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As for the the boss, sometimes it is best to run or come back and do things later. Don’t just keep trying to go through a brick wall, but come back after you’ve leveled a bit somewhere else. You would be surprised how much that can help.
There are many guides and people who are willing to help if you get stuck.
1) You were not in the tutorial area.
The only tutorial area that exists is the initial dungeon right next to the spawn point. You are not required to enter this dungeon at all if you choose not to - you get some free loot from it initially, but after you've died about 15 or so times it turns into a fully randomly generated dungeon that there is little reason to enter.
2) Weapons aren't designed around classes.
That being said, you seem to desire an archer's playstyle with ranged weapons, so play an archer. They have the fletchery skill, and can use it to make more ammo. The ranger's main gimmick is being able to dual weild more effectively than other classes.
3) The game tells you when a boss (or something else similarly out-of-depth) spawns on your floor with the message "You sense an imminent and blood-chilling threat..." Further, you aren't under obligation to attempt to fight every thing you come across. If you meet something that looks dangerous, consider running away instead of fighting. Drop some items if you're burdened to raise your speed if you need to. The situation was a "deathtrap" only because you got yourself into a dangerous and avoidable situation, and the game punished you for the mistake. Don't think that the appearance of a boss means that you just can't progress anymore - there's an entire world map of dungeons for you to explore. You can flee and gain power in other places before returning.
Boss monsters should probably not spawn until the player gets to a reasonable DL.
Also, I ran into two of them in the puppy cave alone which is probably an excessively high spawn rate (and with the excessive difficulty they have, good luck making any kind of progress in the game)..
But then, too, as long as you have level messages to know that something exists on the level that you may not be prepared for... I could see the argument being made that you should know to flee before you get into melee with them. And if you don't... hello new character. Or if you're playing with permadeath off, hello reloaded save.
Which is exactly the reason why I agree with permadeath off being an option. New players absolutely need that to avoid quitting in frustration before they even learn the controls.
But at least I can start with something narrative: the Drakalor Chain is a long way from everywhere, a really inconvenient place to be having an apocalypse. There are only two settlements with general stores in ADOM, Dwarftown and the (almost unreachable) High Mountain Village; Terinyo is the kind of anonymous farming village that doesn't even appear on the map in something like FF6.
As for the boss? At least the game gave you a warning. Stone-block traps and pit traps can kill you without even that, when you're below level 6.
As far as equipment: my preferred set is a spear, shield, and sling. Spears push your DV through the roof, shields help you along further that way, and slings rarely run out of ammunition. Every character needs hand-to-hand, ranged, and magic options, although every character will be better at one than at the others.
The opening game is always hard, but there are characters that do better in the early game or in the late game. High elves are a late-game race; in exchange for frequent early deaths, they're almost immune to unnatural aging (a serious issue fighting late-game ghosts), and any high-elven class can become a powerful spellcaster.
If you want to stick around with the game -- and, as you mention, it sounds like you do -- you should probably read Andy Williams' ADOM Guidebook, at adomgb.info. It'll spoil absolutely everything, but even reading the spoilers conveys a strong sense of the game's possibilities...
To be honest, this game has already been watered down a lot for newbies, and if you keep knocking it down you'll end up with a care bear wonderland that is no fun to play. I have seen it happen to other games in the past, people QQ over the how hard things are so the devs. just keep watering it down until it sucks.
Just L2P, and don't expect to casually stroll through the game without a challenge. When I first started this game, there was no newbie cave, there were no tutorials; you had to read the manual, there was only one game mode, I didn't have internet, I didn't have fourms to seek advice, or guides to spill all secrets. I died a lot, I mean a lot, but with every death I learned something new. Heck, for awhile I thought the Crown of Science was great artifact and wore it everywhere; that means for a good period of time I was trying to win the game for my first time with that thing on my head. You think a boss is scary? Try a normal ghoul when you are cursed and doomed.
The point is you learn from your mistakes and try again; this game is about persistence and determination, and when you finally beat it, because it was hard, you get that ♥♥♥♥-yea-I-am-boss feeling.
I was given this game on a floppy in late 97 early 98 and still haven't beaten it. A large part of that is because I can only play so much before I run into something I don't know enough about to live through it, then I do something stupid and get killed. This is normally followed by a few months of looking at the icon on my desktop and thinking about starting the game only to change my mind and going to something made to be beated everytime I start it.
There is something masochistic about this game for sure. Personally, everything about the cats in this game piss me off no end (don't want to spoil more than I have to spoil to make my point, those that know, know). In time you just learn to embrace the hurt, sooner of later you start liking it.