The Angband Ladder: Pickle, Hobbit Rogue by GCD

  [Angband 3.0.9b Character Dump]

 Name   Pickle                                   Self  RB  CB  EB   Best
 Sex    Male              Age        33   STR! 18/100  -2  +2  +5 18/150
 Race   Hobbit            Height     32   INT:  18/99  +2  +1  +0 18/129
 Class  Rogue             Weight     60   WIS:  18/99  +1  -2 +13 18/219
 Title  Thief             Status     61   DEX! 18/100  +3  +3  +2 18/180
 HP     834/834           Maximize    Y   CON! 18/100  +2  +1  +6 18/190
 SP     182/182                           CHR! 18/100  +1  -1  +0 18/100

 Level           44       Armor    [36,+97]     Saving Throw   Legendary
 Cur Exp    3118807       Fight   (+29,+22)     Stealth        Legendary
 Max Exp    3118807       Melee   (+46,+37)     Fighting       Legendary
 Adv Exp    3240000       Shoot    (+38,+8)     Shooting       Legendary
 MaxDepth    Lev 80       Blows      5/turn     Disarming      Legendary
 Turns      1767532       Shots      1/turn     Magic Device      Heroic
 Gold        843861       Infra       60 ft     Perception     Very Good
 Burden   177.8 lbs       Speed          16     Searching      Excellent

 You are the only child of a Hobbit Archer.  You are a credit to the
 family.  You have hazel eyes, straight auburn hair, and an average
 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:.............


  [Character Equipment]

a) a Flail (Holy Avenger) (2d6) (+17,+15) [+4] (+4)
   It increases your wisdom by 4.  It slays demons, undead, and all
   evil creatures.  It provides resistance to fear.  It sustains your 
   wisdom.  It is blessed by the gods.  It grants you the ability to
   see invisible things.  
b) The Short Bow 'Ohtaron' (x2) (+9,+8) (+4) {@w0!s!k!d!n}
   It increases your speed by 4.  It provides resistance to lightning, 
   nexus, and nether.  It grants you the power of telepathy.  It cannot
   be harmed by the elements.  
c) a Carnelian Ring of Constitution (+4)
   It increases your constitution by 4.  It sustains your constitution.
   
d) The Ring 'Alaciri' (+5)
   It increases your stealth and speed by 5.  It slows your metabolism.
   It grants you the ability to see invisible things.  It activates for 
   haste self (75+d75 turns) every 150+d150 turns.  It cannot be harmed
   by the elements.  
e) The Amulet of Disir (+4)
   It increases your wisdom by 4.  It increases your speed by 4.  It
   provides resistance to acid, cold, nexus, and life draining.  It
   activates for dispel evil (x5) every 50+d50 turns.  It cannot be
   harmed by the elements.  
f) The Phial 'Uingriond'
   It usually provides light of radius 3.  It activates for 
   illumination every 10+d10 turns.  It cannot be harmed by the
   elements.  
g) Bar Chain Mail (Dwarven) (-2) [18,+14] (+2)
   It increases your strength and constitution by 2.  It increases your 
   infravision by 2.  It grants you immunity to paralysis.  It cannot
   be harmed by acid or fire.  
h) The Cloak of Final [1,+21] (+2)
   It increases your stealth by 2.  It activates for fire bolt (9d8)
   every 8+d8 turns.  It cannot be harmed by the elements.  
i) a Large Leather Shield of Elvenkind [4,+17] (+2 to stealth)
   It increases your stealth by 2.  It provides resistance to acid, 
   lightning, fire, cold, and poison.  It cannot be harmed by the
   elements.  
j) The Iron Helm 'Nenenwe' [5,+9] (+2)
   It increases your wisdom and dexterity by 2.  It provides resistance
   to cold and blindness.  It sustains your dexterity.  It grants you 
   the power of telepathy.  It cannot be harmed by the elements.  
k) The Set of Cesti 'Narenwe' (+8,+11) [5,+12] (+3)
   It increases your strength and wisdom by 3.  It increases your speed
   by 3.  It provides resistance to life draining.  It grants you 
   immunity to paralysis.  It cannot be harmed by the elements.  
l) a Pair of Hard Leather Boots of Stability [3,+7]
   It provides resistance to nexus.  It makes you fall like a feather.  
   


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5}
   It cannot be harmed by the elements.  
f) a Book of Magic Spells [Mordenkainen's Escapes] {@m6@b6@G6}
   It cannot be harmed by the elements.  
g) 5 Green Speckled Potions of Speed
h) 25 Violet Potions of Cure Critical Wounds
i) a Chartreuse Potion of Healing
j) 3 Smoky Potions of Enlightenment
k) 23 Scrolls titled "fulumbo putum" of Phase Door
l) 2 Scrolls titled "luva fauto" of Teleportation
m) a Brass Rod of Teleport Other {!s!k!d!n}
n) 3 Nickel Wands of Teleport Other (22 charges) {!s!k!d!n}
o) a Locust Staff of Teleportation (8 charges)
p) a Sling of Buckland (x2) (+10,+19) (+2) {@w0!s!k!d!n}
   It increases your dexterity by 2.  It increases your shooting speed 
   and shooting power by 2.  It cannot be harmed by acid or fire.  
q) 87 Iron Shots of Frost (1d4) (+0,+5) {@f1=g}
   It is branded with frost.  It cannot be harmed by cold.  
r) 6 Mithril Shots of Venom (2d4) (+10,+12) {@f2=g}
   It is branded with poison.  It cannot be harmed by acid.  
s) 9 Mithril Shots of Venom (2d4) (+13,+9) {@f3=g}
   It is branded with poison.  It cannot be harmed by acid.  


  [Home Inventory]

a) a Book of Magic Spells [Raal's Tome of Destruction] {@m6@b6@G6}
   It cannot be harmed by the elements.  
b) a Book of Magic Spells [Tenser's Transformations] {@m7@b7@G7}
   It cannot be harmed by the elements.  
c) a Furry Mushroom of Restoring
d) 4 Crimson Potions of *Healing*
e) 3 Pungent Potions of Life
f) 7 Blue Potions of Restore Mana
g) 2 Scrolls titled "fectus quus" of *Destruction*
h) a Scroll titled "rathir eitus" of Banishment
i) a Scroll titled "giliens" of Mass Banishment
j) a Hawthorn Staff of Healing (3 charges)
k) a Willow Staff of *Destruction* (4 charges)
l) a Moonstone Ring of Speed (+10) (squelch)
   It increases your speed by 10.  
m) The Ring 'Thlostir'
   It provides resistance to poison.  It sustains your dexterity.  It
   grants you the ability to see invisible things.  It cannot be harmed
   by the elements.  
n) The Jewel of Imlossael (+4)
   It increases your dexterity and charisma by 4.  It provides
   resistance to blindness.  It sustains your dexterity.  It activates
   for restore life levels every 150 turns.  It cannot be harmed by the
   elements.  
o) an Azure Amulet of Devotion (+4)
   It increases your wisdom and charisma by 4.  It provides resistance
   to fire, light, dark, and life draining.  It sustains your wisdom 
   and charisma.  It usually provides light of radius 1.  
p) Green Dragon Scale Mail (-2) [30,+18]
   It provides resistance to poison.  It activates for breathe poison
   gas (150) every 450+d450 turns.  It cannot be harmed by the
   elements.  
q) Bronze Dragon Scale Mail (-2) [30,+17]
   It provides resistance to confusion.  It activates for breathe
   confusion (120) every 450+d450 turns.  It cannot be harmed by the
   elements.  
r) The Rusty Chain Mail of Ninya (-5) [14,+37] (+2)
   It increases your dexterity and constitution by 2.  It provides
   immunity to cold.  It provides resistance to acid, lightning, fire, 
   dark, confusion, shards, nexus, and life draining.  It sustains your 
   dexterity and constitution.  It makes you fall like a feather.  It
   grants you immunity to paralysis, but it also aggravates creatures
   around you.  It cannot be harmed by the elements.  
s) The Rusty Chain Mail of Eanteleg (-5) [14,+6] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to acid, fire, light, and sound.  It sustains your 
   intelligence and wisdom.  It cannot be harmed by the elements.  
t) The Robe of Estangor [2,+12]
   It provides resistance to fire, cold, and chaos.  It cannot be
   harmed by the elements.  
u) The Iron Helm 'Aranas' [5,+11]
   It provides resistance to blindness.  It sustains your wisdom, 
   dexterity, and constitution.  It grants you the power of telepathy 
   and the ability to see invisible things.  It cannot be harmed by the
   elements.  
v) The Steel Helm 'Ivris' [6,+17] (+2)
   It increases your charisma by 2.  It increases your stealth by 2.  
   It cannot be harmed by the elements.  It might have hidden powers.
w) The Rapier of Vorth (1d6) (+7,+5) [+3] (+2)
   It increases your constitution by 2.  It slays orcs, trolls, and 
   giants.  It is branded with acid.  It provides resistance to acid, 
   lightning, blindness, and sound.  It sustains your constitution.  It
   grants you the ability to see invisible things.  It cannot be harmed
   by the elements.  
x) 24 Iron Shots of Slay Dragon (1d4) (+5,+8)
   It slays dragons.  


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): yes (adult_randarts)
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       : 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 24.7.2008 03:44
Last updated on 27.7.2008 06:07

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Comments

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On 24.7.2008 03:44 GCD wrote:
Being extra careful, as clev 30 or so is usually the point where I do something stupid and get killed.
Also need some advice - should I continue wearing the short bow, which gives me some speed, but more importantly ESP, or should I wear the sling of buckland, which will give me three shots/round and x4 damage bonus?

On 24.7.2008 03:53 PowerDiver wrote:
Use them both. They are both immune to the elements, so you don't need to worry they get burnt in your pack. Walk around with ESP, and swap to the sling whenever you want to kill anything. That sling is amazing. I might be worth carrying a few arrows to shoot lice without swapping, but I would not bother.


On 24.7.2008 23:08 GCD wrote:
Thanks for the advice. The sling definitely deals massive damage. Even regular iron shots make quite a mark.
I have made some advancement - found a decent helm and also found a potion of augmentation. How much dex would I need to get an extra shot?

On 25.7.2008 00:06 PowerDiver wrote:
Dex does not give additional shots, it only affects blows with melee weapons. Your westernesse is only giving you +1 con. You might be better off with a weapon weighing at most 3 lbs, or one giving an int bonus. You might as well toss the rods of bolts, or at least leave them at home. OH - 5d6 - Athros might be great if it has a good brand, but you should check if it aggravates.

On 25.7.2008 04:11 GCD wrote:
Again, thanks for the advice. I got rid of the rods as recommended. I wasn't using them anyway because I can do much more damage with the sling. The advice about the artifact weapon is also probably good but I had already sold it. It gave some slays, pretty much like a weapon of westerness. I'm still stuck with the axe, but will switch it as soon as I find something better.
I have never gone so deep before. Do you think there are any resists I'm missing before I should go further? Also, the Barlog of Moria is quite close by to me now. Do you think I am ready to take him?

On 25.7.2008 05:03 PowerDiver wrote:
Stay away from balrogs until you have chaos resistance. Your most obvious hole is confusion resistance. Be sure to carry two staves of teleport [can still use when confused] until you have that covered.


On 26.7.2008 15:10 GCD wrote:
Continuing to advance down the dungeon. This is unfamiliar territory for me.
Still missing resist confusion. Would also like resist sound. Did find nice artifact cesti.

On 26.7.2008 15:46 GCD wrote:
Having a bid dilema choosing between the holy avenger sword and the artifact rapier. The rapier gives resist sound, but the sword has better damage per round.
Any opinions?

On 26.7.2008 19:01 PowerDiver wrote:
Other people value rSound more highly than I do. I see the difference being SI since Q's do not show up on ESP vs Con+2. If you religiously cast detect invisible on screen change and avoid rooms with Q's maybe it would be ok to switch. However, I almost never fight stunners, so YMMV.

On 27.7.2008 06:07 GCD wrote:
Continuing to advance down the dungeon.
Still missing several important resists including sound, confusion and chaos. Found a great artifact chain mail except that it also aggrevates...
Any advice would be appreciated. In ~10 yrs of playing I have never reached this far.

On 27.7.2008 22:52 PowerDiver wrote:
There is a problem with current randarts. All the very good ones are very likely to aggravate. At some point you will have to take the plunge. You have a ring of speed +10 marked squelch. That appears to be a huge mistake. I'd wear the bronze scale, and maybe get FA some other way, even swapping a ring of FA for Alaciri if that is necessary. Legendary saving throw means technically FA is not necessary, so you could go without it if you never step on a trap. Use groups.google to search on "perfect save" or "perfect saving throw" for discussions of that. You'd be at risk if wisdom or experience attacks reduced your saving throw.

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