The Angband Ladder: Eron, Dwarf Priest by PowerDiver

  [Angband 3.1.1 dev Character Dump]

 Name   Eron                                     Self  RB  CB  EB   Best
 Sex    Male         Age             50   STR:     18  +2  -1  +6  18/70
 Race   Dwarf        Height          46   INT:     15  -3  -3  +5     14
 Class  Priest       Weight         159   WIS:  18/70  +2  +3  +5 18/170
 Title  Bishop       Social   Respected   DEX:  18/20  -2  -1  +2  18/10
 HP     438/438      Maximize         Y   CON:  18/20  +2  +0  +5  18/90
 SP     134/293                           CHR:     15  -3  +2  +4     18


 Level               39   Armor    [38,+85]     Saving Throw        100%
 Cur Exp        1205400   Fight     (+3,+2)     Stealth           Superb
 Max Exp        1205400   Melee   (+15,+18)     Fighting          Superb
 Adv Exp        1400000   Shoot   (+19,+12)     Shooting          Superb
 MaxDepth   2850' (L57)   Blows      1/turn     Disarming            54%
 Turns           943349   Shots      2/turn     Magic Device      Superb
 Gold             47622   Infra       50 ft     Perception       1 in 32
 Burden       207.1 lbs   Speed           3     Searching            23%

 You are the only child of a Dwarven Miner.  You are a credit to the
 family.  You have dark brown eyes, wavy black hair, a one 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 Bastard Sword of Eowyn (4d4) (+12,+16) (+4 stealth)
     +4 strength, charisma, stealth, speed.
     Slays animals, evil creatures, giants.
     *Slays* undead.
     Provides resistance to cold, fear, dark, nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
     Combat info:
     1 blow/round.
     This weapon benefits from one or more ring brands.
     Average damage/round: 40.6 vs. animals, 40.6 vs. evil creatures, 
     51.3 vs. giants, 51.3 vs. creatures not resistant to acid, 72.7
     vs. undead, and 29.9 vs. others.
     
b) a Long Bow of Extra Shots (x3) (+16,+12) (+1)
     +1 shooting speed.
     
c) a Ring of Acid [+13] {wielded}
     You do not know the full extent of this item's powers.
     Branded with acid.
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     It can be activated.
d) a Ring of Constitution (+5)
     +5 constitution.
     Sustains constitution.
     
e) an Amulet of Wisdom (+3)
     +3 wisdom.
     Sustains wisdom.
     
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.
     Takes 14 to 26 turns to recharge at your current speed.
     
     Radius 3 light.
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) an Elven Cloak of the Magi [6,+10] (+3)
     +3 intelligence, stealth.
     Cannot be harmed by acid.
     Sustains intelligence.
     Grants the ability to see invisible things.
     
i) a Small Metal Shield of Elvenkind [4,+9] (+3 stealth)
     +3 stealth.
     Provides resistance to acid, lightning, fire, cold, shards.
     Cannot be harmed by acid, electricity, fire, cold.
     
j) 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.
     
k) The Set of Gauntlets 'Pauraegen' [3,+14]
     Provides resistance to lightning.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it creates a lightning bolt with damage 6d6.
     Takes 9 to 15 turns to recharge at your current speed.
     
     Radius 1 light.
l) a Pair of Iron Shod Boots of Stability [3,+12]
     Provides resistance to nexus.
     Feather Falling.
     


  [Character Inventory]

a) 2 Holy Books of Prayers [Words of Wisdom] {@G2 @b2 @p2}
b) 6 Holy Books of Prayers [Chants and Blessings] {@G3 @b3 @p3}
c) 4 Holy Books of Prayers [Exorcism and Dispelling] {@G4 @b4 @p4}
d) 3 Holy Books of Prayers [Ethereal Openings] {@G5 @b5 @p5}
     Cannot be harmed by acid, electricity, fire, cold.
     
e) a Holy Book of Prayers [Godly Insights] {@G6 @b6 @p6}
     Cannot be harmed by acid, electricity, fire, cold.
     
f) a Holy Book of Prayers [Purifications and Healing] {@G7 @b7 @p7}
     Cannot be harmed by acid, electricity, fire, cold.
     
g) 6 Potions of Cure Critical Wounds
     
h) a Potion of *Healing* {!*}
     It can be thrown at creatures with damaging effect.
     
i) 3 Potions of Restore Mana
j) a Potion of Speed
k) a Scroll of Mass Banishment
l) 4 Scrolls of *Destruction* {!*}
m) a Staff of Speed (6 charges)
     
n) Green Dragon Scale Mail (-2) [30,+19]
     Provides resistance to poison.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe poison gas for 150 damage.
     Takes 586 to 1170 turns to recharge at your current speed.
     
o) 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.
     
p) The Metal Cap of Thengel [3,+12] (+3)
     +3 wisdom, charisma.
     Provides resistance to confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Slays animals, evil creatures, undead, orcs.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Combat info:
     4 blows/round.
     This weapon benefits from one or more ring brands.
     Average damage/round: 17.7 vs. animals, 17.7 vs. evil creatures, 
     21.3 vs. undead, 21.3 vs. orcs, 21.3 vs. creatures not resistant
     to acid, and 14 vs. others.
     
     Radius 1 light.
r) a Cutlass (Blessed) (1d8) (+15,+12) (+1)
     +1 wisdom.
     Blessed by the gods.
     Grants telepathy.
     
     Combat info:
     2 blows/round.
     This weapon benefits from one or more ring brands.
     Average damage/round: 30.4 vs. creatures not resistant to acid, 
     and 20.7 vs. others.
     
s) The Mace 'Taratol' (3d4) (+12,+12) {!!}
     *Slays* dragons.
     Branded with lightning.
     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.
     Takes 131 to 260 turns to recharge at your current speed.
     
     Combat info:
     1 blow/round.
     This weapon benefits from one or more ring brands.
     Average damage/round: 40.8 vs. creatures not resistant to acid, 
     40.8 vs. creatures not resistant to electricity, 57.1 vs. dragons, 
     and 24.4 vs. others.
     
t) a Light Crossbow of the Haradrim (x3) (+18,+12) (+1)
     +1 shooting speed, shooting power.
     Cannot be harmed by acid, fire.
     
u) 9 Bolts of Slay Evil (1d5) (+7,+8)
     Slays evil creatures.
     
v) 26 Bolts of Lightning (1d5) (+3,+6)
     Branded with lightning.
     Cannot be harmed by electricity.
     
w) 10 Arrows of Lightning (1d4) (+11,+7)
     Branded with lightning.
     Cannot be harmed by electricity.
     
     Combat info:
     Hits targets up to 120 feet away.
     Average damage/round: 197.3 vs. creatures not resistant to
     electricity, and 65.8 vs. others.
     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            : yes (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 12.6.2009 22:11
Last updated on 14.6.2009 22:06

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8542. on the Ladder (of 18973)
3635. on the Angband Ladder (of 6502)
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Comments

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On 12.6.2009 22:21 PowerDiver wrote:
My previous ironman attempts were limited by melee, in turn by dex, so I started with base 16 S/W/D/C. I bought two ?PB2 and ?PB1 and ?phase for my initial money. I didn't find any ?PB2 before my second one got burnt at DL 36, thought I was dead, but found one on DL 37.

If I switch away from Sting I am slow(-3) until I use =escaping. Current question is whether to dump anything, and whether to pick up =soulkeeping or a heavy weapon with +3 wis.


On 12.6.2009 23:12 Estie wrote:
I can see how Taratol might be useful, but whats the point of lugging Totila ?

As for picking up a +3 wis weap, i think id do that, switch to 2x =oE and enter caster mode. Assuming =oE doesnt ruin your spellcasting, not sure what version youre playing. If it does....ditch the rings.

Your equipment is pretty good, except for the lack of "wis.

On 13.6.2009 00:44 PowerDiver wrote:
I can't use both =oE or I lose FA. I cannot cast heal with a pointy weapon and =oE, but I can cast orbs. Totila is for rConf in the future when I presumably switch to Thranduil, but maybe that's pointless.


On 13.6.2009 08:28 Estie wrote:
Right, Thranduil...I forgot that you can basically count on it when playing with standarts.

Loosing FA might not be that big of a deal, youll be detecting every step anyway I guess. Especially with more mana and lower fail rate. However, from the looks of it its going to be something like +1 speed (1 ring) or +5 speed (2 rings), which isnt _that_ great. Also, I would want to wear the =FA not only for paralyzers, but also for lightning using monsters. Unless you switch to Taratol for those...hum, I dont know. Good luck :)

On 13.6.2009 09:01 PowerDiver wrote:
I took your advice, tossed Totila, promptly found Thranduil. :) But Sting lifts me from slow(-3) to unslowed, so I haven't missed Totila at all yet.

On 13.6.2009 20:10 Pete Mack wrote:
Thengel is a better choice for an RConf swap anyway.
You must be living in fear of monsters with fire attack. Only a single copy of the most critical town book.

You have FA from your weapon. Why not wear =Escape?


On 13.6.2009 20:12 Pete Mack wrote:
You might want to drop the rod of detection--theft of PB6 is a very low risk compared to, say, fire destroying PB2.


On 13.6.2009 21:19 PowerDiver wrote:
My mana was low. When I found a !WIS I tossed the detection. I swapped in the =Escape now and then, but the fail rates [especially when most useful weapons have pointy penalty] and no melee and shooting penalty are often too much. See also my initial comment that I started with base DEX 16. My ironman experience so far is that I mostly use =escape as *intended* :) for a speed boost to outrun foes and/or to counteract negative speed from encumbrance. I've dumped them entirely now, will post an update.


On 13.6.2009 23:57 Pete Mack wrote:
This has inspired me to try an ironman Paladin, High Elf for extra cheese.



On 14.6.2009 00:11 PowerDiver wrote:
ID is in too short supply, at least in 1379. Send me mail if you want my stuff modded for learning, or you might want to wait until I get it into the dev trunk.

On 14.6.2009 22:09 PowerDiver wrote:
The question is whether it is time to dump Thalkettoth now that I have Rohirrim and Eowyn, or anything else for that matter. I've reached 100% save, so I tossed =FA to wear =Acid which hopefully will be useful later.

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