The Angband Ladder: Maiwen, High-Elf Rogue by <r_syzygy@yahoo.com>

  [Angband 3.0.6 Character Dump]

 Name   Maiwen                                   Self  RB  CB  EB   Best
 Sex    Female            Age       121   STR! 18/100  +1  +2  +7 18/200
 Race   High-Elf          Height     84   INT! 18/100  +3  +1  +5 18/190
 Class  Rogue             Weight    191   WIS! 18/100  -1  -2  +4 18/110
 Title  ***WINNER***      Status     93   DEX! 18/100  +3  +3  +9 18/250
 HP     977/1046          Maximize    Y   CON! 18/100  +1  +1 +12 18/240
 SP     334/334           Preserve    Y   CHR! 18/100  +5  -1  +7 18/210

 Level           50       Armor    [62,+151]     Saving Throw     Heroic
 Cur Exp   33890430       Fight    (+51,+41)     Stealth          Superb
 Max Exp   33890430       Melee    (+61,+61)     Fighting      Legendary
 Adv Exp   ********       Shoot    (+61,+14)     Shooting      Legendary
 MaxDepth   5000 ft       Blows       5/turn     Disarming     Legendary
 Gold       3359077       Shots       1/turn     Magic Device  Legendary
 Burden   218.9 lbs                              Perception    Excellent
 Speed          +30       Infra        40 ft     Searching     Excellent

 You are one of several children of a Telerin Prince.  You have light
 grey eyes, straight blond 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 Bastard Sword 'Calris' (5d4) (+10,+20) (+5) {@w0}
   It increases your constitution by 5.  It slays trolls, demons, and all
   evil creatures, and is especially deadly against dragons.  It provides
   resistance to disenchantment.  It aggravates creatures around you.  It
   cannot be harmed by the elements.  
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
   It increases your speed by 10.  It provides resistance to fire.  It
   activates for fire branding of bolts every 999 turns.  It cannot be
   harmed by the elements.  
c) The Ring of Power 'Nenya' (+8,+8) (+2)
   It increases all your stats by 2.  It increases your speed by 2.  It
   provides immunity to cold.  It provides resistance to blindness and 
   life draining.  It sustains your intelligence, wisdom, and charisma.  
   It makes you fall like a feather and speeds your regeneration.  It
   grants you immunity to paralysis, the power of telepathy, and the
   ability to see invisible things.  It activates for large frost ball
   (200) every 20+d20 turns.  It cannot be harmed by the elements.  
d) a Ring of Speed (+12)
   It increases your speed by 12.  
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {pois}
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  It
   activates for heal (500) every 200 turns.  It cannot be harmed by the
   elements.  
f) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It lights
   the dungeon around you.  It grants you the ability to see invisible
   things.  It activates for detection every 30+d30 turns.  It cannot be
   harmed by the elements.  
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
   It increases your constitution by 2.  It provides resistance to acid, 
   cold, fear, dark, confusion, nexus, nether, chaos, and life draining.  
   It sustains your constitution.  It activates for heal (1000) every 444
   turns.  It cannot be harmed by the elements.  
h) a Shadow Cloak of Aman [6,+28] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to nexus.  It
   cannot be harmed by the elements.  
i) The Large Metal Shield of Anarion [5,+20]
   It provides resistance to acid, lightning, fire, and cold.  It sustains
   all your stats.  It cannot be harmed by the elements.  
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching and speed by 3.  It provides resistance to 
   cold, light, dark, blindness, sound, and shards.  It lights the dungeon
   around you.  It grants you immunity to paralysis and the ability to see
   invisible things.  It cannot be harmed by the elements.  
k) The Set of Cesti of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  It
   grants you immunity to paralysis.  It activates for a magical arrow
   (150) every 30+d30 turns.  It cannot be harmed by the elements.  
l) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners] {10% off}
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 3 Books of Magic Spells [Incantations and Illusions]
d) 3 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Raal's Tome of Destruction]
   It cannot be harmed by the elements.  
g) a Book of Magic Spells [Mordenkainen's Escapes]
   It cannot be harmed by the elements.  
h) a Book of Magic Spells [Tenser's Transformations]
   It cannot be harmed by the elements.  
i) 57 Mushrooms of Restoring {!*, 10% off}
j) 46 Potions of Healing {!*}
k) 17 Potions of *Healing* {!*}
l) 13 Potions of Life {!*}
m) 4 Scrolls of Rune of Protection
n) 5 Scrolls of Mass Banishment
o) 6 Rods of Perception {@z0}
   It cannot be harmed by electricity.  
p) a Rod of Healing {@z9!*}
   It cannot be harmed by electricity.  
q) 10 Rods of Teleport Other {@z5}
r) 27 Seeker Bolts of Slay Evil (4d5) (+18,+18)
   It slays all evil creatures.  


  [Home Inventory]

a) 20 Scrolls of *Identify*
b) The Ring of Tulkas (+4)
   It increases your strength, dexterity, and constitution by 4.  It
   provides resistance to fear.  It activates for haste self (75+d75
   turns) every 150+d150 turns.  It cannot be harmed by the elements.  
c) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear and nether.  
   It sustains your strength, wisdom, constitution, and charisma.  It 
   slows your metabolism and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for large fire ball (120) every 20+d20 turns.  It cannot be
   harmed by the elements.  
d) The Palantir of Westernesse (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching and infravision by 2.  It provides resistance to blindness 
   and chaos.  It lights the dungeon around you.  It grants you the power
   of telepathy and the ability to see invisible things, but it also 
   aggravates creatures around you and drains experience.  It activates
   for clairvoyance every 50+d50 turns.  It cannot be harmed by the
   elements.  
e) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates for 
   door and trap destruction every 10 turns.  It cannot be harmed by the
   elements.  
f) The Full Plate Armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It provides resistance to acid, 
   lightning, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It provides resistance
   to acid, lightning, fire, cold, dark, and disenchantment.  It activates
   for banishment every 500 turns.  It cannot be harmed by the elements.  
h) The Cloak 'Colannon' [1,+15] (+3)
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be harmed
   by the elements.  
i) The Cloak 'Holcolleth' [1,+9] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   stealth and speed by 2.  It provides resistance to acid.  It activates
   for sleep II every 55 turns.  It cannot be harmed by the elements.  
j) The Small Metal Shield of Thorin [3,+25] (+4)
   It increases your strength and constitution by 4.  It provides immunity
   to acid.  It provides resistance to fear, sound, and chaos.  It grants
   you immunity to paralysis.  It cannot be harmed by the elements.  
k) The Large Leather Shield of the Haradrim [4,+15] (+2)
   It increases your strength and constitution by 2.  It provides
   resistance to poison, fear, and blindness.  It sustains your strength 
   and constitution.  It aggravates creatures around you.  It activates
   for berserk rage (50+d50 turns) every 50 turns.  It cannot be harmed by
   the elements.  
l) The Shield of Deflection of Gil-galad [10,+20] (+5)
   It increases your wisdom and charisma by 5.  It provides resistance to 
   acid, lightning, dark, and disenchantment.  It sustains your wisdom, 
   dexterity, and charisma.  It lights the dungeon around you.  It
   activates for starlight (10d8) every 100 turns.  It cannot be harmed by
   the elements.  
m) The Massive Iron Crown of Morgoth [0,+0] (+125) {cursed}
   It increases all your stats by 125.  It increases your infravision by
   125.  It provides resistance to acid, lightning, fire, cold, poison, 
   fear, light, dark, confusion, nexus, and nether.  It lights the dungeon
   around you.  It grants you the power of telepathy and the ability to
   see invisible things, but it also is permanently cursed.  It cannot be
   harmed by the elements.  
n) The Hard Leather Cap of Thranduil [2,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides resistance
   to blindness.  It grants you the power of telepathy.  It cannot be
   harmed by the elements.  
o) The Metal Cap of Celebrimbor [3,+18] (+3 to searching)
   It increases your intelligence, dexterity, and charisma by 3.  It
   increases your searching by 3.  It provides resistance to acid, fire, 
   shards, and disenchantment.  It cannot be harmed by the elements.  
p) The Iron Helm 'Holhenneth' [5,+10] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  It
   grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
q) The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] (+5)
   It increases your dexterity by 5.  It provides resistance to confusion, 
   nether, and chaos.  It sustains your constitution.  It grants you 
   immunity to paralysis.  It activates for remove fear and cure poison
   every 5 turns.  It cannot be harmed by the elements.  
r) The Glaive of Pain (9d6) (+10,+30) {@w0}
   It provides resistance to fear.  It cannot be harmed by the elements.  
s) The Great Axe of Durin (4d4) (+10,+19) [+14] (+3) {335dem,495dr}
   It increases your strength and constitution by 3.  It increases your 
   tunneling by 3.  It slays orcs, trolls, and demons, and is especially
   deadly against dragons.  It is branded with acid and fire.  It provides
   resistance to acid, fire, fear, light, dark, confusion, and chaos.  It
   grants you immunity to paralysis.  It cannot be harmed by the elements.
   
t) The Lochaber Axe 'Mundwine' (3d8) (+12,+17) {325ev,445dem}
   It cannot be harmed by the elements.  It might have hidden powers.
u) a Scythe of Slicing of Gondolin (8d4) (+18,+17)
   It slays orcs, trolls, dragons, and demons.  It provides resistance to 
   dark.  It lights the dungeon around you and speeds your regeneration.  
   It grants you immunity to paralysis and the ability to see invisible
   things.  It cannot be harmed by acid or fire.  
v) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
   It slays animals, orcs, trolls, and all evil creatures, and is
   especially deadly against dragons, demons, and undead.  It creates
   earthquakes on impact.  It grants you the power of telepathy and the
   ability to see invisible things, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
w) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  It
   cannot be harmed by the elements.  
x) 21 Seeker Bolts of Slay Demon (4d5) (+11,+13)
   It slays demons.  


  [Options]

Adult: Allow purchase of stats using points  : no  (adult_point_based)
Adult: Allow specification of minimal stats  : yes (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 31.3.2006 19:29
Last updated on 10.4.2006 07:24

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On 31.3.2006 19:29 r_syzygy@yahoo.com wrote:
This is my first time arriving anywhere near this depth. I'm hunting for healing potions and artifacts to cover nether, sound, & shards. Is there an ideal depth to seek or avoid to get the best out of the RNG? Also, any equip advice would be appreciated.

On 1.4.2006 05:58 r_syzygy@yahoo.com wrote:
Maiwen keeps complaining that she can't find any fashionable accessories, namely boots, cloaks, and gloves. Of all my characters, she whines the most. I guess if she's gonna avenge her dad, brothers, great^56 uncles, and grandparents, she damn well better look good doing it.
Should I climb back up to find better armor? It seems I've only gotten weapons and rings down deep.

On 10.4.2006 07:24 r_syzygy@yahoo.com wrote:
Well, I know she's not too impressive, but she's succeeded where all others have failed. I left Huan alive cause I agree with Rar!!!. It's taken me about ten years to finish the deed and I have fulfilled my vow to finish what I start. By the way, thanks for cool website, the message boards, and all the tips I received from all of yalls. I'm off to conquer the Pits of Terra Firma, now.

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