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The Angband Ladder: Maeglyn, High-Elf no-class by <naj@uchicago.edu>

                 [Sangband 0.9.9, beta 20d Character Dump]

        Maeglyn          Age    :            491  STR!  18/140
    the High Witch       Height :    5 ft, 11 in  INT!  18/200
                         Weight :         113 lb  WIS!   18/90
Gender : Female                                   DEX!  18/150
Race   : High-Elf         Slayer of a level 56    CON:  18/157
Realm  : Sorcery               Dreadmaster        CHR!  18/160

Max Hitpoints       523  Power                76  Max Mana          317
Cur Hitpoints       -41  Score               668  Cur Mana           99

       (Melee)           Unspent Exp       67489         (Missile)
Blows per round       2  Gold             204579  Shots per round     1
Average Damage       60                           + to Skill         17
     (Wrestling)         Max Depth        Lev 51  Deadliness (%)    162

                          (Character Abilities)
Melee     : Legendary  Saving Throw: Superb     Magic Device: Superb
Shooting  : Heroic     Stealth     : Very Good  Dodging     : Legendary
Throwing  : Superb     Perception  : Legendary  Fame        : Honored
Digging   : Very Good  Disarming   : Superb     Infra-Vision: 0 feet

   Speed       : normal
   Armour      : 113
   Kills       : 8135
   Time Elapsed: 32 days, 11 hours, 51 minutes   (3249375 turns)


  [Character Attributes]

      abcdefghijkl@        Stat Intrnl abcdefghijkl@ Adjust
Stlth:.......2.....        STR! 18/100 .2....s.s...2 18/140
Invis:.............        INT! 18/100 ....3.s.....7 18/200
Aware:.........2...        WIS! 18/100 ......s.....1  18/90
Disar:.........2...        DEX! 18/100 ......s.....5 18/150
Devic:.............        CON:  18/87 ...3..s.s2.11 18/157
Speed:.............        CHR! 18/100 ......s..s3s3 18/160

      abcdefghijkl@                           abcdefghijkl@
Infra:.............                     NFuel:.....+.......
Tunnl:............2                     Steal:.............
Save :.............                     NoMag:.............
Mana :.............                     Telep:.............
Light:.....2.......                     Aggra:.............
                                        Drain:.............

                                        Curse:.............

      abcdefghijkl@       abcdefghijkl@       abcdefghijkl@
Acid :......+..+... Light:............+ Food :...........+.
Elec :......+.+..+. Dark :...........+. Feath:.............
Fire :......+...+.. Sound:........+.... Shine:.............
Cold :......+.+.... Shard:........+.... Regen:.............
Pois :.......+..... Nexus:......+...... ESP  :.............
Fear :.+.........+. Nethr:............. SeeIn:.........+..+
Blind:........++... Chaos:............. FrAct:.+........+..
Confu:.........+... Disen:............. HLife:......++.....


  [Last Messages]

*** LOW HITPOINT WARNING! ***
It creates a mesmerising illusion.
You are unaffected!
It magically summons help!
You feel better.
You have 28 Violet Potions of Cure Critical Wounds {50% off} (f).
It summons forth dark forces from Hell!
Darkness surrounds you.
You resist the terrors of Hell!
*** LOW HITPOINT WARNING! ***
It casts a ball of electricity!
The Dark elven sorcerer grunts with pain.
You die.
Do you want to quit?   <2x>
Replace existing file
C:\GAMES\Angband\Sangband\sang-win-099-r20d\sang-win\lib\user\Maeglyn.txt?  y


  [Skills]

Wrestling         :  70%
Karate            :  46%
Spellcasting      :  74%
Magical Power     :  74%
Wizardry          :  78%
Magical Device    :  58%
Perception        :  75%
Disarming         :  15%
Dodging           :  76%
Spell Resistance  :  75%
Armor Forging     :  65%
Magical Infusion  :  70%

You have taken the Oath of Sorcery.


  [Quests]

To fulfill your task, you must kill 14 Dark elven sorcerers on dungeon
level 51.

Defeated 4 Dark elves on level 5
Defeated 4 Mummified orcs on level 7
Defeated 6 Quasits on level 10
Defeated 9 Water vortices on level 12
Failed to defeat 12 Mummified trolls on level 15
Defeated 13 Brigands on level 17
Defeated 10 Gorgimeras on level 20
Defeated 28 Nexus hounds on level 23
Defeated 30 Mountain ogres on level 27
Defeated 10 Silent watchers on level 29
Defeated 26 Half-trolls on level 32
Defeated 15 Mature bronze dragons on level 34
Defeated 26 Inertia hounds on level 36
Defeated 16 Eldraks on level 38
Defeated 25 Witches on level 41
Defeated 32 Mumaks on level 44
Defeated 24 Death knights on level 46


  [Character Equipment]

the Long Bow of Bard (x5) (+17,+19) (+2)
     Activates for a dragon-slaying shot every 200-400 turns.  [0% fail]
     +2 STR, Might.  Resist Fear.  Free Action.
a Mithril Ring of Combat (+8,+13)
     Does 4d10 thrown damage
a Corundum Ring of Constitution (+3)
a Dragon's Claw Amulet of Intelligence (+3)
a Brass Lantern of Phlogiston (lit) [2]
     Permanent Light (radius 2)
a Robe of Permanence [2,+9]
     Sustain all stats.
     Resist Acid, Lightning, Fire, Cold, Nexus.  Hold Life.
a Cloak of Aman [1,+19] (+2 to stealth) {Lokkak}
     +2 Stealth.  Resist Poison.  Hold Life.
a Wicker Shield (steel) [5,+7]
     Sustain STR, CON.
     Resist Lightning, Cold, Sound, Shards, Blindness.
a Metal Cap (steel) [3,+9] (+2 to disarming)
     +20 Disarm; +2 CON, Awareness.  Sustain CHR.
     Resist Acid, Blindness, Confusion.  See Invisible.
the Set of Steel Gauntlets 'Indomitable' (+7,+7) [3,+11] (+3)
     +3 CHR.  Sustain CHR.  Resist Fire.  Free Action.
a Pair of Leather Sandals (steel) [1,+10] (+1)
     +1 CON.  Sustain CHR.
     Resist Lightning, Dark, Fear.  Slow Digestion.
a Pouch (holding 331 essences of 19 types)


  [Character Inventory]

2 Books of Magic Spells [Apprentice Magic]
2 Books of Magic Spells [Lesser Conjury]
     Does 3d7 thrown damage
3 Books of Magic Spells [Elemental Sorcery] {25% off}
     Does 5d11 thrown damage
3 Books of Magic Spells [Phantasms and Illusions]
     Does 7d14 thrown damage
2 Books of Magic Spells [Mordenkainen's Escapes]
     Does 8d19 thrown damage
28 Violet Potions of Cure Critical Wounds {50% off}
a Scroll titled "lun dokfrak rodal" of Mass Genocide
2 Cobalt Rods of Trap Location {@z1}
4 Silver Rods of Acid Bolts {@z2}
a Platinum Rod of Acid Balls
5 Wrought Iron Rods of Lightning Balls {@z3}
an Oak Staff of Teleportation (15 charges)
     Unusually durable
an Enameled Amulet of Sustenance
the Small Leather Shield of the Elements [3,+15]
     Activates for opposition to the elements (duration 20-40) every 160 turns. 
[0% fail]
     Resist Acid, Lightning, Fire, Cold.
a Golden Crown of Seeing [0,+15] (+2 to awareness) {Shelob}
     +2 Awareness.  Resist Blindness.  See Invisible.
a Broad Sword of Slay Undead (2d5) (+12,+11)
the Flail 'Totila' (3d6) (+14,+14) (+2) {Mim}
     Activates for confuse monster every 15 turns.  [0% fail]
     +2 Stealth.  Slay Evil.  Brand Fire.
     Resist Fire, Confusion.  Permanent Light (radius 1)
a Sling of Velocity (x2) (+16,+15) (+2)
     Activates for an especially damaging shot every 20-40 turns.  [0% fail]
     +2 STR.
a Light Crossbow of Velocity (x3) (+12,+16) (+1)
     +1 STR.
a chunk of Runegold
     Does 3d16 thrown damage


  [Home Inventory]

7 Books of Magic Spells [Phantasms and Illusions]
     Does 7d14 thrown damage
18 Red Spotted Mushrooms of Mana
a Slime Mold {Baughdvnleob}
6 Sprigs of Athelas
79 Violet Potions of Cure Critical Wounds {50% off}
8 Muddy Potions of Healing
6 Grey Speckled Potions of Restore Experience
19 Scrolls titled "nun tolkal" of *Identify* {25% off}
3 Scrolls titled "daruth" of Remove Curse {75% off}
2 Scrolls titled "morbro dad kokpeel" of *Enchant Armor*
a Scroll titled "vatun" of *Enchant Weapon*
a Scroll titled "dad darkul dalwarth" of *Destruction*
a Gleaming Rod of Fire Balls
a Marble Ring of Chaos Resistance {Lokkak}
a Bone Amulet of Charisma (+5)
a Wicker Shield (iron) [2,+23] (+1)
     +1 INT.  Sustain INT.  Resist Fear, Confusion.
     Feather Falling; Regeneration.
an Iron Crown of Telepathy [0,+14]
the Iron Helm 'Holhenneth' [5,+10] (+2)
     Activates for detection every 55-110 turns.  [0% fail]
     +2 INT, WIS, Awareness.  Resist Blindness.
     See Invisible.
the Steel Helm of Hammerhand [6,+20] (+3)
     +3 STR, DEX, CON.  Resist Acid, Nexus.
the Pair of Soft Leather Boots of Fire and Ice [2,+13] (+3, +1)
     Activates for haste self (duration 20-40) every 100-200 turns.  [0% fail]
     +15 Save; +1 CHR.  Resist Acid, Cold, Shards, Nexus.
     Slow Digestion; Feather Falling.
a chunk of Runegold
     Does 3d16 thrown damage


  [Special Advantages and Disadvantages]

(none)


Posted on 6.4.2006 15:24
Last updated on 7.4.2006 04:20

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83. on the Sangband Ladder (of 269)

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On 6.4.2006 15:24 naj@uchicago.edu wrote:
Looks like i'm going to live long enough to make this worth posting. Drops have mostly sucked (DL44, only 4 artifacts, one i never saw and i'm not sure how i missed it, and one of those is a quest reward), but i've been just plowing through everything. I'm diving reasonably fast, but quests (and full-clearing levels) is slowing me down. (I didn't have the basic 4 all covered simultaneously until DL 32, and i made it to DL 19 before i saw any free action - which is a good thing since i had a quest for Gorgimeras on DL 20). I didn't even stop to scum for stat gain.

I think i'm done pumping UMD, at least for now. Will take my casting stats to max. And probably perception/dodge/saves. Not sure how high i'm going to take armor crafting or magical infusion. Really depends on how good the items i see are.

Of course, my wish list at this point is a speed item. Then the high resists i'm missing. Hopefully i won't have to slow down to scum up items - and sooner or later i'm going to stop taking quests. (24 Death Knights on DL 46 sounds like fun though). Only had to fail one quest so far, and 12 Mummified Trolls on DL 15 wasn't going to happen.

On 6.4.2006 17:37 jmiddendorf@hmc.edu wrote:
No, no it wasn't... some quests are just impossible for a given character and level.

So, I'm a tad confused -- wresting and karate?? For the stat pumps? I'd think that by this point they'd be irrelevant. And karate is easy to learn as a high-elf, so it seems the natural choice.

There is never too much magic device. It's totally the best skill in the game. A single wand of * balls can change the middlegame -- carrying around recharging is also a really good idea. Also, where is your staff oc cure medium wounds. 20% heal is amazing.

On 6.4.2006 19:50 naj@uchicago.edu wrote:
i started with karate, but realized i wanted the free tunneling with wrestling, and shouldve done that from the start.

And bah, CMW is useless when most of the times i want to heal it wouldnt give me more than 1 rounds worth of damage absorption. Otherwise i'll just Rest to get the hp back.

As for UMD, i've had no problems activating anything yet. And because spells are so effective, i haven't been using enough for UMD to be considered 'in use' enough to not get overcosted. Its annoying.

Amusingly, i've found myself meleeing a lot with this character. Evasion + Haste Self + Invisibility (to stop getting overwhelmed) is a great combination for a melee character.

I'm not sure whether i should give up on perception or keep pumping it. Its good, but i'm not sure i need it. I should probably stop pumping dodge sooner or later. Which just leaves the question of how much armor crafting and magical infusion i need. Because power 100 is highly overrated.

On 6.4.2006 20:23 jmiddendorf@hmc.edu wrote:
Well, I'll admit I like being able to tunnel (druids aside). However, now that you have the +2 bonus, I'd think that karate would be more effective.

a Slime Mold {Baughdvnleob}

These things should really reproduce/grow in your inventory/home.

I find CMW *helpful*. Of course, I play giants who have lots of hp. I even carry them down to Morgy (if healing isn't 0% fail), You can always blink and use it a few times instead of standing there and healing.

For curiosity's sake, what spells are you using? I get a lot of use out of wonder. I mean a lot. Of course elemental protection and haste self are used a lot as well. Fire bolt and teleport self and teleport other also see action.

I'd guess that you have enough armor crafting and magic infusion already. You can get a lot with what you have if you pick up some adamant or mithril.

Wow. That's a lot of mana.

On 7.4.2006 04:19 naj@uchicago.edu wrote:
I've been using chaos ball, cone of cold, and prismatic spray primarily.

Not that it matters. I am most definitely dead now. Ow only 500 hp and nether hounds (with no nether resist). That sucked. I probably shouldve teleported again, but the level was hardly clear enough to make that actually seem like a good idea.

This must be the worst equipped character i've ever gotten this far. (Yeah, some more artifacts, but nothing really useful. Best gear: the robe of permanence and the cloak of aman (res pois)).

I think i needed more hp... I'm not sure where i think they were going to come from.

On 7.4.2006 05:19 jmiddendorf@hmc.edu wrote:
Well, that makes two of us dead. More hit points from race choice or con -- try crafitng for +con items instead of resists? Or second ring of con?

Double resisting would also have helped you, I suspect (mcd).

You've got some really good resists, but not much in the way of stat pumps on your items.

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