The Angband Ladder: Selene, Dwarf Priest by kandrc

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age             46   Str:     17  +2  -1 +11 18/110  18/80
 Race   Dwarf        Height          51   INT:     11  -3  -3  +7     12
 Class  Priest       Weight         129   WIS:  18/18  +2  +3 +12 18/188
 Title  ***WINNER*** Social      Lordly   DEX:     17  -2  -1 +14 18/100
 HP     176/829      Maximize         Y   CON:  18/80  +2  +0  +9 18/190
 SP     11/377                            Chr:     13  -3  +2 +12  18/60  18/30


 Level               47   Armor   [29,+138]     Saving Throw        100%
 Cur Exp        4392987   Fight   (+43,+40)     Stealth             Fair
 Max Exp        4392987   Melee   (+63,+63)     Fighting          Superb
 Adv Exp        4900000   Shoot   (+60,+19)     Shooting          Superb
 MaxDepth  5000' (L100)   Blows      4/turn     Disarming            63%
 Turns           237532   Shots      1/turn     Magic Device      Heroic
 Gold             24678   Infra       50 ft     Perception       1 in 32
 Burden       134.8 lbs   Speed          39     Searching            23%

 You are the only child of a Dwarven Prison Guard.  You are a well
 liked child.  You have dark brown eyes, straight black hair, a two
 foot beard, and a dark 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) (+20,+23) (+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 40 turns to recharge after use.
     Radius 1 light.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 87 against evil creatures, 99
     against trolls, 99 against undead, 99 against frost-vulnerable
     creatures, 123 against demons, and 75 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 '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.
d) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) (charging)
     +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 {!t}
     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, 
      and all creatures in the surrounding area.
     It takes 30 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) The Elven Cloak of Luthien [6,+20] (+2)
     +2 intelligence, wisdom, charisma, stealth, speed.
     Provides resistance to acid, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it restores your experience to full.
     It takes 250 turns to recharge after use.
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 Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
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) (charging)
     +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) a Holy Book of Prayers [Beginners Handbook] {!d!s!k@m1@p1@G1@b1}
b) a Holy Book of Prayers [Words of Wisdom] {!d!s!k@m2@p2@G2@b2}
c) a Holy Book of Prayers [Chants and Blessings] {!d!s!k@m3@p3@G3@b3}
d) a Holy Book of Prayers [Exorcism and Dispelling] {!d!s!k@m4@p4@G4@b4}
e) a Holy Book of Prayers [Ethereal Openings] {!d!s!d@m5@p5@G5@b5}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Godly Insights] {!d!s!k@m6@p6@G6@b6}
     Cannot be harmed by acid, electricity, fire, cold.
g) a Holy Book of Prayers [Purifications and Healing] {!d!s!k@m7@p7@G7@b7}
     Cannot be harmed by acid, electricity, fire, cold.
h) a Holy Book of Prayers [Holy Infusions] {!d!s!k@m8@p8@G8@b8}
     Cannot be harmed by acid, electricity, fire, cold.
i) a Holy Book of Prayers [Wrath of God] {!d!s!k@m9@p9@G9@b9}
     Cannot be harmed by acid, electricity, fire, cold.
j) 2 Iron Rods of Teleport Other (1 charging) {!d!s!k@z2!!}
k) 2 Teak Staffs of *Destruction* (0 charges)
l) 2 Locust Staffs of Speed (0 charges)
m) Augmented Chain Mail [16] {excellent}
n) 13 Arrows of Acid (1d4) (+15,+14)
     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 532.5 against
     dragons, 532.5 against acid-vulnerable creatures, and 177.5
     against normal creatures.
     35% chance of breaking upon contact.
o) 19 Arrows of Venom (1d4) (+15,+13)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 517.5 against
     dragons, 517.5 against poison-vulnerable creatures, and 172.5
     against normal creatures.
     35% chance of breaking upon contact.
p) 22 Arrows of Slay Giant (1d4) (+14,+11)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 487.5 against
     giants, 487.5 against dragons, and 162.5 against normal creatures.
     35% chance of breaking upon contact.
q) 29 Mithril Arrows of Frost (3d4) (+7,+13)
     Cannot be harmed by acid, fire, cold.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 592.5 against
     dragons, 592.5 against frost-vulnerable creatures, and 197.5
     against normal creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 5 Holy Books of Prayers [Beginners Handbook] {!d!s!k@m1@p1@G1@b1}
b) a Holy Book of Prayers [Words of Wisdom] {!d!s!k@m2@p2@G2@b2}
c) 2 Holy Books of Prayers [Exorcism and Dispelling] {!d!s!k@m4@p4@G4@b4}
d) 22 Scrolls titled "cer pra tator" of Treasure Detection
     When read, it detects all gold and objects on the level.
e) 5 Scrolls titled "plaus corsupo" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
f) a Scroll titled "saes patia" of Rune of Protection
     When read, it inscribes a glyph of warding beneath you, which mons
     ters cannot move onto.
g) 2 Rusty Wands of Teleport Other (0 charges)
     When aimed, it teleports a target monster away.
h) 3 Ivory Staffs of Teleportation (24 charges)
     When used, it teleports you randomly up to 100 squares away.
i) 5 Dogwood Staffs of Identify (45 charges)
     When used, it reveals to you the extent of an item's magical power
     s.
j) a Bloodstone Ring of Speed (+12)
     +12 speed.
     
k) The Ring of Tulkas (+4) (charging)
     +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.
l) a Coral Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
m) 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.
n) 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.
     
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 Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     
q) The Spear 'Aeglos' (3d6) (+15,+25) [+5] (+4)
     +4 wisdom, dexterity.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Slows your metabolism.
     Prevents paralysis.
     
     When activated, it creates a frost ball with damage 100.
     It takes 35 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 86 against evil creatures, 96.5
     against orcs, 96.5 against trolls, 96.5 against frost-vulnerable
     creatures, 117.5 against undead, and 75.5 against normal creatures.
r) 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 3 blows per round.  Each
     blow will do an average damage of 74.5 against
     electricity-vulnerable creatures, 89.5 against dragons, and 59.5
     against normal creatures.
s) 14 Arrows of Flame (1d4) (+13,+17)
     Cannot be harmed by fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 577.5 against
     dragons, 577.5 against fire-vulnerable creatures, and 192.5
     against normal creatures.
     35% chance of breaking upon contact.
t) 15 Arrows of Frost (1d4) (+14,+16)
     Cannot be harmed by cold.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 562.5 against
     dragons, 562.5 against frost-vulnerable creatures, and 187.5
     against normal creatures.
     35% chance of breaking upon contact.
u) 10 Seeker Arrows of Wounding (4d4) (+15,+9)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 570 against
     dragons, and 190 against normal creatures.
     35% chance of breaking upon contact.
v) 16 Mithril Arrows of Acid (3d4) (+11,+16)
     Cannot be harmed by acid, fire.
     
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 637.5 against
     dragons, 637.5 against acid-vulnerable creatures, and 212.5
     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       : no  (adult_ai_sound)
Adult: Monsters chase recent locations       : no  (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 12.6.2009 03:43

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6633. on the Ladder (of 19090)
2872. on the Angband Ladder (of 6561)
Third best for this player (

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On 12.6.2009 03:43 kandrc wrote:
My fastest win to date. I think scrolls of deep descent make fast diving too easy. Found a cloak of stealth on my first dive, then recalled to find 39 scrolls of deep descent in the BM. Quickly found matching boots and Hithlomir and was sitting at 4000' with enough stealth to sneak past anything by 60000 turns. Another 100k turns later and I found Bard and was finally strong enough to start giving up stealth in favor of speed. Bard, with SLAY_DRAGON, + double resists = wyrm hunting.

Sauron walked right into about a dozen acid branded mithril arrows, never summoning and never taking a hit point from me. Morgoth was far more challenging. Went in with 1 !Healing, 2 !*Healing*, 1 !Life, 1 !rMana and 19 !CCW, 2 healing activations, 2 staves of *Destruction*--which didn't last very long before getting drained--and only 1 stack of slay evil arrows. I really didn't have enough mana to heal myself much. I didn't have enough money to buy more !CCW because I spent it all buying out the BM to get !Con before the final dive (got 2 of them), and the temple was full of dungeon books.

M required 8 rounds (I think, might be +/-1). In the last one, I was out of mana and potions, and had less than 600hp, but I was standing on a glyph. M was at 2 stars. I should have quit, but then I would have sacrificed this turn count. After he broke the glyph, he hit me 4 times, all 4 asserting (cave.c:889, y < 66), with me not knowing if I was still alive until after restarting. I notice now, looking at my dump, that I had an activation available on Vilya. M's best drop was a metal scale mail of resistance.


On 12.6.2009 07:50 Pete Mack wrote:
Nice! win!

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