The Angband Ladder: Noros, Dark Elf Archer by fizzix

  [DaJAngband v1.0.99 8/27/09 update Character Dump]

 Name   Noros                                    Self  RB  CB  EB   Best
 Sex    Male              Age       121   Str:  18/90  +0  +2  +9 18/200 18/195
 Race   Dark Elf          Height     56   INT! 18/100  +2  +0  +4 18/160
 Class  Archer            Weight    125   WIS:  18/85  -2  -1  +4  18/95
 Title  ***WINNER***      Status     42   Dex:  18/96  +2  +2 +12 18/256 18/246
 HP     698/779           Maximize    Y   Con! 18/100  -1  +1  +9 18/190 18/185
 SP     286/286                           Chr:  18/81  -2  +0  +1  18/71  18/66

 Level           45       Armor   [34,+139]     Saving Throw          24
 Cur Exp    3623047       Fight   (+65,+32)     Fighting             364
 Max Exp    3623079       Melee   (+77,+61)     Shooting             520
 Adv Exp    3861000       Shoot   (+77,+15)     Throwing             404
 MaxDepth   Lev 100       Blows      5/turn     Disarming            102
 Turns       932269       Shots      4/turn     Magic Device          88
 Gold        417811       Stealth         0     Alertness             45
 Burden   193.8 lbs       Energy       370%     Searching             22

 You are one of several children of a dark elf lord. You have pale
 green eyes, wavy dark reddish hair, and a dark complexion.



      abcdefghijkl@       abcdefghijkl@
 Acid:+.....+++++.. Blind:.....+.......
 Elec:++.....++.... Confu:.............
 Fire:++.*...++.... Sound:.............
 Cold:++.....+++... Shard:......+......
 Pois:.......+..... Nexus:.........+...
1/2Po:............. Nethr:...+.........
 Fear:...++.......+ Chaos:.....+.......
 Lite:............. Disen:.............

      abcdefghijkl@       abcdefghijkl@
S.Dig:.+.+......... Stea.:.............
Feath:............. Alert:.....+.......
PLite:............. Tunn.:.............
Regen:...++........ Speed:.+++..+.....+
Telep:.....+....... Blows:.............
Dkvis:....+......+. Shots:.+...........
Invis:...+++....... Might:.+...........
FrAct:...++.....++.      :.............


  [Character Equipment]

a) The lochaber axe 'Mundwine' (3d8) (+12,+17)
   It slays animals, demons, and all evil creatures.  It provides
   resistance to acid, electricity, fire, and cold.  It increases
   likelihood of critical hits.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 112 against animals, 112
   against evil creatures, 149.5 against demons, and 74.5 against other
   monsters.  Your chance of scoring a critical hit with this weapon is
   1 in 5.
   
b) The short bow of Amras (ML3) (+12,+15) (+1 to speed)
   It increases your intelligence, wisdom, and dexterity by 1.  It
   increases your speed, shooting speed, and shooting power by 1.  It
   provides resistance to electricity, fire, and cold.  It slows your
   metabolism.  It cannot be harmed by the elements.  
   
   A launcher with an multiplier level (ML) of 3 actually multiplies
   damage by x2.625
   Examine ammo to see average damage.
   
c) a Ring of Speed of Warfare (+4,+4) (+13)
   It increases your speed by 13.  
   
d) The Ring of Power 'Narya' (+6,+6) (+1)
   It increases all your stats by 1.  It increases your speed by 1.  It
   provides immunity to fire.  It provides resistance to fear, dark, 
   nether, and charming.  It sustains your strength, wisdom, and 
   constitution.  It slows your metabolism and speeds your regeneration.
   It grants you immunity to paralysis and the ability to see invisible
   things.  It activates for protection from evil every 30+d30 turns.  
   It cannot be harmed by the elements.  
   
e) The Necklace of the Dwarves (+3)
   It increases your strength and constitution by 3.  It provides
   resistance to fear.  It speeds your regeneration.  It grants you 
   immunity to paralysis, darkvision, and the ability to see invisible
   things.  It cannot be harmed by the elements.  
   
f) The Palantir of Westernesse (6 turns) (+2) (charging)
   It increases your intelligence and wisdom by 2.   It increases your
   alertness by 10.  It provides resistance to blindness and chaos.  It
   usually provides light of radius 3.  It is evil and hates good.  It
   grants you the power of telepathy and the ability to see invisible
   things, but it also aggravates creatures around you and drains
   experience.  It activates for clairvoyance every 50+d50 turns.  It
   cannot be harmed by the elements.  
   
g) The leather scale mail 'Thalkettoth' (-1) [11,+25] (+3)
   It increases your dexterity by 3.  It increases your speed by 3.  It
   provides resistance to acid and shards.  It cannot be harmed by the
   elements.  
   
h) The cloak 'Colluin' [1,+15]
   It provides resistance to acid, electricity, fire, cold, and poison.
   It activates for resistance (20+d20 turns) every 111 turns.  It
   cannot be harmed by the elements.  
   
i) The large metal shield of Anarion [5,+20]
   It provides resistance to acid, electricity, fire, and cold.  It
   sustains all your stats.  It cannot be harmed by the elements.  
   
j) The steel helm of Hammerhand [6,+20] (+3)
   It increases your strength, dexterity, and constitution by 3.  It
   provides resistance to acid, cold, dark, nexus, and charming.  It
   sustains your strength, dexterity, and constitution.  It aggravates
   creatures around you.  It cannot be harmed by the elements.  
   
k) The set of cestus of Fingolfin (+10,+10) [5,+20] (+4)
   It increases your dexterity by 4.  It provides resistance to acid.  
   It grants you immunity to paralysis.  It activates for a magical
   arrow (150) every 30+d30 turns.  It cannot be harmed by the
   elements.  
   
l) a pair of metal shod boots (Dwarven) [6,+19] (+2)
   It increases your strength and constitution by 2.  It grants you 
   immunity to paralysis and darkvision.  It cannot be harmed by acid 
   or fire.  
   


  [Character Inventory]

a) a Book of Alchemy [Beginner's Mixing] {@m1@b1}
   
   
b) a Book of Alchemy [Commonly Used Potions] {@m2@b2@G2}
   It cannot be harmed by acid.  
   
c) a Book of Alchemy [Chemical Detections & Tools] {@m3@b3@G3}
   
   
d) a Book of Alchemy [Quick Getaways: Thieves' edition] {@m4@b4@G4}
   
   
e) a Book of Alchemy [Advanced Archer's Tactics] {@m6@b6}
   It cannot be harmed by the elements.  
   
f) 15 Potions of Speed
   
   
g) 22 Potions of Cure Critical Wounds
   
   
h) 14 Potions of Healing
   
   
i) 8 Potions of *Healing*
   
   
j) 2 Potions of Life
   
   
k) 13 Potions of Restore Mana
   
   
l) 24 Scrolls of Phase Door
   
   
m) 12 Scrolls of Teleportation
   
   
n) 6 Scrolls of *Destruction*
   
   
o) 2 Scrolls of Mass Banishment
   
   
p) a Rod of Identify {@z5 !!}
   It cannot be harmed by lightning.  
   
q) 2 Rods of Recall {!! @z9}
   It cannot be harmed by lightning.  
   
r) a Rod of Healing
   It cannot be harmed by lightning.  
   
s) 3 Rods of Teleport Other (2 charging) {@z3}
   
   
t) 5 Wands of Teleport Other (0 charges)
   
   
u) 3 Staffs of Banishment (1d5) (+0,+0) (0 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 32.  Your chance of scoring a
   critical hit with this weapon is 1 in 8.
   
v) 2 Staffs of *Destruction* (2d4) (+0,+0) (0 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 34.  Your chance of scoring a
   critical hit with this weapon is 1 in 8.
   


  [Home Inventory]

a) 2 Books of Alchemy [Missile Magic] {@m5@b5@G5}
   It cannot be harmed by the elements.  
   
b) a Potion of Purity
   
   
c) 10 Potions of Speed
   
   
d) 4 Potions of Restore Life Levels
   
   
e) 18 Scrolls of Teleportation
   
   
f) 6 Scrolls of Teleport Level
   
   
g) 8 Scrolls of *Identify*
   
   
h) a Scroll of *Remove Curse*
   
   
i) 3 Rods of Detection {@z2 !! !k!d}
   It cannot be harmed by lightning.  
   
j) a Staff of the Magi (1d5) (+7,+5) (1 charge)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 37.  Your chance of scoring a
   critical hit with this weapon is 1 in 8.
   
k) 3 Staffs of Speed (1d5) (+0,+0) (3 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 32.  Your chance of scoring a
   critical hit with this weapon is 1 in 8.
   
l) 3 Staffs of *Destruction* (2d4) (+0,+0) (8 charges)
   
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 34.  Your chance of scoring a
   critical hit with this weapon is 1 in 8.
   
m) an Amulet of Sustenance
   It provides resistance to life draining.  It sustains all your
   stats.  It slows your metabolism.  It cannot be harmed by the
   elements.  
   
n) The Star of Elendil
   It usually provides light of radius 3.  It grants you the ability to
   see invisible things.  It activates for magic mapping every 50+d50
   turns.  It cannot be harmed by the elements.  
   
o) The full plate armour of Isildur [25,+25] (+1)
   It increases your constitution by 1.  It provides resistance to acid,
   electricity, fire, cold, confusion, sound, and nexus.  It cannot be
   harmed by the elements.  
   
p) The mithril plate mail of Celeborn (-3) [35,+25] (+4)
   It increases your strength and charisma by 4.  It provides
   resistance to acid, electricity, fire, cold, dark, and 
   disenchantment.  It activates for banishment every 500 turns.  It
   cannot be harmed by the elements.  
   
q) The cloak 'Colannon' [1,+15] (+3) {!!}
   It increases your stealth and speed by 3.  It provides resistance to 
   nexus.  It activates for teleport every 45 turns.  It cannot be
   harmed by the elements.  
   
r) The elven cloak of the Fairies [2,+5] (+3)
   It increases your speed by 3.   It increases your alertness by 15.  
   It provides resistance to dark, confusion, chaos, and charming.  It
   usually provides light of radius 4.  It makes animals and light
   fairies less aggresive, is good and hates evil, and conflicts with
   something that you're wearing or wielding.  It makes you less
   aggresive in combat.  It activates for sphere of animal charming
   every 45+d45 turns.  It cannot be harmed by the elements.  
   
s) a large leather shield of Elvenkind [4,+10] (+1 to stealth)
   It increases your stealth by 1.  It provides resistance to acid, 
   electricity, fire, cold, and shards.  It cannot be harmed by the
   elements.  
   
t) The iron helm 'Holhenneth' [5,+10] (+2)
   It increases your intelligence and wisdom by 2.  It provides
   resistance to confusion.  It grants you the power of telepathy.  It
   activates for detection every 55+d55 turns.  It cannot be harmed by
   the elements.  
   
u) a pair of soft leather boots of the Messenger [2,+16] (+3 to speed)
   It increases your speed by 3.  It makes you fall like a feather.  It
   grants you the power of telepathy.  
   
v) The sabre 'Aglarang' (5d7) (+0,+0) (+5)
   It increases your dexterity by 5.  It increases your speed by 5.  
   It increases your alertness by 25.  It provides resistance to 
   charming.  It sustains your dexterity.  It cannot be harmed by the
   elements.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 49.  Your chance of scoring a
   critical hit with this weapon is 1 in 8.
   
w) The long sword 'Anguirel' (2d5) (+8,+12) (+2)
   It increases your strength and constitution by 2.  It increases your 
   speed by 2.  It slays orcs, creatures of light, and demons.  It is
   branded with poison.  It provides resistance to electricity, light, 
   and dark.  It usually provides light of radius 4.  It grants you 
   immunity to paralysis and the ability to see invisible things, but
   it also aggravates creatures around you.  It cannot be harmed by the
   elements.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 102.5 against orcs, 102.5
   against demons, 102.5 against creatures of light, 102.5 against
   poison-vulnerable creatures, +5.8 when both a slay and brand apply, 
   and 55.5 against other monsters (add +5.8 damage against creatures
   vulnerable to light).  Your chance of scoring a critical hit with
   this weapon is 1 in 6.
   
x) The great sword 'Crisdurian' (4d5) (+18,+19)
   It slays orcs, trolls, giants, dragons, undead, and all evil
   creatures.  It increases likelihood of critical hits.  It grants you 
   the ability to see invisible things, but it also sometimes causes
   you to hit yourself.  It cannot be harmed by the elements.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 111 against evil creatures, 
   147 against orcs, 147 against trolls, 147 against giants, 147
   against dragons, 147 against undead, and 75 against other monsters. 
   Your chance of scoring a critical hit with this weapon is 1 in 4.
   
y) The broad axe 'Barukkheled' (2d6) (+13,+19) (+3)
   It increases your constitution by 3.  It slays orcs, trolls, and all
   evil creatures.  It provides resistance to poison.  It cannot be
   harmed by the elements.  
   
   With this weapon, you would currently get 5 blows per round.
   Each blow will do an average damage of 85 against evil creatures, 
   108 against orcs, 108 against trolls, and 62 against other monsters.
   Your chance of scoring a critical hit with this weapon is 1 in 6.
   
z) 23 seeker arrows (4d4) (+8,+8)
   
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 173.2 against evil creatures, 259.8 against
   demons, 259.8 against undead, and 86.6 against other monsters.  Your
   chance of scoring a critical shot shooting this ammo from your
   current launcher is 1 in 6.
   
{) 21 mithril arrows (3d4) (+8,+7)
   It cannot be harmed by acid or fire.  
   
   
   Fired from your current missile launcher, this missile will inflict
   an average damage of 154.8 against evil creatures, 232.2 against
   demons, 232.2 against undead, and 77.4 against other monsters.  Your
   chance of scoring a critical shot shooting this ammo from your
   current launcher is 1 in 6.
   


  [Options]

Adult: Maximize effect of race/class bonuses : yes (adult_maximize)
Adult: Randomize some of the artifacts (beta): no  (adult_randarts)
Adult: Auto-scum for good levels             : yes (adult_autoscum)
Adult: Restrict the use of stairs/recall     : no  (adult_ironman)
Adult: Restrict the use of stores/home       : no  (adult_no_stores)
Adult: Restrict creation of artifacts        : no  (adult_no_artifacts)
Adult: Don't stack objects on the floor      : no  (adult_no_stacking)
Adult: Preserve artifacts when leaving level : no  (adult_no_preserve)
Adult: Don't generate connected stairs       : yes (adult_no_stairs)
Adult: Enable selling to shops               : no  (adult_cansell)
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    : yes (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 17.10.2009 02:44
Last updated on 26.10.2009 01:49

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1. on the Competition No.76 Ladder (of 13)

Comments

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On 17.10.2009 02:49 fizzix wrote:
A couple early deaths. Posting this one because I noticed that on the main screen it says 'slime 11' and I have absolutely no idea what on earth this could possibly mean...

It doesn't seem to appear in the dump.

On 17.10.2009 21:16 will_asher wrote:
It means you have 11 points of sliming from attacks of monsters such as the slime blob or green glutton ghost (which are more dangerous for that reason). If you get at least 20, the slime will start to ooze into your body and cause bad things to happen (stat drains). If you get 40 points of sliming, it will get worse. 55 points of sliming will kill you pretty fast.
Next you're going to ask how to remove sliming so I'll answer that now: A potion of purity completely removes sliming and silver poison. these other things partially cure sliming: mushroom of health, mushroom of CSW, elven waybread. The easy way for archers is to spam the disinfectant spell which has a chance to cure 1-2 points of sliming.

On 17.10.2009 21:34 fizzix wrote:
interesting. Yeah i noticed that the disinfectant spell was supposed to cure sliming, but it didn't seem to be doing anything. I guess I don't have to worry until I hit 20 though.

Does it decay over time as well?

On 17.10.2009 21:44 will_asher wrote:
There is a bug (which I only noticed recently and haven't yet put on the known bugs list) which makes the display not update the slime points right away when the disenfectant spell cures some of it.
no, it doesn't decay over time. If I made it decay over time then people could just wait on level 1 for it to dissapear, and it's not supposed to be that easy.

On 17.10.2009 23:23 fizzix wrote:
ah, that explains it then.

I'm having a lot of fun with this competition, although I'm moving very slowly and really have to pay attention to the monsters. We'll see how long this guy lasts!

On 18.10.2009 05:05 fizzix wrote:
still chugging along.

Found barukkheled, a ring of acid, and a wand of TO. This kit should let me survive at stat gain depth, so that's where I'm headed. Of course...I don't quite know where stat-gain depth is. But I haven't found any potions yet.

On 18.10.2009 05:14 will_asher wrote:
My intent is to spread out stat gain so it goes from ~dl20 to ~dl98. As it is in 1.0.99, they have two allocation depths, the first is a little earlier than in V, and they're also a little rarer, but with the second allocation depth, you'll still find them if you dive.

On 18.10.2009 05:16 will_asher wrote:
...sorry I'm saying too much, I don't think I should give this stuff away in a competition, but at least anyone can read it...

On 18.10.2009 14:43 fizzix wrote:
I guess anyone that wants to can just check the edit files for the info anyways. The competition says 'spoilers' are ok. I'm not sure exactly what that entails tho.

On 19.10.2009 03:26 fizzix wrote:
it feels like i'm going painfully slowly...but i've had to teleport around many levels because I'm coming across a *lot* of stuff that I can't handle.

On 20.10.2009 01:37 fizzix wrote:
The RNG is being mean to me. I haven't really been finding anything. Stat gain has been especially hard.

On 20.10.2009 22:54 Bagplant wrote:
You're deep enough that that should change fairly soon. Think of it as a challenge - anyone can win with lucky drops. :)


On 21.10.2009 14:59 fizzix wrote:
well, the main plan for this guy is to see as much of the game as possible so his descendant can have a better feel for it. I'm still on track for that.

(no update: no time to play last night, or probably tonight either)

On 22.10.2009 02:33 fizzix wrote:
i guess i lied about not playing tonight.

Gollum dropped Colannon, got boots of stealth and ogres dropped !INT and =int allowing me to acid coat some arrows.

There seems to be a bug in the acid coated arrows as they do not seem to have the correct damaged displayed.


On 22.10.2009 05:08 fizzix wrote:
shield of elvenkind gives me rbase, and more stealth. Probably should ditch the armor and enchant a robe or something.

The branded acid arrows really help a lot. I finally can take down some deeper monsters.

On 22.10.2009 05:28 fizzix wrote:
by branded acid arrows, I mean coated acid arrows.

I should also note that at dlevel 50 I'm still using my original bow.

On 23.10.2009 04:54 fizzix wrote:
some new equipment is allowing me to dive more quickly.

On 24.10.2009 02:17 fizzix wrote:
having fun diving recklessly. Each level is a challenge to see if I can make the stairs.

On 24.10.2009 02:18 fizzix wrote:
on dlevel 70 I found my first !dex dropped by scatha. Wonder if I'll make it to 99 still using my original longbow.

On 24.10.2009 22:32 fizzix wrote:
A bubble vault on dlevel 89 netted some nice gear and a monster native to dlevel 120 (!)

Don't think I can risk aggro or exp drain yet. Maybe I can, haven't really decided on what gear to wear. I finally have some choices.

My original bow only lasted until dlevel 77, sadly.

On 25.10.2009 05:41 fizzix wrote:
Thuringwethil dropped Narya. Thinking of acid-coating some arrows, wielding the Palantir and going after Sauron.

On 25.10.2009 17:16 fizzix wrote:
Dump after Sauron. He dropped gothmog and orcrist. but nothing useful.

Sauron was killed entirely with acid coated arrows. I have no way of defeating Morgoth right now.

On 26.10.2009 01:53 fizzix wrote:
took three attempts to kill morgoth.

1st attempt. used up all my slay evil ammo, realize that I forgot to put on anarion, no sustain con, recalled back to town

2nd attempt. Saw vault with life and healing, decided to get them, found Amras and Fingolfin. Went back to town to regear.

3rd attempt. Used Amras to fire the highest damage ammo I had. lot's of phasing and teleporting through destruction zones all across the level.

Not sure I'm going to try a faster attempt, I had no expectations that this guy was going to win. And since it took much longer than I thought...I don't really have time to play another full game.

(Sustains are not 100%, not sure if this is a feature or a bug)

On 26.10.2009 02:18 will_asher wrote:
A tip: aggravation in DJA significantly lowers your stealth and only if your stealth is brought to 0 or below just it actually aggravate. And two aggravating items lower your stealth more than one aggravating item does, so you may be able to wear just one and take a hit to stealth instead of actually aggravating.

On 26.10.2009 02:18 will_asher wrote:
..oh wait.. I just noticed you already won so I was a little late with my tip..

On 26.10.2009 04:47 Bagplant wrote:
Congrats! I definitely won't beat that time, so you'll have the top spot for a while unless any dark horses show up.


On 26.10.2009 15:17 fizzix wrote:
I managed to get lucky with Narya. It allowed me to take out a red dragon pit that dropped about 10 stat gain potions. Also Gothmog who seems to show up on every level below 95.

The turning point was dlevels 76-78 where I found the +13 RoS, the +25 long bow, and Narya. Bugged Amras and Fingolfin were nice at the end, but they were only used on Morgoth. Was just barely able to get enough gear with enough Con and speed for Morgoth. I was +1 shy of ideal Con and a couple speed points short as well.

Had no Rconf, but spammed clear mind when I was waiting for Morgoth to come find me after phasing. I have no idea how long that spell lasts, there's no indication on the bottom of the screen.

The aggravation change is cool, and makes more sense I think than the current implementation. I needed hammerhand for the con and the palantir for telepathy, so aggro was a necessary evil.

While playing, I compiled a list of all the things I thought were really cool, the minor bugs (ones that didn't really affect gameplay, other ones I've already posted), and things that I didn't like. I'll post to forums after comp ends.

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