The Angband Ladder: Sapphire II, Automaton Adventurer by <maija.toivola@spamisevil-tut.fi>

  [Steamband 0.3.8 Character Dump]

 Name   Sapphire II                              Self  abcdefghijkl@   Best
 Sex    Female            Age       130   MUS:    495  ......*.1.*7.   815
 Race   Automaton         Height     81   AGI:    357  ......*24877.   777
 Class  Adventurer        Weight     99   VIG:    669  ......*..8.7.   959
 Title  ***WINNER***      Status     47   SCH:    278  .....**..8...   618
 WP     177/177                           EGO:    116  ......*2.8...   356
 SP     562/562           Preserve    Y   CHR:    199  ......*..8.7.   489

 Level           50       Armor   [193,+143]     Saving Throw      Very Good
 Cur Exp   22877402       Blows       5/turn     Stealth             Abyssal
 Max Exp   22877402       Shots       4/turn     Fighting      Legendary[5+]
 Adv Exp   ********       Infra         0 ft     Shooting      Legendary[5+]
                                                 Disarming              Good
          Stat     Skill     Weap.     Total     Magic Device           Poor
 Melee (+19,+17) (+20,+20) (+15,+14) (+78,+81)   Perception       First-rate
 Shoot  (+19,+0)  (+10,+0) (+20,+41) (+73,+41)   Searching        First-rate

     You are a robot. You are made from silver. You were once a
     man.  You have glowing sapphires for eyes, a blocky torso,
     and a cylindrical head.



   Disarming Traps  1
           Stealth  1
         Searching  5
       Trailblazer 20
         Keen Eyes  1
    Systems Cypher 20
    Utility Cypher 20
   Neophyte Combat 20
   Standard Combat 20
   Advanced Combat 20
     Master Combat 20
      Power Strike 20
   Critical Strike 20
   Accurate Strike 20
    Vicious Strike 20
        Swift Blow 20
    Weapon Finesse 20
      Martial Arts  1
 Neophyte Firearms 20
 Standard Firearms  1
           Pistols  1
            Rifles  1
          Shotguns  1
     Accurate Shot 10
          Throwing  1
    Hafted Weapons  1
          Polearms  1
            Swords  1
           Daggers  1
              Axes  1
     Blunt Weapons  1
Survival Technique 14
             Latin  1
       Occult Lore  1
      Ritual Magic  1
      Spirituality  1
     Tempered Will  1
     Using Devices  1
         Toughness 20
         Fortitude 20
         Iron Body  8


  [Last Messages]

> You bash the Ankou two times.
> The Fujin blinks toward you.
> The Akkadian blinks. <2x>
> The Fujin blinks. <3x>
> You hear grinding noises.
> The Akkadian (offscreen) blinks toward you.
> Your blade glances off the Ankou!
> It was a superb sequence of hits.
> Three blows mangle the Ankou.
> The Akkadian blinks toward you.
> The Fujin blinks.
> You hear grinding noises.
> You have 40 "Clanking Geocid" Mechanisms of Teleportation (c).
> There is a wall blocking your way.
> You are being crushed! <3x>


  [Character Equipment]

a Pneumatic Axe of Melting (3d8|7) (+15,+14)
an Elephant gun of Extra Shots (x3) (+20,+41) (+3)
an Obsidian Ring of Resist Bewilderment
an Oak Ring of Celerity (+14)
a Bronze Amulet of Shadow (+9 to stealth)
The Pocket Lantern of Sherlock Holmes [4] (+12, +4)
a Titanium Torso of Repair [60,+26] (+14)
a Fur Cloak of the Stars [3,+17] (+2)
a Set of Petticoats of the Olympian [5,+24] (+4, +1)
a Titanium Head (Steam-powered) [50,+9] (+6, +8)
a Pair of Titanium Arms of Power [50,+8] (+6, +7, +10)
a Pair of Steel Legs of Speed [25,+6] (+3, +7, +14)


  [Character Inventory]

17 Flasks of oil
37 "Alien Macrocom" Mechanisms of Phase Door
40 "Clanking Geocid" Mechanisms of Teleportation
5 "Molybdenum Synchroscope" Mechanisms of Teleport Level
15 "Moaning Aeroton" Mechanisms of Word of Recall
4 "Copper-Plated Teledyne" Mechanisms of Detailed Object Analysis
4 "Zinc-Plated Anemocid" Mechanisms of Protective Force Field
55 "Platinum Seismonet" Mechanisms of Repair Kit
35 "Zirconium Radiometer" Mechanisms of *Repair* Kit
a Rifle Ammunition Generator
The Ring of Field Generation (+6, +20) {cursed}
a Mithril Amulet of *Regeneration*
The Nautilus of Captain Nemo (+20, +15, +2)
a Pike of Corrosion (3d5|2) (+23,+22) [6,+0] (+2)
a Mace of Slay Construct (2d4|2) (+17,+13)
a Col. Moran's Air Rifle of the Safari (x3) (+32,+25) (+1)
37 Rifle bullets of Hurt Automata (2d11|0) (+17,+10) (330/1320)
34 Rifle bullets of Hurt Elemental (2d13|0) (+13,+9) (333/1332)
33 Hollow-point rifle bullets of Hurt Construct (2d33|0) (+15,+7) (387/1
28 Hollow-point rifle bullets of Hurt Evil (2d33|0) (+10,+9) (393/1572)


  [Home Inventory]

a Pair of Iron Legs of Motion [30,+1] (+4, +7)
3 Rhodonite Rings of Freedom of Mobility
a Tortoise Shell Ring of Slaying (+20,+21)
The Ring of Dr. Materialismus (+8, +5)
The Ring of Edison (+8)
The Ring of Tesla (+12 to speed) {cursed}
The Amulet of Arbaces (+15, +3, +10)
The Mystical Amulet of John Dee (+10, +4, +6)
The Electric Lamp of Edison [3]
The Fluorescent Photic Illuminator of Tesla [5] (+5, +18, -10) {cursed}
The Professional Suit of Alfred Nobel [18,+38]
The Tweed Jacket of Sexton Blake [11,+30] (+4, +2)
a Cloak (Etheric) [1,+23] (+2 to speed)
The Deerstalker of Sherlock Holmes [8,+20] (+8, +4)
The Mask 'Le Loup Blanc' [0,+12] (+12, +5, +1)
The Green-tinted Glasses of Auguste Dupin [8,+8] (+8, +4)
a Quarterstaff (Holy) (1d9|3) (+10,+8) [9,+2] (+7)
a Battle Axe of Power (2d8|5) (+17,+17) [-9] (+7, +1) {cursed}
a Short Sword of Eternity (1d7|1) (+4,+7) (+10, +4)
a Short Sword of Eternity (1d7|1) (+15,+16) (+9, +4)
a Cutlass (Defender) (1d7|2) (+11,+18) [+11] (+4 to stealth)
a Trident (Lunar) (1d8|2) (+5,+16) [1,+0] (+4, +1)
a 10 Gauge Shotgun of Ferocity (x4) (+22,+53) (+1)


  [Options]

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)
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 4.2.2005 00:14
Last updated on 4.2.2005 21:00

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15. on the Steamband Ladder (of 319)
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On 4.2.2005 00:14 maija.toivola@spamisevil-tut.fi wrote:
This is actually not the second Sapphire, but I didn't bother incrementing the Roman number for the ones that didn't amount to much. I think for a combination like mine there are two critical phases, the early game and the end game. Success in the early game is related mostly to item luck. It is possible to get very powerful items very early on (eternity ego item in my case), but lack of something important like confusion resistance will lead to frustrating and often dangerous scumming.

Now I am in the late game again. Rockets and guided missiles are BY FAR the most dangerous thing around and utterly deadly. They do lots of unresistable damage and destroy cover. The only reason my character has any chance is that she has found an amulet that gives wraithform. I get messages that indicate she is supposed to sometimes lose HP while in the wall, but she doesn't. Good for me. Monsters don't cast spells into walls, and so Sapphire II is able to stay in place relying on her superb AC and extremely slowly and tediously whittle away the HP of tough monsters like Nazi Panther Tanks. I would like to be able to just press Ctrl and lean on an arrow key, but that would be too dangerous. Sometimes when there are a lot of monsters the game ignores the Ctrl. (This is not a Steamband specific bug.)

I still don't know how it would be possible to clear an automaton pit as a melee warrior, by the way. I suppose I'm not supposed to.

I just failed my first quest which slashed my reputation. I really think the quest box shouldn't be flammable when the monsters in the vault may decide to fight each other with elemental attacks.

On 4.2.2005 03:41 Elliott946@aol.com wrote:
I don't know how ANYONE could clear a late game automaton pit. Ok, maybe with multiple genocide casts, but it might actually be impossible to KILL them all, and there aren't many things in any 'band that I'd say that about.

On 4.2.2005 19:59 maija.toivola@spamisevil-tut.fi wrote:
After doing an extremely tedious quest for 23 Nazi Panther Tanks on dungeon level 6 Sapphire II swore off from questing. She dived quickly down and killed Dr. Moreau. Sapphire II kept to the walls and beat the doctor gradually to death. It was much like the tanks, but was over quicker and while Moreau was stationary Sapphire II had to change her position a few times when Moreau shattered the granite from under her.

On 4.2.2005 21:00 maija.toivola@spamisevil-tut.fi wrote:
Rejoice! Fu Machu could not stand before the mighty power of munchinism! Fighting him was much like fighting a Nazi Panther Tank, except that Fu Manchu could heal himself. Fortunately monsters can run out of mana in this game, or I would never have killed him. Sapphire II looked around some in the surface and the lab and then retired.

I had a lot of fun in the early and middle portions of the game but in the late game extreme munchkinism in the form of the amulet of shadow took over. I may potentially have been exploiting two broken behaviors (monster AI not functioning properly with walls and me not getting hurt when crushed by walls) but on the other hand missiles are so insanely dangerous you really don't want to get hit by them, particularly more than once in a fight. When really high irresistable damage is combined with wall destruction the result is not pretty.

The only artifact Sapphire II carried in the game was the light source. This is very different from the normal situation in other variants. She also carried a rifle just in case but never ended up firing it.

On 25.11.2005 06:24 wrote:
Congratulations on the win! I totally agree with you about the two difficulties. Once you survive enought to become a predator, life is good until you start fighting those bloody tanks. Mage's have a nice advantage with Greater Dispel Evil, but even still, Rockets are just a pain.

As for vaults, I wish you could steal the EMP grenade's Luddite's seem to cart around with them... Those would be interesting items. But, the only way I've found, again for mages, to wipe out overloaded replicating machine gun vaults is to move close enough to see a few, genocide, heal stats/damage, move closer, genocide, etc... It's not technically beating them, but at least they go away without instant death occurring.

Anyway, congratulations!

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