The Angband Ladder: Elaedre, Dark-Elf no-class by <naj>

                 [Sangband 0.9.9, beta 20e Character Dump]

        Elaedre          Age    :             86  STR!  18/170
 "Lady of Enchantment"   Height :     5 ft, 0 in  INT!  18/***
                         Weight :         105 lb  WIS!  18/170
Gender : Female                                   Dex:  18/140   18/170
Race   : Dark-Elf               Slayer of         CON!  18/210
Realm  : Sorcery              The Tarrasque       CHR!  18/130

Max Hitpoints       822  Power                99  Max Mana          607
Cur Hitpoints       -25  Score              2493  Cur Mana          257

       (Melee)           Unspent Exp     1113360         (Missile)
Blows per round       6  Gold            1189210  Shots per round     3
+ to Skill           15  Time      3179457 turns  + to Skill         17
Deadliness (%)      132  Max Depth        Lev 88  Deadliness (%)    147

                          (Character Abilities)
Melee     : Very Good  Saving Throw: Legendary  Magic Device: Heroic
Shooting  : Excellent  Stealth     : Aggravate  Dodging     : Very Bad
Throwing  : Excellent  Perception  : Legendary  Fame        : Legendary
Digging   : Iffy       Disarming   : Excellent  Infra-Vision: 60 feet

   Speed       : +18
   Armour      : 126
   Kills       : 10717
   Time Elapsed: 31 days, 19 hours, 4 minutes   (3179457 turns)
   You made 444594 actions, 132736 of which were spent resting


  [Character Attributes]

      abcdefghijkl@        Stat Intrnl abcdefghijkl@ Adjust Currnt
Stlth:.....5.1.....        STR! 18/100 224...s..s..1 18/170
Invis:.............        INT! 18/100 .....2...4..7 18/***
Aware:.....2.......        WIS! 18/100 .....24..s1.. 18/170
Disar:.........2...        Dex: 18/100 ..4...s.ss1.2 18/170 18/140
Devic:....3........        CON! 18/100 2.46..1..ss.2 18/210
Speed:..6......4.9.        CHR! 18/100 ........3s1.1 18/130

      abcdefghijkl@                           abcdefghijkl@
Infra:......4.....2                     NFuel:.....+.......
Tunnl:.............                     Steal:.............
Save :.............                     NoMag:.............
Mana :......7.3....                     Telep:.............
Light:1....21......                     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 Nightwalker gazes deep into your eyes.
Your mind is blasted by mental energy.
You are confused!
You feel yourself moving slower!
Low hitpoint warning!
*** LOW HITPOINT WARNING! ***
Vecna, the Emperor Lich unleashes a ray of Death!
The Vampire lord is immune. <3x>
The Master lich is immune.
The Nightwing is immune.
You feel your life draining away!
You feel your understanding of magical devices, ability to notice the things
around you, and ability to forge armor diminishing.
You die.
Do you want to quit?   <2x>
Replace existing file C:\GAMES\Angband\Sangband\JMsangband-win-099b20e2 -
folder\lib\user\Elaedre.txt?  y


  [Skills]

Spellcasting      : 100%
Magical Power     : 100%
Wizardry          :  97%    (max 100%)
Magical Device    :  57%    (max 60%)
Perception        :  92%    (max 93%)
Disarming         :   9%    (max 11%)
Spell Resistance  :  99%    (max 100%)
Armor Forging     :  95%    (max 96%)
Magical Infusion  :  81%

You have taken the Oath of Sorcery.


  [Quests]

Defeated 5 Novice rangers on level 3
Defeated 6 Zombified kobolds on level 6
Defeated 7 piles of Creeping gold coins on level 9
Defeated 14 Death watch beetles on level 11
Defeated 12 Dark elven cultists on level 14
Defeated 12 Stone trolls on level 16
Defeated 12 Shimmering molds on level 18
Defeated 18 Pukelmen on level 21
Defeated 13 Ogre mages on level 24
Defeated 18 Mages on level 27
Defeated 12 Xorns on level 29
Defeated 12 Mature black dragons on level 32
Defeated 18 Ninjas on level 35
Defeated 17 Earth elementals on level 37
Defeated 29 Ologs on level 40
Defeated 23 Bile elementals on level 42
Defeated 24 Beholders on level 45
Defeated 15 Death knights on level 47
Defeated 19 Night mares on level 50
Defeated 44 Nether hounds on level 52
Defeated 14 Giant sapphires on level 54
Defeated 17 Blizzard gargantuans on level 56
Defeated 15 Ancient gold dragons on level 58
Defeated 23 Master mystics on level 60
Defeated 16 Barbazu on level 62


  [Character Equipment]

the Long Sword 'Anguirel' (2d5) (+15,+16) (+2)
     +2 STR, CON.  Slay Evil, Demon.  Brand Lightning.
     Resist Lightning, Light.
     Permanent Light and Light Brand; See Invisible; Free Action.
     Permanent Light (radius 1)
a Triple Crossbow of Velocity (x2) (+17,+22) (+2) {Lungorthin}
     Activates for a shot of frost every 10-20 turns.  [24% fail]
     +2 STR.  Resist Cold.
the Ring of Tulkas (+4, +6)
     Activates for haste self (duration 1-20 extra turns) every 150-300 turns. 
[41% fail]
     +6 Speed; +4 STR, DEX, CON.
a Sapphire Ring of Constitution (+6)
a Crystal Amulet of Magical Item Mastery (+3)
the Palantir of Westernesse (lit) [2] (+2, -5) (charging) {Ji Indur Dawn
     Activates for full clairvoyance - at grave risk - every 175-350 turns. 
[29% fail]
     +2 INT, WIS, Awareness; -5 Stealth.  Resist Blindness.
     ESP; See Invisible; Drains Exp.
     Does 10d10 thrown damage;  Permanent Light (radius 2)
Soft Leather Armour (mithril) [4,+17] (+4, +7, +1)
     +105 Mana; +4 WIS, Infravision; +1 CON.
     Sustain STR, DEX, CON.
     Resist Acid, Lightning, Cold, Sound, Confusion.
     Feather Falling.  Permanent Light (radius 1)
an Ethereal Cloak of Aman [0,+27] (+1 to stealth)
     +1 Stealth.  Resist Nexus.  ESP.
a Small Metal Shield (runegold) [5,+18] (+3 to mana (x15))
     +45 Mana; +3 CHR.  Sustain DEX.
     Resist Acid, Lightning, Fire, Cold, Blindness, Confusion.
     Slow Digestion; See Invisible.
a Metal Cap (mithril) [3,+20] (+4, +2)
     Activates for identify every 20 turns.  [15% fail]
     +20 Disarm; +4 INT, Speed.  Sustain all stats.
     Resist Acid, Lightning, Fire, Cold, Nexus, Chaos, Fear, Confusion.
     Free Action; Aggravates.
a Set of Mail Gauntlets (mithril) (+8,+8) [2,+11] (+1)
     +1 WIS, DEX, CHR.  Sustain DEX, CON.
     Resist Cold, Poison, Dark, Shards, Fear.
     See Invisible; Free Action.
a Pair of Hard Leather Boots of Speed [3,+7] (+9)
a Pouch (holding 846 essences of 19 types)


  [Character Inventory]

3 Books of Magic Spells [Apprentice Magic]
3 Books of Magic Spells [Lesser Conjury]
     Does 3d7 thrown damage
3 Books of Magic Spells [Elemental Sorcery]
     Does 5d11 thrown damage
2 Books of Magic Spells [Phantasms and Illusions]
     Does 7d14 thrown damage
2 Books of Magic Spells [Mordenkainen's Escapes] {Hoarmurath}
     Does 8d19 thrown damage
2 Books of Magic Spells [Grimoire of Wizardry] {Fundin Bluecloak}
     Does 9d28 thrown damage
2 Books of Magic Spells [Raal's Tome of Destruction]
     Does 10d47 thrown damage
38 Chocolate-brown Potions of Cure Critical Wounds
3 Crimson Potions of Healing
4 Scrolls titled "dad haarg kalrast" of *Identify*
9 Scrolls titled "gafmur" of Recharging
2 Scrolls titled "ast dok-t" of Satisfy Hunger
a Scroll titled "s-mur" of Genocide
a Scroll titled "ast frak-r" of Mass Genocide
an Electrum Rod of Healing (charging)
6 Rhodium Rods of Teleport Away (5 charging)
a Glass Wand of Stone to Mud (9 charges)
2 Glittering Wands of Annihilation (0 charges)
4 Zinc Wands of Doomblasts (18 charges)
an Oak Staff of Teleportation (15 charges)
     Unusually durable
a Spruce Staff of Healing (5 charges)
     Unusually durable
a Dwarven Pick of Digging (1d4) (+11,+9) (+8)
     +8 Tunneling.  Brand Acid.  Two hands required.
2 chunks of Mithril
     Does 4d18 thrown damage


  [Home Inventory]

11 Sprigs of Athelas {25% off}
99 Chocolate-brown Potions of Cure Critical Wounds
95 Crimson Potions of Healing {75% off}
8 Sickly Green Potions of *Healing*
a Shining Potion of Life {The Mouth}
5 Violet Potions of Restore Mana
10 Scrolls titled "dad haarg kalrast" of *Identify*
4 Scrolls titled "na vokgad alvok" of *Recharging*
8 Scrolls titled "s-mur" of Genocide
3 Scrolls titled "ast frak-r" of Mass Genocide
a Holly Staff of Banish Evil (8 charges)
     Unusually durable
a Tortoise Shell Ring of Speed (+10)
     +10 Speed.
a Tortoise Shell Ring of Speed (+8)
     +8 Speed.
a Sapphire Ring of Constitution (+6)
the Ring of Barahir (+1)
     +1 all stats; +1 Stealth.  Resist Poison.
the Amulet of Ingwe (+3)
     Activates for dispel evil (damage 198) every 200-300 turns.  [44% fail]
     +3 WIS, CHR, Infravision.  Resist Acid, Lightning, Cold.
     See Invisible; Free Action.
the Necklace of the Dwarves (+3) {Ungoliant}
     +3 STR, CON, Infravision.
     Permanent Light; Regeneration; See Invisible; Free Action.
the Star of Elendil (lit) [3] (+2 to saving throw (x5)) {Thuringwethil}
     Activates for magic mapping every 30-60 turns.  [24% fail]
     +10 Save.  See Invisible.  Permanent Light (radius 3)
a Robe of Permanence [2,+24]
     Sustain all stats.
     Resist Acid, Lightning, Fire, Cold, Blindness.
     Slow Digestion; Hold Life.
a Small Metal Shield (runegold) [5,+25] (+3 to saving throw (x5))
     +15 Save.  Sustain DEX.
     Resist Lightning, Poison, Light.
     Permanent Light; Free Action.
the Large Leather Shield of Celegorm [6,+19]
     Resist Acid, Lightning, Fire, Cold, Light, Dark.
the Long Bow 'Belthronding' (x3) (+20,+22) (+3)
     +3 DEX, Stealth, Shots.  Resist Disenchantment.
the Heavy Crossbow of Harad (x6) (+18,+18) (-2) {Gyrus}
     Activates for a deadly shot every 30-60 turns.  [27% fail]
     +2 Might; -2 WIS.  Resist Light, Dark.  Aggravates.
4 chunks of Adamant {Gyrus}
     Does 5d20 thrown damage


  [Special Advantages and Disadvantages]

(none)


Posted on 12.8.2008 10:19
Last updated on 10.9.2008 05:58

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52. on the Sangband Ladder (of 287)

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On 12.8.2008 10:19 naj wrote:
Ok, so I wanted to make sure this character was going somewhere before I posted it. I probably waited too long.

This is the farthest I've ever gotten with a mage character. Have recently killed my first 3 ringwraiths and picked up Raal's in town (after feeding the guy something on the order of 1mgp in investment). Only one scroll of questing so far, and that was back in the mid-40s.

I think I'm done pumping UMD and probably done pumping crafting skills. Plan on maxing my 3 casting skills, spell resistance, and probably perception.

I do feel terribly low on hp. I hope a Death Ray doesn't just kill me in one hit - that would be rather poor.

On items used: I need to contemplate crafting with essences in the near future to snag chaos resistance on my standard equipment, barring something awesome dropping. My armor is fairly replaceable, as is my shield. Actually, most of my equipment is easy to replace.

An item with a permanent speed boost would be nice...

In inventory - i was going to use the rods of acid balls mostly for clearing out items, but I find I really can just ID everything I need to, so those may be getting sold soon.

On 13.8.2008 09:01 naj wrote:
So about that speed item? Ok, I'll confess, it was a quest reward (the boots that is). Last quest the character took. I've also managed to craft some useful additions to my armor suite with random crafts. (I'd like to craft something with chaos resist, but seeing as that's the one essence I'm exceptionally short on...)

Only intending to advance spellcasting and saves at this point, possibly perception but i'm not convinced I need more. I also will need to get to 100 power, because I'm fairly confident I will need all the hp I can get my hands on.

Starting to make a dent in uniques I want to see dead before Morgoth, including 4 ringwraiths.

I am noticing that casters don't have much staying power. Seriously, clearing out a white D pit was a pain in the ass, and I ended up meleeing all the weak (read 'Ancient') ones to save mana for the Greater Ice Wyrms. Yes, I have no skill investment. I do have Wizardly Enhancement, Magic Shield, and Evasion though =)

On 13.8.2008 16:47 camlost wrote:
Carry some of these, even with _Heal: 66 Crimson Potions of Healing. You won't carry them all at the end-game, and staves run out/get drained. Of course, if you never melee, maybe that's ok, but still worth carrying 5 of them, IMO.

Might also carry 1-2 of these: 67 Red Spotted Mushrooms of Mana. Goodness gracious, I don't think I've ever seen more than maybe 15 of these in a game...

I just don't have the patience for no-melee characters. They just don't have the staying power to deal with pits or large groups, which make them pretty slow to play, which is why I play giants.

a Robe of Permanence [2,+24] is this *ID*ed?

On 14.8.2008 10:06 naj@uchicago.edu wrote:
No, the robe isn't. Do Robes of Permanence have random bonus abilities? I can't remember, its been so long since I played last... It wouldn't take much to replace my current armor, honestly...

I rarely melee. I won't say never, because weak crap gets meleed if I know I need the mana for more important things. And honestly, she melees spectacularly well for someone who never invested a point in it.

Hmm... I suppose I'm not carrying much back up to town with me anymore, so I can afford another 3-4 spots in my backpack for potions/mushrooms/et al.

Should I be sad I've taken to using wands of doombolts I find as portable mana-replenisment devices? I should start saving and recharging those!

Oh, this is your mod Camlost, and I thought I'd point out that I'm *never* getting breathed on by anything, at least not that I can remember. It makes Zephyr hounds far less scary, but sadly its a bug and should probably be fixed.

On 14.8.2008 16:11 camlost wrote:
I recall there being a bug with breath weapons going off, but I thought I fixed it. Are you sure that you have the latest version?

Robes of permanence do have a random resist, IIRC. It should say in the edit file.

On 15.8.2008 04:46 camlost wrote:
I just tested both the latest late-fix version, and the unofficial beta version, and both seem to have monsters breathing properly.

http://middendorfproject.googlepages.com/sangband

On 3.9.2008 18:14 naj wrote:
Been awhile since I played the character, and I started out by diving down a few levels and found a really nice 'dangerous area' half a screen above me. I detected 3 presences, but I clobbered 6 uniques (Dwaw, Saruman, Gyrus, Fundin, Smaug, !Xok). Unfortunately, being a pure caster meant a lot of 'lure out a few things, nuke them, go back and rest for mana'.

I have not equipped anything from the level yet, so some of those items I'm carrying are almost certainly getting added to my equipment. I now have a metric ton of speed that I'm not convinced I want to use - constitution is good for you!

On 3.9.2008 18:37 camlost wrote:
Tulkas gives +4 Con, which shouldn't decrease your HP too much.

Maybe time to craft a new cap? Only sound and mana are important from it. You might also manage some better gloves. Once you find poison resist elsewhere, you might craft another shield. IMO, pumping armor forging is more important than infusion for crafting.

I do wish there was a better alternative to blast and rest. Maybe investment in mana should reduce the cost to cast but provide overall less mana? This would make spellcasters more playable, giving them access to cheap lower level spells without making them able to dump high level spells with impunity. This would especially help mana-starved half-spellcasters.

On 3.9.2008 21:02 naj@uchicago.edu wrote:
Part of the problem is that some enemies do require you to dump all your mana in high level spells. Saruman took 400 mana of mana storm to kill, which is a rather large fraction of my mana. And as i've maxed out my spellcasting stats...

On 10.9.2008 05:58 naj wrote:
Ouch, Vecna death rayed me after I got horribly unlucky and a summon of his slipped a mind blast through.

It doesn't help that a pure caster's mana supply is far too limited in the late game. Seriously, it took 500 mana to kill the tarrasque, and the only reason I have that much is because I was getting 150ish mana from items.

Eh, I'll probably try a pure caster again in like 6 months.

On 10.9.2008 06:03 naj@uchicago.edu wrote:
Update to above: it isn't clear from the dump, but that mindblasting let Vecna double-move me. Not happy, especially not when he's going to use it for a death ray.

On 10.9.2008 16:22 camlost wrote:
Ouch. Mindblasting is just mean. Really mean.

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