The Angband Ladder: Rhamph, High-Elf Warrior by Rhamphoryncus

  [Angband 3.0.9 Character Dump]

 Name   Rhamph                                   Self  RB  CB  EB   Best
 Sex    Female            Age       113   STR! 18/100  +1  +5  +5 18/210
 Race   High-Elf          Height     82   INT! 18/100  +3  -2  +3 18/140
 Class  Warrior           Weight    186   WIS! 18/100  -1  -2  +3 18/100
 Title  Lord              Status     32   DEX! 18/100  +3  +2  +1 18/160
 HP     -26/1115          Maximize    Y   CON! 18/100  +1  +2  +9 18/220
 SP     0/0                               CHR! 18/100  +5  -1  +0 18/140

 Level           49       Armor    [40,+91]     Saving Throw      Heroic
 Cur Exp    8927883       Fight   (+27,+37)     Stealth        Excellent
 Max Exp    8927883       Melee   (+48,+61)     Fighting       Legendary
 Adv Exp    9000000       Shoot   (+47,+22)     Shooting       Legendary
 MaxDepth    Lev 69       Blows      6/turn     Disarming         Superb
 Turns      5652639       Shots      2/turn     Magic Device      Heroic
 Gold       5153381       Infra       40 ft     Perception          Poor
 Burden   180.7 lbs       Speed          20     Searching           Poor

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight black hair, and a fair complexion.



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

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


  [Last Messages]

> The Lesser titan misses you.
> The Lesser titan hits you. <3x>
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> You hit the Lesser titan. <6x>
> The Black reaver invokes a mana storm.
> The Lesser titan screams in pain.
> *** LOW HITPOINT WARNING! ***
> The Lesser titan hits you.
> *** LOW HITPOINT WARNING! ***
> The Lesser titan misses you.
> The Lesser titan hits you.
> *** LOW HITPOINT WARNING! ***
> The Lesser titan hits you.
> You die.


  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+21,+24) (+10 to speed) {@w1 !d!k}
   It increases your speed by 10.  It slays trolls, undead, and all
   evil creatures, and is especially deadly against demons.  It is
   branded with frost.  It provides resistance to cold, fear, and light.
   It usually provides light of radius 4.  It is blessed by the gods, 
   slows your metabolism, and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for frost ball (100) every 40 turns.  It cannot be harmed
   by the elements.  
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
   It increases your dexterity by 1.  It increases your stealth, speed, 
   and shooting speed by 1.  It provides resistance to disenchantment.  
   It cannot be harmed by the elements.  
c) a Ring of Damage (+14)
d) a Ring of Constitution (+6)
   It increases your constitution by 6.  It sustains your constitution.
   
e) The Jewel 'Evenstar'
   It provides resistance to cold, dark, and life draining.  It
   sustains your intelligence, wisdom, and constitution.  It activates
   for restore life levels every 150 turns.  It cannot be harmed by the
   elements.  
f) The Star of Elendil
   It usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for magic mapping every 50+d50
   turns.  It cannot be harmed by the elements.  
g) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
   It increases your intelligence, wisdom, and constitution by 3.  It
   provides resistance to acid, poison, and confusion.  It activates
   for door and trap destruction every 10 turns.  It cannot be harmed
   by the elements.  
h) a Shadow Cloak of Protection [6,+23]
   It provides resistance to shards.  It cannot be harmed by the
   elements.  
i) a Large Leather Shield of Elvenkind [4,+10] (+2 to stealth)
   It increases your stealth by 2.  It provides resistance to acid, 
   lightning, fire, cold, and nether.  It cannot be harmed by the
   elements.  
j) a Steel Helm of Telepathy [6,+9]
   It grants you the power of telepathy.  
k) a Set of Gauntlets of Power (+3,+5) [2,+10] (+5)
   It increases your strength by 5.  
l) a Pair of Metal Shod Boots of Speed [6,+8] (+10)
   It increases your speed by 10.  


  [Character Inventory]

a) 4 Pieces of Elvish Waybread {@E0}
b) a Potion of Resist Heat
c) a Potion of Resist Cold
d) 28 Potions of Cure Critical Wounds
e) 22 Scrolls of Phase Door
f) 4 Scrolls of Teleportation
g) a Scroll of Magic Mapping
h) 2 Rods of Perception {@z0 !d!k}
   It cannot be harmed by electricity.  
i) 2 Rods of Recall {!*}
   It cannot be harmed by electricity.  
j) 10 Rods of Detection (4 charging) {@z2}
   It cannot be harmed by electricity.  
k) 2 Rods of Acid Balls {@z8}
l) 7 Rods of Lightning Balls {@z7}
m) 5 Rods of Fire Balls {@z9}
n) 7 Rods of Cold Balls {@z6}
o) 2 Wands of Teleport Other (16 charges)
p) 2 Staffs of Teleportation (14 charges)
q) 2 Staffs of Speed (11 charges)
r) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
   It increases your strength, wisdom, and charisma by 2.  It increases
   your speed by 2.  It provides resistance to fire, poison, and fear.  
   It activates for heal (500) every 200 turns.  It cannot be harmed by
   the elements.  
s) 18 Arrows (1d4) (+6,+1) (squelch)
t) 17 Seeker Arrows of Acid (4d4) (+17,+9) {@f2 @f0}
   It is branded with acid.  It cannot be harmed by acid.  


  [Home Inventory]

a) 79 Potions of Healing
b) 9 Potions of *Healing*
c) a Potion of Life
d) 33 Scrolls of *Identify*
e) a Ring of Damage (+13)
f) The Ring of Barahir (+1)
   It increases all your stats by 1.  It increases your stealth by 1.  
   It provides resistance to poison and dark.  It cannot be harmed by
   the elements.  
g) an Amulet of Trickery (+2)
   It increases your dexterity by 2.  It increases your stealth, 
   searching, infravision, and speed by 2.  It provides resistance to 
   poison and nexus.  It sustains your dexterity.  
h) The Arkenstone of Thrain
   It provides resistance to light, dark, and life draining.  It
   usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for detection every 30+d30 turns.
   It cannot be harmed by the elements.  
i) Double Chain Mail of Elvenkind (-2) [16,+17] (+2 to stealth)
   It increases your stealth by 2.  It provides resistance to acid, 
   lightning, fire, cold, and nexus.  It cannot be harmed by the
   elements.  
j) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It provides
   resistance to acid, lightning, fire, cold, dark, and disenchantment.
   It activates for banishment every 500 turns.  It cannot be harmed by
   the elements.  
k) a Robe of Permanence [2,+25]
   It provides resistance to acid, lightning, fire, cold, 
   disenchantment, and life draining.  It sustains all your stats.  It
   cannot be harmed by the elements.  
l) Hard Leather Armour of Elvenkind (-1) [6,+10] (+1 to stealth)
   It increases your stealth by 1.  It provides resistance to acid, 
   lightning, fire, cold, and shards.  It cannot be harmed by the
   elements.  
m) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
n) The Cloak of Thorongil [1,+10]
   It provides resistance to acid and fear.  It grants you immunity to
   paralysis and the ability to see invisible things.  It cannot be
   harmed by the elements.  
o) a Small Leather Shield of Elvenkind [2,+6] (+3 to stealth)
   It increases your stealth by 3.  It provides resistance to acid, 
   lightning, fire, cold, and sound.  It cannot be harmed by the
   elements.  
p) The Large Leather Shield of the Haradrim [4,+15] (+2)
   It increases your strength and constitution by 2.  It provides
   resistance to poison, fear, and blindness.  It sustains your 
   strength and constitution.  It aggravates creatures around you.  It
   activates for berserk rage (50+d50 turns) every 50 turns.  It cannot
   be harmed by the elements.  
q) The Large Leather Shield of Celegorm [4,+20]
   It provides resistance to acid, lightning, fire, cold, light, and 
   dark.  It cannot be harmed by the elements.  
r) The Iron Helm 'Holhenneth' [5,+10] (+2)
   It increases your intelligence and wisdom by 2.  It increases your 
   searching by 2.  It provides resistance to blindness and confusion.  
   It grants you the ability to see invisible things.  It activates for 
   detection every 55+d55 turns.  It cannot be harmed by the elements.  
   
s) The Pair of Metal Shod Boots of Thror [6,+20] (+3)
   It increases your strength and constitution by 3.  It increases your 
   speed by 3.  It provides resistance to fear.  It cannot be harmed by
   the elements.  
t) The Spear of Orome (4d6) (+15,+15) (+4)
   It increases your intelligence by 4.  It increases your infravision 
   and speed by 4.  It slays animals and giants.  It is branded with 
   fire.  It provides resistance to fire and light.  It usually
   provides light of radius 4.  It is blessed by the gods and makes you
   fall like a feather.  It grants you the ability to see invisible
   things.  It activates for stone to mud every 5 turns.  It cannot be
   harmed by the elements.  
u) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
   It increases all your stats by 2.  It slays orcs, undead, and all
   evil creatures, and is especially deadly against demons.  It is
   branded with frost.  It provides immunity to cold.  It provides
   resistance to fear.  It is blessed by the gods.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   activates for mass banishment every 1000 turns.  It cannot be harmed
   by the elements.  
v) The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) (+4)
   It increases your strength and constitution by 4.  It slays animals, 
   orcs, and trolls.  It is branded with electricity and fire.  It
   provides resistance to lightning, fire, fear, and dark.  It cannot
   be harmed by the elements.  
w) The Short Bow of Amrod (x2) (+12,+15) (+2)
   It increases your strength and constitution by 2.  It increases your 
   shooting power by 2.  It provides resistance to lightning, fire, and 
   cold.  It speeds your regeneration.  It cannot be harmed by the
   elements.  


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : yes (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       : no  (adult_no_stairs)
Adult: Monsters chase current location       : no  (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (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 24.10.2007 04:08
Last updated on 5.4.2008 01:17

Download this dump

5727. on the Ladder (of 19090)
2349. on the Angband Ladder (of 6561)

Comments

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On 24.10.2007 04:08 rhamph@gmail.com wrote:
I've played off and on for years, but I've not got all that far.

On 26.10.2007 07:03 Rhamphoryncus wrote:
So will my new dump supersede my old dump?

On 26.10.2007 07:03 Rhamphoryncus wrote:
Looks like.

On 29.10.2007 07:21 Djabanete wrote:
Wow... nice boots.

On 29.10.2007 17:18 Rhamphoryncus wrote:
Thanks. Such a nice round number too. ;)

On 1.11.2007 07:03 Rhamphoryncus wrote:
Still missing poison resist. Telepathy, sound, chaos, and disenchant would be nice too of course.

Otherwise I'm rounding out nicely. Figuring out how to use Aglarang was a good boost. I need to figure out if there's any reason I should be stockpiling defender/holy avenger/westernesse; I always thought they were better than they seem to be.

On 6.11.2007 08:21 Rhamphoryncus wrote:
Difficult tradeoffs. I have more speed with Aglarang, but more overall damage with Sting.

If I could have both damage rings on (free action and poison resist from something else) I'd do a little more damage with Aglarang though.

On 9.11.2007 08:03 Rhamphoryncus wrote:
Mmmm Ringil

On 9.11.2007 13:24 Matthias wrote:
I would wield Caspanion, the =con +5 and the ESP helm.

On 9.11.2007 19:40 Rhamphoryncus wrote:
If I did that I'd trade blindness resistance for ESP and more HP. I get the impression that blindness resistance is rather important.

Note that I only have teleport staffs because my teleport scrolls have been decimated by fire. I've since added a stack of phase door scrolls to protect them.

ESP would be very helpful though. :(

On 9.11.2007 20:03 Paffa wrote:
Caspanion > That elvenkind anyway. It'll also free up a ring slot and Nether resistance isn't *that* important at least at those depths. Carry a stack of !Restore life levels for undead.

On 9.11.2007 21:42 Matthias wrote:
@blindness: You have resLight and resDark and a very good saving throw and esp works even if you are blinded. That should make it really hard to get blinded even without the resistance.

@protecting scrolls: I don't think it works this way, each stack has it's own chance to get burned, but you should carry phase door anyway. I'd also carry heroism.

On 10.11.2007 00:18 Rhamphoryncus wrote:
Paffa: my armour has nexus resist. It's the shield that has nether resist.

blindness: Part of the concern is that (from what I've read) I can't use a teleport scroll while blinded. If it's as rare as you indicate, and if the staffs work anyway (although with a failure chance), then yeah, I guess the risks are smaller than that of not having ESP.

scrolls: I get the feeling it has worked so far. It seemed to get worse when I switched from identify scrolls to Eriril and got better when I added the extra phase doors. We need a better source to resolve this disagreement. ;)

heroism: what'd be the benefit of a heroism potion? The HP is tiny, high-elf resists fear, and I don't think the attack bonus is that big yet anyway.

On 10.11.2007 12:48 Paffa wrote:
Oh yeah, my bad.

But nexus resistance is even less important :P Your stats can't get mixed anymore, and monsters that breathe it are rare with Drakolisk being the only dangerous one.

On 12.11.2007 07:39 Rhamphoryncus wrote:
Thanks for all the helpful suggestions. The ESP, combined with the Star of Elendil's Magic Mapping ability has totally changed the gameplay style (for the better).

On 12.11.2007 14:13 Matthias wrote:
Just don't wait too long on those shallow levels or you might die from boredom. Using some teleport other rods you could kill Sauron&Morgoth with this kit and healing potions if you wanted to

On 24.11.2007 08:39 Rhamphoryncus wrote:
Saruman dropped that nice Belthronding. The biggest remaining hole in my resists is Chaos, and even that's barely more than what a single-resisted basic element does.

On 5.4.2008 01:17 rhamph@gmail.com wrote:
The real causes of death were:
* Forgetting that black reavers mana storm (it surprises me every time)
* Forgetting that, having teleported away that black reaver a few minutes ago, it'd be wide awake when my own teleport landed me near it

On 5.4.2008 19:11 PowerDiver wrote:
At this depth, you should never teleport self unless you are playing a challenge game minimizing turncount. Teleport other or use destruction. You should not even carry scrolls of teleportation lest you be tempted to use them.

Also, you were already tough enough to kill Sauron.
Any battle that doesn't take you closer to stairs or
clearing an *easy* vault would be a mistake.

Those seeker arrows of acid should have been at home,
waiting to kill Sauron. If you found them this trip, you should
have recalled immediately, giving no fire breathers a chance
to destroy them.


On 5.4.2008 19:40 rhamph@gmail.com wrote:
Learning experience I suppose. ;)

I only recently started carrying teleport other, and that level was the first time I used it. Teleport I've carried for a long time, used maybe half a dozen times overall, lamenting the difficulty of keeping it around.

Given the chance of a black reaver using a mana storm twice, I think I was tempting fate far too much.. I'd prefer to cautiously work my way through everything, but every extra turn is another chance of dying, so I suppose the better strategy is to finish the game quickly.

I haven't regarded those arrows as too important. I keep some arrows around for the really obscure situations I wanted them (but at this point it's pointless!) I always preferred to spam with my rods.

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