The Angband Ladder: Bucky, High-Elf Rogue by <yermom11@yahoo.com>

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age            127   STR:     18  +1  +2  +2  18/50
 Race   High-Elf     Height          92   INT:     17  +3  +1  +0  18/30
 Class  Rogue        Weight         232   WIS:     10  -1  -2  +0      7
 Title  Filcher      Social  Well-liked   DEX:  18/21  +3  +3  +5 18/131
 HP     337/337      Maximize         Y   CON:     18  +1  +1  +0  18/20
 SP     46/46                             CHR:     15  +5  -1  +2  18/30


 Level               29   Armor    [19,+80]     Saving Throw         77%
 Cur Exp         114789   Fight     (+9,+3)     Stealth           Superb
 Max Exp         114789   Melee   (+18,+14)     Fighting          Heroic
 Adv Exp         168750   Shoot    (+17,+6)     Shooting          Heroic
 MaxDepth   1550' (L31)   Blows      7/turn     Disarming            99%
 Turns          1134942   Shots      1/turn     Magic Device      Heroic
 Gold            140173   Infra       40 ft     Perception       1 in 12
 Burden        88.5 lbs   Speed           3     Searching            35%

 You are one of several children of a Telerin Archer.  You have light
 blue eyes, wavy 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 Scimitar 'Haradekket' (4d2) (+9,+11) (+2) {@w0}
     +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 26 against animals, 26 against
     evil creatures, 32 against undead, and 20 against normal creatures.
b) a Light Crossbow (x3) (+8,+6)
c) a Jasper Ring of Strength (+2)
     +2 strength.
     Sustains strength.
d) a Tortoise Shell Ring of Protection [+8]
e) a Ruby Amulet of Resist Lightning
     Provides resistance to lightning.
     Cannot be harmed by electricity.
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 10 turns to recharge after use.
     Radius 3 light.
g) 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.
h) a Cloak of Stealth [1,+4] (+3 stealth)
     +3 stealth.
i) a Wicker Shield of Resistance [2,+14]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
j) a Metal Cap of Beauty [3,+7] (+2)
     +2 charisma.
     Sustains charisma.
k) The Set of Leather Gloves 'Cammithrim' [1,+10]
     Provides resistance to light.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Prevents 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 Leather Boots of Slow Descent [2,+3]
     Feather Falling.


  [Character Inventory]

a) a Book of Magic Spells [Magic for Beginners] {@m1@b1@G1!k!d!v}
b) a Book of Magic Spells [Conjurings and Tricks] {@m2@b2@G2!k!d!v}
c) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3!k!d!v}
d) a Book of Magic Spells [Raal's Tome of Destruction]
     Cannot be harmed by acid, electricity, fire, cold.
e) 10 Pink Potions of Cure Critical Wounds
f) 7 Cloudy Potions of Speed {!*}
g) 9 Orange Speckled Potions of Heroism
h) 11 Scrolls titled "for mo regatus" of Phase Door
i) 6 Scrolls titled "luvia as les" of Word of Recall {!*}
j) a Molybdenum Rod of Frost Bolts
k) 2 Brass Wands of Teleport Other (21 charges) {!*}
l) 2 Hickory Staffs of Teleportation (15 charges) {!*}
m) 13 Bolts of Frost (1d5) (+7,+3) {@f0=g}
     Cannot be harmed by cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 108 against
     frost-vulnerable creatures, and 36 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 2 Violet 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.
b) a Metallic Blue Potion of Restore Mana
     When ingested, it restores your mana points to maximum.
c) a Scroll titled "niantu am er" 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.
d) 2 Brass Wands of Teleport Other (20 charges) {!*}
     When aimed, it teleports a target monster away.
e) a Garnet Ring of Resist Fire
     Provides resistance to fire.
     Cannot be harmed by fire.
     
f) a Corundum Ring of Resist Cold
     Provides resistance to cold.
     Cannot be harmed by cold.
     
g) a Zircon Ring of Free Action
     Prevents paralysis.
     
h) Studded Leather Armour of Elvenkind (-1) [6,+15] (+1 stealth)
     +1 stealth.
     Provides resistance to acid, lightning, fire, cold, sound.
     Cannot be harmed by acid, electricity, fire, cold.
     
i) a Pair of Leather Sandals of Stability [1,+10]
     Provides resistance to nexus.
     Feather Falling.
     
j) a Pair of Leather Boots of Free Action [2,+7]
     Prevents paralysis.
     
k) The Dagger 'Narthanc' (2d4) (+4,+6)
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a fire bolt with damage 9d8.
     It takes 8 turns to recharge after use.
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 24 against fire-vulnerable
     creatures, and 14 against normal creatures.
l) The Katana 'Aglarang' (8d4) (+2,+2) (+5)
     +5 dexterity, speed.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains dexterity.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 25 against normal creatures.
m) a Great Axe (Defender) (4d4) (+5,+13) [+5] (+2 stealth) {@w0}
     +2 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 4 blows per round.  Each
     blow will do an average damage of 26 against normal creatures.
n) 10 Bolts of Slay Evil (1d5) (+2,+12)
     Fired from your current missile launcher, this arrow will hit targets
     up to 120 feet away, inflicting an average damage of 126 against
     evil creatures, and 63 against normal creatures.
     25% 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 10.4.2009 06:48

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12510. on the Ladder (of 18973)
4869. on the Angband Ladder (of 6502)
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Comments

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On 10.4.2009 06:48 yermom11@yahoo.com wrote:
Either 3.1.0 has much higher excellent-special drop rates, or I've been very lucky. Every time I think to myself, "I sure could use a new [shield/weapon/gloves]", I get a new one in a level or two.

Two questions:
1) How have level feelings changed? I've found artifacts on the floor in levels that "seemed reasonably safe."

2) Should I go with Aglarang or my artifact scimitar? I think the damage is basically a wash, but the speed from Aglarang probably gives it the edge. Particularly if I can get it enchanted up a bit, I suppose.

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