The Angband Ladder: Nathalie, High-Elf Warrior by Blackened

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            128   STR:  18/80  +1  +5 +11 18/***
 Race   High-Elf     Height          96   INT:     16  +3  -2  +4  18/30
 Class  Warrior      Weight         174   WIS:     15  -1  -2  +7  18/10
 Title  Champion     Social      Lordly   DEX:  18/80  +3  +2  +7 18/200
 HP     779/779      Maximize         Y   CON:  18/88  +1  +2  +7 18/188
 SP     0/0                               CHR:  18/01  +5  -1  +0  18/41


 Level               38   Armor   [21,+115]     Saving Throw         79%
 Cur Exp        1434602   Fight   (+31,+22)     Stealth        Excellent
 Max Exp        1434602   Melee   (+39,+32)     Fighting       Legendary
 Adv Exp        1700000   Shoot   (+51,+22)     Shooting       Legendary
 MaxDepth   3400' (L68)   Blows      6/turn     Disarming            76%
 Turns           455835   Shots      2/turn     Magic Device      Superb
 Gold           1134353   Infra       40 ft     Perception       1 in 34
 Burden       105.5 lbs   Speed          21     Searching            17%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight 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:.............


  [Character Equipment]

a) The Beaked Axe of Theoden (2d6) (+8,+10) (+3)
     +3 wisdom, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Grants telepathy.
     When activated, it drains up to 120 hit points of life from a targ
     et creature.
     It takes 40 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 53 against dragons, and 39
     against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Moonstone Ring of Dexterity (+3)
     +3 dexterity.
     Sustains dexterity.
d) an Obsidian Ring of Strength (+5)
     +5 strength.
     Sustains strength.
e) an Obsidian Amulet of Weaponmastery (+2,+2) (+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, 
      and all creatures in the surrounding area.
     It takes 30 turns to recharge after use.
     Radius 3 light.
g) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Holcolleth' [1,+6] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
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,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) The Set of Gauntlets 'Paurhach' [3,+14]
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
l) The Pair of Leather Boots of Feanor [2,+20] (+15)
     +15 speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 200 turns to recharge after use.


  [Character Inventory]

a) 5 Rations of Food
b) 15 Silver Speckled Potions of Cure Critical Wounds
c) a Grey Potion of Speed
d) 15 Scrolls titled "sio reper" of Phase Door
e) 4 Scrolls titled "trusces ror" of Teleportation
f) a Scroll titled "la scentus" of Teleport Level
g) 5 Scrolls titled "hor molo vor" of Identify
h) an Iron Rod of Magic Mapping
i) 3 Lead-Plated Rods of Teleport Other
j) 2 Platinum Rods of Recall
     Cannot be harmed by electricity.
k) a Magnesium Rod of Identify
     Cannot be harmed by electricity.
l) 3 Hemlock Staffs of Teleportation (12 charges)
m) a Mistletoe Staff of Speed (3 charges)
n) 21 Arrows of Acid (1d4) (+12,+12)
     Cannot be harmed by acid.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 328.5 against
     acid-vulnerable creatures, and 109.5 against normal creatures.
     35% chance of breaking upon contact.
o) 16 Arrows of Wounding (1d4) (+11,+10)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 103.5 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 11 Silver Speckled Potions of Cure Critical Wounds
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
b) a Scroll titled "ruorius pro" of Mass Banishment
     When read, it removes all non-unique monsters within 20 squares, d
     ealing you damage in the process.
c) a Scroll titled "us oser" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
d) 2 Scrolls titled "cus pro" 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) an Ivory Rod 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) 4 Hemlock Staffs of Teleportation (30 charges)
     When used, it teleports you randomly up to 100 squares away.
g) 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.
h) 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.
     
i) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, 
      and all creatures in the surrounding area.
     It takes 55 turns to recharge after use.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
l) The Set of Gauntlets 'Paurnen' [3,+14]
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     
     When activated, it creates an acid bolt with damage 5d8.
     It takes 5 turns to recharge after use.
m) a Set of Gauntlets of Agility [3,+16] (+5)
     +5 dexterity.
     
n) The Dagger 'Nimthanc' (2d4) (+4,+7)
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a frost bolt with damage 6d8.
     It takes 7 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 44 against frost-vulnerable
     creatures, and 34 against normal creatures.
o) The Main Gauche of Maedhros (2d5) (+12,+15) (+3)
     +3 intelligence, dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 55 against trolls, 55 against
     giants, and 43 against normal creatures.
p) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
     +1 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 38 against animals, 41.5 against
     orcs, 41.5 against trolls, 41.5 against giants, 41.5 against
     dragons, and 34.5 against normal creatures.
q) The Short Sword 'Dagmor' (1d7) (+3,+7) (+2)
     +2 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Speeds regeneration.
     
     With this weapon, you would currently get 8 blows per round.  Each
     blow will do an average damage of 37 against animals, 41 against
     poison-vulnerable creatures, and 33 against normal creatures.
r) The Halberd 'Osondir' (3d5) (+6,+9) (+3)
     +3 charisma.
     Provides resistance to fire, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 58 against giants, 58 against
     undead, 58 against fire-vulnerable creatures, and 40 against
     normal creatures.
s) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 66 against animals, 66 against
     evil creatures, 79.5 against demons, and 52.5 against normal
     creatures.
t) The Scythe 'Avavir' (5d3) (+8,+8) [+10] (+3)
     +3 dexterity, charisma.
     Provides resistance to fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it returns you from the dungeon or takes you to th
     e dungeon after a short delay.
     It takes 200 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 60 against fire-vulnerable
     creatures, 60 against frost-vulnerable creatures, and 40 against
     normal creatures.
u) The Flail 'Totila' (3d6) (+6,+8) (+2 stealth)
     +2 stealth.
     Provides resistance to fire, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it confuses a target monster.
     It takes 15 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 51 against evil creatures, 61.5
     against fire-vulnerable creatures, and 40.5 against normal
     creatures.
v) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4)
     +4 intelligence, wisdom.
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it reveals to you the extent of an item's magical 
     powers.
     It takes 10 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 37 against evil creatures, and 
     32 against normal creatures.
w) The Short Bow of Amras (x2) (+12,+15) (+1 speed)
     +1 intelligence, wisdom, dexterity, speed, shooting speed, 
     shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     
x) 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.
     


  [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 23.5.2009 14:32
Last updated on 25.5.2009 18:53

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8674. on the Ladder (of 18915)
3648. on the Angband Ladder (of 6466)
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Comments

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On 23.5.2009 14:32 Blackened wrote:
Not having all basic resistances covered, I had to slow down rapidly and spend past hundred thousand turns trying to find suitable armour. I am not sure how much deeper I can safely get, since few of my previous characters have been remorselessly slain somewhere between 3000' and 4000' in a single turn, but at least the lack of experience draining resistance is beginning to be quite frustrating.

On 23.5.2009 15:29 Blackened wrote:
Lying on the floor at 2250', I have just found the Beaked Axe of Theoden, that grants me a telepathy.

On 25.5.2009 02:03 Blackened wrote:
Telepathy is really nice thing to have. I wonder how I managed to survive so long without it; knowing what is behind the corned have definitely saved my life a couple of dozen times now.

On 25.5.2009 18:53 Blackened wrote:
Finally I have found myself a decent shield.

On 25.5.2009 23:52 Ferrat wrote:
Don't you need lightning, cold, and maybe poison resistance at your depth?

On 26.5.2009 01:07 Shinedog wrote:
I would swap in Isildur for Thalk ASAP. I would definately trade rbase for 3 speed. A single unresisted elemental breath from a Wyrm can kill you.

On 26.5.2009 08:25 Pete Mack wrote:
That's a crazy outfit--you are doing pathetic damage with your main weapon, and you don't have Rbase. (I never thought I'd say it, but even Mundwine or Avavir would be better!) Theoden is worthless, as you have ESP from another source.
That said, Isildur is your best choice for RBase, as it also grants RConf, which is really not optional at your depth.


On 26.5.2009 20:20 Blackened wrote:
Thanks a lot for your helpful advices. As for the crazy outfit, I am both terrible player and rather slow learner; the missing resistances are result of inexcusable oversight, since I used to carry a Shield of Resistance and only recently I swapped it carelessly with newly found Thorin. I am definitely going to follow your suggestions as soon as I have some time to play again.

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