The Angband Ladder: Nissa, Elf no-class by pav

                 [Sangband 0.9.9, beta 20d Character Dump]

         Nissa           Age    :            310  STR:  18/108
  the Mage-Technician    Height :     5 ft, 5 in  INT:  18/128
                         Weight :         109 lb  WIS:      17
Gender : Male                                     DEX:   18/51
Race   : Elf              Slayer of a level 46    CON:  18/102
Realm  : Sorcery                Eog golem         CHR!  18/130

Max Hitpoints       389  Power                69  Max Mana           50
Cur Hitpoints       -34  Score               457  Cur Mana           39

       (Melee)           Unspent Exp        4265         (Missile)
Blows per round       3  Gold             338455  Shots per round     1
+ to Skill           14                           + to Skill         14
Deadliness (%)      117  Max Depth        Lev 38  Deadliness (%)    117

                          (Character Abilities)
Melee     : Heroic     Saving Throw: Excellent  Magic Device: Heroic
Shooting  : Legendary  Stealth     : Very Good  Dodging     : Heroic
Throwing  : Excellent  Perception  : Legendary  Fame        : Praised
Digging   : Excellent  Disarming   : Legendary  Infra-Vision: 0 feet

   Speed       : +10
   Armour      : 94
   Kills       : 9583
   Time Elapsed: 35 days, 10 hours, 28 minutes   (3543630 turns)


  [Character Attributes]

      abcdefghijkl@        Stat Intrnl abcdefghijkl@ Adjust
Stlth:2............        STR:  18/98 ......2.....1 18/108
Invis:.............        INT:  18/88 ............4 18/128
Aware:.........3...        WIS:     16 ............1     17
Disar:.............        DEX:  18/41 ............1  18/51
Devic:.............        CON:  18/72 ...5......s.2 18/102
Speed:.............        CHR! 18/100 ......2.....1 18/130

      abcdefghijkl@                           abcdefghijkl@
Infra:.............                     NFuel:.............
Tunnl:...........3.                     Steal:.............
Save :.............                     NoMag:.............
Mana :.............                     Telep:.............
Light:1....3....1..                     Aggra:.............
                                        Drain:.............

                                        Curse:......+......

      abcdefghijkl@       abcdefghijkl@       abcdefghijkl@
Acid :......++..... Light:.....+....+.+ Food :.............
Elec :......++..... Dark :............. Feath:....+........
Fire :+.....++..... Sound:............. Shine:.............
Cold :......++..... Shard:......+...... Regen:.............
Pois :.......+..... Nexus:......+...... ESP  :.............
Fear :............. Nethr:............. SeeIn:.........+...
Blind:.........+... Chaos:............. FrAct:..........+..
Confu:+............ Disen:............. HLife:.............


  [Last Messages]

The Archpriest looks healthier.
The Archpriest recovers his courage.
The Archpriest hits you.
*** LOW HITPOINT WARNING! ***
The Archpriest hits you.
*** LOW HITPOINT WARNING! ***
The Archpriest hits you.
*** LOW HITPOINT WARNING! ***
You feel yourself moving faster!
You have 5 175g Potions of Speed (d).
The Archpriest summons forth dark forces from Hell!
Darkness surrounds you.
You succumb to the visions of Hell!
You die.
Replace existing file ~/.sangband/Sangband/Pav.txt?  y


  [Skills]

Swordsmanship     :  74%
Clubbing          :  71%
Jousting          :  49%
Archery - Xbows   :  40%
Archery - Bows    :  60%
Throwing          :  13%
Spellcasting      :  42%
Magical Power     :  30%
Wizardry          :  60%
Magical Device    :  65%
Perception        :  65%
Disarming         :  55%
Dodging           :  65%
Spell Resistance  :  65%



  [Quests]

To fulfill your task, you must kill 22 Archpriests on dungeon level 38.

Defeated 12 Green nagas on level 4
Defeated 16 Ogre shamans on level 15
Defeated 12 Giant purple worms on level 19
Defeated 13 Forge giants on level 22
Defeated 14 Cave trolls on level 25
Defeated 12 piles of Creeping adamantite coins on level 28
Defeated 15 Eog golems on level 36


  [Character Equipment]

the 37500g Flail 'Totila' (3d6) (+14,+14) (+2)
     Activates for confuse monster every 15 turns.  [0% fail]
     +2 Stealth.  Slay Evil.  Brand Fire.
     Resist Fire, Confusion.  Permanent Light (radius 1)
a 25120g Long Bow of Extra Might (x4) (+14,+14)
     Activates for an especially damaging shot every 20-40 turns.  [0% fail]
     +1 Might.
a 2950g Ring of Combat (+8,+11)
     Does 4d10 thrown damage
a 7600g Ring of Constitution (+5)
an 250g Amulet of Feather Falling
a 4535g Brass Lantern of Brightness (lit) [3] <Fuel: 8297>
     Resist Light.
the Chain Mail of Arvedui (-2) [14,+15] (+2) {cursed}
     +2 STR, CHR.
     Resist Acid, Lightning, Fire, Cold, Shards, Nexus.
     Cursed.
the 65000g Cloak 'Colluin' [1,+15]
     Activates for resistance (duration 20-40) every 160 turns.  [0% fail]
     Resist Acid, Lightning, Fire, Cold, Poison.
a 5260g Barbut of Seeing [4,+7] (+3 to awareness)
     +3 Awareness.  Resist Blindness.  See Invisible.
the 30000g Set of Leather Gloves 'Cammithrim' [1,+15] (charging) {!! @A*
     Activates for bolt of light (5d27) every 4 turns.  [0% fail]
     Sustain CON.  Resist Light.  Free Action.
     Permanent Light (radius 1)
a 2762g Pair of Hard Leather Boots of Earthquakes [3,+6] (+3) {Ibun}
an 188g Arrow of Frost (2d2) (+9,+5) {@f*}
15 152g Arrows (Poisoned) (2d2) (+3,+5) {@f*}


  [Character Inventory]

2 35g Books of Magic Spells [Apprentice Magic]
2 225g Books of Magic Spells [Lesser Conjury]
     Does 3d7 thrown damage
2 1000g Books of Magic Spells [Elemental Sorcery]
     Does 5d11 thrown damage
5 175g Potions of Speed
17 60g Potions of Cure Critical Wounds {50% off}
4 300g Potions of Healing
17 11g Scrolls of Learn Magic {25% off}
6 80g Scrolls of Satisfy Hunger
4 700g Rods of Trap Location (1 charging)
a 4000g Rod of Recall
5 2700g Rods of Acid Bolts {@z2}
4 3000g Rods of Fire Bolts {@z1}
8 2000g Rods of Frost Bolts {@z8}
2 4000g Rods of Lightning Balls {@z5}
3 3937g Wands of Teleport Away (15 charges)
a 9080g Sacrificial Dagger of Dragon Slaying (2d4) (+14,+13) {KEEP}
30 240g Lead Shots (Poisoned) (2d2) (+10,+13) {SELL THEM}
a 3200g Blanket of Elemental Protection (almost destroyed)
     Resist Acid, Lightning, Fire, Cold.
a 3200g Blanket of Elemental Protection
     Resist Acid, Lightning, Fire, Cold.
a 3200g Blanket of Elemental Protection
     Resist Acid, Lightning, Fire, Cold.


  [Home Inventory]

2 450g Sprigs of Athelas
10 75g Scrolls of Teleportation
9 1000g Scrolls of *Identify*
a 5000g Ring of Poison Resistance
a 1500g Ring of Sustain Body
a 1500g Ring of Sustain Mind
3 1000g Rings of Free Action
a 1000g Ring of See Invisible
a 3100g Ring of Strength (+3)
an 1600g Amulet of Intelligence (+2)
an 7600g Amulet of Wisdom (+5)
a 3335g Brass Lantern of Acuity (lit) [2] <Fuel: 6197>
     +2 Awareness.  Resist Light.
20850g Augmented Chain Mail of Elvenkind (-2) [16,+8] (+2 to stealth)
     +2 Stealth.
     Resist Acid, Lightning, Fire, Cold, Blindness.
14900g Partial Plate Armour of Resistance (-3) [21,+10]
     Resist Acid, Lightning, Fire, Cold.
22340g Hard Studded Leather of Elvenkind (-1) [7,+13] (+2 to stealth)
     +2 Stealth.
     Resist Acid, Lightning, Fire, Cold, Poison.
the 30000g Small Leather Shield of the Elements [3,+15]
     Activates for opposition to the elements (duration 20-40) every 160 turns. 
[0% fail]
     Resist Acid, Lightning, Fire, Cold.
the 12000g Metal Cap of Thengel (+5,+5) [3,+12] (+2)
     +2 INT, WIS, CHR.
the 20000g Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+12] (+2)
     Activates for door destruction every turn.  [0% fail]
     +2 STR, CON.
a 2907g Pair of Soft Leather Boots of Free Action [2,+9]
the 13000g Dagger 'Nimthanc' (1d4) (+8,+8)
     Brand Frost.  Well-Balanced.  Resist Cold.
a 15348g Short Sword of Heroism (1d11) (+17,+8) (+1)
     Activates for heroism (15-30 turns) every 50-100 turns.  [0% fail]
     +1 STR.  Resist Fear.
the 20000g Cutlass 'Gondricam' (1d11) (+10,+12) (+3)
     +3 DEX, Stealth.  Brand Acid.
     Resist Acid, Lightning, Fire, Cold.
     Feather Falling; Regeneration; See Invisible.
a 9499g Bastard Sword of Slay Giant (2d11) (+9,+9) {Ulfast}
a 6728g Long Bow of Velocity (x3) (+5,+17) (+1)
     Activates for an especially damaging shot every 20-40 turns.  [0% fail]
     +1 STR.


  [Special Advantages and Disadvantages]

(none)


Posted on 15.10.2005 01:31
Last updated on 16.7.2006 18:07

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116. on the Sangband Ladder (of 287)

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On 15.10.2005 01:31 pav wrote:
My first shot on Sangband. I like it a lot, so far. I'd like to play a "ranger" - melee, archery and some utility magic. Need advice on which skills to boost and which skills to leave alone.

On 15.10.2005 15:45 Badobras wrote:
So choose one melee skill, one archery skill and one magic domain (three skills). :) Do you plan any Oath (see the help files)?

On 15.10.2005 19:34 pav wrote:
Trapdoored into the quest level - was hard, but I managed. Got some cash as a reward, bah. Got a kickass whip from Feldisham, too bad I started as swordmaster, time to switch to clubbing.

On 15.10.2005 19:36 pav wrote:
No, oaths doesn't look appealing to me, at least not on my first game. I think I'll go with swords, bows and sorcery (in the moment I'm more into xbows and clubs, thou - got better items for those).

On 16.10.2005 01:55 jmiddendorf@hmc.edu wrote:
You've got a *lot* of skills. You're going to be paying a lot of extra xp to keep them all up. You need to keep a skill above 80% of your power to not pay extra to raise it. Keep this in mind.

I'd stop increasing crossbows, throwing and disarming lest you be a jack of too many trades.

Without an oath, you'll be limited to 75 in weapons, and 50 in mana. If you take wizard oath, you'll get +2 in, lose some hp (~75 by power 100), be limited to 50 in weapons, but unlimited in mana (and get some bonus mana, I think).

On 16.10.2005 02:14 pav wrote:
I already stopped raising Throwing and Crossbows, I'll leave Disarming alone too per your advice. I'm watching extra raise requirements closely and never raise skill when it's not optimal to do so.

On 16.10.2005 04:45 pav wrote:
Mughash with escort offed.

On 18.10.2005 00:46 pav wrote:
500 ft, doing well.

On 23.10.2005 17:18 jmiddendorf@hmc.edu wrote:
You may find that you do better without your shield; it'll increase your dodging. Also, try to travel lightly.

Yay, sang needs more elves; they're really hard due to lack of substantial hp. Needs more wizards, too; no wizard winners (yet).

On 28.10.2005 00:24 pav wrote:
Lesser vault on "red feeling" level at 1150' ft. Got to meet Nar, the Dwarf there, he was 350' ft out of depth. Burned two speed potions on him, but I offed him. Wand of Slow Monster was the "trick" here. Also got "erased" by memory moss, ugh. Not much loot to mention, Potion of Charisma perhaps, for being first statgain pot I seen so far.

Also met Grishnakh elsewhere on the level. He was easy, except he kept running away. Coward.

I think I shouldn't have been investing in magic, because magic devices works better (better fail rates) and first two sorcery books aren't much useful anyway. Oh well.

On 28.10.2005 00:27 pav wrote:
That was at 650' ft, of course.

On 29.10.2005 01:42 pav wrote:
Thengel on floor! \o/

On 14.11.2005 00:06 pav wrote:
Just found Nimthanc and three new kind of rings on the floor (depth: 17). But I think my current Short Sword of Heroism is better than Nimthanc.

On 13.3.2006 02:21 pav wrote:
Read unided scroll which turned out to be Scroll of Questing. Now that was some serious fun!

On 13.3.2006 16:41 jmiddendorf@hmc.edu wrote:
I don't know if you're interested in unsolicited advice, but I'd seriously consider some major kit reswapping.

I'd probably swap in elvenkind (poison), ring of combat (con once you get a potion or two of it), boots of FA, Totila, and Cambeleg.

You'd lose 2str/chr, shards and nexus (not terribly important), gain rconf (important!). Cambeleg and ring of combat will make your combat better (totila is also a better weapon than bastard sword). Cambeleg will hurt your casting fail rates, so maybe you don't want to switch that out.

On 13.3.2006 16:50 pav wrote:
Always interested in advice.

But Totila is clubbing weapon, and I'm specializing in Swordsmanship. Cammithrim is my main attack weapon now, activation every 4 turns for helluva unresisted damage. I'm not swapping that out.

I do a lot more damage with that Combat ring, I may consider swapping in poison Elvenking and Combat ring instead of Arvedui and Poison ring. But I'm already in Nexus Hounds depths and I hate sinking thru floor.

On 13.3.2006 18:44 jmiddendorf@hmc.edu wrote:
Well, I understand not liking nexus, but I think confusion is way more importatnt. You could still swap in totila, it's an amazing weapon. Swapping in the elvenkind is optional, but totila + combat would be fearsome (it's branded with fire and has slay evil with big dice and a good to-hit).

Swapping out Cammirinthin is basically only good for the combat bonuses. That swap is more a personal preferences thing, as it'll make spellcasting harder.

Poison really isn't required unless you start seeing AMHD or maybe gorgimas. Til then, I'd use combat, probably.

On 13.3.2006 20:30 pav wrote:
You're right, Totila is a mighty weapon. Too bad I miss a lot, but that should be fixable as I work on the skill.

On 19.3.2006 15:49 pav wrote:
I'm feeling seriously overpowered for my depth, so I took a hard quest. Found second scroll of Questing, that should be a lot of fun too... I wonder if I can read it in the village.

On 19.3.2006 17:01 jmiddendorf@hmc.edu wrote:
Reading a scroll of questing in town is equivalent to reading it in the dungeon. It'll take you to your deepest depth.

I'm confused why you're wearing feather falling. Int+2 should be a lot better. Just detect traps often, and it won't really be a problem. Also, the shield of elements is pretty light -- I'd wield it and say to heck with dodging. Cast evasion field if you need a boost to dodging. Double resist will make nasty breathers a lot less scary.

I'd also consider swapping in the ring of combat, but that's your call.

On 19.3.2006 22:59 pav wrote:
Do you mean that wearing two items granting same resistance is different from wearing one item of that resistance, in Sangband? In Vanilla it does not stack up.

I really hate to fall down trap doors. Hate it hate it hate it hate it. +2 INT isn't worth the swap, I'm really no heavy magic user.

On 20.3.2006 05:33 jmiddendorf@hmc.edu wrote:
No, resistances do not stack. The shield, however activates for resist (basic4) elements. That (and 18 AC) seems better than some nebulous dodging bonuses.

In general, I find the extra int very helpful -- more mana and lower spell fails are nice. Maybe you'll find some boots of FF.

I'd also sell the =oFA ... you'll almost certainly have a useful source between your boots and Cammirinthin, so you won't really want the rings ever.

Also, I suspect that the ring of con +5 is a lot better than the ring of poison resist. Poison is a lot less nasty (at least in breath form) in S than, say, V, as more of the damage is applied over time, so less dangerous.

If you don't get too attatched to clearing levels, then losing FF isn't a big deal. It is, of course, a personal decision. Maybe int+4 or something will come along and change your mind :)

On 20.3.2006 10:01 pav wrote:
Feather falling will be gone once I find decent amulet, I promise. Shield of Elements is recent find, I'll evaluate it against dodging bonuses. (I have a very nice dodging now.) Poison is gonna stay. I still haven't filled up home, so there is some crap in there... :)

On 16.7.2006 18:07 pav wrote:
Ok, dead. Attempted a quest against Archpriests. Was at 118 HP, decided to haste, got stormed by a Vision of Hell. Should have healed instead. Anyway, no chance to do this quest.

On 16.7.2006 19:52 jmiddendorf@hmc.edu wrote:
Ouch. I've lost several promising characters to Archpriests or dark elven cultists. Helldark does very impressive damage, and a lot of those priesty types are fast. Archpriests are just nasty.

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