The Angband Ladder: LCC4, Hobbit Priest by LCC

  [Angband 3.1.0 beta Character Dump]

 Sex    Male         Age             28   STR! 18/100  -2  -1  +9 18/160
 Race   Hobbit       Height          37   INT:  18/88  +2  -3  +8 18/158
 Class  Priest       Weight          61   WIS! 18/100  +1  +3  +9 18/***
 Title  Patriarch    Social      Feared   DEX! 18/100  +3  -1  +9 18/210
 HP     812/812      Maximize         Y   CON! 18/100  +2  +0 +11 18/***
 SP     365/365                           CHR! 18/100  +1  +2  +8 18/210


 Level               48   Armor   [56,+138]     Saving Throw        100%
 Cur Exp        4636058   Fight   (+66,+34)     Stealth           Superb
 Max Exp        4636058   Melee   (+85,+55)     Fighting          Superb
 Adv Exp        5200000   Shoot   (+77,+20)     Shooting          Superb
 MaxDepth   4600' (L92)   Blows      4/turn     Disarming            92%
 Turns          1066044   Shots      1/turn     Magic Device   Legendary
 Gold           1849508   Infra       70 ft     Perception        1 in 1
 Burden       213.2 lbs   Speed          16     Searching            58%

 You are one of several children of a Hobbit Shirriff.  You are a
 credit to the family.  You have brown eyes, straight blond hair, and a
 very 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 Great Hammer of Aule (9d3) (+19,+21) [+5] (+4)
     +4 wisdom, tunneling.
     Provides resistance to acid, lightning, fire, cold, fear, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     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 91 against evil creatures, 109
     against demons, 109 against undead, 109 against acid-vulnerable
     creatures, 145 against dragons, and 73 against normal creatures.
b) a Heavy Crossbow of Extra Might (x4) (+11,+20) (+1)
     +1 shooting power.
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) a Silver Amulet of Trickery (+3)
     +3 dexterity, stealth, searching, infravision, speed.
     Provides resistance to poison, nexus.
     Sustains dexterity.
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, 
     rRadius 3 light.
g) 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.
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 Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma, searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
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 Iron Shod Boots of Speed [3,+15] (+10)
     +10 speed.


  [Character Inventory]

a) a Holy Book of Prayers [Words of Wisdom]
b) a Holy Book of Prayers [Chants and Blessings]
c) a Holy Book of Prayers [Exorcism and Dispelling]
d) a Holy Book of Prayers [Ethereal Openings]
     Cannot be harmed by acid, electricity, fire, cold.
e) a Holy Book of Prayers [Godly Insights]
     Cannot be harmed by acid, electricity, fire, cold.
f) a Holy Book of Prayers [Purifications and Healing]
     Cannot be harmed by acid, electricity, fire, cold.
g) a Holy Book of Prayers [Holy Infusions]
     Cannot be harmed by acid, electricity, fire, cold.
h) 6 Violet Speckled Potions of Cure Critical Wounds
i) a Lead-Plated Rod of Healing
     Cannot be harmed by electricity.
j) 4 Copper Rods of Teleport Other
k) a Birch Staff of Healing (3 charges)
l) 2 Mahogany Staffs of Banishment (4 charges)
m) a Cypress Staff of Speed (5 charges)
n) a Silver Staff of the Magi (2 charges)
o) The Two-Handed Great Flail 'Thunderfist' (4d6) (+5,+18) (+4)
     +4 strength, constitution.
     Provides resistance to lightning, fire, fear, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 84 against animals, 98 against
     orcs, 98 against trolls, 98 against electricity-vulnerable
     creatures, 98 against fire-vulnerable creatures, and 70 against
     normal creatures.
p) 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 4 blows per round.  Each
     blow will do an average damage of 68.5 against
     electricity-vulnerable creatures, 83.5 against dragons, and 53.5
     against normal creatures.
q) 10 Seeker Bolts of Holy Might (4d5) (+22,+15)
     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 470 against
     evil creatures, 705 against demons, 705 against undead, and 235
     against normal creatures.
     25% chance of breaking upon contact.
r) 29 Seeker Bolts of Venom (4d5) (+15,+15)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 705 against
     poison-vulnerable creatures, and 235 against normal creatures.
     25% chance of breaking upon contact.
s) 23 Seeker Bolts of Slay Dragon (4d5) (+14,+15)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 705 against
     dragons, and 235 against normal creatures.
     25% chance of breaking upon contact.


  [Home Inventory]

a) 86 Violet Speckled Potions of Cure Critical Wounds
     When ingested, it heals you a large amount (1/4 of your wounds, mi
     nimum 30HP), heals cut damage, and cures stunning, poisoning, blin
     dness, and confusion.
     Provides nourishment for about 75 turns under normal conditions.
b) 9 Icky Green 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.
c) 4 Grey Speckled 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.
d) 3 Dark Green 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.
e) 9 Azure Potions of Restore Mana
     When ingested, it restores your mana points to maximum.
f) 3 Clear Potions of Speed
     When ingested, it hastens you for 2d10+20 turns.
g) 2 Birch Staffs of Healing (5 charges)
     When used, it heals you a really large amount (35% of max HP, mini
     mum 300HP), heals cut damage, and cures stunning, poisoning, blind
     ness, and confusion.
h) 11 Cypress Staffs of Speed (59 charges)
     When used, it hastens you for 2d10+20 turns.
i) 3 Silver Staffs of the Magi (9 charges)
     When used, it restores both intelligence and manapoints to maximum.
j) a Malachite Ring of Speed (+13)
     +13 speed.
     
k) a Crystal Amulet of Weaponmastery (+3,+5) (+2)
     +2 strength.
     Provides resistance to fear, disenchantment.
     Sustains strength, constitution.
     Prevents paralysis.
     
l) The Amulet of Ingwe (+3)
     +3 intelligence, wisdom, charisma, infravision.
     Provides resistance to acid, lightning, cold.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     When activated, it deals five times your level's damage to all evi
     l creatures that you can see.
     It takes 50 turns to recharge after use.
m) 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.
n) Balance Dragon Scale Mail (-2) [30,+24]
     Provides resistance to sound, shards, chaos, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it allows you to breathe balance for 250 damage.
     It takes d300+300 turns to recharge after use.
o) 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.
p) 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.
     
q) The Hard Leather Armour of Himring [8,+15]
     Provides resistance to poison, nether, chaos.
     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 100 turns to recharge after use.
r) 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.
s) 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.
t) 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.
u) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom, searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, v) 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.
w) The Pair of Steel Shod Boots of Thror [6,+20] (+3)
     +3 strength, constitution, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     
x) 31 Seeker Bolts of Holy Might (4d5) (+25,+23)
     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 550 against
     evil creatures, 825 against demons, 825 against undead, and 275
     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 26.7.2009 23:27
Last updated on 24.8.2009 14:05

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6309. on the Ladder (of 19090)
2703. on the Angband Ladder (of 6561)
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Comments

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On 26.7.2009 23:27 LCC wrote:
See thread LCC4 progress in after action reports.

On 30.7.2009 19:38 ehertlein wrote:
Can I tell you how frustrating it is to see you character at half the XP and the same level? :)

On 30.7.2009 21:47 LCC wrote:
HAHAHA! Hobbits are smarter than high Elves!

On 31.7.2009 07:50 Pete Mack wrote:
Don't burn your cash on useless stuff. You should try to keep a stash of 25K gp, so that you can afford a decent bow or stat potion if it shows up in a shop.


The only stat restore potions you are likely to need are !rStr and !rWis. !RCon and !RDex are useful, but you can generally do without them until the store restocks. (If you can't, buying out the alchemist doesn't cost too much.)



On 31.7.2009 07:51 Pete Mack wrote:
Also: don't store so many books at home. 3 copies is plenty. (Again, if you really get desperate, you can buy out the Temple.)


On 31.7.2009 08:15 Pete Mack wrote:
Also: why are you stocking !Restore Life when you are playing a hobbit? You shouldn't ever need it with permanent hold life!



On 8.8.2009 06:09 Pete Mack wrote:
k) 3 Steel Rods of Curing
Cannot be harmed by electricity.
This is junk, unless you are playing Ironman. Carry !CCW instead. (It never fails, and it heals you at the same time!)

Your primary weaknesses:
RCold
CON/HP
RPois
RConf

Carry Totila as a swap if you go much deeper without RConf.
And keep an eye out for Great Storm Wyrms (native to dl 63). Taratol is *the* perfect weapon for killing them. (Even use a wand of cloning, if you can find one.)

On 2.9.2009 07:22 LCC wrote:
This character is on hold while I try out TOME. It was getting boring...

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