The Angband Ladder: Earad, Dwarf Paladin by Pete Mack

  [Angband 3.1.0 dev Character Dump]

 Name   Earad                                    Self  RB  CB  EB   Best
 Sex    Female       Age             39   STR:     17  +2  +3  +0  18/40
 Race   Dwarf        Height          47   Int:     10  -3  -3  +0      4      3
 Class  Paladin      Weight         119   WIS:     17  +2  +1  +3  18/50
 Title  Knight       Social      Lordly   DEX:     15  -2  +0  +0     13
 HP     342/342      Maximize         Y   CON:     16  +2  +2  +3  18/50
 SP     57/57                             CHR:     12  -3  +2  +1     12

 Level               28   Armor    [25,+60]     Saving Throw      Superb
 Cur Exp          74876   Fight     (+0,+3)     Stealth        Excellent
 Max Exp          74876   Melee   (+16,+11)     Fighting          Heroic
 Adv Exp          77500   Shoot    (+9,+23)     Shooting          Superb
 MaxDepth   2600' (L52)   Blows      1/turn     Disarming           Good
 Turns           214841   Shots      1/turn     Magic Device      Superb
 Gold             29236   Infra       50 ft     Perception          Poor
 Burden       135.3 lbs   Speed      Normal     Searching           Fair

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


      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 Maul (Defender) (4d4) (+16,+8) [+8] (+4 stealth)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 1 blow per round,
     averaging a damage of 21 against normal creatures.
b) a Sling of Power (x2) (+9,+23)
c) (nothing)
d) a Jasper Ring of Constitution (+3)
     +3 constitution.
     Sustains constitution.
e) an Adamant Amulet of Wisdom (+3)
     +3 wisdom.
     Sustains wisdom.
f) a Wooden Torch (3850 turns)
     Radius 2 light, reduced when running of out fuel.
g) Leather Scale Mail of Resist Acid (-1) [10,+10]
     Provides resistance to acid.
     Cannot be harmed by acid.
h) a Fur Cloak [3,+3]
i) a Wicker Shield [2,+5]
j) an Iron Helm of Beauty [5,+13] (+1)
     +1 charisma.
     Sustains charisma.
k) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
l) a Pair of Leather Boots of Stealth [2,+7] (+2)
     +2 stealth.


  [Character Inventory]

a) 2 Holy Books of Prayers [Beginners Handbook]
b) 2 Holy Books of Prayers [Words of Wisdom]
c) 2 Holy Books of Prayers [Chants and Blessings]
d) 15 Cyan Potions of Cure Critical Wounds
e) a Blue Speckled Potion of Speed
f) 10 Scrolls titled "des propo" of Phase Door
g) 6 Scrolls titled "nicio stlis" of Word of Recall
h) 6 Scrolls titled "ma ta imo sa" of Deep Descent {!*}
i) a Mithril Rod of Treasure Location {!!@z2}
j) a Brass Rod of Frost Bolts
k) a Pewter Rod of Teleport Other {!!}
l) 3 Aluminum Rods of Light {!!@z5}
m) an Ivory Wand of Teleport Other (7 charges)
n) a Silver Staff of Teleportation (7 charges) {!*}
o) 2 Bamboo Staffs of Identify (20 charges)
p) a Ruby Ring of Delving
q) The Katana 'Aglarang' (8d4) (+8,+9) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     With this weapon, you would currently get 2 blows per round.  Each
     blow will do an average damage of 32 against normal creatures.
r) 10 Iron Shots (1d4) (+5,+3)
     Fired from your current missile launcher, this arrow will hit targets
     up to 100 feet away, inflicting an average damage of 31 against
     normal creatures.
     25% chance of breaking upon contact.
s) 19 Iron Shots (1d4) (+0,+0)
     Fired from your current missile launcher, this arrow will hit targets
     up to 100 feet away, inflicting an average damage of 28 against
     normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 2 Clotted Red Potions of Healing
     When ingested, it restores 300 hit points, heals cut damage, and c
     ures stunning, poisoning, blindness, and confusion.
     Provides nourishment for about 400 turns under normal conditions.
b) an Indigo Potion of Restore Mana
     When ingested, it restores your mana points to maximum.
c) 13 Scrolls titled "infinves pue" of Teleport Level {!*}
     When read, it teleports you one level up or down.
d) a Quartz Ring of Dexterity (+1)
     +1 dexterity.
     Sustains dexterity.
     
e) a Platinum Ring of Soulkeeping {uncursed}
     Sustains strength, intelligence, wisdom.
     
f) a Moonstone Ring of Teleportation (+2 speed)
     +2 speed.
     Induces random teleportation.
     
g) an Obsidian Ring of Free Action
     Prevents paralysis.
     
h) a Plain Gold Ring of See Invisible
     Grants the ability to see invisible things.
     
i) a Coral Amulet of Charisma (+6)
     +6 charisma.
     Sustains charisma.
     
j) a Sea Shell Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
k) a Ruby Amulet of Regeneration
     Speeds regeneration.
     
l) a Brass Amulet of Infravision (+1)
     +1 infravision.
     
m) a Glaive of Extra Attacks (2d6) (+3,+4) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 14 against normal creatures.
n) a Whip of Extra Attacks (1d3) (+5,+6) (+2)
     +2 attack speed.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 11 against normal creatures.


  [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)
Don't preserve 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)



Posted on 9.9.2008 04:33

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13139. on the Ladder (of 18974)
5048. on the Angband Ladder (of 6502)
47. for this player (

Comments

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On 9.9.2008 04:33 Pete Mack wrote:
An attempt to dive with a Paladin. I'm using the defender for rBase & FA/SI so that I can have rCold, and use AoWIS, and some better rings.
Also for Stealth at least until I find a source of Detection.

I can't kill much, though the half-decent sling helps...

On 9.9.2008 07:51 PowerDiver wrote:
I think you just have to make do as best you can wielding Aglarang. I don't think you even carry "rElec as a swap, because when you switch it in you would risk "wis. The real question is whether to take off =con to put on =FA. When your con gets higher the hp might be more valuable.

On 13.9.2008 01:59 aeneas wrote:
I think I would go with FA over =Con here if you use Aglarang- as PowerDiver points out the +3 Con isn't, by itself huge at this point. Lack of FA might be. Also, ghoul/ghast groups are among the best sources of stat potions at this depth.

I think I might go with the Defender though, at this point, and use the sling to kill (cause you won't kill much with the maul.) Well, I'm probly wrong about that, since I'm contradicting PowerDiver, but I'd take the Stealth, full rbase, 3 points of Con, etc over the +5 speed, unless it gave me at least +10.

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