The Angband Ladder: Stroverdex, Dwarf Ranger by PowerDiver

  [Angband 3.1.1 dev Character Dump]

 Name   Stroverdex                               Self  RB  CB  EB   Best
 Sex    Male         Age             48   STR:  18/80  +2  +2  +4 18/160
 Race   Dwarf        Height          48   INT! 18/100  -3  +2  +6 18/150
 Class  Ranger       Weight         154   WIS:     18  +2  +0  +6  18/80
 Title  Ranger Lord  Social       Liked   DEX:  18/20  -2  +1  +6  18/70
 HP     1017/1017    Maximize         Y   CON:  18/90  +2  +1 +10 18/***
 SP     306/306                           CHR:  18/10  -3  +1  +3  18/20


 Level               49   Armor   [26,+101]     Saving Throw         91%
 Cur Exp        6073829   Fight   (+13,+12)     Stealth        Very Good
 Max Exp        6073829   Melee   (+21,+22)     Fighting       Legendary
 Adv Exp        6750000   Shoot   (+37,+19)     Shooting       Legendary
 MaxDepth   4950' (L99)   Blows      3/turn     Disarming            86%
 Turns           288787   Shots      2/turn     Magic Device      Heroic
 Gold            397236   Infra       80 ft     Perception        1 in 1
 Burden       288.5 lbs   Speed          30     Searching            61%

 You are the only child of a Dwarven Miner.  You are the black sheep of
 the family.  You have dark brown eyes, wavy brown hair, a two foot
 beard, and a dark complexion.


 Acid:......++*+... Confu:......+......
 Elec:.......+..... Sound:........+....
 Fire:.......+.+... Shard:.........+...
 Cold:.......+..... Nexus:....+........
 Pois:....+.++..... Nethr:.............
 Fear:........+.... Chaos:........+....
 Lite:.....+....+.. Disen:.........+...
 Dark:.....+....... S.Dig:+............
Blind:............+ Feath:.............

PLite:..........+.. Aggrv:.............
Regen:............. Stea.:....+........
Telep:+............ Sear.:....+....+...
Invis:.....+....... Infra:....+.......+
FrAct:........+.+.. Tunn.:.............
HLife:.....+....... Speed:..+++......+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.+...........
 Fear:............. Might:.............


  [Character Equipment]

a) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
     +3 wisdom, constitution.
     Slays dragons.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     Takes 152 turns to recharge at your current speed.
     
     Combat info:
     3 blows/round.
     Average damage/round: 46.3 vs. dragons, and 30.9 vs. others.
     
b) a Heavy Crossbow of Extra Shots (x4) (+24,+19) (+1)
     +1 shooting speed.
     
c) a Ring of Speed (+8)
     +8 speed.
     
d) a Ring of Speed (+14)
     +14 speed.
     
e) an Amulet of Trickery (+3)
     +3 dexterity, stealth, infravision, speed.
     +15% to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
f) The Arkenstone of Thrain {!!}
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     Takes 117 to 228 turns to recharge at your current speed.
     
     Radius 3 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.
     
     When activated, it destroys all traps and doors surrounding you.
     Takes 38 turns to recharge at your current speed.
     
h) The Cloak 'Colluin' [1,+15] {!!}
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     Takes 421 turns to recharge at your current speed.
     
i) The Small Metal Shield of Thorin [4,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
j) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15% to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it fires a magic missile with damage 3d4.
     Takes 7 turns to recharge at your current speed.
     
     Radius 1 light.
l) a Pair of Leather Sandals of Speed [1,+10] (+9)
     +9 speed.
     


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) 3 Books of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
f) 2 Books of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
     
g) 3 Books of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
     
h) 6 Potions of Healing {!*}
     
i) 94 Scrolls of Identify {@r1}
j) 2 Scrolls of *Destruction* {!*}
k) 3 Rods of Detection {!!}
     Cannot be harmed by electricity.
     
l) 2 Rods of Magic Mapping {!!}
m) 5 Rods of Acid Balls {!!}
n) a Rod of Healing (charging) {!! !*}
     Cannot be harmed by electricity.
     
o) 5 Rods of Teleport Other {@z4 !!}
p) a Rod of Identify {@z1 !!}
     Cannot be harmed by electricity.
     
q) 3 Staves of *Destruction* (5 charges) {!*}
     
r) a Staff of Healing (3 charges)
     
s) a Staff of Banishment (2 charges)
     
t) 2 Staves of Power (3 charges)
     
u) 99 Bolts of Flame (1d5) (+9,+9)
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 127.7.
     25% chance of breaking upon contact.
     
v) 27 Bolts of Acid (1d5) (+3,+9)
     Branded with acid.
     Cannot be harmed by acid.
     
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 383.1 vs. creatures not resistant to acid, 
     and 127.7 vs. others.
     25% chance of breaking upon contact.
     
w) 27 Seeker Bolts of Wounding (4d5) (+15,+16)
     Combat info:
     Hits targets up to 140 feet away.
     Average damage/round: 195.5.
     25% chance of breaking upon contact.
     


  [Home Inventory]

a) 3 Potions of *Healing* {!*}
     It can be thrown at creatures with damaging effect.
     
b) 3 Potions of Life {!*}
     It can be thrown at creatures with damaging effect.
     
c) 6 Potions of Restore Mana
d) a Scroll of Banishment
e) a Scroll of Mass Banishment {!*}
f) 4 Staves of the Magi (11 charges)
     
g) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     Takes 573 to 1140 turns to recharge at your current speed.
     
h) an Amulet of the Magi [+4] (+4)
     +4 intelligence.
     +20% to searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
i) an Amulet of ESP (+8)
     +40% to searching.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
j) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
k) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it heals 500 hit points.
     Takes 760 turns to recharge at your current speed.
     
l) Power Dragon Scale Mail (-3) [40,+22]
     Provides resistance to acid, lightning, fire, cold, poison, light, 
     dark, confusion, sound, shards, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe for 300 damage.
     Takes 1143 to 2280 turns to recharge at your current speed.
     
m) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) a Golden Crown of the Magi [0,+9] (+1)
     +1 intelligence.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Grants telepathy.
     
o) a Jewel Encrusted Crown of Might [0,+16] (+3)
     +3 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.
     
p) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it cures you of fear and poison.
     Takes 19 turns to recharge at your current speed.
     
q) The Bastard Sword 'Calris' (5d4) (+9,+20) (+5)
     +5 constitution.
     Slays evil creatures, demons, trolls.
     *Slays* dragons.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     Combat info:
     4 blows/round.
     Average damage/round: 61.2 vs. evil creatures, 74.8 vs. demons, 
     74.8 vs. trolls, 102.1 vs. dragons, and 47.6 vs. others.
     
r) The Katana 'Aglarang' (8d4) (+9,+8) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     Combat info:
     4 blows/round.
     Average damage/round: 41.8.
     
s) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Slays demons, orcs, trolls.
     *Slays* dragons.
     Branded with acid, flames.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     Combat info:
     3 blows/round.
     Average damage/round: 71.2 vs. demons, 71.2 vs. orcs, 71.2 vs.
     trolls, 71.2 vs. creatures not resistant to acid, 71.2 vs.
     creatures not resistant to fire, 93.6 vs. dragons, and 48.8 vs.
     others.
     
t) a Sling of Buckland (x2) (+19,+22) (+2)
     +2 dexterity, shooting speed, shooting power.
     Cannot be harmed by acid, fire.
     
u) a Long Bow of Extra Might (x3) (+17,+21) (+1)
     +1 shooting power.
     
v) 19 Arrows of Slay Dragon (1d4) (+13,+16)
     Slays dragons.
     
w) 77 Seeker Arrows (4d4) (+9,+9)
x) 77 Mithril Arrows (3d4) (+9,+8)
     Cannot be harmed by acid, fire.
     


  [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              : yes (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)



Posted on 24.4.2009 23:23
Last updated on 15.5.2009 19:58

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5788. on the Ladder (of 19032)
2393. on the Angband Ladder (of 6531)
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Comments

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On 24.4.2009 23:23 PowerDiver wrote:
The discussion of starting stats inspired my to start a ranger with base str 18 and dex 10, further emphasized by playing a dwarf.

On 25.4.2009 05:46 Pete Mack wrote:
Well, OK... I don't think I like that combo, between "fair" stealth and 3 blows essentially forever.


On 25.4.2009 06:50 PowerDiver wrote:
Blows? By the time he would have 4 blows with other stats, hopefully will be shooting multiple shots.

OK -- this guy died from a terminal lack of SI, but maybe the next one will do better.


On 27.4.2009 06:00 PowerDiver wrote:
This is another char with the same starting stats. I managed to find a situation to use an amulet of inertia, which is only viable because of two rings of teleportation and no other useful rings.

On 28.4.2009 09:41 PowerDiver wrote:
The question is whether to swap in Thranduil + defender gaining 2int + 2stealth + regen but losing 3 con.

On 28.4.2009 20:14 PowerDiver wrote:
Oh, the pain! I saw ?MB8 only lightly guarded in one of those 4-triangle vaults, but I neglected to buy ?MB3 for stone2mud this trip I almost always have wands.by this depth, forgot about it. Str 18/70 with a trident would take too much time to dig granite on a hard dive, so I left ?MB8 with some orcs. :(

On 29.4.2009 07:41 PowerDiver wrote:
Just bought the boots of speed(+9) for a paltry 32K. Even with a recall depth of 4000', that shouldn't be for sale IMO. At least I will be swapping out Dal-i-thalion so it costs me a bit. Otherwise it would feel like cheating.

On 29.4.2009 20:09 PowerDiver wrote:
Quick update to show I really plan to use some (-8,-8) arrows, partly since I don't feel like going through the hassle of buying out the general store, but more just to do it.

On 30.4.2009 09:35 PowerDiver wrote:
Finally got ?MB8 at 4150', now have branded arrows, still do not recall any arrows over (1d4)(+1,+1) this game. Sticking with Thalkettoth over Arvedui and Rohirrim even though going without rConf or rNexus.

On 3.5.2009 09:24 PowerDiver wrote:
Still looking for an xbow with +1 shots. Seeker ammo exceedingly rare. Wonder if I will lose my mind and attack Sauron with arrows bought from general store.

On 4.5.2009 09:03 PowerDiver wrote:
Now that I have Colluin, is it safe to toss Ingwe and MHDSM and Paur{elec}? It seems obvious, but I have a nagging doubt I cannot shake.

On 4.5.2009 11:05 PowerDiver wrote:
P.S. Have seen and squelched ?MB9 and ?PB9, killed over 5K monsters [mostly *deep*], and stat gain is only half over.


On 5.5.2009 07:08 PowerDiver wrote:
Collected 3 !con and 1 !augmentation [and other stat potions] on a single trip. When it rains, it pours. Also found my 4th stack of seeker arrows, and some mithril arrows I'll have to make room for at home. Just passed 250K turns.

On 5.5.2009 08:54 geoff_tewierik wrote:
At which point do you decide to go down to battle Morgy?

On 5.5.2009 18:42 PowerDiver wrote:
To fight M, first off you need enough speed, and a sufficiently high damage rate that you can maintain long enough to kill him. I suppose if I swapped in Aglarang I would have the minimum required speed, but I would still be too wimpy. I'm unsure whether I could even take Sauron at the moment, but there's no point trying when I'd just have to go looking for stuff afterwards anyway.

On 6.5.2009 09:17 PowerDiver wrote:
Got PDSM from a wyrm, have killed about 40 D's deeper than AMHDs. That sure simplifies worrying about home slots. I need to find a ring to swap for =con+5 so I can use Calris effectively. I guess I shouldn't have tossed a previous =speed+7.


On 7.5.2009 02:17 PowerDiver wrote:
This update is especially for Pete. If I want to cover all my resists, admittedly not necessarily the best policy, I end up with 5 blows, even though it's a dwarf currently with base dex of 18/10.

On 7.5.2009 06:22 Pete Mack wrote:
OK, that cracks me up. I can't imagine using Thalkettoth over PDSM, but it does indeed give 5 blows, and it gets you to Morgoth-killing speed.

Did you kill Sauron yet? Aglarang and a Ring of Acid makes an astonishingly effective combination, especially for poor DEX characters. With the Necklace, you won't have to give up a lot of HP, either, and 16 speed unhasted is adequate.


On 7.5.2009 07:30 PowerDiver wrote:
I'm stuck with trickery for rNexus. I got confused and tossed Arvedui and Isildur, remembering the good old days when PDSM meant that was fine.

Unfortunately, Aglarang + acid is no better than shooting 1d4 arrows if my arithmetic is right. I played another trip, able to get rDis without Calris, switched to Caspanion to make up the con. PDSM just doesn't cut it lacking rNexus.

It's a new savefile, so I am shooting arrows I presume uniques will resist for the monster memory. I don't have the patience to take M with the ammo I have, so no hurry on S, just punting uniques while I hope for a stack of seeker arrows, or better yet acid shots [have buckland+2] or that artifact heavy xbow [have acid bolts].

I killed Saruman with arrows (1d4)(+4) and that was painful. I'm not bored enough to take on Sauron yet. Maybe I'll take your advice and use Aglarang to save on the keypresses.


On 8.5.2009 03:43 PowerDiver wrote:
I took out Sauron with this kit, acid bolts and seeker bolts from heavy xbow +1 shot. He never summoned or teleported, so it was easy. I wonder if I should try to search out Vecna with my the acid bolts I recovered. I am almost tempted to go after Morgoth with the sling, the *third* buckland(+2) sling this game.


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