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The Angband Ladder: Lossian II, Elf Warrior by Ferrat

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            107   STR! 18/100  -1  +5 +10 18/***
 Race   Elf          Height          56   INT! 18/100  +2  -2  +5 18/150
 Class  Warrior      Weight          98   WIS! 18/100  -1  -2  +6 18/130
 Title  ***WINNER*** Social      Lordly   DEX:  18/92  +1  +2  +7 18/192
 HP     1142/1142    Maximize         Y   CON! 18/100  -2  +2 +12 18/***
 SP     0/0                               CHR:  18/84  +1  -1  +4 18/124


 Level               50   Armor   [21,+121]     Saving Throw         84%
 Cur Exp        8356436   Fight   (+29,+23)     Stealth           Heroic
 Max Exp        8356436   Melee   (+41,+37)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+57,+24)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      6/turn     Disarming            98%
 Turns           780684   Shots      1/turn     Magic Device      Superb
 Gold          10563807   Infra       30 ft     Perception       1 in 36
 Burden       163.0 lbs   Speed          21     Searching            22%

 You are one of several children of a Sindarin Archer.  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:.+...........


  [Last Messages]

> You are shooting with The Heavy Crossbow of Naegist (x4) (+28,+24) (+3) (b).
> You feel yourself slow down.
> The Filthy street urchin wakes up.
> The Mean-looking mercenary wakes up.
> The Filthy street urchin wakes up.
> The Mean-looking mercenary wakes up.
> The Filthy street urchin wakes up.
> You bought a Ration of Food (a) for 3 gold.
> You have a Ration of Food (a).
> Fine.
> You bought 6 Rations of Food (a) for 18 gold.
> You have 7 Rations of Food (a).
> That tastes good.
> You are full!
> You have 6 Rations of Food (a).

Killed by Ripe Old Age.

  [Character Equipment]

a) a Blade of Chaos of *Slay Evil* (6d5) (+12,+14) (+1)
     +1 wisdom.
     Provides resistance to chaos.
     Blessed by the gods.
     Prevents paralysis.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 73 against evil creatures, and 
     55 against normal creatures.
b) The Heavy Crossbow of Naegist (x4) (+28,+24) (+3)
     +3 shooting power.
     Provides resistance to acid, fire, poison, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Stops experience drain.
     Aggravates creatures nearby.
     When activated, it beserk rage, bless, and resistance.
     It takes 400 turns to recharge after use.
c) The Ring of Faurod (+1)
     +1 charisma.
     Provides resistance to lightning, dark, blindness, confusion, 
     sound, shards, nexus, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity.
     Stops experience drain.
     Aggravates creatures nearby.
     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) The Ring of Inumen (+5)
     +5 strength, intelligence, wisdom, dexterity, speed.
     Provides immunity to acid.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, wisdom.
     Speeds regeneration.
     Grants telepathy.
     Aggravates creatures nearby.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
     Radius 1 light.
e) The Amulet of Ladorn (+5)
     +5 strength, stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     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.
f) The Arkenstone 'Arahael' (+3)
     +3 constitution.
     Provides immunity to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     When activated, it detects treasure, objects, traps, doors, stairs, 
      30 turns to recharge after use.
     Radius 3 light.
g) The Soft Leather Armour of Valch [4,+15] (+3) (charging)
     +3 constitution, charisma, stealth.
     Provides resistance to acid, lightning, fire, cold, blindness, 
     shards, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity, constitution, charisma.
     Feather Falling.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
h) The Ethereal Cloak 'Gonel' [0,+23] (+4)
     +4 constitution, stealth.
     Provides resistance to chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
i) a Mithril Shield of Preservation [10,+25]
     Provides resistance to nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
j) The Metal Cap of Mirech [3,+16] (+4)
     +4 speed.
     Provides resistance to blindness, confusion, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
k) The Set of Caestus of Celeth (+0,+3) [2,+11] (+2)
     +2 dexterity, constitution.
     Provides immunity to acid.
     Provides resistance to lightning, poison, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it teleports you randomly up to 10 squares away.
     It takes 2 turns to recharge after use.
l) a Pair of Leather Boots of Speed [2,+17] (+7)
     +7 speed.


  [Character Inventory]

a) 6 Rations of Food
b) 5 Metallic Purple Potions of Cure Critical Wounds
c) 4 Purple Speckled Potions of Life
     It can be thrown at creatures with damaging effect.
d) a Clear Potion of Enlightenment
e) 2 Chartreuse Potions of Speed
f) 14 Black Potions of Resist Heat
g) 11 Scrolls titled "eantiach inel" of Teleportation
h) 3 Scrolls titled "atus arwe" of Teleport Level
i) 2 Scrolls titled "car celdor" of Rune of Protection
j) a Magnesium Rod of Healing
     Cannot be harmed by electricity.
k) 5 Gold Rods of Teleport Other
l) 7 Copper Rods of Illumination
m) 2 Pewter Rods of Recall (1 charging)
     Cannot be harmed by electricity.
n) 5 Tin Rods of Identify
     Cannot be harmed by electricity.
o) a Steel-Plated Rod of Speed
     Cannot be harmed by electricity.
p) The Massive Iron Crown of Morgoth [0,+8] (+0)
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Radius 1 light.
q) The Mighty Hammer 'Grond' (3d9) (+1,+5)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 58 against animals, 58 against
     evil creatures, 73 against orcs, 73 against trolls, 103 against
     dragons, 103 against demons, 103 against undead, and 43 against
     normal creatures.
     Sometimes creates earthquakes on impact.
r) The Long Bow of Fauglion (x3) (+5,+11) (+1)
     +1 shooting speed.
     Provides immunity to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Slows your metabolism.
     Speeds regeneration.
s) a Long Bow of Lothlorien (x3) (+17,+22) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Speeds regeneration.
     Prevents paralysis.
t) 9 Mithril Bolts of Slay Evil (3d5) (+15,+13)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 200 feet away, inflicting an average damage of 644 against
     evil creatures, and 322 against normal creatures.
     25% chance of breaking upon contact.
u) 16 Arrows of Slay Evil (1d4) (+15,+14)
v) 21 Arrows of Slay Evil (1d4) (+14,+15)
w) 31 Arrows of Slay Evil (1d4) (+11,+14)


  [Home Inventory]

a) a Holy Book of Prayers [Wrath of God]
     Cannot be harmed by acid, electricity, fire, cold.
     
b) 2 Books of Magic Spells [Kelek's Grimoire of Power]
     Cannot be harmed by acid, electricity, fire, cold.
     
c) 5 Tin-Plated Rods of Treasure Location
     When used, it detects all gold and objects on the level.
     It takes 50 turns to recharge after use.
d) 5 Zinc Rods of Door/Stair Location
     When used, it detects all doors and stairs on the level.
     It takes 70 turns to recharge after use.
e) 8 Copper-Plated Rods of Trap Location
     When used, it detects all traps in the surrounding area.
     It takes 50 turns to recharge after use.
f) 2 Silver-Plated Rods of Magic Mapping
     When used, it maps the area around you in a 30-radius circle.
     It takes 100 turns to recharge after use.
g) 3 Nickel-Plated Rods of Probing
     When used, it gives you information on the health and abilities of 
     monsters you can see.
     It takes 50 turns to recharge after use.
h) 5 Lead-Plated Rods of Light
     When aimed, it lights up part of the dungeon in a straight line.
     It takes 9 turns to recharge after use.
i) 2 Mithril Rings of Speed (+12)
     +12 speed.
     
j) The Ring of Thamo (+5)
     +5 wisdom, constitution, searching, infravision.
     Provides resistance to cold, blindness, confusion, shards, nexus, 
     nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, wisdom, constitution.
     Aggravates creatures nearby.
     
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
k) The Necklace 'Ninor'
     Provides immunity to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Grants telepathy.
     
l) The Mithril Chain Mail of Amorlatar (-1) [28,+21] (+3) (charging)
     +3 dexterity, charisma, stealth, infravision.
     Provides resistance to acid, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     Stops experience drain.
     
     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.
m) The Soft Leather Armour 'Ammotel' [4,+15] (+4)
     +4 intelligence, dexterity, constitution, charisma.
     Provides resistance to acid, lightning, fire, poison, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     Aggravates creatures nearby.
     
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
n) The Small Metal Shield of Erulin [4,+11] (+2)
     +2 constitution.
     Provides resistance to lightning, cold, poison, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution, charisma.
     Feather Falling.
     Stops experience drain.
     
     When activated, it drains up to 90 hit points of life from a targe
     t creature.
     It takes 40 turns to recharge after use.
o) a Golden Crown of Might [0,+15] (+3)
     +3 strength, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Prevents paralysis.
     
p) The Set of Caestus of Nivrion (+4,+6) [2,+16] (+4)
     +4 wisdom, dexterity, charisma.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
q) The Pair of Steel Shod Boots of Serdo [6,+10] (+5)
     +5 intelligence, stealth, speed.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     
r) The Zweihander of Brahil (3d6) (+18,+20) (+3)
     +3 strength.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, wisdom.
     Prevents paralysis.
     Aggravates creatures nearby.
     
     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 6 blows per round.  Each
     blow will do an average damage of 64 against animals, 74.5 against
     orcs, 74.5 against trolls, 74.5 against giants, 74.5 against
     demons, 74.5 against undead, 74.5 against electricity-vulnerable
     creatures, 95.5 against dragons, and 53.5 against normal creatures.
s) The Blade of Chaos 'Brodh' (6d5) (+17,+24) (+3)
     +3 speed.
     Provides resistance to fire, light, confusion, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     
     When activated, it fires a ball of electricity in all directions, 
     each one causing 150 damage.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 101 against orcs, 101 against
     fire-vulnerable creatures, and 65 against normal creatures.
t) The Great Axe 'Masaeren' (6d4) (+21,+23)
     Provides resistance to acid, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 91 against orcs, 91 against
     trolls, 91 against acid-vulnerable creatures, and 61 against
     normal creatures.
u) a Sling of Buckland (x2) (+17,+16) (+2)
     +2 dexterity, shooting speed, shooting power.
     Cannot be harmed by acid, fire.
     
v) 20 Arrows of Slay Evil (1d4) (+7,+11)


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : yes (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 25.5.2009 02:08
Last updated on 31.5.2009 05:08

Download this dump

3002. on the Ladder (of 12717)
937. on the Angband Ladder (of 3748)
4. for this player (out of 6)

Comments

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On 25.5.2009 02:08 Ferrat wrote:
Elf warrior because I'm a masochist. :P
Early finds were a randart bow of fire immunity, and a +8 speed ring.
Also found Kelek's on the floor at 3350'.
Currently using Handi as a swap for confusion resistance.

On 25.5.2009 16:44 Ferrat wrote:
An update for a large haul of artifacts.
I'm not sure if I should wear Mirech or carry it as a swap, since it loses hp and one blow per turn.

On 27.5.2009 01:49 Ferrat wrote:
Found a very nice randart sword that aggravates. I'm using it as a swap against uniques.

On 28.5.2009 01:30 Ferrat wrote:
Recalled to town after finding the Arkenstone of cold immunity, and bought back the amulet Arahael from the magic shop. After re-arranging kit, everything seems covered.

I'm planning to use the acid-branded axe Masaeren on Sauron.
The healing activations and rod of healing might be enough if he doesn't summon. There are some dangerous uniques remaining though: The Tarrasque, Vecna, Ungoliant, Azriel, Gabriel, Kronos...
Should I hunt them down first?

None of my large dice weapons has slay evil, and swapping in another launcher loses fire immunity. Any advice for Morgoth?

On 29.5.2009 03:24 Ferrat wrote:
Sauron is dead!
Due to aggravation and lack of stone to mud wands, I was caught out in the open. Instead of teleporting like a sensible person, I decided to melee him. He summoned a lot, including Lungorthin and Ancalagon + escorts. After teleporting around and fighting or *destructing* them, I approached Sauron from a safe direction and dug an anti-summoning corridor. This worked, and he went down fairly easily. Unfortunately, most of my consumables are now used up.

Clearing a troll pit afterwards produced a blade of chaos of *Slay Evil* which seems suitable for Morgoth. The lack of banishment scrolls and small healing potions is concerning me though.

On 30.5.2009 06:23 Ferrat wrote:
About to dive to 5000'.
The Tarrasque, Kronos, Ungoliant, and Azriel are still alive. If Gabriel and escort are summoned, I will consider myself lucky.
I'm planning to first use the overpowered crossbow and then the longbow, while using the activation for phase door. Then swap for the fire immunity bow and melee.
Any last minute advice? Do I have enough speed potions?

On 31.5.2009 05:08 Ferrat wrote:
In the end only the bolts were needed, though I did pick them up off the floor several times. The summons were avoided mostly with phase door, because Morgoth tended to leave them behind. Banishment was saved for when his summons filled the screen, and teleport other took care of the uniques. Seems I underestimated this character somewhat.

As for the elf warrior combination, the low constitution was a pain even until the endgame. However the intrinsic resists, stealth and magic devices balanced it out. Overall, it felt rather like playing a rogue.

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