The Angband Ladder: Lain III, High-Elf Rogue by Polyonymous

  [Angband 3.1.1 dev (r1283) Character Dump]

 Name   Lain III                                 Self  RB  CB  EB   Best
 Sex    Male         Age            121   STR:     17  +1  +2  +0  18/20
 Race   High-Elf     Height          92   INT:     15  +3  +1  +4  18/50
 Class  Rogue        Weight         198   WIS:     16  -1  -2  +2     15
 Title  Filcher      Social   Respected   DEX:  18/30  +3  +3  +2 18/110
 HP     353/353      Maximize         Y   CON:  18/20  +1  +1  +0  18/40
 SP     53/53                             CHR:     11  +5  -1  +0     15


 Level               30   Armor    [40,+60]     Saving Throw         80%
 Cur Exp         201554   Fight   (+13,+20)     Stealth        Legendary
 Max Exp         201554   Melee   (+25,+37)     Fighting          Heroic
 Adv Exp         225000   Shoot   (+31,+12)     Shooting          Heroic
 MaxDepth   3250' (L65)   Blows      3/turn     Disarming           100%
 Turns           309807   Shots      1/turn     Magic Device      Heroic
 Gold             56265   Infra       40 ft     Perception        1 in 2
 Burden       156.3 lbs   Speed           6     Searching            45%

 You are one of several children of a Noldorin Archer.  You have light
 green eyes, straight blond 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) a Pike (Defender) (2d5) (+12,+17) [+1] (+4 stealth)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains charisma.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 45 against normal creatures.
     
     With this item, you can expect to clear rubble in 7.1 turns, magma
     veins in 22 turns, quartz veins in 100 turns, and not affect 
     granite.
b) a Long Bow of Accuracy (x3) (+18,+12)
c) a Ring of Slaying (+6,+6)
d) a Ring of Damage (+0,+11)
e) The Jewel 'Evenstar'
     Provides resistance to cold, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Stops experience drain.
     When activated, it restores your experience to full.
     It takes 240 turns to recharge after use at your current speed.
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 17 to 32 turns to recharge after use at your current
     speed.
     Radius 3 light.
g) The Mithril Chain Mail 'Belegennon' (-1) [28,+20] (+4)
     +4 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it teleports you randomly up to 10 squares away.
     It takes 3 turns to recharge after use at your current speed.
h) a Fur Cloak of the Magi [3,+9] (+2)
     +2 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Grants the ability to see invisible things.
i) (nothing)
j) 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 89 to 176 turns to recharge after use at your current
     speed.
k) a Set of Leather Gloves of Agility [1,+8] (+2)
     +2 dexterity.
l) a Pair of Iron Shod Boots of Speed [3,+5] (+7)
     +7 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1@p1@b1@G1!k!d!v}
b) 2 Books of Magic Spells [Conjurings and Tricks] {@m2@p2@b2@G2!k!d!v}
c) 2 Books of Magic Spells [Incantations and Illusions] {@m3@p3@b3@G3!k!d!v}
d) a Book of Magic Spells [Sorcery and Evocations] {@m4@p4@b4@G4!k!d!v}
e) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@p5@b5@G5!k!d!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) 15 Potions of Cure Critical Wounds {@q2}
g) 4 Potions of Speed {!*}
h) 10 Potions of Heroism
i) 10 Scrolls of Phase Door
j) 2 Scrolls of Teleportation
k) 4 Scrolls of Word of Recall
l) 3 Rods of Treasure Location {@z3}
m) 2 Rods of Door/Stair Location {@z2}
n) a Rod of Trap Location {@z1}
o) a Staff of Teleportation (4 charges)
p) a Staff of Speed (4 charges)
q) a Staff of Identify (16 charges)
r) a Lucerne Hammer of Extra Attacks (2d5) (+9,+7) (+2)
     +2 attack speed.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 34 against normal creatures.
     
     With this item, you can expect to clear rubble in 8.3 turns, magma
     veins in 29 turns, quartz veins in 200 turns, and not affect 
     granite.
s) 99 Arrows (1d4) (+0,+0) {@f1}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 44.3 against
     normal creatures.
     35% chance of breaking upon contact.
t) 21 Seeker Arrows (4d4) (+2,+5) {@f2}
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 82.6 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 29 Potions of Cure Critical Wounds {@q2}
     
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
b) 2 Potions 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.
c) a Potion 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.
d) 4 Potions of Speed {!*}
     When ingested, it hastens you for 2d10+20 turns.
e) a Potion of Berserk Strength
     When ingested, it restores 30 hit points, removes fear and grants 
     you resistance to fear, +12 to-hit, and -10AC for 1d25+25 turns.
f) 18 Scrolls of Phase Door
     When read, it teleports you randomly up to 10 squares away.
g) a Scroll of Rune of Protection
     When read, it inscribes a glyph of warding beneath you, which mons
     ters cannot move onto.
h) a Rod of Slow Monster
     When aimed, it attempts to magically slow a single monster.
     It takes 32 turns to recharge after use at your current speed.
i) a Rod of Curing
     Cannot be harmed by electricity.
     
     When used, it heals cut damage, and cures all stunning, poison, bl
     indness and confusion.
     It takes 160 turns to recharge after use at your current speed.
j) a Rod of Illumination
     When used, it lights up an area and inflicts 2d8 damage on light-s
     ensitive creatures.
     It takes 48 turns to recharge after use at your current speed.
k) a Rod of Recall {@z6!!}
     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 96 turns to recharge after use at your current speed.
l) 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.
m) a Staff of Teleportation (5 charges)
     
     When used, it teleports you randomly up to 100 squares away.
n) a Staff of Identify (0 charges)
     When used, it reveals to you the extent of an item's magical power
     s.
o) a Ring of Strength (+2)
     +2 strength.
     Sustains strength.
     
p) a Ring of Constitution (+4) {@w2}
     +4 constitution.
     Sustains constitution.
     
q) a Ring of Damage (+0,+9) {@w1}
r) an Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
s) Metal Scale Mail (Dwarven) (-2) [12,+19] (+2)
     +2 strength, constitution, infravision.
     Cannot be harmed by acid, fire.
     Prevents paralysis.
     
t) The Cloak of Thorongil [1,+10]
     Provides resistance to acid, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
u) The Pair of Leather Boots of Wormtongue (-8,-8) [2,+4] (+3) {@w2, uncursed}
     +3 intelligence, dexterity, stealth, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Feather Falling.
     
     When activated, it teleports you randomly up to 10 squares away.
     It takes 32 turns to recharge after use at your current speed.


  [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    : yes (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 2.4.2009 04:34

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4687. on the Angband Ladder (of 6502)
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Comments

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On 2.4.2009 04:34 Polyonymous wrote:
Doing a bit of diving, debating how far down to go and if wearing Wormy's boots is worth the loss of speed. I'm not explicitly playing for turn count (first real diver), but I'm also not playing it "safe" given my depth.

On 2.4.2009 10:50 Pete Mack wrote:
You might want to wear that RoCON instead of RoSlaying. You are very weak in HP, and you can't do much damage with your primary weapon. (Or with your swap weapon, for that matter.) So, go for HP and stealth, and keep sneaking deeper until you finally level up. In 3.1.1, even the weakest monsters have extremely good drops, if you are deep.

On 2.4.2009 14:41 Polyonymous wrote:
I've debated the rings, I likely should carry the =Con(+4) for situational use (exploring safety net and more hp return on % potions). Here are the per 100 energy damage figures for different gear setups (swap weapon loses free action so it doesn't always happen, hp are 353 or 398 depending). Defender and Con = 39 * 3 = 117, Defender and Slaying = 45 * 3 = 135 a boost of 15% or so, Swap and Con = 27.9 * 5 = 139.5, Swap and Slaying = 34 * 5 = 170 a boost of over 20% over Swap and Con. Overall the ability to swap out the weapon (and ring) when I don't need FA gives a gigantic boost of 45% combat effectiveness and 15% when just changing the ring.
I'm going to go with the strategy of swapping the ring the moment my hp reach 353 or lower as it's 0 cost and a gain.

On 3.4.2009 01:17 Polyonymous wrote:
Ugghh I can't come up with a clear and consistent model to determine the value of hp boosting versus damage/round boosting. The extra 45 hp is only 11.25 more hp per Cure Critical and it takes a couple potion quaffs to make it a bigger combat boost than the damage. What does the tradeoff look like? How many hp over 353 does it take to balance out +6/+6? Is it much less than 45? less than 45? about 45? more than 45? significantly more than 45?

On 3.4.2009 01:52 Polyonymous wrote:
He's dead now. Should have recalled when my staff of teleportation blew up on recharging.

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