The Angband Ladder: Noway, High-Elf Rogue by Nile

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            126   STR:  18/87  +1  +2 +11 18/***
 Race   High-Elf     Height          78   INT:  18/60  +3  +1  +5 18/150
 Class  Rogue        Weight         203   WIS! 18/100  -1  -2  +5 18/120
 Title  Thief        Social  Role model   DEX:  18/99  +3  +3  +7 18/***
 HP     -72/868      Maximize         Y   CON! 18/100  +1  +1 +12 18/***
 SP     235/235                           CHR:  18/66  +5  -1  +3 18/136


 Level               41   Armor   [40,+116]     Saving Throw         98%
 Cur Exp        3262569   Fight   (+43,+33)     Stealth        Legendary
 Max Exp        3262569   Melee   (+58,+51)     Fighting       Legendary
 Adv Exp        3375000   Shoot   (+55,+15)     Shooting          Heroic
 MaxDepth   4900' (L98)   Blows      5/turn     Disarming           100%
 Turns          3285641   Shots      1/turn     Magic Device      Heroic
 Gold            347974   Infra       80 ft     Perception        1 in 1
 Burden       278.3 lbs   Speed          21     Searching            55%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, wavy black hair, and a fair complexion.



 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:.+...........


  [Last Messages]

> The Giant roc flees in terror!
> The Giant roc cries out in pain.
> The Phoenix breathes fire.
> The Giant roc grunts with pain.
> The Giant roc cries out in pain.
> The Giant roc writhes in agony.
> The Giant roc flees in terror!
> The Giant roc dies.
> The Phoenix casts a fire bolt.
> You failed to zap the rod properly.
> The Giant roc dies.
> The Phoenix breathes light.
> The Great Wyrm of Many Colours breathes lightning.
> Hoarmurath of Dir grunts with pain.
> You die.

Killed by a Great Wyrm of Many Colours.

  [Character Equipment]

a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) (charging)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Provides immunity to cold.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it removes all non-unique monsters within 20 squar
     es, dealing you damage in the process.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 76 against evil creatures, 88.5
     against orcs, 88.5 against undead, 88.5 against frost-vulnerable
     creatures, 113.5 against demons, and 63.5 against normal creatures.
b) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     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.
d) an Amethyst Ring of Speed (+15)
     +15 speed.
e) an Amber Amulet of Trickery (+4)
     +4 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) 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.
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 Aman [6,+9] (+5 stealth)
     +5 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) The Small Metal Shield of Thorin [3,+25] (+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 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.
k) The Set of Leather Gloves 'Cambeleg' (+7,+7) [1,+13] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Leather Boots of Elvenkind [2,+12] (+5)
     +5 stealth, speed.
     Cannot be harmed by acid, fire.
     Feather Falling.


  [Character Inventory]

a) 11 White Potions of Healing
b) 15 Scrolls titled "grantas ne" of Phase Door
c) 6 Scrolls titled "quoricio or" of Teleportation
d) 8 Scrolls titled "pugatio mitto" of Teleport Level
e) 8 Scrolls titled "mona santus" of Satisfy Hunger
f) 9 Scrolls titled "semo lactus" of Recharging {@r2}
g) 3 Scrolls titled "ma arus" of *Destruction*
h) 9 Tungsten Rods of Treasure Location (1 charging) {@z3}
i) 5 Steel-Plated Rods of Door/Stair Location (1 charging) {@z2}
j) 7 Copper-Plated Rods of Trap Location (1 charging) {@z1}
k) 5 Ivory Rods of Magic Mapping (1 charging) {@z4}
l) 12 Runed Rods of Fire Balls (7 charging) {@z9}
m) 13 Rusty Rods of Cold Balls (7 charging) {@z7}
n) 15 Silver-Plated Rods of Lightning Balls (1 charging)
o) 12 Lead Rods of Acid Balls (1 charging) {@z8}
p) 8 Silver Rods of Teleport Other (3 charging) {@z5}
q) 4 Copper Rods of Recall {@z0}
     Cannot be harmed by electricity.
r) 4 Mithril-Plated Rods of Identify {@z6}
     Cannot be harmed by electricity.
s) 3 Tin Rods of Speed (2 charging)
     Cannot be harmed by electricity.
t) 20 Tin-Plated Wands of Drain Life (22 charges)
u) a Spruce Staff of Healing (3 charges)
v) 2 Ashen Staffs of Power (6 charges)
w) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.


  [Home Inventory]

a) 2 Yellow Speckled 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.
b) 3 Cloudy 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.
c) 28 Scrolls titled "quoricio or" of Teleportation
     When read, it teleports you randomly up to 100 squares away.
d) 40 Scrolls titled "pugatio mitto" of Teleport Level
     When read, it teleports you one level up or down.
e) 2 Steel Rods of Detection
     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.
f) an Aluminum-Plated Rod of Drain Life
     When aimed, it drains up to 150 hit points of life from a target c
     reature.
     It takes 23 turns to recharge after use.
g) a Titanium Wand of Annihilation (3 charges)
     Cannot be harmed by acid, electricity, fire, cold.
     
     When aimed, it drains up to 250 hit points of life from a target c
     reature.
h) 6 Redwood Staffs of *Destruction* (20 charges)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
i) 2 Spruce Staffs of Healing (5 charges)
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
j) 2 Ivory Staffs of Banishment (5 charges)
     When used, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
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) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
m) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +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.
n) The Star of Elendil {@A1}
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
o) The Balance Dragon Scale Mail 'Mediator' (-4) [30,+25]
     Provides resistance to confusion, sound, shards, nexus, chaos, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Aggravates creatures nearby.
     
     When activated, it fires a ball of electricity in all directions, 
     each one causing 150 damage.
     It takes 50 turns to recharge after use.
p) Balance Dragon Scale Mail (-2) [30,+21]
     Provides resistance to sound, shards, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe balance for 250 damage.
     It takes d300+300 turns to recharge after use.
q) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
r) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
s) 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.
t) 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.
u) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.
v) 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 49 against normal creatures.
w) The Great Axe of Durin (4d4) (+9,+18) [+14] (+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 5 blows per round.  Each
     blow will do an average damage of 81 against orcs, 81 against
     trolls, 81 against demons, 81 against acid-vulnerable creatures, 
     81 against fire-vulnerable creatures, 101 against dragons, and 61
     against normal creatures.
x) The Pick of Erebor (3d4) (+5,+20) (+5)
     +5 strength, constitution, tunneling.
     Provides resistance to light, dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 75.5 against orcs, 75.5 against
     trolls, 75.5 against demons, 75.5 against acid-vulnerable
     creatures, and 60.5 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)
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 15.5.2009 02:03
Last updated on 18.5.2009 00:21

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7898. on the Ladder (of 18931)
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Comments

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On 15.5.2009 02:03 Nile wrote:
This character is no magic/sword/bow! That means I will only use scrolls/pots/wands/staves/rods/activations.

So far so good, although really slow until just recently when I got telepathy and three rods of frost bolts. Dethanc was a great early find as well because of the lightning bolt activation.

I just hit clev 20 and am at ~dlev30.

Oh yeah, and 3.1 is making this easy: two rings of escaping and BOS+1 give me +9 speed!

On 15.5.2009 23:40 Nile wrote:
At clev 27 and cruising along steadily now. I am still looking for poison resist though...

I found Cammithrim a while back, which I love. It activates for magical missile (3d4) with a recharge of 2 turns! w00t! It's outpowered by the rods of fire bolts and rods of frost bolts ,of course, but it's still fun for blasting the townfolk, makes me feel like a mage =)

My stealth also rocks house! I just took out a big group of half-trolls off one by one without anyone of them ever waking up, and previously tip-toed through a vault teleporting away monsters and picking up the loot.

On 16.5.2009 02:00 Nile wrote:
Clev 30! Currently at dlev ~50 and still going strong!. No close encounters with death to date...

Cleared out a nice big diamond vault which left me with some good stuff, like Amras. I was using a ring of poison resist and dwarven chain mail, till I picked up some elven armor with poison resist - then I swapped out the ring of poison resist for the other ring of escaping. +10 speed total.

Firepower wise, I now have enough rods to take out ancient dragons without having to run away. Good times =)

So far, this character has been a blast, really fun!

On 16.5.2009 06:19 Nile wrote:
Yep, so clev 32 and dlev 70. Tons of equipment upgrades and yada yada as you'd expect. I'm starting the build up an inventory of the balls rods, which is nice. I've also got 7 wands of drain life for a total of 33 charges, which I intend to use the next trip to kill one of the big dragon uniques.

I need to get some more speed before going deeper. A rod of speed would be really handy right about now...

On 17.5.2009 08:07 Nile wrote:
I just hit clev 38 and am cruising at dlev 90!

The kit is looking good, although not a lot has changed besides some better speed rings and Belegennon. I am still loving the Great Axe of Durin, although I may not be swinging it very much =). My next dump I expect my equipment to be completely revamped.

Also, I have over 700 hp, which is enough to kill Morgoth. The main thing I really need now is more firepower and utility items. I lack enough healing pots and wands of drain life/annihilation and rods of drain life. I guess I should focus on Sauron first, for whom I will need wands/rods of acid balls. No wait, those are not as powerful as drain life, so nevermind. Those are going to be some tough fights....

Also, I have a confession to make: I accidentally killed a shardstorm and then a plasma vortex with the Great Axe of Durin...oh, and some townfolk too...but that wasn't an accident ;-)

On 17.5.2009 19:05 Nile wrote:
Okay, clev 40 amd dlev 98.

It looks like I'll be using wands of drain life to kill Sauron/Morgoth, as wands of annihilation and rods of drain life are extremely rare. Still looking for that rod of speed too.

I've found the Mithril Plate Mail of Celebor, which gives me a consistent Banishment, which is very nice. However, I hope to replace it with the The Great Axe of Eonwe which activates for mass banishment. The recharge is too big to use multiple times in a fight, but it will be great for clearing vaults.

Unique wise, I haven't really started to take them out yet. Just a few here and there, nothing serious. With a max damage of 150 (and less for others), there are going to be a lot of long battles.

On 17.5.2009 21:57 PowerDiver wrote:
Is the ring of speed +12 really better than Vilya? I'd think that elec immunity would be a high priority given your challenge. Then you could swap in Aglarang and Isildur and not lose too much speed.

On 17.5.2009 22:23 Nile wrote:
Good call! I knew I there was a better setup than what I was using, just ddn't think it through. I had been avoiding lightning dragons for a while, but now, haha, Vilya kicks butt =)
The main downside is that I now need to carry a pile of phase door, as I was using Belegennon for that. That's not too bad though.

On 18.5.2009 00:21 Nile wrote:
Dead.

I was fighting the Phoenix inside a large open vault. Got him down to star and he was running away. Approaching from the other side of the vault was a Ring Wraith and a Great Wyrm of Many Colors. I was hiding behind a 1 space wall...I hit rest and was thinking I would stop resting once they came into view and then I would tele them away...well, it didn't work out like that. I had a momentary lapse and forgot how the LOS works...because of the way it works, the wyrm could see me but I couldn't see him...which seems broken, but that's the way it is. I had 450 hp, and the great wyrm breathed lightning, the only element I didn't have immunity to (I had swapped in the other ring of power for fire immunity). Bummer.

So ends my quest. Although I didn't kill Morgoth, I did make it to dlev 99 and was capable of taking out just about anything. I think I could have taken out Morgoth if I survived a bit longer....wands of drain life, staffs of destruction, staffs of healing, and a huge pile of scrolls of recharge, and I think it would have worked...although it would have been a long fight.

On the bright side, whoever my next character is, he's going to seem insanely overpowered compared to this one =)

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