The Angband Ladder: Kibitz, High-Elf Ranger by aeneas

  [Angband 3.0.9e Character Dump]

 Name   Kibitz                                   Self  RB  CB  EB   Best
 Sex    Male              Age       109   STR:  18/41  +1  +2  +0  18/71
 Race   High-Elf          Height     83   INT:  18/91  +3  +2  +4 18/181
 Class  Ranger            Weight    157   WIS:     16  -1  +0  +4  18/10
 Title  Explorer          Status     64   DEX:  18/83  +3  +1  +0 18/123
 HP     647/647           Maximize    Y   CON:  18/87  +1  +1  +9 18/197
 SP     241/241                           CHR:     13  +5  +1  +4  18/50

 Level           32       Armor    [15,+73]     Saving Throw          83
 Cur Exp     451857       Fight    (+10,+4)     Stealth                9
 Max Exp     451857       Melee   (+21,+17)     Fighting             225
 Adv Exp     460000       Shoot   (+22,+21)     Shooting             307
 MaxDepth    Lev 70       Blows      5/turn     Disarming             84
 Turns       542302       Shots      1/turn     Magic Device         100
 Gold        149725       Infra      120 ft     Perception            30
 Burden   220.1 lbs       Energy       120%     Searching             27

 You are one of several children of a Telerin Warrior.  You have light
 blue eyes, straight black hair, and a fair 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) The Tulwar of Hurin (2d4) (+11,+13) (+4) {mature white, 2450}
   It increases your charisma by 4.  It increases your infravision, 
   tunneling, and speed by 4.  It slays dragons and undead.  It
   provides resistance to fire, dark, and blindness.  It sustains your 
   intelligence and charisma.  It grants you the power of telepathy.  
   It activates for berserk rage (50+d50 turns) every 80+d80 turns.  It
   cannot be harmed by the elements.  
b) a Heavy Crossbow of Extra Might (x4) (+12,+21) (+1)
   It increases your shooting power by 1.  
c) a Topaz Ring of Constitution (+3)
   It increases your constitution by 3.  It sustains your constitution.
d) a Topaz Ring of Constitution (+4)
   It increases your constitution by 4.  It sustains your constitution.
e) a Pewter Amulet of Wisdom (+4)
   It increases your wisdom by 4.  It sustains your wisdom.  
f) The Star of Elendil
   It usually provides light of radius 3.  It grants you immunity to
   paralysis.  It activates for magic mapping every 50+d50 turns.  It
   cannot be harmed by the elements.  
g) The Soft Studded Leather of Azaghal [5,+23]
   It provides resistance to acid, lightning, fire, blindness, and 
   sound.  It sustains your charisma.  It usually provides light of
   radius 4.  It grants you the ability to see invisible things.  It
   cannot be harmed by the elements.  
h) a Cloak of Stealth [1,+9] (+2 to stealth)
   It increases your stealth by 2.  
i) The Small Leather Shield 'Hithlomir' [2,+16] (+2)
   It increases your constitution by 2.  It provides immunity to cold.  
   It provides resistance to acid and nexus.  It sustains your strength.
   It usually provides light of radius 4.  It cannot be harmed by the
j) The Iron Helm 'Nar-i-vagil' [5,+9] (+4) {Mim, 2450}
   It increases your intelligence by 4.  It increases your infravision
   by 4.  It grants you the power of telepathy.  It cannot be harmed by
   the elements.  
k) (nothing)
l) a Pair of Soft Leather Boots [2,+8]

  [Character Inventory]

a) 2 Books of Magic Spells [Conjurings and Tricks] {@m2}
b) 2 Books of Magic Spells [Incantations and Illusions] {@m3}
c) 4 Books of Magic Spells [Resistances of Scarabtarices] {@m5}
   It cannot be harmed by the elements.  
d) 9 Orange Speckled Potions of Speed
e) 10 Magenta Potions of Cure Critical Wounds
f) 7 Blue Potions of Healing
g) 27 Scrolls titled "minta brimbar" of Teleport Level
h) 5 Scrolls titled "co mo tellibus" of Word of Recall
i) 23 Scrolls titled "mo ser angol" of Identify {@r1}
j) 17 Scrolls titled "il exciorim" of Object Detection
k) a Zirconium Rod of Detection
   It cannot be harmed by electricity.  
l) a Bronze Rod of Teleport Other
m) 3 Ivory Rods of Light {@z1}
n) 5 Bronze Wands of Teleport Other (25 charges)
o) 4 Maple Staffs of Teleportation (31 charges)
p) 3 Redwood Staffs of Speed (18 charges)
q) a Bloodstone Ring of Resist Poison
   It provides resistance to poison.  
r) an Aquamarine Ring of Speed (+4)
   It increases your speed by 4.  
s) The Heavy Crossbow of Arvedui (x4) (+6,+5) (+2) {circular vault, 2950}
   It increases your wisdom by 2.  It provides resistance to confusion.
   It grants you the ability to see invisible things.  It cannot be
   harmed by the elements.  
t) 26 Bolts of Flame (1d5) (+4,+3)
   It is branded with fire.  It cannot be harmed by fire.  
u) 25 Bolts of Frost (1d5) (+4,+3) {@f2=g}
   It is branded with frost.  It cannot be harmed by cold.  
v) 20 Bolts of Venom (1d5) (+2,+2) {@f1=g}
   It is branded with poison.  
w) 16 Seeker Bolts of Venom (4d5) (+7,+7)
   It is branded with poison.  

  [Home Inventory]

a) a Book of Magic Spells [Sorcery and Evocations] {@m4}
b) a Book of Magic Spells [Mordenkainen's Escapes]
   It cannot be harmed by the elements.  
c) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
d) a Grey Mushroom of Restoring
e) 29 Magenta Potions of Cure Critical Wounds
f) a Coagulated Crimson Potion of *Healing*
g) a Grey Speckled Potion of Self Knowledge
h) 6 Scrolls titled "co mo tellibus" of Word of Recall
i) 63 Scrolls titled "mo ser angol" of Identify {@r1}
j) 26 Scrolls titled "gor se milivus" of Recharging
k) 2 Scrolls titled "ind sum vus" of Banishment
l) 2 Maple Staffs of Teleportation (5 charges)
m) a Cypress Staff of Object Location (10 charges)
n) an Engagement Ring of Damage (+9)
o) a Short Sword (Defender) (1d7) (+10,+5) [+2] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   lightning, fire, and cold.  It makes you fall like a feather and 
   speeds your regeneration.  It grants you immunity to paralysis and 
   the ability to see invisible things.  It cannot be harmed by the
   elements.  It might have hidden powers.
p) The Katana of the Rohirrim (6d4) (+6,+6) (+2)
   It increases your constitution by 2.  It slays trolls, dragons, 
   undead, and all evil creatures.  It sustains your charisma.  It
   grants you the ability to see invisible things.  It cannot be harmed
   by the elements.  
q) The Whip of Thengel (1d3) (+3,+5) (+3)
   It increases your intelligence by 3.  It is branded with fire.  It
   provides resistance to fire.  It sustains your intelligence.  It
   cannot be harmed by the elements.  
r) The Mace 'Cambeleg' (4d4) (+9,+12) (+3)
   It increases your constitution by 3.  It sustains your constitution.
   It cannot be harmed by the elements.  
s) a Lead-Filled Mace of Gondolin (3d4) (+17,+10)
   It slays orcs, trolls, dragons, and demons.  It provides resistance
   to dark.  It usually provides light of radius 1.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by acid or fire.  It might have hidden powers.
t) 20 Bolts of Venom (1d5) (+7,+7)
   It is branded with poison.  
u) 19 Bolts of Frost (1d5) (+8,+8)
   It is branded with frost.  It cannot be harmed by cold.  
v) 30 Arrows of Lightning (1d4) (+10,+13)
   It is branded with electricity.  It cannot be harmed by electricity.
w) 24 Arrows (1d4) (+5,+4)


Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): yes (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
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: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: 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 28.12.2007 10:22
Last updated on 1.1.2008 00:17

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On 28.12.2007 10:22 aeneas wrote:
Taking a break from an NPP character I've been playing to try out Eddie's patch. Sounded basically good to me, though I was a bit skeptical about a few things.

The lack of selling to stores turns out to be kind of nice (though it made finding Godly Insights at around 700' annoying). In some ways it makes TMJ worse at low levels- in regular V _any_ ego weapon is a nice find on the first couple of trips, whereas in this patch only the very few you might use are interesting. OTOH, I always look forward to getting 20,000 or so gold so I can stop playing the shopping game and stop carting egos home- in this patch that's the state of things from the beginning. It also makes inventory slots and weight limits less significant- one effect of this is that it makes sense to carry lots of wands and staves in the early game, rather than sell or discard them.

I dove pretty fast at the beginning- basically stopped once around 700' to kill off both yeeks and Ulfast along with a group of orcs that got mixed in in a long messy battle. That netted me the shield 'Hithlomir'- believe Ulfast dropped it. The gold in drops was sufficient despite the diving. Hit 1500' at clvl 18 and ~120,000 turns. At a more leisurely pace I think the drops of money would be too high. I did get a bit short on gold after the third trip, as the black market had a ring of FA- I was around 1550' at that point, so I pretty much had to buy it. But my next trip (the one right before this dump), netted me about 17000 AU, mainly because I spent _way_ too many turns going after a copy of Mordenkainen's that was in a small vault around 1600' guarded by Ugluk and some Cave Ogres (and some OOD stuff that would have killed me had I not tele'd it away). It's pretty clear that Eddie has balanced the money drops for an Eddie-like rate of descent... all you have to do to become rich is kill a group or two of money dropping mobs.

Randarts are still a hassle, early. I think it's pretty likely that one of the three I have found has FA, but I am not excited about taking off the ring and finding a carrion crawler with which to test this theory ;). Self Knowledge should start to show up soon though. I'm not a big fan of (some) store services, but the *Identify* in NPP is a good thing for randarts. I'm almost inclined to say that randarts should come pre*Id*'ed, leaving *Id* for hidden powers on egos.

There are a few 3.09 things that are bugging me. The bug with auto-pickup of things inscribed '=g' is incredibly annoying. It must have been reported already- I'll take a look at the bug list to make sure, but this has until now been a deal-killer for me with 3.09. Actually, I'm not fond of the changes to the pickup system in general, but I could live with it without that bug. Also, a Green Glutton Ghost touched me from a non-adjacent square (and no, it wasn't a speed thing)- is this a known bug? Made no difference in that instance, but it could be annoying with some other touch attacks.

I'm also not crazy about the new store interface- at first I thought it was just because I was used to the old one, but after playing a bit, I think it is just not as good as the old one- it is inconsistent with the rest of the game, and it doesn't really save any keystrokes, but it is more error-prone.

I like Eddie's patch so far, and would recommend giving it a try. I've been thinking about game balance a lot recently, and coming to the conclusion that it doesn't make sense to talk about it without specifying a turn-count. I have an idea for a variant, along the lines of Quick and Iron, based on that idea. Eddie's patch goes part of the way toward what I am thinking about. I'm just not sure I could stomach that much coding in C ;).

At any rate, I don't have high hopes for this character ;). I'm going to be at 2000' soon, and I've only found one stat potion (!Wis), and my stealth is still too low to be useful, so... unless something nice turns up soon it might be curtains for poor Kibitz.

On 29.12.2007 10:50 aeneas wrote:
Definitely make or break time for this char. Tried really hard to get to a copy of Scarabtarices at 2050', and finally had to give up. An Ancient Blue had fried one of my wands of tele_other, and the other one had only one charge left, which I used on a patriarch. Killed a lot of ice trolls and gorbag with escort, but just couldn't deal with the minotaur and araneas that were left. Too bad... though I don't really have the mana or the clvl to cast much from it, and it is almost in depth now, so maybe it doesn't matter much.

Was forced to flee upward for the first time at 2150... bounced around the level for a while, but it eventually became clear that I was not going to make it to the down stairs so I went up, one step ahead of Medusa. Have yet to find !Con, but have nice equipment bonuses to Con... still not really as many HP as I would like. Forest Trolls and a couple kinds of orc are now in depth to drop stat potions though, and most of the orc uniques are still ou there, so if I can survive a bit longer I might have a chance. Badly need stealth and a means of dealing more damage though- used my one *Id* on Rohirrim... would be a tolerably nice weapon if I got blows with it... well it's good enough for killing Forest Trolls and Orcs...

On 29.12.2007 21:26 Bandobras wrote:
A good bow would be nice, wouldn't it? :)

Totally OT: what language would you prefer to C for an Angband-like coding?

On 30.12.2007 04:22 aeneas wrote:
Bandobras: a good bow would be very nice ;). Getting to clvl 31 so I can take advantage of finding Tenser's early (unusual for me with rangers- usually don't find it till it's in depth) would also be nice, but that is a long way away as I am really not able to kill much of the high XP stuff at this depth- I've only got around 1000 kills so far. I can kill some of the higher trolls (like the Ice Trolls at 2050), but it wastes too much ammo to do it just for the drops. If I could kill more of them quickly enough that everything else in the area didn't wake up and come after me the stat potions would start to drop pretty fast.

As for languages- understand that I'm not advocating anything. I understand why Angband is written in C. But, out of languages that are basically practical, based on platforms, implementations, and licenses, I'd likely prefer some version of scheme. The changes I am thinking about wouldn't actually require a lot of code, so doing them in C would be the smartest thing, but if I were ever to get into variant writing in a serious way I'd probably rip out a lot of the logic and rewrite it in an emeddable scheme- or possibly ECL. That said, I'm just not a big fan of C for end-user apps, so almost any sane dynamically typed garbage collected language would be better than C for me.

On 30.12.2007 08:15 aeneas wrote:
So it turns out Hithlomir has imm_cold... randarts are a bit odd ;). I found it around 700'- believe that that is the earliest I've ever had an immunity. What's amazing is that I managed to get past 2300' without realizing it... I found a potion of !Healing early, so I had been religiously avoiding freezers. At this point I'd rather have the stealth of the original, but that will be very useful should I manage to make it to wyrm depth.

Found first !Con at 2450.. took quite a risk to get the un-ided potion, turned out to be worth it, as I now know what to look for. Had my first encounter with Adunaphel... was close to my last encounter with anything as she completely got the drop on me, blinding me before I even saw her. She'll be a menace for a while. Found a good bow- unfortunately not a longbow, and very heavy, but have to wear it... I should be able to kill a lot more now. Hard choices here- I have 374 hp with Cambeleg, a bit over 360 with Rohirrim, but I am leaning toward the Defender for now. I'm just waking too much up at this point, and while the extra 40 hp would be a nice buffer, I think the stealth is more important. Mainly I need to go a bit deeper- if I keep hanging out here waiting for something nice to happen my number is going to come up sooner or later. I killed Shagrat's escort 3 times on the last trip- by the third time he must have been going "Oh no, here comes that crazy elf again"- but got not much for it. 2700-2800 is kind of a sweet spot for a number of things, so I need to bite the bullet and "drive through" as race-car drivers say.

On 30.12.2007 16:34 Bandobras wrote:
You seem to use offensive devices a lot. Or is it only a backup?

OT: yeah, I'm with you, only change "dynamically" to "statically with an elastic type system (algebraic types, possibly polymorphism, etc.)". :)

On 31.12.2007 00:24 aeneas wrote:
Bandobras: Actually I haven't been using the wands as much as I should have been. I did at first- I didn't get my second shot until into the 30s, so the wands were quite competitive up until then. I normally wouldn't have carried so many, but like I said above, since you can't sell them, and you don't need the space for stuff to carry home, as long as you don't get burdened it makes sense to carry them for a while. Even when you can do more damage with a bow they help to keep ammo usage down in non-critical situations, which is always a bit of a concern for a Ranger- Eddie's patch makes it a lot less likely that you will run out of ammo, but the weight is a concern. But, I tend to forget to use them, because I would not normally have them. Now that I need the room I've gotten rid of all but the ball wands, in case of breeder explosion.

BM finally stocked some !Speed. I actually haven't quaffed a single one so far... wish I could say the same about !Healing. Things have gone pretty well. Finally managed to get a significant number of !Con. Hurin is nice- Nar-i-Vagil also gives ESP. Kept the trident just to show it in a dump- I'm amused that Wrath got generated as a Trident, and that it is so far inferior to the original ;). The Star is very nice- I notice that a lot of people don't use mapping, I think because they use the map to remember where they've been- you don't want to do that playing really out of depth (in my previous dump I was carrying two staves of Enlightenment). You need to know the connectivity, because every section of the map will have something you don't want to meet, sometimes, so you have to know where they can get to.

RPoison is still a concern- has been for a long time, and at least I have Scarabtarices and the mana to cast Resist Poison now. RConf is becoming a bigger one though. I've got a lot more hp now, and am tempted to switch to Cambeleg for more (giving up rBlind would be painful though, and I would have to shed weight), but not enough that I can really afford to be confused, and past 3000' a lot of stuff confuses. Every level was harrowing for a while (the perils of auto-scum), but the last few have not been so bad. I expect things will get rough again now though. A bit annoyed at having let the turn-count get so high going after the books- they were pretty sure to show up anyway by the time I could use them, and sure enough I have found Scarabtarices and seen another copy of Mordenkainen's. Also, got slightly cold feet in the late 40s, after Adunaphel, which was dumb... once you've gone past around 2150 you might as well keep going. This guy wasn't going to set any speed records- you need some big early luck for ultra-low turn-counts- but for his comparative weakness at this depth the count should be lower.

OT: Ah.. did a fair bit of SML in University, but haven't done much practical with it. I never found that the typing bought me that much, but I might feel differently if I did more with it. What I really care about is a REPL-like mechanism... I like to be able to rewrite bits of a system while it is running, etc.

On 31.12.2007 00:52 Bandobras wrote:
With all the "Use special colors" options ON, you know what's explored and what is not, unless you quaff Enlightment or something. I always wonder why the options are still optional after several years, already...

On 1.1.2008 01:03 aeneas wrote:
Bandobras: Yep, true- but some people don't like them. I don't need them to be honest. The way I play, basically... well, whether diving or not, I'm just looking for a few "interesting" things, and trying to avoid everything else. When I've hit those interesting things the level's done for me.

So, went down a bit, saw a big pack of Mumaks. I don't usually kill things just for the experience, but I was about 30,000 XP from clvl 31, and brand ammo, and there were enough there to give it to me in one swell foop, so I offed them and recalled. Fail rate was 95% so it took a few turns, but I managed to brand a few stacks of bolts, though I couldn't get Flame even in 6 tries. Big change in power level. Then I found a potion of experience on the next level, which put me at 32, and found some more !Int so I am one level away from being able to cast Haste and Resistance, or at least Resist Poison, a fair bit of the time. Entered a small vault on 65- found Acquirement, read it, got Azaghal- only the second time I can remember getting something useful from Acquirement. Drank self-knowledge, and woot!, Elendil gives FA, and Azaghal works well in concert with Hithlomir. Found a ring of Con +4 in the same small vault, so popped the +3 one back on and finally had enough hp to survive one breath of any high element (depending on how you count Poison ;)).

Just recalled from 70 after finding =Speed in a small vault there- +4 is almost the perfect pval to give me a dilemma... but then it got worse... had brought back *ID*- used it on Arvedui for the hell of it and... rConf. Then... up until now the BM hadn't ever stocked ?tele_level, and I'd found about 3 or 4.. had to use my second to last one on this last trip. Checked the BM this time and realized... there's a button to buy the BM out with a keystroke in Eddie's patch... and somehow I had accumulated a lot of cash. Bought it out twice, got a lot of ?tele_level, !Dex, and, even worse for my dilemma, =Resist Poison. Ack. But, the stack of ?tele_level completely changes the game... I can do much more dangerous stuff now.

Anyway, any comments on the best kit for me here?

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