The Angband Ladder: Erica, Half-Elf Rogue by Omnibus

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             25   STR! 18/100  +0  +2 +10 18/***
 Race   Half-Elf     Height          61   INT! 18/100  +1  +1  +5 18/170
 Class  Rogue        Weight          93   WIS! 18/100  -1  -2  +2  18/90
 Title  Master Thief Social      Feared   DEX! 18/100  +1  +3  +1 18/150
 HP     -49/840      Maximize         Y   CON! 18/100  -1  +1  +4 18/140
 SP     317/336                           CHR:  18/98  +1  -1  +6 18/158


 Level               50   Armor    [35,+88]     Saving Throw         87%
 Cur Exp        7139724   Fight   (+23,+20)     Stealth           Heroic
 Max Exp        7139724   Melee   (+35,+36)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+43,+22)     Shooting       Legendary
 MaxDepth   3300' (L66)   Blows      5/turn     Disarming           100%
 Turns          2820748   Shots      2/turn     Magic Device      Heroic
 Gold           3184987   Infra       20 ft     Perception        1 in 5
 Burden       194.5 lbs   Speed          23     Searching            48%

 Your mother was of the Sindar.  You are one of several children of a
 Serf.  You are a credit to the family.  You have brown eyes, straight
 red hair, and an average 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:.............


  [Last Messages]

> You feel better.
> You miss the Barbazu.
> You smite the Barbazu.
> You miss the Barbazu.
> You smite the Barbazu.
> You miss the Barbazu.
> You smite the Barbazu.
> The Barbazu casts a fearful illusion.
> You refuse to be frightened.
> It was a good hit!
> You smite the Barbazu.
> You miss the Barbazu.
> The Gelugon breathes frost.
> The Barbazu is destroyed.
> You die.

Killed by a Gelugon.

  [Character Equipment]

a) The Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth) {@1@0}
     +4 strength, charisma, stealth, speed.
     Provides resistance to cold, fear, dark, nether.
     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 56 against animals, 56 against
     evil creatures, 66 against giants, 86 against undead, and 46
     against normal creatures.
b) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
c) a Tortoise Shell Ring of Resist Poison
     Provides resistance to poison.
d) an Azurite Ring of Speed (+10)
     +10 speed.
e) a Mithril Amulet of Sustenance
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Slows your metabolism.
     Stops experience drain.
f) The Arkenstone of Thrain
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
     e3 light.
g) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
h) an Elven Cloak of the Magi [6,+10] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Grants telepathy.
i) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Iron Helm 'Holhenneth' [5,+9] (+2)
     +2 intelligence, wisdom, 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, objects, traps, doors, stairs, k) The
Set of Leather Gloves 'Cammithrim' [1,+10]

     dPrevents paralysis.
     When activated, it fires a magic missile with damage 3d4.
     It takes 2 turns to recharge after use.
     Radius 1 light.
l) a Pair of Steel Shod Boots of Speed [6,+9] (+9)
     +9 speed.


  [Character Inventory]

a) 3 Books of Magic Spells [Magic for Beginners]
b) 3 Books of Magic Spells [Conjurings and Tricks]
c) 2 Books of Magic Spells [Incantations and Illusions]
d) 2 Books of Magic Spells [Sorcery and Evocations]
e) a Book of Magic Spells [Resistances of Scarabtarices]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Book of Magic Spells [Mordenkainen's Escapes]
     Cannot be harmed by acid, electricity, fire, cold.
h) a Book of Magic Spells [Tenser's Transformations]
     Cannot be harmed by acid, electricity, fire, cold.
i) 3 Violet Mushrooms of Fast Recovery
j) a Blue Speckled Potion of Cure Critical Wounds
k) 2 Dark Red Potions of Restore Life Levels
l) 9 Scrolls titled "ca larue" of Phase Door
m) 2 Rusty Rods of Teleport Other
n) 2 Ivory Staffs of Teleportation (5 charges)
o) The Amulet of Carlammas (+2)
     +2 constitution.
     Provides resistance to fire.
     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 225 turns to recharge after use.
p) 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 in a 30-radius circle.
     It takes 50 turns to recharge after use.
     Radius 3 light.
q) Full Plate Armour of Resist Cold (-3) [26,+13]
     Provides resistance to cold.
     Cannot be harmed by cold.
r) a Set of Alchemist's Gloves [0,+7]
     Cannot be harmed by acid, electricity, fire, cold.
s) The Pair of Leather Boots 'Dal-i-thalion' [2,+15] (+5)
     +5 dexterity.
     Provides resistance to confusion, nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents paralysis.
     When activated, it cures you of fear and poison.
     It takes 5 turns to recharge after use.
t) a Broad Axe of Gondolin (2d6) (+15,+15)
     Provides resistance to dark.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     Grants the ability to see invisible things.
     Radius 1 light.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 50 against orcs, 50 against
     trolls, 50 against dragons, 50 against demons, and 36 against
     normal creatures.
u) 30 Arrows of Venom (1d4) (+9,+9) {@f5}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 301.5 against
     poison-vulnerable creatures, and 100.5 against normal creatures.
     35% chance of breaking upon contact.
v) 30 Mithril Arrows of Slay Evil (3d4) (+17,+11)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 243 against
     evil creatures, and 121.5 against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) a Shimmering Potion of Strength
     When ingested, it restores and increases your strength.
b) 4 Viscous Pink 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) 6 Dark Red Potions of Restore Life Levels
     When ingested, it restores your experience.
d) The Elfstone 'Elessar' (+7,+7) [+10] (+2)
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
e) 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 10 turns to recharge after use.
     Radius 3 light.
f) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
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 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.
     
i) 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.
     
j) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
k) 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.
     
l) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
m) The Main Gauche of Azaghal (2d5) (+11,+13)
     Provides immunity to fire.
     Provides resistance to acid, 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 57 against dragons, and 33
     against normal creatures.
n) The Rapier 'Careth Asdriag' (1d6) (+6,+9) (+1)
     +1 attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 30 against animals, 33.5 against
     orcs, 33.5 against trolls, 33.5 against giants, 33.5 against
     dragons, and 26.5 against normal creatures.
o) The Scimitar 'Haradekket' (4d2) (+9,+11) (+2)
     +2 dexterity, attack speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 7 blows per round.  Each
     blow will do an average damage of 37 against animals, 37 against
     evil creatures, 43 against undead, and 31 against normal creatures.
p) The Broad Sword 'Arunruth' (3d5) (+20,+12) (+4)
     +4 dexterity.
     Provides resistance to cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Slows your metabolism.
     Feather Falling.
     Prevents paralysis.
     
     When activated, it creates a frost bolt with damage 12d8.
     It takes 50 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 53 against orcs, 53 against
     demons, and 35 against normal creatures.
q) The Broad Axe 'Barukkheled' (2d6) (+13,+19) (+3)
     +3 constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 47 against evil creatures, 54
     against orcs, 54 against trolls, 54 against giants, and 40 against
     normal creatures.
r) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 64 against evil creatures, 77.5
     against orcs, 77.5 against trolls, and 50.5 against normal
     creatures.
s) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
     +4 strength.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 56 against animals, 63 against
     orcs, 63 against trolls, 63 against poison-vulnerable creatures, 
     and 49 against normal creatures.
t) The Mace 'Taratol' (3d4) (+12,+12)
     Provides immunity to lightning.
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d20+20 turns.
     It takes 100 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 48.5 against
     electricity-vulnerable creatures, 63.5 against dragons, and 33.5
     against normal creatures.
u) 70 Arrows of Venom (1d4) (+9,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 301.5 against
     poison-vulnerable creatures, and 100.5 against normal creatures.
     35% chance of breaking upon contact.


  [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        : 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 25.3.2009 21:31
Last updated on 8.4.2009 03:34

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4986. on the Ladder (of 19090)
1881. on the Angband Ladder (of 6561)
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On 25.3.2009 21:31 Omnibus wrote:
I haven't played any *bands for several years. After two quick deaths, this character found a Dagger of Extra Attacks (+2) on the dungeon floor at 300'!

Since then, it's been nothing but good luck for Erica.

I've never even gotten to lvl 50 in Vanilla...any suggestions?

On 25.3.2009 21:47 Omnibus wrote:
This is the closest I've come to YASD so far:
At about 2000', I saw a 'D' and charged in madly.
I noticed from the attack message that it was an AMHD -- my first. I did not yet have Poison Resistance.
At that point a shiver went down my spine and I started getting Moria flashbacks. I cast 'Resistance', and two turns later it breathed poison for over half my HP.

On 8.4.2009 03:34 Omnibus wrote:
RIP, Erica. Too many demons did you in. I knew I shouldn't have messed with that Zoo pit.

Still, she's my best Vanilla character ever.

I must say I like the 3.1.0 beta quite a bit; it's a lot less aggravating to play.

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