                Originally posted by Sideways
                                The fail rates will go down fairly fast as your character becomes stronger, down to a limit of 5% for a high-level, high-INT ranger; ranger fail rates never go lower than that, even for easy spells.

                                Sorcery and Evocations probably won't help your character much yet... yet; but you'll get Haste Self on clvl 33, and the fail rate on TO will go down.

                                RoS is useful already, I think, for double resistances against big fire/cold breathers; if your plan is to run away from all big breathers for now it won't matter much, but if you feel ready to start killing ancient red/white dragons it's a good thing to have. Hold on to the rPois ring, though.

                                (Warning: there are much better rangers in this forum than me!)
                                Good to know - thanks!

                                I've managed to beat a handful of Ancient dragons I think because I'm able to get up to them asleep and wack them down really quick (breath attacks are based on their current hit points right?)

                                I did have a green one breathe on me when I thought he was inside a vault I had to dig into to get him out but he rounded a corner I didn't see. Knocked me down to ~60 hp as I didn't have my rPois ring on. Lucky teleport escaped me into an empty corner somewhere.

                                Re: rangers - I've always played them. Once I tried a mage and I kept running out of mana and it was frustrating. Ranger can detect monsters, traps and identify pretty quickly, so I've always been at a loss to how the other characters even play really. I guess you hope for telepathy and rods? I know priests get detect evil, but that seems a bit narrow.

                                This is from someone who has never made it past CL ~50, though.

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