The Angband Ladder: Silva, High-Elf Warrior by Flee

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            127   STR! 18/100  +1  +5  +8 18/***
 Race   High-Elf     Height          68   INT! 18/100  +3  -2  +3 18/140
 Class  Warrior      Weight         162   WIS! 18/100  -1  -2 +11 18/180
 Title  ***WINNER*** Social      Lordly   DEX! 18/100  +3  +2  +9 18/***
 HP     1115/1115    Maximize         Y   CON! 18/100  +1  +2  +6 18/190
 SP     0/0                               CHR! 18/100  +5  -1  +5 18/190


 Level               50   Armor   [67,+167]     Saving Throw        100%
 Cur Exp       16776759   Fight   (+53,+51)     Stealth           Superb
 Max Exp       16776759   Melee   (+76,+69)     Fighting       Legendary
 Adv Exp       ********   Shoot   (+70,+19)     Shooting       Legendary
 MaxDepth  6350' (L127)   Blows      6/turn     Disarming            97%
 Turns          1152905   Shots      1/turn     Magic Device      Heroic
 Gold           2085110   Infra       40 ft     Perception       1 in 34
 Burden       183.3 lbs   Speed          24     Searching            17%

 You are one of several children of a Telerin Archer.  You have light
 grey eyes, straight brown 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 Blade of Chaos (Holy Avenger) (6d5) (+23,+18) [+1] (+3)
     +3 wisdom.
     Provides resistance to fear, chaos.
     Sustains charisma.
     Blessed by the gods.
     Grants the ability to see invisible things.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 105 against evil creatures, 123
     against demons, 123 against undead, and 87 against normal
     creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2) {excellent}
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
d) The Ring of Power 'Nenya' (+8,+8) (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to cold.
     Provides resistance to cold, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, wisdom, constitution.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it restores your experience to full.
     It takes 200 turns to recharge after use.
e) 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.
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 Power Dragon Scale Mail 'Bladeturner' (-8) [50,+35]
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, blindness, confusion, sound, shards, nexus, nether, 
     chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Stops experience drain.
     When activated, it beserk rage, bless, and resistance.
     It takes 400 turns to recharge after use.
h) an Elven Cloak of Aman [6,+33] (+5 stealth)
     +5 stealth.
     Provides resistance to shards.
     Cannot be harmed by acid, electricity, fire, cold.
i) a Small Metal Shield of Elvenkind [4,+18] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
j) The Golden Crown of Gondor [0,+15] (+3)
     +3 strength, wisdom, constitution, speed.
     Provides resistance to fire, cold, light, blindness, confusion, 
     sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Grants the ability to see invisible things.
     When activated, it heals 500 hit points.
     It takes 250 turns to recharge after use.
     Radius 1 light.
k) The Set of Caestus of Fingolfin (+10,+10) [5,+20] (+4)
     +4 dexterity.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     When activated, it fires a magical arrow with damage 150.
     It takes 30 turns to recharge after use.
l) The Pair of Leather Boots of Feanor [2,+20] (+15)
     +15 speed.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it hastens you for d20+20 turns.
     It takes 200 turns to recharge after use.


  [Character Inventory]

a) 6 Rations of Food
b) 38 Viscous Pink Potions of Cure Critical Wounds
c) 20 Scrolls titled "obdo indus" of Phase Door
d) a Scroll titled "acio quo me" of Teleportation
e) a Scroll titled "dego mentus" of Banishment
f) 2 Scrolls titled "expio quo" of Rune of Protection
g) 3 Scrolls titled "comicis empouf" of *Destruction*
h) 2 Tin Rods of Detection {@z1}
     Cannot be harmed by electricity.
i) 3 Aluminum-Plated Rods of Magic Mapping {@z2}
j) 2 Mithril Rods of Restoration (2 charging) {@z9}
     Cannot be harmed by electricity.
k) 5 Copper Rods of Teleport Other
l) 4 Lead Rods of Recall {@z7}
     Cannot be harmed by electricity.
m) 6 Cast Iron Rods of Identify {@z5}
     Cannot be harmed by electricity.
n) a Magnesium Rod of Speed
     Cannot be harmed by electricity.
o) 2 Elm Staffs of *Destruction* (9 charges)
p) 23 Seeker Arrows of Acid (4d4) (+15,+16)
     Cannot be harmed by acid.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 675 against
     dragons, 675 against acid-vulnerable creatures, and 225 against
     normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Dark Green 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.
b) 5 Smoky Potions 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.
c) 9 Orange Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
d) 3 Scrolls titled "ma adeprego as" of *Remove Curse*
     When read, it removes all curses from all equipped items.
e) 5 Scrolls titled "ma vercus" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
f) The Ring of Tulkas (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it hastens you for d75+75 turns.
     It takes 150 turns to recharge after use.
g) a Crystal Amulet of Weaponmastery (+4,+4) (+2)
     +2 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
     
h) The Palantir of Westernesse (+2)
     +2 intelligence, wisdom, searching, infravision.
     Provides resistance to blindness, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     Drains experience.
     
     When activated, it maps the entire level and detects objects, trap
     s, doors, and stairs.
     It takes 50 turns to recharge after use.
     Radius 3 light.
i) 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.
j) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
     +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 500 turns to recharge after use.
k) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
     +2 constitution.
     Provides resistance to acid, cold, fear, dark, confusion, nexus, 
     nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Stops experience drain.
     
     When activated, it heals 1000 hit points.
     It takes 444 turns to recharge after use.
l) The Mithril Shield of Gil-galad [10,+20] (+5)
     +5 wisdom, charisma.
     Provides resistance to acid, lightning, dark, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains wisdom, dexterity, charisma.
     
     When activated, it fires a line of light in all directions, each o
     ne causing 10d8 damage.
     It takes 100 turns to recharge after use.
     Radius 1 light.
m) The Jewel Encrusted Crown of Numenor [0,+18] (+3)
     +3 intelligence, dexterity, charisma, searching, speed.
     Provides resistance to cold, light, dark, blindness, sound, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
n) The Massive Iron Crown of Morgoth [0,+2] (+125)
     +125 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, infravision.
     Provides resistance to acid, lightning, fire, cold, poison, fear, 
     light, dark, confusion, nexus, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
o) a Katana of Extra Attacks (3d5) (+15,+17) (+2) {@w1}
     +2 attack speed.
     
     With this weapon, you would currently get 8 blows per round.  Each
     blow will do an average damage of 77 against normal creatures.
p) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3)
     +3 strength, constitution, tunneling.
     Provides resistance to acid, fire, fear, light, dark, confusion, 
     chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 101 against orcs, 101 against
     trolls, 101 against demons, 101 against acid-vulnerable creatures, 
     101 against fire-vulnerable creatures, 121 against dragons, and 81
     against normal creatures.
q) 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 112.5 against normal creatures.
r) The Whip of Gothmog (6d3) (+13,+15) (-3) {uncursed}
     -3 intelligence, wisdom, dexterity.
     Provides immunity to fire.
     Provides resistance to lightning, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     When activated, it creates a fire ball with damage 144.
     It takes 15 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 90 against animals, 102 against
     trolls, 102 against giants, 102 against fire-vulnerable creatures, 
     126 against dragons, and 78 against normal creatures.
s) The Mace 'Taratol' (3d4) (+12,+12) {@w1}
     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 6 blows per round.  Each
     blow will do an average damage of 85.5 against
     electricity-vulnerable creatures, 100.5 against dragons, and 70.5
     against normal creatures.
t) The Mighty Hammer 'Grond' (9d9) (+4,+2)
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 143 against animals, 143 against
     evil creatures, 188 against orcs, 188 against trolls, 278 against
     dragons, 278 against demons, 278 against undead, and 98 against
     normal creatures.
     Sometimes creates earthquakes on impact.
u) 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.
     
v) 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.
     
w) a Light Crossbow of the Haradrim (x3) (+14,+19) (+1)
     +1 shooting speed, shooting power.
     Cannot be harmed by acid, fire.
     
x) The Heavy Crossbow of Umbar (x4) (+18,+18) (+2)
     +2 strength, constitution, shooting power.
     Provides resistance to lightning, light, dark, blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     When activated, it fires a magical arrow with damage 150.
     It takes 20 turns to recharge after use.


  [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 7.6.2009 00:28
Last updated on 18.6.2009 02:30

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2348. on the Ladder (of 19092)
482. on the Angband Ladder (of 6562)

Comments

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On 7.6.2009 00:28 Flee wrote:
new 2 angband (been playing about 10 weeks now)
have a very good feeling about this @ so decided 2 do my 1st dump
got boots of speed from lagduf @ 700' only killed him because i couldnt get away from him lol)
didnt find FA till i killed a Law drake at 1750' and he gave me sting
heres hoping i dont waste this good start :)

On 7.6.2009 23:39 Flee wrote:
well things are still going well. im using the crown for esp and swaping with holhenneth for the detection activation

On 8.6.2009 14:42 John McCoy wrote:
That's a nice set of equipment!

I would suggest carrying some additional Staves of Teleportation, just in case something burns up the one you're carrying and you need to make a run for it.

If you're using Holhenneth for detection then you don't really need the Searching Amulet. An Amulet of Regeneration shouldn't be too hard to find.

On 8.6.2009 22:42 Flee wrote:
thanks john i will grab 1 or 2 more staves b4 i head back down... just up in town selling stuff and restocking b4 i head back down.... about the amulet... so far all i have found in the shops/dungeon are this and the basic 4 resists :( still looking for sumthing better thanks

On 9.6.2009 11:14 Flee wrote:
well im well over my head never been this deep b4 so im still spending most of my time running away or blowing thigs up with destruction

On 9.6.2009 11:33 Flee wrote:
ps. still no sign of a amulet worth wearing and no sign of a cloak :(
im saved in town and going 2 bed and will look at what gear 2 wear when i get up(any advice would be great thanks)

On 9.6.2009 16:00 Ferrat wrote:
Potions of reisist heat and cold might be useful for double resistance against uniques and big breathers.

On 9.6.2009 16:46 Estie wrote:
I would consider wearing Caspanion over Thalkettoth; otherwise, you look fine. Sell Osondir already :)

On 10.6.2009 02:17 Flee wrote:
well ive made it down 2 4900' cracked open a small vault after spotting a spear 4d6(yip im 2 green 2 know it would be a cursed spear) but also found celeborn in the same vault... plus tensers which is no good 2 me :(
well this dump is just after getting back 2 town after cracking that vault

im in over my head big time now... will see how long my luck holds out b4 i die :o

On 10.6.2009 21:35 Flee wrote:
still alive!!! and still running for my life
but finding sum great loot down here so loving life right now :)

On 11.6.2009 07:56 Pete Mack wrote:
BTW:
The 4d6 cursed spear is actually a pretty strong swap weapon, if you happen to find *Remove Curse*.

And there's another 4d6 spear which is a very strong weapon.



On 12.6.2009 23:29 Flee wrote:
well since last visit i had the phoenix give my that nice ring of power after we had a nice dance around a pillar lol (im loving the high speed its the only thing keeping me alive im sure)
still looking for a better weapon not had much luck here other than the 3 bows
56 of my 95 know uniques are dead (including that many colored guy saruman... i liked killing him)
so anyway back 2 the pits for me in search of a better weapon catch you next time if im still alive lol

On 14.6.2009 00:02 Flee wrote:
dump after last trip down
having trouble finding enuff *healing* and a good weapon 2 take on the end game guys
not really sure what i should be looking for. i have been looking for a good artifact but not sure if i will be waiting forever or if i should be looking for ego weapons( i tend 2 just destroy most weapons 2 see if they are artifacts 2 save on ID)

On 14.6.2009 07:24 Flee wrote:
well found gothmog and then ran into a pit of red dragons so i tried it out because i had scrolls of *remove curse* but still cant drop it after use of said scroll... have been told its a bug so Silva is on hold till i work out how 2 get this sorted

On 14.6.2009 22:00 Flee wrote:
Gothmog bug has been fixed for me by the very kind pete mack(my new hero) so its back down in2 the pits in search of new gear and ppl 2 kill :)

On 15.6.2009 04:55 Flee wrote:
Sauron is dead :) i just need to get myself ready for the main event... i still feel like im in over my head but its been tons of fun so far

On 15.6.2009 06:47 Pete Mack wrote:
Your equipment is already excellent. It's more than enough to kill M. (You are at nearly 600 dam/turn, and at +23 speed unhasted. Or you should be.)

Sell some of that stuff--it's pushing you out of your house, filling your inventory, and slowing you down. All the spare weapons and much of the armor are worthless to you. And ring of acid isn't useful now that Sauron is dead.

Keep Tulkas for activation, Taratol for immunity and activation, and the various bows.



On 15.6.2009 06:50 Pete Mack wrote:
EDIT: Keep durin. It is good against dragons.

On 17.6.2009 02:51 Flee wrote:
thanks again pete for all your help... im not gonna take on M just yet... gonna use this chance to find out as much as i can about all the uniques(still only seen 97 of them) and all the other big scary monsters down here

On 17.6.2009 06:12 Flee wrote:
well got bored so had a try with the boss man... was over to fast :( and i didnt get much good loot from him :'(

On 18.6.2009 02:30 Flee wrote:
made it down 2 lvl127 found Bladeturner on the floor on lvl126 :)

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