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The Angband Ladder: Elothele, High-Elf Warrior by Pete Mack

  [Angband 3.1.0 dev Character Dump]

 Name   Elothele                                 Self  RB  CB  EB   Best
 Sex    Female            Age       113   STR! 18/100  +1  +5  +6 18/220
 Race   High-Elf          Height     82   INT! 18/100  +3  -2  +5 18/160
 Class  Warrior           Weight    204   WIS! 18/100  -1  -2  +2  18/90
 Title  ***WINNER***      Status     33   Dex! 18/100  +3  +2  +7 18/220 18/190
 HP     778/1104          Maximize    Y   CON! 18/100  +1  +2 +10 18/230
 SP     0/0                               Chr! 18/100  +5  -1  +5 18/190 18/160

 Level               50   Armor    [38,+97]     Saving Throw      Heroic
 Cur Exp        9647858   Fight   (+89,+35)     Stealth           Superb
 Max Exp        9647858   Melee   (+95,+55)     Fighting       Legendary
 Adv Exp       ********   Shoot  (+109,+19)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      6/turn     Disarming         Superb
 Turns          1109959   Shots      1/turn     Magic Device      Heroic
 Gold           1178026   Infra       40 ft     Perception          Good
 Burden       155.7 lbs   Speed          22     Searching           Good

 You are one of several children of a Telerin Ranger.  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) (+6,+20) (+5) {uncursed}
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 80 against evil creatures, 92
     against trolls, 92 against demons, 117 against dragons, and 67.5
     against normal creatures.
b) a Short Bow of Lothlorien (x2) (+20,+19) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants telepathy.
c) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
d) an Amethyst Ring of Speed (+14)
     +14 speed.
e) a Carved Oak Amulet of Weaponmastery (+5,+4) (+2)
     +2 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
f) The Arkenstone of Thrain
     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, 
g) The Full Plate Armour of Isildur [25,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 45 turns to recharge after use.
i) a Large Leather Shield of Elvenkind [4,+12] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
k) a Set of Mithril Gauntlets of Combat (+1,+3) [5,+9] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid.
     Aggravates creatures nearby.
l) a Pair of Hard Leather Boots of Stealth [3,+9] (+2)
     +2 stealth.

  [Character Inventory]

a) 9 Violet Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
b) 55 Red Speckled Potions of Cure Serious Wounds
     When ingested, it heals you a little (1/4 of your wounds, minimum 
     25HP), heals cut damage, and cures blindness and confusion.
     Provides nourishment for about 50 turns under normal conditions.
c) 11 Pink Speckled 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 100 turns under normal conditions.
d) 8 Shimmering Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
e) 2 Chartreuse Potions of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
f) 3 Scrolls titled "prat do" of Phase Door
     When read, it teleports you randomly up to 10 squares away.
g) 5 Scrolls titled "virme pes pio" of Teleportation {!*}
     When read, it teleports you randomly up to 100 squares away.
h) 4 Scrolls titled "ho hum ine" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
i) a Scroll titled "edome pulactus" of Mass Banishment {!*}
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.
j) 5 Red Rods of Identify {!!@z1}
     Cannot be harmed by electricity.     
     When used, it reveals to you the extent of an item's magical powers.
     It takes 10 turns to recharge after use.
k) 2 Zinc-Plated Rods of Recall {!*}
     Cannot be harmed by electricity.
     When used, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
     It takes 60 turns to recharge after use.
l) 5 Lead Rods of Illumination {!!@z4}
     When used, it lights up an area and inflicts 2d8 damage on light-s
     ensitive creatures.
     It takes 30 turns to recharge after use.
m) 6 Copper Rods of Magic Mapping (1 charging)
     When used, it maps the area around you in a 30-radius circle.
     It takes 100 turns to recharge after use.
n) 4 Pewter Rods of Detection (2 charging) {!!@z3}
     Cannot be harmed by electricity.
     When used, it detects treasure, objects, traps, doors, stairs, and 
     all creatures in the surrounding area.
     It takes 100 turns to recharge after use.
o) 7 Gold Rods of Teleport Other (4 charging) {!!}
     When aimed, it teleports a target monster away.
     It takes 25 turns to recharge after use.
p) The Ring of Tulkas (+4) (charging) {!!}
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
q) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.

  [Home Inventory]

a) 21 Scrolls titled "prat do" of Phase Door
     When read, it teleports you randomly up to 10 squares away.
b) 18 Scrolls titled "huibo lero" of Teleport Level {!*}
     When read, it teleports you one level up or down.
c) 3 Scrolls titled "tem clamio ex" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
d) 12 Scrolls titled "ho hum ine" of *Destruction* {!*}
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
e) a Silver Rod of Speed {!!}
     Cannot be harmed by electricity.     
     When used, it hastens you for 2d10+20 turns.
     It takes 100 turns to recharge after use.
f) 6 Chromium Rods of Acid Balls
     When aimed, it creates an acid ball with damage 125.
     It takes 27 turns to recharge after use.
g) 12 Gold-Plated Wands of Teleport Other (4 charges)
     When aimed, it teleports a target monster away.
h) 2 Redwood Staffs of Dispel Evil (0 charges)
     When used, it deals 60 damage to all evil creatures that you can s
     ee.
i) 6 Cottonwood Staffs of *Destruction* (2 charges)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
j) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
k) 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.
l) an Azure Amulet of Trickery (+3) {uncursed}
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
m) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
n) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
o) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
p) The Hard Leather Cap of Thranduil [2,+9] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
q) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
r) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
s) a Set of Leather Gloves of Power (+1,+1) [1,+7] (+5)
     +5 strength.
t) The Small Sword 'Sting' (1d6) (+7,+8) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 8 blows per round.  Each
     blow will do an average damage of 50 against animals, 50 against
     evil creatures, 53 against orcs, 53 against undead, and 46.5
     against normal creatures.
u) The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 78 against evil creatures, 90
     against orcs, 90 against trolls, 90 against giants, 90 against
     dragons, 90 against undead, and 66 against normal creatures.
v) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 85 against orcs, 85 against
     trolls, 85 against demons, 85 against acid-vulnerable creatures, 
     85 against fire-vulnerable creatures, 105 against dragons, and 65
     against normal creatures.
w) The Mace 'Taratol' (3d4) (+12,+12) (charging)
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 100 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 69 against
     electricity-vulnerable creatures, 84 against dragons, and 54.5
     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              : yes (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 1.3.2008 05:18
Last updated on 16.3.2008 05:53

Download this dump

3897. on the Ladder (of 18066)
1238. on the Angband Ladder (of 6022)
Best for this player (out of 51)

Comments

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On 1.3.2008 05:18 Pete Mack wrote:
It's been a while since I posted a character. This guy could use some stat potions around now...


On 1.3.2008 16:43 Pete Mack wrote:
I can't kill anything at this depth, not even ancient dragons, but at least I've got a chance for stat potions from Uruks and the like. Just a little deeper and novice priests will start dropping them.

On 2.3.2008 03:36 Pete Mack wrote:
Finally it to 3000' and cl 32. I'm searching for groups of novices at this point; getting desperate for stat potions. I can't even get 4 blows with a longsword, much less 5 or 6.



On 9.3.2008 01:55 Pete Mack wrote:
A little more progress...

On 9.3.2008 07:44 Pete Mack wrote:
Advancing fast. Down to 3800', but still no speed ring. :( Finally have reasonable primary stats.

On 9.3.2008 22:09 Pete Mack wrote:
Wore Bronze DSM for something like 40 dungeon levels; replaced w/ Isildur @4400'. RoSpeed @4000'.


On 10.3.2008 01:40 Pete Mack wrote:
Dump after killing Feagwath. The souped up CCW and CSW make killing beyond your throw-weight a lot easier. I could not have taken Feagwath with Aglarang otherwise. And buying out the store for ?Recharge is a pain. I'm going through a lot of Dispel Evil and *Destruction*...


On 11.3.2008 09:39 Pete Mack wrote:
Reacbed level 50 after clearing a demon pit. Pretty easy with 2 Rings of Power to swap...
Netted a Rod of Restoration, which I then proceeded to forget on the floor. I don't know what I should drop at this point. I guess it's time to sell Aglarang. Fond memories are not enough: it was a huge find at 3050'--it replaced a nearly useless Main Gauche, Frost brand, and it served me well to 4900'.

On 16.3.2008 05:53 Pete Mack wrote:
I was about to go down with Sting, but I ran into Saruman who dropped Calris. (DROP_GREAT not including all wands, scrolls, and rings makes a huge difference.)

Morgoth summoned lots, but I had 8 (Mass) Banishments available. The turbocharged CSW sure helps for supplies.

On 16.3.2008 06:12 Pete Mack wrote:
After the problem with stingy drops was solved, M was all lined up to drop good stuff. Along with the gimmes, he dropped:
- Caspannion
- Balli Stonehand
- Cubragol



On 16.3.2008 06:37 Djabanete wrote:
Congratulations!

How tough do you find warriors to be, end-game wise, relative to the other classes?

On 16.3.2008 06:51 Pete Mack wrote:
Warriors are pretty easy. They tend to do a lot of damage/turn, so M has less time to play his tricks. (This one had mediocre damage, so M summoned quite a lot.) And with so many HP, and short combat time, you can afford a couple activation failures. Just carry a whole lot of ?Phase Door and use M's earthquakes against him. (25 ?PD was barely enough.)

In any case, the ease of diving for the first 2500' more than makes up for any added risk from M.

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