The Angband Ladder: Xobin IV, Kobold Priest by <stemonitis@hotmail.com>

  [Angband 3.0.5 beta 1 Character Dump]

 Name   Xobin IV                                 Self  RB  CB  EB   Best
 Sex    Male              Age        20   STR:     16  -1  -1  +0     14
 Race   Kobold            Height     39   INT:     15  -1  -3  +0     11
 Class  Priest            Weight     66   WIS:     16  +0  +3  +0  18/10
 Title  Curate            Status      1   DEX:     10  +2  -1  +1     12
 HP     228/228           Maximize    Y   CON:     16  +2  +0  +2  18/20
 SP     45/45             Preserve    Y   CHR:  18/39  -2  +2  +0  18/39

 Level           28       Armor     [16,+34]     Saving Throw     Superb
 Cur Exp      50980       Fight      (+2,+5)     Stealth       Excellent
 Max Exp      50980       Melee    (+10,+13)     Fighting         Superb
 Adv Exp      67500       Shoot      (+9,+7)     Shooting         Superb
 MaxDepth    Lev 17       Blows       1/turn     Disarming     Very Good
 Gold         50399       Shots       1/turn     Magic Device     Superb
                                                 Perception         Fair
 Burden   112.7 lbs       Infra        60 ft     Searching     Very Good

 You come from a litter of 6 pups. Your father was a hunter, and your
 mother was a prisoner of war. You have black eyes, a reddish-brown
 hide, and small, sharp teeth.


      abcdefghijkl@       abcdefghijkl@
 Acid:............. Blind:.............
 Elec:............. Confu:.............
 Fire:............. Sound:.............
 Cold:............. Shard:.............
 Pois:....+.......+ Nexus:....+........
 Fear:+............ Nethr:.............
 Lite:............. Chaos:.............
 Dark:............. Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:....+........
Feath:............. Sear.:....+........
PLite:............. Infra:....+........
Regen:............. Tunn.:.............
Telep:............. Speed:....+........
Invis:...+......... Blows:.............
FrAct:...........+. Shots:.............
HLife:............. Might:.............


  [Character Equipment]

a) a Flail of *Slay Dragon* (2d6) (+8,+8) (+2) {@2@0 !k!d!v Mughash, 10}
   It increases your constitution by 2.  It is especially deadly against 
   dragons.  It provides resistance to fear.  
b) a Light Crossbow (x3) (+7,+7) {Brodda}
c) a Sapphire Ring of Slaying (+3,+5)
d) a Jet Ring of See Invisible
   It grants you the ability to see invisible things.  
e) an Adamant Amulet of Trickery (+1)
   It increases your dexterity by 1.  It increases your stealth, searching,
   infravision, and speed by 1.  It provides resistance to poison and 
   nexus.  It sustains your dexterity.  
f) The Phial of Galadriel
   It lights the dungeon around you.  It cannot be harmed by the elements.
   It might have hidden powers.
g) Hard Studded Leather (-1) [7,+7]
h) a Cloak [1,+5]
i) a Small Leather Shield [2,+6]
j) a Hard Leather Cap [2,+5]
k) a Set of Gauntlets [2,+4] {10% off}
l) a Pair of Soft Leather Boots of Free Action [2,+7]
   It grants you immunity to paralysis.  


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook]
b) 2 Holy Books of Prayers [Words of Wisdom]
c) a Holy Book of Prayers [Chants and Blessings]
d) a Holy Book of Prayers [Exorcism and Dispelling]
e) 2 Misty Potions of Speed
f) a Clotted Red Potion of Curing Serious Wounds
g) 2 Crimson Potions of Healing
h) 3 Scrolls titled "tem esh uner" of Teleportation
i) 3 Scrolls titled "turseep flit" of Word of Recall
j) 4 Lead Rods of Light
k) a Tin Rod of Acid Balls
l) a Magnesium Rod of Frost Balls
m) a Zirconium Wand of Frost Bolts (11 charges)
n) a Walnut Staff of Perception
o) a Shovel (1d2) (+3,+1) (+1) {@1@0 !k!d!v ^.}
   It increases your tunneling by 1.  
p) 60 Bolts (1d5) (+0,+0) {@9}


  [Home Inventory]

a) 7 Holy Books of Prayers [Beginners Handbook]
b) 7 Holy Books of Prayers [Words of Wisdom]
c) a Brown Speckled Potion of Restoration of Life Levels
d) a Tortoiseshell Ring of Sustenance of Constitution
   It sustains your constitution.  
e) a Moonstone Ring of Protection [+12]
f) a Diamond Ring of Free Action
   It grants you immunity to paralysis.  
g) a Copper Amulet of Regeneration
   It speeds your regeneration.  
h) Hard Studded Leather (-1) [7,+6]
i) a Large Leather Shield [4,+5]
j) a Broken Dagger (Blessed) (1d1) (+8,+3) (+2)
   It increases your wisdom by 2.  It is blessed by the gods.  It might
   have hidden powers.
k) The Dagger 'Nimthanc' (2d4) (+4,+6)
   It cannot be harmed by the elements.  It might have hidden powers.
l) a Dagger for the Slaying of Trolls (1d4) (+2,+4)
   It slays trolls.  
m) a Cutlass of Frost (1d7) (+7,+5) {Wormtongue}
   It is branded with frost.  It provides resistance to cold.  It cannot
   be harmed by cold.  
n) a Broad Sword of *Slay Animal* (2d5) (+4,+4) (+1)
   It increases your intelligence by 1.  It slays animals.  It slows your
   metabolism.  
o) a Bastard Sword for the Slaying of Orcs (3d4) (+6,+3)
   It slays orcs.  
p) a Ball-and-Chain (2d4) (+6,+5) {Boldor, 14}
q) a Lucerne Hammer for the Slaying of Undead Beings (2d5) (+5,+2)
   It slays undead.  
r) a Flail of Venom (2d6) (+3,+5)
   It is branded with poison.  
s) a Flail for the Slaying of Trolls (2d6) (+6,+4)
   It slays trolls.  
t) a Sling (x2) (+7,+4)
u) a Short Bow (x2) (+4,+1)
v) 27 Bolts (1d5) (+7,+5)
w) 19 Bolts (1d5) (+4,+6)
x) 19 Arrows (1d4) (+4,+2)


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : no  (adult_auto_roller)
Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Preserve artifacts when leaving level : yes (adult_preserve)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Randomize some of the artifacts (beta): no  (adult_rand_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
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 24.9.2004 16:38
Last updated on 14.10.2004 17:17

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13340. on the Ladder (of 18973)
5122. on the Angband Ladder (of 6502)
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Comments

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On 24.9.2004 16:38 stemonitis@hotmail.com wrote:
Smeagol - "may drop an exceptional item". Or then again, may drop just 24Au!!

On 24.9.2004 23:01 urmud@urmud.com wrote:
You should favor base armour, which is much cheaper.

Keep an eye out for these items:
1. Leather scalemail
2. Hard leather boots
3. Iron Helm

The black market sometimes has:
1. Partial Platemail
2. Metal Shod Boots
3. Steel Helm

Get 40-50 total armour before going below 300', and orcs will be much less of a problem.

Selling one of each pile of ammo you get will identify the rest. If they're not cursed, sell them all.


On 26.9.2004 15:22 stemonitis@hotmail.com wrote:
The trouble with better armour (as opposed to better enchanted armour) is that it's usually heavier. Already when come back from the dungeon with my pockets full, my speed will have dropped to -3 of -4; if I wore heavier armour, I'd be even slower.

On 26.9.2004 22:34 urmud@urmud.com wrote:
A shield is very heavy for what little armour it gives. Sell it, save 5.0 lbs for loot.

Use a longbow instead of a sling. Its ammo is much lighter, and its multiplier is bigger. On 40 ammo, a longbow will save you 8.0 lbs.

If you're not using melee much, using a whip instead of a mace will save you 9.0 lbs.

Upgrading from soft studded leather to leather scalemail is 2.0 lbs heavier, for +6 ac. A partial platemail is another +12.0 lbs, for an extra +11 ac.

A metal cap is 0.5 lbs heavier than a hard leather cap, for +1 ac.

Hard leather boots are 2.0 lbs heavier for +1 ac.

I never use the first prayer book, that's 3.0 lbs I'd rather use for something else.

Carrying a bunch of id scrolls will also help with your weight problem, since you can then safely discard heavy unenchanted weapons/armours.

You don't need more than 2 flasks of oil. Leave the others at home, or sell them. 3.0 lbs.

A shovel is 6.0 lbs and isn't as lucrative as finding wands and enchanted weapons. Sell it.


On 27.9.2004 10:17 stemonitis@hotmail.com wrote:
I can see we have different playing styles, Urmud! But at least some of what you say is applicable. There are a bunch of things I will upgrade when I find something suitable, but since my current ones are enchanted, they are not easy to beat. For instance a Sling (+4, +4) beats a Long Bow (+0, +0) any day. Similarly, Soft Leather Boots [2, +5] are much better than Hard Leather Boots [3, +0]. I could spend all my money on enchanting up new stuff to beat my current stuff, or I could save my money for other things until I find better stuff lying on the dungeon floor.

I use melée a lot, so the Whip would be stupid, and I do need more than 2 flasks of oil. Not only could I be down for longer than 15000 turns, they can (and will) be destroyed by frost. I find 5 to be a nice safe number.

The first prayer book has Call Light, and detecting both Traps and Doors / Stairs - all absolutely necessary. I haven't got anything useful from the 3rd book yet, but I will, so it stays.

On 27.9.2004 18:36 urmud@urmud.com wrote:
I focus mainly on the 300' to 500' depth, where orcs first appear and you can get rich quick. Once you move on to hounds and stat gain everything changes.

My current half-orc mage mostly meleed his way to stat gain. I strike breathers and casters preemptively, or ambush them around a corner. I go through recall scrolls at an alarming rate but don't need much oil or food.

Your natural bow skill is good, so a longbow (+0,+2) beats a sling (+4,+4). Selling the sling would pay for it.

Selling ammo and enchanted equipment you won't use (your house is full of such) would pay to enchant better base armour. Discarding the shield and upgrading to leather scalemail are the main things.

I do carry phase door/teleport, cure potions and recall, because if I get into a bad situation I'll want to escape, heal and get home.

I keep my studies to get everything in the second book as soon as I can, and still have enough to get OoD early. I wouldn't even carry the 3rd book until I can cast OoD regularly, let alone the 1st book.

I'm amazed at how much you keep in your home. I'd sell everything except the 4th spellbook and the restore strength potion, and pour that money into better equipment...


On 28.9.2004 10:25 stemonitis@hotmail.com wrote:
I don't want to buy just any old equipment - I'm waiting for the right stuff to turn up. My characters are always patient and cautious and dive slowly (Can that even be called diving?). The stuff in the house is my collateral for buying things later - since I don't need the room in my house I can use it for the storage of junk. If I sold all the stuff, then any pickpocket could steal the money from me (I've just killed Wormtongue, so that's less of a problem now - he stole from me several times), whereas in the house, it's all perfectly secure. When a good bow turns up, naturally I'll use it, and I may even sell some of the junk in my house to pay for it. Until then, my sling suits me fine. It's not my main weapon (although it did kill Wormtongue), I just use it so I don't have to chase things that run away in tears.

On 28.9.2004 12:47 stemonitis@hotmail.com wrote:
As luck would have it, Brodda the Easterling flung a Light Crossbow (+4, +5) when he died, so the Sling has finally been mothballed. And now that I'm armed with Orb od Draining, things might going rather quicker or at least easier.

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