The Angband Ladder: Djone, High-Elf Warrior by drchung

  [Angband 3.1.0 beta Character Dump]

 Sex    Female       Age            130   STR:  18/89  +1  +5 +14 18/***
 Race   High-Elf     Height          83   INT:     13  +3  -2  +5  18/10
 Class  Warrior      Weight         174   WIS:     18  -1  -2 +10  18/70
 Title  ***WINNER*** Social  Role model   DEX:  18/90  +3  +2  +3 18/170
 HP     554/1035     Maximize         Y   CON:  18/93  +1  +2 +13 18/***
 SP     0/0                               CHR:  18/72  +5  -1  +9 18/202


 Level               45   Armor   [44,+114]     Saving Throw         88%
 Cur Exp        5327664   Fight   (+99,+49)     Stealth           Superb
 Max Exp        5338368   Melee  (+101,+69)     Fighting       Legendary
 Adv Exp        5400000   Shoot  (+109,+14)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      6/turn     Disarming            81%
 Turns           418995   Shots      1/turn     Magic Device      Superb
 Gold           1603481   Infra       40 ft     Perception       1 in 34
 Burden       177.1 lbs   Speed          25     Searching            17%

 You are the only child of a Telerin Archer.  You have light grey eyes,
 straight 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 Bastard Sword 'Calris' (5d4) (+2,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 94 against evil creatures, 106.5
     against trolls, 106.5 against demons, 131.5 against dragons, and 
     81.5 against normal creatures.
b) The Light Crossbow 'Cubragol' (x3) (+10,+14) (+10)
     +10 speed.
     Provides resistance to fire.
     Cannot be harmed by acid, electricity, fire, cold.
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 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.
h) The Cloak 'Holcolleth' [1,+6] (+2)
     +2 intelligence, wisdom, stealth, speed.
     Provides resistance to acid.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it puts to sleep the monsters around you.
     It takes 55 turns to recharge after use.
i) The Large Metal Shield of Anarion [5,+20]
     Provides resistance to acid, lightning, fire, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
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 Leather Gloves 'Cambeleg' (+8,+8) [1,+15] (+2)
     +2 strength, constitution.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
l) a Pair of Leather Boots of Elvenkind [2,+16] (+5)
     +5 stealth, speed.
     Cannot be harmed by acid, fire.
     Feather Falling.


  [Character Inventory]

a) 35 Pink Potions of Cure Serious Wounds
b) 41 Pink Speckled Potions of Cure Critical Wounds
c) 4 Misty Potions of Healing
d) 2 Orange Speckled Potions of *Healing*
     It can be thrown at creatures with damaging effect.
e) 10 Viscous Pink Potions of Speed
f) 3 Light Brown Potions of Berserk Strength
g) 31 Scrolls titled "co ligo no mus" of Phase Door
h) 7 Scrolls titled "ar dicipior lo" of Magic Mapping
i) 4 Scrolls titled "fecto frepis" of *Destruction*
j) a Mithril Rod of Teleport Other (charging)
k) a Titanium Rod of Recall
     Cannot be harmed by electricity.
l) a Platinum Rod of Speed (charging)
     Cannot be harmed by electricity.
m) an Elm Staff of *Destruction* (0 charges)
n) a Tortoise Shell Ring of Speed (+16)
     +16 speed.
o) The Cloak 'Colluin' [1,+15] (charging)
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 111 turns to recharge after use.
p) a Morning Star of Slay Demon (2d6) (+13,+13)
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 83 against demons, and 69
     against normal creatures.
q) a Sling of Buckland (x2) (+23,+24) (+2)
     +2 dexterity, shooting speed, shooting power.
     Cannot be harmed by acid, fire.
r) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
s) 23 Seeker Arrows of Holy Might (4d4) (+20,+24)
     Cannot be harmed by acid, fire.
t) 12 Iron Shots of Slay Evil (1d4) (+10,+12)
u) 19 Mithril Shots of Flame (2d4) (+11,+16)
     Cannot be harmed by acid, fire.


  [Home Inventory]

a) a Green Mushroom of Vigor
     When ingested, it restores all your stats.
     Provides nourishment for about 250 turns under normal conditions.
b) 2 Scrolls titled "reus bibonuo" of Teleport Level
     When read, it teleports you one level up or down.
c) 82 Scrolls titled "ineo sus" of Recharging
     When read, it tries to recharge a wand or staff, destroying the wa
     nd or staff on failure.
d) a Molybdenum Rod of Detection
     Cannot be harmed by electricity.
     
     When used, it detects treasure, objects, traps, doors, stairs, and 
     all creatures in the surrounding area.
     It takes 100 turns to recharge after use.
e) a Lead-Plated Rod of Restoration
     Cannot be harmed by electricity.
     
     When used, it restores all your stats and your experience points.
     It takes 1000 turns to recharge after use.
f) 2 Magnesium Rods of Identify
     Cannot be harmed by electricity.
     
     When used, it reveals to you the extent of an item's magical power
     s.
     It takes 10 turns to recharge after use.
g) 5 Mithril Wands of Stone to Mud (4 charges)
     When aimed, it turns rock into mud.
h) 3 Mithril-Plated Wands of Teleport Other (0 charges)
     When aimed, it teleports a target monster away.
i) an Elm Staff of *Destruction* (1 charge)
     When used, it destroys an area around you in the shape of a circle 
     radius 15, and blinds you for 1d10+10 turns.
j) a Calcite Ring of Acid [+18]
     Provides resistance to acid.
     Cannot be harmed by acid.
     
     When activated, it grants acid resistance for d20+20 turns and cre
     ates an acid ball of damage 70.
     It takes d50+50 turns to recharge after use.
k) a Jet Ring of Lightning [+13]
     Provides resistance to lightning.
     Cannot be harmed by electricity.
     
     When activated, it grants electricity resistance for d20+20 turns 
     and creates a lightning ball of damage 85.
     It takes d50+50 turns to recharge after use.
l) The Necklace of the Dwarves (+3)
     +3 strength, constitution, infravision.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Speeds regeneration.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
m) 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.
n) 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.
     
o) 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.
     
p) The Leather Shield of Celegorm [4,+20]
     Provides resistance to acid, lightning, fire, cold, light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     
q) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
r) The Steel Helm of Hammerhand [6,+20] (+3)
     +3 strength, dexterity, constitution.
     Provides resistance to acid, cold, dark, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Aggravates creatures nearby.
     
s) a Blade of Chaos of Flame (6d5) (+14,+15)
     Provides resistance to fire, chaos.
     Cannot be harmed by fire.
     
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 118 against fire-vulnerable
     creatures, and 82 against normal creatures.
t) The Trident of Wrath (3d8) (+16,+18) (+2)
     +2 strength, dexterity.
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 5 blows per round.  Each
     blow will do an average damage of 94 against evil creatures, 107.5
     against poison-vulnerable creatures, 134.5 against undead, and 
     80.5 against normal creatures.
u) The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
     Provides resistance to acid, lightning, fire, cold.
     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 93 against animals, 93 against
     evil creatures, 106.5 against demons, and 79.5 against normal
     creatures.
v) The Glaive of Pain (9d6) (+6,+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 110.5 against normal creatures.
w) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
     +4 strength.
     Provides resistance to nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     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 85 against animals, 92 against
     orcs, 92 against trolls, 92 against poison-vulnerable creatures, 
     and 78 against normal creatures.


  [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 22.7.2009 19:39
Last updated on 27.7.2009 03:54

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7021. on the Ladder (of 19090)
3057. on the Angband Ladder (of 6561)
Second best for this player (

Comments

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On 22.7.2009 19:39 drchung wrote:
I've never won with a warrior in vanilla before (not including the dwarf warrior competition which started with PDSM), so I thought I tried another go at it. This one started pretty spectacularly with an earlier find of Amrod.

On 23.7.2009 18:55 drchung wrote:
Last few dives have been less profitable than the initial set, with few obvious upgrades besides the lite arts. I wished I kept around a =oFA as that would have allowed me to make best use of the gauntlets of power that I bought at a store. Struggling a bit at this depth-- there's a fair bit I have to avoid, but am resolved to keep diving.

On 24.7.2009 17:56 drchung wrote:
Well Djone's got her groove back. Once I could get 4+ attacks per round with the trident of wrath, I could punch through some of the bigger monsters (also with help from Thalketoth and gondor for speed). Right now am nursing Calris back to health, the kit is mostly ready now.

On 25.7.2009 16:20 drchung wrote:
Fortune continues to smile, as picked up more speed than I can know what to do with (Cubragol was over the top). Sauron was corroded to death, both through missile and melee. I actually found Kronos (who he summoned) a bit more difficult). Plan to scum for !oEnlightenment and then take on Morgoth.

On 27.7.2009 03:54 drchung wrote:
Did the deed, the last battle was a bit exciting, but actually went through not very many healing potions. I started out using missiles, which was a mistake-- melee was quite effective and reduced the danger of summoning somewhat.

This warrior had a much easier time of it then my ~3.0.6 attempts. I suspect !CCW helped, and certainly there was less tedious item sifting than before. In retrospect, I could have easily pushed for a faster win-- may try that for laughs some time in the fairly distant future.

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