Thornwind the Rogue

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  • Sirridan
    Knight
    • May 2009
    • 560

    Thornwind the Rogue

    Thornwind, my highelf rogue named after my current roguelike project (still coming along, had to do some re-design).

    Anyway, decided to post now because he actually has a good chance.

    base resists, including poison are covered, 17 speed and good damage.

    I'm hoping for a different source of speed so I can use Belthronding again. Oh well! Oh I go, I'm going to really power down to the lower levels, hoping for some kind of rNether and such now and more stat potions.

    Ladder post: http://angband.oook.cz/ladder-show.php?id=9181

    dump below for convenience

    Code:
      [Angband 3.1.2 dev (r1608) Character Dump]
    
     Name   Thornwind                                Self  RB  CB  EB   Best
     Sex    Male         Age            130   STR:     18  +1  +2  +5  18/80
     Race   High-Elf     Height          70   INT:     14  +3  +1  +3  18/30
     Class  Rogue        Weight         200   WIS:     11  -1  -2  +6     14
     Title  Filcher      Social  Role model   DEX:     15  +3  +3  +6  18/90
     HP     327/327      Maximize         Y   CON:     17  +1  +1  +5  18/60
     SP     31/31                             CHR:     14  +5  -1  +0     18
    
    
     Level               29   Armor    [34,+63]     Saving Throw         78%
     Cur Exp         144900   Fight    (+6,+14)     Stealth           Superb
     Max Exp         144900   Melee   (+19,+30)     Fighting          Heroic
     Adv Exp         168750   Shoot   (+16,+14)     Shooting          Heroic
     MaxDepth   2400' (L48)   Blows      4/turn     Disarming            98%
     Turns           293514   Shots      1/turn     Magic Device      Heroic
     Gold            104962   Infra       40 ft     Perception       1 in 12
     Burden       142.4 lbs   Speed          17     Searching            35%
    
     You are the only child of a Telerin Prince.  You have light grey eyes,
     straight 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) a Mace of Westernesse (2d4) (+13,+16) (+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: 46.9 vs. orcs, 46.9 vs. trolls, 46.9 vs.
         giants, and 36.3 vs. others.
         
    b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
         +10 speed.
         Branded with flames.
         Provides resistance to fire.
         Cannot be harmed by acid, electricity, fire, cold.
         
    c) a Platinum Ring of Strength (+3)
         +3 strength.
         Sustains strength.
         
    d) a Ring of Damage (+0,+9)
    e) an Adamant Amulet of Wisdom (+3)
         +3 wisdom.
         Sustains wisdom.
         
    f) a Lantern (8343 turns)
         Cannot be harmed by fire.
         
         Radius 2 light.
    g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
         +3 intelligence, wisdom, constitution.
         Provides resistance to acid, poison, confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    h) a Fur Cloak of Stealth [3,+3] (+2 stealth)
         +2 stealth.
         
    i) The Leather Shield of Celegorm [4,+20]
         Provides resistance to acid, lightning, fire, cold, light, dark.
         Cannot be harmed by acid, electricity, fire, cold.
         
    j) a Golden Crown of Telepathy [0,+12]
         Cannot be harmed by acid.
         Grants telepathy.  
         
    k) a Set of Mithril Gauntlets of Agility [5,+5] (+4)
         +4 dexterity.
         Cannot be harmed by acid.
         
    l) a Pair of Steel Shod Boots of Speed [6,-2] (+7)
         +7 speed.
         
    
    
      [Character Inventory]
    
    a) 2 Books of Magic Spells [Magic for Beginners]
    b) a Book of Magic Spells [Conjurings and Tricks]
    c) a Book of Magic Spells [Resistances of Scarabtarices]
         Cannot be harmed by acid, electricity, fire, cold.
         
    d) a Holy Book of Prayers [Purifications and Healing]
         Cannot be harmed by acid, electricity, fire, cold.
         
    e) 25 Crimson 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.
         
    f) 3 Azure 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.
         
    g) 5 Scrolls titled "carue indo" of Word of Recall
         When read, it returns you from the dungeon or takes you to the dun
         geon after a short delay.
         
    h) 5 Ivory Rods of Treasure Location {!!}
         When activated, it detects gold and objects nearby.
         Takes 135 turns to recharge at your current speed.
         
    i) a Lead Rod of Recall {!!}
         Cannot be harmed by electricity.
         
         When activated, it returns you from the dungeon or takes you to th
         e dungeon after a short delay.
         Takes 162 turns to recharge at your current speed.
         
    j) a Silver Wand of Teleport Other (3 charges) {!*}
         
         When aimed, it teleports a target monster away.
         
    k) 3 Hickory Staves of Teleportation (21 charges) {!*}
         
         When activated, it teleports you randomly up to 100 squares away.
         
    l) a Rosewood Staff of Speed (6 charges) {!*}
         
         When activated, it hastens you for 2d10+20 turns.
         
    m) a Banyan Staff of Identify (9 charges)
         
         When activated, it reveals to you the extent of an item's magical 
         powers.
         
    
    
      [Home Inventory]
    
    a) a Potion of Restore Strength
         When drunk, it restores your strength.
         
    b) a Potion of Restore Wisdom
         When drunk, it restores your wisdom.
         
    c) 2 Potions of Restore Dexterity
         When drunk, it restores your dexterity.
         
    d) 2 Potions of Restore Charisma
         When drunk, it restores your charisma.
         
    e) a Potion of Restore Life Levels
         When drunk, it restores your experience.
         
    f) 3 Scrolls of Remove Curse
         When read, it removes all ordinary curses from all equipped items.
         
    g) a Banyan Staff of Identify (2 charges)
         
         When activated, it reveals to you the extent of an item's magical 
         powers.
         
    h) a Ring of Strength (+2)
         +2 strength.
         Sustains strength.
         
    i) a Pearl Ring of Resist Poison
         Provides resistance to poison.
         
    j) an Amethyst Ring of Free Action
         Prevents paralysis.  
         
    k) an Amulet of Charisma (+6)
         +6 charisma.
         Sustains charisma.
         
    l) a Robe of Elvenkind [2,+9] (+1 stealth)
         +1 stealth.
         Provides resistance to acid, lightning, fire, cold, sound.
         Cannot be harmed by acid, electricity, fire, cold.
         
    m) an Iron Crown of Might [0,+5] (+2)
         +2 strength, dexterity, constitution.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains strength, dexterity, constitution.
         Prevents paralysis.  
         
    n) The Metal Cap of Thengel [3,+12] (+3)
         +3 wisdom, charisma.
         Provides resistance to confusion.
         Cannot be harmed by acid, electricity, fire, cold.
         
    o) The Rapier 'Forasgil' (1d6) (+12,+19)
         Slays animals.
         Branded with frost.
         Provides resistance to cold, light.
         Cannot be harmed by acid, electricity, fire, cold.
         
         Combat info:
         4 blows/round.
         Average damage/hit: 39.1 vs. animals, 42.7 vs. creatures not
         resistant to cold, and 35.4 vs. others.
         
         Radius 1 light.
    p) The Cutlass 'Gondricam' (1d8) (+10,+11) (+3)
         +3 dexterity, stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Feather Falling.  Speeds regeneration.  Grants the ability to see
         invisible things.  
         
         Combat info:
         4 blows/round.
         Average damage/hit: 28.3.
         
    q) a Tulwar (Defender) (2d4) (+13,+18) [+6] (+2 stealth)
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains wisdom.
         Feather Falling.  Speeds regeneration.  Prevents paralysis.  
         Grants the ability to see invisible things.  
         
         Combat info:
         3 blows/round.
         Average damage/hit: 36.2.
         
    r) an Awl-Pike (Defender) (1d8) (+10,+8) [+7] (+2 stealth)
         +2 stealth.
         Provides resistance to acid, lightning, fire, cold.
         Cannot be harmed by acid, electricity, fire, cold.
         Sustains constitution.
         Feather Falling.  Speeds regeneration.  Prevents paralysis.  
         Grants the ability to see invisible things.  
         
         Combat info:
         3 blows/round.
         Average damage/hit: 25.5.
         
    s) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
         +3 constitution.
         Slays evil creatures, orcs, trolls, giants.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Combat info:
         3 blows/round.
         Average damage/hit: 47.4 vs. evil creatures, 54.9 vs. orcs, 54.9
         vs. trolls, 54.9 vs. giants, and 39.9 vs. others.
         
    t) a Morning Star of Westernesse (2d6) (+14,+4) (+2)
         +2 strength, dexterity, constitution.
         Slays orcs, trolls, giants.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
         Combat info:
         3 blows/round.
         Average damage/hit: 40.9 vs. orcs, 40.9 vs. trolls, 40.9 vs.
         giants, and 25.9 vs. others.
         
    u) a Flail of Gondolin (2d6) (+12,+5)
         Slays demons, orcs, trolls, dragons.
         Provides resistance to dark.
         Cannot be harmed by acid, fire.
         Prevents paralysis.  Grants the ability to see invisible things.  
         
         Combat info:
         3 blows/round.
         Average damage/hit: 39.9 vs. demons, 39.9 vs. orcs, 39.9 vs.
         trolls, 39.9 vs. dragons, and 24.9 vs. others.
         
         Radius 1 light.
    v) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
         +4 intelligence, wisdom.
         Slays evil creatures.
         Provides resistance to light.
         Cannot be harmed by acid, electricity, fire, cold.
         Grants the ability to see invisible things.  
         
         Combat info:
         3 blows/round.
         Average damage/hit: 28 vs. evil creatures, and 22.7 vs. others.
         
         Radius 1 light.
    w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
         +1 dexterity, stealth, speed, shooting speed.
         Provides resistance to disenchantment.
         Cannot be harmed by acid, electricity, fire, cold.
         
    x) 9 Arrows of Frost (1d4) (+8,+12)
         Branded with frost.
         Cannot be harmed by cold.
         
    
    
    ============================================================
                       CHAR.
    |   TURN  | DEPTH |LEVEL| EVENT
    ============================================================
             1      0'    1   Began the quest to destroy Morgoth.
          5748    100'    2   Reached level 2
         10551    150'    3   Reached level 3
         26033    200'    4   Reached level 4
         28795    200'    5   Reached level 5
         36830    200'    6   Reached level 6
         43893    250'    6   Killed Fang, Farmer Maggot's dog
         55102    300'    7   Reached level 7
         56592    300'    8   Reached level 8
         71402    500'    9   Reached level 9
         75692    500'   10   Reached level 10
         87599    600'   11   Reached level 11
         91506    600'   12   Reached level 12
        100286    600'   12   Killed Mughash the Kobold Lord
        100286    600'   13   Reached level 13
        110667    650'   14   Reached level 14
        118646    650'   14   Killed Wormtongue, Agent of Saruman
        119487      0'   14   Killed Farmer Maggot
        124324    700'   14   Killed Grip, Farmer Maggot's dog
        126309    700'   15   Reached level 15
        129479    700'   15   Killed Brodda, the Easterling
        130053    700'   15   Killed Boldor, King of the Yeeks
        132028    700'   16   Reached level 16
        141427    800'   17   Reached level 17
        150221    900'   18   Reached level 18
        157405    900'   19   Reached level 19
        158080    900'   19   Found The Set of Gauntlets 'Paurnimmen' (LOST)
        165314   1000'   20   Reached level 20
        170452   1050'   20   Killed Bullroarer the Hobbit
        170452   1050'   21   Reached level 21
        182579   1250'   21   Killed Sangahyando of Umbar
        182579   1250'   22   Reached level 22
        184983   1300'   22   Killed Orfax, Son of Boldor
        193751   1400'   22   Found The Rapier 'Forasgil'
        195801   1400'   22   Killed Gorbag, the Orc Captain
        195801   1400'   23   Reached level 23
        196942   1400'   23   Found The Quarterstaff 'Eriril'
        203979   1550'   24   Reached level 24
        210263   1650'   24   Found The Cutlass 'Gondricam'
        211104   1650'   24   Found The Metal Cap of Thengel
        212226   1650'   24   Killed Beorn, the Shape-Changer
        215596   1650'   25   Reached level 25
        218550   1750'   25   Killed Ulwarth, Son of Ulfang
        221429   1850'   26   Reached level 26
        226293   1900'   27   Reached level 27
        232912   1950'   27   Found The Long Bow 'Belthronding'
        246374   1950'   27   Found The Dagger 'Narthanc'
        247997   2000'   27   Killed Grishnakh, the Hill Orc
        264679   2150'   28   Reached level 28
        265105   2150'   28   Found The Leather Shield of Celegorm
        265145   2150'   28   Found The Dagger 'Dethanc' (LOST)
        271099   2150'   28   Killed Lagduf, the Snaga
        274994   2300'   28   Killed Smeagol
        282930   2400'   28   Found The Augmented Chain Mail of Caspanion
        283360   2400'   28   Killed Scatha the Worm
        283360   2400'   29   Reached level 29
        283382   2400'   29   Found The Broad Axe 'Barukkheled'
        286417   2400'   29   Found The Light Crossbow 'Cubragol'
    
    
      [Options]
    
    Maximize effect of race/class bonuses        : yes (adult_maximize)
    Randomize some of the artifacts (beta)       : no  (adult_randarts)
    Restrict the use of stairs/recall            : no  (adult_ironman)
    Restrict the use of stores/home              : no  (adult_no_stores)
    Restrict creation of artifacts               : no  (adult_no_artifacts)
    Don't stack objects on the floor             : no  (adult_no_stacking)
    Lose artifacts when leaving level            : no  (adult_no_preserve)
    Don't generate connected stairs              : no  (adult_no_stairs)
    Adult: Monsters chase current location       : yes (adult_ai_sound)
    Adult: Monsters chase recent locations       : yes (adult_ai_smell)
    Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
    Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
    Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
    Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
    Score: Peek into object creation             : no  (score_peek)
    Score: Peek into monster creation            : no  (score_hear)
    Score: Peek into dungeon creation            : no  (score_room)
    Score: Peek into something else              : no  (score_xtra)
    Score: Know complete monster info            : no  (score_know)
    Score: Allow player to avoid death           : no  (score_live)
  • Sirridan
    Knight
    • May 2009
    • 560

    #2
    Found escapes, so diving should go rather quickly now. How deep should I go? 98?

    Comment

    • LCC
      Adept
      • Jul 2009
      • 168

      #3
      Originally posted by Sirridan
      Found escapes, so diving should go rather quickly now. How deep should I go? 98?
      You had better loiter at dlvl 50 until you get resist fear and blindness. There are over 40 monsters which terrify or blind past dlvl 50. Also: Pete Mack says that stat gain becomes difficult the deeper you go, because potions are not considered for object generation...
      Lonnie Courtney Clay - see:
      http://groups.google.com/group/lonni...ney-clay?hl=en

      Comment

      • Psi
        Knight
        • Apr 2007
        • 870

        #4
        Originally posted by LCC
        You had better loiter at dlvl 50 until you get resist fear and blindness. There are over 40 monsters which terrify or blind past dlvl 50. Also: Pete Mack says that stat gain becomes difficult the deeper you go, because potions are not considered for object generation...
        rFear is only a nice to have and he has telepathy, so rBlind is not compulsory either. Given your speed, I'd be dropping like a stone now, going for high XP/low risk targets along the way to boost CL. However I haven't played Vanilla recently so I don't know about the 'stat gain' concerns.

        Comment

        • Sirridan
          Knight
          • May 2009
          • 560

          #5
          Originally posted by Psi
          rFear is only a nice to have and he has telepathy, so rBlind is not compulsory either. Given your speed, I'd be dropping like a stone now, going for high XP/low risk targets along the way to boost CL. However I haven't played Vanilla recently so I don't know about the 'stat gain' concerns.
          Thats what I'm doing, I stopped last night at dlvl 86, and I have 26 unhasted speed right now.

          I'm just avoiding things I can't resist and plowing through everything else quite well. I'm hoping for some other source of speed so I can get rid of cubragol... I miss my Belthondring!

          Comment

          • Sirridan
            Knight
            • May 2009
            • 560

            #6
            At clvl 34 now nearing the bottom of the pit. Going to search 97/98 now for gear and such and hopefully soon I shall be leveled and geared out enough to kill sauron and morgoth. We shall see what develops!

            Comment

            • ehertlein
              Scout
              • Aug 2007
              • 40

              #7
              Can I just say it boggles my mind that you are down at 97/98 at 34. I don't feel safe at 50. What does a typical stay on a level entail for you?

              Comment

              • Sirridan
                Knight
                • May 2009
                • 560

                #8
                Originally posted by ehertlein
                Can I just say it boggles my mind that you are down at 97/98 at 34. I don't feel safe at 50. What does a typical stay on a level entail for you?
                If you think that's good, look at PowerDiver's runs on RGRA.

                But it's typically me hoping there are no undead pits or large groups of incorporeals that can chase me across the level. Then I basically go dragon hunting / detecting treasure to find neat stuff to use. A lot of the time it was me using ?escapes to make stairs and change levels because many were too dangerous.

                I still can't believe I died because I forgot free action in a gear swap..

                Comment

                • will_asher
                  DaJAngband Maintainer
                  • Apr 2007
                  • 1124

                  #9
                  Originally posted by Sirridan
                  I still can't believe I died because I forgot free action in a gear swap..

                  It would really stink to get that far and then die because of something like that. I feel for you, man.
                  Will_Asher
                  aka LibraryAdventurer

                  My old variant DaJAngband:
                  http://sites.google.com/site/dajangbandwebsite/home (defunct and so old it's forked from Angband 3.1.0 -I think- but it's probably playable...)

                  Comment

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