The Angband Ladder: Son of Rutty, High-Elf Warrior by StephenR

  [Angband 3.1.1 dev (r1268) Character Dump]

 Name   Son of Rutty                             Self  RB  CB  EB   Best
 Sex    Male         Age            103   STR:  18/80  +1  +5  +4 18/180
 Race   High-Elf     Height          98   INT:  18/70  +3  -2  +2 18/100
 Class  Warrior      Weight         192   WIS:     18  -1  -2  +2     17
 Title  Hero         Social   Respected   DEX:  18/90  +3  +2  +2 18/160
 HP     815/815      Maximize         Y   CON! 18/100  +1  +2  +6 18/190
 SP     0/0                               CHR:  18/70  +5  -1  +0 18/110


 Level               41   Armor    [28,+97]     Saving Throw         81%
 Cur Exp        2636609   Fight   (+32,+22)     Stealth        Excellent
 Max Exp        2636609   Melee   (+54,+47)     Fighting       Legendary
 Adv Exp        3000000   Shoot   (+52,+15)     Shooting       Legendary
 MaxDepth   3350' (L67)   Blows      6/turn     Disarming            84%
 Turns          1199934   Shots      2/turn     Magic Device      Superb
 Gold           1040117   Infra       40 ft     Perception        1 in 4
 Burden       131.8 lbs   Speed          20     Searching            47%

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



 Acid:......+.+.... Confu:......+......
 Elec:......+.+.... Sound:......+......
 Fire:......+.+.... Shard:.............
 Cold:+.....+.+.... Nexus:.......+.....
 Pois:...+......... Nethr:.............
 Fear:+.....+.....+ Chaos:.............
 Lite:+.......+...+ Disen:.............
 Dark:........+.... S.Dig:+............
Blind:.........+... Feath:.............

PLite:+............ Aggrv:.............
Regen:+............ Stea.:.......+.....
Telep:.........+... Sear.:....+........
Invis:+...........+ Infra:............+
FrAct:+.........+.. Tunn.:.............
HLife:............. Speed:+......+...+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.+...........
 Fear:............. Might:.............


  [Character Equipment]

a) The Long Sword 'Ringil' (4d5) (+22,+25) (+10 speed)
     +10 speed.
     Provides resistance to cold, fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it creates a frost ball with damage 100.
     It takes 120 turns to recharge after use at your current speed.
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 76.6 against evil creatures, 
     89.9 against trolls, 89.9 against undead, 89.9 against
     frost-vulnerable creatures, 116.5 against demons, and 63.3 against
     normal creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.3 turns, quartz veins in 9.6 turns, and granite in 25 
     turns.
b) a Long Bow of Extra Shots (x3) (+20,+15) (+1)
     +1 shooting speed.
c) a Ring of Constitution (+4)
     +4 constitution.
     Sustains constitution.
d) a Ring of Resist Poison
     Provides resistance to poison.
e) an Amulet of Searching (+6) (squelch)
     +30%  to searching.
f) The Phial of Galadriel
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it lights up the surrounding area, hurting light-s
     ensitive creatures.
     It takes 33 to 60 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Metal Brigandine Armour of the Rohirrim [20,+15] (+2)
     +2 strength, dexterity.
     Provides resistance to acid, lightning, fire, cold, fear, 
     confusion, sound.
     Cannot be harmed by acid, electricity, fire, cold.
h) The Cloak 'Colannon' [1,+15] (+3)
     +3 stealth, speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 100 squares away.
     It takes 135 turns to recharge after use at your current speed.
i) The Leather Shield of Celegorm [4,+19]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
k) The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Ethereal Slippers of Speed [0,+12] (+7)
     +7 speed.
     Cannot be harmed by acid, electricity, fire, cold.


  [Character Inventory]

a) 4 Rations of Food
b) 46 Potions of Cure Critical Wounds
c) 2 Potions of Healing
d) 2 Potions of Restore Life Levels
e) 3 Potions of Speed
f) 15 Potions of Resist Heat
g) 6 Potions of Resist Cold
h) 8 Potions of Resist Poison
i) 13 Scrolls of Phase Door
j) 6 Scrolls of Word of Recall
k) 6 Scrolls of Protection from Evil
l) 4 Rods of Door/Stair Location {@z1}
m) 4 Rods of Trap Location {@z0}
n) 2 Rods of Teleport Other
o) 2 Rods of Identify
     Cannot be harmed by electricity.
p) a Wand of Teleport Other (8 charges)
q) 2 Staves of Teleportation (16 charges)
r) 29 Arrows of Slay Undead (1d4) (+7,+7)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 229.3 against
     undead, and 76.4 against normal creatures.
     35% chance of breaking upon contact.
s) 4 Seeker Arrows of Slay Undead (4d4) (+6,+13) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 355.7 against
     undead, and 118.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Potion of Healing
     
     When ingested, it heals you a really large amount (35% of max HP, 
     minimum 300HP), heals cut damage, and cures stunning, poisoning, b
     lindness, and confusion.
     Provides nourishment for about 100 turns under normal conditions.
b) 2 Potions of *Healing*
     When ingested, it restores 1200 hit points, heals cut damage, and 
     cures stunning, poisoning, blindness, and confusion.
     It can be thrown at creatures with damaging effect.
c) a Potion of Life
     When ingested, it restores 5000 hit points, restores experience an
     d stats, heals cut damage, and cures stunning, poison, blindness, 
     and confusion.
     It can be thrown at creatures with damaging effect.
d) 7 Scrolls of Holy Prayer
     When read, it increases your AC and to-hit bonus for 1d48+24 turns.
e) 8 Scrolls of *Destruction*
     When read, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
f) a Rod of Recall
     Cannot be harmed by electricity.
     
     When used, it returns you from the dungeon or takes you to the dun
     geon after a short delay.
     It takes 180 turns to recharge after use at your current speed.
g) a Wand of Teleport Other (9 charges)
     
     When aimed, it teleports a target monster away.
h) a Staff of Earthquakes (7 charges)
     
     When used, it causes an earthquake around you.
i) a Staff of *Destruction* (2 charges)
     
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
j) 3 Staves of Teleportation (23 charges)
     
     When used, it teleports you randomly up to 100 squares away.
k) 7 Staves of Speed (37 charges)
     
     When used, it hastens you for 2d10+20 turns.
l) a Ring of Strength (+5)
     +5 strength.
     Sustains strength.
     
m) The Star of Elendil
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it maps the area around you.
     It takes 153 to 300 turns to recharge after use at your current
     speed.
     Radius 3 light.
n) The Chain Mail of Arvedui (-2) [14,+14] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
o) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
p) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 1500 turns to recharge after use at your current speed.
q) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 303 to 600 turns to recharge after use at your current
     speed.
r) The Leather Scale Mail 'Thalkettoth' (-1) [10,+25] (+3)
     +3 dexterity, speed.
     Provides resistance to acid, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
s) a Cloak of the Magi [1,+11] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Grants telepathy.
     
t) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15%  to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
u) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom.
     +10%  to searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, traps, doors, stairs, and all 
     creatures nearby.
     It takes 168 to 330 turns to recharge after use at your current
     speed.
v) The Bastard Sword 'Calris' (5d4) (-13,+20) (+5) {uncursed}
     +5 constitution.
     It is especially deadly to evil creatures, trolls, demons.
     It is a great bane of dragons.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 70.7 against evil creatures, 
     84.2 against trolls, 84.2 against demons, 111.2 against dragons, 
     and 57.2 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.9 turns, magma
     veins in 4.2 turns, quartz veins in 9.5 turns, and granite in 25 
     turns.
w) The Glaive of Pain (9d6) (+0,+30)
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 93.6 against normal creatures.
     
     With this item, you can expect to clear rubble in 1.6 turns, magma
     veins in 3.6 turns, quartz veins in 8.0 turns, and granite in 20 
     turns.
x) The Short Bow of Amrod (x2) (+12,+15) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
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        : 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 4.3.2009 11:26
Last updated on 6.3.2009 13:10

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8068. on the Ladder (of 19090)
3481. on the Angband Ladder (of 6561)
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On 4.3.2009 11:26 StephenR wrote:
My best ever character, no doubt due to finding Ringil on the floor at 1550'. He's just been taught a lesson in humility by the Mouth of Sauron and escaped with just a few HP and no charges in his staves! And of course, no replacement source of teleport available in the town shops!

On 5.3.2009 06:22 Pete Mack wrote:
You have more than enough cash to buy out the alchemist for ?Recharge for -TO or _Teleport. (And if not, you should certainly take one of the wands from Home.)

You even have more than enough to buy out the Mage's shop for _Teleport if you want. 1 scroll of ?Tele Level and a Rod of TO is not enough. Keep checking the BM for ?Tele Level and ?Deep Descent.

On 5.3.2009 13:51 StephenR wrote:
Thanks for the advice. It never occured to me to buy out the stores. I'll remember that, the next time I'm stuck for something important. Might as well make some use of all that gold that is mounting up!

I did take one of the -TO from home and went back down VERY cautiously! Luckily I came across a _Teleport before getting to any dangerous situations. I've never been this far in the game before, so it's pretty exhilerating picking off those unique black "W"s and dragons. The closest shave so far (other than Mouth of Sauron) was the Phoenix. Even with double resists, I had to make a quick escape, heal and come back for another go.

On 6.3.2009 13:10 StephenR wrote:
Still going strong. Finding quite a variety of kit now which means that the decisions about what to use are getting complicated. For example, Isildur gives a much higher AC, but Rohirrim allows me 6 hits with Ringil instead of 5. *sigh* If anyone would like to offer any advice about what would be the best combination at this stage, it would most definitely be appreciated.

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