The Angband Ladder: Lirr, High-Elf Warrior by Estie

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            130   STR:  18/99  +1  +5  +0 18/159
 Race   High-Elf     Height          70   INT:     15  +3  -2 +12 18/100
 Class  Warrior      Weight         190   WIS:     16  -1  -2  +2     15
 Title  Champion     Social      Lordly   DEX:  18/97  +3  +2  +7 18/217
 HP     892/892      Maximize         Y   CON:  18/89  +1  +2 +11 18/***
 SP     0/0                               CHR:  18/28  +5  -1  +0  18/68


 Level               40   Armor   [29,+148]     Saving Throw         80%
 Cur Exp        2370600   Fight   (+31,+17)     Stealth        Legendary
 Max Exp        2370600   Melee   (+41,+33)     Fighting       Legendary
 Adv Exp        2500000   Shoot   (+49,+24)     Shooting       Legendary
 MaxDepth   4900' (L98)   Blows      5/turn     Disarming            84%
 Turns          6757269   Shots      1/turn     Magic Device      Superb
 Gold            450707   Infra      120 ft     Perception        1 in 1
 Burden       200.9 lbs   Speed          14     Searching            57%

 You are one of several children of a Telerin Prince.  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 Scythe of Slicing 'Tanruth' (8d4) (+10,+16) [+4] (+3)
     +3 stealth, tunneling.
     Provides resistance to lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     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 5 blows per round.  Each
     blow will do an average damage of 73 against evil creatures, 93
     against electricity-vulnerable creatures, and 53 against normal
     creatures.
b) a Long Bow of Lothlorien (x3) (+18,+24) (+2)
     +2 dexterity, shooting power.
     Cannot be harmed by acid, fire.
     Speeds regeneration.
     Prevents paralysis.
c) a Carnelian Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
d) a Calcite Ring of Speed (+12)
     +12 speed.
e) a Crystal Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
f) The Star 'Hunendon' (+2)
     +2 constitution.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it maps the area around you in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
g) The Studded Leather Armour 'Hudhor' (-1) [6,+17] (+2)
     +2 constitution, stealth.
     Provides resistance to acid, lightning, fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
h) The Elven Cloak 'Helemmor' [6,+22] (+5)
     +5 intelligence, stealth, infravision.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence.
     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.
i) a Small Metal Shield of Preservation [4,+30]
     Provides resistance to confusion, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
j) The Hard Leather Cap 'Riaca' [2,+20] (+2)
     +2 wisdom.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) The Set of Mithril Gauntlets 'Echamdach' (+7,+6) [5,+18] (+2)
     +2 intelligence, dexterity, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, constitution.
     Stops experience drain.
l) The Pair of Steel Shod Boots of Shelda [6,+22] (+5)
     +5 intelligence, stealth, searching.
     Provides resistance to acid, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Feather Falling.


  [Character Inventory]

a) 7 Rations of Food {@E1}
b) 19 Pink Potions of Cure Critical Wounds
c) 4 Metallic Purple Potions of Healing
d) a Blue Speckled Potion of Enlightenment
e) 7 Gloopy Green Potions of Speed
f) 19 Scrolls titled "ledh tianwe" of Phase Door
g) 13 Scrolls titled "hanwen fornor" of Teleportation
h) 15 Scrolls titled "taroth gor" of Teleport Level
i) 6 Scrolls titled "comus speroven" of Recharging
j) 5 Mithril-Plated Rods of Treasure Location {@z3}
k) 5 Silver-Plated Rods of Door/Stair Location {@z2}
l) 6 Tin-Plated Rods of Trap Location {@z1}
m) 2 Brass Rods of Teleport Other
n) 3 Nickel Rods of Identify {@z5}
     Cannot be harmed by electricity.
o) 4 Aluminium Wands of Teleport Other (2 charges)
p) a Hickory Staff of *Destruction* (3 charges)
q) 2 Golden Staffs of Speed (8 charges)
r) a Calcite Ring of Speed (+9)
     +9 speed.
s) a Golden Amulet of the Magi [+10] (+4)
     +4 intelligence, searching.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Prevents paralysis.
     Grants the ability to see invisible things.
t) Multi-Hued Dragon Scale Mail (-2) [30,+27]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it allows you to breathe the elements for 250 dama
     ge.
     It takes d225+25 turns to recharge after use.
u) The Metal Scale Mail of Amiri (-2) [12,+17] (+2)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, dark, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     When activated, it fires a magical arrow with damage 150.
     It takes 20 turns to recharge after use.
v) The Short Bow of Erien (x2) (+4,+6) (+2)
     +2 stealth, shooting power.
     Provides resistance to fire, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength.
     Speeds regeneration.
     Prevents paralysis.
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.
w) 25 Seeker Arrows of Wounding (4d4) (+19,+14)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 240 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Green 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) a Magenta Potion 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) a Molybdenum Rod of Magic Mapping
     When used, it maps the area around you in a 30-radius circle.
     It takes 100 turns to recharge after use.
d) a Calcite Ring of Speed (+8)
     +8 speed.
     
e) an Obsidian Ring of Resist Poison
     Provides resistance to poison.
     
f) a Jet Ring of Acid [+18]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
g) an Adamantite Ring of Damage (+0,+14)
h) The Amulet 'Narniomur' (+2)
     +2 dexterity.
     Provides resistance to nexus, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity.
     Slows your metabolism.
     Stops experience drain.
     
     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.
     Radius 1 light.
i) The Jewel 'Lumenelin' (+2)
     +2 wisdom, constitution, charisma.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, constitution, charisma.
     
     When activated, it restores your experience to full.
     It takes 150 turns to recharge after use.
j) The Phial of Argelpion (+1)
     +1 wisdom.
     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.
k) The Metal Scale Mail 'Eargollu' (-2) [12,+20] (+3)
     +3 dexterity, constitution.
     Provides resistance to acid, lightning, fire, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution, charisma.
     Speeds regeneration.
     Stops experience drain.
     
l) Mithril Chain Mail of Elvenkind (-1) [28,+25] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Adamantite Plate Mail of Ephelle (-4) [40,+26] (+1)
     +1 constitution, speed.
     Provides resistance to blindness, confusion, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
n) The Soft Leather Armour of Orinwe [4,+12] (+5)
     +5 wisdom, dexterity, stealth.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity.
     Slows your metabolism.
     
     When activated, it puts you in a berserker rage for d50+50 turns.
     It takes 80 turns to recharge after use.
o) a Cloak of Aman [1,+18] (+2 stealth)
     +2 stealth.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Wicker Shield of Menor [2,+10] (+5)
     +5 speed.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
q) a Wicker Shield of Preservation [2,+22]
     Provides resistance to shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
r) a Wicker Shield of Elvenkind [2,+17] (+2 stealth)
     +2 stealth.
     Provides resistance to acid, lightning, fire, cold, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
s) a Leather Shield of Elvenkind [6,+14] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
t) a Set of Leather Gloves of Thievery (+7,+2) [1,+11] (+4)
     +4 dexterity, searching.
     Feather Falling.
     Prevents paralysis.
     
u) The Spear 'Borlad' (3d6) (+10,+10) (+2)
     +2 intelligence, wisdom, speed.
     Provides resistance to fire, cold, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence.
     Blessed by the gods.
     Speeds regeneration.
     
     When activated, it turns rock into mud.
     It takes 5 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 58.5 against orcs, 58.5 against
     undead, 58.5 against fire-vulnerable creatures, and 37.5 against
     normal creatures.
v) The Ball-and-Chain of Esgalduil (5d4) (+12,+11) (+3)
     +3 strength, searching, tunneling.
     Provides resistance to chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity.
     
     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.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 68.5 against demons, 68.5
     against undead, 68.5 against fire-vulnerable creatures, and 43.5
     against normal creatures.
w) a Light Crossbow of the Haradrim (x3) (+12,+15) (+1)
     +1 shooting speed, shooting power.
     Cannot be harmed by acid, fire.
     
x) 34 Seeker Bolts of Flame (4d5) (+10,+12)
     Cannot be harmed by fire.
     


  [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        : no  (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 27.6.2009 00:07
Last updated on 30.6.2009 16:16

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8191. on the Ladder (of 18938)
3498. on the Angband Ladder (of 6484)
196. for this player (

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On 27.6.2009 00:23 Estie wrote:
At the end of diving, with items equipped for hit points; I was using a stealth setup untill now, with about 450 hps and better offense.

This is the first time I can get >> 700 hit points and thus be safe from the majority of instakills, but is it a good idea to do so yet ?







On 30.6.2009 16:18 Estie wrote:
More stuff found, wish the homestorage wa bigger.

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