The Angband Ladder: Lucky Maestro, High-Elf Bard by <chriskousky@hotmail.com>

  [Hengband 1.7.0 Character Dump]

                          Name  : Lucky Maestro

 Sex      : Male             Age               111   STR!:  18/180
 Race     : High-Elf         Height             79   INT!:  18/140
 Class    : Bard             Weight            162   WIS!:  18/190
 Magic    : Music            Social Class       93   DEX!:  18/150
                             Align         Chaotic   CON!:  18/200
                                                     CHR!:  18/***

 Right hand      (+43,+34)   Hit point    933/ 933   Fighting   : Legendary[5]
                             SP (Mana)    457/ 457   Bows/Throw : Legendary[7]
 Blows/Round         4+0+1                           SavingThrow: Heroic
 AverageDmg/Rnd      142+0   Level              50   Stealth    : Heroic
                             Experience   16790503
 Shooting        (+45,+14)   Max Exp      16790503   Perception : Superb
 Multiplier          x4.56   Exp to Adv      *****   Searching  : Excellent
 Shots/Round          0.83   Gold         11879156   Disarming  : Superb
                                                     MagicDevice: Legendary[12]
 AC              [18,+120]   Time    Day 351 17:58
 Speed            (+33+10)   Play time    24:29:35   Infra-Vision: 150 feet


                         (Character Background)
          You are one of several children of a Teleri Prince.  You
          have light grey eyes, straight brown hair, and a fair
          complexion.


          ...You retired from the adventure after the winning.


                                                               Modification
 Sex   : Male          Stat    BaseRacClaPerMod ActualCurrent  abcdefghijkl@
 Race  : High-Elf      STR!: 18/100  1 -2 -2 11 18/180         24.2.3.......
 Class : Bard          INT!: 18/100  3  1 -2  2 18/140         ...2.........
 Level : 50            WIS!: 18/120 -1  2 -2  8 18/190         ...2..3..3...
 Hits  : 933/933       DEX!:  18/90  3 -1 -2  6 18/150         ...2.......4.
 Mana  : 457/457       CON!: 18/110  1 -2 -2 12 18/200         .4.2.3...3...
                       CHR!:  18/80  3  4  2  5 18/***         ...2..3......
                   ]                        ]                            ]
         abcdefghijkl@            abcdefghijkl@                abcdefghijkl@
 Acid  : .*.....+.*+.#    Sound : .+..........+    Speed     : ..+++...+..+#
 Elec  : .......+....#    Nether: ..........+..    FreeAction: .+.+.+.....+.
 Fire  : ..+....+....#    Nexus : ...........+.    SeeInvisi.: ...+.+..+...+
 Cold  : ...*...+....#    Chaos : .+........+..    Hold Life : ...+.........
 Poison: ..........+.#    Disnch: .........++..    Warning   : ...+.........
 Light : .+..........+    Fear  : .............    SlowDigest: .............
 Dark  : ........+....    Reflct: .............    Regene.   : ...+.+.......
 Shard : ..........+..    AuFire: .............    Levitation: ...+....+..+.
 Blind : ..+..........    AuElec: ............+    Perm Lite : .....+...+...
 Conf  : .......+.....    AuCold: .............    Cursed    : .............

                                          ]                              ]
             ab@                abcdefghijkl@                  abcdefghijkl@
 Slay Evil : ...    Telepathy : ......+......    Add Blows   : .............
 Slay Und. : ...    ESP Evil  : .............    Add Tunnel  : .............
 Slay Demon: ...    ESP Noliv.: .............    Add Infra   : .....+..++...
 Slay Drag.: ...    ESP Good  : .............    Add Device  : .............
 Slay Human: ...    ESP Undead: .............    Add Stealth : .......+++...
 Slay Anim.: ...    ESP Demon : .............    Add Search  : .........+...
 Slay Orc  : ...    ESP Dragon: .............
 Slay Troll: ...    ESP Human : .............    Riding      : .............
 Slay Giant: *..    ESP Animal: .............    Throw       : .............
 Acid Brand: ...    ESP Orc   : .............    Blessed     : .............
 Elec Brand: ...    ESP Troll : .............    No Teleport : .............
 Fire Brand: ...    ESP Giant : +............    Anti Magic  : .............
 Cold Brand: ...                                 Econom. Mana: +............
 Poison Brd: ...    Sust Str  : .............
 Sharpness : ...    Sust Int  : ...+.........    Drain Exp   : .............
 Quake     : ...    Sust Wis  : ...+.........    Rnd.Teleport: .........+...
 Vampiric  : ...    Sust Dex  : ...........+.    Aggravate   : .............
 Chaotic   : ...    Sust Con  : .........+...    TY Curse    : .............
 Force Wep.: ...    Sust Chr  : .............


  [*Winning* Message]

  Music Rocks!!!


  [Option Settings]

 Preserve Mode:      ON
 Small Levels:       OFF
 Arena Levels:       OFF


  [Recall Depth]

    Angband         : level 100
    Yeek cave       : level   5
   !Dragon's lair   : level  72
    Mountain        : level  27


  [Quest Information]

< Completed Quest >
  Thieves Hideout                          (Danger  level:   5) - level  4
  Warg problem                             (Danger  level:   5) - level 10
  Grishnakh, the Hill Orc                  (Dungeon level:   6) - level 13
  Ulfast, Son of Ulfang                    (Dungeon level:  12) - level 16
  The Sewer                                (Danger  level:  15) - level 20
  Orc Camp                                 (Danger  level:  15) - level 21
  Doom Quest 1                             (Danger  level:  15) - level 21
  The Vault                                (Danger  level:  30) - level 21
  Jaian, the Boss of the Kids              (Dungeon level:  24) - level 30
  Old Man Willow Quest                     (Danger  level:  22) - level 41
  Dark Elven Lords Quest                   (Danger  level:  25) - level 41
  The Cloning Pits                         (Danger  level:  45) - level 41
  The Old Castle                           (Danger  level:  50) - level 41
  Vapor Quest                              (Danger  level:  25) - level 45
  Gorlim, Betrayer of Barahir              (Dungeon level:  38) - level 49
  Zhar the Twin Obscenity                  (Dungeon level:  44) - level 49
  Dionysus, the Munchkin of Chaos          (Dungeon level:  50) - level 49
  Vlad Dracula, Prince of Darkness         (Dungeon level:  56) - level 50
  Tselakus, the Dreadlord                  (Dungeon level:  62) - level 50
  Cerberus, Guardian of Hades              (Dungeon level:  88) - level 50
  Oberon                                   (Danger  level:  99) - level 50
  Serpent of Chaos                         (Danger  level: 100) - level 50

< Failed Quest >
  Logrus Master                            (Danger  level:  25) - level 21
  Combat-Echizen "Because it's time"       (Dungeon level:  76) - level 50


 Arena:  0 Victory


  [Defeated Monsters]

You have defeated 30544 enemies including 221 unique monsters in total.

< Unique monsters top 10 >
  The Serpent of Chaos                     (level 100)
  Oberon, King of Amber                    (level  99)
  Sauron, the Sorcerer                     (level  98)
  Gothmog, the High Captain of Balrogs     (level  95)
  The Destroyer                            (level  94)
  Cerberus, Guardian of Hades              (level  94)
  Nyarlathotep, the Crawling Chaos         (level  93)
  Carcharoth, the Jaws of Thirst           (level  92)
  Qlzqqlzuup, the Lord of Flesh            (level  92)
  Yog-Sothoth, the All-in-One              (level  90)


  [Virtues]

Your alighnment : Chaotic

You are the living embodiment of Harmony.
You are the polar opposite of Compassion.
You are virtuous in Vitality.
You are the living embodiment of Temperance.
You are the polar opposite of Honour.
You are an enemy of Sacrifice.
You are an arch-enemy of Valour.
You are an enemy of Patience.


  [Mutations]

 You have evil looking tentacles (dam 2d5).
 Electricity is running through your veins.
 There is a white aura surrounding you.


  [Character Equipment]

a) a Wizardstaff of *Slay* Giant (1d2) (+14,+10) (+2) {St;Ma/XP~P}
b) The Small Metal Shield of Thorin [5,+21] (+4) {StCn;*Ac;LiSoCa;Fa, Tiamat}
c) The Light Crossbow of Brand (x4) (+10,+14) (+10 to speed) {Sp;FiBl;Xm}
d) The Ring of Power (Nenya) (+11,+11) (+2)
{SpStInWiDxCnCh;*Co;FaSiHlRgLvWr(InWi, Oberon}
e) a Ring of Speed (+13) {Sp, Azriel}
f) The Necklace of the Dwarves (+3) {StCnIf;FaSiRgLu, Mycen}
g) The Palantir of Westernesse (+3) {WiCh~Tele, !!}
h) Black Clothes of Elvenkind [4,+30] (+5 to stealth) {Sl;AcElFiCoCf}
i) a Cloak of the Bat (-9,-10) [1,+10] (+5) {SpSlIf;Dk;SiLv}
j) The Golden Crown 'Orb of Destiny' (+5,+4) [0,+16] (+3 to stealth)
{WiCnSlSrIf;*Ac;Di;LuTe(Cn, .}
k) a Set of Dragon Gloves [4,+17] {AcPoShNtCaDi}
l) The Pair of Soft Leather Boots of Shiva's Avatar (+5,+5) [4,+16] (+4 to
speed) {SpDx;Nx;FaLv(Dx}


  [Character Inventory]

a) 4 Song Books [Minstrel's Music] {@mb!k}
b) a Song Book [Harps of Rivendell] {@mc!k}
c) a Song Book [Lays of Beleriand] {@md!s!d!k}
d) 14 Rations of Food
e) 39 Potions of Speed {!k!q}
f) 70 Potions of Healing {!k!q}
g) 25 Potions of *Healing* {!k!q}
h) 8 Potions of Life {!k!q}
i) 39 Potions of Restore Mana {!k!q}
j) 33 Potions of Resistance {!k!q}
k) 40 Scrolls of Teleportation
l) 17 Scrolls of *Destruction* {!r}
m) 5 Scrolls of Genocide {!r}
n) 10 Scrolls of Mass Genocide {!r}
o) 4 Rods of Recall {!z!s!d!k!!}
p) 9 Rods of Detection (1 charging) {@z3!s!d!k!!}
q) 5 Rods of Teleport Other {!s!d!k}
r) 13 Rods of Stone to Mud {@z6!s!d!k}
s) The Robe of Incanus [2,+20] (+3) {InWiSr;AcElFiCo;MaFaSiLv(InWi}
t) The Golden Crown of Meng Huo [0,+20] (+2) {St;SoFe}
u) The Massive Iron Crown of Chaos [0,+0] (+125) {cursed,
StInWiDxCnChIf;AcElFiCoPoLiDkCfNx;SiLu[T~Tele}
v) The Rapier 'Quickthorn' (1d7) (+27,+9) (+3 attacks) {AtDx;CaDi;FaSi/U}


  [Home Inventory]

 ( page 1 )
a) 4 Song Books [Apprentice Handbook] {@ma!k}
b) 5 Song Books [Minstrel's Music] {@mb!k}
c) 44 Song Books [Harps of Rivendell] {@mc!k}
d) 2 Song Books [Lays of Beleriand] {@md!s!d!k}
e) 42 Mushrooms of Restoring {!E}
f) 86 Rations of Food
g) 28 Potions of Speed {!k!q}
h) 99 Potions of Resist Heat
i) 3 Potions of Resist Heat
j) 47 Potions of Resist Cold
k) 58 Potions of Heroism
l) 99 Potions of Cure Critical Wounds {25% off}

 ( page 2 )
a) 3 Potions of Cure Critical Wounds {25% off}
b) 21 Potions of Restore Life Levels
c) 2 Potions of Strength {!k}
d) 2 Potions of Dexterity {!k}
e) 5 Potions of Constitution {!k}
f) 7 Potions of Charisma {!k}
g) 8 Potions of Enlightenment
h) 4 Potions of Self Knowledge {!q!k}
i) 21 Potions of Resistance {!k!q}
j) a Potion of Curing
k) a Potion of Invulnerability
l) 22 Scrolls of Phase Door {25% off}

 ( page 3 )
a) 45 Scrolls of Teleportation
b) 22 Rods of Teleport Other {!s!d!k}
c) 2 Rods of Drain Life {!s!d!k}
d) 32 Wands of Stone to Mud (364 charges) {@a1!s!d!k}
e) 3 Wands of Disintegrate (12 charges) {!s!d!k}
f) 4 Wands of Rockets (16 charges) {!s!d!k}
g) 3 Staffs of Healing (3x 4 charges)
h) 33 Staffs of Speed (33x 8 charges) {!s!d!k}
i) 27 Staffs of *Destruction* (27x 5 charges) {!s!d!k}
j) a Ring of Levitation
k) a Ring of Levitation and Regeneration {RgLv}
l) a Ring of Acid [+11] {Ac, !s!d!k!!}

 ( page 4 )
a) a Ring of Flames [+12] {Fi, !s!d!k!!}
b) a Ring of Ice [+17] {Co, !s!d!k!!}
c) a Ring of Free Action {Fa}
d) a Ring of Lightning [+17] {El, !s!d!k!!}
e) 2 Rings of Constitution (+5) {Cn}
f) a Ring of Constitution (+4) {Cn}
g) 2 Rings of Constitution (+3) {Cn}
h) a Ring of Damage (+20)
i) a Ring of Damage (+16)
j) a Ring of Slaying (+14,+12)
k) 3 Rings of Speed (+10) {Sp}
l) 2 Rings of Speed (+9)

 ( page 5 )
a) 2 Rings of Speed (+7)
b) a Ring of Speed and Accuracy (+2,+0) (+10) {Sp}
c) a Ring of Speed and Random Teleportation (+9)
d) a Ring of Speed and Damage (+0,+4) (+6) {Sp}
e) a Ring of Speed and Random Teleportation (+6)
f) The Ring 'Frakir' (+1) {StInWiDxCnChSlSr;Po;SiWr}
g) The Ring of Tulkas (+4) {SpStDxCn}
h) a Ring
i) a Ring of Chaos Resistance {CfCa}
j) a Ring of Lordly Protection [+22] {PoCaDi;FaHl}
k) a Ring of Lordly Protection [+20] {PoCaDi;FaHl}
l) a Ring of Lordly Protection [+17] {PoBlDi;FaHl}

 ( page 6 )
a) 4 Rings of Extra Attacks (+2 attacks) {At}
b) a Ring of Extra Attacks (+1 attack)
c) a Ring of Extra Attacks and Acid ball (+2 attacks)
d) a Ring of Mana
e) a Ring of Reinforce Muscle and Power Throwing (+4)
f) an Amulet of Brilliance and Protection [+3] (+3) {InWiCh(InWiCh, !t!t}
g) an Amulet of Charisma and Protection [+4] (+4) {Ch, !t!t}
h) 2 Amulets of Reflection {Rf, !s!d!k}
i) The Amulet of Carlammas (+2) {Cn;Fi}
j) The Amulet of Ingwe (+3)
k) an Amulet of Resistance {AcElFiCoPoDi}
l) an Amulet of Resistance {AcElFiCoPoNx}

 ( page 7 )
a) an Amulet of Resistance {AcElFiCoPo}
b) 3 Amulets of Resistance {AcElFiCo}
c) an Amulet of Resistance and Protection [+6] {AcElFiCo}
d) an Amulet of Resistance and Slow Digestion {AcElFiCo;Sd}
e) The Amulet of Faramir (+12,+0) (+3) {Sl;Cf(Dx}
f) The Torque of Boromir (+0,+8) {Fe(St}
g) The Bead 'Yasaka-no-Magatama' (+3) {InChSr;ElFiCo;FaSi}
h) The Inro of Mito Koumon (+2) {InWiChSrIf;Si}
i) The Amulet of The Pitch Dark Night [+5] (+4) {SlSr;Dk;SiLu}
j) The Amulet of Sacred Knights [+10] (+2) {StWi;CfCa;FaSiHlRgBs}
k) The Collar Harness of the Hell (+15,+15) [-5] (-2) {SpInWiChSl;DkNt;SiAg~L}
l) The Charmed Pendant [+5] (+2) (charging) {InChSrIf;FaSiSdRgLuWr[FEC, $ !!}

 ( page 8 )
a) The Pendant of Gogo (+4)
b) a Feanorian Lamp of Immortal Eye {Bl;Si}
c) The Incandescent Light of Yeduson (+3 to infravision)
d) The Phial of Galadriel (+1 to searching)
e) The Jewel of Judgement (+3 to speed) {SpInWi;CfCa;SiHl}
f) The Stone of Lore
g) The Levitation Stone of Laputa (+2 to speed) {SpInCh;HlLv}
h) Balance Dragon Scale Mail (-2) [40,+18]
i) The Metal Scale Mail of Julian (-2) [15,+40] (+4) {StCh;AcElFiCoDkDi~Z}
j) The Chain Mail 'celebaur' (-2) [14,+18] {PoDi}
k) The Chain Mail of Arvedui (-2) [14,+15] (+2) {StCh;AcElFiCoShSoNx}
l) The Double Ring Mail 'Avatar of Might' (-2) [15,+14] (+4) {St;CfNxDi}

 ( page 9 )
a) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) {InWiCn;AcPoCfSo}
b) Metal Brigandine Armour of Resistance (-3) [19,+13] {AcElFiCoDk}
c) The Metal Brigandine Armour of the Rohirrim [19,+15] (+2)
{StDx;AcElFiCoLiCfSo}
d) Splint Mail (Dwarven) (-2) [24,+16] (+3) {StCn}
e) The Metal Lamellar Armour of The Padre (+5,+5) [23,+17] (+2)
f) The Full Plate Armour of Isildur [25,+25] (+2) {Cn;AcElFiCoCfSoNx}
g) a Robe of Elvenkind [2,+12] (+1 to stealth) {Sl;AcElFiCoCf}
h) The Soft Leather Armour 'Hithlomir' [4,+20] (+4 to stealth)
{Sl;AcElFiCoDkSh}
i) The Hard Leather Armour of Himring [6,+15]
j) The Hard Studded Leather of R'lyeh (-1) [7,+20] (+2) {St;AcElCf;Fa[E}
k) The Cord Armour of the Pickpocket [6,+18] (+2 to infravision)
{DxIf;Di;Sd(DxCh}
l) The Cord Armour 'Sumo wrestler's loincloth' [4,+0] (+4)

 ( page 10 )
a) Padded Armour of Resistance [5,+11] {AcElFiCoPoSh}
b) The Padded Armour 'Power Shield' [5,+15] (+4 to speed) {SpStSrIf;Ac~TP}
c) Leather Scale Mail of Elvenkind (-1) [11,+10] (+2 to stealth)
{Sl;AcElFiCoDi}
d) The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] (+3) {Dx;AcShNt}
e) Black Clothes of Resistance [4,+31] (+4 to stealth) {Sl;AcElFiCoPo}
f) a Cloak of Aman [1,+22] (+2 to stealth) {Sl;Sh}
g) a Cloak of Aman [1,+12] (+3 to stealth) {Sl;Cf}
h) a Fur Cloak of Aman [3,+13] (+2 to stealth) {Sl;Nx}
i) a Small Leather Shield of Resistance [3,+14] {AcElFiCo}
j) The Small Metal Shield of Perseus [5,+15] (+2)
k) The Large Leather Shield of Celegorm [6,+20] {AcElFiCoLiDkNt}
l) a Large Metal Shield of Resistance [8,+17] {AcElFiCoDi}

 ( page 11 )
a) The Large Metal Shield of Anarion [8,+18] {AcElFiCoBl(StInWiDxCnCh}
b) a Dragon Shield [8,+17] {FiPoLiDiFe}
c) a Dragon Shield [8,+22] {CaDi}
d) a Dragon Shield [8,+16] {PoDi}
e) a Dragon Shield [8,+16] {PoCa}
f) a Dragon Shield [8,+13] {BlCf}
g) a Dragon Shield [8,+19] {Li}
h) a Dragon Shield [8,+18] {Dk}
i) a Dragon Shield [8,+16] {Bl}
j) a Dragon Shield of Resist Lightning [8,+20] {AcElNtNx}
k) The Knight's Shield of Earendil [10,+20] {ElFiDkBlNt;Lu~Good}
l) The Mirror 'Yata-no-Kagami' [0,+18] (+3) {InWiIf;RfSiHlLu~Tele}

 ( page 12 )
a) an Iron Crown of Telepathy [0,+10] {~Evil~Do}
b) an Iron Crown of the Magi [0,+5] (+1) {In;AcElFiCoPo;Hl(In}
c) an Iron Crown of Telepathy [0,+16] {~Nolv~pDoPU}
d) an Iron Crown of Might [0,+14] (+2) {StDxCn;Cf;Fa(StDxCn}
e) a Golden Crown of Lordliness [0,+10] (+2) {WiCh;Dk(WiCh}
f) a Golden Crown of Might [0,+4] (+2) {StDxCn;Nx;Fa(StDxCn}
g) The Golden Crown 'Nndol' [0,+20] (+3) {In;BlCf}
h) a Jewel Encrusted Crown of the Magi [0,+6] (+1) {In;AcElFiCoDi;Lv(In}
i) a Jewel Encrusted Crown of Might [0,+12] (+3) {StDxCn;Cf;Fa(StDxCn}
j) The Jewel Encrusted Crown of Numenor [0,+15] (+3) {InDxCh;LiShSo;Lu}
k) The Hard Leather Cap of Thranduil [2,+10] (+2) {InWi;LiBl~Tele}
l) The Metal Cap of Thengel [3,+12] (+3) {WiCh}

 ( page 13 )
a) an Iron Helm of Beauty [5,+11] (+4) {Ch(Ch}
b) The Iron Helm 'Holhenneth' [5,+10] (+2)
c) The Iron Helm 'Terror Mask' (+18,+18) [5,+10] (-1) {cursed,
InWiSr;AcCoPoDiFe;FaSiTeAgTy[M}
d) The Steel Helm of Hammerhand [6,+20] (+3) {StDxCn;AcNx}
e) a Dragon Helm [8,+22] {AcPoCfNt}
f) a Dragon Helm [8,+23] {CaFe}
g) a Dragon Helm [8,+14] {ElCoCa}
h) a Dragon Helm [8,+17] {DkCa}
i) a Dragon Helm [8,+14] {PoLi}
j) a Dragon Helm [8,+13] {ShCf}
k) a Dragon Helm [8,+15] {ElLi}
l) a Dragon Helm of Light [8,+20] {LiDkBlCf;Lu}

 ( page 14 )
a) The Set of Leather Gloves 'thilalph' (+5,+5) [1,+12] (+3 to stealth)
{ChSlIf;Ca(Ch}
b) a Set of Gauntlets of Genji (+6,+0) [2,+13] (+1)
c) a Set of Dragon Gloves [4,+16] {CfCa}
d) a Set of Dragon Gloves of Slaying (+4,+4) [4,+19] {Ac}
e) a Set of Cesti of Genji (+5,+0) [5,+12] (+2)
f) a Set of Cesti of Power (+4,+2) [5,+9] (+4) {St;Di}
g) The Pair of Soft Leather Boots of the Fairy [2,+12] (+4 to speed)
{SpDxChIf;CoCf, Novice Priest DL6}
h) a Pair of Hard Leather Boots of Levitation [3,+13]
i) a Pair of Dragon Boots [5,+18] {LiCfNt}
j) a Pair of Dragon Boots [5,+16] {PoLi}
k) a Pair of Dragon Boots [5,+15] {LiCf}
l) a Pair of Dragon Boots [5,+16] {CoPo}

 ( page 15 )
a) a Pair of Dragon Boots of Stealth [5,+16] (+3 to stealth) {Sl;SoCa}
b) a Pair of Dragon Boots of Free Action [5,+21] {Sh;Fa}
c) The Pair of Metal Shod Boots 'Tetsu-geta of Flame' (-5,+10) [6,+20] (-1 to
speed) {SpInWiChSl;FiFe;Rg[F(StCn}
d) The Dagger of Caine (2d4) (+10,+15) [+5] (+4)
e) The Dagger of Fiona (2d4) (+6,+9) (+2) {AtSpDx;Co;ThSiSdRg|CoP}
f) The Dagger of Rilia (2d4) (+4,+3)
g) The Dagger 'Dethanc' (1d4) (+4,+6)
h) The Main Gauche of Azaghal (2d5) (+12,+14)
i) The Main Gauche 'Littlethorn' (1d5) (+18,+6) (+3)
j) The Rapier 'Forasgil' (1d6) (+12,+19)
k) The Small Sword 'Sting' (1d6) (+10,+10) (+2 attacks)
{AtStDxCn;PoLi;FaSiLu/*oL~oTP}
l) The Sabre 'Grayswandir' (2d7) (+20,+12) (+4)
{StDxCn;CoNtCaFe;FaSiHlSdRgBs|Co/*DUL(StCn, Corwin}

 ( page 16 )
a) The Sabre 'Careth Asdriag' (1d7) (+6,+8) (+1 attack)
b) a Tulwar (Trump Weapon) (2d4) (+14,+9) (+1 to searching)
{Sr;CfNx;FaSdRgTe/*~L, .}
c) The Broad Sword 'Freezing Point' (2d5) (+15,+11) (+4 to speed) {SpChIf|CoQ}
d) a Long Sword of Extra Attacks (2d5) (+12,+10) (+2 attacks)
e) The Scimitar 'Acidic detergent' (3d5) (+17,+14) {Hl|A}
f) The Katana 'Aglarang' (8d4) (+10,+10) (+2) {AtSpDx|S(Dx}
g) The Katana 'Zantetsuken' (10d4) (+17,+21) (+2)
h) The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) (+4)
{StChIf;FiCfCa;FaSiLuAg|FS/XD/*poTPULZ}
i) The Two-Handed Sword 'Dragonic Sword' (4d6) (+17,+23) (+3)
j) The Two-Handed Sword 'Twilight' (4d6) (-40,-60) [-50] (+10 to speed)
{cursed}
k) The Blade of Chaos 'Stormbringer' (6d6) (+16,+16) (+2) {cursed,
StCn;CfNtCa;FaHlAg|V/p}
l) a Diamond Edge (7d5) (+24,+22) (+4)

 ( page 17 )
a) a Poison Needle (1d1) (+0,+0)
b) The Falcon Sword of Destruction (3d6) (+10,+25) (+3 attacks)
{AtStDx;AgTy|AEFCoPCa}
c) The Broad Spear 'Runespear' (3d9) (+15,+25) [+5] (+4)
{InWi;ElFiLi;FaSdLuBs|EF/oTP}
d) The Broad Spear of Destiny (2d9) (+15,+15) (+4)
{InWiSrIf;FiLiFe;SiHlLvLuBs|F/*DPUL}
e) The Naginata of Benkei (3d6) (+5,+23) [+5] (+4) {StCn;Fe;FaRg/*oTL}
f) The Great Axe of Durin (4d4) (+10,+20) [+15] (+3) {Cn;AcFiLiDkCa;Fa/XD/oTU}
g) The Trifurcate Spear of Wrath (3d9) (+16,+18) (+2)
h) a Lochaber Axe of Extra Attacks (3d8) (+9,+11) (+2 attacks)
i) The Quarterstaff 'Eriril' (1d9) (+3,+5) (+4) {InWi;Li;SiLu/*}
j) The Morning Star 'Bloodspike' (2d6) (+8,+22) (+4)
k) The Flail 'Blue Steele' (3d6) (+17,+12) (+4 to speed) {SpIf/*o}
l) The Two-Handed Flail 'Lawgiver' (3d6) (+18,+17) (+4) {StWi;Bs/XD/pZ(Wi}

 ( page 18 )
a) a Wizardstaff (1d2) (+9,+9) {Ma}
b) a Wizardstaff (1d2) (+7,+6)
c) a Wizardstaff (1d2) (+4,+3)
d) The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10]
{AcElFiCo;SiAg[M|Q/XD/*poTULZ~Tele}
e) The Mattock of Nain (3d8) (+12,+18) (+6 to searching)
{StSrIfDg;AcDkDi|A/DoTP}
f) a Sling of Extra Might (x3) (+9,+19) {Sh;Xm}
g) a Sling of Velocity (x2) (+13,+21)
h) a Long Bow of Extra Might (x4) (+9,+11) {Bl;Xm}
i) The Long Bow 'Aasris' (x4) (+13,+16) (+4) {In;NtCa;Xm}
j) The Long Bow 'Belthronding' (x3) (+20,+22) (+3)
k) The Long Bow of Bard (x4) (+17,+19) (+3)
l) The Gun 'Crimson' (x0) (+20,+20) (+4 to speed) {SpSl;BlNt~T}

 ( page 19 )
a) a Capture Ball (empty)
b) a Capture Ball (empty)
c) a Capture Ball (empty)


  [Museum]

 ( page 1 )
a) a Ring of Weakness (-1) {cursed, St}
b) a Ring of Teleportation {cursed, Te}


  [Check Sum: "0744641889424e05ec"]


Posted on 17.8.2009 02:26
Last updated on 21.8.2009 21:55

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2331. on the Ladder (of 18974)
86. on the Hengband Ladder (of 697)
53. for this player (

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Would You Destroy It?

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On 17.8.2009 02:26 chriskousky@hotmail.com wrote:
[CL41:DL60] 09:16:05
I was all ready for an early Cloning Pits with a surprisingly stealthy bard, when I got waylaid by a pit of Ancient Ice Wyrms. I wasn't sure I could handle more than one of them, as I was in my "One and Done" kit rather than my melee kit, but I discovered that with Doomcall I could just barely kill them one at a time. Eventually, I procured Runespear and the Harness of the Hell, and that made them quite tame. Plus the topography was such that I could lead them out one at a time. Still, it took almost 3 hours to kill them all. I would have expected better equipment from the haul, but all I managed in my current kit is Laputa and this dragon shield. But, nearly 2,000,000xp is always nice, and the ordeal took me from CL36 all the way to CL41.

The Cloning Pits was a snap given my stealth. I picked up Aglarang to boot. I'm not sure there is a better weapon for a bard than this little guy. I only wish I had more hitpoints ...

On 17.8.2009 06:39 Djabanete wrote:
I love high stealth characters!

On 17.8.2009 14:56 chriskousky@hotmail.com wrote:
Me too! Bards start with a -5 stealth penalty! Good thing I am getting +17 stealth from my equipment (I'm tempted to add the Pitch Dark Night amulet just for another +4). High Elves have +4 stealth, and Lucky gives +2. Net score: Stealth of 18.

On 18.8.2009 04:34 chriskousky@hotmail.com wrote:
[CL44:DL72] 12:20:00
Mycen proved very tough, but worth the effort, giving me a much desired Necklace of the Dwarves. Narse was also tough as he was not stunned by Doomcall for some reason, and dropped nothing of worth ... aside from dropping me down to 120hp. He probably would have killed me next turn (I burned thru all 4 of my !Healing on him, so I felt invested in killing him ... Stupid!)

After that, I decided to rely more on my stealth. I finally picked up that last book too ... Though it still seems that Doomcall is my best and most effective bet ... when it works. Endurance is nice, and helped against Lems even though he immediately broke my first glyph and pounded off 30% of my hp. I teleported him away, and when I found him a second time, the glyph held for the entire battle. There's another guy that did not get 'Dazed' by Doomcall ... I don't think he resists sound, so something else must be up with that (OK, a quick peek shows he has the NO_STUN flag, and so does Narse).

Another spell I like is Relief of Yavanna which heals 15d10 every turn. Given my low hp, its usually only 3 turns of singing that song to restore my hp. So, I lead with Doomcall and switch over to Yavanna when damaged. Its working OK. I don't really get Hero's Poem ... Its very pricey, and does stuff I can do anyway like haste and heroism. The per round damage just doesn't compete with Doomcall IMHO.

What I'm really excited about is Wizardry of Sauron. 95d10 is impressive damage output, but I wonder if I'll be able to really kill anything with it. I've become accustomed to classes that have some means of getting spell points back, even if it is just a ForceTrainer's piddly Clear Mind ability. But with no regen, I probably can't kill anything with more than say 4000hp with that spell. Maybe later when I don't mind burning !RestoreMana, but by that point, everything will probably resist sound anyway.

So my take on the Bard is as follows:
[1] Doomcall totally rocks. It doesn't always work, but when it does, it is by far your best bet. I've been taking out Elder Vampires without Hold Life and they never hit me, despite my less than astounding AC.
[2] Endurance is useful as well. It is pricey, so be sure to train your skill. Also, cast it before the battle as part of your setup, so you can then just rest to recover mana.
[3] Relief of Yavanna is also good. Probably a good choice for sound resisters, like great wyrms of law. I'll try it out shortly.
[4] Things like Finrod's resistance, Hobbit Melodies, Hero's Poem are probably not that useful. I occasionally use the resistance when fighting weak breathers, like Ancient Ice Dragons. Its better than quaffing a potion, or risking something blowing up. And they die quickly enough in straight melee.
[5] Fingolfin's Challenge might make the Destroyer easy! We'll see ...

On 19.8.2009 22:35 chriskousky@hotmail.com wrote:
[CL45:DL72] 14:21:58
After getting the Wizardry of Sauron, and seeing how it could be better than a mana storm (at least in certain situations), I thought I owed it to myself to at least make an attempt to pick up the Eat Magic mutation. Without it, I can only use the spell sparingly due to its high cost (7 casts runs thru all my sp at the moment).

So, off to the Vapor Quest I went. What a lame experience! First mutation was the silly squeak (-4 Chr ... Ha! Funny bard voice makes monsters laugh :) and within 5 mutations I was staring at a whopping -9 Chr adjustment. Mutations and Bards just don't mix. I was surprised how many biff charisma. But, I figured I would just wait for Eat Magic to show up, and maybe luck out with the mutation removal once it did. But it *never* showed up. I was at 83 mutations at one point (and recovering, so I was losing them to). And, if you factor how often I toggled between Puny and He-man, between Stiff Joints and Nimble, I reckon I burned 110 mutations ... but _still_ _never_ _picked_ _it_ _up_! Sigh, I got bored, as this whole ordeal took like an hour and a half, so I waited until I was He-man and nimble again, and then headed off to Zul (Good thing I brought my 2,000,000gp!)

Of course, I was vulnerable to the elements, and while I convinced myself to play with some bad mutations, there is no way I was going to play with that. Not with under 700hp. A single resisted breath from a Hell Wyrm would kill me ... No way. So, vulnerability was the 79th mutation to be removed. I did manage to keep some tentacles, though :)

I only post now because of my devilish hit points ... Being chaotic as well, perhaps I have gone over to the dark side of the song?

On 20.8.2009 01:48 chriskousky@hotmail.com wrote:
[CL48:DL72] 16:29:38
Boy, in the last 7 hours or so, I haven't managed to find anything to significantly change my equipment setup. I got Runespear from an Ice Pit about 7 hours into the game, Aglarang in the cloning pits about 9 hours into the game, Dwarves from Mycen about 10 hours in. I guess Zarcuthra is nice, and I might wield it eventually (It even as a charisma boost). A couple hours ago I picked up a Ring of Extra Attacks (+2), and the weaponsmith says I am better off with Runespear than with Aglarang. I tend to agree, at least until I leave the Dragon's Lair and start running into foes with better resistance coverage.

So I wait down here at the bottom of the lair. I dove down here after the cloning pits, so its been over 6 hours of play. At first, I was out of my league, but now I am holding my own. Tiamat still lives, and my hitpoints are still to low to take her out safely (or with less than 5 !Healing). I'll probably just wait for Fingolfin's Challenge at this point.

I just offed Gandalf, who was angry with me for some reason, and tried to kill me. I was really hoping for one of his items ... Bards can benefit from economical mana, and it would bump my cost on the Wizardry of Sauron from 54 down to 40, which is significant.

Still, Doomcall rules the day, being cheap and useful. When it doesn't work, sometimes that is due to resist stun rather than resist sound, and then I fall back to the Wizardry of Sauron. And then there is melee. I'm not great at it, but not bad. It is scary to take on Great Wyrms of Balance, Law and even Chaos with my low hitpoints. 2 breaths and I die, even when the monsters are halfway dead, and even though I have all resistances.

On 20.8.2009 01:59 chriskousky@hotmail.com wrote:
Hmmm ... a ring of con (+5) is worth 156hp (713 -> 869) and would move me out of double breath insta-death range, I think. Maybe that would be more prudent?

On 20.8.2009 05:13 chriskousky@hotmail.com wrote:
[CL50:DL56] 18:28:53
Tiamat was a pushover ... she can be stunned! I'm not sure what I was waiting for? At any rate, I switched away from melee once I swapped in my Con (+5) ring. With the wizardstaff, I can be effective with the Wizardry of Sauron, dishing out something like 6,000 damage in a single run thru my mana (11 casts at 40 each). With the Charmed Pendant as a swap, I could take out the likes of Wahha-man and Rhan-Tegoth. Atlach-Nacha, that big slow spider, did not require restore mana. Just back off out of his reduced detection range and rest. And with regeneration, I could even just teleport away from some uniques and rest up ... I killed Tiamat this way, at the cost of 2 !Resistance rather than just 1.

Tiamat dropped Thorin, which offers nothing other than +4 Str and Con for me. Since it also left me without poison resistance, I swapped in Frakir: a net wash as far as con and resistances go. But hey, I like Thorin. And I did bump my stealth up to Legendary [7] from [5]. Every little bit of stealth counts!

I've been researching monsters to see who lacks sound resistance, and who doesn't. Surprisingly many uniques don't resist sound, including the Serpent, Morgoth, Nodens and the Destroyer. In fact, so far I only know of Bahamut and the Unicorn ... They should prove troublesome if I choose to fight them, which I won't ;)

I'm getting a sense of my end game strategy. Melee is over rated, I think. And dishing out 500-600hp damage from a distance (100d10) should do just fine :)

On 21.8.2009 03:44 chriskousky@hotmail.com wrote:
[CL50:DL84] 20:41:51
I'm sticking with the pure spellcaster role until the end! Of course, when I drew Combat-Echizen for my DL76 quest, there was nothing I could do. He's one of the handful of high level uniques that resists sound (Combat, Kronos, Bahamut, Unicorn of Order, Plain Gold Ring). Of course, sound resistance is a perfect way to shutdown a cocky bard that refuses to melee!

I ran into a GCV recently. It had the Unicorn, Sauron, Azathoth, The Plain Gold Ring (!) and plenty of others inside. I just sang my wrecking song once I cleared as much of the vault as I could safely hope to ... I did get Brand and my second Lordly Protection in the process, but not much else. It was a lesser variety, with excellent objects every other square.

The other bad thing to occur was Fiona. Now not her, per se. But her blood curse. And not her blood curse, really, but the fact the blood curse entombed herself. And even that is not too bad, except that she is a wanted monster. So no corpse whatsoever gets generated when this happens! So, no artifact wizardstaff for me ... Now I really want Gandalf ;)

On 21.8.2009 05:46 chriskousky@hotmail.com wrote:
[CL50:DL92] 22:09:01
Mmmm ... that's better. I finally picked up some decent Dragon Armor. The gloves are currently being used for Poison and Shards, but the Acid, Nether, Chaos and Disenchantment might give me some flexibility down the road. But there goes my stealth. Alas, the Bard now awakens the denizens of evil! Hopefully, I'm powerful enough to not mind. That pesky Combat-Echizen keeps showing up, and I really need to do something about it. I'm just not sure what?

I'll take the max strength and constitution ... a lucky bard has a huge stat deficit to climb for all stats save charisma. I'd prefer Thorin to Grayswandir, but that extra 1.5lbs costs 17sp, and the only benefit is some AC and the ability to slaughter monsters with my wizardstaff! Nah, this will do for now.

On 21.8.2009 16:38 chriskousky@hotmail.com wrote:
[CL50:DL94] 23:21:04
I found a +5 cloak of the bat in the black market, of all places. I've been identifying cloaks all game so I'm surprised to finally be able to purchase one of these. So, here is yet another massive equipment shuffle. I gain +5 speed and +10 stealth. I'm lighter, and can even melee. Maybe I can kill Kronos with my wizardstaff? I see no other way ;) The loss is in hp, but only 80 or so. I'll take the speed and stealth for the time being.

I continue to whittle away uniques when I can, and gather resources while I wait. The Destroyer has not been showing up, so I hesitate to walk around with a bunch of !RestoreMana that will be necessary to kill him. And the more staves of healing I can find in the mean time, the better.

My first attempt at Raphael was a failure ... He summoned a GWoP on his first move! But my second go revealed him to be quite tame, and he never even hurt me, being stunned the whole time I pelted him with 100d10 sound balls.

I have only seen Nodens once, and I'm pretty sure he can be dazed as well. But on that level I quaffed a !Polymorph and picked up the Albino mutation. With hp in the 700's, I did not want to risk it! Plus, I'm not carrying any *Healing*.

The only unique that I can't handle that is bothering me is Kronos, since the Serpent won't summon the Unicorn or Combat or Bahamut, and the Plain Gold Ring is easily avoidable. I'd hate to have to build a melee kit ... If I swap in Zarcuthra, 4 attacks nets me damage output of 206 per round, not counting slays, and not counting misses. Maybe Endurance and Staves of Mana Storm would be the way to go? I need to find some first (at least 6 as he has 11000hp). That sucker is not even handled by wands of rockets!

On 21.8.2009 20:10 chriskousky@hotmail.com wrote:
[CL50:DL99] 24:15:31
There's not much left now ... Maybe 10 or so uniques I'd like to kill just to mop things up better. I think I'll leave Kronos alone, but if I wanted to, then I think the Falcon Sword of Destruction might be a good bet. I think he can be confused, but I might be wrong on that.

Sauron was a pushover (I used his own Wizardry against him!), and dropped the plain gold ring which I promptly destroyed since I was really really tempted to use it. +5 stats and elemental immunity was tempting me, and I think my saving throw is high enough to resist the statue effect. Plus, the game is almost over, and I would only have used it for the final battle. Well, no chance to change my mind now :)

Oberon was also wimpy. He had me down to 450hp before I cast my last sound ball to finish him off, and I really should have healed first (I didn't use any healing in the battle ... but you lose all bragging rights if you die). I forgot about the blood curse and it was a bad one bringing forth the Unicorn of Order. Ouch! But I just teleported after the Unicorn bumped into an intervening Solar for a couple rounds of melee (That probably would have killed me!). Then, destruction.

And Oberon had a better ring that Sauron ... at least for me. I'm back to Dwarves as well, and am strong enough to kill the remaining uniques without restore mana. That leaves 46 potions to use on the Serpent. Watch Out!

For reference, the Destroyer has as many hit points and he only took 6 potions, so I think I have my resources covered.

On 21.8.2009 21:55 chriskousky@hotmail.com wrote:
**WINNER**
[CL50:DL100] 24:29:35
I talk the talk, but I don't walk the walk. Shortly after my last post, I just grabbed all my resources and went for the Serpent. This left all the Dungeon Masters as well as Azathoth and a few other nasties to come and join the fun. And they all did. But still, the Serpent was no match for me! It was a standard distance kill, using stone to mud (and that wallbreak song) to open up long narrow line of sight, letting the Serpent crash thru one last distant wall to spend energy while I rested up my Wizardry of Sauron. Pelt one, two, three ... as often as I could until his summons became overly nasty. Often, it was dispelling my resistance and then summoning ancient dragons. More often, it was summoning Morgoth, or Great Cthulhu. Or just plain old cyberdemons. But still, at 100d10 a pop, he didn't last long enough to seriously threaten me. And regarding !RestoreMana, I used 7, but a few times I quaffed when I was only half way thru my mana and waiting for the Serpent to crash thru that last wall to gain line of sight. When in view of that beast, time is much better spent casting my sound ball then quaffing a silly potion ...

His drop was interesting. Hey, there's Incanus at last :) And this is my first Bard win ever ... I'm not sure why I waited so long. While not as powerful as, say, Larry Logrus was, this guy was quite formidable. And the Wizardry of Sauron, while not as consistent in damage output as the Mana Storm (100d10 vs 500), is more useful, in my opinion. Many uniques just became dazed by it, which severely biffed them! Notables include Sauron and Oberon, but many others, including some of the late game space gods like Yog-Sothoth and Nyarlathotep.

I'd say the Bard is more deadly than any mage can be, and melees slightly better than a tourist (both have 4 attacks), though melee can be used as a nice complement to Doomcall (While a mage that tries to melee ... and I've done plenty of that to know ... is just a glutton for playing seriously gimped characters :) They have useful healing (not as good as a priest), great detection, and many useful spells both offensive (Wizardry of Sauron) and defensive (Endurance). Really, I think what put me off for so long was the single tasking nature of this class. They have spells for haste (Hobbit Melodies), for resistance (Finrod's Resistance), for healing (Relief of Yavanna) but they can only do one thing at a time, so choice is key. I probably only relied on a handful of spells the entire game, leaving hasting to my plentiful staves of speed, and resistance to my stash of potions (and rings earlier on). Really, some of the early spells can only be used for a few levels before being discarded never to be cast again (Blessing Chant and then Heroic Ballad? Would I really use either when I have Doomcall?!). So lots of useless spells, in my opinion. But quite a few good ones. And that Wizardry of Sauron is just awe inspiring :) Doomcall seems just as awe inspiring for most of the game as a complement to melee, but I don't think melee is a strong option for this class. It can be done (and has been done!), but I think the distance kill with the Wizardry of Sauron is down right easy by comparison.

On 6.4.2010 15:56 Elliott wrote:
Just came across this dump recently. Interesting. I've only tried playing a Bard as a real caster a couple times, both pretty half-heartedly, and neither worked out very well. Interesting that you had such good luck with it. The Serpent really doesn't have rSound? I was sure it did...

On 6.4.2010 23:47 chris wrote:
Maybe in Entroband, but not in Hengband. The only really annoying resistance the Serpent has is Chaos (which makes sense) since that shuts down the Breathe Logrus spell that Chaos High Mages would just love to use.

You should definitely try the Wizardry of Sauron approach (If you ever find that book, and you'll definitely want a wizardstaff too) ... The main benefit from the distance spell caster is that monsters will generally waste turns moving towards you. In Hengband, it also does way more damage then you could ever hope to in melee (maybe a tad less then your Death Scythe bard though, but safer).

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