The Angband Ladder: Brann, Kobold Ranger by Zikke

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             25   STR:  18/48  -1  +2 +11 18/168
 Race   Kobold       Height          35   INT:  18/63  -1  +2  +3 18/103
 Class  Ranger       Weight          67   WIS:     17  +0  +0  +3  18/20
 Title  Pathfinder   Social       Known   DEX:  18/62  +2  +1  +9 18/182
 HP     610/610      Maximize         Y   CON:  18/48  +2  +1 +12 18/198
 SP     133/133                           Chr:     16  -2  +1  +3     18     15


 Level               38   Armor   [46,+117]     Saving Throw         69%
 Cur Exp        1060993   Fight   (+24,+27)     Stealth           Superb
 Max Exp        1060993   Melee   (+24,+27)     Fighting          Superb
 Adv Exp        1232500   Shoot   (+34,+14)     Shooting       Legendary
 MaxDepth   4950' (L99)   Blows      5/turn     Disarming            84%
 Turns           636211   Shots      1/turn     Magic Device      Superb
 Gold            585686   Infra       80 ft     Perception       1 in 19
 Burden       174.1 lbs   Speed          28     Searching            39%

 You come from a litter of 5 pups. Your father was a hunter, and your
 mother was a cook. You have light brown eyes, an olive green hide, and
 small, sharp teeth.


 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 Katana 'Aglarang' (8d4) (+0,+0) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 47 against normal creatures.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Ring of Speed (+10)
     +10 speed.
d) a Ring of Damage (+0,+15)
e) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
f) The Arkenstone of Thrain {!!@A0}
     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, objects, traps, doors, stairs, 
     e3 light.
g) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of Stealth [6,+15] (+5 stealth) (squelch)
     +5 stealth.
i) The Small Metal Shield of Thorin [3,+24] (+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 Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
k) (nothing)
l) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.


  [Character Inventory]

a) 4 Books of Magic Spells [Magic for Beginners]
b) a Book of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
f) 14 Potions of Cure Critical Wounds
g) 4 Potions of Healing
h) 3 Potions of Life
     It can be thrown at creatures with damaging effect.
i) 2 Scrolls of Banishment
j) 11 Scrolls of Identify {@r0}
k) 2 Scrolls of Rune of Protection
l) 2 Rods of Door/Stair Location {@z1}
m) a Rod of Detection
     Cannot be harmed by electricity.
n) 2 Rods of Teleport Other
o) a Rod of Recall
     Cannot be harmed by electricity.
p) a Wand of Teleport Other (4 charges)
q) 3 Staffs of *Destruction* (8 charges)
r) 2 Staffs of Teleportation (9 charges)
s) The Short Sword 'Dagmor' (1d7) (+5,+7) (+2)
     +2 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 42 against animals, 46 against
     poison-vulnerable creatures, and 38 against normal creatures.
t) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
u) 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.
v) 25 Bolts (1d5) (+0,+0) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 153 against
     fire-vulnerable creatures, and 51 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) a Book of Magic Spells [Sorcery and Evocations]
b) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
     
d) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
     
e) 2 Scrolls of Banishment
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
f) a Scroll of Mass Banishment
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.
g) a Rod of Trap Location
     When used, it detects all traps in the surrounding area.
     It takes 50 turns to recharge after use.
h) a Rod of Curing
     Cannot be harmed by electricity.
     
     When used, it heals cut damage, and cures all stunning, poison, bl
     indness and confusion.
     It takes 100 turns to recharge after use.
i) a Rod of Identify
     Cannot be harmed by electricity.
     
     When used, it reveals to you the extent of an item's magical power
     s.
     It takes 10 turns to recharge after use.
j) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 10 turns to recharge after use.
     Radius 3 light.
k) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
l) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     
n) The Rapier 'Careth Asdriag' (1d6) (+7,+9) (+1)
     +1 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 43 against animals, 46.5 against
     orcs, 46.5 against trolls, 46.5 against giants, 46.5 against
     dragons, and 39.5 against normal creatures.
o) 14 Bolts of Acid (1d5) (+12,+14)
     Cannot be harmed by acid.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 279 against
     acid-vulnerable creatures, 279 against fire-vulnerable creatures, 
     and 93 against normal creatures.
     25% chance of breaking upon contact.


  [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)



Posted on 13.5.2009 20:11

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8881. on the Ladder (of 19090)
3765. on the Angband Ladder (of 6561)
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Comments

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On 13.5.2009 20:11 Zikke wrote:
This character is an experiment of mine; I am trying to see what would happen with extreme stair-scumming. I picked a kobold ranger and have descended to dlvl 99 strictly by stair scumming. I have gotten much of my xp at the bottom levels from !Experience and I have several pretty good artifacts; most of which were found after killing dragons or other monsters, while a couple were from nearby vaults and lots of -TO.

I know it's super cheese to make a character based on stair scumming, but I'm interested to see if I can finish the game with it, and if it actually makes it any easier or shorter than playing the game "for real".

The only reason I recall these days is strictly to buy more ?ID and ammo.

I wonder if I'll ever get to the point where I'm totally kitted out for Morgoth or Sauron, but I'm still around level 40. It'll truly show how important the gear is, or if you need to get higher level for stats or other reasons.

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