The Angband Ladder: Anne Loki, Fairy Gnome Thief by buzzkill

  [DaJAngband v1.2.1c Character Dump]

 Name   Anne Loki                                Self  RB  CB  EB   Best
 Sex    Female            Age       104   STR:     10  -2  +1  +0      9
 Race   Fairy Gnome       Height     28   INT:     11  +1  +2  +0     14
 Class  Thief             Weight     44   WIS:     10  +4  -1  +0     13
 Title  Escape Artist     Status      1   DEX:     15  +2  +3  +0  18/20
 HP     -9/133            Score    2642   CON:     13  +0  -1  +0     12
 SP     17/27                             CHR:     16  +1  +1  +0     18

 Level           25       Armor     [6,+18]     Saving Throw          73
 Cur Exp      22442       Fight   (+11,+11)     Fighting             143
 Max Exp      22442       Melee   (+17,+18)     Shooting             180
 Adv Exp      28525       Shoot    (+17,+7)     Throwing             184
 MaxDepth    Lev 35       Blows      1/turn     Disarming             86
     Day 4, 9:13:51       Shots      1/turn     Magic Device          53
 Gold         13305       Stealth        10     Alertness             24
 Burden    98.1 lbs       Energy       100%     Searching             37

 You are one of several children of a Gnome gardener. You are the black
 sheep of the family.  You have brown eyes, wavy black hair, and an
 average complexion.


      abcdefghijkl@       abcdefghijkl@
 Acid:............. Blind:.............
 Elec:............. Confu:.............
 Fire:+.......+.... Sound:.............
 Cold:............. Shard:.............
 Pois:............. Nexus:.............
1/2Po:............. Nethr:.............
 Fear:............. Chaos:............+
 Lite:............. Disen:.............
 Dark:............. Charm:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:............. Stea.:.......+.....
Feath:............. Alert:.............
PLite:............. Tunn.:.............
Regen:....+........ Speed:.............
Telep:............. Blows:.............
Dkvis:............. Shots:.............
Invis:............. Might:.............
FrAct:............. ThrwM:.............
HLife:.............      :.............


  [Last Messages]

> The gorgimera butts you.
> The gorgimera claws you.
> The gorgimera bites you.
> You are enveloped in flames!
> One of your Scrolls titled "tas tus pro" of Identify (k) was destroyed!
> The gorgimera gazes at you.
> You resist the effects!
> You feel less resistant to cold.
> The gorgimera butts you.
> The gorgimera misses you.
> The gorgimera bites you.
> You are enveloped in flames!
> *** LOW HITPOINT WARNING! ***
> The gorgimera gazes at you.
> You die.


  [Character Equipment]

a) a hatchet of Flame (1d5) (+6,+7)
     It is branded with fire.  It provides resistance to fire.  It
   cannot be harmed by fire.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 27 against fire-vulnerable
   creatures, and 21 against other monsters.  Your chance of scoring a
   critical hit with this weapon is 1 in 21.
   
b) a long bow (ML3) (+6,+7)
     
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
c) a Jasper Ring of Accuracy (+9)
     
   
d) a Garnet Ring of Damage (+10)
     
   
e) a Colored Glass Amulet of Regeneration
     It speeds your regeneration.  
   
f) a brass lantern (40:41:40)
     It usually provides light of radius 2.  It cannot be harmed by 
   fire.  
   
g) (nothing)
     
   
h) a cloak of Stealth [1,+8] (+1 to stealth)
   It increases your stealth by 1.  
   
i) a small leather shield of Resist Fire [2,+1]
     It provides resistance to fire.  It cannot be harmed by fire.  
   
j) a hard leather cap [2,+3]
     
   
k) a set of leather gloves [1,+2]
     
   
l) (nothing)
     
   


  [Character Equipment -- Quiver]

n) 5 arrows (1d4) (+0,+0)
     
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 24.9.  Your chance of scoring a critical shot
   shooting this ammo from your current launcher is 1 in 21.
   
o) 2 hand grenades (8d3) (+0,+1)
     It is balanced for throwing and can't be used for melee.    This
   projectile (almost always) explodes in a radius 2-3 ball of shards
   (or its element if it is branded) when it hits a monster, damaging
   any creatures adjacent to the target monster.  It cannot be harmed
   by cold.  
   
   This weapon can be thrown for an average damage of 47.6.  Your
   chance of scoring a critical hit when throwing this weapon is 1 in
   17.
   


  [Character Inventory]

a) a Book of Alchemy [Beginner's Mixing] {@m1 @b1 @G1}
     
   
b) a Book of Alchemy [Commonly Used Potions]
     It cannot be harmed by acid.  
   
c) a Book of Alchemy [Quick Getaways: Thieves' edition] {@m3 @b3 @G3}
     
   
d) a Fragrant Mushroom of Second Sight
     
   
e) a Pointy Mushroom of First Sight and Second Thoughts
     
   
f) 2 Light Green Potions of Speed
     
   
g) 13 Violet Speckled Potions of Cure Critical Wounds
     
   
h) a Pungent Potion of Healing
     
   
i) 4 Scrolls titled "as sa tes tror" of Teleport Level
     
   
j) 6 Scrolls titled "mantus contero" of Word of Recall
     
   
k) 3 Scrolls titled "tas tus pro" of Identify
     
   
l) 2 Brass Rods of Illumination {@z1}
     
   
m) 4 Steel-Plated Rods of Light {!! @z2}
     
   
n) a Copper Rod of Frost Bolts {!!}
     
   
o) a Basilisk Tooth Wand of Teleport Other (8 charges)
     
   
p) an Oak Staff of Treasure & Object Location (1d5) (-3,-5) (2 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 9.  Your chance of scoring a
   critical hit with this weapon is 1 in 28.
   
q) a Hazel Staff of Sleep Monsters (1d5) (+3,+4) (5 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 18.  Your chance of scoring a
   critical hit with this weapon is 1 in 23.
   
r) a Sapling Staff of Charm Animals (1d5) (+3,+5) (4 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 19.  Your chance of scoring a
   critical hit with this weapon is 1 in 24.
   
s) a barbut [4,-6] {cursed}
     It is cursed.  
   
t) a dagger of *Slay Evil* (1d4) (+8,+8) (+1)
   It increases your wisdom by 1.    It slays all evil creatures.  It 
   speeds your regeneration, is better for throwing than most melee
   weapons, and is good and hates evil.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 24 against evil creatures, 
   and 21.5 against other monsters.  This weapon can be thrown for an
   average damage of 25.2 against evil creatures, and 12.6 against
   other monsters.  Your chance of scoring a critical hit with this
   weapon is 1 in 23 (less when thrown).
   
u) 29 iron shots of Slay Giant (1d4) (+5,+8)
     It slays giants.  
   


  [Home Inventory]

a) a Book of Alchemy [Beginner's Mixing] {@m1 @b1 @G1}
     
   
b) a Book of Alchemy [Commonly Used Potions]
     It cannot be harmed by acid.  
   
c) a Book of Alchemy [Chemical Detections & Tools] {@m2 @b2 @G2}
     
   
d) 2 Striped Mushrooms of Emergency
     
   
e) 14 Crimson Potions of Cure Light Wounds
     
   
f) 11 Dark Green Potions of Cure Serious Wounds
     
   
g) 10 Violet Speckled Potions of Cure Critical Wounds
     
   
h) 14 Scrolls titled "as sa tes tror" of Teleport Level
     
   
i) 10 Scrolls titled "tas tus pro" of Identify
     
   
j) 3 Scrolls titled "subio adrio co" of Door/Stair Location
     
   
k) a Zinc-Plated Rod of Trap Location {!! @z1}
     
   
l) 3 Zinc Rods of Door/Stair Location {!!}
     
   
m) 4 Dragon Claw Wands of Sleep Monster (42 charges)
     
   
n) a Hippocampus Tail Wand of Wonder (17 charges)
     It cannot be harmed by the elements.  
   
o) a Redwood Staff of Teleportation (1d5) (+3,+3) (1 charge)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.  Your chance of scoring a
   critical hit with this weapon is 1 in 24.
   
p) a Cypress Staff of Identify (1d5) (-2,-2) (19 charges) {cursed}
     It is cursed.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 12.  Your chance of scoring a
   critical hit with this weapon is 1 in 27.
   
q) an Oak Staff of Treasure & Object Location (1d5) (+6,+3) (4 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 17.  Your chance of scoring a
   critical hit with this weapon is 1 in 22.
   
r) a Mahogany Staff of Detect Invisible of Slay Giant (1d5) (+11,+3) (17
charges)
     It slays giants.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 23 against giants, and 17
   against other monsters.  Your chance of scoring a critical hit with
   this weapon is 1 in 19.
   
s) a Maple Staff of Cure Light Wounds (1d5) (+0,+0) (3 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 14.  Your chance of scoring a
   critical hit with this weapon is 1 in 26.
   
t) an Aspen Staff of Slow Monsters (1d5) (+2,+4) (0 charges)
     
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 18.  Your chance of scoring a
   critical hit with this weapon is 1 in 24.
   
u) an Emerald Ring of Alertness (+2)
     It increases your alertness by 10.  
   
v) an Obsidian Amulet of Resist Acid
     It provides resistance to acid.  It cannot be harmed by acid.  
   
w) a Bone Amulet of Wisdom (+3)
   It increases your wisdom by 3.    It sustains your wisdom.  
   
x) a Malachite Amulet of Resist Lightning
     It provides resistance to electricity.  It cannot be harmed by 
   lightning.  
   
y) a shovel (1d2) (+0,+0) (+1) {@w1}
   It increases your tunneling by 1.  
   
   With this weapon, you would currently get 1 blow per round.
   
   Each blow will do an average damage of 12.5 (add +0.3 damage against
   creatures vulnerable to rock remover).  Your chance of scoring a
   critical hit with this weapon is 1 in 25.
   
z) a sling (ML2) (+0,+0)
     
   
   A launcher with an multiplier level (ML) of 2 actually multiplies
   damage by x1.75
   Examine ammo to see average damage.
   
{) 57 bolts (1d5) (+0,+0)
     
   


Anne Loki the Fairy Gnome Thief
Began the quest to kill Morgoth on 05/27/2010 at 02:20 PM
============================================================
                       CHAR.  
| DAY,  TIME  | DEPTH |LEVEL| EVENT
============================================================
| 1, 09:03:14 |     1 |  5  | Reached level 5
| 1, 21:46:20 |     4 |  8  | Killed Fang, Farmer Maggot's dog
| 2, 03:14:35 |     8 |  9  | Killed Grip, Farmer Maggot's dog
| 2, 04:46:41 |     8 | 10  | Reached level 10
| 2, 05:05:58 |     7 | 10  | Killed Wolf, Farmer Maggot's dog
| 2, 14:28:59 |    12 | 11  | Killed Bill Ferny, agent of Saruman
| 2, 19:52:08 |    12 | 13  | Killed Golfimbul, the Hill Orc Chief
| 3, 00:41:31 |    18 | 15  | Reached level 15
| 3, 03:51:22 |    20 | 16  | Killed The Great Goblin
| 3, 06:06:44 |    21 | 16  | Killed Ulfast, Son of Ulfang
| 3, 13:18:21 |    21 | 20  | Reached level 20
| 3, 20:15:34 |    24 | 21  | Killed Ugluk the Uruk
| 4, 00:23:21 |    27 | 22  | Killed Shagrat, Captian of Cirith Ungol
| 4, 06:56:45 |    32 | 25  | Reached level 25
============================================================
| 4, 09:13:51 |    35 | 25  | Killed by a gorgimera.
| 4, 09:13:51 |    35 | 25  | Killed on 06/05/2010 at 12:26 PM.
============================================================
============================================================


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
A: Randomize randart names (if randarts is on): yes (adult_randnames)
Adult: Auto-scum for good levels             : no  (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : yes (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
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: Everything is already IDed            : no  (score_noid)
Score: Allow player to avoid death           : no  (score_live)



Posted on 1.6.2010 02:18
Last updated on 5.6.2010 18:28

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14925. on the Ladder (of 19090)
58. on the DaJAngband Ladder (of 100)
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Comments

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On 1.6.2010 02:25 buzzkill wrote:
Another in my family of fairy gnomes, she is the most successful to date, but that's not saying much. This girl must love shopping, because she returns to town constantly and stores all types of junk in her home. After struggling for a long time to find a good, light weight, weapon she just happened to find the previously un-ID'd dagger of *slay evil* under her bed. Lack of strength and legitimate teleportation are her biggest burdens right now.

On 1.6.2010 06:07 will_asher wrote:
base 10STR, 10INT and 16CHR?
Not choosing your stats at the beginning of the game can be a real big handicap. How do you play spellcasters like that?

On 1.6.2010 07:19 buzzkill wrote:
Very carefully. You have to love the standard roller. I get a certain satisfaction from keeping a 'hopeless' character alive for as long as I can. It takes a lot of real time. Stat gain will come eventually :). I'm also playing dis-connected stairs, no selling, no auto-scum, no spoilers and a (currently) weak monster memory. If I ever beat this game, it will be nothing if not legitimate.

I enchanted up my bow and dagger and got a stack of speed potions from the BM.

On 1.6.2010 19:07 buzzkill wrote:
CL16. DL21. Day 3. Getting deep and leveling up, but not improving my kit much. I can't find scrolls of light in the stores, which is an annoyance, since the spell 'light area' doesn't have the same effect. I was feeling a little cocky and a took a shot at the wicked witch of the west. She was alone and the conditions were right, so I figured it was a good opportunity to kill the bitch, (ahem) witch. It wasn't long before she nearly insta-kill cursed me (her cause critical woulds did 80 damage!!!). I teleported away with 6HP.

On 2.6.2010 01:44 buzzkill wrote:
Anne is living a charmed life. On DL21 she finds a vault, a big one. By the time she was done (detecting) she had detected 82 items inside. Unfortunately, she would see none of them. She approached from the east, and was quickly surrounded by unseen adversaries. She teleported away and tried approaching from the west, where she had some success, killing off a few guardians in the perimeter moat. It was then that she encountered the black unicorn 21 level OoD (which she had no solution for). She escaped, too easily, and that encouraged her to stick around. She reasoned that careful detection would keep her safe from it. Back on the east side, she retraced her original steps, eventually luring forth and eventually killing a bunch of orcs. She nearly killed Grimshak too, which nearly ended her quest. You see, he was 90% dead, and she was weak when she realized she NEEDED to flee (or die), but the teleport landed her in a room of wargs... and crebain. The wargs bit, the crebain shrieked, she read WoR, quaffed CCW's and phased around the room, and eventually, with her last scroll of phase door, landed in a corridor, nearly dead. They quickly came after her, and the situation was manageable for a while, fighting them one on one. But then more crebain appeared on the opposite side of her. She was surrounded and they were hasted. CCW's were gone so, low on mana, she cast teleport... successfully. Yep, you guessed it. It took her right back to the orcs she fled from earlier. By the time the paralysis wore off, they were on top of her. She ran, but then a sniper appeared ahead of her, and HP's were in the single digits. So, she cast a no mana teleportation... again successfully. This time landing safely, and was finally recalled just a few seconds later. There was an illusionist waiting for her when she got back to town. Luckily, he was sleeping.

On 2.6.2010 05:32 Matthias wrote:
You do realize that getting out of that one means you have to win now, right?

On 3.6.2010 03:59 buzzkill wrote:
Upon recalling to town, my luck seemed to be holding up. I found a wand of TO at the BM and I picked up a much needed ring of FA somewhere. Recalled down, and back on DL21 I quickly made my way to the nearest staircase, swapping out my FA for rCold to more effectively deal with some hounds along the way. Upon reaching the staircase, I detected treasure and located some interesting items that I deemed worth going after even though there were energy hounds in the area and that just happened to be my only missing basic resist. So, the first time I get hit by electricity my (never used, brand new) wand of TO was destroyed. This infuriated me, so I struck the hound as hard as I could. It's next attack destroyed my ring of FA. I teleported away and slaughtered a pack of wolves to ease my pain. I eventually fled the level without much further success.

On 5.6.2010 04:50 buzzkill wrote:
CL24. DL28. Day 4. Deeper and stronger, but no better equipped. Still lacking FA, SeeInvis, rBlind, and half of the basic resists. I found some hand grenades which are a novelty to me, be it an effective one. Picked up a potion of INT, mana +2. Well, that's something I guess. I'm trying, slowly, to reach DL30 where I'll hopefully find better stuff. In the meantime, I'm using potions of speed to kill off any uniques I run across (not that they ever drop anything worthwhile). I call this chick "the barefoot bandit" since she seems to have no need for footwear.

Will, I'm very much enjoying sneaking around 'awake, but unaware' monsters. Tip-toeing through a room of unaware earth hounds is quite exciting. That feeling get cranked up a notch when one of them happens to notice you, or it simply wanders a little too close for comfort.

On 5.6.2010 06:55 will_asher wrote:
I hope you're familiar enough with DaJangband monsters to know the paralyzers at your depth. Hobglibs are one that comes to mind that you might not know about yet (they have the ranged paralysis spell).
Permanent see invisible is much rarer in DaJangband and not nearly as nessesary with hearing monsters and temporary sources of SeeInvis being more common. RBlind isn't that important until deeper, but I'm sure you know going without FA is dangerous.

On 5.6.2010 19:19 buzzkill wrote:
Inattention and frustration (of the stingy RNG) cost me this one. I should have ditched this level much earlier, but was having success sneaking around sleeping monsters and dragons that I should have been fleeing from. There was just one more un-ID'd potion that I wanted to see and it was fairly close to the stairs. Not the stairs I had already reached, a different set of stairs. It was closer to the gorgimera, but he was sleeping. I reached the next set off stairs, and everything dangerous was still asleep, so I proceeded. Then, I failed to kill the lone cold hound with a single blow. Then, I failed to kill it with the follow up arrow. I paused, and monitored it's flight via detection. I didn't want it breathing and waking the gorgimerea. Once I felt it was safe I went after the potion which was just beyond the gorgimera. The cold hound barked (at it's pack) instead, waking the gorgimera which I was adjacent to (or maybe it just woke up on it's own). I was immediately paralyzed, then dead.

Will, I (think that I) had a turn after the barking and I (think that I) looked at the gorgimera and (I think that) he was still asleep. Then he moved on his next turn. My memory could be wrong, but I could have sworn that I had a turn after the barking, and that I wasn't too worried because there were no other hounds around and the gorgimera was still asleep. I suspect that there may be an issue with updating the status of monsters waking monsters.

On 6.6.2010 06:09 Roch wrote:
Man that's tough. Great effort and description of her adventures. DaJ is really rough these days, even without those handicaps.

On 8.6.2010 05:07 will_asher wrote:
When monsters wake up other monsters, they only wake the same type of monster as itself, so the hound's bark would only wake other Z's (which, now that I think about it, is slightly odd). The gorgimera must have woke up on its own (or possibly from a hound's breath).

On 8.6.2010 05:09 will_asher wrote:
It seems to me that your mistake was being adjacent to a paralyzing monster when you didn't have free action. IIRC, they do (usually) get to act on the same turn that they wake up.

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