The Angband Ladder: Rhun, Elf Warrior by <Justin.DC.Yu@gmail.com>

  [Angband 3.0.9 Character Dump]

 Name   Rhun                                     Self  RB  CB  EB   Best
 Sex    Male              Age       132   Str:  18/73  -1  +5  +3 18/143  18/83
 Race   Elf               Height     57   INT:  18/73  +2  -2  +5 18/123
 Class  Warrior           Weight    103   WIS:  18/90  -1  -2  +5 18/110
 Title  Champion          Status     53   DEX:  18/98  +1  +2  +0 18/128
 HP     -1/667            Maximize    Y   CON:  18/78  -2  +2  +6 18/138
 SP     0/0                               CHR:  18/84  +1  -1  +0  18/84

 Level           38       Armor    [35,+81]     Saving Throw      Superb
 Cur Exp     889909       Fight    (+9,+25)     Stealth        Excellent
 Max Exp     895317       Melee   (+18,+36)     Fighting       Legendary
 Adv Exp    1020000       Shoot    (+18,+9)     Shooting       Legendary
 MaxDepth    Lev 38       Blows      4/turn     Disarming         Superb
 Turns      2331807       Shots      2/turn     Magic Device      Superb
 Gold        701940       Infra       30 ft     Perception          Fair
 Burden   142.5 lbs       Speed      Normal     Searching           Good

 You are one of several children of an Avarin Warrior.  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 Dread misses you. <2x>
> The Dread hits you.
> *** LOW HITPOINT WARNING! ***
> The Dread misses you.
> The Dread hits you.
> *** LOW HITPOINT WARNING! ***
> The Dread misses you.
> The Dread hits you.
> *** LOW HITPOINT WARNING! ***
> You feel very weak.
> The Dread hits you.
> *** LOW HITPOINT WARNING! ***
> The Dread misses you. <4x>
> The Dread hits you.
> You die.


  [Character Equipment]

a) The Battle Axe of Balli Stonehand (3d8) (+9,+11) [+5] (+3)
   It increases your strength and constitution by 3.  It increases your 
   stealth by 3.  It slays orcs, trolls, and demons.  It provides
   resistance to acid, lightning, fire, cold, and blindness.  It makes
   you fall like a feather and speeds your regeneration.  It grants you 
   immunity to paralysis and the ability to see invisible things.  It
   cannot be harmed by the elements.  
b) a Long Bow of Extra Shots (x3) (+9,+9) (+1)
   It increases your shooting speed by 1.  
c) a Tiger Eye Ring of Damage (+10)
d) a Tiger Eye Ring of Damage (+10)
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 Phial of Galadriel
   It usually provides light of radius 3.  It activates for 
   illumination every 10+d10 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 Cloak of Stealth [1,+8] (+2 to stealth)
   It increases your stealth by 2.  
i) a Large Metal Shield of Resist Acid [5,+9]
   It provides resistance to acid.  It cannot be harmed by acid.  
j) 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.  
   
k) The Set of Gauntlets 'Pauraegen' [2,+14]
   It provides resistance to lightning.  It usually provides light of
   radius 4.  It activates for lightning bolt (4d8) every 6+d6 turns.  
   It cannot be harmed by the elements.  
l) a Pair of Metal Shod Boots of Stability [6,+7]
   It provides resistance to nexus.  It makes you fall like a feather.  
   


  [Character Inventory]

a) 6 Pieces of Elvish Waybread
b) 7 Pungent Potions of Speed
c) 3 Molybdenum Rods of Recall
   It cannot be harmed by electricity.  
d) a Titanium Rod of Teleport Other (charging)
e) a Pewter Rod of Lightning Bolts
f) a Mithril-Plated Rod of Fire Balls (charging)
g) an Ivory Wand of Teleport Other (0 charges)
h) an Ashen Staff of Perception (10 charges)
i) Metal Scale Mail (-2) [13,+0]
j) a Gnomish Shovel of Digging (1d2) (+7,+9) (+4)
   It increases your tunneling by 4.  It is branded with acid.  
k) 42 Arrows (1d4) (+0,+0)
l) 14 Arrows (1d4) (+2,+3)


  [Home Inventory]

a) 6 Scrolls titled "largo adatitas" of Teleportation
b) 42 Scrolls titled "hum co inger" of Enchant Armor
c) 2 Molybdenum Rods of Recall
   It cannot be harmed by electricity.  
d) a Balsa Staff of Teleportation (6 charges)
e) a Sapphire Ring of Resist Cold
   It provides resistance to cold.  It cannot be harmed by cold.  
f) a Granite Ring of Acid [+12]
   It provides resistance to acid.  It activates for acid resistance
   (20+d20 turns) and acid ball (70) every 50+d50 turns.  It cannot be
   harmed by acid.  
g) an Onyx Ring of Flames [+12]
   It provides resistance to fire.  It activates for fire resistance
   (20+d20 turns) and fire ball (80) every 50+d50 turns.  It cannot be
   harmed by fire.  
h) a Garnet Ring of Strength (+2)
   It increases your strength by 2.  It sustains your strength.  
i) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
   It increases your strength and dexterity by 2.  It provides
   resistance to acid, lightning, fire, cold, fear, confusion, and 
   sound.  It cannot be harmed by the elements.  
j) The Steel Helm of Hammerhand [6,+20] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, and nexus.  It sustains
   your strength, dexterity, and constitution.  It aggravates creatures
   around you.  It cannot be harmed by the elements.  
k) a Pair of Hard Leather Boots of Free Action [3,+9]
   It grants you immunity to paralysis.  
l) The Dagger 'Belangil' (2d4) (+9,+9) (+2)
   It increases your dexterity by 2.  It is branded with frost.  It
   provides resistance to cold.  It slows your metabolism and speeds
   your regeneration.  It grants you the ability to see invisible things.
   It activates for frost ball (48) every 5+d5 turns.  It cannot be
   harmed by the elements.  
m) The Dagger 'Dethanc' (2d4) (+4,+6)
   It is branded with electricity.  It provides resistance to lightning.
   It activates for lightning bolt (4d8) every 6+d6 turns.  It cannot
   be harmed by the elements.  
n) The Dagger 'Narthanc' (2d4) (+5,+6)
   It is branded with fire.  It provides resistance to fire.  It
   activates for fire bolt (9d8) every 8+d8 turns.  It cannot be harmed
   by the elements.  
o) The Dagger 'Nimthanc' (2d4) (+4,+6)
   It is branded with frost.  It provides resistance to cold.  It
   activates for frost bolt (6d8) every 7+d7 turns.  It cannot be
   harmed by the elements.  
p) The Short Sword 'Dagmor' (1d7) (+6,+8) (+2)
   It increases your attack speed by 2.  It slays animals.  It is
   branded with poison.  It slows your metabolism and speeds your
   regeneration.  It cannot be harmed by the elements.  
q) The Spear 'Nimloth' (1d6) (+11,+13) (+3)
   It increases your stealth and speed by 3.  It slays undead.  It is
   branded with frost.  It provides resistance to cold.  It is blessed
   by the gods.  It grants you the ability to see invisible things.  It
   cannot be harmed by the elements.  
r) The Morning Star 'Firestar' (2d6) (+5,+7) [+2]
   It is branded with fire.  It provides resistance to fire.  It
   activates for fire ball (72) every 20 turns.  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       : 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 21.2.2008 03:39
Last updated on 27.2.2008 05:54

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On 21.2.2008 03:39 Justin.DC.Yu@gmail.com wrote:
I've stopped playing for a while and just recently picked Angband back up. I've never really been that great at the game (probably why I stopped playing), so this character surprised me just a bit. Best character I've had thus far. Any suggestions are welcome, especially on what to wear. My take is what I have him wearing currently, though there are some nifty things at home. Thanks for viewing!

On 21.2.2008 09:02 Djabanete wrote:
You should *ID* the axe of Balli Stonehand --- I don't remember exactly what it does but I believe its hidden powers are rather extensive. Or just check it out on this site's spoilers. Hammerhand, Rohirrim, and Caspanion all have powers worth investigating, and once you know them you can make more informed equipment decisions. (I believe you have more resists than you may be aware of.)

Also, I recommend you keep up a stock of !Heroism, ?Blessing, and ?Phase Door, which should all be available in Town. These are all *really* helpful and can sometimes make the difference between life and death. And save any ?Teleport you find --- unlike the staff, they are a 100% guaranteed escape (when you have RConf and RBlind, as you do).

Good luck! Oh and there are some especially nasty creatures you should be wary of at this depth... My memory of V is a bit foggy, but Dreads and certain summoning "p"s (such as Enchantresses and Death Knights) can be a real headache. And in case you haven't heard, Drolems and Ancient Multi-Hued D's breathe for tons of poison damage and you are just approaching their depth. I don't mean to scare you, just giving a little heads-up ;)

On 21.2.2008 09:17 Justin.DC.Yu@gmail.com wrote:
Yeah. I've looked into it. You're right. I definitely have overlapping resists, but hey, what can ya do? ;) You can always just click on the link to Balli Stonehand to see it. I figure its either Balli or Dagmor that I'd be using. Balli for disgusting damage and stat increases and Dagmor for the extra attacks. I figure I'd just test Balli for now to see how it works out... 5 blows a turn is nothing to scoff at as it is, right?

I definitely agree with the ?Phase Door, but I've really never seen any awesome use for the !Heroism and ?Blessing. Can I get a second opinion on that? Thanks for the luck. We'll see how this goes. If I have any huge advancements, I'll put an update. I figure for now, I'm not going down any further until all my stats are maxxed out.

On 21.2.2008 09:48 Paffa wrote:
Hammerhand would give you a nice boost to stats. If you can live with aggravation, that is. You don't need Holhenneth, Balli gives resistance to blindness and Caspanion for confusion

On 21.2.2008 17:27 Justin.DC.Yu@gmail.com wrote:
Yeah, but Hammerhand does not activate for detection. Holhenneth frees up quite a bit of space in my inventory because of detection. A wonderful thing, I must admit.

On 22.2.2008 04:14 Justin.DC.Yu@gmail.com wrote:
Just a small update. Not too much new. I haven't bothered diving any deeper just yet as I'm not exactly too confident. After all, this IS the first time I've been this deep before.

Gained a few levels from killing a couple of AMDs. Found Evenstar, which is nice... And now, I have a pair of RoD +10's, also nice. Now if I could only find some RoS's. Hehe. Any thoughts? Please feel free to comment!

On 27.2.2008 05:54 Justin.DC.Yu@gmail.com wrote:
:-( A very sad day this is to see my best character ever take his place in the graveyard.

Here's the scenario. I wanted to stay right around this depth until I passed stat gain (which I've never been able to do). Pretty upset about the fact that I didn't have any permanent speed gain yet, but I was fairing just fine... until I ran into a PAIR of 11-headed hydras WITH a pair of 9-headed hydras.

The hydras breathed their way to me, in the meanwhile destroying the 3 staves of teleportation I had, amounting to over 20 charges of teleportation. Without any teleport, I started gulping the dozen potions of healing to stay the course and relieve all the hydras.

Done deal, move one... I think that was my mistake. Because then I found 4 Dreads which quickly surrounded me and took me down. Lesson learned. With no heal and no teleport... I shouldn't have been adventuring. I should've returned home. The main problem was finding healing options!

I could only find potions of healing every now and again in the Black Market and the Heal Critical potions at this point were pretty much useless. Finding healing potions down in the dungeon happens every now and again, but its not quite what I'd call dependable. So what do I do?! Someone, please advise!

Rest in peace, Rhun. I've started another character now. Check out Cuilaque if anyone's interested.

On 27.2.2008 07:21 protomech wrote:
You're probably not going to have much, if any, permanent speed by the time you finish stat gain. !speed can tide you over, and can help speed your retreat - bob & weave your way to cover, and hope nothing breathes again. Staying in LOS of multiple breathers is asking for either pain or equipment destruction.

As a general rule, you want to fight in corridors so you're not surrounded. Anti-summoning tunnels are the best, if you are forewarned and can dig them in preparation for a major conflict. An appropriately geared warrior should rarely have to quaff !healing, even against easier uniques. As you say, !ccw's healing properties are obsolete by the time you hit stat gain.

Scrolls of teleport level and *destruction* are handy to have around in emergencies, if you're lucky enough to find them faster than they burn away.

On 27.2.2008 08:15 Justin.DC.Yu@gmail.com wrote:
So, to some extent... You're saying I didn't quite do anything wrong. That I just had a run of bad luck... Well, all except that part where I kept exploring without teleport in hand. I guess that makes me feel a little bit better.

On 27.2.2008 08:32 protomech wrote:
Quaffing your !speed in the fight with the dreads or hydras might have helped (assuming you didn't, per the dump). Having staves of teleport, !healing, !ccw, !speed, wands/rods of teleport other is a good dungeon loadout, so you were prepared. Just got unlucky and didn't bail quickly enough once your equipment was destroyed.

Scrolls of teleport are even better once you have blindness and confusion resist, since they will work 100% of the time. A stack of 15 teleport scrolls is lighter and less likely to burn in 1-2 firebolts/balls/breathes than 2 teleport staves.. but the staves are much easier to come by.

Famous last words: "I can hold out one more round before I quaff !healing" "I'm not into heavy stun just yet" "What are the chances they'll all breathe at once?" "He probably won't cast mana bolt / darkness storm / mana storm AGAIN" "5% failure probably won't come up twice in a row" etc.. angband encourages extreme paranoia.

On 27.2.2008 16:03 Psi wrote:
Just read through this and to confirm an earlier point, !Heroism are certainly worth an inventory slot.

On 28.2.2008 03:56 Justin.DC.Yu@gmail.com wrote:
...!Heroism? Even if I'm immune to fear? I'm just not quite seeing it...

On 28.2.2008 04:22 protomech wrote:
The big bonus is +12 to-hit for 25+1d25 turns (about 75-150 "moves" at +30 speed).

That's great for whacking uniques. Even better, the to-hit bonus stacks with blessing and holy chant/prayer (+10 to-hit +5 ac), and !berserk (cure 30hp, +24 to-hit, -10 ac) - temporarily giving up to +46 bonus to-hit.

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